gecko/toolkit/devtools/debugger/server/dbg-script-actors.js

2070 lines
61 KiB
JavaScript

/* -*- Mode: javascript; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2; js-indent-level: 2; -*- */
/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
/**
* JSD2 actors.
*/
/**
* Creates a ThreadActor.
*
* ThreadActors manage a JSInspector object and manage execution/inspection
* of debuggees.
*
* @param aHooks object
* An object with preNest and postNest methods for calling when entering
* and exiting a nested event loop, as well as addToBreakpointPool and
* removeFromBreakpointPool methods for handling breakpoint lifetime.
*/
function ThreadActor(aHooks)
{
this._state = "detached";
this._frameActors = [];
this._environmentActors = [];
this._hooks = aHooks ? aHooks : {};
this._scripts = {};
}
/**
* The breakpoint store must be shared across instances of ThreadActor so that
* page reloads don't blow away all of our breakpoints.
*/
ThreadActor._breakpointStore = {};
ThreadActor.prototype = {
actorPrefix: "context",
get state() { return this._state; },
get _breakpointStore() { return ThreadActor._breakpointStore; },
get threadLifetimePool() {
if (!this._threadLifetimePool) {
this._threadLifetimePool = new ActorPool(this.conn);
this.conn.addActorPool(this._threadLifetimePool);
}
return this._threadLifetimePool;
},
clearDebuggees: function TA_clearDebuggees() {
if (this.dbg) {
let debuggees = this.dbg.getDebuggees();
for (let debuggee of debuggees) {
this.dbg.removeDebuggee(debuggee);
}
}
this.conn.removeActorPool(this._threadLifetimePool || undefined);
this._threadLifetimePool = null;
// Unless we carefully take apart the scripts table this way, we end up
// leaking documents. It would be nice to track this down carefully, once
// we have the appropriate tools.
for (let url in this._scripts) {
delete this._scripts[url];
}
this._scripts = {};
},
/**
* Add a debuggee global to the Debugger object.
*/
addDebuggee: function TA_addDebuggee(aGlobal) {
// Use the inspector xpcom component to turn on debugging
// for aGlobal's compartment. Ideally this won't be necessary
// medium- to long-term, and will be managed by the engine
// instead.
if (!this.dbg) {
this.dbg = new Debugger();
this.dbg.uncaughtExceptionHook = this.uncaughtExceptionHook.bind(this);
this.dbg.onDebuggerStatement = this.onDebuggerStatement.bind(this);
this.dbg.onNewScript = this.onNewScript.bind(this);
// Keep the debugger disabled until a client attaches.
this.dbg.enabled = this._state != "detached";
}
this.dbg.addDebuggee(aGlobal);
for (let s of this.dbg.findScripts()) {
this._addScript(s);
}
},
/**
* Remove a debuggee global from the JSInspector.
*/
removeDebugee: function TA_removeDebuggee(aGlobal) {
try {
this.dbg.removeDebuggee(aGlobal);
} catch(ex) {
// XXX: This debuggee has code currently executing on the stack,
// we need to save this for later.
}
},
disconnect: function TA_disconnect() {
if (this._state == "paused") {
this.onResume();
}
this._state = "exited";
this.clearDebuggees();
if (!this.dbg) {
return;
}
this.dbg.enabled = false;
this.dbg = null;
},
/**
* Disconnect the debugger and put the actor in the exited state.
*/
exit: function TA_exit() {
this.disconnect();
},
// Request handlers
onAttach: function TA_onAttach(aRequest) {
if (this.state === "exited") {
return { type: "exited" };
}
if (this.state !== "detached") {
return { error: "wrongState" };
}
this._state = "attached";
this.dbg.enabled = true;
try {
// Put ourselves in the paused state.
// XXX: We need to put the debuggee in a paused state too.
let packet = this._paused();
if (!packet) {
return { error: "notAttached" };
}
packet.why = { type: "attached" };
// Send the response to the attach request now (rather than
// returning it), because we're going to start a nested event loop
// here.
this.conn.send(packet);
// Start a nested event loop.
this._nest();
// We already sent a response to this request, don't send one
// now.
return null;
} catch(e) {
Cu.reportError(e);
return { error: "notAttached", message: e.toString() };
}
},
onDetach: function TA_onDetach(aRequest) {
this.disconnect();
return { type: "detached" };
},
/**
* Pause the debuggee, by entering a nested event loop, and return a 'paused'
* packet to the client.
*
* @param Debugger.Frame aFrame
* The newest debuggee frame in the stack.
* @param object aReason
* An object with a 'type' property containing the reason for the pause.
*/
_pauseAndRespond: function TA__pauseAndRespond(aFrame, aReason) {
try {
let packet = this._paused(aFrame);
if (!packet) {
return undefined;
}
packet.why = aReason;
this.conn.send(packet);
return this._nest();
} catch(e) {
let msg = "Got an exception during TA__pauseAndRespond: " + e +
": " + e.stack;
Cu.reportError(msg);
dumpn(msg);
return undefined;
}
},
/**
* Handle a protocol request to resume execution of the debuggee.
*/
onResume: function TA_onResume(aRequest) {
if (aRequest && aRequest.forceCompletion) {
// TODO: remove this when Debugger.Frame.prototype.pop is implemented in
// bug 736733.
if (typeof this.frame.pop != "function") {
return { error: "notImplemented",
message: "forced completion is not yet implemented." };
}
this.dbg.getNewestFrame().pop(aRequest.completionValue);
let packet = this._resumed();
DebuggerServer.xpcInspector.exitNestedEventLoop();
return { type: "resumeLimit", frameFinished: aRequest.forceCompletion };
}
if (aRequest && aRequest.resumeLimit) {
// Bind these methods because some of the hooks are called with 'this'
// set to the current frame.
let pauseAndRespond = this._pauseAndRespond.bind(this);
let createValueGrip = this.createValueGrip.bind(this);
let startFrame = this._youngestFrame;
let startLine;
if (this._youngestFrame.script) {
let offset = this._youngestFrame.offset;
startLine = this._youngestFrame.script.getOffsetLine(offset);
}
// Define the JS hook functions for stepping.
let onEnterFrame = function TA_onEnterFrame(aFrame) {
return pauseAndRespond(aFrame, { type: "resumeLimit" });
};
let onPop = function TA_onPop(aCompletion) {
// onPop is called with 'this' set to the current frame.
// Note that we're popping this frame; we need to watch for
// subsequent step events on its caller.
this.reportedPop = true;
return pauseAndRespond(this, { type: "resumeLimit" });
}
let onStep = function TA_onStep() {
// onStep is called with 'this' set to the current frame.
// If we've changed frame or line, then report that.
if (this !== startFrame ||
(this.script &&
this.script.getOffsetLine(this.offset) != startLine)) {
return pauseAndRespond(this, { type: "resumeLimit" });
}
// Otherwise, let execution continue.
return undefined;
}
let steppingType = aRequest.resumeLimit.type;
if (["step", "next", "finish"].indexOf(steppingType) == -1) {
return { error: "badParameterType",
message: "Unknown resumeLimit type" };
}
// Make sure there is still a frame on the stack if we are to continue
// stepping.
let stepFrame = this._getNextStepFrame(startFrame);
if (stepFrame) {
switch (steppingType) {
case "step":
this.dbg.onEnterFrame = onEnterFrame;
// Fall through.
case "next":
stepFrame.onStep = onStep;
stepFrame.onPop = onPop;
break;
case "finish":
stepFrame.onPop = onPop;
}
}
}
if (aRequest && aRequest.pauseOnExceptions) {
this.dbg.onExceptionUnwind = this.onExceptionUnwind.bind(this);
}
let packet = this._resumed();
DebuggerServer.xpcInspector.exitNestedEventLoop();
return packet;
},
/**
* Helper method that returns the next frame when stepping.
*/
_getNextStepFrame: function TA__getNextStepFrame(aFrame) {
let stepFrame = aFrame.reportedPop ? aFrame.older : aFrame;
if (!stepFrame || !stepFrame.script) {
stepFrame = null;
}
return stepFrame;
},
onClientEvaluate: function TA_onClientEvaluate(aRequest) {
if (this.state !== "paused") {
return { error: "wrongState",
message: "Debuggee must be paused to evaluate code." };
};
let frame = this._requestFrame(aRequest.frame);
if (!frame) {
return { error: "unknownFrame",
message: "Evaluation frame not found" };
}
if (!frame.environment) {
return { error: "notDebuggee",
message: "cannot access the environment of this frame." };
};
// We'll clobber the youngest frame if the eval causes a pause, so
// save our frame now to be restored after eval returns.
// XXX: or we could just start using dbg.getNewestFrame() now that it
// works as expected.
let youngest = this._youngestFrame;
// Put ourselves back in the running state and inform the client.
let resumedPacket = this._resumed();
this.conn.send(resumedPacket);
// Run the expression.
// XXX: test syntax errors
let completion = frame.eval(aRequest.expression);
// Put ourselves back in the pause state.
let packet = this._paused(youngest);
packet.why = { type: "clientEvaluated",
frameFinished: this.createProtocolCompletionValue(completion) };
// Return back to our previous pause's event loop.
return packet;
},
onFrames: function TA_onFrames(aRequest) {
if (this.state !== "paused") {
return { error: "wrongState",
message: "Stack frames are only available while the debuggee is paused."};
}
let start = aRequest.start ? aRequest.start : 0;
let count = aRequest.count;
// Find the starting frame...
let frame = this._youngestFrame;
let i = 0;
while (frame && (i < start)) {
frame = frame.older;
i++;
}
// Return request.count frames, or all remaining
// frames if count is not defined.
let frames = [];
for (; frame && (!count || i < (start + count)); i++) {
let form = this._createFrameActor(frame).form();
form.depth = i;
frames.push(form);
frame = frame.older;
}
return { frames: frames };
},
onReleaseMany: function TA_onReleaseMany(aRequest) {
if (!aRequest.actors) {
return { error: "missingParameter",
message: "no actors were specified" };
}
let res;
for each (let actorID in aRequest.actors) {
let actor = this.threadLifetimePool.get(actorID);
if (!actor) {
if (!res) {
res = { error: "notReleasable",
message: "Only thread-lifetime actors can be released." };
}
continue;
}
actor.onRelease();
}
return res ? res : {};
},
/**
* Handle a protocol request to set a breakpoint.
*/
onSetBreakpoint: function TA_onSetBreakpoint(aRequest) {
if (this.state !== "paused") {
return { error: "wrongState",
message: "Breakpoints can only be set while the debuggee is paused."};
}
let location = aRequest.location;
let line = location.line;
if (!this._scripts[location.url] || line < 0) {
return { error: "noScript" };
}
// Add the breakpoint to the store for later reuse, in case it belongs to a
// script that hasn't appeared yet.
if (!this._breakpointStore[location.url]) {
this._breakpointStore[location.url] = [];
}
let scriptBreakpoints = this._breakpointStore[location.url];
scriptBreakpoints[line] = {
url: location.url,
line: line,
column: location.column
};
return this._setBreakpoint(location);
},
/**
* Set a breakpoint using the jsdbg2 API. If the line on which the breakpoint
* is being set contains no code, then the breakpoint will slide down to the
* next line that has runnable code. In this case the server breakpoint cache
* will be updated, so callers that iterate over the breakpoint cache should
* take that into account.
*
* @param object aLocation
* The location of the breakpoint as specified in the protocol.
*/
_setBreakpoint: function TA__setBreakpoint(aLocation) {
// Fetch the list of scripts in that url.
let scripts = this._scripts[aLocation.url];
// Fetch the specified script in that list.
let script = null;
for (let i = aLocation.line; i >= 0; i--) {
// Stop when the first script that contains this location is found.
if (scripts[i]) {
// If that first script does not contain the line specified, it's no
// good.
if (i + scripts[i].lineCount < aLocation.line) {
continue;
}
script = scripts[i];
break;
}
}
let location = { url: aLocation.url, line: aLocation.line };
// Get the list of cached breakpoints in this URL.
let scriptBreakpoints = this._breakpointStore[location.url];
let bpActor;
if (scriptBreakpoints &&
scriptBreakpoints[location.line] &&
scriptBreakpoints[location.line].actor) {
bpActor = scriptBreakpoints[location.line].actor;
}
if (!bpActor) {
bpActor = new BreakpointActor(this, location);
this._hooks.addToBreakpointPool(bpActor);
if (scriptBreakpoints[location.line]) {
scriptBreakpoints[location.line].actor = bpActor;
}
}
if (!script) {
return { error: "noScript", actor: bpActor.actorID };
}
script = this._getInnermostContainer(script, aLocation.line);
bpActor.addScript(script, this);
let offsets = script.getLineOffsets(aLocation.line);
let codeFound = false;
for (let i = 0; i < offsets.length; i++) {
script.setBreakpoint(offsets[i], bpActor);
codeFound = true;
}
let actualLocation;
if (offsets.length == 0) {
// No code at that line in any script, skipping forward.
let lines = script.getAllOffsets();
let oldLine = aLocation.line;
for (let line = oldLine; line < lines.length; ++line) {
if (lines[line]) {
for (let i = 0; i < lines[line].length; i++) {
script.setBreakpoint(lines[line][i], bpActor);
codeFound = true;
}
actualLocation = {
url: aLocation.url,
line: line,
column: aLocation.column
};
bpActor.location = actualLocation;
// Update the cache as well.
scriptBreakpoints[line] = scriptBreakpoints[oldLine];
scriptBreakpoints[line].line = line;
delete scriptBreakpoints[oldLine];
break;
}
}
}
if (!codeFound) {
return { error: "noCodeAtLineColumn", actor: bpActor.actorID };
}
return { actor: bpActor.actorID, actualLocation: actualLocation };
},
/**
* Get the innermost script that contains this line, by looking through child
* scripts of the supplied script.
*
* @param aScript Debugger.Script
* The source script.
* @param aLine number
* The line number.
*/
_getInnermostContainer: function TA__getInnermostContainer(aScript, aLine) {
let children = aScript.getChildScripts();
if (children.length > 0) {
for (let i = 0; i < children.length; i++) {
let child = children[i];
// Stop when the first script that contains this location is found.
if (child.startLine <= aLine &&
child.startLine + child.lineCount > aLine) {
return this._getInnermostContainer(child, aLine);
}
}
}
// Location not found in children, this is the innermost containing script.
return aScript;
},
/**
* Handle a protocol request to return the list of loaded scripts.
*/
onScripts: function TA_onScripts(aRequest) {
// Get the script list from the debugger.
for (let s of this.dbg.findScripts()) {
this._addScript(s);
}
// Build the cache.
let scripts = [];
for (let url in this._scripts) {
for (let i = 0; i < this._scripts[url].length; i++) {
if (!this._scripts[url][i]) {
continue;
}
let script = {
url: url,
startLine: i,
lineCount: this._scripts[url][i].lineCount,
source: this.sourceGrip(this._scripts[url][i], this)
};
scripts.push(script);
}
}
let packet = { from: this.actorID,
scripts: scripts };
return packet;
},
/**
* Handle a protocol request to pause the debuggee.
*/
onInterrupt: function TA_onInterrupt(aRequest) {
if (this.state == "exited") {
return { type: "exited" };
} else if (this.state == "paused") {
// TODO: return the actual reason for the existing pause.
return { type: "paused", why: { type: "alreadyPaused" } };
} else if (this.state != "running") {
return { error: "wrongState",
message: "Received interrupt request in " + this.state +
" state." };
}
try {
// Put ourselves in the paused state.
let packet = this._paused();
if (!packet) {
return { error: "notInterrupted" };
}
packet.why = { type: "interrupted" };
// Send the response to the interrupt request now (rather than
// returning it), because we're going to start a nested event loop
// here.
this.conn.send(packet);
// Start a nested event loop.
this._nest();
// We already sent a response to this request, don't send one
// now.
return null;
} catch(e) {
Cu.reportError(e);
return { error: "notInterrupted", message: e.toString() };
}
},
/**
* Return the Debug.Frame for a frame mentioned by the protocol.
*/
_requestFrame: function TA_requestFrame(aFrameID) {
if (!aFrameID) {
return this._youngestFrame;
}
if (this._framePool.has(aFrameID)) {
return this._framePool.get(aFrameID).frame;
}
return undefined;
},
_paused: function TA_paused(aFrame) {
// We don't handle nested pauses correctly. Don't try - if we're
// paused, just continue running whatever code triggered the pause.
// We don't want to actually have nested pauses (although we
// have nested event loops). If code runs in the debuggee during
// a pause, it should cause the actor to resume (dropping
// pause-lifetime actors etc) and then repause when complete.
if (this.state === "paused") {
return undefined;
}
// Clear stepping hooks.
this.dbg.onEnterFrame = undefined;
this.dbg.onExceptionUnwind = undefined;
if (aFrame) {
aFrame.onStep = undefined;
aFrame.onPop = undefined;
}
this._state = "paused";
// Save the pause frame (if any) as the youngest frame for
// stack viewing.
this._youngestFrame = aFrame;
// Create the actor pool that will hold the pause actor and its
// children.
dbg_assert(!this._pausePool);
this._pausePool = new ActorPool(this.conn);
this.conn.addActorPool(this._pausePool);
// Give children of the pause pool a quick link back to the
// thread...
this._pausePool.threadActor = this;
// Create the pause actor itself...
dbg_assert(!this._pauseActor);
this._pauseActor = new PauseActor(this._pausePool);
this._pausePool.addActor(this._pauseActor);
// Update the list of frames.
let poppedFrames = this._updateFrames();
// Send off the paused packet and spin an event loop.
let packet = { from: this.actorID,
type: "paused",
actor: this._pauseActor.actorID };
if (aFrame) {
packet.frame = this._createFrameActor(aFrame).form();
}
if (poppedFrames) {
packet.poppedFrames = poppedFrames;
}
return packet;
},
_nest: function TA_nest() {
if (this._hooks.preNest) {
var nestData = this._hooks.preNest();
}
DebuggerServer.xpcInspector.enterNestedEventLoop();
dbg_assert(this.state === "running");
if (this._hooks.postNest) {
this._hooks.postNest(nestData)
}
// "continue" resumption value.
return undefined;
},
_resumed: function TA_resumed() {
this._state = "running";
// Drop the actors in the pause actor pool.
this.conn.removeActorPool(this._pausePool);
this._pausePool = null;
this._pauseActor = null;
this._youngestFrame = null;
return { from: this.actorID, type: "resumed" };
},
/**
* Expire frame actors for frames that have been popped.
*
* @returns A list of actor IDs whose frames have been popped.
*/
_updateFrames: function TA_updateFrames() {
let popped = [];
// Create the actor pool that will hold the still-living frames.
let framePool = new ActorPool(this.conn);
let frameList = [];
for each (let frameActor in this._frameActors) {
if (frameActor.frame.live) {
framePool.addActor(frameActor);
frameList.push(frameActor);
} else {
popped.push(frameActor.actorID);
}
}
// Remove the old frame actor pool, this will expire
// any actors that weren't added to the new pool.
if (this._framePool) {
this.conn.removeActorPool(this._framePool);
}
this._frameActors = frameList;
this._framePool = framePool;
this.conn.addActorPool(framePool);
return popped;
},
_createFrameActor: function TA_createFrameActor(aFrame) {
if (aFrame.actor) {
return aFrame.actor;
}
let actor = new FrameActor(aFrame, this);
this._frameActors.push(actor);
this._framePool.addActor(actor);
aFrame.actor = actor;
return actor;
},
/**
* Create and return an environment actor that corresponds to the provided
* Debugger.Environment.
* @param Debugger.Environment aEnvironment
* The lexical environment we want to extract.
* @param object aPool
* The pool where the newly-created actor will be placed.
* @return The EnvironmentActor for aEnvironment or undefined for host
* functions or functions scoped to a non-debuggee global.
*/
createEnvironmentActor:
function TA_createEnvironmentActor(aEnvironment, aPool) {
if (!aEnvironment) {
return undefined;
}
if (aEnvironment.actor) {
return aEnvironment.actor;
}
let actor = new EnvironmentActor(aEnvironment, this);
this._environmentActors.push(actor);
aPool.addActor(actor);
aEnvironment.actor = actor;
return actor;
},
/**
* Create a grip for the given debuggee value. If the value is an
* object, will create an actor with the given lifetime.
*/
createValueGrip: function TA_createValueGrip(aValue, aPool=false) {
if (!aPool) {
aPool = this._pausePool;
}
let type = typeof(aValue);
if (type === "string" && this._stringIsLong(aValue)) {
return this.longStringGrip(aValue, aPool);
}
if (type === "boolean" || type === "string" || type === "number") {
return aValue;
}
if (aValue === null) {
return { type: "null" };
}
if (aValue === undefined) {
return { type: "undefined" }
}
if (typeof(aValue) === "object") {
return this.objectGrip(aValue, aPool);
}
dbg_assert(false, "Failed to provide a grip for: " + aValue);
return null;
},
/**
* Return a protocol completion value representing the given
* Debugger-provided completion value.
*/
createProtocolCompletionValue:
function TA_createProtocolCompletionValue(aCompletion) {
let protoValue = {};
if ("return" in aCompletion) {
protoValue.return = this.createValueGrip(aCompletion.return);
} else if ("yield" in aCompletion) {
protoValue.return = this.createValueGrip(aCompletion.yield);
} else if ("throw" in aCompletion) {
protoValue.throw = this.createValueGrip(aCompletion.throw);
} else {
protoValue.terminated = true;
}
return protoValue;
},
/**
* Create a grip for the given debuggee object.
*
* @param aValue Debugger.Object
* The debuggee object value.
* @param aPool ActorPool
* The actor pool where the new object actor will be added.
*/
objectGrip: function TA_objectGrip(aValue, aPool) {
if (!aPool.objectActors) {
aPool.objectActors = new WeakMap();
}
if (aPool.objectActors.has(aValue)) {
return aPool.objectActors.get(aValue).grip();
}
let actor = new ObjectActor(aValue, this);
aPool.addActor(actor);
aPool.objectActors.set(aValue, actor);
return actor.grip();
},
/**
* Create a grip for the given debuggee object with a pause lifetime.
*
* @param aValue Debugger.Object
* The debuggee object value.
*/
pauseObjectGrip: function TA_pauseObjectGrip(aValue) {
if (!this._pausePool) {
throw "Object grip requested while not paused.";
}
return this.objectGrip(aValue, this._pausePool);
},
/**
* Extend the lifetime of the provided object actor to thread lifetime.
*
* @param aActor object
* The object actor.
*/
threadObjectGrip: function TA_threadObjectGrip(aActor) {
if (!this.threadLifetimePool.objectActors) {
this.threadLifetimePool.objectActors = new WeakMap();
}
// We want to reuse the existing actor ID, so we just remove it from the
// current pool's weak map and then let pool.addActor do the rest.
aActor.registeredPool.objectActors.delete(aActor.obj);
this.threadLifetimePool.addActor(aActor);
this.threadLifetimePool.objectActors.set(aActor.obj, aActor);
},
/**
* Create a grip for the given string.
*
* @param aString String
* The string we are creating a grip for.
* @param aPool ActorPool
* The actor pool where the new actor will be added.
*/
longStringGrip: function TA_longStringGrip(aString, aPool) {
if (!aPool.longStringActors) {
aPool.longStringActors = {};
}
if (aPool.longStringActors.hasOwnProperty(aString)) {
return aPool.longStringActors[aString].grip();
}
let actor = new LongStringActor(aString, this);
aPool.addActor(actor);
aPool.longStringActors[aString] = actor;
return actor.grip();
},
/**
* Create a long string grip that is scoped to a pause.
*
* @param aString String
* The string we are creating a grip for.
*/
pauseLongStringGrip: function TA_pauseLongStringGrip (aString) {
return this.longStringGrip(aString, this._pausePool);
},
/**
* Create a long string grip that is scoped to a thread.
*
* @param aString String
* The string we are creating a grip for.
*/
threadLongStringGrip: function TA_pauseLongStringGrip (aString) {
return this.longStringGrip(aString, this._threadLifetimePool);
},
/**
* Returns true if the string is long enough to use a LongStringActor instead
* of passing the value directly over the protocol.
*
* @param aString String
* The string we are checking the length of.
*/
_stringIsLong: function TA__stringIsLong(aString) {
return aString.length >= DebuggerServer.LONG_STRING_LENGTH;
},
/**
* Create a source grip for the given script.
*/
sourceGrip: function TA_sourceGrip(aScript) {
// TODO: Once we have Debugger.Source, this should be replaced with a
// weakmap mapping Debugger.Source instances to SourceActor instances.
if (!this.threadLifetimePool.sourceActors) {
this.threadLifetimePool.sourceActors = {};
}
if (this.threadLifetimePool.sourceActors[aScript.url]) {
return this.threadLifetimePool.sourceActors[aScript.url].grip();
}
let actor = new SourceActor(aScript, this);
this.threadLifetimePool.addActor(actor);
this.threadLifetimePool.sourceActors[aScript.url] = actor;
return actor.grip();
},
// JS Debugger API hooks.
/**
* A function that the engine calls when a call to a debug event hook,
* breakpoint handler, watchpoint handler, or similar function throws some
* exception.
*
* @param aException exception
* The exception that was thrown in the debugger code.
*/
uncaughtExceptionHook: function TA_uncaughtExceptionHook(aException) {
dumpn("Got an exception:" + aException);
},
/**
* A function that the engine calls when a debugger statement has been
* executed in the specified frame.
*
* @param aFrame Debugger.Frame
* The stack frame that contained the debugger statement.
*/
onDebuggerStatement: function TA_onDebuggerStatement(aFrame) {
return this._pauseAndRespond(aFrame, { type: "debuggerStatement" });
},
/**
* A function that the engine calls when an exception has been thrown and has
* propagated to the specified frame.
*
* @param aFrame Debugger.Frame
* The youngest remaining stack frame.
* @param aValue object
* The exception that was thrown.
*/
onExceptionUnwind: function TA_onExceptionUnwind(aFrame, aValue) {
try {
let packet = this._paused(aFrame);
if (!packet) {
return undefined;
}
packet.why = { type: "exception",
exception: this.createValueGrip(aValue) };
this.conn.send(packet);
return this._nest();
} catch(e) {
Cu.reportError("Got an exception during TA_onExceptionUnwind: " + e +
": " + e.stack);
return undefined;
}
},
/**
* A function that the engine calls when a new script has been loaded into the
* scope of the specified debuggee global.
*
* @param aScript Debugger.Script
* The source script that has been loaded into a debuggee compartment.
* @param aGlobal Debugger.Object
* A Debugger.Object instance whose referent is the global object.
*/
onNewScript: function TA_onNewScript(aScript, aGlobal) {
if (this._addScript(aScript)) {
// Notify the client.
this.conn.send({
from: this.actorID,
type: "newScript",
url: aScript.url,
startLine: aScript.startLine,
lineCount: aScript.lineCount,
source: this.sourceGrip(aScript, this)
});
}
},
/**
* Add the provided script to the server cache.
*
* @param aScript Debugger.Script
* The source script that will be stored.
* @returns true, if the script was added, false otherwise.
*/
_addScript: function TA__addScript(aScript) {
// Ignore anything we don't have a URL for (eval scripts, for example).
if (!aScript.url)
return false;
// Ignore XBL bindings for content debugging.
if (aScript.url.indexOf("chrome://") == 0) {
return false;
}
// Ignore about:* pages for content debugging.
if (aScript.url.indexOf("about:") == 0) {
return false;
}
// Use a sparse array for storing the scripts for each URL in order to
// optimize retrieval.
if (!this._scripts[aScript.url]) {
this._scripts[aScript.url] = [];
}
this._scripts[aScript.url][aScript.startLine] = aScript;
// Set any stored breakpoints.
let existing = this._breakpointStore[aScript.url];
if (existing) {
let endLine = aScript.startLine + aScript.lineCount - 1;
// Iterate over the lines backwards, so that sliding breakpoints don't
// affect the loop.
for (let line = existing.length - 1; line >= 0; line--) {
let bp = existing[line];
// Limit search to the line numbers contained in the new script.
if (bp && line >= aScript.startLine && line <= endLine) {
this._setBreakpoint(bp);
}
}
}
return true;
}
};
ThreadActor.prototype.requestTypes = {
"attach": ThreadActor.prototype.onAttach,
"detach": ThreadActor.prototype.onDetach,
"resume": ThreadActor.prototype.onResume,
"clientEvaluate": ThreadActor.prototype.onClientEvaluate,
"frames": ThreadActor.prototype.onFrames,
"interrupt": ThreadActor.prototype.onInterrupt,
"releaseMany": ThreadActor.prototype.onReleaseMany,
"setBreakpoint": ThreadActor.prototype.onSetBreakpoint,
"scripts": ThreadActor.prototype.onScripts
};
/**
* Creates a PauseActor.
*
* PauseActors exist for the lifetime of a given debuggee pause. Used to
* scope pause-lifetime grips.
*
* @param ActorPool aPool
* The actor pool created for this pause.
*/
function PauseActor(aPool)
{
this.pool = aPool;
}
PauseActor.prototype = {
actorPrefix: "pause"
};
/**
* A base actor for any actors that should only respond receive messages in the
* paused state. Subclasses may expose a `threadActor` which is used to help
* determine when we are in a paused state. Subclasses should set their own
* "constructor" property if they want better error messages. You should never
* instantiate a PauseScopedActor directly, only through subclasses.
*/
function PauseScopedActor()
{
}
/**
* A function decorator for creating methods to handle protocol messages that
* should only be received while in the paused state.
*
* @param aMethod Function
* The function we are decorating.
*/
PauseScopedActor.withPaused = function PSA_withPaused(aMethod) {
return function () {
if (this.isPaused()) {
return aMethod.apply(this, arguments);
} else {
return this._wrongState();
}
};
};
PauseScopedActor.prototype = {
/**
* Returns true if we are in the paused state.
*/
isPaused: function PSA_isPaused() {
// When there is not a ThreadActor available (like in the webconsole) we
// have to be optimistic and assume that we are paused so that we can
// respond to requests.
return this.threadActor ? this.threadActor.state === "paused" : true;
},
/**
* Returns the wrongState response packet for this actor.
*/
_wrongState: function PSA_wrongState() {
return {
error: "wrongState",
message: this.constructor.name +
" actors can only be accessed while the thread is paused."
}
}
};
/**
* Utility function for updating an object with the properties of another
* object.
*
* @param aTarget Object
* The object being updated.
* @param aNewAttrs Object
* The new attributes being set on the target.
*/
function update(aTarget, aNewAttrs) {
for (let key in aNewAttrs) {
let desc = Object.getOwnPropertyDescriptor(aNewAttrs, key);
if (desc) {
Object.defineProperty(aTarget, key, desc);
}
}
}
/**
* A SourceActor provides information about the source of a script.
*
* @param aScript Debugger.Script
* The script whose source we are representing.
* @param aThreadActor ThreadActor
* The current thread actor.
*/
function SourceActor(aScript, aThreadActor) {
this._threadActor = aThreadActor;
this._script = aScript;
}
SourceActor.prototype = {
constructor: SourceActor,
actorPrefix: "source",
get threadActor() { return this._threadActor; },
grip: function SA_grip() {
return this.actorID;
},
disconnect: function LSA_disconnect() {
if (this.registeredPool && this.registeredPool.sourceActors) {
delete this.registeredPool.sourceActors[this.actorID];
}
},
/**
* Handler for the "source" packet.
*/
onSource: function SA_onSource(aRequest) {
this
._loadSource()
.chainPromise(function(aSource) {
return this._threadActor.createValueGrip(
aSource, this.threadActor.threadLifetimePool);
}.bind(this))
.chainPromise(function (aSourceGrip) {
return {
from: this.actorID,
source: aSourceGrip
};
}.bind(this))
.trap(function (aError) {
return {
"from": this.actorID,
"error": "loadSourceError",
"message": "Could not load the source for " + this._script.url + "."
};
}.bind(this))
.chainPromise(function (aPacket) {
this.conn.send(aPacket);
}.bind(this));
},
/**
* Convert a given string, encoded in a given character set, to unicode.
* @param string aString
* A string.
* @param string aCharset
* A character set.
* @return string
* A unicode string.
*/
_convertToUnicode: function SS__convertToUnicode(aString, aCharset) {
// Decoding primitives.
let converter = Cc["@mozilla.org/intl/scriptableunicodeconverter"]
.createInstance(Ci.nsIScriptableUnicodeConverter);
try {
converter.charset = aCharset || "UTF-8";
return converter.ConvertToUnicode(aString);
} catch(e) {
return aString;
}
},
/**
* Performs a request to load the desired URL and returns a promise.
*
* @param aURL String
* The URL we will request.
* @returns Promise
*
* 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/
*/
_loadSource: function SA__loadSource() {
let promise = new Promise();
let url = this._script.url;
let scheme;
try {
scheme = Services.io.extractScheme(url);
} catch (e) {
// In the xpcshell tests, the script url is the absolute path of the test
// file, which will make a malformed URI error be thrown. Add the file
// scheme prefix ourselves.
url = "file://" + url;
scheme = Services.io.extractScheme(url);
}
switch (scheme) {
case "file":
case "chrome":
case "resource":
try {
NetUtil.asyncFetch(url, function onFetch(aStream, aStatus) {
if (!Components.isSuccessCode(aStatus)) {
promise.reject(new Error("Request failed"));
return;
}
let source = NetUtil.readInputStreamToString(aStream, aStream.available());
promise.resolve(this._convertToUnicode(source));
aStream.close();
}.bind(this));
} catch (ex) {
promise.reject(new Error("Request failed"));
}
break;
default:
let channel;
try {
channel = Services.io.newChannel(url, null, null);
} catch (e if e.name == "NS_ERROR_UNKNOWN_PROTOCOL") {
// On Windows xpcshell tests, c:/foo/bar can pass as a valid URL, but
// newChannel won't be able to handle it.
url = "file:///" + url;
channel = Services.io.newChannel(url, null, null);
}
let chunks = [];
let streamListener = {
onStartRequest: function(aRequest, aContext, aStatusCode) {
if (!Components.isSuccessCode(aStatusCode)) {
promise.reject("Request failed");
}
},
onDataAvailable: function(aRequest, aContext, aStream, aOffset, aCount) {
chunks.push(NetUtil.readInputStreamToString(aStream, aCount));
},
onStopRequest: function(aRequest, aContext, aStatusCode) {
if (!Components.isSuccessCode(aStatusCode)) {
promise.reject("Request failed");
return;
}
promise.resolve(this._convertToUnicode(chunks.join(""),
channel.contentCharset));
}.bind(this)
};
channel.loadFlags = channel.LOAD_FROM_CACHE;
channel.asyncOpen(streamListener, null);
break;
}
return promise;
}
};
SourceActor.prototype.requestTypes = {
"source": SourceActor.prototype.onSource
};
/**
* Creates an actor for the specified object.
*
* @param aObj Debugger.Object
* The debuggee object.
* @param aThreadActor ThreadActor
* The parent thread actor for this object.
*/
function ObjectActor(aObj, aThreadActor)
{
this.obj = aObj;
this.threadActor = aThreadActor;
}
ObjectActor.prototype = Object.create(PauseScopedActor.prototype);
update(ObjectActor.prototype, {
constructor: ObjectActor,
actorPrefix: "obj",
/**
* Returns a grip for this actor for returning in a protocol message.
*/
grip: function OA_grip() {
return { "type": "object",
"class": this.obj.class,
"actor": this.actorID };
},
/**
* Releases this actor from the pool.
*/
release: function OA_release() {
this.registeredPool.objectActors.delete(this.obj);
this.registeredPool.removeActor(this);
},
/**
* Handle a protocol request to provide the names of the properties defined on
* the object and not its prototype.
*
* @param aRequest object
* The protocol request object.
*/
onOwnPropertyNames:
PauseScopedActor.withPaused(function OA_onOwnPropertyNames(aRequest) {
return { from: this.actorID,
ownPropertyNames: this.obj.getOwnPropertyNames() };
}),
/**
* Handle a protocol request to provide the prototype and own properties of
* the object.
*
* @param aRequest object
* The protocol request object.
*/
onPrototypeAndProperties:
PauseScopedActor.withPaused(function OA_onPrototypeAndProperties(aRequest) {
let ownProperties = {};
for each (let name in this.obj.getOwnPropertyNames()) {
try {
let desc = this.obj.getOwnPropertyDescriptor(name);
ownProperties[name] = this._propertyDescriptor(desc);
} catch (e if e.name == "NS_ERROR_XPC_BAD_OP_ON_WN_PROTO") {
// Calling getOwnPropertyDescriptor on wrapped native prototypes is not
// allowed.
dumpn("Error while getting the property descriptor for " + name +
": " + e.name);
}
}
return { from: this.actorID,
prototype: this.threadActor.createValueGrip(this.obj.proto),
ownProperties: ownProperties };
}),
/**
* Handle a protocol request to provide the prototype of the object.
*
* @param aRequest object
* The protocol request object.
*/
onPrototype: PauseScopedActor.withPaused(function OA_onPrototype(aRequest) {
return { from: this.actorID,
prototype: this.threadActor.createValueGrip(this.obj.proto) };
}),
/**
* Handle a protocol request to provide the property descriptor of the
* object's specified property.
*
* @param aRequest object
* The protocol request object.
*/
onProperty: PauseScopedActor.withPaused(function OA_onProperty(aRequest) {
if (!aRequest.name) {
return { error: "missingParameter",
message: "no property name was specified" };
}
let desc = this.obj.getOwnPropertyDescriptor(aRequest.name);
return { from: this.actorID,
descriptor: this._propertyDescriptor(desc) };
}),
/**
* A helper method that creates a property descriptor for the provided object,
* properly formatted for sending in a protocol response.
*
* @param aObject object
* The object that the descriptor is generated for.
*/
_propertyDescriptor: function OA_propertyDescriptor(aObject) {
let descriptor = {};
descriptor.configurable = aObject.configurable;
descriptor.enumerable = aObject.enumerable;
if (aObject.value !== undefined) {
descriptor.writable = aObject.writable;
descriptor.value = this.threadActor.createValueGrip(aObject.value);
} else {
descriptor.get = this.threadActor.createValueGrip(aObject.get);
descriptor.set = this.threadActor.createValueGrip(aObject.set);
}
return descriptor;
},
/**
* Handle a protocol request to provide the source code of a function.
*
* @param aRequest object
* The protocol request object.
*/
onDecompile: PauseScopedActor.withPaused(function OA_onDecompile(aRequest) {
if (this.obj.class !== "Function") {
return { error: "objectNotFunction",
message: "decompile request is only valid for object grips " +
"with a 'Function' class." };
}
return { from: this.actorID,
decompiledCode: this.obj.decompile(!!aRequest.pretty) };
}),
/**
* Handle a protocol request to provide the lexical scope of a function.
*
* @param aRequest object
* The protocol request object.
*/
onScope: PauseScopedActor.withPaused(function OA_onScope(aRequest) {
if (this.obj.class !== "Function") {
return { error: "objectNotFunction",
message: "scope request is only valid for object grips with a" +
" 'Function' class." };
}
let envActor = this.threadActor.createEnvironmentActor(this.obj.environment,
this.registeredPool);
if (!envActor) {
return { error: "notDebuggee",
message: "cannot access the environment of this function." };
}
// XXX: the following call of env.form() won't work until bug 747514 lands.
// We can't get to the frame that defined this function's environment,
// neither here, nor during ObjectActor's construction. Luckily, we don't
// use the 'scope' request in the debugger frontend.
return { name: this.obj.name || null,
scope: envActor.form(this.obj) };
}),
/**
* Handle a protocol request to provide the name and parameters of a function.
*
* @param aRequest object
* The protocol request object.
*/
onNameAndParameters: PauseScopedActor.withPaused(function OA_onNameAndParameters(aRequest) {
if (this.obj.class !== "Function") {
return { error: "objectNotFunction",
message: "nameAndParameters request is only valid for object " +
"grips with a 'Function' class." };
}
return { name: this.obj.name || null,
parameters: this.obj.parameterNames };
}),
/**
* Handle a protocol request to promote a pause-lifetime grip to a
* thread-lifetime grip.
*
* @param aRequest object
* The protocol request object.
*/
onThreadGrip: PauseScopedActor.withPaused(function OA_onThreadGrip(aRequest) {
this.threadActor.threadObjectGrip(this);
return {};
}),
/**
* Handle a protocol request to release a thread-lifetime grip.
*
* @param aRequest object
* The protocol request object.
*/
onRelease: PauseScopedActor.withPaused(function OA_onRelease(aRequest) {
if (this.registeredPool !== this.threadActor.threadLifetimePool) {
return { error: "notReleasable",
message: "Only thread-lifetime actors can be released." };
}
this.release();
return {};
}),
});
ObjectActor.prototype.requestTypes = {
"nameAndParameters": ObjectActor.prototype.onNameAndParameters,
"prototypeAndProperties": ObjectActor.prototype.onPrototypeAndProperties,
"prototype": ObjectActor.prototype.onPrototype,
"property": ObjectActor.prototype.onProperty,
"ownPropertyNames": ObjectActor.prototype.onOwnPropertyNames,
"scope": ObjectActor.prototype.onScope,
"decompile": ObjectActor.prototype.onDecompile,
"threadGrip": ObjectActor.prototype.onThreadGrip,
"release": ObjectActor.prototype.onRelease,
};
/**
* Creates an actor for the specied "very long" string. "Very long" is specified
* at the server's discretion.
*
* @param aString String
* The string.
*/
function LongStringActor(aString)
{
this.string = aString;
this.stringLength = aString.length;
}
LongStringActor.prototype = {
actorPrefix: "longString",
disconnect: function LSA_disconnect() {
// Because longStringActors is not a weak map, we won't automatically leave
// it so we need to manually leave on disconnect so that we don't leak
// memory.
if (this.registeredPool && this.registeredPool.longStringActors) {
delete this.registeredPool.longStringActors[this.actorID];
}
},
/**
* Returns a grip for this actor for returning in a protocol message.
*/
grip: function LSA_grip() {
return {
"type": "longString",
"initial": this.string.substring(
0, DebuggerServer.LONG_STRING_INITIAL_LENGTH),
"length": this.stringLength,
"actor": this.actorID
};
},
/**
* Handle a request to extract part of this actor's string.
*
* @param aRequest object
* The protocol request object.
*/
onSubstring: function LSA_onSubString(aRequest) {
return {
"from": this.actorID,
"substring": this.string.substring(aRequest.start, aRequest.end)
};
}
};
LongStringActor.prototype.requestTypes = {
"substring": LongStringActor.prototype.onSubstring
};
/**
* Creates an actor for the specified stack frame.
*
* @param aFrame Debugger.Frame
* The debuggee frame.
* @param aThreadActor ThreadActor
* The parent thread actor for this frame.
*/
function FrameActor(aFrame, aThreadActor)
{
this.frame = aFrame;
this.threadActor = aThreadActor;
}
FrameActor.prototype = {
actorPrefix: "frame",
/**
* A pool that contains frame-lifetime objects, like the environment.
*/
_frameLifetimePool: null,
get frameLifetimePool() {
if (!this._frameLifetimePool) {
this._frameLifetimePool = new ActorPool(this.conn);
this.conn.addActorPool(this._frameLifetimePool);
}
return this._frameLifetimePool;
},
/**
* Finalization handler that is called when the actor is being evicted from
* the pool.
*/
disconnect: function FA_disconnect() {
this.conn.removeActorPool(this._frameLifetimePool);
this._frameLifetimePool = null;
},
/**
* Returns a frame form for use in a protocol message.
*/
form: function FA_form() {
let form = { actor: this.actorID,
type: this.frame.type };
if (this.frame.type === "call") {
form.callee = this.threadActor.createValueGrip(this.frame.callee);
form.calleeName = getFunctionName(this.frame.callee);
}
let envActor = this.threadActor
.createEnvironmentActor(this.frame.environment,
this.frameLifetimePool);
form.environment = envActor ? envActor.form(this.frame) : envActor;
form.this = this.threadActor.createValueGrip(this.frame.this);
form.arguments = this._args();
if (this.frame.script) {
form.where = { url: this.frame.script.url,
line: this.frame.script.getOffsetLine(this.frame.offset) };
}
if (!this.frame.older) {
form.oldest = true;
}
return form;
},
_args: function FA__args() {
if (!this.frame.arguments) {
return [];
}
return [this.threadActor.createValueGrip(arg)
for each (arg in this.frame.arguments)];
},
/**
* Handle a protocol request to pop this frame from the stack.
*
* @param aRequest object
* The protocol request object.
*/
onPop: function FA_onPop(aRequest) {
// TODO: remove this when Debugger.Frame.prototype.pop is implemented
if (typeof this.frame.pop != "function") {
return { error: "notImplemented",
message: "Popping frames is not yet implemented." };
}
while (this.frame != this.threadActor.dbg.getNewestFrame()) {
this.threadActor.dbg.getNewestFrame().pop();
}
this.frame.pop(aRequest.completionValue);
// TODO: return the watches property when frame pop watch actors are
// implemented.
return { from: this.actorID };
}
};
FrameActor.prototype.requestTypes = {
"pop": FrameActor.prototype.onPop,
};
/**
* Creates a BreakpointActor. BreakpointActors exist for the lifetime of their
* containing thread and are responsible for deleting breakpoints, handling
* breakpoint hits and associating breakpoints with scripts.
*
* @param ThreadActor aThreadActor
* The parent thread actor that contains this breakpoint.
* @param object aLocation
* The location of the breakpoint as specified in the protocol.
*/
function BreakpointActor(aThreadActor, aLocation)
{
this.scripts = [];
this.threadActor = aThreadActor;
this.location = aLocation;
}
BreakpointActor.prototype = {
actorPrefix: "breakpoint",
/**
* Called when this same breakpoint is added to another Debugger.Script
* instance, in the case of a page reload.
*
* @param aScript Debugger.Script
* The new source script on which the breakpoint has been set.
* @param ThreadActor aThreadActor
* The parent thread actor that contains this breakpoint.
*/
addScript: function BA_addScript(aScript, aThreadActor) {
this.threadActor = aThreadActor;
this.scripts.push(aScript);
},
/**
* A function that the engine calls when a breakpoint has been hit.
*
* @param aFrame Debugger.Frame
* The stack frame that contained the breakpoint.
*/
hit: function BA_hit(aFrame) {
// TODO: add the rest of the breakpoints on that line (bug 676602).
let reason = { type: "breakpoint", actors: [ this.actorID ] };
return this.threadActor._pauseAndRespond(aFrame, reason);
},
/**
* Handle a protocol request to remove this breakpoint.
*
* @param aRequest object
* The protocol request object.
*/
onDelete: function BA_onDelete(aRequest) {
// Remove from the breakpoint store.
let scriptBreakpoints = this.threadActor._breakpointStore[this.location.url];
delete scriptBreakpoints[this.location.line];
// Remove the actual breakpoint.
this.threadActor._hooks.removeFromBreakpointPool(this);
for (let script of this.scripts) {
script.clearBreakpoint(this);
}
this.scripts = null;
return { from: this.actorID };
}
};
BreakpointActor.prototype.requestTypes = {
"delete": BreakpointActor.prototype.onDelete
};
/**
* Creates an EnvironmentActor. EnvironmentActors are responsible for listing
* the bindings introduced by a lexical environment and assigning new values to
* those identifier bindings.
*
* @param Debugger.Environment aEnvironment
* The lexical environment that will be used to create the actor.
* @param ThreadActor aThreadActor
* The parent thread actor that contains this environment.
*/
function EnvironmentActor(aEnvironment, aThreadActor)
{
this.obj = aEnvironment;
this.threadActor = aThreadActor;
}
EnvironmentActor.prototype = {
actorPrefix: "environment",
/**
* Returns an environment form for use in a protocol message. Note that the
* requirement of passing the frame as a parameter is only temporary, since
* when bug 747514 lands, the environment will have a callee property that
* will contain it.
*
* @param Debugger.Frame aObject
* The stack frame object whose environment bindings are being
* generated.
*/
form: function EA_form(aObject) {
// Debugger.Frame might be dead by the time we get here, which will cause
// accessing its properties to throw.
if (!aObject.live) {
return undefined;
}
let parent;
if (this.obj.parent) {
let thread = this.threadActor;
parent = thread.createEnvironmentActor(this.obj.parent,
this.registeredPool);
}
// Deduce the frame that created the parent scope in order to pass it to
// parent.form(). TODO: this can be removed after bug 747514 is done.
let parentFrame = aObject;
if (this.obj.type == "declarative" && aObject.older) {
parentFrame = aObject.older;
}
let form = { actor: this.actorID,
parent: parent ? parent.form(parentFrame) : parent };
if (this.obj.type == "with") {
form.type = "with";
form.object = this.threadActor.createValueGrip(this.obj.object);
} else if (this.obj.type == "object") {
form.type = "object";
form.object = this.threadActor.createValueGrip(this.obj.object);
} else { // this.obj.type == "declarative"
if (aObject.callee) {
form.type = "function";
form.function = this.threadActor.createValueGrip(aObject.callee);
form.functionName = getFunctionName(aObject.callee);
} else {
form.type = "block";
}
form.bindings = this._bindings(aObject);
}
return form;
},
/**
* Return the identifier bindings object as required by the remote protocol
* specification. Note that the requirement of passing the frame as a
* parameter is only temporary, since when bug 747514 lands, the environment
* will have a callee property that will contain it.
*
* @param Debugger.Frame aObject [optional]
* The stack frame whose environment bindings are being generated. When
* left unspecified, the bindings do not contain an 'arguments'
* property.
*/
_bindings: function EA_bindings(aObject) {
let bindings = { arguments: [], variables: {} };
// TODO: this part should be removed in favor of the commented-out part
// below when getVariableDescriptor lands (bug 725815).
if (typeof this.obj.getVariable != "function") {
//if (typeof this.obj.getVariableDescriptor != "function") {
return bindings;
}
let parameterNames;
if (aObject && aObject.callee) {
parameterNames = aObject.callee.parameterNames;
}
for each (let name in parameterNames) {
let arg = {};
// TODO: this part should be removed in favor of the commented-out part
// below when getVariableDescriptor lands (bug 725815).
let desc = {
value: this.obj.getVariable(name),
configurable: false,
writable: true,
enumerable: true
};
// let desc = this.obj.getVariableDescriptor(name);
let descForm = {
enumerable: true,
configurable: desc.configurable
};
if ("value" in desc) {
descForm.value = this.threadActor.createValueGrip(desc.value);
descForm.writable = desc.writable;
} else {
descForm.get = this.threadActor.createValueGrip(desc.get);
descForm.set = this.threadActor.createValueGrip(desc.set);
}
arg[name] = descForm;
bindings.arguments.push(arg);
}
for each (let name in this.obj.names()) {
if (bindings.arguments.some(function exists(element) {
return !!element[name];
})) {
continue;
}
// TODO: this part should be removed in favor of the commented-out part
// below when getVariableDescriptor lands.
let desc = {
configurable: false,
writable: true,
enumerable: true
};
try {
desc.value = this.obj.getVariable(name);
} catch (e) {
// Avoid "Debugger scope is not live" errors for |arguments|, introduced
// in bug 746601.
if (name != "arguments") {
throw e;
}
}
//let desc = this.obj.getVariableDescriptor(name);
let descForm = {
enumerable: true,
configurable: desc.configurable
};
if ("value" in desc) {
descForm.value = this.threadActor.createValueGrip(desc.value);
descForm.writable = desc.writable;
} else {
descForm.get = this.threadActor.createValueGrip(desc.get);
descForm.set = this.threadActor.createValueGrip(desc.set);
}
bindings.variables[name] = descForm;
}
return bindings;
},
/**
* Handle a protocol request to change the value of a variable bound in this
* lexical environment.
*
* @param aRequest object
* The protocol request object.
*/
onAssign: function EA_onAssign(aRequest) {
// TODO: enable the commented-out part when getVariableDescriptor lands
// (bug 725815).
/*let desc = this.obj.getVariableDescriptor(aRequest.name);
if (!desc.writable) {
return { error: "immutableBinding",
message: "Changing the value of an immutable binding is not " +
"allowed" };
}*/
try {
this.obj.setVariable(aRequest.name, aRequest.value);
} catch (e) {
if (e instanceof Debugger.DebuggeeWouldRun) {
return { error: "threadWouldRun",
cause: e.cause ? e.cause : "setter",
message: "Assigning a value would cause the debuggee to run" };
}
// This should never happen, so let it complain loudly if it does.
throw e;
}
return { from: this.actorID };
},
/**
* Handle a protocol request to fully enumerate the bindings introduced by the
* lexical environment.
*
* @param aRequest object
* The protocol request object.
*/
onBindings: function EA_onBindings(aRequest) {
return { from: this.actorID,
bindings: this._bindings() };
}
};
EnvironmentActor.prototype.requestTypes = {
"assign": EnvironmentActor.prototype.onAssign,
"bindings": EnvironmentActor.prototype.onBindings
};
/**
* Helper function to deduce the name of the provided function.
*
* @param Debugger.Object aFunction
* The function whose name will be returned.
*/
function getFunctionName(aFunction) {
let name;
if (aFunction.name) {
name = aFunction.name;
} else {
// Check if the developer has added a de-facto standard displayName
// property for us to use.
let desc = aFunction.getOwnPropertyDescriptor("displayName");
if (desc && desc.value && typeof desc.value == "string") {
name = desc.value;
} else {
// Otherwise use SpiderMonkey's inferred name.
name = aFunction.displayName;
}
}
return name;
}