forked from mirrors/gecko-dev
Backed out changeset 9cb7826b8f28 (bug 956376) Backed out changeset 37f94ae472d6 (bug 956376) Backed out changeset d96d56907ce0 (bug 956376) Backed out changeset ee0b4798b061 (bug 956376)
2074 lines
67 KiB
JavaScript
2074 lines
67 KiB
JavaScript
/* -*- indent-tabs-mode: nil; js-indent-level: 2; js-indent-level: 2 -*- */
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/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
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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 Services = require("Services");
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const { Cr } = require("chrome");
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const { ActorPool, GeneratedLocation } = require("devtools/server/actors/common");
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const { createValueGrip } = require("devtools/server/actors/object/utils");
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const { longStringGrip } = require("devtools/server/actors/object/long-string");
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const { ActorClassWithSpec, Actor } = require("devtools/shared/protocol");
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const DevToolsUtils = require("devtools/shared/DevToolsUtils");
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const flags = require("devtools/shared/flags");
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const { assert, dumpn } = DevToolsUtils;
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const { DevToolsWorker } = require("devtools/shared/worker/worker");
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const { threadSpec } = require("devtools/shared/specs/script");
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loader.lazyRequireGetter(this, "findCssSelector", "devtools/shared/inspector/css-logic", true);
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loader.lazyRequireGetter(this, "BreakpointActor", "devtools/server/actors/breakpoint", true);
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loader.lazyRequireGetter(this, "setBreakpointAtEntryPoints", "devtools/server/actors/breakpoint", true);
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loader.lazyRequireGetter(this, "EnvironmentActor", "devtools/server/actors/environment", true);
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loader.lazyRequireGetter(this, "SourceActorStore", "devtools/server/actors/utils/source-actor-store", true);
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loader.lazyRequireGetter(this, "BreakpointActorMap", "devtools/server/actors/utils/breakpoint-actor-map", true);
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loader.lazyRequireGetter(this, "PauseScopedObjectActor", "devtools/server/actors/pause-scoped", true);
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loader.lazyRequireGetter(this, "EventLoopStack", "devtools/server/actors/utils/event-loop", true);
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loader.lazyRequireGetter(this, "FrameActor", "devtools/server/actors/frame", true);
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loader.lazyRequireGetter(this, "EventEmitter", "devtools/shared/event-emitter");
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/**
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* JSD2 actors.
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*/
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/**
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* Creates a ThreadActor.
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*
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* ThreadActors manage a JSInspector object and manage execution/inspection
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* of debuggees.
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*
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* @param aParent object
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* This |ThreadActor|'s parent actor. It must implement the following
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* properties:
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* - url: The URL string of the debuggee.
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* - window: The global window object.
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* - preNest: Function called before entering a nested event loop.
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* - postNest: Function called after exiting a nested event loop.
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* - makeDebugger: A function that takes no arguments and instantiates
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* a Debugger that manages its globals on its own.
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* @param aGlobal object [optional]
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* An optional (for content debugging only) reference to the content
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* window.
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*/
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const ThreadActor = ActorClassWithSpec(threadSpec, {
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initialize: function(parent, global) {
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Actor.prototype.initialize.call(this, parent.conn);
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this._state = "detached";
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this._frameActors = [];
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this._parent = parent;
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this._dbg = null;
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this._gripDepth = 0;
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this._threadLifetimePool = null;
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this._parentClosed = false;
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this._scripts = null;
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this._pauseOnDOMEvents = null;
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this._options = {
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useSourceMaps: false,
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autoBlackBox: false
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};
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this.breakpointActorMap = new BreakpointActorMap();
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this.sourceActorStore = new SourceActorStore();
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this._debuggerSourcesSeen = null;
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// A map of actorID -> actor for breakpoints created and managed by the
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// server.
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this._hiddenBreakpoints = new Map();
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this.global = global;
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this._allEventsListener = this._allEventsListener.bind(this);
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this.onNewGlobal = this.onNewGlobal.bind(this);
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this.onNewSourceEvent = this.onNewSourceEvent.bind(this);
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this.onUpdatedSourceEvent = this.onUpdatedSourceEvent.bind(this);
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this.uncaughtExceptionHook = this.uncaughtExceptionHook.bind(this);
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this.onDebuggerStatement = this.onDebuggerStatement.bind(this);
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this.onNewScript = this.onNewScript.bind(this);
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this.objectGrip = this.objectGrip.bind(this);
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this.pauseObjectGrip = this.pauseObjectGrip.bind(this);
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this._onWindowReady = this._onWindowReady.bind(this);
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EventEmitter.on(this._parent, "window-ready", this._onWindowReady);
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// Set a wrappedJSObject property so |this| can be sent via the observer svc
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// for the xpcshell harness.
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this.wrappedJSObject = this;
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},
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// Used by the ObjectActor to keep track of the depth of grip() calls.
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_gripDepth: null,
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get dbg() {
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if (!this._dbg) {
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this._dbg = this._parent.makeDebugger();
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this._dbg.uncaughtExceptionHook = this.uncaughtExceptionHook;
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this._dbg.onDebuggerStatement = this.onDebuggerStatement;
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this._dbg.onNewScript = this.onNewScript;
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this._dbg.on("newGlobal", this.onNewGlobal);
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if (this._dbg.replaying) {
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this._dbg.replayingOnForcedPause = this.replayingOnForcedPause.bind(this);
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}
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// Keep the debugger disabled until a client attaches.
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this._dbg.enabled = this._state != "detached";
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}
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return this._dbg;
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},
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get globalDebugObject() {
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if (!this._parent.window || this.dbg.replaying) {
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return null;
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}
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return this.dbg.makeGlobalObjectReference(this._parent.window);
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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 attached() {
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return this.state == "attached" ||
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this.state == "running" ||
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this.state == "paused";
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},
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get threadLifetimePool() {
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if (!this._threadLifetimePool) {
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this._threadLifetimePool = new ActorPool(this.conn);
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this.conn.addActorPool(this._threadLifetimePool);
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this._threadLifetimePool.objectActors = new WeakMap();
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}
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return this._threadLifetimePool;
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},
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get sources() {
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return this._parent.sources;
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},
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get youngestFrame() {
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if (this.state != "paused") {
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return null;
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}
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return this.dbg.getNewestFrame();
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},
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_prettyPrintWorker: null,
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get prettyPrintWorker() {
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if (!this._prettyPrintWorker) {
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this._prettyPrintWorker = new DevToolsWorker(
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"resource://devtools/server/actors/pretty-print-worker.js",
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{ name: "pretty-print",
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verbose: flags.wantLogging }
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);
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}
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return this._prettyPrintWorker;
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},
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/**
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* Keep track of all of the nested event loops we use to pause the debuggee
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* when we hit a breakpoint/debugger statement/etc in one place so we can
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* resolve them when we get resume packets. We have more than one (and keep
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* them in a stack) because we can pause within client evals.
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*/
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_threadPauseEventLoops: null,
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_pushThreadPause: function() {
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if (!this._threadPauseEventLoops) {
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this._threadPauseEventLoops = [];
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}
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const eventLoop = this._nestedEventLoops.push();
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this._threadPauseEventLoops.push(eventLoop);
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eventLoop.enter();
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},
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_popThreadPause: function() {
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const eventLoop = this._threadPauseEventLoops.pop();
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assert(eventLoop, "Should have an event loop.");
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eventLoop.resolve();
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},
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/**
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* Remove all debuggees and clear out the thread's sources.
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*/
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clearDebuggees: function() {
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if (this._dbg) {
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this.dbg.removeAllDebuggees();
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}
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this._sources = null;
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this._scripts = null;
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},
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/**
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* Listener for our |Debugger|'s "newGlobal" event.
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*/
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onNewGlobal: function(global) {
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// Notify the client.
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this.conn.send({
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from: this.actorID,
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type: "newGlobal",
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// TODO: after bug 801084 lands see if we need to JSONify this.
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hostAnnotations: global.hostAnnotations
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});
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},
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/**
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* Clean up listeners, debuggees and clear actor pools associated with
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* the lifetime of this actor. This does not destroy the thread actor,
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* it resets it. This is used in methods `onReleaseMany` `onDetatch` and
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* `exit`. The actor is truely destroyed in the `exit method`.
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*/
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destroy: function() {
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dumpn("in ThreadActor.prototype.destroy");
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if (this._state == "paused") {
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this.onResume();
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}
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// Blow away our source actor ID store because those IDs are only
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// valid for this connection. This is ok because we never keep
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// things like breakpoints across connections.
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this._sourceActorStore = null;
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EventEmitter.off(this._parent, "window-ready", this._onWindowReady);
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this.sources.off("newSource", this.onNewSourceEvent);
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this.sources.off("updatedSource", this.onUpdatedSourceEvent);
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this.clearDebuggees();
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this.conn.removeActorPool(this._threadLifetimePool);
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this._threadLifetimePool = null;
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if (this._prettyPrintWorker) {
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this._prettyPrintWorker.destroy();
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this._prettyPrintWorker = null;
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}
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if (!this._dbg) {
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return;
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}
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this._dbg.enabled = false;
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this._dbg = null;
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},
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/**
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* destroy the debugger and put the actor in the exited state.
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*/
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exit: function() {
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this.destroy();
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this._state = "exited";
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// This actor has a slightly different destroy behavior than other
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// actors using Protocol.js. The thread actor may detach but still
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// be in use, however detach calls the destroy method, even though it
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// expects the actor to still be alive. Therefore, we are calling
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// `Actor.prototype.destroy` in the `exit` method, after its state has
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// been set to "exited", where we are certain that the actor is no
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// longer in use.
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Actor.prototype.destroy.call(this);
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},
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// Request handlers
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onAttach: function(request) {
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if (this.state === "exited") {
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return { type: "exited" };
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}
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if (this.state !== "detached") {
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return { error: "wrongState",
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message: "Current state is " + this.state };
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}
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this._state = "attached";
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this._debuggerSourcesSeen = new WeakSet();
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Object.assign(this._options, request.options || {});
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this.sources.setOptions(this._options);
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this.sources.on("newSource", this.onNewSourceEvent);
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this.sources.on("updatedSource", this.onUpdatedSourceEvent);
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// Initialize an event loop stack. This can't be done in the constructor,
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// because this.conn is not yet initialized by the actor pool at that time.
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this._nestedEventLoops = new EventLoopStack({
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hooks: this._parent,
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connection: this.conn,
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thread: this
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});
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this.dbg.addDebuggees();
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this.dbg.enabled = true;
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try {
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// Put ourselves in the paused state.
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const packet = this._paused();
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if (!packet) {
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return { error: "notAttached" };
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}
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packet.why = { type: "attached" };
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// Send the response to the attach request now (rather than
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// returning it), because we're going to start a nested event loop
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// here.
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this.conn.send(packet);
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// Start a nested event loop.
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this._pushThreadPause();
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// We already sent a response to this request, don't send one
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// now.
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return null;
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} catch (e) {
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reportError(e);
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return { error: "notAttached", message: e.toString() };
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}
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},
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onDetach: function(request) {
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this.destroy();
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this._state = "detached";
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this._debuggerSourcesSeen = null;
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dumpn("ThreadActor.prototype.onDetach: returning 'detached' packet");
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return {
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type: "detached"
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};
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},
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onReconfigure: function(request) {
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if (this.state == "exited") {
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return { error: "wrongState" };
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}
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const options = request.options || {};
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if ("observeAsmJS" in options) {
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this.dbg.allowUnobservedAsmJS = !options.observeAsmJS;
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}
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if ("wasmBinarySource" in options) {
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this.dbg.allowWasmBinarySource = !!options.wasmBinarySource;
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}
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Object.assign(this._options, options);
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// Update the global source store
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this.sources.setOptions(options);
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return {};
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},
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/**
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* Pause the debuggee, by entering a nested event loop, and return a 'paused'
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* packet to the client.
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*
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* @param Debugger.Frame frame
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* The newest debuggee frame in the stack.
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* @param object reason
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* An object with a 'type' property containing the reason for the pause.
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* @param function onPacket
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* Hook to modify the packet before it is sent. Feel free to return a
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* promise.
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*/
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_pauseAndRespond: function(frame, reason, onPacket = k => k) {
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try {
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const packet = this._paused(frame);
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if (!packet) {
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return undefined;
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}
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packet.why = reason;
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const generatedLocation = this.sources.getFrameLocation(frame);
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this.sources.getOriginalLocation(generatedLocation).then((originalLocation) => {
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if (!originalLocation.originalSourceActor) {
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// The only time the source actor will be null is if there
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// was a sourcemap and it tried to look up the original
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// location but there was no original URL. This is a strange
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// scenario so we simply don't pause.
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DevToolsUtils.reportException(
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"ThreadActor",
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new Error("Attempted to pause in a script with a sourcemap but " +
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"could not find original location.")
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);
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return;
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}
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packet.frame.where = {
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source: originalLocation.originalSourceActor.form(),
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line: originalLocation.originalLine,
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column: originalLocation.originalColumn
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};
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Promise.resolve(onPacket(packet))
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.catch(error => {
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reportError(error);
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return {
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error: "unknownError",
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message: error.message + "\n" + error.stack
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};
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})
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.then(pkt => {
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this.conn.send(pkt);
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});
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});
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this._pushThreadPause();
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} catch (e) {
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reportError(e, "Got an exception during TA__pauseAndRespond: ");
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}
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// If the parent actor has been closed, terminate the debuggee script
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// instead of continuing. Executing JS after the content window is gone is
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// a bad idea.
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return this._parentClosed ? null : undefined;
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},
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_makeOnEnterFrame: function({ pauseAndRespond, rewinding }) {
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return frame => {
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const generatedLocation = this.sources.getFrameLocation(frame);
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const { originalSourceActor } = this.unsafeSynchronize(
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this.sources.getOriginalLocation(generatedLocation)
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);
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const url = originalSourceActor.url;
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// When rewinding into a frame, we end up at the point when it is being popped.
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if (rewinding) {
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frame.reportedPop = true;
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}
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if (this.sources.isBlackBoxed(url)) {
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return undefined;
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}
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return pauseAndRespond(frame);
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};
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},
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_makeOnPop: function({ thread, pauseAndRespond, createValueGrip: createValueGripHook,
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startLocation }) {
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const result = function(completion) {
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// onPop is called with 'this' set to the current frame.
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const generatedLocation = thread.sources.getFrameLocation(this);
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const { originalSourceActor } = thread.unsafeSynchronize(
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thread.sources.getOriginalLocation(generatedLocation)
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);
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const url = originalSourceActor.url;
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if (thread.sources.isBlackBoxed(url)) {
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return undefined;
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}
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// Note that we're popping this frame; we need to watch for
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// subsequent step events on its caller.
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this.reportedPop = true;
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return pauseAndRespond(this, packet => {
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packet.why.frameFinished = {};
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if (!completion) {
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packet.why.frameFinished.terminated = true;
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} else if (completion.hasOwnProperty("return")) {
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packet.why.frameFinished.return = createValueGripHook(completion.return);
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} else if (completion.hasOwnProperty("yield")) {
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packet.why.frameFinished.return = createValueGripHook(completion.yield);
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} else {
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packet.why.frameFinished.throw = createValueGripHook(completion.throw);
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}
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return packet;
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});
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};
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// When stepping out, we don't want to stop at a breakpoint that
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// happened to be set exactly at the spot where we stepped out.
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// See bug 970469. We record the original location here and check
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// it when a breakpoint is hit. Furthermore we store this on the
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// function because, while we could store it directly on the
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// frame, if we did we'd also have to find the appropriate spot to
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// clear it.
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result.originalLocation = startLocation;
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return result;
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},
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// Return whether reaching a script offset should be considered a distinct
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// "step" from another location in the same frame.
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_intraFrameLocationIsStepTarget: function(startLocation, script, offset) {
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// Only allow stepping stops at entry points for the line.
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if (!script.getOffsetLocation(offset).isEntryPoint) {
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return false;
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}
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// Cases when we have executed enough within a frame to consider a "step"
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// to have occured:
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//
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// 1. We change URLs (can happen without changing frames thanks to
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// source mapping).
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// 2. The source has pause points and we change locations.
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// 3. The source does not have pause points and we change lines.
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const generatedLocation = this.sources.getScriptOffsetLocation(script, offset);
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const newLocation = this.unsafeSynchronize(this.sources.getOriginalLocation(
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generatedLocation));
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// Case 1.
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if (startLocation.originalUrl !== newLocation.originalUrl) {
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return true;
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}
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const pausePoints = newLocation.originalSourceActor.pausePoints;
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const lineChanged = startLocation.originalLine !== newLocation.originalLine;
|
|
const columnChanged = startLocation.originalColumn !== newLocation.originalColumn;
|
|
|
|
if (!pausePoints) {
|
|
// Case 3.
|
|
return lineChanged;
|
|
}
|
|
|
|
// Case 2.
|
|
if (!lineChanged && !columnChanged) {
|
|
return false;
|
|
}
|
|
|
|
// When pause points are specified for the source,
|
|
// we should pause when we are at a stepOver pause point
|
|
const pausePoint = findPausePointForLocation(pausePoints, newLocation);
|
|
|
|
if (pausePoint) {
|
|
return pausePoint.step;
|
|
}
|
|
|
|
// NOTE: if we do not find a pause point we want to
|
|
// fall back on the old behavior (Case 3)
|
|
return lineChanged;
|
|
},
|
|
|
|
_makeOnStep: function({ thread, pauseAndRespond, startFrame,
|
|
startLocation, steppingType }) {
|
|
// Breaking in place: we should always pause.
|
|
if (steppingType === "break") {
|
|
return () => pauseAndRespond(this);
|
|
}
|
|
|
|
// Otherwise take what a "step" means into consideration.
|
|
return function() {
|
|
// onStep is called with 'this' set to the current frame.
|
|
|
|
const generatedLocation = thread.sources.getFrameLocation(this);
|
|
const newLocation = thread.unsafeSynchronize(
|
|
thread.sources.getOriginalLocation(generatedLocation)
|
|
);
|
|
|
|
// Always continue execution if either:
|
|
//
|
|
// 1. We are in a source mapped region, but inside a null mapping
|
|
// (doesn't correlate to any region of original source)
|
|
// 2. The source we are in is black boxed.
|
|
if (newLocation.originalUrl == null
|
|
|| thread.sources.isBlackBoxed(newLocation.originalUrl)) {
|
|
return undefined;
|
|
}
|
|
|
|
// A step has occurred if we have changed frames.
|
|
if (this !== startFrame) {
|
|
return pauseAndRespond(this);
|
|
}
|
|
|
|
// A step has occurred if we reached a step target.
|
|
if (thread._intraFrameLocationIsStepTarget(startLocation,
|
|
this.script, this.offset)) {
|
|
return pauseAndRespond(this);
|
|
}
|
|
|
|
// Otherwise, let execution continue (we haven't executed enough code to
|
|
// consider this a "step" yet).
|
|
return undefined;
|
|
};
|
|
},
|
|
|
|
/**
|
|
* When replaying, we need to specify the offsets where a frame's onStep hook
|
|
* should fire. Given that we are stepping forward (rewind == false) or
|
|
* backwards (rewinding == true), return an array of all the step targets
|
|
* that could be reached next from startLocation.
|
|
*/
|
|
_findReplayingStepOffsets: function(startLocation, frame, rewinding) {
|
|
const worklist = [frame.offset], seen = [], result = [];
|
|
while (worklist.length) {
|
|
const offset = worklist.pop();
|
|
if (seen.includes(offset)) {
|
|
continue;
|
|
}
|
|
seen.push(offset);
|
|
if (this._intraFrameLocationIsStepTarget(startLocation, frame.script, offset)) {
|
|
if (!result.includes(offset)) {
|
|
result.push(offset);
|
|
}
|
|
} else {
|
|
const neighbors = rewinding
|
|
? frame.script.getPredecessorOffsets(offset)
|
|
: frame.script.getSuccessorOffsets(offset);
|
|
for (const n of neighbors) {
|
|
worklist.push(n);
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
},
|
|
|
|
/**
|
|
* Define the JS hook functions for stepping.
|
|
*/
|
|
_makeSteppingHooks: function(startLocation, steppingType, rewinding) {
|
|
// Bind these methods and state because some of the hooks are called
|
|
// with 'this' set to the current frame. Rather than repeating the
|
|
// binding in each _makeOnX method, just do it once here and pass it
|
|
// in to each function.
|
|
const steppingHookState = {
|
|
pauseAndRespond: (frame, onPacket = k=>k) => this._pauseAndRespond(
|
|
frame,
|
|
{ type: "resumeLimit" },
|
|
onPacket
|
|
),
|
|
createValueGrip: v => createValueGrip(v, this._pausePool, this.objectGrip),
|
|
thread: this,
|
|
startFrame: this.youngestFrame,
|
|
startLocation: startLocation,
|
|
steppingType: steppingType,
|
|
rewinding: rewinding
|
|
};
|
|
|
|
return {
|
|
onEnterFrame: this._makeOnEnterFrame(steppingHookState),
|
|
onPop: this._makeOnPop(steppingHookState),
|
|
onStep: this._makeOnStep(steppingHookState)
|
|
};
|
|
},
|
|
|
|
/**
|
|
* Handle attaching the various stepping hooks we need to attach when we
|
|
* receive a resume request with a resumeLimit property.
|
|
*
|
|
* @param Object request
|
|
* The request packet received over the RDP.
|
|
* @returns A promise that resolves to true once the hooks are attached, or is
|
|
* rejected with an error packet.
|
|
*/
|
|
_handleResumeLimit: async function(request) {
|
|
const steppingType = request.resumeLimit.type;
|
|
const rewinding = request.rewind;
|
|
if (!["break", "step", "next", "finish", "warp"].includes(steppingType)) {
|
|
return Promise.reject({
|
|
error: "badParameterType",
|
|
message: "Unknown resumeLimit type"
|
|
});
|
|
}
|
|
|
|
if (steppingType == "warp") {
|
|
// Time warp resume limits are handled by the caller.
|
|
return true;
|
|
}
|
|
|
|
const generatedLocation = this.sources.getFrameLocation(this.youngestFrame);
|
|
const originalLocation = await this.sources.getOriginalLocation(generatedLocation);
|
|
const { onEnterFrame, onPop, onStep } = this._makeSteppingHooks(
|
|
originalLocation,
|
|
steppingType,
|
|
rewinding
|
|
);
|
|
|
|
// Make sure there is still a frame on the stack if we are to continue
|
|
// stepping.
|
|
const stepFrame = this._getNextStepFrame(this.youngestFrame, rewinding);
|
|
if (stepFrame) {
|
|
switch (steppingType) {
|
|
case "step":
|
|
if (rewinding) {
|
|
this.dbg.replayingOnPopFrame = onEnterFrame;
|
|
} else {
|
|
this.dbg.onEnterFrame = onEnterFrame;
|
|
}
|
|
// Fall through.
|
|
case "break":
|
|
case "next":
|
|
if (stepFrame.script) {
|
|
if (this.dbg.replaying) {
|
|
const offsets =
|
|
this._findReplayingStepOffsets(originalLocation, stepFrame, rewinding);
|
|
stepFrame.setReplayingOnStep(onStep, offsets);
|
|
} else {
|
|
stepFrame.onStep = onStep;
|
|
}
|
|
}
|
|
// Fall through.
|
|
case "finish":
|
|
if (rewinding) {
|
|
let olderFrame = stepFrame.older;
|
|
while (olderFrame && !olderFrame.script) {
|
|
olderFrame = olderFrame.older;
|
|
}
|
|
if (olderFrame) {
|
|
olderFrame.setReplayingOnStep(onStep, [olderFrame.offset]);
|
|
}
|
|
} else {
|
|
stepFrame.onPop = onPop;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
},
|
|
|
|
/**
|
|
* Clear the onStep and onPop hooks from the given frame and all of the frames
|
|
* below it.
|
|
*
|
|
* @param Debugger.Frame aFrame
|
|
* The frame we want to clear the stepping hooks from.
|
|
*/
|
|
_clearSteppingHooks: function(frame) {
|
|
if (frame && frame.live) {
|
|
while (frame) {
|
|
frame.onStep = undefined;
|
|
frame.onPop = undefined;
|
|
frame = frame.older;
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Listen to the debuggee's DOM events if we received a request to do so.
|
|
*
|
|
* @param Object request
|
|
* The resume request packet received over the RDP.
|
|
*/
|
|
_maybeListenToEvents: function(request) {
|
|
// Break-on-DOMEvents is only supported in content debugging.
|
|
const events = request.pauseOnDOMEvents;
|
|
if (this.global && events &&
|
|
(events == "*" ||
|
|
(Array.isArray(events) && events.length))) {
|
|
this._pauseOnDOMEvents = events;
|
|
Services.els.addListenerForAllEvents(this.global, this._allEventsListener, true);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* If we are tasked with breaking on the load event, we have to add the
|
|
* listener early enough.
|
|
*/
|
|
_onWindowReady: function() {
|
|
this._maybeListenToEvents({
|
|
pauseOnDOMEvents: this._pauseOnDOMEvents
|
|
});
|
|
},
|
|
|
|
/**
|
|
* Handle a protocol request to resume execution of the debuggee.
|
|
*/
|
|
onResume: function(request) {
|
|
if (this._state !== "paused") {
|
|
return {
|
|
error: "wrongState",
|
|
message: "Can't resume when debuggee isn't paused. Current state is '"
|
|
+ this._state + "'",
|
|
state: this._state
|
|
};
|
|
}
|
|
|
|
// In case of multiple nested event loops (due to multiple debuggers open in
|
|
// different tabs or multiple debugger clients connected to the same tab)
|
|
// only allow resumption in a LIFO order.
|
|
if (this._nestedEventLoops.size && this._nestedEventLoops.lastPausedUrl
|
|
&& (this._nestedEventLoops.lastPausedUrl !== this._parent.url
|
|
|| this._nestedEventLoops.lastConnection !== this.conn)) {
|
|
return {
|
|
error: "wrongOrder",
|
|
message: "trying to resume in the wrong order.",
|
|
lastPausedUrl: this._nestedEventLoops.lastPausedUrl
|
|
};
|
|
}
|
|
|
|
const rewinding = request && request.rewind;
|
|
if (rewinding && !this.dbg.replaying) {
|
|
return {
|
|
error: "cantRewind",
|
|
message: "Can't rewind a debuggee that is not replaying."
|
|
};
|
|
}
|
|
|
|
let resumeLimitHandled;
|
|
if (request && request.resumeLimit) {
|
|
resumeLimitHandled = this._handleResumeLimit(request);
|
|
} else {
|
|
this._clearSteppingHooks(this.youngestFrame);
|
|
resumeLimitHandled = Promise.resolve(true);
|
|
}
|
|
|
|
return resumeLimitHandled.then(() => {
|
|
if (request) {
|
|
this._options.pauseOnExceptions = request.pauseOnExceptions;
|
|
this._options.ignoreCaughtExceptions = request.ignoreCaughtExceptions;
|
|
this.maybePauseOnExceptions();
|
|
this._maybeListenToEvents(request);
|
|
}
|
|
|
|
// When replaying execution in a separate process we need to explicitly
|
|
// notify that process when to resume execution.
|
|
if (this.dbg.replaying) {
|
|
if (request && request.resumeLimit && request.resumeLimit.type == "warp") {
|
|
this.dbg.replayTimeWarp(request.resumeLimit.target);
|
|
} else if (rewinding) {
|
|
this.dbg.replayResumeBackward();
|
|
} else {
|
|
this.dbg.replayResumeForward();
|
|
}
|
|
}
|
|
|
|
const packet = this._resumed();
|
|
this._popThreadPause();
|
|
// Tell anyone who cares of the resume (as of now, that's the xpcshell harness and
|
|
// devtools-startup.js when handling the --wait-for-jsdebugger flag)
|
|
if (Services.obs) {
|
|
Services.obs.notifyObservers(this, "devtools-thread-resumed");
|
|
}
|
|
return packet;
|
|
}, error => {
|
|
return error instanceof Error
|
|
? { error: "unknownError",
|
|
message: DevToolsUtils.safeErrorString(error) }
|
|
// It is a known error, and the promise was rejected with an error
|
|
// packet.
|
|
: error;
|
|
});
|
|
},
|
|
|
|
/**
|
|
* Spin up a nested event loop so we can synchronously resolve a promise.
|
|
*
|
|
* DON'T USE THIS UNLESS YOU ABSOLUTELY MUST! Nested event loops suck: the
|
|
* world's state can change out from underneath your feet because JS is no
|
|
* longer run-to-completion.
|
|
*
|
|
* @param p
|
|
* The promise we want to resolve.
|
|
* @returns The promise's resolution.
|
|
*/
|
|
unsafeSynchronize: function(p) {
|
|
let needNest = true;
|
|
let eventLoop;
|
|
let returnVal;
|
|
|
|
p.then((resolvedVal) => {
|
|
needNest = false;
|
|
returnVal = resolvedVal;
|
|
})
|
|
.catch((error) => {
|
|
reportError(error, "Error inside unsafeSynchronize:");
|
|
})
|
|
.then(() => {
|
|
if (eventLoop) {
|
|
eventLoop.resolve();
|
|
}
|
|
});
|
|
|
|
if (needNest) {
|
|
eventLoop = this._nestedEventLoops.push();
|
|
eventLoop.enter();
|
|
}
|
|
|
|
return returnVal;
|
|
},
|
|
|
|
/**
|
|
* Set the debugging hook to pause on exceptions if configured to do so.
|
|
*/
|
|
maybePauseOnExceptions: function() {
|
|
if (this._options.pauseOnExceptions) {
|
|
this.dbg.onExceptionUnwind = this.onExceptionUnwind.bind(this);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* A listener that gets called for every event fired on the page, when a list
|
|
* of interesting events was provided with the pauseOnDOMEvents property. It
|
|
* is used to set server-managed breakpoints on any existing event listeners
|
|
* for those events.
|
|
*
|
|
* @param Event event
|
|
* The event that was fired.
|
|
*/
|
|
_allEventsListener: function(event) {
|
|
if (this._pauseOnDOMEvents == "*" ||
|
|
this._pauseOnDOMEvents.includes(event.type)) {
|
|
for (const listener of this._getAllEventListeners(event.target)) {
|
|
if (event.type == listener.type || this._pauseOnDOMEvents == "*") {
|
|
this._breakOnEnter(listener.script);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Return an array containing all the event listeners attached to the
|
|
* specified event target and its ancestors in the event target chain.
|
|
*
|
|
* @param EventTarget eventTarget
|
|
* The target the event was dispatched on.
|
|
* @returns Array
|
|
*/
|
|
_getAllEventListeners: function(eventTarget) {
|
|
const targets = Services.els.getEventTargetChainFor(eventTarget, true);
|
|
const listeners = [];
|
|
|
|
for (const target of targets) {
|
|
const handlers = Services.els.getListenerInfoFor(target);
|
|
for (const handler of handlers) {
|
|
// Null is returned for all-events handlers, and native event listeners
|
|
// don't provide any listenerObject, which makes them not that useful to
|
|
// a JS debugger.
|
|
if (!handler || !handler.listenerObject || !handler.type) {
|
|
continue;
|
|
}
|
|
// Create a listener-like object suitable for our purposes.
|
|
const l = Object.create(null);
|
|
l.type = handler.type;
|
|
const listener = handler.listenerObject;
|
|
let listenerDO = this.globalDebugObject.makeDebuggeeValue(listener);
|
|
// If the listener is not callable, assume it is an event handler object.
|
|
if (!listenerDO.callable) {
|
|
// For some events we don't have permission to access the
|
|
// 'handleEvent' property when running in content scope.
|
|
if (!listenerDO.unwrap()) {
|
|
continue;
|
|
}
|
|
let heDesc;
|
|
while (!heDesc && listenerDO) {
|
|
heDesc = listenerDO.getOwnPropertyDescriptor("handleEvent");
|
|
listenerDO = listenerDO.proto;
|
|
}
|
|
if (heDesc && heDesc.value) {
|
|
listenerDO = heDesc.value;
|
|
}
|
|
}
|
|
// When the listener is a bound function, we are actually interested in
|
|
// the target function.
|
|
while (listenerDO.isBoundFunction) {
|
|
listenerDO = listenerDO.boundTargetFunction;
|
|
}
|
|
l.script = listenerDO.script;
|
|
// Chrome listeners won't be converted to debuggee values, since their
|
|
// compartment is not added as a debuggee.
|
|
if (!l.script) {
|
|
continue;
|
|
}
|
|
listeners.push(l);
|
|
}
|
|
}
|
|
return listeners;
|
|
},
|
|
|
|
/**
|
|
* Set a breakpoint on the first line of the given script that has an entry
|
|
* point.
|
|
*/
|
|
_breakOnEnter: function(script) {
|
|
const offsets = script.getAllOffsets();
|
|
for (let line = 0, n = offsets.length; line < n; line++) {
|
|
if (offsets[line]) {
|
|
// N.B. Hidden breakpoints do not have an original location, and are not
|
|
// stored in the breakpoint actor map.
|
|
const actor = new BreakpointActor(this);
|
|
this.threadLifetimePool.addActor(actor);
|
|
|
|
const scripts = this.dbg.findScripts({ source: script.source, line: line });
|
|
const entryPoints = findEntryPointsForLine(scripts, line);
|
|
setBreakpointAtEntryPoints(actor, entryPoints);
|
|
this._hiddenBreakpoints.set(actor.actorID, actor);
|
|
break;
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Helper method that returns the next frame when stepping.
|
|
*/
|
|
_getNextStepFrame: function(frame, rewinding) {
|
|
const endOfFrame =
|
|
rewinding ? (frame.offset == frame.script.mainOffset) : frame.reportedPop;
|
|
const stepFrame = endOfFrame ? frame.older : frame;
|
|
if (!stepFrame || !stepFrame.script) {
|
|
return null;
|
|
}
|
|
return stepFrame;
|
|
},
|
|
|
|
onClientEvaluate: function(request) {
|
|
if (this.state !== "paused") {
|
|
return { error: "wrongState",
|
|
message: "Debuggee must be paused to evaluate code." };
|
|
}
|
|
|
|
const frame = this._requestFrame(request.frame);
|
|
if (!frame) {
|
|
return { error: "unknownFrame",
|
|
message: "Evaluation frame not found" };
|
|
}
|
|
|
|
if (!frame.environment) {
|
|
return { error: "notDebuggee",
|
|
message: "cannot access the environment of this frame." };
|
|
}
|
|
|
|
const youngest = this.youngestFrame;
|
|
|
|
// Put ourselves back in the running state and inform the client.
|
|
const resumedPacket = this._resumed();
|
|
this.conn.send(resumedPacket);
|
|
|
|
// Run the expression.
|
|
// XXX: test syntax errors
|
|
const completion = frame.eval(request.expression);
|
|
|
|
// Put ourselves back in the pause state.
|
|
const packet = this._paused(youngest);
|
|
packet.why = { type: "clientEvaluated",
|
|
frameFinished: this.createProtocolCompletionValue(completion) };
|
|
|
|
// Return back to our previous pause's event loop.
|
|
return packet;
|
|
},
|
|
|
|
onFrames: function(request) {
|
|
if (this.state !== "paused") {
|
|
return { error: "wrongState",
|
|
message: "Stack frames are only available while the debuggee is paused."};
|
|
}
|
|
|
|
const start = request.start ? request.start : 0;
|
|
const count = request.count;
|
|
|
|
// Find the starting frame...
|
|
let frame = this.youngestFrame;
|
|
let i = 0;
|
|
while (frame && (i < start)) {
|
|
frame = frame.older;
|
|
i++;
|
|
}
|
|
|
|
// Return request.count frames, or all remaining
|
|
// frames if count is not defined.
|
|
const promises = [];
|
|
for (; frame && (!count || i < (start + count)); i++, frame = frame.older) {
|
|
const form = this._createFrameActor(frame).form();
|
|
form.depth = i;
|
|
|
|
const framePromise = this.sources.getOriginalLocation(new GeneratedLocation(
|
|
this.sources.createNonSourceMappedActor(frame.script.source),
|
|
form.where.line,
|
|
form.where.column
|
|
)).then((originalLocation) => {
|
|
if (!originalLocation.originalSourceActor) {
|
|
return null;
|
|
}
|
|
|
|
const sourceForm = originalLocation.originalSourceActor.form();
|
|
form.where = {
|
|
source: sourceForm,
|
|
line: originalLocation.originalLine,
|
|
column: originalLocation.originalColumn
|
|
};
|
|
form.source = sourceForm;
|
|
return form;
|
|
});
|
|
promises.push(framePromise);
|
|
}
|
|
|
|
return Promise.all(promises).then(function(frames) {
|
|
// Filter null values because sourcemapping may have failed.
|
|
return { frames: frames.filter(x => !!x) };
|
|
});
|
|
},
|
|
|
|
onReleaseMany: function(request) {
|
|
if (!request.actors) {
|
|
return { error: "missingParameter",
|
|
message: "no actors were specified" };
|
|
}
|
|
|
|
let res;
|
|
for (const actorID of request.actors) {
|
|
const actor = this.threadLifetimePool.get(actorID);
|
|
if (!actor) {
|
|
if (!res) {
|
|
res = { error: "notReleasable",
|
|
message: "Only thread-lifetime actors can be released." };
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// We can still have old-style actors (e.g. object/long-string) in the pool, so we
|
|
// need to check onRelease existence.
|
|
if (actor.onRelease) {
|
|
actor.onRelease();
|
|
} else if (actor.destroy) {
|
|
actor.destroy();
|
|
}
|
|
}
|
|
return res ? res : {};
|
|
},
|
|
|
|
/**
|
|
* Get the script and source lists from the debugger.
|
|
*/
|
|
_discoverSources: function() {
|
|
// Only get one script per Debugger.Source.
|
|
const sourcesToScripts = new Map();
|
|
const scripts = this.dbg.findScripts();
|
|
|
|
for (let i = 0, len = scripts.length; i < len; i++) {
|
|
const s = scripts[i];
|
|
if (s.source) {
|
|
sourcesToScripts.set(s.source, s);
|
|
}
|
|
}
|
|
|
|
return Promise.all([...sourcesToScripts.values()].map(script => {
|
|
return this.sources.createSourceActors(script.source);
|
|
}));
|
|
},
|
|
|
|
onSources: function(request) {
|
|
return this._discoverSources().then(() => {
|
|
// No need to flush the new source packets here, as we are sending the
|
|
// list of sources out immediately and we don't need to invoke the
|
|
// overhead of an RDP packet for every source right now. Let the default
|
|
// timeout flush the buffered packets.
|
|
|
|
return {
|
|
sources: this.sources.iter().map(s => s.form())
|
|
};
|
|
});
|
|
},
|
|
|
|
/**
|
|
* Disassociate all breakpoint actors from their scripts and clear the
|
|
* breakpoint handlers. This method can be used when the thread actor intends
|
|
* to keep the breakpoint store, but needs to clear any actual breakpoints,
|
|
* e.g. due to a page navigation. This way the breakpoint actors' script
|
|
* caches won't hold on to the Debugger.Script objects leaking memory.
|
|
*/
|
|
disableAllBreakpoints: function() {
|
|
for (const bpActor of this.breakpointActorMap.findActors()) {
|
|
bpActor.removeScripts();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Handle a protocol request to pause the debuggee.
|
|
*/
|
|
onInterrupt: function(request) {
|
|
if (this.state == "exited") {
|
|
return { type: "exited" };
|
|
} else if (this.state == "paused") {
|
|
// TODO: return the actual reason for the existing pause.
|
|
return { type: "paused", why: { type: "alreadyPaused" } };
|
|
} else if (this.state != "running") {
|
|
return { error: "wrongState",
|
|
message: "Received interrupt request in " + this.state +
|
|
" state." };
|
|
}
|
|
|
|
try {
|
|
// If execution should pause just before the next JavaScript bytecode is
|
|
// executed, just set an onEnterFrame handler.
|
|
if (request.when == "onNext" && !this.dbg.replaying) {
|
|
const onEnterFrame = (frame) => {
|
|
return this._pauseAndRespond(frame, { type: "interrupted", onNext: true });
|
|
};
|
|
this.dbg.onEnterFrame = onEnterFrame;
|
|
|
|
return { type: "willInterrupt" };
|
|
}
|
|
|
|
if (this.dbg.replaying) {
|
|
this.dbg.replayPause();
|
|
}
|
|
|
|
// If execution should pause immediately, just put ourselves in the paused
|
|
// state.
|
|
const packet = this._paused();
|
|
if (!packet) {
|
|
return { error: "notInterrupted" };
|
|
}
|
|
// onNext is set while replaying so that the client will treat us as paused
|
|
// at a breakpoint. When replaying we may need to pause and interact with
|
|
// the server even if there are no frames on the stack.
|
|
packet.why = { type: "interrupted", onNext: this.dbg.replaying };
|
|
|
|
// Send the response to the interrupt request now (rather than
|
|
// returning it), because we're going to start a nested event loop
|
|
// here.
|
|
this.conn.send(packet);
|
|
|
|
// Start a nested event loop.
|
|
this._pushThreadPause();
|
|
|
|
// We already sent a response to this request, don't send one
|
|
// now.
|
|
return null;
|
|
} catch (e) {
|
|
reportError(e);
|
|
return { error: "notInterrupted", message: e.toString() };
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Handle a protocol request to retrieve all the event listeners on the page.
|
|
*/
|
|
onEventListeners: function(request) {
|
|
// This request is only supported in content debugging.
|
|
if (!this.global) {
|
|
return {
|
|
error: "notImplemented",
|
|
message: "eventListeners request is only supported in content debugging"
|
|
};
|
|
}
|
|
|
|
let nodes = this.global.document.getElementsByTagName("*");
|
|
nodes = [this.global].concat([].slice.call(nodes));
|
|
const listeners = [];
|
|
|
|
for (const node of nodes) {
|
|
const handlers = Services.els.getListenerInfoFor(node);
|
|
|
|
for (const handler of handlers) {
|
|
// Create a form object for serializing the listener via the protocol.
|
|
const listenerForm = Object.create(null);
|
|
const listener = handler.listenerObject;
|
|
// Native event listeners don't provide any listenerObject or type and
|
|
// are not that useful to a JS debugger.
|
|
if (!listener || !handler.type) {
|
|
continue;
|
|
}
|
|
|
|
// There will be no tagName if the event listener is set on the window.
|
|
const selector = node.tagName ? findCssSelector(node) : "window";
|
|
const nodeDO = this.globalDebugObject.makeDebuggeeValue(node);
|
|
listenerForm.node = {
|
|
selector: selector,
|
|
object: createValueGrip(nodeDO, this._pausePool, this.objectGrip)
|
|
};
|
|
listenerForm.type = handler.type;
|
|
listenerForm.capturing = handler.capturing;
|
|
listenerForm.allowsUntrusted = handler.allowsUntrusted;
|
|
listenerForm.inSystemEventGroup = handler.inSystemEventGroup;
|
|
const handlerName = "on" + listenerForm.type;
|
|
listenerForm.isEventHandler = false;
|
|
if (typeof node.hasAttribute !== "undefined") {
|
|
listenerForm.isEventHandler = !!node.hasAttribute(handlerName);
|
|
}
|
|
if (node[handlerName]) {
|
|
listenerForm.isEventHandler = !!node[handlerName];
|
|
}
|
|
// Get the Debugger.Object for the listener object.
|
|
let listenerDO = this.globalDebugObject.makeDebuggeeValue(listener);
|
|
// If the listener is an object with a 'handleEvent' method, use that.
|
|
if (listenerDO.class === "Object" || /^XUL\w*Element$/.test(listenerDO.class)) {
|
|
// For some events we don't have permission to access the
|
|
// 'handleEvent' property when running in content scope.
|
|
if (!listenerDO.unwrap()) {
|
|
continue;
|
|
}
|
|
let heDesc;
|
|
while (!heDesc && listenerDO) {
|
|
heDesc = listenerDO.getOwnPropertyDescriptor("handleEvent");
|
|
listenerDO = listenerDO.proto;
|
|
}
|
|
if (heDesc && heDesc.value) {
|
|
listenerDO = heDesc.value;
|
|
}
|
|
}
|
|
// When the listener is a bound function, we are actually interested in
|
|
// the target function.
|
|
while (listenerDO.isBoundFunction) {
|
|
listenerDO = listenerDO.boundTargetFunction;
|
|
}
|
|
listenerForm.function = createValueGrip(listenerDO, this._pausePool,
|
|
this.objectGrip);
|
|
listeners.push(listenerForm);
|
|
}
|
|
}
|
|
return { listeners: listeners };
|
|
},
|
|
|
|
/**
|
|
* Return the Debug.Frame for a frame mentioned by the protocol.
|
|
*/
|
|
_requestFrame: function(frameID) {
|
|
if (!frameID) {
|
|
return this.youngestFrame;
|
|
}
|
|
|
|
if (this._framePool.has(frameID)) {
|
|
return this._framePool.get(frameID).frame;
|
|
}
|
|
|
|
return undefined;
|
|
},
|
|
|
|
_paused: function(frame) {
|
|
// We don't handle nested pauses correctly. Don't try - if we're
|
|
// paused, just continue running whatever code triggered the pause.
|
|
// We don't want to actually have nested pauses (although we
|
|
// have nested event loops). If code runs in the debuggee during
|
|
// a pause, it should cause the actor to resume (dropping
|
|
// pause-lifetime actors etc) and then repause when complete.
|
|
|
|
if (this.state === "paused") {
|
|
return undefined;
|
|
}
|
|
|
|
// Clear stepping hooks.
|
|
this.dbg.onEnterFrame = undefined;
|
|
this.dbg.replayingOnPopFrame = undefined;
|
|
this.dbg.onExceptionUnwind = undefined;
|
|
if (frame) {
|
|
frame.onStep = undefined;
|
|
frame.onPop = undefined;
|
|
}
|
|
|
|
// Clear DOM event breakpoints.
|
|
// XPCShell tests don't use actual DOM windows for globals and cause
|
|
// removeListenerForAllEvents to throw.
|
|
if (!isWorker &&
|
|
this.global &&
|
|
!this.dbg.replaying &&
|
|
!this.global.toString().includes("Sandbox")) {
|
|
Services.els.removeListenerForAllEvents(this.global, this._allEventsListener, true);
|
|
for (const [, bp] of this._hiddenBreakpoints) {
|
|
bp.delete();
|
|
}
|
|
this._hiddenBreakpoints.clear();
|
|
}
|
|
|
|
this._state = "paused";
|
|
|
|
// Create the actor pool that will hold the pause actor and its
|
|
// children.
|
|
assert(!this._pausePool, "No pause pool should exist yet");
|
|
this._pausePool = new ActorPool(this.conn);
|
|
this.conn.addActorPool(this._pausePool);
|
|
|
|
// Give children of the pause pool a quick link back to the
|
|
// thread...
|
|
this._pausePool.threadActor = this;
|
|
|
|
// Create the pause actor itself...
|
|
assert(!this._pauseActor, "No pause actor should exist yet");
|
|
this._pauseActor = new PauseActor(this._pausePool);
|
|
this._pausePool.addActor(this._pauseActor);
|
|
|
|
// Update the list of frames.
|
|
const poppedFrames = this._updateFrames();
|
|
|
|
// Send off the paused packet and spin an event loop.
|
|
const packet = { from: this.actorID,
|
|
type: "paused",
|
|
actor: this._pauseActor.actorID };
|
|
if (frame) {
|
|
packet.frame = this._createFrameActor(frame).form();
|
|
}
|
|
|
|
if (poppedFrames) {
|
|
packet.poppedFrames = poppedFrames;
|
|
}
|
|
|
|
return packet;
|
|
},
|
|
|
|
_resumed: function() {
|
|
this._state = "running";
|
|
|
|
// Drop the actors in the pause actor pool.
|
|
this.conn.removeActorPool(this._pausePool);
|
|
|
|
this._pausePool = null;
|
|
this._pauseActor = null;
|
|
|
|
return { from: this.actorID, type: "resumed" };
|
|
},
|
|
|
|
/**
|
|
* Expire frame actors for frames that have been popped.
|
|
*
|
|
* @returns A list of actor IDs whose frames have been popped.
|
|
*/
|
|
_updateFrames: function() {
|
|
const popped = [];
|
|
|
|
// Create the actor pool that will hold the still-living frames.
|
|
const framePool = new ActorPool(this.conn);
|
|
const frameList = [];
|
|
|
|
for (const frameActor of this._frameActors) {
|
|
if (frameActor.frame.live) {
|
|
framePool.addActor(frameActor);
|
|
frameList.push(frameActor);
|
|
} else {
|
|
popped.push(frameActor.actorID);
|
|
}
|
|
}
|
|
|
|
// Remove the old frame actor pool, this will expire
|
|
// any actors that weren't added to the new pool.
|
|
if (this._framePool) {
|
|
this.conn.removeActorPool(this._framePool);
|
|
}
|
|
|
|
this._frameActors = frameList;
|
|
this._framePool = framePool;
|
|
this.conn.addActorPool(framePool);
|
|
|
|
return popped;
|
|
},
|
|
|
|
_createFrameActor: function(frame) {
|
|
if (frame.actor) {
|
|
return frame.actor;
|
|
}
|
|
|
|
const actor = new FrameActor(frame, this);
|
|
this._frameActors.push(actor);
|
|
this._framePool.addActor(actor);
|
|
frame.actor = actor;
|
|
|
|
return actor;
|
|
},
|
|
|
|
/**
|
|
* Create and return an environment actor that corresponds to the provided
|
|
* Debugger.Environment.
|
|
* @param Debugger.Environment environment
|
|
* The lexical environment we want to extract.
|
|
* @param object pool
|
|
* The pool where the newly-created actor will be placed.
|
|
* @return The EnvironmentActor for environment or undefined for host
|
|
* functions or functions scoped to a non-debuggee global.
|
|
*/
|
|
createEnvironmentActor: function(environment, pool) {
|
|
if (!environment) {
|
|
return undefined;
|
|
}
|
|
|
|
if (environment.actor) {
|
|
return environment.actor;
|
|
}
|
|
|
|
const actor = new EnvironmentActor(environment, this);
|
|
pool.addActor(actor);
|
|
environment.actor = actor;
|
|
|
|
return actor;
|
|
},
|
|
|
|
/**
|
|
* Return a protocol completion value representing the given
|
|
* Debugger-provided completion value.
|
|
*/
|
|
createProtocolCompletionValue: function(completion) {
|
|
const protoValue = {};
|
|
if (completion == null) {
|
|
protoValue.terminated = true;
|
|
} else if ("return" in completion) {
|
|
protoValue.return = createValueGrip(
|
|
completion.return,
|
|
this._pausePool,
|
|
this.objectGrip
|
|
);
|
|
} else if ("throw" in completion) {
|
|
protoValue.throw = createValueGrip(
|
|
completion.throw,
|
|
this._pausePool,
|
|
this.objectGrip
|
|
);
|
|
} else {
|
|
protoValue.return = createValueGrip(
|
|
completion.yield,
|
|
this._pausePool,
|
|
this.objectGrip
|
|
);
|
|
}
|
|
return protoValue;
|
|
},
|
|
|
|
/**
|
|
* Create a grip for the given debuggee object.
|
|
*
|
|
* @param value Debugger.Object
|
|
* The debuggee object value.
|
|
* @param pool ActorPool
|
|
* The actor pool where the new object actor will be added.
|
|
*/
|
|
objectGrip: function(value, pool) {
|
|
if (!pool.objectActors) {
|
|
pool.objectActors = new WeakMap();
|
|
}
|
|
|
|
if (pool.objectActors.has(value)) {
|
|
return pool.objectActors.get(value).form();
|
|
}
|
|
|
|
if (this.threadLifetimePool.objectActors.has(value)) {
|
|
return this.threadLifetimePool.objectActors.get(value).form();
|
|
}
|
|
|
|
const actor = new PauseScopedObjectActor(value, {
|
|
getGripDepth: () => this._gripDepth,
|
|
incrementGripDepth: () => this._gripDepth++,
|
|
decrementGripDepth: () => this._gripDepth--,
|
|
createValueGrip: v => createValueGrip(v, this._pausePool, this.pauseObjectGrip),
|
|
sources: () => this.sources,
|
|
createEnvironmentActor: (e, p) => this.createEnvironmentActor(e, p),
|
|
promote: () => this.threadObjectGrip(actor),
|
|
isThreadLifetimePool: () => actor.registeredPool !== this.threadLifetimePool,
|
|
getGlobalDebugObject: () => this.globalDebugObject
|
|
}, this.conn);
|
|
pool.addActor(actor);
|
|
pool.objectActors.set(value, actor);
|
|
return actor.form();
|
|
},
|
|
|
|
/**
|
|
* Create a grip for the given debuggee object with a pause lifetime.
|
|
*
|
|
* @param value Debugger.Object
|
|
* The debuggee object value.
|
|
*/
|
|
pauseObjectGrip: function(value) {
|
|
if (!this._pausePool) {
|
|
throw new Error("Object grip requested while not paused.");
|
|
}
|
|
|
|
return this.objectGrip(value, this._pausePool);
|
|
},
|
|
|
|
/**
|
|
* Extend the lifetime of the provided object actor to thread lifetime.
|
|
*
|
|
* @param actor object
|
|
* The object actor.
|
|
*/
|
|
threadObjectGrip: function(actor) {
|
|
// We want to reuse the existing actor ID, so we just remove it from the
|
|
// current pool's weak map and then let pool.addActor do the rest.
|
|
actor.registeredPool.objectActors.delete(actor.obj);
|
|
this.threadLifetimePool.addActor(actor);
|
|
this.threadLifetimePool.objectActors.set(actor.obj, actor);
|
|
},
|
|
|
|
/**
|
|
* Handle a protocol request to promote multiple pause-lifetime grips to
|
|
* thread-lifetime grips.
|
|
*
|
|
* @param aRequest object
|
|
* The protocol request object.
|
|
*/
|
|
onThreadGrips: function(request) {
|
|
if (this.state != "paused") {
|
|
return { error: "wrongState" };
|
|
}
|
|
|
|
if (!request.actors) {
|
|
return { error: "missingParameter",
|
|
message: "no actors were specified" };
|
|
}
|
|
|
|
for (const actorID of request.actors) {
|
|
const actor = this._pausePool.get(actorID);
|
|
if (actor) {
|
|
this.threadObjectGrip(actor);
|
|
}
|
|
}
|
|
return {};
|
|
},
|
|
|
|
/**
|
|
* Create a long string grip that is scoped to a pause.
|
|
*
|
|
* @param string String
|
|
* The string we are creating a grip for.
|
|
*/
|
|
pauseLongStringGrip: function(string) {
|
|
return longStringGrip(string, this._pausePool);
|
|
},
|
|
|
|
/**
|
|
* Create a long string grip that is scoped to a thread.
|
|
*
|
|
* @param string String
|
|
* The string we are creating a grip for.
|
|
*/
|
|
threadLongStringGrip: function(string) {
|
|
return longStringGrip(string, this._threadLifetimePool);
|
|
},
|
|
|
|
// JS Debugger API hooks.
|
|
|
|
/**
|
|
* A function that the engine calls when a call to a debug event hook,
|
|
* breakpoint handler, watchpoint handler, or similar function throws some
|
|
* exception.
|
|
*
|
|
* @param exception exception
|
|
* The exception that was thrown in the debugger code.
|
|
*/
|
|
uncaughtExceptionHook: function(exception) {
|
|
dumpn("Got an exception: " + exception.message + "\n" + exception.stack);
|
|
},
|
|
|
|
/**
|
|
* A function that the engine calls when a debugger statement has been
|
|
* executed in the specified frame.
|
|
*
|
|
* @param frame Debugger.Frame
|
|
* The stack frame that contained the debugger statement.
|
|
*/
|
|
onDebuggerStatement: function(frame) {
|
|
// Don't pause if we are currently stepping (in or over) or the frame is
|
|
// black-boxed.
|
|
const generatedLocation = this.sources.getFrameLocation(frame);
|
|
const { originalSourceActor } = this.unsafeSynchronize(
|
|
this.sources.getOriginalLocation(generatedLocation));
|
|
const url = originalSourceActor ? originalSourceActor.url : null;
|
|
|
|
if (this.skipBreakpoints || this.sources.isBlackBoxed(url) || frame.onStep) {
|
|
return undefined;
|
|
}
|
|
|
|
return this._pauseAndRespond(frame, { type: "debuggerStatement" });
|
|
},
|
|
|
|
onSkipBreakpoints: function({ skip }) {
|
|
this.skipBreakpoints = skip;
|
|
return { skip };
|
|
},
|
|
|
|
/**
|
|
* A function that the engine calls when replay has hit a point where it will
|
|
* pause, even if no breakpoint has been set. Such points include hitting the
|
|
* beginning or end of the replay, or reaching the target of a time warp.
|
|
*
|
|
* @param frame Debugger.Frame
|
|
* The youngest stack frame, or null.
|
|
*/
|
|
replayingOnForcedPause: function(frame) {
|
|
if (frame) {
|
|
this._pauseAndRespond(frame, { type: "replayForcedPause" });
|
|
} else {
|
|
const packet = this._paused(frame);
|
|
if (!packet) {
|
|
return;
|
|
}
|
|
packet.why = "replayForcedPause";
|
|
|
|
this.conn.send(packet);
|
|
this._pushThreadPause();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* A function that the engine calls when an exception has been thrown and has
|
|
* propagated to the specified frame.
|
|
*
|
|
* @param youngestFrame Debugger.Frame
|
|
* The youngest remaining stack frame.
|
|
* @param value object
|
|
* The exception that was thrown.
|
|
*/
|
|
onExceptionUnwind: function(youngestFrame, value) {
|
|
let willBeCaught = false;
|
|
for (let frame = youngestFrame; frame != null; frame = frame.older) {
|
|
if (frame.script.isInCatchScope(frame.offset)) {
|
|
willBeCaught = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (willBeCaught && this._options.ignoreCaughtExceptions) {
|
|
return undefined;
|
|
}
|
|
|
|
// NS_ERROR_NO_INTERFACE exceptions are a special case in browser code,
|
|
// since they're almost always thrown by QueryInterface functions, and
|
|
// handled cleanly by native code.
|
|
if (value == Cr.NS_ERROR_NO_INTERFACE) {
|
|
return undefined;
|
|
}
|
|
|
|
const generatedLocation = this.sources.getFrameLocation(youngestFrame);
|
|
const { originalSourceActor } = this.unsafeSynchronize(
|
|
this.sources.getOriginalLocation(generatedLocation));
|
|
const url = originalSourceActor ? originalSourceActor.url : null;
|
|
|
|
// We ignore sources without a url because we do not
|
|
// want to pause at console evaluations or watch expressions.
|
|
if (!url || this.skipBreakpoints || this.sources.isBlackBoxed(url)) {
|
|
return undefined;
|
|
}
|
|
|
|
try {
|
|
const packet = this._paused(youngestFrame);
|
|
if (!packet) {
|
|
return undefined;
|
|
}
|
|
|
|
packet.why = { type: "exception",
|
|
exception: createValueGrip(value, this._pausePool,
|
|
this.objectGrip)
|
|
};
|
|
this.conn.send(packet);
|
|
|
|
this._pushThreadPause();
|
|
} catch (e) {
|
|
reportError(e, "Got an exception during TA_onExceptionUnwind: ");
|
|
}
|
|
|
|
return undefined;
|
|
},
|
|
|
|
/**
|
|
* A function that the engine calls when a new script has been loaded into the
|
|
* scope of the specified debuggee global.
|
|
*
|
|
* @param script Debugger.Script
|
|
* The source script that has been loaded into a debuggee compartment.
|
|
* @param global Debugger.Object
|
|
* A Debugger.Object instance whose referent is the global object.
|
|
*/
|
|
onNewScript: function(script, global) {
|
|
this._addSource(script.source);
|
|
},
|
|
|
|
/**
|
|
* A function called when there's a new source from a thread actor's sources.
|
|
* Emits `newSource` on the target actor.
|
|
*
|
|
* @param {SourceActor} source
|
|
*/
|
|
onNewSourceEvent: function(source) {
|
|
const type = "newSource";
|
|
this.conn.send({
|
|
from: this._parent.actorID,
|
|
type,
|
|
source: source.form()
|
|
});
|
|
|
|
// For compatibility and debugger still using `newSource` on the thread client,
|
|
// still emit this event here. Clean up in bug 1247084
|
|
this.conn.send({
|
|
from: this.actorID,
|
|
type,
|
|
source: source.form()
|
|
});
|
|
},
|
|
|
|
/**
|
|
* A function called when there's an updated source from a thread actor' sources.
|
|
* Emits `updatedSource` on the target actor.
|
|
*
|
|
* @param {SourceActor} source
|
|
*/
|
|
onUpdatedSourceEvent: function(source) {
|
|
this.conn.send({
|
|
from: this._parent.actorID,
|
|
type: "updatedSource",
|
|
source: source.form()
|
|
});
|
|
},
|
|
|
|
/**
|
|
* Add the provided source to the server cache.
|
|
*
|
|
* @param aSource Debugger.Source
|
|
* The source that will be stored.
|
|
* @returns true, if the source was added; false otherwise.
|
|
*/
|
|
_addSource: function(source) {
|
|
if (!this.sources.allowSource(source)) {
|
|
return false;
|
|
}
|
|
|
|
// Preloaded WebExtension content scripts may be cached internally by
|
|
// ExtensionContent.jsm and ThreadActor would ignore them on a page reload
|
|
// because it finds them in the _debuggerSourcesSeen WeakSet,
|
|
// and so we also need to be sure that there is still a source actor for the source.
|
|
let sourceActor;
|
|
if (this._debuggerSourcesSeen.has(source) && this.sources.hasSourceActor(source)) {
|
|
// When replaying, fall through and try to setup breakpoints, even for
|
|
// sources we have seen before. When replaying, we can have actors for
|
|
// sources that have not been created yet, and trying to set breakpoints
|
|
// in them will not produce any scripts. When execution proceeds to the
|
|
// point where the source is created (and we readd the source), we will
|
|
// be able to get its scripts.
|
|
if (!this.dbg.replaying) {
|
|
return false;
|
|
}
|
|
sourceActor = this.sources.getSourceActor(source);
|
|
} else {
|
|
sourceActor = this.sources.createNonSourceMappedActor(source);
|
|
}
|
|
|
|
const bpActors = [...this.breakpointActorMap.findActors()];
|
|
|
|
if (this._options.useSourceMaps) {
|
|
const promises = [];
|
|
|
|
// Go ahead and establish the source actors for this script, which
|
|
// fetches sourcemaps if available and sends onNewSource
|
|
// notifications.
|
|
const sourceActorsCreated = this.sources._createSourceMappedActors(source);
|
|
|
|
if (bpActors.length) {
|
|
// We need to use unsafeSynchronize here because if the page is being reloaded,
|
|
// this call will replace the previous set of source actors for this source
|
|
// with a new one. If the source actors have not been replaced by the time
|
|
// we try to reset the breakpoints below, their location objects will still
|
|
// point to the old set of source actors, which point to different
|
|
// scripts.
|
|
this.unsafeSynchronize(sourceActorsCreated);
|
|
}
|
|
|
|
for (const actor of bpActors) {
|
|
if (actor.isPending) {
|
|
promises.push(actor.originalLocation.originalSourceActor._setBreakpoint(actor));
|
|
} else {
|
|
promises.push(
|
|
this.sources.getAllGeneratedLocations(actor.originalLocation).then(
|
|
(generatedLocations) => {
|
|
if (generatedLocations.length > 0 &&
|
|
generatedLocations[0].generatedSourceActor
|
|
.actorID === sourceActor.actorID) {
|
|
sourceActor._setBreakpointAtAllGeneratedLocations(
|
|
actor, generatedLocations);
|
|
}
|
|
}));
|
|
}
|
|
}
|
|
|
|
if (promises.length > 0) {
|
|
this.unsafeSynchronize(Promise.all(promises));
|
|
}
|
|
} else {
|
|
// Bug 1225160: If addSource is called in response to a new script
|
|
// notification, and this notification was triggered by loading a JSM from
|
|
// chrome code, calling unsafeSynchronize could cause a debuggee timer to
|
|
// fire. If this causes the JSM to be loaded a second time, the browser
|
|
// will crash, because loading JSMS is not reentrant, and the first load
|
|
// has not completed yet.
|
|
//
|
|
// The root of the problem is that unsafeSynchronize can cause debuggee
|
|
// code to run. Unfortunately, fixing that is prohibitively difficult. The
|
|
// best we can do at the moment is disable source maps for the browser
|
|
// debugger, and carefully avoid the use of unsafeSynchronize in this
|
|
// function when source maps are disabled.
|
|
for (const actor of bpActors) {
|
|
if (actor.isPending) {
|
|
actor.originalLocation.originalSourceActor._setBreakpoint(actor);
|
|
} else {
|
|
actor.originalLocation.originalSourceActor._setBreakpointAtGeneratedLocation(
|
|
actor, GeneratedLocation.fromOriginalLocation(actor.originalLocation)
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
this._debuggerSourcesSeen.add(source);
|
|
return true;
|
|
},
|
|
|
|
/**
|
|
* Get prototypes and properties of multiple objects.
|
|
*/
|
|
onPrototypesAndProperties: function(request) {
|
|
const result = {};
|
|
for (const actorID of request.actors) {
|
|
// This code assumes that there are no lazily loaded actors returned
|
|
// by this call.
|
|
const actor = this.conn.getActor(actorID);
|
|
if (!actor) {
|
|
return { from: this.actorID,
|
|
error: "noSuchActor" };
|
|
}
|
|
const handler = actor.prototypeAndProperties;
|
|
if (!handler) {
|
|
return { from: this.actorID,
|
|
error: "unrecognizedPacketType",
|
|
message: ('Actor "' + actorID +
|
|
'" does not recognize the packet type ' +
|
|
'"prototypeAndProperties"') };
|
|
}
|
|
result[actorID] = handler.call(actor, {});
|
|
}
|
|
return { from: this.actorID,
|
|
actors: result };
|
|
}
|
|
});
|
|
|
|
Object.assign(ThreadActor.prototype.requestTypes, {
|
|
"attach": ThreadActor.prototype.onAttach,
|
|
"detach": ThreadActor.prototype.onDetach,
|
|
"reconfigure": ThreadActor.prototype.onReconfigure,
|
|
"resume": ThreadActor.prototype.onResume,
|
|
"clientEvaluate": ThreadActor.prototype.onClientEvaluate,
|
|
"frames": ThreadActor.prototype.onFrames,
|
|
"interrupt": ThreadActor.prototype.onInterrupt,
|
|
"eventListeners": ThreadActor.prototype.onEventListeners,
|
|
"releaseMany": ThreadActor.prototype.onReleaseMany,
|
|
"sources": ThreadActor.prototype.onSources,
|
|
"threadGrips": ThreadActor.prototype.onThreadGrips,
|
|
"prototypesAndProperties": ThreadActor.prototype.onPrototypesAndProperties,
|
|
"skipBreakpoints": ThreadActor.prototype.onSkipBreakpoints
|
|
});
|
|
|
|
exports.ThreadActor = ThreadActor;
|
|
|
|
/**
|
|
* Creates a PauseActor.
|
|
*
|
|
* PauseActors exist for the lifetime of a given debuggee pause. Used to
|
|
* scope pause-lifetime grips.
|
|
*
|
|
* @param ActorPool aPool
|
|
* The actor pool created for this pause.
|
|
*/
|
|
function PauseActor(pool) {
|
|
this.pool = pool;
|
|
}
|
|
|
|
PauseActor.prototype = {
|
|
actorPrefix: "pause"
|
|
};
|
|
|
|
/**
|
|
* Creates an actor for handling chrome debugging. ChromeDebuggerActor is a
|
|
* thin wrapper over ThreadActor, slightly changing some of its behavior.
|
|
*
|
|
* @param connection object
|
|
* The DebuggerServerConnection with which this ChromeDebuggerActor
|
|
* is associated. (Currently unused, but required to make this
|
|
* constructor usable with addGlobalActor.)
|
|
*
|
|
* @param parent object
|
|
* This actor's parent actor. See ThreadActor for a list of expected
|
|
* properties.
|
|
*/
|
|
function ChromeDebuggerActor(connection, parent) {
|
|
ThreadActor.prototype.initialize.call(this, parent);
|
|
}
|
|
|
|
ChromeDebuggerActor.prototype = Object.create(ThreadActor.prototype);
|
|
|
|
Object.assign(ChromeDebuggerActor.prototype, {
|
|
constructor: ChromeDebuggerActor,
|
|
|
|
// A constant prefix that will be used to form the actor ID by the server.
|
|
actorPrefix: "chromeDebugger"
|
|
});
|
|
|
|
exports.ChromeDebuggerActor = ChromeDebuggerActor;
|
|
|
|
/**
|
|
* Creates an actor for handling add-on debugging. AddonThreadActor is
|
|
* a thin wrapper over ThreadActor.
|
|
*
|
|
* @param connection object
|
|
* The DebuggerServerConnection with which this AddonThreadActor
|
|
* is associated. (Currently unused, but required to make this
|
|
* constructor usable with addGlobalActor.)
|
|
*
|
|
* @param parent object
|
|
* This actor's parent actor. See ThreadActor for a list of expected
|
|
* properties.
|
|
*/
|
|
function AddonThreadActor(connection, parent) {
|
|
ThreadActor.prototype.initialize.call(this, parent);
|
|
}
|
|
|
|
AddonThreadActor.prototype = Object.create(ThreadActor.prototype);
|
|
|
|
Object.assign(AddonThreadActor.prototype, {
|
|
constructor: AddonThreadActor,
|
|
|
|
// A constant prefix that will be used to form the actor ID by the server.
|
|
actorPrefix: "addonThread"
|
|
});
|
|
|
|
exports.AddonThreadActor = AddonThreadActor;
|
|
|
|
// Utility functions.
|
|
|
|
/**
|
|
* Report the given error in the error console and to stdout.
|
|
*
|
|
* @param Error error
|
|
* The error object you wish to report.
|
|
* @param String prefix
|
|
* An optional prefix for the reported error message.
|
|
*/
|
|
var oldReportError = reportError;
|
|
this.reportError = function(error, prefix = "") {
|
|
assert(error instanceof Error, "Must pass Error objects to reportError");
|
|
const msg = prefix + error.message + ":\n" + error.stack;
|
|
oldReportError(msg);
|
|
dumpn(msg);
|
|
};
|
|
|
|
/**
|
|
* Find the scripts which contain offsets that are an entry point to the given
|
|
* line.
|
|
*
|
|
* @param Array scripts
|
|
* The set of Debugger.Scripts to consider.
|
|
* @param Number line
|
|
* The line we are searching for entry points into.
|
|
* @returns Array of objects of the form { script, offsets } where:
|
|
* - script is a Debugger.Script
|
|
* - offsets is an array of offsets that are entry points into the
|
|
* given line.
|
|
*/
|
|
function findEntryPointsForLine(scripts, line) {
|
|
const entryPoints = [];
|
|
for (const script of scripts) {
|
|
const offsets = script.getLineOffsets(line);
|
|
if (offsets.length) {
|
|
entryPoints.push({ script, offsets });
|
|
}
|
|
}
|
|
return entryPoints;
|
|
}
|
|
|
|
function findPausePointForLocation(pausePoints, location) {
|
|
const { originalLine: line, originalColumn: column } = location;
|
|
return pausePoints[line] && pausePoints[line][column];
|
|
}
|
|
|
|
/**
|
|
* Unwrap a global that is wrapped in a |Debugger.Object|, or if the global has
|
|
* become a dead object, return |undefined|.
|
|
*
|
|
* @param Debugger.Object wrappedGlobal
|
|
* The |Debugger.Object| which wraps a global.
|
|
*
|
|
* @returns {Object|undefined}
|
|
* Returns the unwrapped global object or |undefined| if unwrapping
|
|
* failed.
|
|
*/
|
|
exports.unwrapDebuggerObjectGlobal = wrappedGlobal => {
|
|
try {
|
|
// Because of bug 991399 we sometimes get nuked window references here. We
|
|
// just bail out in that case.
|
|
//
|
|
// Note that addon sandboxes have a DOMWindow as their prototype. So make
|
|
// sure that we can touch the prototype too (whatever it is), in case _it_
|
|
// is it a nuked window reference. We force stringification to make sure
|
|
// that any dead object proxies make themselves known.
|
|
const global = wrappedGlobal.unsafeDereference();
|
|
Object.getPrototypeOf(global) + "";
|
|
return global;
|
|
} catch (e) {
|
|
return undefined;
|
|
}
|
|
};
|