using System; using System.Collections.Generic; using System.Linq; using System.Text; using Cosmos.Assembler; using Cosmos.Assembler.x86; using Cosmos.Debug.Consts; using Cosmos.Assembler.XSharp; namespace Cosmos.Debug.DebugStub { public partial class DebugStub : CodeGroup { // Caller's Registers static public DataMember32 CallerEBP; static public DataMember32 CallerEIP; static public DataMember32 CallerESP; // 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 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; } } // Location where INT3 has been injected // 0 if no INT3 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() { 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 ClearAsmBreak : 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, ".Exit"); // Clear old break point and set back to original opcode / partial opcode EAX = AsmOrigByte.Value; EDI[0] = EAX; AsmOrigByte.Value = 0; } } public class Executing : CodeBlock { void CheckForBreakpoint() { // Look for a possible matching BP // TODO: This is slow on every Int3... // -Find a faster way - a list of 256 straight compares and code modifation? // -Count BPs and modify ECX since we usually dont have 256 of them? // -Move this scan earlier - Have to set a global flag when anything (StepTriggers, etc below) is going on at all // A selective disable of the DS // -If there are 0 BPs, skip scan - easy and should have a good increase EAX = CallerEIP.Value; EDI = AddressOf("DebugBPs"); ECX = 256; new Scas { Prefixes = InstructionPrefixes.RepeatTillEqual, Size = 32 }; JumpIf(Flags.NotEqual, ".AfterBreakOnAddress"); Call(); Jump(".Normal"); Label = ".AfterBreakOnAddress"; } // This is the secondary stub routine. After the primary has decided we should do some debug // activities, this one is called. public override void Assemble() { CheckForBreakpoint(); // See if we are stepping // // F11 DebugBreakOnNextTrace.Value.Compare(StepTrigger.Into); //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, ".StepIntoAfter"); 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(".Normal"); Label = ".StepIntoAfter"; // F10 DebugBreakOnNextTrace.Value.Compare(StepTrigger.Over); JumpIf(Flags.NotEqual, ".StepOverAfter"); //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(".Normal"); Label = ".StepOverAfter"; // Shift-F11 DebugBreakOnNextTrace.Value.Compare(StepTrigger.Out); JumpIf(Flags.NotEqual, ".StepOutAfter"); 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, ".Normal"); CallIf(Flags.LessThanOrEqualTo, "DebugStub_Break"); Jump(".Normal"); Label = ".StepOutAfter"; Label = ".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 = ".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, ".CheckForCmd_Break"); Call(); // See if there are more commands waiting Jump(".CheckForCmd"); Label = ".CheckForCmd_Break"; } } 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 first Call(); // Now check for commands that are only valid in break state // or commands that require special handling while in break state. AL.Compare(VsipDs.Continue); JumpIf(Flags.Equal, "DebugStub_Break_Exit"); AL.Compare(VsipDs.StepInto); JumpIf(Flags.NotEqual, "DebugStub_Break_StepInto_After"); DebugBreakOnNextTrace.Value = StepTrigger.Into; Jump("DebugStub_Break_Exit"); Label = "DebugStub_Break_StepInto_After"; AL.Compare(VsipDs.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(VsipDs.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"; Call(); DebugStatus.Value = Status.Run; } } } }