// Copyright 2012 the V8 project authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef V8_DEBUG_DEBUG_H_
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#define V8_DEBUG_DEBUG_H_
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#include <vector>
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#include "src/allocation.h"
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#include "src/base/atomicops.h"
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#include "src/base/hashmap.h"
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#include "src/base/platform/platform.h"
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#include "src/debug/debug-interface.h"
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#include "src/debug/interface-types.h"
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#include "src/execution.h"
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#include "src/flags.h"
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#include "src/frames.h"
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#include "src/globals.h"
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#include "src/heap/factory.h"
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#include "src/objects/debug-objects.h"
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#include "src/runtime/runtime.h"
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#include "src/source-position-table.h"
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#include "src/string-stream.h"
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#include "src/v8threads.h"
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namespace v8 {
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namespace internal {
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// Forward declarations.
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class DebugScope;
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class JSGeneratorObject;
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// Step actions. NOTE: These values are in macros.py as well.
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enum StepAction : int8_t {
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StepNone = -1, // Stepping not prepared.
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StepOut = 0, // Step out of the current function.
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StepNext = 1, // Step to the next statement in the current function.
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StepIn = 2, // Step into new functions invoked or the next statement
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// in the current function.
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LastStepAction = StepIn
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};
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// Type of exception break. NOTE: These values are in macros.py as well.
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enum ExceptionBreakType {
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BreakException = 0,
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BreakUncaughtException = 1
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};
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enum DebugBreakType {
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NOT_DEBUG_BREAK,
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DEBUGGER_STATEMENT,
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DEBUG_BREAK_SLOT,
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DEBUG_BREAK_SLOT_AT_CALL,
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DEBUG_BREAK_SLOT_AT_RETURN,
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DEBUG_BREAK_SLOT_AT_SUSPEND,
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DEBUG_BREAK_AT_ENTRY,
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};
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enum IgnoreBreakMode {
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kIgnoreIfAllFramesBlackboxed,
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kIgnoreIfTopFrameBlackboxed
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};
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class BreakLocation {
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public:
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static BreakLocation FromFrame(Handle<DebugInfo> debug_info,
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JavaScriptFrame* frame);
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static void AllAtCurrentStatement(Handle<DebugInfo> debug_info,
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JavaScriptFrame* frame,
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std::vector<BreakLocation>* result_out);
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inline bool IsSuspend() const { return type_ == DEBUG_BREAK_SLOT_AT_SUSPEND; }
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inline bool IsReturn() const { return type_ == DEBUG_BREAK_SLOT_AT_RETURN; }
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inline bool IsReturnOrSuspend() const {
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return type_ >= DEBUG_BREAK_SLOT_AT_RETURN;
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}
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inline bool IsCall() const { return type_ == DEBUG_BREAK_SLOT_AT_CALL; }
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inline bool IsDebugBreakSlot() const { return type_ >= DEBUG_BREAK_SLOT; }
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inline bool IsDebuggerStatement() const {
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return type_ == DEBUGGER_STATEMENT;
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}
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inline bool IsDebugBreakAtEntry() const {
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bool result = type_ == DEBUG_BREAK_AT_ENTRY;
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return result;
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}
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bool HasBreakPoint(Isolate* isolate, Handle<DebugInfo> debug_info) const;
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inline int position() const { return position_; }
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debug::BreakLocationType type() const;
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JSGeneratorObject* GetGeneratorObjectForSuspendedFrame(
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JavaScriptFrame* frame) const;
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private:
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BreakLocation(Handle<AbstractCode> abstract_code, DebugBreakType type,
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int code_offset, int position, int generator_obj_reg_index)
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: abstract_code_(abstract_code),
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code_offset_(code_offset),
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type_(type),
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position_(position),
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generator_obj_reg_index_(generator_obj_reg_index) {
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DCHECK_NE(NOT_DEBUG_BREAK, type_);
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}
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BreakLocation(int position, DebugBreakType type)
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: code_offset_(0),
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type_(type),
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position_(position),
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generator_obj_reg_index_(0) {}
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static int BreakIndexFromCodeOffset(Handle<DebugInfo> debug_info,
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Handle<AbstractCode> abstract_code,
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int offset);
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void SetDebugBreak();
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void ClearDebugBreak();
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Handle<AbstractCode> abstract_code_;
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int code_offset_;
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DebugBreakType type_;
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int position_;
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int generator_obj_reg_index_;
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friend class BreakIterator;
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};
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class BreakIterator {
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public:
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explicit BreakIterator(Handle<DebugInfo> debug_info);
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BreakLocation GetBreakLocation();
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bool Done() const { return source_position_iterator_.done(); }
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void Next();
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void SkipToPosition(int position);
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void SkipTo(int count) {
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while (count-- > 0) Next();
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}
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int code_offset() { return source_position_iterator_.code_offset(); }
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int break_index() const { return break_index_; }
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inline int position() const { return position_; }
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inline int statement_position() const { return statement_position_; }
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void ClearDebugBreak();
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void SetDebugBreak();
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private:
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int BreakIndexFromPosition(int position);
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Isolate* isolate();
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DebugBreakType GetDebugBreakType();
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Handle<DebugInfo> debug_info_;
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int break_index_;
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int position_;
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int statement_position_;
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SourcePositionTableIterator source_position_iterator_;
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DisallowHeapAllocation no_gc_;
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DISALLOW_COPY_AND_ASSIGN(BreakIterator);
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};
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// Linked list holding debug info objects. The debug info objects are kept as
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// weak handles to avoid a debug info object to keep a function alive.
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class DebugInfoListNode {
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public:
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DebugInfoListNode(Isolate* isolate, DebugInfo* debug_info);
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~DebugInfoListNode();
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DebugInfoListNode* next() { return next_; }
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void set_next(DebugInfoListNode* next) { next_ = next; }
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Handle<DebugInfo> debug_info() { return Handle<DebugInfo>(debug_info_); }
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private:
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// Global (weak) handle to the debug info object.
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DebugInfo** debug_info_;
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// Next pointer for linked list.
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DebugInfoListNode* next_;
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};
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class DebugFeatureTracker {
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public:
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enum Feature {
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kActive = 1,
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kBreakPoint = 2,
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kStepping = 3,
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kHeapSnapshot = 4,
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kAllocationTracking = 5,
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kProfiler = 6,
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kLiveEdit = 7,
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};
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explicit DebugFeatureTracker(Isolate* isolate)
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: isolate_(isolate), bitfield_(0) {}
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void Track(Feature feature);
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private:
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Isolate* isolate_;
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uint32_t bitfield_;
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};
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// This class contains the debugger support. The main purpose is to handle
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// setting break points in the code.
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//
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// This class controls the debug info for all functions which currently have
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// active breakpoints in them. This debug info is held in the heap root object
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// debug_info which is a FixedArray. Each entry in this list is of class
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// DebugInfo.
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class Debug {
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public:
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// Debug event triggers.
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void OnDebugBreak(Handle<FixedArray> break_points_hit);
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void OnThrow(Handle<Object> exception);
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void OnPromiseReject(Handle<Object> promise, Handle<Object> value);
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void OnCompileError(Handle<Script> script);
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void OnAfterCompile(Handle<Script> script);
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void HandleDebugBreak(IgnoreBreakMode ignore_break_mode);
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// The break target may not be the top-most frame, since we may be
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// breaking before entering a function that cannot contain break points.
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void Break(JavaScriptFrame* frame, Handle<JSFunction> break_target);
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// Scripts handling.
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Handle<FixedArray> GetLoadedScripts();
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// Break point handling.
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bool SetBreakPoint(Handle<JSFunction> function,
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Handle<BreakPoint> break_point, int* source_position);
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void ClearBreakPoint(Handle<BreakPoint> break_point);
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void ChangeBreakOnException(ExceptionBreakType type, bool enable);
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bool IsBreakOnException(ExceptionBreakType type);
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bool SetBreakPointForScript(Handle<Script> script, Handle<String> condition,
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int* source_position, int* id);
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bool SetBreakpointForFunction(Handle<JSFunction> function,
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Handle<String> condition, int* id);
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void RemoveBreakpoint(int id);
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// Find breakpoints from the debug info and the break location and check
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// whether they are hit. Return an empty handle if not, or a FixedArray with
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// hit BreakPoint objects.
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MaybeHandle<FixedArray> GetHitBreakPoints(Handle<DebugInfo> debug_info,
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int position);
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// Stepping handling.
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void PrepareStep(StepAction step_action);
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void PrepareStepIn(Handle<JSFunction> function);
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void PrepareStepInSuspendedGenerator();
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void PrepareStepOnThrow();
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void ClearStepping();
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void SetBreakOnNextFunctionCall();
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void ClearBreakOnNextFunctionCall();
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void DeoptimizeFunction(Handle<SharedFunctionInfo> shared);
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void PrepareFunctionForDebugExecution(Handle<SharedFunctionInfo> shared);
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void InstallDebugBreakTrampoline();
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bool GetPossibleBreakpoints(Handle<Script> script, int start_position,
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int end_position, bool restrict_to_function,
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std::vector<BreakLocation>* locations);
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bool IsBlackboxed(Handle<SharedFunctionInfo> shared);
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bool CanBreakAtEntry(Handle<SharedFunctionInfo> shared);
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void SetDebugDelegate(debug::DebugDelegate* delegate);
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// Returns whether the operation succeeded.
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bool EnsureBreakInfo(Handle<SharedFunctionInfo> shared);
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void CreateBreakInfo(Handle<SharedFunctionInfo> shared);
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Handle<DebugInfo> GetOrCreateDebugInfo(Handle<SharedFunctionInfo> shared);
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void InstallCoverageInfo(Handle<SharedFunctionInfo> shared,
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Handle<CoverageInfo> coverage_info);
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void RemoveAllCoverageInfos();
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// This function is used in FunctionNameUsing* tests.
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Handle<Object> FindSharedFunctionInfoInScript(Handle<Script> script,
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int position);
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static Handle<Object> GetSourceBreakLocations(
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Isolate* isolate, Handle<SharedFunctionInfo> shared);
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// Check whether this frame is just about to return.
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bool IsBreakAtReturn(JavaScriptFrame* frame);
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// Support for LiveEdit
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void ScheduleFrameRestart(StackFrame* frame);
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bool AllFramesOnStackAreBlackboxed();
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// Set new script source, throw an exception if error occurred. When preview
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// is true: try to set source, throw exception if any without actual script
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// change. stack_changed is true if after editing script on pause stack is
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// changed and client should request stack trace again.
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bool SetScriptSource(Handle<Script> script, Handle<String> source,
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bool preview, debug::LiveEditResult* result);
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int GetFunctionDebuggingId(Handle<JSFunction> function);
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// Threading support.
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char* ArchiveDebug(char* to);
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char* RestoreDebug(char* from);
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static int ArchiveSpacePerThread();
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void FreeThreadResources() { }
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void Iterate(RootVisitor* v);
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void InitThread(const ExecutionAccess& lock) { ThreadInit(); }
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bool CheckExecutionState() { return is_active(); }
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void StartSideEffectCheckMode();
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void StopSideEffectCheckMode();
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void ApplySideEffectChecks(Handle<DebugInfo> debug_info);
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void ClearSideEffectChecks(Handle<DebugInfo> debug_info);
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bool PerformSideEffectCheck(Handle<JSFunction> function,
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Handle<Object> receiver);
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bool PerformSideEffectCheckForCallback(Handle<Object> callback_info);
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bool PerformSideEffectCheckAtBytecode(InterpretedFrame* frame);
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bool PerformSideEffectCheckForObject(Handle<Object> object);
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// Flags and states.
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inline bool is_active() const { return is_active_; }
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inline bool in_debug_scope() const {
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return !!base::Relaxed_Load(&thread_local_.current_debug_scope_);
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}
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inline bool needs_check_on_function_call() const {
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return hook_on_function_call_;
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}
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void set_break_points_active(bool v) { break_points_active_ = v; }
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bool break_points_active() const { return break_points_active_; }
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StackFrame::Id break_frame_id() { return thread_local_.break_frame_id_; }
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Handle<Object> return_value_handle();
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Object* return_value() { return thread_local_.return_value_; }
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void set_return_value(Object* value) { thread_local_.return_value_ = value; }
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// Support for embedding into generated code.
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Address is_active_address() {
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return reinterpret_cast<Address>(&is_active_);
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}
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Address hook_on_function_call_address() {
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return reinterpret_cast<Address>(&hook_on_function_call_);
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}
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Address suspended_generator_address() {
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return reinterpret_cast<Address>(&thread_local_.suspended_generator_);
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}
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Address restart_fp_address() {
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return reinterpret_cast<Address>(&thread_local_.restart_fp_);
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}
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StepAction last_step_action() { return thread_local_.last_step_action_; }
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bool break_on_next_function_call() const {
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return thread_local_.break_on_next_function_call_;
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}
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DebugFeatureTracker* feature_tracker() { return &feature_tracker_; }
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// For functions in which we cannot set a break point, use a canonical
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// source position for break points.
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static const int kBreakAtEntryPosition = 0;
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void RemoveBreakInfoAndMaybeFree(Handle<DebugInfo> debug_info);
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private:
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explicit Debug(Isolate* isolate);
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~Debug();
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void UpdateDebugInfosForExecutionMode();
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void UpdateState();
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void UpdateHookOnFunctionCall();
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void Unload();
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// Return the number of virtual frames below debugger entry.
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int CurrentFrameCount();
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inline bool ignore_events() const {
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return is_suppressed_ || !is_active_ ||
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isolate_->debug_execution_mode() == DebugInfo::kSideEffects;
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}
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inline bool break_disabled() const { return break_disabled_; }
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void clear_suspended_generator() {
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thread_local_.suspended_generator_ = Smi::kZero;
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}
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bool has_suspended_generator() const {
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return thread_local_.suspended_generator_ != Smi::kZero;
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}
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bool IsExceptionBlackboxed(bool uncaught);
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void OnException(Handle<Object> exception, Handle<Object> promise);
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void ProcessCompileEvent(bool has_compile_error, Handle<Script> script);
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// Find the closest source position for a break point for a given position.
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int FindBreakablePosition(Handle<DebugInfo> debug_info, int source_position);
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// Instrument code to break at break points.
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void ApplyBreakPoints(Handle<DebugInfo> debug_info);
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// Clear code from instrumentation.
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void ClearBreakPoints(Handle<DebugInfo> debug_info);
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// Clear all code from instrumentation.
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void ClearAllBreakPoints();
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// Instrument a function with one-shots.
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void FloodWithOneShot(Handle<SharedFunctionInfo> function,
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bool returns_only = false);
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// Clear all one-shot instrumentations, but restore break points.
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void ClearOneShot();
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bool IsFrameBlackboxed(JavaScriptFrame* frame);
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void ActivateStepOut(StackFrame* frame);
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MaybeHandle<FixedArray> CheckBreakPoints(Handle<DebugInfo> debug_info,
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BreakLocation* location,
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bool* has_break_points = nullptr);
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bool IsMutedAtCurrentLocation(JavaScriptFrame* frame);
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// Check whether a BreakPoint object is hit. Evaluate condition depending
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// on whether this is a regular break location or a break at function entry.
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bool CheckBreakPoint(Handle<BreakPoint> break_point, bool is_break_at_entry);
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inline void AssertDebugContext() {
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DCHECK(in_debug_scope());
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}
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void ThreadInit();
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void PrintBreakLocation();
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void ClearAllDebuggerHints();
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// Wraps logic for clearing and maybe freeing all debug infos.
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typedef std::function<void(Handle<DebugInfo>)> DebugInfoClearFunction;
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void ClearAllDebugInfos(DebugInfoClearFunction clear_function);
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void FindDebugInfo(Handle<DebugInfo> debug_info, DebugInfoListNode** prev,
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DebugInfoListNode** curr);
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void FreeDebugInfoListNode(DebugInfoListNode* prev, DebugInfoListNode* node);
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debug::DebugDelegate* debug_delegate_ = nullptr;
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// Debugger is active, i.e. there is a debug event listener attached.
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bool is_active_;
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// Debugger needs to be notified on every new function call.
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// Used for stepping and read-only checks
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bool hook_on_function_call_;
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// Suppress debug events.
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bool is_suppressed_;
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// Running liveedit.
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bool running_live_edit_ = false;
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// Do not trigger debug break events.
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bool break_disabled_;
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// Do not break on break points.
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bool break_points_active_;
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// Trigger debug break events for all exceptions.
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bool break_on_exception_;
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// Trigger debug break events for uncaught exceptions.
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bool break_on_uncaught_exception_;
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// Termination exception because side effect check has failed.
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bool side_effect_check_failed_;
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// List of active debug info objects.
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DebugInfoListNode* debug_info_list_;
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// Used for side effect check to mark temporary objects.
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class TemporaryObjectsTracker;
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std::unique_ptr<TemporaryObjectsTracker> temporary_objects_;
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Handle<RegExpMatchInfo> regexp_match_info_;
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// Used to collect histogram data on debugger feature usage.
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DebugFeatureTracker feature_tracker_;
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// Per-thread data.
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class ThreadLocal {
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public:
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// Top debugger entry.
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base::AtomicWord current_debug_scope_;
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// Frame id for the frame of the current break.
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StackFrame::Id break_frame_id_;
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// Step action for last step performed.
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StepAction last_step_action_;
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// If set, next PrepareStepIn will ignore this function until stepped into
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// another function, at which point this will be cleared.
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Object* ignore_step_into_function_;
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// If set then we need to repeat StepOut action at return.
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bool fast_forward_to_return_;
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// Source statement position from last step next action.
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int last_statement_position_;
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// Frame pointer from last step next or step frame action.
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int last_frame_count_;
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// Frame pointer of the target frame we want to arrive at.
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int target_frame_count_;
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// Value of the accumulator at the point of entering the debugger.
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Object* return_value_;
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// The suspended generator object to track when stepping.
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Object* suspended_generator_;
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// The new frame pointer to drop to when restarting a frame.
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Address restart_fp_;
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// Last used inspector breakpoint id.
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int last_breakpoint_id_;
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// This flag is true when SetBreakOnNextFunctionCall is called and it forces
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// debugger to break on next function call.
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bool break_on_next_function_call_;
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};
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// Storage location for registers when handling debug break calls
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ThreadLocal thread_local_;
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Isolate* isolate_;
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friend class Isolate;
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friend class DebugScope;
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friend class DisableBreak;
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friend class LiveEdit;
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friend class SuppressDebug;
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friend Handle<FixedArray> GetDebuggedFunctions(); // In test-debug.cc
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friend void CheckDebuggerUnloaded(); // In test-debug.cc
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DISALLOW_COPY_AND_ASSIGN(Debug);
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};
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// This scope is used to load and enter the debug context and create a new
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// break state. Leaving the scope will restore the previous state.
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class DebugScope BASE_EMBEDDED {
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public:
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explicit DebugScope(Debug* debug);
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~DebugScope();
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private:
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Isolate* isolate() { return debug_->isolate_; }
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Debug* debug_;
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DebugScope* prev_; // Previous scope if entered recursively.
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StackFrame::Id break_frame_id_; // Previous break frame id.
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PostponeInterruptsScope no_interrupts_;
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};
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// This scope is used to handle return values in nested debug break points.
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// When there are nested debug breaks, we use this to restore the return
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// value to the previous state. This is not merged with DebugScope because
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// return_value_ will not be cleared when we use DebugScope.
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class ReturnValueScope {
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public:
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explicit ReturnValueScope(Debug* debug);
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~ReturnValueScope();
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private:
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Debug* debug_;
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Handle<Object> return_value_; // Previous result.
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};
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// Stack allocated class for disabling break.
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class DisableBreak BASE_EMBEDDED {
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public:
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explicit DisableBreak(Debug* debug, bool disable = true)
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: debug_(debug), previous_break_disabled_(debug->break_disabled_) {
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debug_->break_disabled_ = disable;
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}
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~DisableBreak() {
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debug_->break_disabled_ = previous_break_disabled_;
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}
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private:
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Debug* debug_;
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bool previous_break_disabled_;
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DISALLOW_COPY_AND_ASSIGN(DisableBreak);
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};
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class SuppressDebug BASE_EMBEDDED {
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public:
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explicit SuppressDebug(Debug* debug)
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: debug_(debug), old_state_(debug->is_suppressed_) {
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debug_->is_suppressed_ = true;
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}
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~SuppressDebug() { debug_->is_suppressed_ = old_state_; }
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private:
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Debug* debug_;
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bool old_state_;
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DISALLOW_COPY_AND_ASSIGN(SuppressDebug);
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};
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// Code generator routines.
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class DebugCodegen : public AllStatic {
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public:
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enum DebugBreakCallHelperMode {
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SAVE_RESULT_REGISTER,
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IGNORE_RESULT_REGISTER
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};
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// Builtin to drop frames to restart function.
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static void GenerateFrameDropperTrampoline(MacroAssembler* masm);
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// Builtin to atomically (wrt deopts) handle debugger statement and
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// drop frames to restart function if necessary.
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static void GenerateHandleDebuggerStatement(MacroAssembler* masm);
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// Builtin to trigger a debug break before entering the function.
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static void GenerateDebugBreakTrampoline(MacroAssembler* masm);
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};
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} // namespace internal
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} // namespace v8
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#endif // V8_DEBUG_DEBUG_H_
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