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haiku-beta6/src/apps/debugger/TeamDebugger.cpp
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/*
* Copyright 2009, Ingo Weinhold, [email protected].
* Distributed under the terms of the MIT License.
*/
#include "TeamDebugger.h"
#include <stdarg.h>
#include <stdio.h>
#include <new>
#include <Alert.h>
#include <Application.h>
#include <Message.h>
#include <AutoLocker.h>
#include "debug_utils.h"
#include "CpuState.h"
#include "DebuggerInterface.h"
#include "Jobs.h"
#include "MessageCodes.h"
#include "Statement.h"
#include "TeamDebugModel.h"
TeamDebugger::TeamDebugger()
:
BLooper("team debugger"),
fTeam(NULL),
fDebugModel(NULL),
fTeamID(-1),
fDebuggerInterface(NULL),
fWorker(NULL),
fDebugEventListener(-1),
fTeamWindow(NULL),
fTerminating(false),
fKillTeamOnQuit(false)
{
}
TeamDebugger::~TeamDebugger()
{
AutoLocker<BLooper> locker(this);
fTerminating = true;
if (fDebuggerInterface != NULL)
fDebuggerInterface->Close(fKillTeamOnQuit);
if (fWorker != NULL)
fWorker->ShutDown();
locker.Unlock();
if (fDebugEventListener >= 0)
wait_for_thread(fDebugEventListener, NULL);
delete fDebuggerInterface;
delete fWorker;
delete fDebugModel;
delete fTeam;
}
status_t
TeamDebugger::Init(team_id teamID, thread_id threadID, bool stopInMain)
{
fTeamID = teamID;
// check whether the team exists at all
team_info teamInfo;
status_t error = get_team_info(fTeamID, &teamInfo);
if (error != B_OK)
return error;
// create a team object
fTeam = new(std::nothrow) ::Team(fTeamID);
if (fTeam == NULL)
return B_NO_MEMORY;
error = fTeam->Init();
if (error != B_OK)
return error;
fTeam->SetName(teamInfo.args);
// TODO: Set a better name!
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fTeam->AddListener(this);
// create our worker
fWorker = new(std::nothrow) Worker;
if (fWorker == NULL)
return B_NO_MEMORY;
error = fWorker->Init();
if (error != B_OK)
return error;
// create debugger interface
fDebuggerInterface = new(std::nothrow) DebuggerInterface(fTeamID);
if (fDebuggerInterface == NULL)
return B_NO_MEMORY;
error = fDebuggerInterface->Init();
if (error != B_OK)
return error;
// create the team debug model
fDebugModel = new(std::nothrow) TeamDebugModel(fTeam, fDebuggerInterface,
fDebuggerInterface->GetArchitecture());
if (fDebugModel == NULL)
return B_NO_MEMORY;
error = fDebugModel->Init();
if (error != B_OK)
return error;
// set team debugging flags
fDebuggerInterface->SetTeamDebuggingFlags(
B_TEAM_DEBUG_THREADS | B_TEAM_DEBUG_IMAGES);
// get the initial state of the team
AutoLocker< ::Team> teamLocker(fTeam);
{
BObjectList<ThreadInfo> threadInfos(20, true);
status_t error = fDebuggerInterface->GetThreadInfos(threadInfos);
for (int32 i = 0; ThreadInfo* info = threadInfos.ItemAt(i); i++) {
::Thread* thread;
error = fTeam->AddThread(*info, &thread);
if (error != B_OK)
return error;
_UpdateThreadState(thread);
}
}
{
BObjectList<ImageInfo> imageInfos(20, true);
status_t error = fDebuggerInterface->GetImageInfos(imageInfos);
for (int32 i = 0; ImageInfo* info = imageInfos.ItemAt(i); i++) {
error = fTeam->AddImage(*info);
if (error != B_OK)
return error;
}
}
// create the debug event listener
char buffer[128];
snprintf(buffer, sizeof(buffer), "team %ld debug listener", fTeamID);
fDebugEventListener = spawn_thread(_DebugEventListenerEntry, buffer,
B_NORMAL_PRIORITY, this);
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if (fDebugEventListener < 0)
return fDebugEventListener;
resume_thread(fDebugEventListener);
// run looper
thread_id looperThread = Run();
if (looperThread < 0)
return looperThread;
// create the team window
try {
fTeamWindow = TeamWindow::Create(fDebugModel, this);
} catch (...) {
// TODO: Notify the user!
fprintf(stderr, "Error: Failed to create team window!\n");
return B_NO_MEMORY;
}
fTeamWindow->Show();
// if requested, stop the given thread
if (threadID >= 0) {
if (stopInMain) {
// TODO: Set a temporary breakpoint in main and run the thread.
} else {
debug_thread(threadID);
// TODO: Superfluous, if the thread is already stopped.
}
}
return B_OK;
}
void
TeamDebugger::DeleteSelf()
{
Lock();
Quit();
}
void
TeamDebugger::MessageReceived(BMessage* message)
{
switch (message->what) {
case MSG_THREAD_RUN:
case MSG_THREAD_STOP:
case MSG_THREAD_STEP_OVER:
case MSG_THREAD_STEP_INTO:
case MSG_THREAD_STEP_OUT:
{
int32 threadID;
if (message->FindInt32("thread", &threadID) != B_OK)
break;
_HandleThreadAction(threadID, message->what);
break;
}
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case MSG_SET_BREAKPONT:
case MSG_CLEAR_BREAKPONT:
{
uint64 address;
if (message->FindUInt64("address", &address) != B_OK)
break;
if (message->what == MSG_SET_BREAKPONT) {
bool enabled;
if (message->FindBool("enabled", &enabled) != B_OK)
enabled = true;
_HandleSetUserBreakpoint(address, enabled);
} else
_HandleClearUserBreakpoint(address);
break;
}
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case MSG_THREAD_STATE_CHANGED:
{
int32 threadID;
if (message->FindInt32("thread", &threadID) != B_OK)
break;
_HandleThreadStateChanged(threadID);
break;
}
case MSG_THREAD_CPU_STATE_CHANGED:
{
int32 threadID;
if (message->FindInt32("thread", &threadID) != B_OK)
break;
_HandleCpuStateChanged(threadID);
break;
}
case MSG_THREAD_STACK_TRACE_CHANGED:
{
int32 threadID;
if (message->FindInt32("thread", &threadID) != B_OK)
break;
_HandleStackTraceChanged(threadID);
break;
}
default:
BLooper::MessageReceived(message);
break;
}
}
void
TeamDebugger::StackFrameSourceCodeRequested(TeamWindow* window,
StackFrame* frame)
{
// mark loading
AutoLocker< ::Team> locker(fTeam);
if (frame->SourceCodeState() != STACK_SOURCE_NOT_LOADED)
return;
frame->SetSourceCode(NULL, STACK_SOURCE_LOADING);
locker.Unlock();
// schedule the job
if (fWorker->ScheduleJob(
new(std::nothrow) LoadSourceCodeJob(fDebuggerInterface,
fDebuggerInterface->GetArchitecture(), fTeam, frame),
this) != B_OK) {
// scheduling failed -- mark unavailable
locker.Lock();
frame->SetSourceCode(NULL, STACK_SOURCE_UNAVAILABLE);
locker.Unlock();
}
}
void
TeamDebugger::ThreadActionRequested(TeamWindow* window, thread_id threadID,
uint32 action)
{
BMessage message(action);
message.AddInt32("thread", threadID);
PostMessage(&message);
}
void
TeamDebugger::SetBreakpointRequested(target_addr_t address, bool enabled)
{
BMessage message(MSG_SET_BREAKPONT);
message.AddUInt64("address", (uint64)address);
message.AddBool("enabled", enabled);
PostMessage(&message);
}
void
TeamDebugger::ClearBreakpointRequested(target_addr_t address)
{
BMessage message(MSG_CLEAR_BREAKPONT);
message.AddUInt64("address", (uint64)address);
PostMessage(&message);
}
bool
TeamDebugger::TeamWindowQuitRequested(TeamWindow* window)
{
// TODO: Is this what shall happen?
if (!fTeam->Lock())
return true;
BString name(fTeam->Name());
fTeam->Unlock();
BString message;
message << "What shall be done about the debugged team '";
message << name;
message << "'?";
name.Remove(0, name.FindLast('/') + 1);
BString killLabel("Kill ");
killLabel << name;
BString resumeLabel("Resume ");
resumeLabel << name;
BAlert* alert = new BAlert("Quit Debugger", message.String(),
killLabel.String(), "Cancel", resumeLabel.String());
switch (alert->Go()) {
case 0:
fKillTeamOnQuit = true;
break;
case 1:
return false;
case 2:
// Detach from the team and resume and stopped threads. Seems to be
// the default action anyways.
break;
}
BMessage quitMessage(MSG_DEBUGGER_QUIT_REQUESTED);
quitMessage.AddPointer("debugger", this);
be_app->PostMessage(&quitMessage);
return true;
}
void
TeamDebugger::JobDone(Job* job)
{
printf("TeamDebugger::JobDone(%p)\n", job);
}
void
TeamDebugger::JobFailed(Job* job)
{
printf("TeamDebugger::JobFailed(%p)\n", job);
}
void
TeamDebugger::JobAborted(Job* job)
{
printf("TeamDebugger::JobAborted(%p)\n", job);
// TODO: For a stack frame source loader thread we should reset the
// loading state! Asynchronously due to locking order.
}
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void
TeamDebugger::ThreadStateChanged(const ::Team::ThreadEvent& event)
{
BMessage message(MSG_THREAD_STATE_CHANGED);
message.AddInt32("thread", event.GetThread()->ID());
PostMessage(&message);
}
void
TeamDebugger::ThreadCpuStateChanged(const ::Team::ThreadEvent& event)
{
BMessage message(MSG_THREAD_CPU_STATE_CHANGED);
message.AddInt32("thread", event.GetThread()->ID());
PostMessage(&message);
}
void
TeamDebugger::ThreadStackTraceChanged(const ::Team::ThreadEvent& event)
{
BMessage message(MSG_THREAD_STACK_TRACE_CHANGED);
message.AddInt32("thread", event.GetThread()->ID());
PostMessage(&message);
}
/*static*/ status_t
TeamDebugger::_DebugEventListenerEntry(void* data)
{
return ((TeamDebugger*)data)->_DebugEventListener();
}
status_t
TeamDebugger::_DebugEventListener()
{
while (!fTerminating) {
// get the next event
DebugEvent* event;
status_t error = fDebuggerInterface->GetNextDebugEvent(event);
if (error != B_OK)
break;
// TODO: Error handling!
if (event->Team() != fTeamID) {
printf("TeamDebugger for team %ld: received event from team %ld!\n", fTeamID,
event->Team());
continue;
}
_HandleDebuggerMessage(event);
// if (event->EventType() == B_DEBUGGER_MESSAGE_TEAM_DELETED
// || event->EventType() == B_DEBUGGER_MESSAGE_TEAM_EXEC) {
// // TODO:...
// break;
// }
}
return B_OK;
}
void
TeamDebugger::_HandleDebuggerMessage(DebugEvent* event)
{
printf("TeamDebugger::_HandleDebuggerMessage(): %d\n", event->EventType());
bool handled = false;
switch (event->EventType()) {
case B_DEBUGGER_MESSAGE_THREAD_DEBUGGED:
printf("B_DEBUGGER_MESSAGE_THREAD_DEBUGGED: thread: %ld\n", event->Thread());
handled = _HandleThreadDebugged(
dynamic_cast<ThreadDebuggedEvent*>(event));
break;
case B_DEBUGGER_MESSAGE_DEBUGGER_CALL:
printf("B_DEBUGGER_MESSAGE_DEBUGGER_CALL: thread: %ld\n", event->Thread());
handled = _HandleDebuggerCall(
dynamic_cast<DebuggerCallEvent*>(event));
break;
case B_DEBUGGER_MESSAGE_BREAKPOINT_HIT:
printf("B_DEBUGGER_MESSAGE_BREAKPOINT_HIT: thread: %ld\n", event->Thread());
handled = _HandleBreakpointHit(
dynamic_cast<BreakpointHitEvent*>(event));
break;
case B_DEBUGGER_MESSAGE_WATCHPOINT_HIT:
printf("B_DEBUGGER_MESSAGE_WATCHPOINT_HIT: thread: %ld\n", event->Thread());
handled = _HandleWatchpointHit(
dynamic_cast<WatchpointHitEvent*>(event));
break;
case B_DEBUGGER_MESSAGE_SINGLE_STEP:
printf("B_DEBUGGER_MESSAGE_SINGLE_STEP: thread: %ld\n", event->Thread());
handled = _HandleSingleStep(dynamic_cast<SingleStepEvent*>(event));
break;
case B_DEBUGGER_MESSAGE_EXCEPTION_OCCURRED:
printf("B_DEBUGGER_MESSAGE_EXCEPTION_OCCURRED: thread: %ld\n", event->Thread());
handled = _HandleExceptionOccurred(
dynamic_cast<ExceptionOccurredEvent*>(event));
break;
// case B_DEBUGGER_MESSAGE_TEAM_CREATED:
//printf("B_DEBUGGER_MESSAGE_TEAM_CREATED: team: %ld\n", message.team_created.new_team);
// break;
case B_DEBUGGER_MESSAGE_TEAM_DELETED:
// TODO: Handle!
printf("B_DEBUGGER_MESSAGE_TEAM_DELETED: team: %ld\n", event->Team());
break;
case B_DEBUGGER_MESSAGE_TEAM_EXEC:
printf("B_DEBUGGER_MESSAGE_TEAM_EXEC: team: %ld\n", event->Team());
// TODO: Handle!
break;
case B_DEBUGGER_MESSAGE_THREAD_CREATED:
handled = _HandleThreadCreated(
dynamic_cast<ThreadCreatedEvent*>(event));
break;
case B_DEBUGGER_MESSAGE_THREAD_DELETED:
handled = _HandleThreadDeleted(
dynamic_cast<ThreadDeletedEvent*>(event));
break;
case B_DEBUGGER_MESSAGE_IMAGE_CREATED:
handled = _HandleImageCreated(
dynamic_cast<ImageCreatedEvent*>(event));
break;
case B_DEBUGGER_MESSAGE_IMAGE_DELETED:
handled = _HandleImageDeleted(
dynamic_cast<ImageDeletedEvent*>(event));
break;
case B_DEBUGGER_MESSAGE_PRE_SYSCALL:
case B_DEBUGGER_MESSAGE_POST_SYSCALL:
case B_DEBUGGER_MESSAGE_SIGNAL_RECEIVED:
case B_DEBUGGER_MESSAGE_PROFILER_UPDATE:
case B_DEBUGGER_MESSAGE_HANDED_OVER:
// not interested
break;
default:
printf("TeamDebugger for team %ld: unknown event type: "
"%d\n", fTeamID, event->EventType());
break;
}
if (!handled && event->ThreadStopped())
fDebuggerInterface->ContinueThread(event->Thread());
}
bool
TeamDebugger::_HandleThreadStopped(thread_id threadID, CpuState* cpuState)
{
// get the thread
AutoLocker< ::Team> locker(fTeam);
::Thread* thread = fTeam->ThreadByID(threadID);
if (thread == NULL)
return false;
_SetThreadState(thread, THREAD_STATE_STOPPED, cpuState);
return true;
}
bool
TeamDebugger::_HandleThreadDebugged(ThreadDebuggedEvent* event)
{
return _HandleThreadStopped(event->Thread(), NULL);
}
bool
TeamDebugger::_HandleDebuggerCall(DebuggerCallEvent* event)
{
return _HandleThreadStopped(event->Thread(), NULL);
}
bool
TeamDebugger::_HandleBreakpointHit(BreakpointHitEvent* event)
{
return _HandleThreadStopped(event->Thread(), event->GetCpuState());
}
bool
TeamDebugger::_HandleWatchpointHit(WatchpointHitEvent* event)
{
return _HandleThreadStopped(event->Thread(), event->GetCpuState());
}
bool
TeamDebugger::_HandleSingleStep(SingleStepEvent* event)
{
return _HandleThreadStopped(event->Thread(), event->GetCpuState());
}
bool
TeamDebugger::_HandleExceptionOccurred(ExceptionOccurredEvent* event)
{
return _HandleThreadStopped(event->Thread(), NULL);
}
bool
TeamDebugger::_HandleThreadCreated(ThreadCreatedEvent* event)
{
AutoLocker< ::Team> locker(fTeam);
ThreadInfo info;
status_t error = fDebuggerInterface->GetThreadInfo(event->NewThread(),
info);
if (error == B_OK)
fTeam->AddThread(info);
return false;
}
bool
TeamDebugger::_HandleThreadDeleted(ThreadDeletedEvent* event)
{
AutoLocker< ::Team> locker(fTeam);
fTeam->RemoveThread(event->Thread());
return false;
}
bool
TeamDebugger::_HandleImageCreated(ImageCreatedEvent* event)
{
AutoLocker< ::Team> locker(fTeam);
fTeam->AddImage(event->GetImageInfo());
return false;
}
bool
TeamDebugger::_HandleImageDeleted(ImageDeletedEvent* event)
{
AutoLocker< ::Team> locker(fTeam);
fTeam->RemoveImage(event->GetImageInfo().ImageID());
return false;
}
void
TeamDebugger::_UpdateThreadState(::Thread* thread)
{
CpuState* cpuState = NULL;
status_t error = fDebuggerInterface->GetCpuState(thread->ID(), cpuState);
uint32 newState = THREAD_STATE_UNKNOWN;
if (error == B_OK) {
newState = THREAD_STATE_STOPPED;
cpuState->RemoveReference();
} else if (error == B_BAD_THREAD_STATE)
newState = THREAD_STATE_RUNNING;
_SetThreadState(thread, newState, cpuState);
}
void
TeamDebugger::_SetThreadState(::Thread* thread, uint32 state,
CpuState* cpuState)
{
thread->SetState(state);
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thread->SetCpuState(cpuState);
}
status_t
TeamDebugger::_SetUserBreakpoint(target_addr_t address, bool enabled)
{
user_breakpoint_state state = enabled
? USER_BREAKPOINT_ENABLED : USER_BREAKPOINT_DISABLED;
AutoLocker<TeamDebugModel> locker(fDebugModel);
// If there already is a breakpoint, it might already have the requested
// state.
Breakpoint* breakpoint = fDebugModel->BreakpointAtAddress(address);
if (breakpoint != NULL && breakpoint->UserState() == state)
return B_OK;
// create a breakpoint, if it doesn't exist yet
if (breakpoint == NULL) {
Image* image = fTeam->ImageByAddress(address);
if (image == NULL)
return B_OK;
breakpoint = new(std::nothrow) Breakpoint(image, address);
if (breakpoint == NULL)
return B_NO_MEMORY;
if (!fDebugModel->AddBreakpoint(breakpoint))
return B_NO_MEMORY;
}
user_breakpoint_state oldState = breakpoint->UserState();
// set the breakpoint state
breakpoint->SetUserState(state);
fDebugModel->NotifyUserBreakpointChanged(breakpoint);
bool install = breakpoint->ShouldBeInstalled();
if (breakpoint->IsInstalled() == install)
return B_OK;
// The breakpoint needs to be installed/uninstalled.
locker.Unlock();
status_t error = install
? fDebuggerInterface->InstallBreakpoint(address)
: fDebuggerInterface->UninstallBreakpoint(address);
locker.Lock();
breakpoint = fDebugModel->BreakpointAtAddress(address);
// Mark the breakpoint installed/uninstalled, if everything went fine.
if (error == B_OK) {
breakpoint->SetInstalled(install);
printf("-> breakpoint %sinstalled successfully!\n", install ? "" : "un");
return B_OK;
}
// revert on error
breakpoint->SetUserState(oldState);
fDebugModel->NotifyUserBreakpointChanged(breakpoint);
if (breakpoint->IsUnused())
fDebugModel->RemoveBreakpoint(breakpoint);
return error;
}
void
TeamDebugger::_HandleThreadAction(thread_id threadID, uint32 action)
{
AutoLocker< ::Team> locker(fTeam);
::Thread* thread = fTeam->ThreadByID(threadID);
if (thread == NULL || thread->State() == THREAD_STATE_UNKNOWN)
return;
// When stop is requested, thread must be running, otherwise stopped.
if (action == MSG_THREAD_STOP
? thread->State() != THREAD_STATE_RUNNING
: thread->State() != THREAD_STATE_STOPPED) {
return;
}
// When continuing the thread update thread state before actually issuing
// the command, since we need to unlock.
if (action != MSG_THREAD_STOP)
_SetThreadState(thread, THREAD_STATE_RUNNING, NULL);
locker.Unlock();
switch (action) {
case MSG_THREAD_RUN:
printf("MSG_THREAD_RUN\n");
fDebuggerInterface->ContinueThread(threadID);
break;
case MSG_THREAD_STOP:
printf("MSG_THREAD_STOP\n");
fDebuggerInterface->StopThread(threadID);
break;
case MSG_THREAD_STEP_OVER:
printf("MSG_THREAD_STEP_OVER\n");
fDebuggerInterface->SingleStepThread(threadID);
break;
case MSG_THREAD_STEP_INTO:
printf("MSG_THREAD_STEP_INTO\n");
fDebuggerInterface->SingleStepThread(threadID);
break;
case MSG_THREAD_STEP_OUT:
printf("MSG_THREAD_STEP_OUT\n");
fDebuggerInterface->SingleStepThread(threadID);
break;
// TODO: Handle stepping correctly!
}
}
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void
TeamDebugger::_HandleSetUserBreakpoint(target_addr_t address, bool enabled)
{
printf("TeamDebugger::_HandleSetUserBreakpoint(%#llx, %d)\n", address, enabled);
status_t error = _SetUserBreakpoint(address, enabled);
if (error != B_OK) {
_NotifyUser("Install Breakpoint", "Failed to install breakpoint: %s",
strerror(error));
}
}
void
TeamDebugger::_HandleClearUserBreakpoint(target_addr_t address)
{
printf("TeamDebugger::_HandleClearUserBreakpoint(%#llx)\n", address);
AutoLocker<TeamDebugModel> locker(fDebugModel);
Breakpoint* breakpoint = fDebugModel->BreakpointAtAddress(address);
if (breakpoint == NULL || breakpoint->UserState() == USER_BREAKPOINT_NONE)
return;
// set the breakpoint state
breakpoint->SetUserState(USER_BREAKPOINT_NONE);
fDebugModel->NotifyUserBreakpointChanged(breakpoint);
// check whether the breakpoint needs to be uninstalled
bool uninstall = !breakpoint->ShouldBeInstalled()
&& breakpoint->IsInstalled();
// if unused remove it
if (breakpoint->IsUnused())
fDebugModel->RemoveBreakpoint(breakpoint);
locker.Unlock();
if (uninstall)
fDebuggerInterface->UninstallBreakpoint(address);
}
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void
TeamDebugger::_HandleThreadStateChanged(thread_id threadID)
{
AutoLocker< ::Team> teamLocker(fTeam);
::Thread* thread = fTeam->ThreadByID(threadID);
if (thread == NULL)
return;
// cancel jobs for this thread
fWorker->AbortJob(JobKey(thread, JOB_TYPE_GET_CPU_STATE));
fWorker->AbortJob(JobKey(thread, JOB_TYPE_GET_STACK_TRACE));
// If the thread is stopped and has no CPU state yet, schedule a job.
if (thread->State() == THREAD_STATE_STOPPED
&& thread->GetCpuState() == NULL) {
fWorker->ScheduleJob(
new(std::nothrow) GetCpuStateJob(fDebuggerInterface, thread),
this);
}
}
void
TeamDebugger::_HandleCpuStateChanged(thread_id threadID)
{
AutoLocker< ::Team> teamLocker(fTeam);
::Thread* thread = fTeam->ThreadByID(threadID);
if (thread == NULL)
return;
// cancel stack trace job for this thread
fWorker->AbortJob(JobKey(thread, JOB_TYPE_GET_STACK_TRACE));
// If the thread has a CPU state, but no stack trace yet, schedule a job.
if (thread->GetCpuState() != NULL && thread->GetStackTrace() == NULL) {
fWorker->ScheduleJob(
new(std::nothrow) GetStackTraceJob(fDebuggerInterface,
fDebuggerInterface->GetArchitecture(), thread),
this);
}
}
void
TeamDebugger::_HandleStackTraceChanged(thread_id threadID)
{
printf("TeamDebugger::_HandleStackTraceChanged()\n");
}
void
TeamDebugger::_NotifyUser(const char* title, const char* text,...)
{
// print the message
char buffer[1024];
va_list args;
va_start(args, text);
vsnprintf(buffer, sizeof(buffer), text, args);
va_end(args);
// show the alert
BAlert* alert = new(std::nothrow) BAlert(title, buffer, "OK",
NULL, NULL, B_WIDTH_AS_USUAL, B_WARNING_ALERT);
if (alert != NULL)
alert->Go(NULL);
// TODO: We need to let the alert run asynchronously, but we shouldn't just
// create it and don't care anymore. Maybe an error window, which can
// display a list of errors would be the better choice.
}