gecko/browser/devtools/debugger/debugger-controller.js

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/* -*- Mode: javascript; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Mozilla Foundation
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Dave Camp <dcamp@mozilla.com>
* Panos Astithas <past@mozilla.com>
* Victor Porof <vporof@mozilla.com>
* Mihai Sucan <mihai.sucan@gmail.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
"use strict";
const Cc = Components.classes;
const Ci = Components.interfaces;
const Cu = Components.utils;
const DBG_STRINGS_URI = "chrome://browser/locale/devtools/debugger.properties";
Cu.import("resource:///modules/source-editor.jsm");
Cu.import("resource://gre/modules/devtools/dbg-server.jsm");
Cu.import("resource://gre/modules/devtools/dbg-client.jsm");
Cu.import("resource://gre/modules/XPCOMUtils.jsm");
Cu.import("resource://gre/modules/NetUtil.jsm");
Cu.import('resource://gre/modules/Services.jsm');
/**
* Controls the debugger view by handling the source scripts, the current
* thread state and thread stack frame cache.
*/
let DebuggerController = {
/**
* Makes a few preliminary changes and bindings to the controller.
*/
init: function() {
this._startupDebugger = this._startupDebugger.bind(this);
this._shutdownDebugger = this._shutdownDebugger.bind(this);
this._onTabNavigated = this._onTabNavigated.bind(this);
this._onTabDetached = this._onTabDetached.bind(this);
window.addEventListener("DOMContentLoaded", this._startupDebugger, true);
window.addEventListener("unload", this._shutdownDebugger, true);
},
/**
* Initializes the debugger view and connects a debugger client to the server.
*/
_startupDebugger: function DC__startupDebugger() {
if (this._isInitialized) {
return;
}
this._isInitialized = true;
window.removeEventListener("DOMContentLoaded", this._startupDebugger, true);
DebuggerView.initializeEditor();
DebuggerView.StackFrames.initialize();
DebuggerView.Properties.initialize();
DebuggerView.Scripts.initialize();
DebuggerView.showCloseButton(!this._isRemoteDebugger && !this._isChromeDebugger);
this.dispatchEvent("Debugger:Loaded");
this._connect();
},
/**
* Destroys the debugger view, disconnects the debugger client and cleans up
* any active listeners.
*/
_shutdownDebugger: function DC__shutdownDebugger() {
if (this._isDestroyed) {
return;
}
this._isDestroyed = true;
window.removeEventListener("unload", this._shutdownDebugger, true);
DebuggerView.destroyEditor();
DebuggerView.Scripts.destroy();
DebuggerView.StackFrames.destroy();
DebuggerView.Properties.destroy();
DebuggerController.SourceScripts.disconnect();
DebuggerController.StackFrames.disconnect();
DebuggerController.ThreadState.disconnect();
this.dispatchEvent("Debugger:Unloaded");
this._disconnect();
this._isChromeDebugger && this._quitApp();
},
/**
* Prepares the hostname and port number for a remote debugger connection
* and handles connection retries and timeouts.
*
* @return boolean true if connection should proceed normally
*/
_prepareConnection: function DC__prepareConnection() {
// If we exceeded the total number of connection retries, bail.
if (this._remoteConnectionTry === Prefs.remoteConnectionRetries) {
Services.prompt.alert(null,
L10N.getStr("remoteDebuggerPromptTitle"),
L10N.getStr("remoteDebuggerConnectionFailedMessage"));
this.dispatchEvent("Debugger:Close");
return false;
}
// TODO: This is ugly, need to rethink the design for the UI in #751677.
if (!Prefs.remoteAutoConnect) {
let prompt = new RemoteDebuggerPrompt();
let result = prompt.show(!!this._remoteConnectionTimeout);
if (!result) {
this.dispatchEvent("Debugger:Close");
return false;
}
Prefs.remoteHost = prompt.uri.host;
Prefs.remotePort = prompt.uri.port;
}
// If this debugger is connecting remotely to a server, we need to check
// after a while if the connection actually succeeded.
this._remoteConnectionTry = ++this._remoteConnectionTry || 1;
this._remoteConnectionTimeout = window.setTimeout(function() {
// If we couldn't connect to any server yet, try again...
if (!DebuggerController.activeThread) {
DebuggerController._connect();
}
}, Prefs.remoteTimeout);
return true;
},
/**
* Initializes a debugger client and connects it to the debugger server,
* wiring event handlers as necessary.
*/
_connect: function DC__connect() {
if (this._isRemoteDebugger) {
if (!this._prepareConnection()) {
return;
}
}
let transport = (this._isChromeDebugger || this._isRemoteDebugger)
? debuggerSocketConnect(Prefs.remoteHost, Prefs.remotePort)
: DebuggerServer.connectPipe();
let client = this.client = new DebuggerClient(transport);
client.addListener("tabNavigated", this._onTabNavigated);
client.addListener("tabDetached", this._onTabDetached);
client.connect(function(aType, aTraits) {
client.listTabs(function(aResponse) {
let tab = aResponse.tabs[aResponse.selected];
this._startDebuggingTab(client, tab);
this.dispatchEvent("Debugger:Connecting");
}.bind(this));
}.bind(this));
},
/**
* Closes the debugger client and removes event handlers as necessary.
*/
_disconnect: function DC__disconnect() {
this.client.removeListener("tabNavigated", this._onTabNavigated);
this.client.removeListener("tabDetached", this._onTabDetached);
this.client.close();
this.client = null;
this.tabClient = null;
this.activeThread = null;
},
/**
* Starts debugging the current tab. This function is called on each location
* change in this tab.
*/
_onTabNavigated: function DC__onTabNavigated(aNotification, aPacket) {
let client = this.client;
client.activeThread.detach(function() {
client.activeTab.detach(function() {
client.listTabs(function(aResponse) {
let tab = aResponse.tabs[aResponse.selected];
this._startDebuggingTab(client, tab);
this.dispatchEvent("Debugger:Connecting");
}.bind(this));
}.bind(this));
}.bind(this));
},
/**
* Stops debugging the current tab.
*/
_onTabDetached: function DC__onTabDetached() {
this.dispatchEvent("Debugger:Close");
},
/**
* Sets up a debugging session.
*
* @param DebuggerClient aClient
* The debugger client.
* @param object aTabGrip
* The remote protocol grip of the tab.
*/
_startDebuggingTab: function DC__startDebuggingTab(aClient, aTabGrip) {
if (!aClient) {
Cu.reportError("No client found!");
return;
}
this.client = aClient;
aClient.attachTab(aTabGrip.actor, function(aResponse, aTabClient) {
if (!aTabClient) {
Cu.reportError("No tab client found!");
return;
}
this.tabClient = aTabClient;
aClient.attachThread(aResponse.threadActor, function(aResponse, aThreadClient) {
if (!aThreadClient) {
Cu.reportError("Couldn't attach to thread: " + aResponse.error);
return;
}
this.activeThread = aThreadClient;
DebuggerController.ThreadState.connect(function() {
DebuggerController.StackFrames.connect(function() {
DebuggerController.SourceScripts.connect(function() {
aThreadClient.resume();
});
});
});
}.bind(this));
}.bind(this));
},
/**
* Returns true if this is a remote debugger instance.
* @return boolean
*/
get _isRemoteDebugger() {
return window._remoteFlag;
},
/**
* Returns true if this is a chrome debugger instance.
* @return boolean
*/
get _isChromeDebugger() {
return !window.parent.content && !this._isRemoteDebugger;
},
/**
* Attempts to quit the current process if allowed.
*/
_quitApp: function DC__quitApp() {
let canceled = Cc["@mozilla.org/supports-PRBool;1"]
.createInstance(Ci.nsISupportsPRBool);
Services.obs.notifyObservers(canceled, "quit-application-requested", null);
// Somebody canceled our quit request.
if (canceled.data) {
return;
}
Services.startup.quit(Ci.nsIAppStartup.eAttemptQuit);
},
/**
* Convenience method, dispatching a custom event.
*
* @param string aType
* The name of the event.
* @param string aDetail
* The data passed when initializing the event.
*/
dispatchEvent: function DC_dispatchEvent(aType, aDetail) {
let evt = document.createEvent("CustomEvent");
evt.initCustomEvent(aType, true, false, aDetail);
document.documentElement.dispatchEvent(evt);
}
};
/**
* ThreadState keeps the UI up to date with the state of the
* thread (paused/attached/etc.).
*/
function ThreadState() {
this._update = this._update.bind(this);
}
ThreadState.prototype = {
/**
* Gets the current thread the client has connected to.
*/
get activeThread() {
return DebuggerController.activeThread;
},
/**
* Connect to the current thread client.
*
* @param function aCallback
* The next function in the initialization sequence.
*/
connect: function TS_connect(aCallback) {
this.activeThread.addListener("paused", this._update);
this.activeThread.addListener("resumed", this._update);
this.activeThread.addListener("detached", this._update);
this._update();
aCallback && aCallback();
},
/**
* Disconnect from the client.
*/
disconnect: function TS_disconnect() {
if (!this.activeThread) {
return;
}
this.activeThread.removeListener("paused", this._update);
this.activeThread.removeListener("resumed", this._update);
this.activeThread.removeListener("detached", this._update);
},
/**
* Update the UI after a thread state change.
*/
_update: function TS__update(aEvent) {
DebuggerView.StackFrames.updateState(this.activeThread.state);
}
};
/**
* Keeps the stack frame list up-to-date, using the thread client's stack frame
* cache.
*/
function StackFrames() {
this._onPaused = this._onPaused.bind(this);
this._onResume = this._onResume.bind(this);
this._onFrames = this._onFrames.bind(this);
this._onFramesCleared = this._onFramesCleared.bind(this);
}
StackFrames.prototype = {
/**
* The maximum number of frames allowed to be loaded at a time.
*/
pageSize: 25,
/**
* The currently selected frame depth.
*/
selectedFrame: null,
/**
* Gets the current thread the client has connected to.
*/
get activeThread() {
return DebuggerController.activeThread;
},
/**
* Watch the given thread client.
*
* @param function aCallback
* The next function in the initialization sequence.
*/
connect: function SF_connect(aCallback) {
this.activeThread.addListener("paused", this._onPaused);
this.activeThread.addListener("resumed", this._onResume);
this.activeThread.addListener("framesadded", this._onFrames);
this.activeThread.addListener("framescleared", this._onFramesCleared);
this._onFramesCleared();
aCallback && aCallback();
},
/**
* Disconnect from the client.
*/
disconnect: function SF_disconnect() {
if (!this.activeThread) {
return;
}
this.activeThread.removeListener("paused", this._onPaused);
this.activeThread.removeListener("resumed", this._onResume);
this.activeThread.removeListener("framesadded", this._onFrames);
this.activeThread.removeListener("framescleared", this._onFramesCleared);
},
/**
* Handler for the thread client's paused notification.
*/
_onPaused: function SF__onPaused() {
this.activeThread.fillFrames(this.pageSize);
},
/**
* Handler for the thread client's resumed notification.
*/
_onResume: function SF__onResume() {
DebuggerView.editor.setDebugLocation(-1);
},
/**
* Handler for the thread client's framesadded notification.
*/
_onFrames: function SF__onFrames() {
if (!this.activeThread.cachedFrames.length) {
DebuggerView.StackFrames.emptyText();
return;
}
DebuggerView.StackFrames.empty();
for each (let frame in this.activeThread.cachedFrames) {
this._addFrame(frame);
}
if (!this.selectedFrame) {
this.selectFrame(0);
}
if (this.activeThread.moreFrames) {
DebuggerView.StackFrames.dirty = true;
}
},
/**
* Handler for the thread client's framescleared notification.
*/
_onFramesCleared: function SF__onFramesCleared() {
DebuggerView.StackFrames.emptyText();
this.selectedFrame = null;
// Clear the properties as well.
DebuggerView.Properties.localScope.empty();
DebuggerView.Properties.globalScope.empty();
},
/**
* Update the source editor's current debug location based on the selected
* frame and script.
*/
updateEditorLocation: function SF_updateEditorLocation() {
let frame = this.activeThread.cachedFrames[this.selectedFrame];
if (!frame) {
return;
}
let url = frame.where.url;
let line = frame.where.line;
let editor = DebuggerView.editor;
// Move the editor's caret to the proper line.
if (DebuggerView.Scripts.isSelected(url) && line) {
editor.setDebugLocation(line - 1);
} else {
editor.setDebugLocation(-1);
}
},
/**
* Marks the stack frame in the specified depth as selected and updates the
* properties view with the stack frame's data.
*
* @param number aDepth
* The depth of the frame in the stack.
*/
selectFrame: function SF_selectFrame(aDepth) {
// Deselect any previously highlighted frame.
if (this.selectedFrame !== null) {
DebuggerView.StackFrames.unhighlightFrame(this.selectedFrame);
}
// Highlight the current frame.
this.selectedFrame = aDepth;
DebuggerView.StackFrames.highlightFrame(this.selectedFrame);
let frame = this.activeThread.cachedFrames[aDepth];
if (!frame) {
return;
}
let url = frame.where.url;
let line = frame.where.line;
let editor = DebuggerView.editor;
// Move the editor's caret to the proper line.
if (DebuggerView.Scripts.isSelected(url) && line) {
editor.setCaretPosition(line - 1);
editor.setDebugLocation(line - 1);
}
else if (DebuggerView.Scripts.contains(url)) {
DebuggerView.Scripts.selectScript(url);
editor.setCaretPosition(line - 1);
}
else {
editor.setDebugLocation(-1);
}
// Display the local variables.
let localScope = DebuggerView.Properties.localScope;
localScope.empty();
// Add "this".
if (frame.this) {
let thisVar = localScope.addVar("this");
thisVar.setGrip({
type: frame.this.type,
class: frame.this.class
});
this._addExpander(thisVar, frame.this);
}
if (frame.environment) {
// Add nodes for every argument.
let variables = frame.environment.bindings.arguments;
for each (let variable in variables) {
let name = Object.getOwnPropertyNames(variable)[0];
let paramVar = localScope.addVar(name);
let paramVal = variable[name].value;
paramVar.setGrip(paramVal);
this._addExpander(paramVar, paramVal);
}
// Add nodes for every other variable in scope.
variables = frame.environment.bindings.variables;
for (let variable in variables) {
let paramVar = localScope.addVar(variable);
let paramVal = variables[variable].value;
paramVar.setGrip(paramVal);
this._addExpander(paramVar, paramVal);
}
// If we already found 'arguments', we are done here.
if ("arguments" in frame.environment.bindings.variables) {
// Signal that variables have been fetched.
DebuggerController.dispatchEvent("Debugger:FetchedVariables");
return;
}
}
// Sometimes in call frames with arguments we don't get 'arguments' in the
// environment (bug 746601) and we have to construct it manually. Note, that
// in this case arguments.callee will be absent, even in the cases where it
// shouldn't be.
if (frame.arguments && frame.arguments.length > 0) {
// Add "arguments".
let argsVar = localScope.addVar("arguments");
argsVar.setGrip({
type: "object",
class: "Arguments"
});
this._addExpander(argsVar, frame.arguments);
// Signal that variables have been fetched.
DebuggerController.dispatchEvent("Debugger:FetchedVariables");
}
},
/**
* Adds an 'onexpand' callback for a variable, lazily handling the addition of
* new properties.
*/
_addExpander: function SF__addExpander(aVar, aObject) {
// No need for expansion for null and undefined values, but we do need them
// for frame.arguments which is a regular array.
if (!aVar || !aObject || typeof aObject !== "object" ||
(aObject.type !== "object" && !Array.isArray(aObject))) {
return;
}
// Force the twisty to show up.
aVar.forceShowArrow();
aVar.onexpand = this._addVarProperties.bind(this, aVar, aObject);
},
/**
* Adds properties to a variable in the view. Triggered when a variable is
* expanded.
*/
_addVarProperties: function SF__addVarProperties(aVar, aObject) {
// Retrieve the properties only once.
if (aVar.fetched) {
return;
}
// For arrays we have to construct a grip-like object.
if (Array.isArray(aObject)) {
let properties = { length: { value: aObject.length } };
for (let i = 0, l = aObject.length; i < l; i++) {
properties[i] = { value: aObject[i] };
}
aVar.addProperties(properties);
// Expansion handlers must be set after the properties are added.
for (let i = 0, l = aObject.length; i < l; i++) {
this._addExpander(aVar[i], aObject[i]);
}
aVar.fetched = true;
return;
}
let objClient = this.activeThread.pauseGrip(aObject);
objClient.getPrototypeAndProperties(function SF_onProtoAndProps(aResponse) {
// Add __proto__.
if (aResponse.prototype.type !== "null") {
let properties = { "__proto__ ": { value: aResponse.prototype } };
aVar.addProperties(properties);
// Expansion handlers must be set after the properties are added.
this._addExpander(aVar["__proto__ "], aResponse.prototype);
}
// Sort all of the properties before adding them, for better UX.
let properties = {};
for each (let prop in Object.keys(aResponse.ownProperties).sort()) {
properties[prop] = aResponse.ownProperties[prop];
}
aVar.addProperties(properties);
// Expansion handlers must be set after the properties are added.
for (let prop in aResponse.ownProperties) {
this._addExpander(aVar[prop], aResponse.ownProperties[prop].value);
}
aVar.fetched = true;
}.bind(this));
},
/**
* Adds the specified stack frame to the list.
*
* @param Debugger.Frame aFrame
* The new frame to add.
*/
_addFrame: function SF__addFrame(aFrame) {
let depth = aFrame.depth;
let label = DebuggerController.SourceScripts._getScriptLabel(aFrame.where.url);
let startText = this._getFrameTitle(aFrame);
let endText = label + ":" + aFrame.where.line;
let frame = DebuggerView.StackFrames.addFrame(depth, startText, endText);
if (frame) {
frame.debuggerFrame = aFrame;
}
},
/**
* Loads more stack frames from the debugger server cache.
*/
addMoreFrames: function SF_addMoreFrames() {
this.activeThread.fillFrames(
this.activeThread.cachedFrames.length + this.pageSize);
},
/**
* Create a textual representation for the stack frame specified, for
* displaying in the stack frame list.
*
* @param Debugger.Frame aFrame
* The stack frame to label.
*/
_getFrameTitle: function SF__getFrameTitle(aFrame) {
if (aFrame.type == "call") {
return aFrame["calleeName"] ? aFrame["calleeName"] : "(anonymous)";
}
return "(" + aFrame.type + ")";
}
};
/**
* Keeps the source script list up-to-date, using the thread client's
* source script cache.
*/
function SourceScripts() {
this._onNewScript = this._onNewScript.bind(this);
this._onScriptsAdded = this._onScriptsAdded.bind(this);
this._onScriptsCleared = this._onScriptsCleared.bind(this);
this._onShowScript = this._onShowScript.bind(this);
this._onLoadSource = this._onLoadSource.bind(this);
this._onLoadSourceFinished = this._onLoadSourceFinished.bind(this);
}
SourceScripts.prototype = {
/**
* A cache containing simplified labels from script urls.
*/
_labelsCache: {},
/**
* Gets the current thread the client has connected to.
*/
get activeThread() {
return DebuggerController.activeThread;
},
/**
* Gets the current debugger client.
*/
get debuggerClient() {
return DebuggerController.client;
},
/**
* Watch the given thread client.
*
* @param function aCallback
* The next function in the initialization sequence.
*/
connect: function SS_connect(aCallback) {
window.addEventListener("Debugger:LoadSource", this._onLoadSource, false);
this.debuggerClient.addListener("newScript", this._onNewScript);
this.activeThread.addListener("scriptsadded", this._onScriptsAdded);
this.activeThread.addListener("scriptscleared", this._onScriptsCleared);
this._clearLabelsCache();
this._onScriptsCleared();
// Retrieve the list of scripts known to the server from before the client
// was ready to handle new script notifications.
this.activeThread.fillScripts();
aCallback && aCallback();
},
/**
* Disconnect from the client.
*/
disconnect: function TS_disconnect() {
window.removeEventListener("Debugger:LoadSource", this._onLoadSource, false);
if (!this.activeThread) {
return;
}
this.debuggerClient.removeListener("newScript", this._onNewScript);
this.activeThread.removeListener("scriptsadded", this._onScriptsAdded);
this.activeThread.removeListener("scriptscleared", this._onScriptsCleared);
},
/**
* Handler for the debugger client's unsolicited newScript notification.
*/
_onNewScript: function SS__onNewScript(aNotification, aPacket) {
this._addScript({ url: aPacket.url, startLine: aPacket.startLine }, true);
},
/**
* Handler for the thread client's scriptsadded notification.
*/
_onScriptsAdded: function SS__onScriptsAdded() {
for each (let script in this.activeThread.cachedScripts) {
this._addScript(script, false);
}
DebuggerView.Scripts.commitScripts();
},
/**
* Handler for the thread client's scriptscleared notification.
*/
_onScriptsCleared: function SS__onScriptsCleared() {
DebuggerView.Scripts.empty();
},
/**
* Sets the proper editor mode (JS or HTML) according to the specified
* content type, or by determining the type from the URL.
*
* @param string aUrl
* The script URL.
* @param string aContentType [optional]
* The script content type.
*/
_setEditorMode: function SS__setEditorMode(aUrl, aContentType) {
if (aContentType) {
if (/javascript/.test(aContentType)) {
DebuggerView.editor.setMode(SourceEditor.MODES.JAVASCRIPT);
} else {
DebuggerView.editor.setMode(SourceEditor.MODES.HTML);
}
return;
}
// Use JS mode for files with .js and .jsm extensions.
if (/\.jsm?$/.test(this._trimUrlQuery(aUrl))) {
DebuggerView.editor.setMode(SourceEditor.MODES.JAVASCRIPT);
} else {
DebuggerView.editor.setMode(SourceEditor.MODES.HTML);
}
},
/**
* Trims the query part of a url string, if necessary.
*
* @param string aUrl
* The script url.
* @return string
*/
_trimUrlQuery: function SS__trimUrlQuery(aUrl) {
let q = aUrl.indexOf('?');
if (q > -1) {
return aUrl.slice(0, q);
}
return aUrl;
},
/**
* Gets the prePath for a script URL.
*
* @param string aUrl
* The script url.
* @return string
* The script prePath if the url is valid, null otherwise.
*/
_getScriptPrePath: function SS__getScriptDomain(aUrl) {
try {
return Services.io.newURI(aUrl, null, null).prePath + "/";
} catch (e) {
}
return null;
},
/**
* Gets a unique, simplified label from a script url.
* ex: a). ici://some.address.com/random/subrandom/
* b). ni://another.address.org/random/subrandom/page.html
* c). san://interesting.address.gro/random/script.js
* d). si://interesting.address.moc/random/another/script.js
* =>
* a). subrandom/
* b). page.html
* c). script.js
* d). another/script.js
*
* @param string aUrl
* The script url.
* @param string aHref
* The content location href to be used. If unspecified, it will
* default to the script url prepath.
* @return string
* The simplified label.
*/
_getScriptLabel: function SS__getScriptLabel(aUrl, aHref) {
let url = this._trimUrlQuery(aUrl);
if (this._labelsCache[url]) {
return this._labelsCache[url];
}
let content = window.parent.content;
let domain = content ? content.location.href : this._getScriptPrePath(aUrl);
let href = aHref || domain;
let pathElements = url.split("/");
let label = pathElements.pop() || (pathElements.pop() + "/");
// If the label as a leaf name is already present in the scripts list.
if (DebuggerView.Scripts.containsLabel(label)) {
label = url.replace(href.substring(0, href.lastIndexOf("/") + 1), "");
// If the path/to/script is exactly the same, we're in different domains.
if (DebuggerView.Scripts.containsLabel(label)) {
label = url;
}
}
return this._labelsCache[url] = label;
},
/**
* Clears the labels cache, populated by SS_getScriptLabel.
* This should be done every time the content location changes.
*/
_clearLabelsCache: function SS__clearLabelsCache() {
this._labelsCache = {};
},
/**
* Add the specified script to the list.
*
* @param object aScript
* The script object coming from the active thread.
* @param boolean aForceFlag
* True to force the script to be immediately added.
*/
_addScript: function SS__addScript(aScript, aForceFlag) {
DebuggerView.Scripts.addScript(
this._getScriptLabel(aScript.url), aScript, aForceFlag);
},
/**
* Load the editor with the script text if available, otherwise fire an event
* to load and display the script text.
*
* @param object aScript
* The script object coming from the active thread.
* @param object [aOptions]
* Additional options for showing the script. Supported options:
* - targetLine: place the editor at the given line number.
*/
showScript: function SS_showScript(aScript, aOptions) {
if (aScript.loaded) {
this._onShowScript(aScript, aOptions);
return;
}
let editor = DebuggerView.editor;
editor.setMode(SourceEditor.MODES.TEXT);
editor.setText(L10N.getStr("loadingText"));
editor.resetUndo();
// Notify that we need to load a script file.
DebuggerController.dispatchEvent("Debugger:LoadSource", {
url: aScript.url,
options: aOptions
});
},
/**
* Display the script source once it loads.
*
* @private
* @param object aScript
* The script object coming from the active thread.
* @param object aOptions [optional]
* Additional options for showing the script. Supported options:
* - targetLine: place the editor at the given line number.
*/
_onShowScript: function SS__onShowScript(aScript, aOptions) {
aOptions = aOptions || {};
this._setEditorMode(aScript.url, aScript.contentType);
let editor = DebuggerView.editor;
editor.setText(aScript.text);
editor.resetUndo();
DebuggerController.Breakpoints.updateEditorBreakpoints();
DebuggerController.StackFrames.updateEditorLocation();
// Handle any additional options for showing the script.
if (aOptions.targetLine) {
editor.setCaretPosition(aOptions.targetLine - 1);
}
// Notify that we shown script file.
DebuggerController.dispatchEvent("Debugger:ScriptShown", {
url: aScript.url
});
},
/**
* Handles notifications to load a source script from the cache or from a
* local file.
*
* XXX: It may be better to use nsITraceableChannel to get to the sources
* without relying on caching when we can (not for eval, etc.):
* http://www.softwareishard.com/blog/firebug/nsitraceablechannel-intercept-http-traffic/
*/
_onLoadSource: function SS__onLoadSource(aEvent) {
let url = aEvent.detail.url;
let options = aEvent.detail.options;
let self = this;
switch (Services.io.extractScheme(url)) {
case "file":
case "chrome":
case "resource":
try {
NetUtil.asyncFetch(url, function onFetch(aStream, aStatus) {
if (!Components.isSuccessCode(aStatus)) {
return self._logError(url, aStatus);
}
let source = NetUtil.readInputStreamToString(aStream, aStream.available());
self._onLoadSourceFinished(url, source, null, options);
aStream.close();
});
} catch (ex) {
return self._logError(url, ex.name);
}
break;
default:
let channel = Services.io.newChannel(url, null, null);
let chunks = [];
let streamListener = {
onStartRequest: function(aRequest, aContext, aStatusCode) {
if (!Components.isSuccessCode(aStatusCode)) {
return self._logError(url, aStatusCode);
}
},
onDataAvailable: function(aRequest, aContext, aStream, aOffset, aCount) {
chunks.push(NetUtil.readInputStreamToString(aStream, aCount));
},
onStopRequest: function(aRequest, aContext, aStatusCode) {
if (!Components.isSuccessCode(aStatusCode)) {
return self._logError(url, aStatusCode);
}
self._onLoadSourceFinished(
url, chunks.join(""), channel.contentType, options);
}
};
channel.loadFlags = channel.LOAD_FROM_CACHE;
channel.asyncOpen(streamListener, null);
break;
}
},
/**
* Called when source has been loaded.
*
* @private
* @param string aSourceUrl
* The URL of the source script.
* @param string aSourceText
* The text of the source script.
* @param string aContentType
* The content type of the source script.
* @param object aOptions [optional]
* Additional options for showing the script. Supported options:
* - targetLine: place the editor at the given line number.
*/
_onLoadSourceFinished:
function SS__onLoadSourceFinished(aSourceUrl, aSourceText, aContentType, aOptions) {
let scripts = document.getElementById("scripts");
let element = scripts.getElementsByAttribute("value", aSourceUrl)[0];
let script = element.getUserData("sourceScript");
script.loaded = true;
script.text = aSourceText;
script.contentType = aContentType;
element.setUserData("sourceScript", script, null);
this.showScript(script, aOptions);
},
/**
* Log an error message in the error console when a script fails to load.
*
* @param string aUrl
* The URL of the source script.
* @param string aStatus
* The failure status code.
*/
_logError: function SS__logError(aUrl, aStatus) {
Cu.reportError(L10N.getFormatStr("loadingError", [aUrl, aStatus]));
},
};
/**
* Handles all the breakpoints in the current debugger.
*/
function Breakpoints() {
this._onEditorBreakpointChange = this._onEditorBreakpointChange.bind(this);
this._onEditorBreakpointAdd = this._onEditorBreakpointAdd.bind(this);
this._onEditorBreakpointRemove = this._onEditorBreakpointRemove.bind(this);
this.addBreakpoint = this.addBreakpoint.bind(this);
this.removeBreakpoint = this.removeBreakpoint.bind(this);
this.getBreakpoint = this.getBreakpoint.bind(this);
}
Breakpoints.prototype = {
/**
* Skip editor breakpoint change events.
*
* This property tells the source editor event handler to skip handling of
* the BREAKPOINT_CHANGE events. This is used when the debugger adds/removes
* breakpoints from the editor. Typically, the BREAKPOINT_CHANGE event handler
* adds/removes events from the debugger, but when breakpoints are added from
* the public debugger API, we need to do things in reverse.
*
* This implementation relies on the fact that the source editor fires the
* BREAKPOINT_CHANGE events synchronously.
*
* @private
* @type boolean
*/
_skipEditorBreakpointChange: false,
/**
* The list of breakpoints in the debugger as tracked by the current
* debugger instance. This an object where the values are BreakpointActor
* objects received from the client, while the keys are actor names, for
* example "conn0.breakpoint3".
*
* @type object
*/
store: {},
/**
* Gets the current thread the client has connected to.
*/
get activeThread() {
return DebuggerController.ThreadState.activeThread;
},
/**
* Gets the source editor in the debugger view.
*/
get editor() {
return DebuggerView.editor;
},
/**
* Sets up the source editor breakpoint handlers.
*/
initialize: function BP_initialize() {
this.editor.addEventListener(
SourceEditor.EVENTS.BREAKPOINT_CHANGE, this._onEditorBreakpointChange);
},
/**
* Removes all currently added breakpoints.
*/
destroy: function BP_destroy() {
for each (let breakpoint in this.store) {
this.removeBreakpoint(breakpoint);
}
},
/**
* Event handler for breakpoint changes that happen in the editor. This
* function syncs the breakpoint changes in the editor to those in the
* debugger.
*
* @private
* @param object aEvent
* The SourceEditor.EVENTS.BREAKPOINT_CHANGE event object.
*/
_onEditorBreakpointChange: function BP__onEditorBreakpointChange(aEvent) {
if (this._skipEditorBreakpointChange) {
return;
}
aEvent.added.forEach(this._onEditorBreakpointAdd, this);
aEvent.removed.forEach(this._onEditorBreakpointRemove, this);
},
/**
* Event handler for new breakpoints that come from the editor.
*
* @private
* @param object aBreakpoint
* The breakpoint object coming from the editor.
*/
_onEditorBreakpointAdd: function BP__onEditorBreakpointAdd(aBreakpoint) {
let url = DebuggerView.Scripts.selected;
if (!url) {
return;
}
let line = aBreakpoint.line + 1;
let callback = function(aClient, aError) {
if (aError) {
this._skipEditorBreakpointChange = true;
let result = this.editor.removeBreakpoint(aBreakpoint.line);
this._skipEditorBreakpointChange = false;
}
}.bind(this);
this.addBreakpoint({ url: url, line: line }, callback, true);
},
/**
* Event handler for breakpoints that are removed from the editor.
*
* @private
* @param object aBreakpoint
* The breakpoint object that was removed from the editor.
*/
_onEditorBreakpointRemove: function BP__onEditorBreakpointRemove(aBreakpoint) {
let url = DebuggerView.Scripts.selected;
if (!url) {
return;
}
let line = aBreakpoint.line + 1;
let breakpoint = this.getBreakpoint(url, line);
if (breakpoint) {
this.removeBreakpoint(breakpoint, null, true);
}
},
/**
* Update the breakpoints in the editor view. This function takes the list of
* breakpoints in the debugger and adds them back into the editor view. This
* is invoked when the selected script is changed.
*/
updateEditorBreakpoints: function BP_updateEditorBreakpoints() {
let url = DebuggerView.Scripts.selected;
if (!url) {
return;
}
this._skipEditorBreakpointChange = true;
for each (let breakpoint in this.store) {
if (breakpoint.location.url == url) {
this.editor.addBreakpoint(breakpoint.location.line - 1);
}
}
this._skipEditorBreakpointChange = false;
},
/**
* Add a breakpoint.
*
* @param object aLocation
* The location where you want the breakpoint. This object must have
* two properties:
* - url - the URL of the script.
* - line - the line number (starting from 1).
* @param function [aCallback]
* Optional function to invoke once the breakpoint is added. The
* callback is invoked with two arguments:
* - aBreakpointClient - the BreakpointActor client object, if the
* breakpoint has been added successfully.
* - aResponseError - if there was any error.
* @param boolean [aNoEditorUpdate=false]
* Tells if you want to skip editor updates. Typically the editor is
* updated to visually indicate that a breakpoint has been added.
*/
addBreakpoint:
function BP_addBreakpoint(aLocation, aCallback, aNoEditorUpdate) {
let breakpoint = this.getBreakpoint(aLocation.url, aLocation.line);
if (breakpoint) {
aCallback && aCallback(breakpoint);
return;
}
this.activeThread.setBreakpoint(aLocation, function(aResponse, aBpClient) {
if (!aResponse.error) {
this.store[aBpClient.actor] = aBpClient;
if (!aNoEditorUpdate) {
let url = DebuggerView.Scripts.selected;
if (url == aLocation.url) {
this._skipEditorBreakpointChange = true;
this.editor.addBreakpoint(aLocation.line - 1);
this._skipEditorBreakpointChange = false;
}
}
}
aCallback && aCallback(aBpClient, aResponse.error);
}.bind(this));
},
/**
* Remove a breakpoint.
*
* @param object aBreakpoint
* The breakpoint you want to remove.
* @param function [aCallback]
* Optional function to invoke once the breakpoint is removed. The
* callback is invoked with one argument: the breakpoint location
* object which holds the url and line properties.
* @param boolean [aNoEditorUpdate=false]
* Tells if you want to skip editor updates. Typically the editor is
* updated to visually indicate that a breakpoint has been removed.
*/
removeBreakpoint:
function BP_removeBreakpoint(aBreakpoint, aCallback, aNoEditorUpdate) {
if (!(aBreakpoint.actor in this.store)) {
aCallback && aCallback(aBreakpoint.location);
return;
}
aBreakpoint.remove(function() {
delete this.store[aBreakpoint.actor];
if (!aNoEditorUpdate) {
let url = DebuggerView.Scripts.selected;
if (url == aBreakpoint.location.url) {
this._skipEditorBreakpointChange = true;
this.editor.removeBreakpoint(aBreakpoint.location.line - 1);
this._skipEditorBreakpointChange = false;
}
}
aCallback && aCallback(aBreakpoint.location);
}.bind(this));
},
/**
* Get the breakpoint object at the given location.
*
* @param string aUrl
* The URL of where the breakpoint is.
* @param number aLine
* The line number where the breakpoint is.
* @return object
* The BreakpointActor object.
*/
getBreakpoint: function BP_getBreakpoint(aUrl, aLine) {
for each (let breakpoint in this.store) {
if (breakpoint.location.url == aUrl && breakpoint.location.line == aLine) {
return breakpoint;
}
}
return null;
}
};
/**
* Localization convenience methods.
*/
let L10N = {
/**
* L10N shortcut function.
*
* @param string aName
* @return string
*/
getStr: function L10N_getStr(aName) {
return this.stringBundle.GetStringFromName(aName);
},
/**
* L10N shortcut function.
*
* @param string aName
* @param array aArray
* @return string
*/
getFormatStr: function L10N_getFormatStr(aName, aArray) {
return this.stringBundle.formatStringFromName(aName, aArray, aArray.length);
}
};
XPCOMUtils.defineLazyGetter(L10N, "stringBundle", function() {
return Services.strings.createBundle(DBG_STRINGS_URI);
});
/**
* Shortcuts for accessing various debugger preferences.
*/
let Prefs = {
/**
* Gets a flag specifying if the the debugger should automatically connect to
* the default host and port number.
* @return boolean
*/
get remoteAutoConnect() {
if (this._autoConn === undefined) {
this._autoConn = Services.prefs.getBoolPref("devtools.debugger.remote-autoconnect");
}
return this._autoConn;
},
/**
* Sets a flag specifying if the the debugger should automatically connect.
* @param boolean value
*/
set remoteAutoConnect(value) {
Services.prefs.setBoolPref("devtools.debugger.remote-autoconnect", value);
this._autoConn = value;
}
};
/**
* Gets the preferred default remote debugging host.
* @return string
*/
XPCOMUtils.defineLazyGetter(Prefs, "remoteHost", function() {
return Services.prefs.getCharPref("devtools.debugger.remote-host");
});
/**
* Gets the preferred default remote debugging port.
* @return number
*/
XPCOMUtils.defineLazyGetter(Prefs, "remotePort", function() {
return Services.prefs.getIntPref("devtools.debugger.remote-port");
});
/**
* Gets the max number of attempts to reconnect to a remote server.
* @return number
*/
XPCOMUtils.defineLazyGetter(Prefs, "remoteConnectionRetries", function() {
return Services.prefs.getIntPref("devtools.debugger.remote-connection-retries");
});
/**
* Gets the remote debugging connection timeout (in milliseconds).
* @return number
*/
XPCOMUtils.defineLazyGetter(Prefs, "remoteTimeout", function() {
return Services.prefs.getIntPref("devtools.debugger.remote-timeout");
});
/**
* Preliminary setup for the DebuggerController object.
*/
DebuggerController.init();
DebuggerController.ThreadState = new ThreadState();
DebuggerController.StackFrames = new StackFrames();
DebuggerController.SourceScripts = new SourceScripts();
DebuggerController.Breakpoints = new Breakpoints();
/**
* Export some properties to the global scope for easier access in tests.
*/
Object.defineProperty(window, "gClient", {
get: function() { return DebuggerController.client; }
});
Object.defineProperty(window, "gTabClient", {
get: function() { return DebuggerController.tabClient; }
});
Object.defineProperty(window, "gThreadClient", {
get: function() { return DebuggerController.activeThread; }
});