mirror of
https://github.com/danbulant/Cosmos
synced 2026-05-19 20:39:01 +00:00
468 lines
18 KiB
C#
468 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Cosmos.Assembler;
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using Cosmos.Assembler.x86;
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using Cosmos.Debug.Consts;
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using Cosmos.Assembler.XSharp;
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namespace Cosmos.Debug.DebugStub {
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public partial class DebugStub : CodeGroup {
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// Caller's Registers
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static public DataMember32 CallerEBP;
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static public DataMember32 CallerEIP;
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static public DataMember32 CallerESP;
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public class AckCommand : CodeBlock {
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public override void Assemble() {
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// We acknowledge receipt of the command AND the processing of it.
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// -In the past the ACK only acknowledged receipt.
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// We have to do this because sometimes callers do more processing.
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// We ACK even ones we dont process here, but do not ACK Noop.
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// The buffers should be ok because more wont be sent till after our NACK
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// is received.
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// Right now our max cmd size is 2 (Cmd + Cmd ID) + 5 (Data) = 7.
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// UART buffer is 16.
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// We may need to revisit this in the future to ack not commands, but data chunks
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// and move them to a buffer.
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// The buffer problem exists only to inbound data, not outbound data (relative to DebugStub).
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AL = DsVsip.CmdCompleted;
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Call<WriteALToComPort>();
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//
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EAX = DebugStub_CommandID.Value;
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Call<WriteALToComPort>();
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}
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}
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public class ProcessCommand : CodeBlock {
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// Modifies: AL, DX (ReadALFromComPort)
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// Returns: AL
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public override void Assemble() {
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Call<ReadALFromComPort>();
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// Some callers expect AL to be returned, so we preserve it
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// in case any commands modify AL.
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// We push EAX to keep stack aligned.
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EAX.Push();
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// Noop has no data at all (see notes in client DebugConnector), so skip Command ID
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// Noop also does not send ACK.
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AL.Compare(VsipDs.Noop);
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JumpIf(Flags.Equal, ".End");
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// Read Command ID
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Call<ReadALFromComPort>();
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DebugStub_CommandID.Value = EAX;
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// Get AL back so we can compare it, but also put it back for later
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EAX = ESP[0];
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CheckCmd(VsipDs.TraceOff, typeof(TraceOff));
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CheckCmd(VsipDs.TraceOn, typeof(TraceOn));
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CheckCmd(VsipDs.Break, typeof(Break));
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CheckCmd(VsipDs.BreakOnAddress, typeof(BreakOnAddress));
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CheckCmd(VsipDs.SendMethodContext, typeof(SendMethodContext));
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CheckCmd(VsipDs.SendMemory, typeof(SendMemory));
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CheckCmd(VsipDs.SendRegisters, typeof(SendRegisters));
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CheckCmd(VsipDs.SendFrame, typeof(SendFrame));
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CheckCmd(VsipDs.SendStack, typeof(SendStack));
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CheckCmd(VsipDs.SetAsmBreak, typeof(SetAsmBreak));
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CheckCmd(VsipDs.Ping, typeof(Ping));
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Label = ".End";
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// Restore AL for callers who check the command and do
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// further processing, or for commands not handled by this routine.
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EAX.Pop();
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}
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protected void CheckCmd(byte aCmd, Type aFunction) {
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AL.Compare(aCmd);
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string xAfterLabel = NewLabel();
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JumpIf(Flags.NotEqual, xAfterLabel);
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Call(aFunction);
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Call<AckCommand>();
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Jump(".End");
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Label = xAfterLabel;
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}
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}
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// Tracing: 0=Off, 1=On
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static protected DataMember32 DebugTraceMode;
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// enum Status
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static protected DataMember32 DebugStatus;
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// Nesting control for non steppable routines
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static protected DataMember32 DebugSuspendLevel;
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// Ptr to the push all data. It points to the "bottom" after a PushAll op.
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// Walk up to find the 8 x 32 bit registers.
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static protected DataMember32 DebugPushAllPtr;
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// State of Interrupts on entry
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static protected DataMember32 InterruptsEnabledFlag;
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// If set non 0, on next trace a break will occur
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static protected DataMember32 DebugBreakOnNextTrace;
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// For step out and over this is used to determine where the initial request was made
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// EBP is logged when the trace is started and can be used to determine
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// what level we are "at" relative to the original step start location.
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static protected DataMember32 DebugBreakEBP;
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// Command ID of last command received
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static protected DataMember32 DebugStub_CommandID;
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public class BreakOnAddress : Inlines {
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// Sets a breakpoint
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// Serial Params:
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// 1: x32 - EIP to break on, or 0 to disable breakpoint.
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[XSharp(PreserveStack = true)]
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public override void Assemble() {
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// BP Address
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ReadComPortX32toStack(1);
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ECX.Pop();
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// BP ID Number
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// BP ID Number is sent after BP Address, becuase
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// reading BP address uses AL (EAX).
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EAX = 0;
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Call<ReadALFromComPort>();
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// Calculate location in table
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// Mov [EBX + EAX * 4], ECX would be better, but our asm doesn't handle this yet
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EBX = AddressOf("DebugBPs");
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EAX = EAX << 2;
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EBX.Add(EAX);
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EBX[0] = ECX;
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}
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}
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public class ProcessCommandBatch : CodeBlock {
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public override void Assemble() {
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Call<ProcessCommand>();
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// See if batch is complete
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AL.Compare(VsipDs.BatchEnd);
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JumpIf(Flags.Equal, "DebugStub_ProcessCommandBatch_Exit");
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// Loop and wait
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Jump("DebugStub_ProcessCommandBatch");
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Label = "DebugStub_ProcessCommandBatch_Exit";
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Call<AckCommand>();
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}
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}
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// Location where INT3 has been injected
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// 0 if no INT3 is active
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static public DataMember32 AsmBreakEIP;
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// Old byte before INT1 was injected
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// Only 1 byte is used
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static public DataMember32 AsmOrigByte;
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//
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public class SetAsmBreak : Inlines {
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public override void Assemble() {
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ReadComPortX32toStack(1);
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EDI.Pop();
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// Save the old byte
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EAX = EDI[0];
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AsmOrigByte.Value = EAX;
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// Inject INT3
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EDI[0] = 0xCC;
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// Save EIP of the break
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AsmBreakEIP.Value = EDI;
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}
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}
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public class ClearAsmBreak : Inlines {
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public override void Assemble() {
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EDI = AsmBreakEIP.Value;
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EDI.Compare(0);
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// If 0, we don't need to clear an older one.
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JumpIf(Flags.Equal, ".Done");
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// Clear old break point and set back to original opcode / partial opcode
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EAX = AsmOrigByte.Value;
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EDI[0] = EAX;
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AsmOrigByte.Value = 0;
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Label = ".Done";
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}
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}
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public class Ping : Inlines {
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public override void Assemble() {
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AL = DsVsip.Pong;
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Call<WriteALToComPort>();
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}
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}
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public class TraceOff : CodeBlock {
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public override void Assemble() {
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DebugTraceMode.Value = Tracing.Off;
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}
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}
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public class TraceOn : CodeBlock {
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public override void Assemble() {
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DebugTraceMode.Value = Tracing.On;
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}
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}
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public class Executing : CodeBlock {
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// This is the secondary stub routine. After the primary (main) has decided we should do some debug
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// activities, this one is called.
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//
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// Modifies: EAX, EDI, ECX
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public override void Assemble() {
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// Look for a possible matching BP
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// TODO: This is slow on every Int3...
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// -Find a faster way - a list of 256 straight compares and code modifation?
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// -Count BPs and modify ECX since we usually dont have 256 of them?
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// -Move this scan earlier?
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// -If there are 0 BPs, skip scan - easy and should have a good increase
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EAX = CallerEIP.Value;
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EDI = AddressOf("DebugBPs");
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ECX = 256;
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new Scas { Prefixes = InstructionPrefixes.RepeatTillEqual, Size = 32 };
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JumpIf(Flags.NotEqual, "DebugStub_Executing_AfterBreakOnAddress");
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Call<Break>();
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Jump("DebugStub_Executing_Normal");
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Label = "DebugStub_Executing_AfterBreakOnAddress";
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// See if we are stepping
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//
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// F11
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DebugBreakOnNextTrace.Value.Compare(StepTrigger.Into);
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//TODO: I think we can use a using statement to create this type of block
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// and emit asm
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// using (var xBlock = new AsmBlock()) {
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// JumpIf(something, xBlock.End/Begin);
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// also can do xBlock.Break();
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// }
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//TODO: If statements can probably be done with anonymous delegates...
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JumpIf(Flags.NotEqual, "DebugStub_ExecutingStepIntoAfter");
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Call<Break>();
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//TODO: Allow creating labels but issuing them later, then we can call them with early binding
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//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()
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Jump("DebugStub_Executing_Normal");
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Label = "DebugStub_ExecutingStepIntoAfter";
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// F10
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DebugBreakOnNextTrace.Value.Compare(StepTrigger.Over);
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JumpIf(Flags.NotEqual, "DebugStub_ExecutingStepOverAfter");
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Label = "Debug__StepOver__";
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EAX = CallerEBP.Value;
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EAX.Compare(DebugBreakEBP.Value);
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// If EBP and start EBP arent equal, dont break
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// Dont use Equal because we aslo need to stop above if the user starts
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// the step at the end of a method and next item is after a return
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CallIf(Flags.LessThanOrEqualTo, "DebugStub_Break");
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Jump("DebugStub_Executing_Normal");
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Label = "DebugStub_ExecutingStepOverAfter";
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// Shift-F11
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DebugBreakOnNextTrace.Value.Compare(StepTrigger.Out);
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JumpIf(Flags.NotEqual, "DebugStub_ExecutingStepOutAfter");
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EAX = CallerEBP.Value;
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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
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JumpIf(Flags.Equal, "DebugStub_Executing_Normal");
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CallIf(Flags.LessThanOrEqualTo, "DebugStub_Break");
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Jump("DebugStub_Executing_Normal");
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Label = "DebugStub_ExecutingStepOutAfter";
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Label = "DebugStub_Executing_Normal";
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// If tracing is on, send a trace message
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// Tracing isnt really used any more, was used
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// by the old stand alone debugger. Might be upgraded
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// and resused in the future.
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DebugTraceMode.Value.Compare(Tracing.On);
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CallIf(Flags.Equal, "DebugStub_SendTrace");
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// Is there a new incoming command? We dont want to wait for one
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// if there isn't one already here. This is a passing check.
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Label = "DebugStub_CheckForCmd"; //TODO: ".CheckForCmd" and make it local to our class
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DX = (ushort)(mComAddr + 5u);
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AL = Port[DX];
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AL.Test(0x01);
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// If no command waiting, break from loop
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JumpIf(Flags.Zero, "DebugStub_CheckForCmd_Break");
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Call<ProcessCommand>();
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// See if there are more commands waiting
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Jump("DebugStub_CheckForCmd");
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Label = "DebugStub_CheckForCmd_Break";
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}
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}
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public class Break : CodeBlock {
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// Should only be called internally by DebugStub. Has a lot of preconditions.
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// Externals should use BreakOnNextTrace instead.
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public override void Assemble() {
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// Reset request in case we are currently responding to one or we hit a fixed breakpoint
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// before our request could be serviced (if one existed)
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DebugBreakOnNextTrace.Value = StepTrigger.None;
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DebugBreakEBP.Value = 0;
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// Set break status
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DebugStatus.Value = Status.Break;
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Call<SendTrace>();
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// Wait for a command
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Label = "DebugStub_WaitCmd";
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// Check for common commands first
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Call<ProcessCommand>();
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// Now check for commands that are only valid in break state
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// or commands that require special handling while in break
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// state.
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AL.Compare(VsipDs.Continue);
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JumpIf(Flags.Equal, "DebugStub_Break_Exit");
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AL.Compare(VsipDs.StepInto);
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JumpIf(Flags.NotEqual, "DebugStub_Break_StepInto_After");
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DebugBreakOnNextTrace.Value = StepTrigger.Into;
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Jump("DebugStub_Break_Exit");
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Label = "DebugStub_Break_StepInto_After";
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AL.Compare(VsipDs.StepOver);
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JumpIf(Flags.NotEqual, "DebugStub_Break_StepOver_After");
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DebugBreakOnNextTrace.Value = StepTrigger.Over;
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EAX = CallerEBP.Value;
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DebugBreakEBP.Value = EAX;
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Jump("DebugStub_Break_Exit");
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Label = "DebugStub_Break_StepOver_After";
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AL.Compare(VsipDs.StepOut);
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JumpIf(Flags.NotEqual, "DebugStub_Break_StepOut_After");
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DebugBreakOnNextTrace.Value = StepTrigger.Out;
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EAX = CallerEBP.Value;
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DebugBreakEBP.Value = EAX;
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Jump("DebugStub_Break_Exit");
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Label = "DebugStub_Break_StepOut_After";
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// Loop around and wait for another command
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Jump("DebugStub_WaitCmd");
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Label = "DebugStub_Break_Exit";
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Call<AckCommand>();
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DebugStatus.Value = Status.Run;
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}
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}
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public class TracerEntry : CodeBlock {
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// 0 = Not in, 1 = already running
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public DataMember32 IsRunning;
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[XSharp(IsInteruptHandler = true)]
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// Main entry point for the DebugStub which is executed by INT3.
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public override void Assemble() {
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// Test only for now
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// Wont work... need to use a register
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//new MoveToDR6(0);
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// EBP is restored by PopAll, but SendFrame uses it. Could
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// get it from the PushAll data, but this is easier.
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CallerEBP.Value = EBP;
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// Could also get ESP from PushAll but this is easier
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// Another reason to do it here is that some day we may need to use
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// the stack before PushAll.
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//
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// We cant modify any registers since we havent done PushAll yet
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// Maybe we could do a sub(4) on memory direct..
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// But for now we remove from ESP which the call to us produces,
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// store ESP, then restore ESP so we don't cause stack corruption.
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ESP = ESP + 12; // 12 bytes for EFLAGS, CS, EIP
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CallerESP.Value = ESP;
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ESP = ESP - 12;
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// If debug stub is in break, and then an IRQ happens, the IRQ
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// can call DebugStub again. This causes two DebugStubs to
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// run which causes havoc. So we only allow one to run.
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// We arent multi threaded yet, so this works fine.
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// IRQ's are disabled between Compare and JumpIf so an IRQ cant
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// happen in between them which could also cause double entry.
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DisableInterrupts();
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DebugSuspendLevel.Value.Compare(0);
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JumpIf(Flags.Equal, "DebugStub_Running");
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// DebugStub is already running, so exit.
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// But we need to see if IRQs are disabled.
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// If IRQ disabled, we dont reenable them after our disable
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// in this routine.
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InterruptsEnabledFlag.Value.Compare(0);
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JumpIf(Flags.Equal, "DebugStub_Return");
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EnableInterrupts();
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Jump("DebugStub_Return");
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Label = "DebugStub_Running";
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IsRunning.Value.Compare(0);
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JumpIf(Flags.Equal, "DebugStub_Start");
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// If we made it this far we exit because DebugStub is already running.
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// We need to see if IRQs were originally enabled or disabled and
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// re-enable them if they were enabled on entry.
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Jump("DebugStub_CheckIntAndReturn");
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// All clear, mark that we are entering the debug stub
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Label = "DebugStub_Start";
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IsRunning.Value = 1;
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// DS is now marked not to re-enter, so re-enable interrupts if
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// they were enabled on entry
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InterruptsEnabledFlag.Value.Compare(0);
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JumpIf(Flags.Equal, "DebugStub_NoSTI");
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EnableInterrupts();
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// Call secondary debug stub
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Label = "DebugStub_NoSTI";
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PushAll();
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DebugPushAllPtr.Value = ESP;
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// We just pushed all registers to the stack so we can use them
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// So we get the stack pointer and add 32. This skips over the
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// registers we just pushed.
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EBP = ESP;
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EBP = EBP + 32; // We dont need to restore this becuase it was pushed as part of PushAll32
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// Get actual EIP of caller.
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EAX = EBP[0];
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// EIP is pointer to op after our call. We subtract 1 for the opcode size of Int3
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// Note - when we used call it was 5 (the size of our call + address)
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// so we get the EIP as IL2CPU records it. Its also useful for when we will
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// be changing ops that call this stub.
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EAX--;
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// Store it for later use.
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CallerEIP.Value = EAX;
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// Call secondary stub
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Call<Executing>();
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// Restore registers
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PopAll();
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// Setting the DebugRuning flag is atomic, but in the future
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// we might have other code as we do in the entry to check.
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// So just to be safe, we disable interrupts while we do this.
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DisableInterrupts();
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// Complete, mark that DebugStub is complete
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IsRunning.Value = 0;
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Label = "DebugStub_CheckIntAndReturn";
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// Re-enable interrupts if needed. This happens on normal exit, or call from above
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// when there would have been a re-entry to DS.
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InterruptsEnabledFlag.Value.Compare(0);
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JumpIf(Flags.Equal, "DebugStub_Return");
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EnableInterrupts();
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Label = "DebugStub_Return";
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}
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}
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public class DebugSuspend : CodeBlock {
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public override void Assemble() {
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DebugSuspendLevel.Value++;
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}
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}
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public class DebugResume : CodeBlock {
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public override void Assemble() {
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DebugSuspendLevel.Value--;
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}
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}
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}
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}
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