Cosmos/source/Cosmos.VS.DebugEngine/AD7.Impl/AD7Engine.cs
2017-12-22 01:28:00 +00:00

603 lines
25 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Microsoft.VisualStudio;
using Microsoft.VisualStudio.Debugger.Interop;
using Cosmos.Debug.Common;
using Cosmos.VS.DebugEngine.AD7.Definitions;
using Cosmos.VS.DebugEngine.Engine.Impl;
using Cosmos.VS.DebugEngine.Properties;
namespace Cosmos.VS.DebugEngine.AD7.Impl
{
// AD7Engine is the primary entrypoint object for the the debugger.
//
// It implements:
//
// IDebugEngine2: This interface represents a debug engine (DE). It is used to manage various aspects of a debugging session,
// from creating breakpoints to setting and clearing exceptions.
//
// IDebugEngineLaunch2: Used by a debug engine (DE) to launch and terminate programs.
//
// IDebugProgram3: This interface represents a program that is running in a process. Since this engine only debugs one process at a time and each
// process only contains one program, it is implemented on the engine.
//
// IDebugEngineProgram2: This interface provides simultanious debugging of multiple threads in a debuggee.
[ComVisible(true)]
[Guid(Guids.guidDebugEngineString)]
public class AD7Engine : IDebugEngine2, IDebugEngineLaunch2, IDebugProgram3, IDebugEngineProgram2
{
internal IDebugProgram2 mProgram;
// We only support one process, so we just keep a ref to it and save a lot of accounting.
internal AD7Process mProcess;
// A unique identifier for the program being debugged.
Guid mProgramID;
public static readonly Guid EngineID = new Guid("fa1da3a6-66ff-4c65-b077-e65f7164ef83");
internal AD7Module mModule;
internal AD7Thread mThread;
private AD7ProgramNode mProgNode;
public IList<IDebugBoundBreakpoint2> Breakpoints = null;
// This object facilitates calling from this thread into the worker thread of the engine. This is necessary because the Win32 debugging
// api requires thread affinity to several operations.
// This object manages breakpoints in the sample engine.
protected BreakpointManager mBPMgr;
public BreakpointManager BPMgr
{
get { return mBPMgr; }
}
public AD7Engine()
{
mBPMgr = new BreakpointManager(this);
}
// Used to send events to the debugger. Some examples of these events are thread create, exception thrown, module load.
EngineCallback mEngineCallback;
internal EngineCallback Callback
{
get { return mEngineCallback; }
}
#region Startup Methods
// During startup these methods are called in this order:
// -LaunchSuspended
// -ResumeProcess
// -Attach - Triggered by Attach
int IDebugEngineLaunch2.LaunchSuspended(string aPszServer, IDebugPort2 aPort, string aDebugInfo
, string aArgs, string aDir, string aEnv, string aOptions, enum_LAUNCH_FLAGS aLaunchFlags
, uint aStdInputHandle, uint aStdOutputHandle, uint hStdError, IDebugEventCallback2 aAD7Callback
, out IDebugProcess2 oProcess)
{
// Launches a process by means of the debug engine.
// Normally, Visual Studio launches a program using the IDebugPortEx2::LaunchSuspended method and then attaches the debugger
// to the suspended program. However, there are circumstances in which the debug engine may need to launch a program
// (for example, if the debug engine is part of an interpreter and the program being debugged is an interpreted language),
// in which case Visual Studio uses the IDebugEngineLaunch2::LaunchSuspended method
// The IDebugEngineLaunch2::ResumeProcess method is called to start the process after the process has been successfully launched in a suspended state.
oProcess = null;
try
{
mEngineCallback = new EngineCallback(this, aAD7Callback);
var xDebugInfo = new Dictionary<string, string>();
DictionaryHelper.LoadFromString(xDebugInfo, aDebugInfo);
//TODO: In the future we might support command line args for kernel etc
//string xCmdLine = EngineUtils.BuildCommandLine(exe, args);
//var processLaunchInfo = new ProcessLaunchInfo(exe, xCmdLine, dir, env, options, launchFlags, hStdInput, hStdOutput, hStdError);
AD7EngineCreateEvent.Send(this);
oProcess = mProcess = new AD7Process(xDebugInfo, mEngineCallback, this, aPort);
// We only support one process, so just use its ID for the program ID
mProgramID = mProcess.ID;
//AD7ThreadCreateEvent.Send(this, xProcess.Thread);
mModule = new AD7Module();
mProgNode = new AD7ProgramNode(mProcess.PhysID);
}
catch (NotSupportedException)
{
return VSConstants.S_FALSE;
}
catch (Exception e)
{
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
int IDebugEngine2.Attach(IDebugProgram2[] rgpPrograms, IDebugProgramNode2[] rgpProgramNodes, uint aCeltPrograms, IDebugEventCallback2 ad7Callback, enum_ATTACH_REASON dwReason)
{
// Attach the debug engine to a program.
//
// Attach can either be called to attach to a new process, or to complete an attach
// to a launched process.
// So could we simplify and move code from LaunchSuspended to here and maybe even
// eliminate the debughost? Although I supposed DebugHost has some other uses as well.
if (aCeltPrograms != 1)
{
System.Diagnostics.Debug.Fail("Cosmos Debugger only supports one debug target at a time.");
throw new ArgumentException();
}
try
{
EngineUtils.RequireOk(rgpPrograms[0].GetProgramId(out mProgramID));
mProgram = rgpPrograms[0];
AD7EngineCreateEvent.Send(this);
AD7ProgramCreateEvent.Send(this);
AD7ModuleLoadEvent.Send(this, mModule, true);
// Dummy main thread
// We dont support threads yet, but the debugger expects threads.
// So we create a dummy object to represente our only "thread".
mThread = new AD7Thread(this, mProcess);
AD7LoadCompleteEvent.Send(this, mThread);
}
catch (Exception e)
{
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
int IDebugEngineLaunch2.ResumeProcess(IDebugProcess2 aProcess)
{
// Resume a process launched by IDebugEngineLaunch2.LaunchSuspended
try
{
// Send a program node to the SDM. This will cause the SDM to turn around and call IDebugEngine2.Attach
// which will complete the hookup with AD7
var xProcess = aProcess as AD7Process;
if (xProcess == null)
{
return VSConstants.E_INVALIDARG;
}
IDebugPort2 xPort;
EngineUtils.RequireOk(aProcess.GetPort(out xPort));
var xDefPort = (IDebugDefaultPort2)xPort;
IDebugPortNotify2 xNotify;
EngineUtils.RequireOk(xDefPort.GetPortNotify(out xNotify));
// This triggers Attach
EngineUtils.RequireOk(xNotify.AddProgramNode(mProgNode));
Callback.OnModuleLoad(mModule);
Callback.OnSymbolSearch(mModule, xProcess.mISO.Replace("iso", "pdb"), enum_MODULE_INFO_FLAGS.MIF_SYMBOLS_LOADED);
// Important!
//
// This call triggers setting of breakpoints that exist before run.
// So it must be called before we resume the process.
// If not called VS will call it after our 3 startup events, but thats too late.
// This line was commented out in earlier Cosmos builds and caused problems with
// breakpoints and timing.
Callback.OnThreadStart(mThread);
// Not sure what this does exactly. It was commented out before
// but so was a lot of stuff we actually needed. If its uncommented it
// throws:
// "Operation is not valid due to the current state of the object."
//AD7EntrypointEvent.Send(this);
// Now finally release our process to go after breakpoints are set
mProcess.ResumeFromLaunch();
}
catch (Exception e)
{
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
#endregion
#region Other implemented support methods
int IDebugEngine2.ContinueFromSynchronousEvent(IDebugEvent2 aEvent)
{
// Called by the SDM to indicate that a synchronous debug event, previously sent by the DE to the SDM,
// was received and processed. The only event the engine sends in this fashion is Program Destroy.
// It responds to that event by shutting down the engine.
//
// This is used in some cases - I set a BP here and it does get hit sometime during breakpoints
// being triggered for example.
try
{
if (aEvent is AD7ProgramDestroyEvent)
{
mEngineCallback = null;
mProgramID = Guid.Empty;
mThread = null;
mProgNode = null;
}
else
{
System.Diagnostics.Debug.Fail("Unknown synchronious event");
}
}
catch (Exception e)
{
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
int IDebugEngine2.CreatePendingBreakpoint(IDebugBreakpointRequest2 pBPRequest, out IDebugPendingBreakpoint2 ppPendingBP)
{
// Creates a pending breakpoint in the engine. A pending breakpoint is contains all the information needed to bind a breakpoint to
// a location in the debuggee.
ppPendingBP = null;
try
{
BPMgr.CreatePendingBreakpoint(pBPRequest, out ppPendingBP);
}
catch (Exception e)
{
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
int IDebugEngine2.DestroyProgram(IDebugProgram2 pProgram)
{
// Informs a DE that the program specified has been atypically terminated and that the DE should
// clean up all references to the program and send a program destroy event.
//
// Tell the SDM that the engine knows that the program is exiting, and that the
// engine will send a program destroy. We do this because the Win32 debug api will always
// tell us that the process exited, and otherwise we have a race condition.
return AD7_HRESULT.E_PROGRAM_DESTROY_PENDING;
}
int IDebugEngine2.GetEngineId(out Guid oGuidEngine)
{
// Gets the GUID of the DebugEngine.
oGuidEngine = EngineID;
return VSConstants.S_OK;
}
int IDebugEngineLaunch2.TerminateProcess(IDebugProcess2 aProcess)
{
// This function is used to terminate a process that the SampleEngine launched
// The debugger will call IDebugEngineLaunch2::CanTerminateProcess before calling this method.
try
{
mProcess.Terminate();
mEngineCallback.OnProcessExit(0);
mProgram = null;
}
catch (Exception e)
{
return EngineUtils.UnexpectedException(e);
}
return VSConstants.S_OK;
}
public int Continue(IDebugThread2 aThread)
{
// We don't appear to use or support this currently.
// Continue is called from the SDM when it wants execution to continue in the debugee
// but have stepping state remain. An example is when a tracepoint is executed,
// and the debugger does not want to actually enter break mode.
var xThread = (AD7Thread)aThread;
//if (AfterBreak) {
//Callback.OnBreak(xThread);
//}
return VSConstants.S_OK;
}
int IDebugEngine2.CauseBreak()
{
// Requests that all programs being debugged by this DE stop execution the next time one of their threads attempts to run.
// This is normally called in response to the user clicking on the pause button in the debugger.
// When the break is complete, an AsyncBreakComplete event will be sent back to the debugger.
return ((IDebugProgram2)this).CauseBreak();
}
public int Detach()
{
// Detach is called when debugging is stopped and the process was attached to (as opposed to launched)
// or when one of the Detach commands are executed in the UI.
BPMgr.ClearBoundBreakpoints();
return VSConstants.S_OK;
}
public int EnumModules(out IEnumDebugModules2 ppEnum)
{
// EnumModules is called by the debugger when it needs to enumerate the modules in the program.
ppEnum = new AD7ModuleEnum(new[] { mModule });
return VSConstants.S_OK;
}
public int EnumThreads(out IEnumDebugThreads2 ppEnum)
{
// EnumThreads is called by the debugger when it needs to enumerate the threads in the program.
ppEnum = new AD7ThreadEnum(new[] { mThread });
return VSConstants.S_OK;
}
public int GetEngineInfo(out string engineName, out Guid engineGuid)
{
// Gets the name and identifier of the debug engine (DE) running this program.
engineName = Resources.EngineName;
engineGuid = EngineID;
return VSConstants.S_OK;
}
public int GetProgramId(out Guid aGuidProgramId)
{
// Gets a GUID for this program. A debug engine (DE) must return the program identifier originally passed to the IDebugProgramNodeAttach2::OnAttach
// or IDebugEngine2::Attach methods. This allows identification of the program across debugger components.
aGuidProgramId = mProgramID;
return VSConstants.S_OK;
}
public int Step(IDebugThread2 pThread, enum_STEPKIND sk, enum_STEPUNIT Step)
{
// This method is deprecated. Use the IDebugProcess3::Step method instead.
mProcess.Step((enum_STEPKIND)sk);
return VSConstants.S_OK;
}
public int ExecuteOnThread(IDebugThread2 pThread)
{
// ExecuteOnThread is called when the SDM wants execution to continue and have
// stepping state cleared.
mProcess.Continue();
return VSConstants.S_OK;
}
#endregion
#region Unimplemented methods
// Gets the name of the program.
// The name returned by this method is always a friendly, user-displayable name that describes the program.
public int GetName(out string programName)
{
// The Sample engine uses default transport and doesn't need to customize the name of the program,
// so return NULL.
programName = null;
return VSConstants.S_OK;
}
// This method gets the Edit and Continue (ENC) update for this program. A custom debug engine always returns E_NOTIMPL
public int GetENCUpdate(out object update)
{
// The sample engine does not participate in managed edit & continue.
update = null;
return VSConstants.S_OK;
}
// Removes the list of exceptions the IDE has set for a particular run-time architecture or language.
// We dont support exceptions in the debuggee so this method is not actually implemented.
int IDebugEngine2.RemoveAllSetExceptions(ref Guid guidType)
{
return VSConstants.S_OK;
}
// Removes the specified exception so it is no longer handled by the debug engine.
// The sample engine does not support exceptions in the debuggee so this method is not actually implemented.
int IDebugEngine2.RemoveSetException(EXCEPTION_INFO[] pException)
{
// We stop on all exceptions.
return VSConstants.S_OK;
}
// Specifies how the DE should handle a given exception.
// We dont support exceptions in the debuggee so this method is not actually implemented.
int IDebugEngine2.SetException(EXCEPTION_INFO[] pException)
{
return VSConstants.S_OK;
}
// Sets the locale of the DE.
// This method is called by the session debug manager (SDM) to propagate the locale settings of the IDE so that
// strings returned by the DE are properly localized. The sample engine is not localized so this is not implemented.
int IDebugEngine2.SetLocale(ushort wLangID)
{
return VSConstants.S_OK;
}
// A metric is a registry value used to change a debug engine's behavior or to advertise supported functionality.
// This method can forward the call to the appropriate form of the Debugging SDK Helpers function, SetMetric.
int IDebugEngine2.SetMetric(string pszMetric, object varValue)
{
// The sample engine does not need to understand any metric settings.
return VSConstants.S_OK;
}
// Sets the registry root currently in use by the DE. Different installations of Visual Studio can change where their registry information is stored
// This allows the debugger to tell the engine where that location is.
int IDebugEngine2.SetRegistryRoot(string pszRegistryRoot)
{
// The sample engine does not read settings from the registry.
return VSConstants.S_OK;
}
public string GetAddressDescription(uint ip)
{
// DebuggedModule module = m_debuggedProcess.ResolveAddress(ip);
return EngineUtils.GetAddressDescription(/*module,*/this, ip);
}
// Determines if a debug engine (DE) can detach from the program.
public int CanDetach()
{
// We always support detach
return VSConstants.S_OK;
}
// The debugger calls CauseBreak when the user clicks on the pause button in VS. The debugger should respond by entering
// breakmode.
public int CauseBreak()
{
return this.mProcess.CauseBreak();
}
// EnumCodePaths is used for the step-into specific feature -- right click on the current statment and decide which
// function to step into. This is not something that the SampleEngine supports.
public int EnumCodePaths(string hint, IDebugCodeContext2 start, IDebugStackFrame2 frame, int fSource, out IEnumCodePaths2 pathEnum, out IDebugCodeContext2 safetyContext)
{
pathEnum = null;
safetyContext = null;
return VSConstants.E_NOTIMPL;
}
// The properties returned by this method are specific to the program. If the program needs to return more than one property,
// then the IDebugProperty2 object returned by this method is a container of additional properties and calling the
// IDebugProperty2::EnumChildren method returns a list of all properties.
// A program may expose any number and type of additional properties that can be described through the IDebugProperty2 interface.
// An IDE might display the additional program properties through a generic property browser user interface.
// The sample engine does not support this
public int GetDebugProperty(out IDebugProperty2 ppProperty)
{
throw new NotImplementedException();
}
// The debugger calls this when it needs to obtain the IDebugDisassemblyStream2 for a particular code-context.
// The sample engine does not support dissassembly so it returns E_NOTIMPL
public int GetDisassemblyStream(enum_DISASSEMBLY_STREAM_SCOPE dwScope, IDebugCodeContext2 codeContext, out IDebugDisassemblyStream2 disassemblyStream)
{
disassemblyStream = null;
return VSConstants.E_NOTIMPL;
}
// The memory bytes as represented by the IDebugMemoryBytes2 object is for the program's image in memory and not any memory
// that was allocated when the program was executed.
public int GetMemoryBytes(out IDebugMemoryBytes2 ppMemoryBytes)
{
throw new Exception("The method or operation is not implemented.");
}
// Writes a dump to a file.
public int WriteDump(enum_DUMPTYPE DUMPTYPE, string pszDumpUrl)
{
// The sample debugger does not support creating or reading mini-dumps.
return VSConstants.E_NOTIMPL;
}
// Stops all threads running in this program.
// This method is called when this program is being debugged in a multi-program environment. When a stopping event from some other program
// is received, this method is called on this program. The implementation of this method should be asynchronous;
// that is, not all threads should be required to be stopped before this method returns. The implementation of this method may be
// as simple as calling the IDebugProgram2::CauseBreak method on this program.
//
// The sample engine only supports debugging native applications and therefore only has one program per-process
public int Stop()
{
throw new Exception("The method or operation is not implemented.");
}
// WatchForExpressionEvaluationOnThread is used to cooperate between two different engines debugging
// the same process. The sample engine doesn't cooperate with other engines, so it has nothing
// to do here.
public int WatchForExpressionEvaluationOnThread(IDebugProgram2 pOriginatingProgram, uint dwTid, uint dwEvalFlags, IDebugEventCallback2 pExprCallback, int fWatch)
{
return VSConstants.S_OK;
}
// WatchForThreadStep is used to cooperate between two different engines debugging the same process.
// The sample engine doesn't cooperate with other engines, so it has nothing to do here.
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
}
}