This commit is contained in:
kudzu_cp 2012-01-15 16:06:19 +00:00
parent c148e35fa8
commit 123309bbdf

View file

@ -30,13 +30,16 @@ namespace Cosmos.Debug.VSDebugEngine {
[ComVisible(true)]
[Guid("8355452D-6D2F-41b0-89B8-BB2AA2529E94")]
public class AD7Engine : IDebugEngine2, IDebugEngineLaunch2, IDebugProgram3, IDebugEngineProgram2 {
// Ssed to send events to the debugger. Some examples of these events are thread create, exception thrown, module load.
EngineCallback mEngineCallback;
internal AD7Process mProcess;
internal IDebugProgram2 mProgram;
// A unique identifier for the program being debugged.
Guid m_ad7ProgramId;
Guid mProgramID;
public const string ID = "FA1DA3A6-66FF-4c65-B077-E65F7164EF83";
internal AD7Module mModule;
private AD7Thread mThread;
private AD7ProgramNode mProgNode;
public bool AfterBreak = false;
public IList<IDebugBoundBreakpoint2> Breakpoints = null;
// This object facilitates calling from this thread into the worker thread of the engine. This is necessary because the Win32 debugging
// api requires thread affinity to several operations.
@ -50,24 +53,27 @@ namespace Cosmos.Debug.VSDebugEngine {
mBPMgr = new BreakpointManager(this);
}
// Used to send events to the debugger. Some examples of these events are thread create, exception thrown, module load.
EngineCallback mEngineCallback;
internal EngineCallback Callback {
get { return mEngineCallback; }
}
// Attach the debug engine to a program.
int IDebugEngine2.Attach(IDebugProgram2[] rgpPrograms, IDebugProgramNode2[] rgpProgramNodes, uint celtPrograms, IDebugEventCallback2 ad7Callback, enum_ATTACH_REASON dwReason) {
// Attach the debug engine to a program.
if (celtPrograms != 1) {
System.Diagnostics.Debug.Fail("SampleEngine only expects to see one program in a process");
System.Diagnostics.Debug.Fail("Cosmos Debugger only supports on debug target at a time.");
throw new ArgumentException();
}
try {
int processId = EngineUtils.GetProcessId(rgpPrograms[0]);
if (processId == 0) {
return VSConstants.E_NOTIMPL; // sample engine only supports system processes
return VSConstants.E_NOTIMPL; // We only support system processes
}
EngineUtils.RequireOk(rgpPrograms[0].GetProgramId(out m_ad7ProgramId));
EngineUtils.RequireOk(rgpPrograms[0].GetProgramId(out mProgramID));
// Attach can either be called to attach to a new process, or to complete an attach
// to a launched process
@ -86,16 +92,14 @@ namespace Cosmos.Debug.VSDebugEngine {
// //m_pollThread.SetDebugProcess(m_debuggedProcess);
//}
//else
{
//if (processId != m_debuggedProcess.Id)
{
//else {
//if (processId != m_debuggedProcess.Id) {
//System.Diagnostics.Debug.Fail("Asked to attach to a process while we are debugging");
//return VSConstants.E_FAIL;
}
//}
//m_pollThread.SetDebugProcess(m_debuggedProcess);
}
//}
mProgram = rgpPrograms[0];
AD7EngineCreateEvent.Send(this);
AD7ProgramCreateEvent.Send(this);
@ -117,108 +121,19 @@ namespace Cosmos.Debug.VSDebugEngine {
//{
// //m_debuggedProcess.ResumeEventPump();
//}));
return VSConstants.S_OK;
}
//catch (ComponentException e)
//{
// return e.HResult;
//}
catch (Exception e) {
return EngineUtils.UnexpectedException(e);
}
}
// Requests that all programs being debugged by this DE stop execution the next time one of their threads attempts to run.
// This is normally called in response to the user clicking on the pause button in the debugger.
// When the break is complete, an AsyncBreakComplete event will be sent back to the debugger.
int IDebugEngine2.CauseBreak() {
return ((IDebugProgram2)this).CauseBreak();
}
// Called by the SDM to indicate that a synchronous debug event, previously sent by the DE to the SDM,
// was received and processed. The only event the sample engine sends in this fashion is Program Destroy.
// It responds to that event by shutting down the engine.
int IDebugEngine2.ContinueFromSynchronousEvent(IDebugEvent2 eventObject) {
try {
if (eventObject is AD7ProgramDestroyEvent) {
//DebuggedProcess debuggedProcess = m_debuggedProcess;
mEngineCallback = null;
//m_debuggedProcess = null;
//m_pollThread = null;
m_ad7ProgramId = Guid.Empty;
mThread = null;
mProgNode = null;
} else {
System.Diagnostics.Debug.Fail("Unknown synchronious event");
}
} catch (Exception e) {
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
// Creates a pending breakpoint in the engine. A pending breakpoint is contains all the information needed to bind a breakpoint to
// a location in the debuggee.
int IDebugEngine2.CreatePendingBreakpoint(IDebugBreakpointRequest2 pBPRequest, out IDebugPendingBreakpoint2 ppPendingBP) {
ppPendingBP = null;
try {
BPMgr.CreatePendingBreakpoint(pBPRequest, out ppPendingBP);
} catch (Exception e) {
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
// Informs a DE that the program specified has been atypically terminated and that the DE should
// clean up all references to the program and send a program destroy event.
int IDebugEngine2.DestroyProgram(IDebugProgram2 pProgram) {
// Tell the SDM that the engine knows that the program is exiting, and that the
// engine will send a program destroy. We do this because the Win32 debug api will always
// tell us that the process exited, and otherwise we have a race condition.
return AD7_HRESULT.E_PROGRAM_DESTROY_PENDING;
}
// Gets the GUID of the DE.
int IDebugEngine2.GetEngineId(out Guid guidEngine) {
guidEngine = new Guid(ID);
return VSConstants.S_OK;
}
// Determines if a process can be terminated.
int IDebugEngineLaunch2.CanTerminateProcess(IDebugProcess2 process) {
try {
int processId = EngineUtils.GetProcessId(process);
//if (processId == m_debuggedProcess.Id)
{
return VSConstants.S_OK;
}
//else
{
//return VSConstants.S_FALSE;
}
}
//catch (ComponentException e)
//{
// return e.HResult;
//}
catch (Exception e) {
return EngineUtils.UnexpectedException(e);
}
}
// Launches a process by means of the debug engine.
// Normally, Visual Studio launches a program using the IDebugPortEx2::LaunchSuspended method and then attaches the debugger
// to the suspended program. However, there are circumstances in which the debug engine may need to launch a program
// (for example, if the debug engine is part of an interpreter and the program being debugged is an interpreted language),
// in which case Visual Studio uses the IDebugEngineLaunch2::LaunchSuspended method
// The IDebugEngineLaunch2::ResumeProcess method is called to start the process after the process has been successfully launched in a suspended state.
int IDebugEngineLaunch2.LaunchSuspended(string aPszServer, IDebugPort2 aPort, string aDebugInfo, string aArgs, string aDir, string aEnv, string aOptions, enum_LAUNCH_FLAGS aLaunchFlags, uint aStdInputHandle, uint aStdOutputHandle, uint hStdError, IDebugEventCallback2 aAD7Callback, out IDebugProcess2 aProcess) {
// Launches a process by means of the debug engine.
// Normally, Visual Studio launches a program using the IDebugPortEx2::LaunchSuspended method and then attaches the debugger
// to the suspended program. However, there are circumstances in which the debug engine may need to launch a program
// (for example, if the debug engine is part of an interpreter and the program being debugged is an interpreted language),
// in which case Visual Studio uses the IDebugEngineLaunch2::LaunchSuspended method
// The IDebugEngineLaunch2::ResumeProcess method is called to start the process after the process has been successfully launched in a suspended state.
aProcess = null;
try {
mEngineCallback = new EngineCallback(this, aAD7Callback);
@ -240,7 +155,7 @@ namespace Cosmos.Debug.VSDebugEngine {
var xProcess = new AD7Process(xDebugInfo, mEngineCallback, this, aPort);
aProcess = xProcess;
mProcess = xProcess;
m_ad7ProgramId = xProcess.mID;
mProgramID = xProcess.mID;
//AD7ThreadCreateEvent.Send(this, xProcess.Thread);
mModule = new AD7Module();
mProgNode = new AD7ProgramNode(EngineUtils.GetProcessId(xProcess));
@ -286,10 +201,6 @@ namespace Cosmos.Debug.VSDebugEngine {
}
}
internal AD7Module mModule;
private AD7Thread mThread;
private AD7ProgramNode mProgNode;
// Resume a process launched by IDebugEngineLaunch2.LaunchSuspended
int IDebugEngineLaunch2.ResumeProcess(IDebugProcess2 aProcess) {
try {
@ -322,159 +233,165 @@ namespace Cosmos.Debug.VSDebugEngine {
//{
//m_debuggedProcess.ResumeFromLaunch();
//}));
return VSConstants.S_OK;
}
//catch (ComponentException e)
//{
// return e.HResult;
//}
catch (Exception e) {
} catch (Exception e) {
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
// This function is used to terminate a process that the SampleEngine launched
// The debugger will call IDebugEngineLaunch2::CanTerminateProcess before calling this method.
int IDebugEngineLaunch2.TerminateProcess(IDebugProcess2 aProcess) {
//System.Diagnostics.Debug.Assert(Worker.MainThreadId == Worker.CurrentThreadId);
//System.Diagnostics.Debug.Assert(m_pollThread != null);
//System.Diagnostics.Debug.Assert(mEngineCallback != null);
//System.Diagnostics.Debug.Assert(m_debuggedProcess != null);
#region Other implemented support methods
int IDebugEngine2.ContinueFromSynchronousEvent(IDebugEvent2 aEvent) {
// Called by the SDM to indicate that a synchronous debug event, previously sent by the DE to the SDM,
// was received and processed. The only event the engine sends in this fashion is Program Destroy.
// It responds to that event by shutting down the engine.
// Kudzu: I dont think we currently use this.
try {
int processId = EngineUtils.GetProcessId(aProcess);
// if (processId != m_debuggedProcess.Id) {
// return VSConstants.S_FALSE;
//}
if (aEvent is AD7ProgramDestroyEvent) {
mEngineCallback = null;
mProgramID = Guid.Empty;
mThread = null;
mProgNode = null;
} else {
System.Diagnostics.Debug.Fail("Unknown synchronious event");
}
} catch (Exception e) {
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
int IDebugEngine2.CreatePendingBreakpoint(IDebugBreakpointRequest2 pBPRequest, out IDebugPendingBreakpoint2 ppPendingBP) {
// Creates a pending breakpoint in the engine. A pending breakpoint is contains all the information needed to bind a breakpoint to
// a location in the debuggee.
ppPendingBP = null;
try {
BPMgr.CreatePendingBreakpoint(pBPRequest, out ppPendingBP);
} catch (Exception e) {
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
int IDebugEngine2.DestroyProgram(IDebugProgram2 pProgram) {
// Informs a DE that the program specified has been atypically terminated and that the DE should
// clean up all references to the program and send a program destroy event.
//
// Tell the SDM that the engine knows that the program is exiting, and that the
// engine will send a program destroy. We do this because the Win32 debug api will always
// tell us that the process exited, and otherwise we have a race condition.
return AD7_HRESULT.E_PROGRAM_DESTROY_PENDING;
}
int IDebugEngine2.GetEngineId(out Guid oGuidEngine) {
// Gets the GUID of the DebugEngine.
oGuidEngine = new Guid(ID);
return VSConstants.S_OK;
}
int IDebugEngineLaunch2.TerminateProcess(IDebugProcess2 aProcess) {
// This function is used to terminate a process that the SampleEngine launched
// The debugger will call IDebugEngineLaunch2::CanTerminateProcess before calling this method.
try {
// We only support one debugee, but if we support more in the future
// this can be use to identify which one this method applies to.
int xProcessID = EngineUtils.GetProcessId(aProcess);
mProcess.Terminate();
mEngineCallback.OnProcessExit(0);
mProgram = null;
return VSConstants.S_OK;
}
//catch (ComponentException e)
//{
// return e.HResult;
//}
catch (Exception e) {
} catch (Exception e) {
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
// Continue is called from the SDM when it wants execution to continue in the debugee
// but have stepping state remain. An example is when a tracepoint is executed,
// and the debugger does not want to actually enter break mode.
public int Continue(IDebugThread2 pThread) {
//System.Diagnostics.Debug.Assert(Worker.MainThreadId == Worker.CurrentThreadId);
AD7Thread thread = (AD7Thread)pThread;
//m_pollThread.RunOperation(new Operation(delegate {
// //m_debuggedProcess.Continue(thread.GetDebuggedThread());
//}));
public int Continue(IDebugThread2 aThread) {
// Continue is called from the SDM when it wants execution to continue in the debugee
// but have stepping state remain. An example is when a tracepoint is executed,
// and the debugger does not want to actually enter break mode.
var xThread = (AD7Thread)aThread;
if (AfterBreak) {
Console.Write("");
//Callback.OnBreak(thread);
//Callback.OnBreak(xThread);
}
return VSConstants.S_OK;
}
public bool AfterBreak = false;
public IList<IDebugBoundBreakpoint2> Breakpoints = null;
int IDebugEngine2.CauseBreak() {
// Requests that all programs being debugged by this DE stop execution the next time one of their threads attempts to run.
// This is normally called in response to the user clicking on the pause button in the debugger.
// When the break is complete, an AsyncBreakComplete event will be sent back to the debugger.
return ((IDebugProgram2)this).CauseBreak();
}
// Detach is called when debugging is stopped and the process was attached to (as opposed to launched)
// or when one of the Detach commands are executed in the UI.
public int Detach() {
//System.Diagnostics.Debug.Assert(Worker.MainThreadId == Worker.CurrentThreadId);
// Detach is called when debugging is stopped and the process was attached to (as opposed to launched)
// or when one of the Detach commands are executed in the UI.
BPMgr.ClearBoundBreakpoints();
//m_pollThread.RunOperation(new Operation(delegate
//{
// //m_debuggedProcess.Detach();
//}));
return VSConstants.S_OK;
}
// EnumModules is called by the debugger when it needs to enumerate the modules in the program.
public int EnumModules(out IEnumDebugModules2 ppEnum) {
//System.Diagnostics.Debug.Assert(Worker.MainThreadId == Worker.CurrentThreadId);
// EnumModules is called by the debugger when it needs to enumerate the modules in the program.
ppEnum = new AD7ModuleEnum(new[] { mModule });
return VSConstants.S_OK;
}
// EnumThreads is called by the debugger when it needs to enumerate the threads in the program.
public int EnumThreads(out IEnumDebugThreads2 ppEnum) {
//System.Diagnostics.Debug.Assert(Worker.MainThreadId == Worker.CurrentThreadId);
//DebuggedThread[] threads = m_debuggedProcess.GetThreads();
//AD7Thread[] threadObjects = new AD7Thread[threads.Length];
//for (int i = 0; i < threads.Length; i++)
//{
// System.Diagnostics.Debug.Assert(threads[i].Client != null);
// threadObjects[i] = (AD7Thread)threads[i].Client;
//}
// EnumThreads is called by the debugger when it needs to enumerate the threads in the program.
ppEnum = new AD7ThreadEnum(new[] { mThread });
return VSConstants.S_OK;
}
// Gets the name and identifier of the debug engine (DE) running this program.
public int GetEngineInfo(out string engineName, out Guid engineGuid) {
// Gets the name and identifier of the debug engine (DE) running this program.
engineName = ResourceStrings.EngineName;
engineGuid = new Guid(AD7Engine.ID);
return VSConstants.S_OK;
}
public int GetProgramId(out Guid aGuidProgramId) {
// Gets a GUID for this program. A debug engine (DE) must return the program identifier originally passed to the IDebugProgramNodeAttach2::OnAttach
// or IDebugEngine2::Attach methods. This allows identification of the program across debugger components.
aGuidProgramId = mProgramID;
return VSConstants.S_OK;
}
public int Step(IDebugThread2 pThread, enum_STEPKIND sk, enum_STEPUNIT Step) {
// This method is deprecated. Use the IDebugProcess3::Step method instead.
mProcess.Step((enum_STEPKIND)sk);
return VSConstants.S_OK;
}
public int ExecuteOnThread(IDebugThread2 pThread) {
// ExecuteOnThread is called when the SDM wants execution to continue and have
// stepping state cleared.
mProcess.Continue();
return VSConstants.S_OK;
}
#endregion
#region Unimplemented methods
// Gets the name of the program.
// The name returned by this method is always a friendly, user-displayable name that describes the program.
public int GetName(out string programName) {
// The Sample engine uses default transport and doesn't need to customize the name of the program,
// so return NULL.
programName = null;
return VSConstants.S_OK;
}
// Gets a GUID for this program. A debug engine (DE) must return the program identifier originally passed to the IDebugProgramNodeAttach2::OnAttach
// or IDebugEngine2::Attach methods. This allows identification of the program across debugger components.
public int GetProgramId(out Guid guidProgramId) {
//System.Diagnostics.Debug.Assert(m_ad7ProgramId != Guid.Empty);
guidProgramId = m_ad7ProgramId;
return VSConstants.S_OK;
}
// This method is deprecated. Use the IDebugProcess3::Step method instead.
public int Step(IDebugThread2 pThread, enum_STEPKIND sk, enum_STEPUNIT Step) {
mProcess.Step((enum_STEPKIND)sk);
return VSConstants.S_OK;
}
// ExecuteOnThread is called when the SDM wants execution to continue and have
// stepping state cleared.
public int ExecuteOnThread(IDebugThread2 pThread) {
mProcess.Continue();
//System.Diagnostics.Debug.Assert(Worker.MainThreadId == Worker.CurrentThreadId);
//AD7Thread thread = (AD7Thread)pThread;
//m_pollThread.RunOperation(new Operation(delegate{
// m_debuggedProcess.Execute(thread.GetDebuggedThread());
//}));
return VSConstants.S_OK;
}
#region Unimplemented methods
// This method gets the Edit and Continue (ENC) update for this program. A custom debug engine always returns E_NOTIMPL
public int GetENCUpdate(out object update) {
// The sample engine does not participate in managed edit & continue.
@ -620,6 +537,31 @@ namespace Cosmos.Debug.VSDebugEngine {
throw new Exception("The method or operation is not implemented.");
}
// Determines if a process can be terminated.
int IDebugEngineLaunch2.CanTerminateProcess(IDebugProcess2 process) {
return VSConstants.S_OK;
//try {
// int processId = EngineUtils.GetProcessId(process);
// //if (processId == m_debuggedProcess.Id)
// {
// return VSConstants.S_OK;
// }
// //else
// {
// //return VSConstants.S_FALSE;
// }
//}
// //catch (ComponentException e)
// //{
// // return e.HResult;
// //}
//catch (Exception e) {
// return EngineUtils.UnexpectedException(e);
//}
}
#endregion
#region Deprecated interface methods