mirror of
https://github.com/danbulant/Cosmos
synced 2026-05-21 13:28:41 +00:00
202 lines
5.8 KiB
Text
202 lines
5.8 KiB
Text
Group DebugStub
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// Caller's Registers
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//var CallerEBP
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//var CallerEIP
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//var CallerESP
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// Tracing: 0=Off, 1=On
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//var TraceMode
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// enum Status
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//var DebugStatus
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// Pointer to the push all data. It points to the bottom after PushAll.
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// Walk up to find the 8 x 32 bit registers.
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//var PushAllPtr
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// If set non 0, on next trace a break will occur
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//var 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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//var BreakEBP
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// Command ID of last command received
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//var CommandID
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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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function BreakOnAddress {
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+All
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// BP Address
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ComReadEAX()
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ECX = EAX
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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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ComReadAL()
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// Calculate location in table
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// Mov [EBX + EAX * 4], ECX would be better, but our X# doesn't handle this yet
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EBX = @..DebugBPs
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EAX << 2
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EBX + EAX
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EBX[0] = ECX
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Exit:
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-All
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}
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function Executing2 {
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// This is the secondary stub routine. After the primary has decided we should do some debug
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// activities, this one is called.
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// Each of these checks a flag, and if it processes then it jumps to .Normal.
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// CheckForAsmBreak must come before CheckForBreakpoint. They could exist for the same EIP.
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// Check for asm break
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EAX = .CallerEIP
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// AsmBreakEIP is 0 when disabled, but EIP can never be 0 so we dont need a separate check.
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if EAX = .AsmBreakEIP {
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ClearAsmBreak()
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Break()
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goto Normal
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}
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// Check for breakpoint
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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 - Have to set a global flag when anything (StepTriggers, etc below) is going on at all
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// A selective disable of the DS
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// -If there are 0 BPs, skip scan - easy and should have a good increase
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EAX = .CallerEIP
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EDI = @..DebugBPs
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ECX = 256
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! repne scasd
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if = {
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Break()
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goto Normal
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}
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// Only one of the following can be active at a time (F10, F11, ShiftF11)
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// Check Step F11
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if .DebugBreakOnNextTrace = #StepTrigger_Into {
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Break()
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goto Normal
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}
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// Check Step F10
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if .DebugBreakOnNextTrace = #StepTrigger_Over {
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EAX = .CallerEBP
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// If EBP and start EBP arent equal, dont break
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// Dont use Equal because we also 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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if EAX <= .BreakEBP {
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Break()
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}
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goto Normal
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}
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// Check Step Shift-F11
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if .DebugBreakOnNextTrace = #StepTrigger_Out {
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EAX = .CallerEBP
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if EAX = .BreakEBP goto Normal
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if < {
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Break()
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}
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goto Normal
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}
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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 by the old stand alone debugger. Might be upgraded
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// and resused in the future.
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if dword .TraceMode = #Tracing_On {
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SendTrace()
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}
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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 non blocking check.
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CheckForCmd:
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DX = .ComAddr
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DX + 5
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AL = Port[DX]
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AL ?& 1
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// If a command is waiting, process it and then check for another.
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// If no command waiting, break from loop.
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if !0 {
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ProcessCommand()
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// See if there are more commands waiting
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goto CheckForCmd
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}
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}
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function Break2 {
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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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// 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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// BreakEBP.Value = 0
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// Set break status
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// DebugStatus.Value = Status.Break
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// Call("DebugStub_SendTrace")
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// Wait for a command
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// Label = ".WaitCmd"
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// {
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// // Check for common commands first
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// Call("DebugStub_ProcessCommand")
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// // Now check for commands that are only valid in break state or commands that require special handling while in break state.
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// AL.Compare(Vs2Ds.Continue)
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// JumpIf(Flags.Equal, ".Done")
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// {
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// AL.Compare(Vs2Ds.SetAsmBreak)
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// JumpIf(Flags.NotEqual, ".SetAsmBreak_After")
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// Call("DebugStub_SetAsmBreak")
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// Jump(".WaitCmd")
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// Label = ".SetAsmBreak_After"
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// }
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// {
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// AL.Compare(Vs2Ds.StepInto)
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// JumpIf(Flags.NotEqual, ".StepInto_After")
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// DebugBreakOnNextTrace.Value = StepTrigger.Into
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// Jump(".Done")
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// Label = ".StepInto_After"
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// }
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// {
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// AL.Compare(Vs2Ds.StepOver)
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// JumpIf(Flags.NotEqual, ".StepOver_After")
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// DebugBreakOnNextTrace.Value = StepTrigger.Over
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// EAX = CallerEBP.Value
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// BreakEBP.Value = EAX
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// Jump(".Done")
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// Label = ".StepOver_After"
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// }
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// {
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// AL.Compare(Vs2Ds.StepOut)
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// JumpIf(Flags.NotEqual, ".StepOut_After")
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// DebugBreakOnNextTrace.Value = StepTrigger.Out
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// EAX = CallerEBP.Value
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// BreakEBP.Value = EAX
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// Jump(".Done")
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// Label = ".StepOut_After"
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// }
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// // Loop around and wait for another command
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// Jump(".WaitCmd")
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// }
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// Label = ".Done"
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// Call("DebugStub_AckCommand")
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// DebugStatus.Value = Status.Run
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}
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