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542bcd0e56
In order for a front to be available to getFront on a given target, it must be first -- registered on the target scope, and second -- set on the target's targetForm. This makes that update for both browsing context and worker targets. This works as part of a work around until we can get the server into better shape. Differential Revision: https://phabricator.services.mozilla.com/D32698 --HG-- extra : moz-landing-system : lando
340 lines
8.1 KiB
JavaScript
340 lines
8.1 KiB
JavaScript
/* -*- indent-tabs-mode: nil; js-indent-level: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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"use strict";
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const { ThreadStateTypes } = require("devtools/shared/client/constants");
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const { FrontClassWithSpec, registerFront } = require("devtools/shared/protocol");
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const { threadSpec } = require("devtools/shared/specs/thread");
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loader.lazyRequireGetter(
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this,
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"ObjectClient",
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"devtools/shared/client/object-client"
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);
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loader.lazyRequireGetter(
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this,
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"SourceFront",
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"devtools/shared/fronts/source",
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true
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);
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/**
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* Creates a thread client for the remote debugging protocol server. This client
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* is a front to the thread actor created in the server side, hiding the
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* protocol details in a traditional JavaScript API.
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*
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* @param client DebuggerClient
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* @param actor string
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* The actor ID for this thread.
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*/
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class ThreadClient extends FrontClassWithSpec(threadSpec) {
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constructor(client) {
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super(client);
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this.client = client;
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this._pauseGrips = {};
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this._threadGrips = {};
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this._state = "paused";
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this._beforePaused = this._beforePaused.bind(this);
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this._beforeResumed = this._beforeResumed.bind(this);
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this._beforeDetached = this._beforeDetached.bind(this);
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this.before("paused", this._beforePaused);
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this.before("resumed", this._beforeResumed);
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this.before("detached", this._beforeDetached);
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// Attribute name from which to retrieve the actorID out of the target actor's form
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this.formAttributeName = "contextActor";
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}
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get state() {
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return this._state;
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}
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get paused() {
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return this._state === "paused";
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}
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get actor() {
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return this.actorID;
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}
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_assertPaused(command) {
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if (!this.paused) {
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throw Error(
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command + " command sent while not paused. Currently " + this._state
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);
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}
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}
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/**
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* Resume a paused thread. If the optional limit parameter is present, then
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* the thread will also pause when that limit is reached.
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*
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* @param [optional] object limit
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* An object with a type property set to the appropriate limit (next,
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* step, or finish) per the remote debugging protocol specification.
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* Use null to specify no limit.
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* @param bool aRewind
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* Whether execution should rewind until the limit is reached, rather
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* than proceeding forwards. This parameter has no effect if the
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* server does not support rewinding.
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*/
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async _doResume(resumeLimit, rewind) {
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this._assertPaused("resume");
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// Put the client in a tentative "resuming" state so we can prevent
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// further requests that should only be sent in the paused state.
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this._previousState = this._state;
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this._state = "resuming";
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try {
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await super.resume(resumeLimit, rewind);
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} catch (e) {
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if (this._state == "resuming") {
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// There was an error resuming, update the state to the new one
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// reported by the server, if given (only on wrongState), otherwise
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// reset back to the previous state.
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if (e.state) {
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this._state = ThreadStateTypes[e.state];
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} else {
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this._state = this._previousState;
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}
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}
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}
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delete this._previousState;
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}
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/**
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* Resume a paused thread.
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*/
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resume() {
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return this._doResume(null, false);
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}
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/**
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* Resume then pause without stepping.
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*
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*/
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resumeThenPause() {
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return this._doResume({ type: "break" }, false);
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}
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/**
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* Rewind a thread until a breakpoint is hit.
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*/
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rewind() {
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this._doResume(null, true);
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}
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/**
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* Step over a function call.
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*/
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stepOver() {
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return this._doResume({ type: "next" }, false);
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}
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/**
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* Step into a function call.
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*/
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stepIn() {
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return this._doResume({ type: "step" }, false);
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}
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/**
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* Step out of a function call.
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*/
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stepOut() {
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return this._doResume({ type: "finish" }, false);
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}
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/**
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* Rewind step over a function call.
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*/
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reverseStepOver() {
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return this._doResume({ type: "next" }, true);
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}
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/**
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* Immediately interrupt a running thread.
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*/
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interrupt() {
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return this._doInterrupt(null);
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}
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/**
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* Pause execution right before the next JavaScript bytecode is executed.
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*/
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breakOnNext() {
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return this._doInterrupt("onNext");
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}
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/**
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* Warp through time to an execution point in the past or future.
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*
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* @param object aTarget
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* Description of the warp destination.
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*/
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timeWarp(target) {
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const warp = () => {
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this._doResume({ type: "warp", target }, true);
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};
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if (this.paused) {
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return warp();
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}
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return this.interrupt().then(warp);
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}
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/**
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* Interrupt a running thread.
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*/
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_doInterrupt(when) {
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return super.interrupt(when);
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}
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/**
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* Request the loaded sources for the current thread.
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*/
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getSources() {
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return super.sources();
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}
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/**
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* Request frames from the callstack for the current thread.
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*
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* @param start integer
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* The number of the youngest stack frame to return (the youngest
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* frame is 0).
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* @param count integer
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* The maximum number of frames to return, or null to return all
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* frames.
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*/
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getFrames(start, count) {
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return super.frames(start, count);
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}
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/**
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* attach to the thread actor.
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*/
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async attach(options) {
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let response;
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try {
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const onPaused = this.once("paused");
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response = await super.attach(options);
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await onPaused;
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} catch (e) {
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throw new Error(e);
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}
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return response;
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}
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/**
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* Detach from the thread actor.
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*/
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async detach() {
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const onDetached = this.once("detached");
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await super.detach();
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await onDetached;
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await this.destroy();
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}
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/**
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* Request the frame environment.
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*
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* @param frameId string
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*/
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getEnvironment(frameId) {
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return this.client.request({ to: frameId, type: "getEnvironment" });
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}
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/**
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* Return a ObjectClient object for the given object grip.
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*
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* @param grip object
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* A pause-lifetime object grip returned by the protocol.
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*/
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pauseGrip(grip) {
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if (grip.actor in this._pauseGrips) {
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return this._pauseGrips[grip.actor];
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}
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const client = new ObjectClient(this.client, grip);
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this._pauseGrips[grip.actor] = client;
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return client;
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}
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/**
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* Clear and invalidate all the grip clients from the given cache.
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*
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* @param gripCacheName
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* The property name of the grip cache we want to clear.
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*/
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_clearObjectClients(gripCacheName) {
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for (const id in this[gripCacheName]) {
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this[gripCacheName][id].valid = false;
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}
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this[gripCacheName] = {};
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}
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/**
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* Invalidate pause-lifetime grip clients and clear the list of current grip
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* clients.
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*/
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_clearPauseGrips() {
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this._clearObjectClients("_pauseGrips");
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}
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/**
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* Invalidate thread-lifetime grip clients and clear the list of current grip
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* clients.
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*/
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_clearThreadGrips() {
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this._clearObjectClients("_threadGrips");
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}
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_beforePaused(packet) {
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this._state = "paused";
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this._onThreadState(packet);
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}
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_beforeResumed() {
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this._state = "attached";
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this._onThreadState(null);
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}
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_beforeDetached(packet) {
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this._state = "detached";
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this._onThreadState(packet);
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this._clearThreadGrips();
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}
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/**
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* Handle thread state change by doing necessary cleanup
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*/
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_onThreadState(packet) {
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// The debugger UI may not be initialized yet so we want to keep
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// the packet around so it knows what to pause state to display
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// when it's initialized
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this._lastPausePacket = packet;
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this._clearPauseGrips();
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}
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getLastPausePacket() {
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return this._lastPausePacket;
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}
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/**
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* Return an instance of SourceFront for the given source actor form.
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*/
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source(form) {
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if (form.actor in this._threadGrips) {
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return this._threadGrips[form.actor];
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}
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this._threadGrips[form.actor] = new SourceFront(this.client, form);
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return this._threadGrips[form.actor];
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}
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}
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exports.ThreadClient = ThreadClient;
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registerFront(ThreadClient);
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