gecko-dev/testing/marionette/dispatcher.js
Andreas Tolfsen 54dd561ad2 Bug 1221187: testing/marionette: Set log level from preference; r=automatedtester
This change allows the logging level for Marionette to be set using
a preference.  This lets an out-of-process program control Marionette's
logging level.

It also changes the logging defaults to print log messages with the level
Log.Level.Info and above for optimised builds, and Log.Level.Trace
and above for non-optimised/debug builds.

The log level can be set through the marionette.logging preference.
It holds a string value that needs to correspond to a level defined in
toolkit/modules/Log.jsm's Log.Level enum.

--HG--
extra : rebase_source : ef1cba2e26c3ad002bb1c28dac5654b68d02cb8f
2016-01-02 15:08:54 +00:00

243 lines
6.9 KiB
JavaScript

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
const {interfaces: Ci, utils: Cu} = Components;
Cu.import("resource://gre/modules/Log.jsm");
Cu.import("resource://gre/modules/Task.jsm");
Cu.import("chrome://marionette/content/driver.js");
Cu.import("chrome://marionette/content/emulator.js");
Cu.import("chrome://marionette/content/error.js");
Cu.import("chrome://marionette/content/message.js");
this.EXPORTED_SYMBOLS = ["Dispatcher"];
const PROTOCOL_VERSION = 3;
const logger = Log.repository.getLogger("Marionette");
/**
* Manages a Marionette connection, and dispatches packets received to
* their correct destinations.
*
* @param {number} connId
* Unique identifier of the connection this dispatcher should handle.
* @param {DebuggerTransport} transport
* Debugger transport connection to the client.
* @param {function(Emulator): GeckoDriver} driverFactory
* A factory function that takes an Emulator as argument and produces
* a GeckoDriver.
*/
this.Dispatcher = function(connId, transport, driverFactory) {
this.connId = connId;
this.conn = transport;
// transport hooks are Dispatcher#onPacket
// and Dispatcher#onClosed
this.conn.hooks = this;
// callback for when connection is closed
this.onclose = null;
// last received/sent message ID
this.lastId = 0;
this.emulator = new Emulator(this.sendEmulator.bind(this));
this.driver = driverFactory(this.emulator);
// lookup of commands sent by server to client by message ID
this.commands_ = new Map();
};
/**
* Debugger transport callback that cleans up
* after a connection is closed.
*/
Dispatcher.prototype.onClosed = function(reason) {
this.driver.sessionTearDown();
if (this.onclose) {
this.onclose(this);
}
};
/**
* Callback that receives data packets from the client.
*
* If the message is a Response, we look up the command previously issued
* to the client and run its callback, if any. In case of a Command,
* the corresponding is executed.
*
* @param {Array.<number, number, ?, ?>} data
* A four element array where the elements, in sequence, signifies
* message type, message ID, method name or error, and parameters
* or result.
*/
Dispatcher.prototype.onPacket = function(data) {
let msg = Message.fromMsg(data);
msg.origin = MessageOrigin.Client;
this.log_(msg);
if (msg instanceof Response) {
let cmd = this.commands_.get(msg.id);
this.commands_.delete(msg.id);
cmd.onresponse(msg);
} else if (msg instanceof Command) {
this.lastId = msg.id;
this.execute(msg);
}
};
/**
* Executes a WebDriver command and sends back a response when it has
* finished executing.
*
* Commands implemented in GeckoDriver and registered in its
* {@code GeckoDriver.commands} attribute. The return values from
* commands are expected to be Promises. If the resolved value of said
* promise is not an object, the response body will be wrapped in an object
* under a "value" field.
*
* If the command implementation sends the response itself by calling
* {@code resp.send()}, the response is guaranteed to not be sent twice.
*
* Errors thrown in commands are marshaled and sent back, and if they
* are not WebDriverError instances, they are additionally propagated and
* reported to {@code Components.utils.reportError}.
*
* @param {Command} cmd
* The requested command to execute.
*/
Dispatcher.prototype.execute = function(cmd) {
let resp = new Response(cmd.id, this.send.bind(this));
let sendResponse = () => resp.sendConditionally(resp => !resp.sent);
let sendError = resp.sendError.bind(resp);
let req = Task.spawn(function*() {
let fn = this.driver.commands[cmd.name];
if (typeof fn == "undefined") {
throw new UnknownCommandError(cmd.name);
}
let rv = yield fn.bind(this.driver)(cmd, resp);
if (typeof rv != "undefined") {
if (typeof rv != "object") {
resp.body = {value: rv};
} else {
resp.body = rv;
}
}
}.bind(this));
req.then(sendResponse, sendError).catch(error.report);
};
Dispatcher.prototype.sendError = function(err, cmdId) {
let resp = new Response(cmdId, this.send.bind(this));
resp.sendError(err);
};
// Convenience methods:
/**
* When a client connects we send across a JSON Object defining the
* protocol level.
*
* This is the only message sent by Marionette that does not follow
* the regular message format.
*/
Dispatcher.prototype.sayHello = function() {
let whatHo = {
applicationType: "gecko",
marionetteProtocol: PROTOCOL_VERSION,
};
this.sendRaw(whatHo);
};
Dispatcher.prototype.sendEmulator = function(name, params, resCb, errCb) {
let cmd = new Command(++this.lastId, name, params);
cmd.onresult = resCb;
cmd.onerror = errCb;
this.send(cmd);
};
/**
* Delegates message to client or emulator based on the provided
* {@code cmdId}. The message is sent over the debugger transport socket.
*
* The command ID is a unique identifier assigned to the client's request
* that is used to distinguish the asynchronous responses.
*
* Whilst responses to commands are synchronous and must be sent in the
* correct order, emulator callbacks are more transparent and can be sent
* at any time. These callbacks won't change the current command state.
*
* @param {Command,Response} msg
* The command or response to send.
*/
Dispatcher.prototype.send = function(msg) {
msg.origin = MessageOrigin.Server;
if (msg instanceof Command) {
this.commands_.set(msg.id, msg);
this.sendToEmulator(msg);
} else if (msg instanceof Response) {
this.sendToClient(msg);
}
};
// Low-level methods:
/**
* Send command to emulator over the debugger transport socket.
*
* @param {Command} cmd
* The command to issue to the emulator.
*/
Dispatcher.prototype.sendToEmulator = function(cmd) {
this.sendMessage(cmd);
};
/**
* Send given response to the client over the debugger transport socket.
*
* @param {Response} resp
* The response to send back to the client.
*/
Dispatcher.prototype.sendToClient = function(resp) {
this.driver.responseCompleted();
this.sendMessage(resp);
};
/**
* Marshal message to the Marionette message format and send it.
*
* @param {Command,Response} msg
* The message to send.
*/
Dispatcher.prototype.sendMessage = function(msg) {
this.log_(msg);
let payload = msg.toMsg();
this.sendRaw(payload);
};
/**
* Send the given payload over the debugger transport socket to the
* connected client.
*
* @param {Object} payload
* The payload to ship.
*/
Dispatcher.prototype.sendRaw = function(payload) {
this.conn.send(payload);
};
Dispatcher.prototype.log_ = function(msg) {
let a = (msg.origin == MessageOrigin.Client ? " -> " : " <- ");
let s = JSON.stringify(msg.toMsg());
logger.trace(this.connId + a + s);
};