Cosmos/source2/Debug/Cosmos.Debug.Common/DebugConnector.cs
2014-07-07 15:31:36 +00:00

592 lines
No EOL
21 KiB
C#

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
{
/// <summary>Handles the dialog between the Debug Stub embedded in a debugged Cosmos Kernel and
/// our Debug Engine hosted in Visual Studio. This abstract class is communication protocol
/// independent. Sub-classes exist that manage the wire level details of the communications.
/// </summary>
public abstract class DebugConnector : IDisposable
{
public Action<Exception> ConnectionLost;
public Action<UInt32> CmdTrace;
public Action<UInt32> CmdBreak;
public Action<byte[]> CmdMethodContext;
public Action<string> CmdText;
public Action CmdStarted;
public Action<string> OnDebugMsg;
public Action<byte[]> CmdRegisters;
public Action<byte[]> CmdFrame;
public Action<byte[]> CmdStack;
public Action<byte[]> CmdPong;
public Action<UInt32> CmdStackCorruptionOccurred;
protected byte mCurrentMsgType;
protected AutoResetEvent mCmdWait = new AutoResetEvent(false);
// private StreamWriter mDebugWriter = new StreamWriter(@"c:\dsdebug.txt", false) { AutoFlush = true };
// This member used to be public. The SetConnectionHandler has been added.
private Action Connected;
/// <summary>Descendants must invoke this method whenever they detect an incoming connection.</summary>
public void DoConnected()
{
if (Connected != null)
{
Connected();
}
}
/// <summary>Defines the handler to be invoked when a connection occurs on this condector. This
/// method is for use by the AD7Process instance.</summary>
/// <param name="handler">The handler to be notified when a connection occur.</param>
public void SetConnectionHandler(Action handler)
{
Connected = handler;
}
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());
DoDebugMsg("Send locked...");
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);
bool resetID = false;
if (mCommandID == 255)
{
mCommandID = 0;
resetID = true;
}
else
{
mCommandID++;
}
xData[1] = mCommandID;
mCurrCmdID = mCommandID;
if (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.
//Sometimes we get out of sync or recieve something we aren't expecting
//So this forces us to only return when we are back in-sync or after we think we've frozen the system for
//too long
//If we haven't gone past the command already!
if ((!resetID && lastCmdCompletedID < mCommandID) || (resetID && lastCmdCompletedID > 5))
{
int attempts = 0;
do
{
mCmdWait.WaitOne(2000/*60000*/);
}
while ((
(!resetID && lastCmdCompletedID < mCommandID) ||
(resetID && lastCmdCompletedID > 5)
) &&
++attempts < 10);
}
}
}
}
}
DoDebugMsg("Send unlocked.");
}
}
protected abstract bool SendRawData(byte[] aBytes);
protected abstract void Next(int aPacketSize, Action<byte[]> 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 SetINT3(uint aAddress)
{
var xData = BitConverter.GetBytes(aAddress);
SendCmd(Vs2Ds.SetINT3, xData);
}
public void ClearINT3(uint aAddress)
{
var xData = BitConverter.GetBytes(aAddress);
SendCmd(Vs2Ds.ClearINT3, xData);
}
public void Continue()
{
SendCmd(Vs2Ds.Continue);
}
public byte[] GetMemoryData(uint address, uint size, int dataElementSize = 1)
{
//return new byte[size];
// from debugstub:
//// sends a stack value
//// Serial Params:
//// 1: x32 - address
//// 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 = MemoryDatas.First();
MemoryDatas.RemoveAt(0);
if (xResult.Length != size)
{
throw new Exception("Retrieved a different size than requested!");
}
return xResult;
}
public byte[] GetStackData(int offsetToEBP, uint size)
{
//return new byte[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;
// 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 = MethodContextDatas.First();
MethodContextDatas.RemoveAt(0);
return xResult;
}
private int mDataSize;
private List<byte[]> MethodContextDatas = new List<byte[]>();
private List<byte[]> MemoryDatas = new List<byte[]>();
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];
System.Diagnostics.Debug.WriteLine(String.Format("DC - PacketMsg: {0}", DebugConnectorStream.BytesToString(aPacket, 0, aPacket.Length)));
System.Diagnostics.Debug.WriteLine("DC - " + mCurrentMsgType);
// 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;
case Ds2Vs.StackCorruptionOccurred:
DoDebugMsg("DC Recv: StackCorruptionOccurred");
Next(4, PacketStackCorruptionOccurred);
break;
default:
// Exceptions crash VS so use MsgBox instead
DoDebugMsg("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)
{
MethodContextDatas.Add(aPacket.ToArray());
WaitForMessage();
}
protected void PacketMemoryData(byte[] aPacket)
{
MemoryDatas.Add(aPacket.ToArray());
WaitForMessage();
}
protected void PacketRegisters(byte[] aPacket)
{
if (CmdRegisters != null)
{
CmdRegisters(aPacket.ToArray());
}
WaitForMessage();
}
protected void PacketFrame(byte[] aPacket)
{
if (CmdFrame != null)
{
CmdFrame(aPacket.ToArray());
}
WaitForMessage();
}
protected void PacketPong(byte[] aPacket)
{
if (CmdPong != null)
{
CmdPong(aPacket.ToArray());
}
WaitForMessage();
}
protected void PacketStackCorruptionOccurred(byte[] aPacket)
{
if (CmdStackCorruptionOccurred != null)
{
CmdStackCorruptionOccurred(GetUInt32(aPacket, 0));
}
WaitForMessage();
}
protected void PacketStack(byte[] aPacket)
{
if (CmdStack != null)
{
CmdStack(aPacket.ToArray());
}
WaitForMessage();
}
private int lastCmdCompletedID = -1;
protected void PacketCmdCompleted(byte[] aPacket)
{
byte xCmdID = aPacket[0];
DoDebugMsg("DS Msg: Cmd " + xCmdID + " Complete");
if (mCurrCmdID != xCmdID)
{
DoDebugMsg("DebugStub CmdCompleted Mismatch. Expected " + mCurrCmdID + ", received " + xCmdID + ".");
}
// Release command
lastCmdCompletedID = xCmdID;
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));
}
}
}