using System; using System.Collections.Generic; using System.Linq; using System.Text; using Cosmos.Compiler.Assembler; using Cosmos.Compiler.Assembler.X86; using Cosmos.Debug.Consts; using Cosmos.Compiler.XSharp; namespace Cosmos.Debug.DebugStub { public class DebugStub : CodeGroup { protected const uint VidBase = 0xB8000; static public int mComNo = 0; static protected UInt16[] mComPortAddresses = { 0x3F8, 0x2F8, 0x3E8, 0x2E8 }; static public UInt16 mComAddr; static public UInt16 mComStatusAddr; // Caller's Registers static public DataMember32 CallerEBP; static public DataMember32 CallerEIP; static public DataMember32 CallerESP; static public class Tracing { public const byte Off = 0; public const byte On = 1; } // Current status of OS Debug Stub static public class Status { public const byte Run = 0; public const byte Break = 1; } static public class StepTrigger { public const byte None = 0; public const byte Into = 1; public const byte Over = 2; public const byte Out = 3; } public class ProcessCommand : CodeBlock { // Modifies: AL, DX (ReadALFromComPort) // Returns: AL public override void Assemble() { Call(); // Some callers expect AL to be returned, so we preserve it // in case any commands modify AL. // We push EAX to keep stack aligned. EAX.Push(); // Noop has no data at all (see notes in client DebugConnector), so skip Command ID AL.Compare(DsCmd.Noop); JumpIf(Flags.Equal, ".End"); // Read Command ID Call(); DebugStub_CommandID.Value = EAX; // Get AL back so we can compare it, but also put it back for later EAX = ESP[0]; CheckCmd(DsCmd.TraceOff, typeof(TraceOff)); CheckCmd(DsCmd.TraceOn, typeof(TraceOn)); CheckCmd(DsCmd.Break, typeof(Break)); CheckCmd(DsCmd.BreakOnAddress, typeof(BreakOnAddress)); CheckCmd(DsCmd.SendMethodContext, typeof(SendMethodContext)); CheckCmd(DsCmd.SendMemory, typeof(SendMemory)); CheckCmd(DsCmd.SendRegisters, typeof(SendRegisters)); CheckCmd(DsCmd.SendFrame, typeof(SendFrame)); CheckCmd(DsCmd.SendStack, typeof(SendStack)); CheckCmd(DsCmd.SetAsmBreak, typeof(SetAsmBreak)); CheckCmd(DsCmd.Ping, typeof(Ping)); Label = ".SendACK"; // We acknowledge receipt of the command, not processing of it. // We have to do this because sometimes callers do more processing // We ACK even ones we dont process here, but do not ACK Noop. // The buffers should be ok becuase more wont be sent till after our NACK // is received. // Right now our max cmd size is 2 (Cmd + Cmd ID) + 5 (Data) = 7. // UART buffer is 16. // We may need to revisit this in the future to ack not commands, but data chunks // and move them to a buffer. // The buffer problem exists only to inbound data, not outbound data (relative to DebugStub) AL = DsMsg.CmdCompleted; Call(); // EAX = DebugStub_CommandID.Value; Call(); Label = ".End"; // Restore AL for callers who check the command and do // further processing, or for commands not handled by this routine. EAX.Pop(); } protected void CheckCmd(byte aCmd, Type aFunction) { AL.Compare(aCmd); string xAfterLabel = NewLabel(); JumpIf(Flags.NotEqual, xAfterLabel); Call(aFunction); Jump(".SendACK"); Label = xAfterLabel; } } // Tracing: 0=Off, 1=On static protected DataMember32 DebugTraceMode; // enum Status static protected DataMember32 DebugStatus; // Nesting control for non steppable routines static protected DataMember32 DebugSuspendLevel; // Ptr to the push all data. It points to the "bottom" after a PushAll op. // Walk up to find the 8 x 32 bit registers. static protected DataMember32 DebugPushAllPtr; // State of Interrupts on entry static protected DataMember32 InterruptsEnabledFlag; // If set non 0, on next trace a break will occur static protected DataMember32 DebugBreakOnNextTrace; // For step out and over this is used to determine where the initial request was made // EBP is logged when the trace is started and can be used to determine // what level we are "at" relative to the original step start location. static protected DataMember32 DebugBreakEBP; // Command ID of last command received static protected DataMember32 DebugStub_CommandID; public DebugStub(int aComNo) { mComNo = aComNo; mComAddr = mComPortAddresses[mComNo - 1]; mComStatusAddr = (UInt16)(mComAddr + 5); // Old method, need to convert to fields mAsm.DataMembers.AddRange(new DataMember[]{ // Breakpoint addresses new DataMember("DebugBPs", new int[256]), //TODO: Move to DebugStub (new) new DataMember("DebugWaitMsg", "Waiting for debugger connection...") }); } public abstract class Inlines : CodeBlock { // INLINE // Modifies: Stack, EDI, AL // TODO: Modify X# to allow inlining better by using dynamic labels otherwise // repeated use of an inline will fail with conflicting labels. // TODO: Allow methods to emit a start label and return automatically // and mark inlines so this does not happen. protected void ReadComPortX32toStack(int xCount) { for (int i = 1; i <= xCount; i++) { // Make room on the stack for the address Push(0); // ReadByteFromComPort writes to EDI, then increments EDI = ESP; // Read address to stack via EDI ReadBytesFromComPort(4); } } protected void ReadBytesFromComPort(int xCount) { for (int i = 1; i <= xCount; i++) { Call(); } } protected void WriteBytesToComPort(int xCount) { for (int i = 1; i <= xCount; i++) { Call(); } } } public class BreakOnAddress : Inlines { // Sets a breakpoint // Serial Params: // 1: x32 - EIP to break on, or 0 to disable breakpoint. [XSharp(PreserveStack = true)] public override void Assemble() { // BP Address ReadComPortX32toStack(1); ECX.Pop(); // BP ID Number // BP ID Number is sent after BP Address, becuase // reading BP address uses AL (EAX). EAX = 0; Call(); // Calculate location in table // Mov [EBX + EAX * 4], ECX would be better, but our asm doesn't handle this yet EBX = AddressOf("DebugBPs"); EAX = EAX << 2; EBX.Add(EAX); EBX[0] = ECX; } } public class SendMethodContext : Inlines { // sends a stack value // Serial Params: // 1: x32 - offset relative to EBP // 2: x32 - size of data to send [XSharp(PreserveStack = true)] public override void Assemble() { AL = (int)DsMsg.MethodContext; Call(); // offset relative to ebp // size of data to send ReadComPortX32toStack(2); ECX.Pop(); EAX.Pop(); // now ECX contains size of data (count) // EAX contains relative to EBP ESI = CallerEBP.Value; ESI.Add(EAX); //TODO: ESI = ESI + EAX Label = ".SendByte"; ECX.Compare(0); JumpIf(Flags.Equal, ".AfterSendByte"); Call(); ECX--; Jump(".SendByte"); Label = ".AfterSendByte"; } } public class SendMemory : Inlines { // sends a stack value // Serial Params: // 1: x32 - offset relative to EBP // 2: x32 - size of data to send [XSharp(PreserveStack = true)] public override void Assemble() { ReadComPortX32toStack(1); Label = "DebugStub_SendMemory_1"; AL = (int)DsMsg.MemoryData; Call(); ReadComPortX32toStack(1); Label = "DebugStub_SendMemory_2"; ECX.Pop(); ESI.Pop(); // now ECX contains size of data (count) // ESI contains address Label = "DebugStub_SendMemory_3"; Label = "DebugStub_SendMemory_SendByte"; new Compare { DestinationReg = Registers.ECX, SourceValue = 0 }; JumpIf(Flags.Equal, "DebugStub_SendMemory_After_SendByte"); Call(); ECX--; Jump("DebugStub_SendMemory_SendByte"); Label = "DebugStub_SendMemory_After_SendByte"; } } public class SendTrace : Inlines { // Modifies: EAX, ESI public override void Assemble() { DebugStatus.Value.Compare(Status.Run); JumpIf(Flags.Equal, ".Normal"); AL = (int)DsMsg.BreakPoint; Jump(".Type"); Label = ".Normal"; AL = (int)DsMsg.TracePoint; Label = ".Type"; Call(); // Send Calling EIP. ESI = CallerEIP.Address; WriteBytesToComPort(4); } } public class SendText : Inlines { // Input: Stack // Output: None // Modifies: EAX, ECX, EDX, ESI public override void Assemble() { // Write the type AL = (int)DsMsg.Message; Call(); // Write Length ESI = EBP; ESI = ESI + 12; ECX = ESI[0]; WriteBytesToComPort(2); // Address of string ESI = EBP[8]; Label = ".WriteChar"; ECX.Compare(0); JumpIf(Flags.Equal, ".Exit"); Call(); ECX--; // We are storing as 16 bits, but for now I will transmit 8 bits // So we inc again to skip the 0 ESI++; Jump(".WriteChar"); } } public class SendPtr : Inlines { // Input: Stack // Output: None // Modifies: EAX, ECX, EDX, ESI public override void Assemble() { // Write the type AL = (int)DsMsg.Pointer; Call(); // pointer value ESI = EBP[8]; WriteBytesToComPort(4); } } public class WriteByteToComPort : Inlines { // Input: ESI // Output: None // Modifies: EAX, EDX // // Sends byte at [ESI] to com port and does esi + 1 // // This sucks to use the stack, but x86 can only read and write ports from AL and // we need to read a port before we can write out the value to another port. // The overhead is a lot, but compared to the speed of the serial and the fact // that we wait on the serial port anyways, its a wash. // // This could be changed to use interrupts, but that then complicates // the code and causes interaction with other code. DebugStub should be // as isolated as possible from any other code. public override void Assemble() { // Sucks again to use DX just for this, but x86 only supports // 8 bit address for literals on ports DX = mComStatusAddr; // Wait for serial port to be ready // Bit 5 (0x20) test for Transmit Holding Register to be empty. Label = ".Wait"; AL = Port[DX]; AL.Test(0x20); JumpIf(Flags.Zero, ".Wait"); // Set address of port DX = mComAddr; // Get byte to send AL = ESI[0]; // Send the byte Port[DX] = AL; ESI++; } } public class ReadALFromComPort : Inlines { // Modifies: AL, DX public override void Assemble() { DX = mComStatusAddr; // Wait for port to be ready Label = ".Wait"; AL = Port[DX]; AL.Test(0x01); JumpIf(Flags.Zero, ".Wait"); // Set address of port DX = mComAddr; // Read byte AL = Port[DX]; } } // Called before Kernel runs. Inits debug stub, etc public class Init : CodeBlock { public override void Assemble() { Call(); Call(); Call(); Call(); Call(); } } public class WaitForDbgHandshake : Inlines { public override void Assemble() { // "Clear" the UART out AL = 0; Call(); // QEMU (and possibly others) send some garbage across the serial line first. // Actually they send the garbage inbound, but garbage could be inbound as well so we // keep this. // To work around this we send a signature. DC then discards everything before the signature. // QEMU has other serial issues too, and we dont support it anymore, but this signature is a good // feature so we kept it. Push(Cosmos.Debug.Consts.Consts.SerialSignature); ESI = ESP; WriteBytesToComPort(4); // Restore ESP, we actually dont care about EAX or the value on the stack anymore. EAX.Pop(); // We could use the signature as the start signal, but I prefer // to keep the logic separate, especially in DC. AL = (int)DsMsg.Started; // Send the actual started signal Call(); Call(); Call(); } } public class InitSerial : CodeBlock { // SERIAL DOCS // // All information relating to our serial usage should be documented in // this comment. // // We do not use IRQs for debugstub serial. This is becuase DebugStub (DS) // MUST be: // - As simple as possible // - Interact as minimal as possible wtih normal Cosmos code because // the debugstub must *always* work even if the normal code is fubarred // // The serial port that is used for DS should be "hidden" from Cosmos main // so that Cosmos main pretends it does not exist. // // IRQs would create a clash/mix of code. // This does make the serial code in DebugStub inefficient, but its well worth // the benefits received by following these rules. // // Baud rate is set to 115200. Likely our code could not exceed this rate // anyways the way it is written and there are compatibility issues on some // hardware above this rate. // // We assume a minimum level of a 16550A, which should be no problem on any // common hardware today. VMWare emulates the 16550A // // We do not handle flow control for outbound data (DS --> DC). // The DebugConnector (DC, the code in the Visual Studio side) however is threaded // and easily should be able to receive data faster than we can send it. // Most things are transactional with data being sent only when asked for, but // with tracing we do send a data directly. // // Currently there is no inbound flow control either (DC --> DS) // For now we assume all commands in bound are 16 bytes or less to ensure // that they fit in the FIFO. Commands in DS must wait for a command ID ACK // before sending another command. // See notes in ProcessCommand. public override void Assemble() { // http://www.nondot.org/sabre/os/files/Communication/ser_port.txt // Disable interrupts DX = (UInt16)(mComAddr + 1); AL = 0; Port[DX] = AL; // Enable DLAB (set baud rate divisor) DX = (UInt16)(mComAddr + 3); AL = 0x80; Port[DX] = AL; // 0x01 - 0x00 - 115200 // 0x02 - 0x00 - 57600 // 0x03 - 0x00 - 38400 // // Set divisor (lo byte) DX = mComAddr; AL = 0x01; Port[DX] = AL; // hi byte DX = (UInt16)(mComAddr + 1); AL = 0x00; Port[DX] = AL; // 8N1 DX = (UInt16)(mComAddr + 3); AL = 0x03; Port[DX] = AL; // Enable FIFO, clear them // Set 14-byte threshold for IRQ. // We dont use IRQ, but you cant set it to 0 // either. IRQ is enabled/diabled separately DX = (UInt16)(mComAddr + 2); AL = 0xC7; Port[DX] = AL; // 0x20 AFE Automatic Flow control Enable - 16550 (VMWare uses 16550A) is most common and does not support it // 0x02 RTS // 0x01 DTR // Send 0x03 if no AFE DX = (UInt16)(mComAddr + 4); AL = 0x03; Port[DX] = AL; } } public class DisplayWaitMsg : CodeBlock { // http://wiki.osdev.org/Text_UI // Later can cycle for x changes of second register: // http://wiki.osdev.org/Time_And_Date public override void Assemble() { ESI = AddressOf("DebugWaitMsg"); // 10 lines down, 20 cols in EDI = VidBase + (10 * 80 + 20) * 2; // Read and copy string till 0 terminator Label = ".ReadChar"; AL = ESI[0]; AL.Compare(0); JumpIf(Flags.Equal, ".AfterMsg"); ESI++; EDI[0] = AL; EDI++; EDI++; Jump(".ReadChar"); //TODO: Local labels in X# Label = ".AfterMsg"; } } public class WriteALToComPort : CodeBlock { // Input: AL // Output: None // Modifies: EDX, ESI public override void Assemble() { EAX.Push(); ESI = ESP; Call(); // Is a local var, cant use Return(4). X# issues the return. // This also allow the function to preserve EAX. EAX.Pop(); } } public class WriteAXToComPort : Inlines { // Input: AX // Output: None // Modifies: EDX, ESI public override void Assemble() { EAX.Push(); ESI = ESP; WriteBytesToComPort(2); // Is a local var, cant use Return(4). X# issues the return. // This also allow the function to preserve EAX. EAX.Pop(); } } public class WriteEAXToComPort : Inlines { // Input: EAX // Output: None // Modifies: EDX, ESI public override void Assemble() { EAX.Push(); ESI = ESP; WriteBytesToComPort(4); // Is a local var, cant use Return(4). X# issues the return. // This also allow the function to preserve EAX. EAX.Pop(); } } public class ProcessCommandBatch : CodeBlock { public override void Assemble() { Call(); // See if batch is complete AL.Compare(DsCmd.BatchEnd); JumpIf(Flags.Equal, "DebugStub_ProcessCommandBatch_Exit"); // Loop and wait Jump("DebugStub_ProcessCommandBatch"); Label = "DebugStub_ProcessCommandBatch_Exit"; } } public class WaitForSignature : CodeBlock { public override void Assemble() { EBX = 0; Label = "DebugStub_WaitForSignature_Read"; Call(); BL = AL; EBX.RotateRight(8); EBX.Compare(Cosmos.Debug.Consts.Consts.SerialSignature); JumpIf(Flags.NotEqual, "DebugStub_WaitForSignature_Read"); //TODO: Always emit and exit label and then make a Exit method which can // automatically use it. I think a label might already exist. Label = "DebugStub_WaitForSignature_Exit"; } } public class Cls : CodeBlock { public override void Assemble() { ESI = VidBase; Label = "DebugStub_Cls_More"; AL = 0x00; // Why add 8 to ESI every time? Why not just add 8 in the first place? ESI[0] = AL; // Text ESI++; AL = 0x0A; ESI[0] = AL; // Colour ESI++; ESI.Compare(VidBase + 25 * 80 * 2); JumpIf(Flags.LessThan, "DebugStub_Cls_More"); } } public class SendRegisters : Inlines { public override void Assemble() { AL = (int)DsMsg.Registers; // Send the actual started signal Call(); ESI = DebugPushAllPtr.Value; WriteBytesToComPort(32); ESI = CallerESP.Address; WriteBytesToComPort(4); ESI = CallerEIP.Address; WriteBytesToComPort(4); } } public class SendFrame : Inlines { public override void Assemble() { AL = (int)DsMsg.Frame; Call(); int xCount = 8 * 4; EAX = (uint)xCount; Call(); ESI = CallerEBP.Value; ESI.Add(8); // Dont transmit EIP or old EBP WriteBytesToComPort(xCount); } } public class SendStack : CodeBlock { public override void Assemble() { AL = (int)DsMsg.Stack; Call(); // Send size of bytes ESI = CallerESP.Value; EAX = CallerEBP.Value; EAX.Sub(ESI); Call(); // Send actual bytes // // Need to reload ESI, WriteAXToCompPort modifies it ESI = CallerESP.Value; Label = ".SendByte"; ESI.Compare(CallerEBP.Value); JumpIf(Flags.Equal, ".Exit"); Call(); Jump(".SendByte"); } } // ASM Stepping // // Location where INT1 has been injected // 0 if no INT1 is active static public DataMember32 AsmBreakEIP; // Old byte before INT1 was injected // Only 1 byte is used static public DataMember32 AsmOrigByte; // public class SetAsmBreak : Inlines { public override void Assemble() { EDI = AsmBreakEIP.Value; EDI.Compare(0); // If 0, we don't need to clear an older one. JumpIf(Flags.Equal, ".Set"); Call(); Label = ".Set"; ReadComPortX32toStack(1); EDI.Pop(); // Save the old byte EAX = EDI[0]; AsmOrigByte.Value = EAX; // Inject INT3 EDI[0] = 0xCC; // Save EIP of the break AsmBreakEIP.Value = EDI; } } public class Ping : Inlines { public override void Assemble() { AL = DsMsg.Pong; Call(); } } public class ClrAsmBreak : Inlines { public override void Assemble() { // Clear old break point EAX = AsmOrigByte.Value; EDI[0] = EAX; AsmOrigByte.Value = 0; } } public class TraceOff : CodeBlock { public override void Assemble() { DebugTraceMode.Value = Tracing.Off; } } public class TraceOn : CodeBlock { public override void Assemble() { DebugTraceMode.Value = Tracing.On; } } public class Executing : CodeBlock { // This is the secondary stub routine. After the primary (main) has decided we should do some debug // activities, this one is called. // // Modifies: EAX, EDI, ECX public override void Assemble() { // Look for a possible matching BP EAX = CallerEIP.Value; EDI = AddressOf("DebugBPs"); ECX = 256; new Scas { Prefixes = InstructionPrefixes.RepeatTillEqual, Size = 32 }; JumpIf(Flags.NotEqual, "DebugStub_Executing_AfterBreakOnAddress"); Call(); Jump("DebugStub_Executing_Normal"); Label = "DebugStub_Executing_AfterBreakOnAddress"; // See if we are stepping // // F11 DebugBreakOnNextTrace.Value.Compare(StepTrigger.Into); //Old, can delete this line: CallIf(Flags.Equal, "DebugStub_Break"); //TODO: I think we can use a using statement to create this type of block // and emit asm // using (var xBlock = new AsmBlock()) { // JumpIf(something, xBlock.End/Begin); // also can do xBlock.Break(); // } //TODO: If statements can probably be done with anonymous delegates... JumpIf(Flags.NotEqual, "DebugStub_ExecutingStepIntoAfter"); Call(); //TODO: Allow creating labels but issuing them later, then we can // call them with early binding //TODO: End - can be exit label for each method, allowing Jump(Begin/End) etc... Also make a label type and allwo Jump overload to the label itself. Or better yet, End.Jump() Jump("DebugStub_Executing_Normal"); Label = "DebugStub_ExecutingStepIntoAfter"; // // F10 DebugBreakOnNextTrace.Value.Compare(StepTrigger.Over); JumpIf(Flags.NotEqual, "DebugStub_ExecutingStepOverAfter"); Label = "Debug__StepOver__"; EAX = CallerEBP.Value; EAX.Compare(DebugBreakEBP.Value); // If EBP and start EBP arent equal, dont break // Dont use Equal because we aslo need to stop above if the user starts // the step at the end of a method and next item is after a return CallIf(Flags.LessThanOrEqualTo, "DebugStub_Break"); Jump("DebugStub_Executing_Normal"); Label = "DebugStub_ExecutingStepOverAfter"; // // Shift-F11 DebugBreakOnNextTrace.Value.Compare(StepTrigger.Out); JumpIf(Flags.NotEqual, "DebugStub_ExecutingStepOutAfter"); EAX = CallerEBP.Value; EAX.Compare(DebugBreakEBP.Value); // TODO: X# JumpIf(EAX == Memory[...... or better yet if(EAX==Memory..., new Delegate { Jump.... Jump should be handled specially so we dont jump around jumps... TODO: Also allow Compare(EAX, 0), in fact force this new syntax JumpIf(Flags.Equal, "DebugStub_Executing_Normal"); CallIf(Flags.LessThanOrEqualTo, "DebugStub_Break"); Jump("DebugStub_Executing_Normal"); Label = "DebugStub_ExecutingStepOutAfter"; Label = "DebugStub_Executing_Normal"; // If tracing is on, send a trace message // Tracing isnt really used any more, was used // by the old stand alone debugger. Might be upgraded // and resused in the future. DebugTraceMode.Value.Compare(Tracing.On); CallIf(Flags.Equal, "DebugStub_SendTrace"); // Is there a new incoming command? We dont want to wait for one // if there isn't one already here. This is a passing check. Label = "DebugStub_CheckForCmd"; //TODO: ".CheckForCmd" and make it local to our class DX = (ushort)(mComAddr + 5u); AL = Port[DX]; AL.Test(0x01); // If no command waiting, break from loop JumpIf(Flags.Zero, "DebugStub_CheckForCmd_Break"); Call(); // See if there are more commands waiting Jump("DebugStub_CheckForCmd"); Label = "DebugStub_CheckForCmd_Break"; } } public class ReadByteFromComPort : CodeBlock { // Input: EDI // Output: [EDI] // Modified: AL, DX, EDI (+1) // // Reads a byte into [EDI] and does EDI + 1 // http://wiki.osdev.org/Serial_ports public override void Assemble() { Call(); EDI[0] = AL; EDI++; } } public class Break : CodeBlock { // Should only be called internally by DebugStub. Has a lot of preconditions // Externals should use BreakOnNextTrace instead public override void Assemble() { // Reset request in case we are currently responding to one or we hit a fixed breakpoint // before our request could be serviced (if one existed) DebugBreakOnNextTrace.Value = StepTrigger.None; DebugBreakEBP.Value = 0; // Set break status DebugStatus.Value = Status.Break; Call(); // Wait for a command Label = "DebugStub_WaitCmd"; // Check for common commands Call(); // Now check for commands that are only valid in break state // or commands that require additional handling while in break // state. AL.Compare(DsCmd.Continue); JumpIf(Flags.Equal, "DebugStub_Break_Exit"); AL.Compare(DsCmd.StepInto); JumpIf(Flags.NotEqual, "DebugStub_Break_StepInto_After"); DebugBreakOnNextTrace.Value = StepTrigger.Into; Jump("DebugStub_Break_Exit"); Label = "DebugStub_Break_StepInto_After"; AL.Compare(DsCmd.StepOver); JumpIf(Flags.NotEqual, "DebugStub_Break_StepOver_After"); DebugBreakOnNextTrace.Value = StepTrigger.Over; EAX = CallerEBP.Value; DebugBreakEBP.Value = EAX; Jump("DebugStub_Break_Exit"); Label = "DebugStub_Break_StepOver_After"; AL.Compare(DsCmd.StepOut); JumpIf(Flags.NotEqual, "DebugStub_Break_StepOut_After"); DebugBreakOnNextTrace.Value = StepTrigger.Out; EAX = CallerEBP.Value; DebugBreakEBP.Value = EAX; Jump("DebugStub_Break_Exit"); Label = "DebugStub_Break_StepOut_After"; // Loop around and wait for another command Jump("DebugStub_WaitCmd"); Label = "DebugStub_Break_Exit"; DebugStatus.Value = Status.Run; } } public class TracerEntry : CodeBlock { // 0 = Not in, 1 = already running public DataMember32 IsRunning; [XSharp(IsInteruptHandler = true)] public override void Assemble() { // Main entry point for the DebugStub which is executed at the // beginning of all IL ops. // EBP is restored by PopAll, but SendFrame uses it. Could // get it from the PushAll data, but this is easier. CallerEBP.Value = EBP; // Could also get ESP from PushAll but this is easier // Another reason to do it here is that soem day we may need to use // the stack before PushAll. // // We cant modify any registers since we havent done PushAll yet // Maybe we could do a sub(4) on memory direct.. // But for now we remove from ESP which the call to us produces, // store ESP, then restore ESP so we don't cause stack corruption. ESP = ESP + 12; // 12 bytes for EFLAGS, CS, EIP CallerESP.Value = ESP; ESP = ESP - 12; // If debug stub is in break, and then an IRQ happens, the IRQ // can call DebugStub again. This causes two DebugStubs to // run which causes havoc. So we only allow one to run. // We arent multi threaded yet, so this works fine. // IRQ's are disabled between Compare and JumpIf so an IRQ cant // happen in between them which could also cause double entry. DisableInterrupts(); DebugSuspendLevel.Value.Compare(0); JumpIf(Flags.Equal, "DebugStub_Running"); // DebugStub is already running, so exit. // But we need to see if IRQs are disabled. // If IRQ disabled, we dont reenable them after our disable // in this routine. InterruptsEnabledFlag.Value.Compare(0); JumpIf(Flags.Equal, "DebugStub_Return"); EnableInterrupts(); Jump("DebugStub_Return"); Label = "DebugStub_Running"; IsRunning.Value.Compare(0); JumpIf(Flags.Equal, "DebugStub_Start"); // If we made it this far we exit because DebugStub is already running. // We need to see if IRQs were originally enabled or disabled and // re-enable them if they were enabled on entry. Jump("DebugStub_CheckIntAndReturn"); // All clear, mark that we are entering the debug stub Label = "DebugStub_Start"; IsRunning.Value = 1; // DS is now marked not to re-enter, so re-enable interrupts if // they were enabled on entry InterruptsEnabledFlag.Value.Compare(0); JumpIf(Flags.Equal, "DebugStub_NoSTI"); EnableInterrupts(); // Call secondary debug stub Label = "DebugStub_NoSTI"; PushAll(); DebugPushAllPtr.Value = ESP; // We just pushed all registers to the stack so we can use them // So we get the stack pointer and add 32. This skips over the // registers we just pushed. EBP = ESP; EBP = EBP + 32; // We dont need to restore this becuase it was pushed as part of PushAll32 // Get actual EIP of caller. EAX = EBP[0]; // EIP is pointer to op after our call. We subtract 1 for the opcode size of Int3 // Note - when we used call it was 5 (the size of our call + address) // so we get the EIP as IL2CPU records it. Its also useful for when we will // be changing ops that call this stub. EAX--; // Store it for later use. CallerEIP.Value = EAX; // Call secondary stub Call(); // Restore registers PopAll(); // Setting the DebugRuning flag is atomic, but in the future // we might have other code as we do in the entry to check. // So just to be safe, we disable interrupts while we do this. DisableInterrupts(); // Complete, mark that DebugStub is complete IsRunning.Value = 0; Label = "DebugStub_CheckIntAndReturn"; // Re-enable interrupts if needed. This happens on normal exit, or call from above // when there would have been a re-entry to DS. InterruptsEnabledFlag.Value.Compare(0); JumpIf(Flags.Equal, "DebugStub_Return"); EnableInterrupts(); Label = "DebugStub_Return"; } } public class DebugSuspend : CodeBlock { public override void Assemble() { DebugSuspendLevel.Value++; } } public class DebugResume : CodeBlock { public override void Assemble() { DebugSuspendLevel.Value--; } } } }