Cosmos/source/Cosmos.VS.DebugEngine/AD7.Impl/AD7Thread.cs
2017-03-19 09:29:46 -05:00

179 lines
7.4 KiB
C#

using System;
using Cosmos.VS.DebugEngine.Engine.Impl;
using Microsoft.VisualStudio;
using Microsoft.VisualStudio.Debugger.Interop;
namespace Cosmos.VS.DebugEngine.AD7.Impl {
// This class implements IDebugThread2 which represents a thread running in a program.
public class AD7Thread : IDebugThread2 {
protected readonly AD7Engine mEngine;
protected readonly AD7Process mProcess;
//readonly DebuggedThread m_debuggedThread;
const string ThreadNameString = "Cosmos Kernel Main Thread";
public AD7Thread(AD7Engine aEngine, AD7Process aProcess) { //, DebuggedThread debuggedThread)
mEngine = aEngine;
mProcess = aProcess;
}
string GetCurrentLocation(bool fIncludeModuleName) {
uint ip = this.mProcess.mCurrentAddress.HasValue ? this.mProcess.mCurrentAddress.Value : 0u;// GetThreadContext().eip;
return mEngine.GetAddressDescription(ip);
}
#region IDebugThread2 Members
// Determines whether the next statement can be set to the given stack frame and code context.
// The sample debug engine does not support set next statement, so S_FALSE is returned.
int IDebugThread2.CanSetNextStatement(IDebugStackFrame2 stackFrame, IDebugCodeContext2 codeContext) {
return VSConstants.S_FALSE;
}
// Retrieves a list of the stack frames for this thread.
// For the sample engine, enumerating the stack frames requires walking the callstack in the debuggee for this thread
// and coverting that to an implementation of IEnumDebugFrameInfo2.
// Real engines will most likely want to cache this information to avoid recomputing it each time it is asked for,
// and or construct it on demand instead of walking the entire stack.
int IDebugThread2.EnumFrameInfo(enum_FRAMEINFO_FLAGS aFieldSpec, uint aRadix, out IEnumDebugFrameInfo2 oEnumObject) {
// Check mStackFrame, not address because it is possible for 2 sequential breaks to be on the same address
// but in that case we would need a new stack frame.
//
// EnumFrameInfo is called several times on each break becuase "different callers can call with different flags".
// We ignore flags through and always return full, but EnumFrameInfo gets called half a dozen times which is slow
// if we refresh each and every time. So we cache our info.
if (mProcess.mStackFrame == null || true) {
// Ask the lower-level to perform a stack walk on this thread
//m_engine.DebuggedProcess.DoStackWalk(this.m_debuggedThread);
oEnumObject = null;
try {
//System.Collections.Generic.List<X86ThreadContext> stackFrames = this.m_debuggedThread.StackFrames;
//int numStackFrames = stackFrames.Count;
FRAMEINFO[] xFrameInfoArray;
//if (numStackFrames == 0) {
// failed to walk any frames. Only return the top frame.
xFrameInfoArray = new FRAMEINFO[1];
var xFrame = new AD7StackFrame(mEngine, this, mProcess);
xFrame.SetFrameInfo((enum_FRAMEINFO_FLAGS)aFieldSpec, out xFrameInfoArray[0]);
//} else {
//frameInfoArray = new FRAMEINFO[numStackFrames];
//for (int i = 0; i < numStackFrames; i++) {
//AD7StackFrame frame = new AD7StackFrame(m_engine, this, stackFrames[i]);
//frame.SetFrameInfo(dwFieldSpec, out frameInfoArray[i]);
//}
//}
mProcess.mStackFrame = new AD7FrameInfoEnum(xFrameInfoArray);
} catch (Exception e) {
//catch (ComponentException e) {
// return e.HResult;
//}
return EngineUtils.UnexpectedException(e);
}
}
oEnumObject = mProcess.mStackFrame;
return VSConstants.S_OK;
}
// Get the name of the thread. For the sample engine, the name of the thread is always "Sample Engine Thread"
int IDebugThread2.GetName(out string threadName) {
threadName = ThreadNameString;
return VSConstants.S_OK;
}
// Return the program that this thread belongs to.
int IDebugThread2.GetProgram(out IDebugProgram2 program) {
program = mEngine;
return VSConstants.S_OK;
}
// Gets the system thread identifier.
int IDebugThread2.GetThreadId(out uint threadId) {
threadId = 0;// (uint)m_debuggedThread.Id;
return VSConstants.S_OK;
}
// Gets properties that describe a thread.
int IDebugThread2.GetThreadProperties(enum_THREADPROPERTY_FIELDS dwFields, THREADPROPERTIES[] propertiesArray) {
try {
THREADPROPERTIES props = new THREADPROPERTIES();
if (dwFields.HasFlag(enum_THREADPROPERTY_FIELDS.TPF_ID)) {
//props.dwThreadId = (uint)m_debuggedThread.Id;
props.dwFields |= enum_THREADPROPERTY_FIELDS.TPF_ID;
}
if (dwFields.HasFlag(enum_THREADPROPERTY_FIELDS.TPF_SUSPENDCOUNT)) {
// sample debug engine doesn't support suspending threads
props.dwFields |= enum_THREADPROPERTY_FIELDS.TPF_SUSPENDCOUNT;
}
if (dwFields.HasFlag(enum_THREADPROPERTY_FIELDS.TPF_STATE)) {
props.dwThreadState = (uint)enum_THREADSTATE.THREADSTATE_RUNNING;
props.dwFields |= enum_THREADPROPERTY_FIELDS.TPF_STATE;
}
if (dwFields.HasFlag(enum_THREADPROPERTY_FIELDS.TPF_PRIORITY)) {
props.bstrPriority = "Normal";
props.dwFields |= enum_THREADPROPERTY_FIELDS.TPF_PRIORITY;
}
if (dwFields.HasFlag(enum_THREADPROPERTY_FIELDS.TPF_NAME)) {
props.bstrName = ThreadNameString;
props.dwFields |= enum_THREADPROPERTY_FIELDS.TPF_NAME;
}
if (dwFields.HasFlag(enum_THREADPROPERTY_FIELDS.TPF_LOCATION)) {
props.bstrLocation = GetCurrentLocation(true);
props.dwFields |= enum_THREADPROPERTY_FIELDS.TPF_LOCATION;
}
return VSConstants.S_OK;
}
//catch (ComponentException e)
//{
// return e.HResult;
//}
catch (Exception e) {
return EngineUtils.UnexpectedException(e);
}
}
// Resume a thread.
// This is called when the user chooses "Unfreeze" from the threads window when a thread has previously been frozen.
int IDebugThread2.Resume(out uint suspendCount) {
// The sample debug engine doesn't support suspending/resuming threads
suspendCount = 0;
return VSConstants.E_NOTIMPL;
}
// Sets the next statement to the given stack frame and code context.
// The sample debug engine doesn't support set next statment
int IDebugThread2.SetNextStatement(IDebugStackFrame2 stackFrame, IDebugCodeContext2 codeContext) {
return VSConstants.E_NOTIMPL;
}
// suspend a thread.
// This is called when the user chooses "Freeze" from the threads window
int IDebugThread2.Suspend(out uint suspendCount) {
// The sample debug engine doesn't support suspending/resuming threads
suspendCount = 0;
return VSConstants.E_NOTIMPL;
}
#endregion
#region Uncalled interface methods
// These methods are not currently called by the Visual Studio debugger, so they don't need to be implemented
int IDebugThread2.GetLogicalThread(IDebugStackFrame2 stackFrame, out IDebugLogicalThread2 logicalThread) {
System.Diagnostics.Debug.Fail("This function is not called by the debugger");
logicalThread = null;
return VSConstants.E_NOTIMPL;
}
int IDebugThread2.SetThreadName(string name) {
System.Diagnostics.Debug.Fail("This function is not called by the debugger");
return VSConstants.E_NOTIMPL;
}
#endregion
}
}