Cosmos/source/Cosmos.Debug.DebugConnectors/DebugConnector.Sending.cs
2017-01-05 20:43:14 +00:00

220 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace Cosmos.Debug.DebugConnectors
{
partial class DebugConnector
{
protected void SendCmd(byte aCmd, byte[] aData)
{
SendCmd(aCmd, aData, true);
}
protected virtual void BeforeSendCmd()
{
}
private bool RawSendHelper(byte[] aData, bool aWait)
{
if (IsInBackgroundThread)
{
return SendRawData(aData);
}
if (!IsConnected)
{
return false;
}
if (aWait)
{
using (var xEvent = new ManualResetEventSlim(false))
{
mPendingWrites.Add(new Outgoing {Packet = aData, Completed = xEvent});
while (IsConnected)
{
if (xEvent.Wait(25))
{
break;
}
}
return IsConnected; // ??
}
}
else
{
mPendingWrites.Add(new Outgoing {Packet = aData});
return true;
}
}
private byte? mCurrentSendingCmd;
private byte[] mCurrentSendingData;
private string mCurrentSendingStackTrace;
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)
{
try
{
// for debug:
mCurrentSendingCmd = aCmd;
mCurrentSendingData = aData;
mCurrentSendingStackTrace = Environment.StackTrace;
// end - for debug
DebugLog("DC Send: " + aCmd.ToString() + ", data.Length = " + aData.Length + ", aWait = " + aWait);
DebugLog("Send locked...");
if (IsInBackgroundThread)
{
DebugLog("In background thread already");
}
BeforeSendCmd();
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.
RawSendHelper(new byte[1]
{
Vs2Ds.Noop
}, aWait);
}
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 (RawSendHelper(xData, aWait))
{
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(200 /*60000*/);
if (IsInBackgroundThread)
{
// we're running inside our message loop (see ThreadMethod). Which means we need to kick it off once, to allow
// it to read new stuff.
ProcessPendingActions();
}
}
while ((
(!resetID && lastCmdCompletedID < mCommandID) ||
(resetID && lastCmdCompletedID > 5)
)
&&
++attempts < 100);
}
}
}
}
}
finally
{
mCurrentSendingCmd = null;
mCurrentSendingData = null;
mCurrentSendingStackTrace = null;
}
}
DebugLog("Send unlocked.");
}
else
{
DebugLog("Tried to send command " + aCmd + ", but signature was not yet received!");
}
}
protected abstract bool SendRawData(byte[] aBytes);
protected byte mCommandID = 0;
protected byte mCurrCmdID;
protected bool SendRawData(string aData, Encoding aEncoding = null)
{
if (aEncoding == null)
{
aEncoding = Encoding.UTF8;
}
if (aData == null)
{
return true;
}
var xBytes = aEncoding.GetBytes(aData);
return SendRawData(xBytes);
}
// 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);
}
}
}