mirror of
https://github.com/danbulant/Cosmos
synced 2026-05-19 20:39:01 +00:00
424 lines
14 KiB
C#
424 lines
14 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.Debug.Consts;
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using System.IO;
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using System.Threading;
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using System.Windows.Forms;
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namespace Cosmos.Debug.Common {
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public abstract class DebugConnector : IDisposable {
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public Action<Exception> ConnectionLost;
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public Action<byte, UInt32> CmdTrace;
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public Action<byte[]> CmdMethodContext;
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public Action<string> CmdText;
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public Action CmdStarted;
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public Action<string> OnDebugMsg;
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public Action<byte[]> CmdRegisters;
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public Action<byte[]> CmdFrame;
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public Action<byte[]> CmdStack;
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public Action<byte[]> CmdPong;
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protected byte mCurrentMsgType;
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public abstract void WaitConnect();
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protected AutoResetEvent mCmdWait = new AutoResetEvent(false);
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// private StreamWriter mDebugWriter = new StreamWriter(@"c:\dsdebug.txt", false) { AutoFlush = true };
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// Must be called from descendant via DoConnected
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public Action Connected;
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public void DoConnected() {
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if (Connected != null) {
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Connected();
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}
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}
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protected void DoDebugMsg(string aMsg) {
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// mDebugWriter.WriteLine(aMsg);
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System.Diagnostics.Debug.WriteLine(aMsg);
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if (OnDebugMsg != null) {
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OnDebugMsg(aMsg);
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}
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}
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public abstract bool IsConnected {
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get;
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}
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protected void SendCommandData(byte aCmd, byte[] aData, bool aWait) {
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//System.Windows.Forms.MessageBox.Show(xSB.ToString());
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// If not connected, we dont send anything. Things like BPs etc can be set before connected.
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// The debugger must resend these after the start command hits.
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// We dont queue them, as it would end up with a lot of overlapping ops, ie set and then remove.
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// We also dont check connected at caller, becuase its a lot of extra code.
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// So we just ignore any commands sent before ready, and its part of the contract
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// that the caller (Debugger) knows when the Start msg is received that it must
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// send over initializing information such as breakpoints.
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if (IsConnected) {
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// This lock is used for:
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// 1) VSDebugEngine is threaded and could send commands concurrently
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// 2) Becuase in VSDebugEngine and commands from Debug.Windows can occur concurrently
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lock (mSendCmdLock) {
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//var xSB = new StringBuilder();
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//foreach(byte x in aBytes) {
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// xSB.AppendLine(x.ToString("X2"));
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//}
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//System.Windows.Forms.MessageBox.Show(xSB.ToString());
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DoDebugMsg("DC Send: " + aCmd.ToString());
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if (aCmd == DsCmd.Noop) {
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// Noops dont have any data.
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// This is becuase Noops are used to clear out the
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// channel and are often not received. Sending noop + data
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// usually causes the data to be interpreted as a command
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// as its often the first byte received.
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SendRawData(new byte[1] { DsCmd.Noop });
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} else {
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var xData = new byte[aData.Length + 2];
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// See comments about flow control in the DebugStub class
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// to see why we limit to 16.
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if (aData.Length > 16) {
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throw new Exception("Command is too large. 16 bytes max.");
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}
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xData[0] = (byte)aCmd;
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aData.CopyTo(xData, 2);
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if (mCommandID == 255) {
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mCommandID = 0;
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} else {
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mCommandID++;
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}
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xData[1] = mCommandID;
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mCurrCmdID = mCommandID;
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SendRawData(xData);
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if (aWait) {
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mCmdWait.WaitOne();
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}
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}
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}
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}
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}
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protected abstract void SendRawData(byte[] aBytes);
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protected abstract void Next(int aPacketSize, Action<byte[]> aCompleted);
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protected byte mCommandID = 0;
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protected byte mCurrCmdID;
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// Prevent more than one command from happening at once.
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// The debugger is user driven so should not happen, but maybe could
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// happen while a previous command is waiting on a reply msg.
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protected object mSendCmdLock = new object();
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public void SendCommand(byte aCmd) {
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SendCommandData(aCmd, new byte[0], true);
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}
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public void SendRegisters() {
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SendCommand(DsCmd.SendRegisters);
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}
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public void SendFrame() {
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SendCommand(DsCmd.SendFrame);
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}
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public void SendStack() {
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SendCommand(DsCmd.SendStack);
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}
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public void Ping() {
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SendCommand(DsCmd.Ping);
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}
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public void SetBreakpoint(int aID, uint aAddress) {
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// Not needed as SendCommand will do it, but it saves
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// some execution, but more importantly stops it from
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// logging messages to debug output for events that
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// dont happen.
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if (!IsConnected) {
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return;
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}
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if (aAddress == 0) {
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DoDebugMsg("DS Cmd: BP " + aID + " deleted");
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} else {
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DoDebugMsg("DS Cmd: BP " + aID + " @ " + aAddress.ToString("X8").ToUpper());
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}
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var xData = new byte[5];
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Array.Copy(BitConverter.GetBytes(aAddress), 0, xData, 0, 4);
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xData[4] = (byte)aID;
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SendCommandData(DsCmd.BreakOnAddress, xData, true);
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}
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public byte[] GetMemoryData(uint address, uint size, int dataElementSize = 1) {
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// from debugstub:
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//// sends a stack value
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//// Serial Params:
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//// 1: x32 - offset relative to EBP
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//// 2: x32 - size of data to send
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if (!IsConnected) {
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return null;
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}
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if (size == 0) {
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// no point in retrieving 0 bytes, better not request at all. also, debugstub "crashes" then
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throw new NotSupportedException("Requested memory data of size = 0");
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}
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if (size > 512) {
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// for now refuse to retrieve large amounts of data:
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throw new NotSupportedException("Too large amount of data requested");
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}
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var xData = new byte[8];
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mDataSize = (int)size;
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Array.Copy(BitConverter.GetBytes(address), 0, xData, 0, 4);
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Array.Copy(BitConverter.GetBytes(size), 0, xData, 4, 4);
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SendCommandData(DsCmd.SendMemory, xData, true);
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var xResult = mData;
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mData = null;
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if (xResult.Length != size) {
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throw new Exception("Retrieved a different size than requested!");
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}
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return xResult;
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}
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public byte[] GetStackData(int offsetToEBP, uint size) {
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// from debugstub:
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//// sends a stack value
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//// Serial Params:
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//// 1: x32 - offset relative to EBP
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//// 2: x32 - size of data to send
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if (!IsConnected) {
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return null;
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}
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var xData = new byte[8];
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mDataSize = (int)size;
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////TODO find out wherefrom this discrepancy
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//offsetToEBP --;
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// EBP is first
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//offsetToEBP += 4;
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Array.Copy(BitConverter.GetBytes(offsetToEBP), 0, xData, 0, 4);
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Array.Copy(BitConverter.GetBytes(size), 0, xData, 4, 4);
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SendCommandData(DsCmd.SendMethodContext, xData, true);
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// todo: make "crossplatform". this code assumes stack space of 32bit per "item"
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byte[] xResult;
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xResult = mData;
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mData = null;
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return xResult;
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}
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private int mDataSize;
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private byte[] mData;
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public void DeleteBreakpoint(int aID) {
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SetBreakpoint(aID, 0);
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}
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protected UInt32 GetUInt32(byte[] aBytes, int aOffset) {
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return (UInt32)((aBytes[aOffset + 3] << 24) | (aBytes[aOffset + 2] << 16)
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| (aBytes[aOffset + 1] << 8) | aBytes[aOffset + 0]);
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}
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protected UInt16 GetUInt16(byte[] aBytes, int aOffset) {
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return (UInt16)((aBytes[aOffset + 1] << 8) | aBytes[aOffset + 0]);
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}
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protected void PacketMsg(byte[] aPacket) {
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mCurrentMsgType = aPacket[0];
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// Could change to an array, but really not much benefit
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switch (mCurrentMsgType) {
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case DsMsg.TracePoint:
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case DsMsg.BreakPoint:
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DoDebugMsg("DC Recv: TracePoint / BreakPoint");
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Next(4, PacketTracePoint);
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break;
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case DsMsg.Message:
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DoDebugMsg("DC Recv: Message");
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Next(2, PacketTextSize);
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break;
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case DsMsg.Started:
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DoDebugMsg("DC Recv: Started");
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// Call WaitForMessage first, else it blocks because DsMsg.Started triggers
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// other commands which need responses.
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WaitForMessage();
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// Guests never get the first byte sent. So we send a noop.
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// This dummy byte seems to clear out the serial channel.
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// Its never received, but if it ever is, its a noop anyways.
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SendCommand(DsCmd.Noop);
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// Send signature
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var xData = new byte[4];
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Array.Copy(BitConverter.GetBytes(Cosmos.Debug.Consts.Consts.SerialSignature), 0, xData, 0, 4);
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SendRawData(xData);
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CmdStarted();
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break;
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case DsMsg.Noop:
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DoDebugMsg("DC Recv: Noop");
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// MtW: When implementing Serial support for debugging on real hardware, it appears
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// that when booting a machine, in the bios it emits zero's to the serial port.
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// Kudzu: Made a Noop command to handle this
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WaitForMessage();
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break;
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case DsMsg.CmdCompleted:
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DoDebugMsg("DC Recv: CmdCompleted");
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Next(1, PacketCmdCompleted);
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break;
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case DsMsg.MethodContext:
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DoDebugMsg("DC Recv: MethodContext");
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Next(mDataSize, PacketMethodContext);
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break;
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case DsMsg.MemoryData:
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DoDebugMsg("DC Recv: MemoryData");
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Next(mDataSize, PacketMemoryData);
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break;
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case DsMsg.Registers:
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DoDebugMsg("DC Recv: Registers");
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Next(40, PacketRegisters);
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break;
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case DsMsg.Frame:
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DoDebugMsg("DC Recv: Frame");
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Next(-1, PacketFrame);
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break;
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case DsMsg.Stack:
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DoDebugMsg("DC Recv: Stack");
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Next(-1, PacketStack);
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break;
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case DsMsg.Pong:
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DoDebugMsg("DC Recv: Pong");
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Next(1, PacketPong);
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break;
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default:
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// Exceptions crash VS so use MsgBox instead
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MessageBox.Show("Unknown debug command: " + mCurrentMsgType);
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// Despite it being unkonwn, we try again. Normally this will
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// just cause more unknowns, but can be useful for debugging.
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WaitForMessage();
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break;
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}
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}
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public virtual void Dispose() {
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//if (mDebugWriter != null)
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//{
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// mDebugWriter.Dispose();
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// mDebugWriter = null;
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//
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//}
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GC.SuppressFinalize(this);
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}
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// Signature is sent after garbage emitted during init of serial port.
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// For more info see note in DebugStub where signature is transmitted.
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protected byte[] mSigCheck = new byte[4] { 0, 0, 0, 0 };
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protected void WaitForSignature(byte[] aPacket) {
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mSigCheck[0] = mSigCheck[1];
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mSigCheck[1] = mSigCheck[2];
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mSigCheck[2] = mSigCheck[3];
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mSigCheck[3] = aPacket[0];
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var xSig = GetUInt32(mSigCheck, 0);
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DoDebugMsg("DC: Sig Byte " + aPacket[0].ToString("X2").ToUpper() + " : " + xSig.ToString("X8").ToUpper());
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if (xSig == Cosmos.Debug.Consts.Consts.SerialSignature) {
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// Sig found, wait for messages
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WaitForMessage();
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} else {
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// Sig not found, keep looking
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Next(1, WaitForSignature);
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}
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}
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protected void WaitForMessage() {
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Next(1, PacketMsg);
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}
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protected void PacketTextSize(byte[] aPacket) {
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Next(GetUInt16(aPacket, 0), PacketText);
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}
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protected void PacketMethodContext(byte[] aPacket) {
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mData = aPacket.ToArray();
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WaitForMessage();
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}
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protected void PacketMemoryData(byte[] aPacket) {
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mData = aPacket.ToArray();
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WaitForMessage();
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}
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protected void PacketRegisters(byte[] aPacket) {
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mData = aPacket.ToArray();
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if (CmdRegisters != null) {
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CmdRegisters(mData);
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}
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WaitForMessage();
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}
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protected void PacketFrame(byte[] aPacket) {
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mData = aPacket.ToArray();
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if (CmdFrame != null) {
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CmdFrame(mData);
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}
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WaitForMessage();
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}
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protected void PacketPong(byte[] aPacket) {
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mData = aPacket;
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if (CmdPong != null) {
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CmdPong(mData);
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}
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WaitForMessage();
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}
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protected void PacketStack(byte[] aPacket) {
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mData = aPacket;
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if (CmdStack != null) {
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CmdStack(mData);
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}
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WaitForMessage();
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}
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protected void PacketCmdCompleted(byte[] aPacket) {
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byte xCmdID = aPacket[0];
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DoDebugMsg("DS Msg: Cmd " + xCmdID + " Complete");
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if (mCurrCmdID != xCmdID) {
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System.Windows.Forms.MessageBox.Show("DS Cmd Completed Mismatch. Expected " + mCurrCmdID + ", received " + xCmdID + ".");
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}
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// Release command
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mCmdWait.Set();
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WaitForMessage();
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}
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protected void PacketTracePoint(byte[] aPacket) {
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// Seems to need to be ebfore CmdTrace call - have to dig why by moving it breaks things
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WaitForMessage();
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CmdTrace(mCurrentMsgType, GetUInt32(aPacket, 0));
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}
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protected void PacketText(byte[] aPacket) {
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// Seems to need to be ebfore CmdTrace call - have to dig why by moving it breaks things
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WaitForMessage();
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CmdText(ASCIIEncoding.ASCII.GetString(aPacket));
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}
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}
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}
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