using System; using System.Collections.Generic; using System.Linq; using System.Text; using Cosmos.Debug.Common; using System.IO; using System.Threading; using System.Windows.Forms; namespace Cosmos.Debug.Common { public abstract class DebugConnector : IDisposable { public Action ConnectionLost; public Action CmdTrace; public Action CmdBreak; public Action CmdMethodContext; public Action CmdText; public Action CmdStarted; public Action OnDebugMsg; public Action CmdRegisters; public Action CmdFrame; public Action CmdStack; public Action CmdPong; protected byte mCurrentMsgType; protected AutoResetEvent mCmdWait = new AutoResetEvent(false); // private StreamWriter mDebugWriter = new StreamWriter(@"c:\dsdebug.txt", false) { AutoFlush = true }; // Must be called from descendant via DoConnected public Action Connected; public void DoConnected() { if (Connected != null) { Connected(); } } protected void DoDebugMsg(string aMsg) { DoDebugMsg(aMsg, true); } protected void DoDebugMsg(string aMsg, bool aOnlyIfConnected) { if (IsConnected || aOnlyIfConnected == false) { System.Diagnostics.Debug.WriteLine(aMsg); if (OnDebugMsg != null) { OnDebugMsg(aMsg); } } } protected bool mSigReceived = false; public bool SigReceived { get { return mSigReceived; } } // Is stream alive? Other side may not be responsive yet, use SigReceived instead for this instead public abstract bool IsConnected { get; } protected void SendCmd(byte aCmd, byte[] aData) { SendCmd(aCmd, aData, true); } protected void SendCmd(byte aCmd, byte[] aData, bool aWait) { //System.Windows.Forms.MessageBox.Show(xSB.ToString()); // If no sig received yet, we dont send anything. Things like BPs etc can be set before connected. // The debugger must resend these after the start command hits. // We dont queue them, as it would end up with a lot of overlapping ops, ie set and then remove. // We also dont check connected at caller, becuase its a lot of extra code. // So we just ignore any commands sent before ready, and its part of the contract // that the caller (Debugger) knows when the Start msg is received that it must // send over initializing information such as breakpoints. if (SigReceived) { // This lock is used for: // 1) VSDebugEngine is threaded and could send commands concurrently // 2) Becuase in VSDebugEngine and commands from Debug.Windows can occur concurrently lock (mSendCmdLock) { //var xSB = new StringBuilder(); //foreach(byte x in aBytes) { // xSB.AppendLine(x.ToString("X2")); //} //System.Windows.Forms.MessageBox.Show(xSB.ToString()); DoDebugMsg("DC Send: " + aCmd.ToString()); if (aCmd == Vs2Ds.Noop) { // Noops dont have any data. // This is becuase Noops are used to clear out the // channel and are often not received. Sending noop + data // usually causes the data to be interpreted as a command // as its often the first byte received. SendRawData(new byte[1] { Vs2Ds.Noop }); } else { // +2 - Leave room for Cmd and CmdID var xData = new byte[aData.Length + 2]; // See comments about flow control in the DebugStub class // to see why we limit to 16. if (aData.Length > 16) { throw new Exception("Command is too large. 16 bytes max."); } xData[0] = (byte)aCmd; aData.CopyTo(xData, 2); if (mCommandID == 255) { mCommandID = 0; } else { mCommandID++; } xData[1] = mCommandID; mCurrCmdID = mCommandID; SendRawData(xData); if (aWait) { // All commands except NOOP reply back from the DebugStub // with an ACK. The ACK will set the event and allow us to proceed. // This wait causes this method to wait on the ACK to be receive back from // DebugStub. mCmdWait.WaitOne(); } } } } } protected abstract void SendRawData(byte[] aBytes); protected abstract void Next(int aPacketSize, Action aCompleted); protected byte mCommandID = 0; protected byte mCurrCmdID; // Prevent more than one command from happening at once. // The debugger is user driven so should not happen, but maybe could // happen while a previous command is waiting on a reply msg. protected object mSendCmdLock = new object(); public void SendCmd(byte aCmd) { SendCmd(aCmd, new byte[0], true); } public void SendRegisters() { SendCmd(Vs2Ds.SendRegisters); } public void SendFrame() { SendCmd(Vs2Ds.SendFrame); } public void SendStack() { SendCmd(Vs2Ds.SendStack); } public void Ping() { SendCmd(Vs2Ds.Ping); } public void SetBreakpoint(int aID, uint aAddress) { if (aAddress == 0) { DoDebugMsg("DS Cmd: BP " + aID + " deleted."); } else { DoDebugMsg("DS Cmd: BP " + aID + " @ " + aAddress.ToString("X8").ToUpper()); } var xData = new byte[5]; Array.Copy(BitConverter.GetBytes(aAddress), 0, xData, 0, 4); xData[4] = (byte)aID; SendCmd(Vs2Ds.BreakOnAddress, xData); } public void SetAsmBreakpoint(uint aAddress) { var xData = BitConverter.GetBytes(aAddress); SendCmd(Vs2Ds.SetAsmBreak, xData); } public void Continue() { SendCmd(Vs2Ds.Continue); } public byte[] GetMemoryData(uint address, uint size, int dataElementSize = 1) { // from debugstub: //// sends a stack value //// Serial Params: //// 1: x32 - offset relative to EBP //// 2: x32 - size of data to send if (!IsConnected) { return null; } else if (size == 0) { // no point in retrieving 0 bytes, better not request at all. also, debugstub "crashes" then throw new NotSupportedException("Requested memory data of size = 0"); } else if (size > 512) { // for now refuse to retrieve large amounts of data: throw new NotSupportedException("Too large amount of data requested"); } var xData = new byte[8]; mDataSize = (int)size; Array.Copy(BitConverter.GetBytes(address), 0, xData, 0, 4); Array.Copy(BitConverter.GetBytes(size), 0, xData, 4, 4); SendCmd(Vs2Ds.SendMemory, xData); var xResult = mData; mData = null; if (xResult.Length != size) { throw new Exception("Retrieved a different size than requested!"); } return xResult; } public byte[] GetStackData(int offsetToEBP, uint size) { // from debugstub: //// sends a stack value //// Serial Params: //// 1: x32 - offset relative to EBP //// 2: x32 - size of data to send if (!IsConnected) { return null; } var xData = new byte[8]; mDataSize = (int)size; ////TODO find out wherefrom this discrepancy //offsetToEBP --; // EBP is first //offsetToEBP += 4; Array.Copy(BitConverter.GetBytes(offsetToEBP), 0, xData, 0, 4); Array.Copy(BitConverter.GetBytes(size), 0, xData, 4, 4); SendCmd(Vs2Ds.SendMethodContext, xData); // todo: make "crossplatform". this code assumes stack space of 32bit per "item" byte[] xResult; xResult = mData; mData = null; return xResult; } private int mDataSize; private byte[] mData; public void DeleteBreakpoint(int aID) { SetBreakpoint(aID, 0); } protected UInt32 GetUInt32(byte[] aBytes, int aOffset) { return (UInt32)((aBytes[aOffset + 3] << 24) | (aBytes[aOffset + 2] << 16) | (aBytes[aOffset + 1] << 8) | aBytes[aOffset + 0]); } protected UInt16 GetUInt16(byte[] aBytes, int aOffset) { return (UInt16)((aBytes[aOffset + 1] << 8) | aBytes[aOffset + 0]); } protected void PacketMsg(byte[] aPacket) { mCurrentMsgType = aPacket[0]; // Could change to an array, but really not much benefit switch (mCurrentMsgType) { case Ds2Vs.TracePoint: DoDebugMsg("DC Recv: TracePoint"); Next(4, PacketTracePoint); break; case Ds2Vs.BreakPoint: DoDebugMsg("DC Recv: BreakPoint"); Next(4, PacketBreakPoint); break; case Ds2Vs.Message: DoDebugMsg("DC Recv: Message"); Next(2, PacketTextSize); break; case Ds2Vs.Started: DoDebugMsg("DC Recv: Started"); // Call WaitForMessage first, else it blocks because Ds2Vs.Started triggers // other commands which need responses. WaitForMessage(); // Guests never get the first byte sent. So we send a noop. // This dummy byte seems to clear out the serial channel. // Its never received, but if it ever is, its a noop anyways. SendCmd(Vs2Ds.Noop); // Send signature var xData = new byte[4]; Array.Copy(BitConverter.GetBytes(Cosmos.Debug.Common.Consts.SerialSignature), 0, xData, 0, 4); SendRawData(xData); CmdStarted(); break; case Ds2Vs.Noop: DoDebugMsg("DC Recv: Noop"); // MtW: When implementing Serial support for debugging on real hardware, it appears // that when booting a machine, in the bios it emits zero's to the serial port. // Kudzu: Made a Noop command to handle this WaitForMessage(); break; case Ds2Vs.CmdCompleted: DoDebugMsg("DC Recv: CmdCompleted"); Next(1, PacketCmdCompleted); break; case Ds2Vs.MethodContext: DoDebugMsg("DC Recv: MethodContext"); Next(mDataSize, PacketMethodContext); break; case Ds2Vs.MemoryData: DoDebugMsg("DC Recv: MemoryData"); Next(mDataSize, PacketMemoryData); break; case Ds2Vs.Registers: DoDebugMsg("DC Recv: Registers"); Next(40, PacketRegisters); break; case Ds2Vs.Frame: DoDebugMsg("DC Recv: Frame"); Next(-1, PacketFrame); break; case Ds2Vs.Stack: DoDebugMsg("DC Recv: Stack"); Next(-1, PacketStack); break; case Ds2Vs.Pong: DoDebugMsg("DC Recv: Pong"); Next(0, PacketPong); break; default: // Exceptions crash VS so use MsgBox instead MessageBox.Show("Unknown debug command: " + mCurrentMsgType); // Despite it being unkonwn, we try again. Normally this will // just cause more unknowns, but can be useful for debugging. WaitForMessage(); break; } } public virtual void Dispose() { //if (mDebugWriter != null) //{ // mDebugWriter.Dispose(); // mDebugWriter = null; // //} GC.SuppressFinalize(this); } // Signature is sent after garbage emitted during init of serial port. // For more info see note in DebugStub where signature is transmitted. protected byte[] mSigCheck = new byte[4] { 0, 0, 0, 0 }; protected void WaitForSignature(byte[] aPacket) { mSigCheck[0] = mSigCheck[1]; mSigCheck[1] = mSigCheck[2]; mSigCheck[2] = mSigCheck[3]; mSigCheck[3] = aPacket[0]; var xSig = GetUInt32(mSigCheck, 0); DoDebugMsg("DC: Sig Byte " + aPacket[0].ToString("X2").ToUpper() + " : " + xSig.ToString("X8").ToUpper()); if (xSig == Consts.SerialSignature) { // Sig found, wait for messages mSigReceived = true; WaitForMessage(); } else { // Sig not found, keep looking Next(1, WaitForSignature); } } protected void WaitForMessage() { Next(1, PacketMsg); } protected void PacketTextSize(byte[] aPacket) { Next(GetUInt16(aPacket, 0), PacketText); } protected void PacketMethodContext(byte[] aPacket) { mData = aPacket.ToArray(); WaitForMessage(); } protected void PacketMemoryData(byte[] aPacket) { mData = aPacket.ToArray(); WaitForMessage(); } protected void PacketRegisters(byte[] aPacket) { mData = aPacket.ToArray(); if (CmdRegisters != null) { CmdRegisters(mData); } WaitForMessage(); } protected void PacketFrame(byte[] aPacket) { mData = aPacket.ToArray(); if (CmdFrame != null) { CmdFrame(mData); } WaitForMessage(); } protected void PacketPong(byte[] aPacket) { mData = aPacket; if (CmdPong != null) { CmdPong(mData); } WaitForMessage(); } protected void PacketStack(byte[] aPacket) { mData = aPacket; if (CmdStack != null) { CmdStack(mData); } WaitForMessage(); } protected void PacketCmdCompleted(byte[] aPacket) { byte xCmdID = aPacket[0]; DoDebugMsg("DS Msg: Cmd " + xCmdID + " Complete"); if (mCurrCmdID != xCmdID) { System.Windows.Forms.MessageBox.Show("DebugStub CmdCompleted Mismatch. Expected " + mCurrCmdID + ", received " + xCmdID + "."); } // Release command mCmdWait.Set(); WaitForMessage(); } protected void PacketTracePoint(byte[] aPacket) { // WaitForMessage must be first. CmdTrace issues // more commands and if we dont issue this, the pipe wont be waiting for a response. WaitForMessage(); CmdTrace(GetUInt32(aPacket, 0)); } protected void PacketBreakPoint(byte[] aPacket) { WaitForMessage(); CmdBreak(GetUInt32(aPacket, 0)); } protected void PacketText(byte[] aPacket) { WaitForMessage(); CmdText(ASCIIEncoding.ASCII.GetString(aPacket)); } } }