mirror of
https://github.com/danbulant/Cosmos
synced 2026-05-19 12:30:32 +00:00
531 lines
23 KiB
C#
531 lines
23 KiB
C#
using Cosmos.Debug.Common;
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using EnvDTE80;
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using Microsoft.VisualStudio;
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using Microsoft.VisualStudio.Debugger.Interop;
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using Shell = Microsoft.VisualStudio.Shell;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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using System.Diagnostics;
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using System.Threading;
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using System.Collections.Specialized;
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using System.Windows.Forms;
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namespace Cosmos.Debug.VSDebugEngine {
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// AD7Engine is the primary entrypoint object for the the debugger.
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//
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// It implements:
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//
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// IDebugEngine2: This interface represents a debug engine (DE). It is used to manage various aspects of a debugging session,
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// from creating breakpoints to setting and clearing exceptions.
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//
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// IDebugEngineLaunch2: Used by a debug engine (DE) to launch and terminate programs.
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//
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// IDebugProgram3: This interface represents a program that is running in a process. Since this engine only debugs one process at a time and each
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// process only contains one program, it is implemented on the engine.
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//
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// IDebugEngineProgram2: This interface provides simultanious debugging of multiple threads in a debuggee.
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[ComVisible(true)]
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[Guid("8355452D-6D2F-41b0-89B8-BB2AA2529E94")]
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public class AD7Engine : IDebugEngine2, IDebugEngineLaunch2, IDebugProgram3, IDebugEngineProgram2 {
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internal IDebugProgram2 mProgram;
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// We only support one process, so we just keep a ref to it and save a lot of accounting.
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internal AD7Process mProcess;
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// A unique identifier for the program being debugged.
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Guid mProgramID;
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public const string ID = "FA1DA3A6-66FF-4c65-B077-E65F7164EF83";
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internal AD7Module mModule;
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private AD7Thread mThread;
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private AD7ProgramNode mProgNode;
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public IList<IDebugBoundBreakpoint2> Breakpoints = null;
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// This object facilitates calling from this thread into the worker thread of the engine. This is necessary because the Win32 debugging
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// api requires thread affinity to several operations.
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// This object manages breakpoints in the sample engine.
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protected BreakpointManager mBPMgr;
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public BreakpointManager BPMgr {
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get { return mBPMgr; }
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}
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public AD7Engine() {
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mBPMgr = new BreakpointManager(this);
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}
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// Used to send events to the debugger. Some examples of these events are thread create, exception thrown, module load.
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EngineCallback mEngineCallback;
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internal EngineCallback Callback {
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get { return mEngineCallback; }
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}
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#region Startup Methods
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// During startup these methods are called in this order:
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// -LaunchSuspended
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// -ResumeProcess
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// -Attach - Triggered by Attach
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int IDebugEngineLaunch2.LaunchSuspended(string aPszServer, IDebugPort2 aPort, string aDebugInfo
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, string aArgs, string aDir, string aEnv, string aOptions, enum_LAUNCH_FLAGS aLaunchFlags
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, uint aStdInputHandle, uint aStdOutputHandle, uint hStdError, IDebugEventCallback2 aAD7Callback
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, out IDebugProcess2 oProcess) {
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// Launches a process by means of the debug engine.
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// Normally, Visual Studio launches a program using the IDebugPortEx2::LaunchSuspended method and then attaches the debugger
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// to the suspended program. However, there are circumstances in which the debug engine may need to launch a program
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// (for example, if the debug engine is part of an interpreter and the program being debugged is an interpreted language),
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// in which case Visual Studio uses the IDebugEngineLaunch2::LaunchSuspended method
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// The IDebugEngineLaunch2::ResumeProcess method is called to start the process after the process has been successfully launched in a suspended state.
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oProcess = null;
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try {
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mEngineCallback = new EngineCallback(this, aAD7Callback);
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var xDebugInfo = new NameValueCollection();
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NameValueCollectionHelper.LoadFromString(xDebugInfo, aDebugInfo);
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//TODO: In the future we might support command line args for kernel etc
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//string xCmdLine = EngineUtils.BuildCommandLine(exe, args);
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//var processLaunchInfo = new ProcessLaunchInfo(exe, xCmdLine, dir, env, options, launchFlags, hStdInput, hStdOutput, hStdError);
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AD7EngineCreateEvent.Send(this);
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oProcess = mProcess = new AD7Process(xDebugInfo, mEngineCallback, this, aPort);
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// We only support one process, so just use its ID for the program ID
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mProgramID = mProcess.ID;
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//AD7ThreadCreateEvent.Send(this, xProcess.Thread);
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mModule = new AD7Module();
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mProgNode = new AD7ProgramNode(mProcess.PhysID);
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} catch (Exception e) {
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return EngineUtils.UnexpectedException(e);
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}
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return VSConstants.S_OK;
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}
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int IDebugEngine2.Attach(IDebugProgram2[] rgpPrograms, IDebugProgramNode2[] rgpProgramNodes, uint aCeltPrograms, IDebugEventCallback2 ad7Callback, enum_ATTACH_REASON dwReason) {
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// Attach the debug engine to a program.
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//
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// Attach can either be called to attach to a new process, or to complete an attach
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// to a launched process.
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// So could we simplify and move code from LaunchSuspended to here and maybe even
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// eliminate the debughost? Although I supposed DebugHost has some other uses as well.
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if (aCeltPrograms != 1) {
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System.Diagnostics.Debug.Fail("Cosmos Debugger only supports one debug target at a time.");
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throw new ArgumentException();
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}
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try {
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EngineUtils.RequireOk(rgpPrograms[0].GetProgramId(out mProgramID));
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mProgram = rgpPrograms[0];
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AD7EngineCreateEvent.Send(this);
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AD7ProgramCreateEvent.Send(this);
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AD7ModuleLoadEvent.Send(this, mModule, true);
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// Dummy main thread
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// We dont support threads yet, but the debugger expects threads.
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// So we create a dummy object to represente our only "thread".
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mThread = new AD7Thread(this, mProcess);
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AD7LoadCompleteEvent.Send(this, mThread);
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} catch (Exception e) {
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return EngineUtils.UnexpectedException(e);
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}
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return VSConstants.S_OK;
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}
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int IDebugEngineLaunch2.ResumeProcess(IDebugProcess2 aProcess) {
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// Resume a process launched by IDebugEngineLaunch2.LaunchSuspended
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try {
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// Send a program node to the SDM. This will cause the SDM to turn around and call IDebugEngine2.Attach
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// which will complete the hookup with AD7
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var xProcess = aProcess as AD7Process;
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if (xProcess == null) {
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return VSConstants.E_INVALIDARG;
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}
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IDebugPort2 xPort;
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EngineUtils.RequireOk(aProcess.GetPort(out xPort));
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var xDefPort = (IDebugDefaultPort2)xPort;
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IDebugPortNotify2 xNotify;
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EngineUtils.RequireOk(xDefPort.GetPortNotify(out xNotify));
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// This triggers Attach
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EngineUtils.RequireOk(xNotify.AddProgramNode(mProgNode));
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Callback.OnModuleLoad(mModule);
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Callback.OnSymbolSearch(mModule, xProcess.mISO.Replace("iso", "pdb"), enum_MODULE_INFO_FLAGS.MIF_SYMBOLS_LOADED);
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// Important!
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//
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// This call triggers setting of breakpoints that exist before run.
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// So it must be called before we resume the process.
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// If not called VS will call it after our 3 startup events, but thats too late.
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// This line was commented out in earlier Cosmos builds and caused problems with
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// breakpoints and timing.
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Callback.OnThreadStart(mThread);
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// Not sure what this does exactly. It was commented out before
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// but so was a lot of stuff we actually needed. If its uncommented it
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// throws:
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// "Operation is not valid due to the current state of the object."
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//AD7EntrypointEvent.Send(this);
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// Now finally release our process to go after breakpoints are set
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mProcess.ResumeFromLaunch();
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} catch (Exception e) {
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return EngineUtils.UnexpectedException(e);
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}
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return VSConstants.S_OK;
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}
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#endregion
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#region Other implemented support methods
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int IDebugEngine2.ContinueFromSynchronousEvent(IDebugEvent2 aEvent) {
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// Called by the SDM to indicate that a synchronous debug event, previously sent by the DE to the SDM,
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// was received and processed. The only event the engine sends in this fashion is Program Destroy.
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// It responds to that event by shutting down the engine.
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//
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// This is used in some cases - I set a BP here and it does get hit sometime during breakpoints
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// being triggered for example.
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try {
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if (aEvent is AD7ProgramDestroyEvent) {
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mEngineCallback = null;
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mProgramID = Guid.Empty;
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mThread = null;
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mProgNode = null;
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} else {
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System.Diagnostics.Debug.Fail("Unknown synchronious event");
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}
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} catch (Exception e) {
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return EngineUtils.UnexpectedException(e);
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}
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return VSConstants.S_OK;
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}
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int IDebugEngine2.CreatePendingBreakpoint(IDebugBreakpointRequest2 pBPRequest, out IDebugPendingBreakpoint2 ppPendingBP) {
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// Creates a pending breakpoint in the engine. A pending breakpoint is contains all the information needed to bind a breakpoint to
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// a location in the debuggee.
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ppPendingBP = null;
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try {
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BPMgr.CreatePendingBreakpoint(pBPRequest, out ppPendingBP);
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} catch (Exception e) {
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return EngineUtils.UnexpectedException(e);
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}
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return VSConstants.S_OK;
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}
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int IDebugEngine2.DestroyProgram(IDebugProgram2 pProgram) {
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// Informs a DE that the program specified has been atypically terminated and that the DE should
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// clean up all references to the program and send a program destroy event.
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//
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// Tell the SDM that the engine knows that the program is exiting, and that the
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// engine will send a program destroy. We do this because the Win32 debug api will always
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// tell us that the process exited, and otherwise we have a race condition.
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return AD7_HRESULT.E_PROGRAM_DESTROY_PENDING;
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}
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int IDebugEngine2.GetEngineId(out Guid oGuidEngine) {
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// Gets the GUID of the DebugEngine.
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oGuidEngine = new Guid(ID);
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return VSConstants.S_OK;
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}
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int IDebugEngineLaunch2.TerminateProcess(IDebugProcess2 aProcess) {
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// This function is used to terminate a process that the SampleEngine launched
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// The debugger will call IDebugEngineLaunch2::CanTerminateProcess before calling this method.
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try {
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mProcess.Terminate();
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mEngineCallback.OnProcessExit(0);
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mProgram = null;
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} catch (Exception e) {
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return EngineUtils.UnexpectedException(e);
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}
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return VSConstants.S_OK;
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}
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public int Continue(IDebugThread2 aThread) {
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// We don't appear to use or support this currently.
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// Continue is called from the SDM when it wants execution to continue in the debugee
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// but have stepping state remain. An example is when a tracepoint is executed,
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// and the debugger does not want to actually enter break mode.
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var xThread = (AD7Thread)aThread;
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//if (AfterBreak) {
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//Callback.OnBreak(xThread);
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//}
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return VSConstants.S_OK;
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}
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int IDebugEngine2.CauseBreak() {
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// Requests that all programs being debugged by this DE stop execution the next time one of their threads attempts to run.
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// This is normally called in response to the user clicking on the pause button in the debugger.
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// When the break is complete, an AsyncBreakComplete event will be sent back to the debugger.
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return ((IDebugProgram2)this).CauseBreak();
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}
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public int Detach() {
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// Detach is called when debugging is stopped and the process was attached to (as opposed to launched)
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// or when one of the Detach commands are executed in the UI.
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BPMgr.ClearBoundBreakpoints();
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return VSConstants.S_OK;
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}
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public int EnumModules(out IEnumDebugModules2 ppEnum) {
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// EnumModules is called by the debugger when it needs to enumerate the modules in the program.
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ppEnum = new AD7ModuleEnum(new[] { mModule });
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return VSConstants.S_OK;
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}
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public int EnumThreads(out IEnumDebugThreads2 ppEnum) {
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// EnumThreads is called by the debugger when it needs to enumerate the threads in the program.
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ppEnum = new AD7ThreadEnum(new[] { mThread });
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return VSConstants.S_OK;
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}
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public int GetEngineInfo(out string engineName, out Guid engineGuid) {
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// Gets the name and identifier of the debug engine (DE) running this program.
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engineName = ResourceStrings.EngineName;
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engineGuid = new Guid(AD7Engine.ID);
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return VSConstants.S_OK;
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}
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public int GetProgramId(out Guid aGuidProgramId) {
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// Gets a GUID for this program. A debug engine (DE) must return the program identifier originally passed to the IDebugProgramNodeAttach2::OnAttach
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// or IDebugEngine2::Attach methods. This allows identification of the program across debugger components.
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aGuidProgramId = mProgramID;
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return VSConstants.S_OK;
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}
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public int Step(IDebugThread2 pThread, enum_STEPKIND sk, enum_STEPUNIT Step) {
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// This method is deprecated. Use the IDebugProcess3::Step method instead.
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mProcess.Step((enum_STEPKIND)sk);
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return VSConstants.S_OK;
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}
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public int ExecuteOnThread(IDebugThread2 pThread) {
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// ExecuteOnThread is called when the SDM wants execution to continue and have
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// stepping state cleared.
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mProcess.Continue();
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return VSConstants.S_OK;
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}
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#endregion
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#region Unimplemented methods
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// Gets the name of the program.
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// The name returned by this method is always a friendly, user-displayable name that describes the program.
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public int GetName(out string programName) {
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// The Sample engine uses default transport and doesn't need to customize the name of the program,
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// so return NULL.
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programName = null;
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return VSConstants.S_OK;
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}
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// This method gets the Edit and Continue (ENC) update for this program. A custom debug engine always returns E_NOTIMPL
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public int GetENCUpdate(out object update) {
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// The sample engine does not participate in managed edit & continue.
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update = null;
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return VSConstants.S_OK;
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}
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// Removes the list of exceptions the IDE has set for a particular run-time architecture or language.
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// We dont support exceptions in the debuggee so this method is not actually implemented.
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int IDebugEngine2.RemoveAllSetExceptions(ref Guid guidType) {
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return VSConstants.S_OK;
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}
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// Removes the specified exception so it is no longer handled by the debug engine.
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// The sample engine does not support exceptions in the debuggee so this method is not actually implemented.
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int IDebugEngine2.RemoveSetException(EXCEPTION_INFO[] pException) {
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// We stop on all exceptions.
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return VSConstants.S_OK;
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}
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// Specifies how the DE should handle a given exception.
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// We dont support exceptions in the debuggee so this method is not actually implemented.
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int IDebugEngine2.SetException(EXCEPTION_INFO[] pException) {
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return VSConstants.S_OK;
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}
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// Sets the locale of the DE.
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// This method is called by the session debug manager (SDM) to propagate the locale settings of the IDE so that
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// strings returned by the DE are properly localized. The sample engine is not localized so this is not implemented.
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int IDebugEngine2.SetLocale(ushort wLangID) {
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return VSConstants.S_OK;
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}
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// A metric is a registry value used to change a debug engine's behavior or to advertise supported functionality.
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// This method can forward the call to the appropriate form of the Debugging SDK Helpers function, SetMetric.
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int IDebugEngine2.SetMetric(string pszMetric, object varValue) {
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// The sample engine does not need to understand any metric settings.
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return VSConstants.S_OK;
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}
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// Sets the registry root currently in use by the DE. Different installations of Visual Studio can change where their registry information is stored
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// This allows the debugger to tell the engine where that location is.
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int IDebugEngine2.SetRegistryRoot(string pszRegistryRoot) {
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// The sample engine does not read settings from the registry.
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return VSConstants.S_OK;
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}
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public string GetAddressDescription(uint ip) {
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// DebuggedModule module = m_debuggedProcess.ResolveAddress(ip);
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return "";// EngineUtils.GetAddressDescription(module, ip);
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}
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// Determines if a debug engine (DE) can detach from the program.
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public int CanDetach() {
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// We always support detach
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return VSConstants.S_OK;
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}
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// The debugger calls CauseBreak when the user clicks on the pause button in VS. The debugger should respond by entering
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// breakmode.
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public int CauseBreak() {
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return this.mProcess.CauseBreak();
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}
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// EnumCodePaths is used for the step-into specific feature -- right click on the current statment and decide which
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// function to step into. This is not something that the SampleEngine supports.
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public int EnumCodePaths(string hint, IDebugCodeContext2 start, IDebugStackFrame2 frame, int fSource, out IEnumCodePaths2 pathEnum, out IDebugCodeContext2 safetyContext) {
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pathEnum = null;
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safetyContext = null;
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return VSConstants.E_NOTIMPL;
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}
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// The properties returned by this method are specific to the program. If the program needs to return more than one property,
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// then the IDebugProperty2 object returned by this method is a container of additional properties and calling the
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// IDebugProperty2::EnumChildren method returns a list of all properties.
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// A program may expose any number and type of additional properties that can be described through the IDebugProperty2 interface.
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// An IDE might display the additional program properties through a generic property browser user interface.
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// The sample engine does not support this
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public int GetDebugProperty(out IDebugProperty2 ppProperty) {
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throw new NotImplementedException();
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}
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// The debugger calls this when it needs to obtain the IDebugDisassemblyStream2 for a particular code-context.
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// The sample engine does not support dissassembly so it returns E_NOTIMPL
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public int GetDisassemblyStream(enum_DISASSEMBLY_STREAM_SCOPE dwScope, IDebugCodeContext2 codeContext, out IDebugDisassemblyStream2 disassemblyStream) {
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disassemblyStream = null;
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return VSConstants.E_NOTIMPL;
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}
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// The memory bytes as represented by the IDebugMemoryBytes2 object is for the program's image in memory and not any memory
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// that was allocated when the program was executed.
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public int GetMemoryBytes(out IDebugMemoryBytes2 ppMemoryBytes) {
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throw new Exception("The method or operation is not implemented.");
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}
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// Writes a dump to a file.
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public int WriteDump(enum_DUMPTYPE DUMPTYPE, string pszDumpUrl) {
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// The sample debugger does not support creating or reading mini-dumps.
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return VSConstants.E_NOTIMPL;
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}
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// Stops all threads running in this program.
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// This method is called when this program is being debugged in a multi-program environment. When a stopping event from some other program
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// is received, this method is called on this program. The implementation of this method should be asynchronous;
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// that is, not all threads should be required to be stopped before this method returns. The implementation of this method may be
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// as simple as calling the IDebugProgram2::CauseBreak method on this program.
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//
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// The sample engine only supports debugging native applications and therefore only has one program per-process
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public int Stop() {
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throw new Exception("The method or operation is not implemented.");
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}
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// WatchForExpressionEvaluationOnThread is used to cooperate between two different engines debugging
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// the same process. The sample engine doesn't cooperate with other engines, so it has nothing
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// to do here.
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public int WatchForExpressionEvaluationOnThread(IDebugProgram2 pOriginatingProgram, uint dwTid, uint dwEvalFlags, IDebugEventCallback2 pExprCallback, int fWatch) {
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return VSConstants.S_OK;
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}
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// WatchForThreadStep is used to cooperate between two different engines debugging the same process.
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// The sample engine doesn't cooperate with other engines, so it has nothing to do here.
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public int WatchForThreadStep(IDebugProgram2 pOriginatingProgram, uint dwTid, int fWatch, uint dwFrame) {
|
|
return VSConstants.S_OK;
|
|
}
|
|
|
|
|
|
// Terminates the program.
|
|
public int Terminate() {
|
|
mProgram = null;
|
|
|
|
// Because the sample engine is a native debugger, it implements IDebugEngineLaunch2, and will terminate
|
|
// the process in IDebugEngineLaunch2.TerminateProcess
|
|
|
|
return VSConstants.S_OK;
|
|
}
|
|
|
|
// Enumerates the code contexts for a given position in a source file.
|
|
public int EnumCodeContexts(IDebugDocumentPosition2 pDocPos, out IEnumDebugCodeContexts2 ppEnum) {
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
// Determines if a process can be terminated.
|
|
int IDebugEngineLaunch2.CanTerminateProcess(IDebugProcess2 process) {
|
|
return VSConstants.S_OK;
|
|
|
|
//try {
|
|
// int processId = EngineUtils.GetProcessId(process);
|
|
|
|
// //if (processId == m_debuggedProcess.Id)
|
|
// {
|
|
// return VSConstants.S_OK;
|
|
// }
|
|
// //else
|
|
// {
|
|
// //return VSConstants.S_FALSE;
|
|
// }
|
|
//}
|
|
// //catch (ComponentException e)
|
|
// //{
|
|
// // return e.HResult;
|
|
// //}
|
|
//catch (Exception e) {
|
|
// return EngineUtils.UnexpectedException(e);
|
|
//}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Deprecated interface methods
|
|
// These methods are not called by the Visual Studio debugger, so they don't need to be implemented
|
|
|
|
int IDebugEngine2.EnumPrograms(out IEnumDebugPrograms2 programs) {
|
|
System.Diagnostics.Debug.Fail("This function is not called by the debugger");
|
|
|
|
programs = null;
|
|
return VSConstants.E_NOTIMPL;
|
|
}
|
|
|
|
public int Attach(IDebugEventCallback2 pCallback) {
|
|
System.Diagnostics.Debug.Fail("This function is not called by the debugger");
|
|
|
|
return VSConstants.E_NOTIMPL;
|
|
}
|
|
|
|
public int GetProcess(out IDebugProcess2 process) {
|
|
System.Diagnostics.Debug.Fail("This function is not called by the debugger");
|
|
|
|
process = null;
|
|
return VSConstants.E_NOTIMPL;
|
|
}
|
|
|
|
public int Execute() {
|
|
System.Diagnostics.Debug.Fail("This function is not called by the debugger.");
|
|
return VSConstants.E_NOTIMPL;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|