* Added notifications for thread state/CPU state/stack trace changes. The team

window listens for those and updates the buttons correctly.
* Added basic handling for the thread stopping debug events in the team
  debugger.
* Forward the thread run/stop/step requests to the team debugger and actually
  run/stop/step the thread. Running/stopping works, all three stepping actions
  just step by a single instruction ATM, though.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@31107 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Ingo Weinhold
2009-06-18 21:45:14 +00:00
parent 18882afba2
commit b6aff5aa83
10 changed files with 371 additions and 22 deletions
+159
View File
@@ -17,6 +17,7 @@
#include "CpuState.h"
#include "DebuggerInterface.h"
#include "MessageCodes.h"
#include "Team.h"
#include "TeamDebugModel.h"
@@ -168,6 +169,19 @@ 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;
}
default:
BLooper::MessageReceived(message);
break;
@@ -175,6 +189,24 @@ TeamDebugger::MessageReceived(BMessage* message)
}
void
TeamDebugger::ThreadActionRequested(TeamWindow* window, thread_id threadID,
uint32 action)
{
BMessage message(action);
message.AddInt32("thread", threadID);
PostMessage(&message);
}
bool
TeamDebugger::TeamWindowQuitRequested(TeamWindow* window)
{
// TODO:...
return true;
}
/*static*/ status_t
TeamDebugger::_DebugEventListenerEntry(void* data)
{
@@ -222,30 +254,43 @@ printf("TeamDebugger::_HandleDebuggerMessage(): %d\n", event->EventType());
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(
@@ -281,6 +326,70 @@ printf("B_DEBUGGER_MESSAGE_TEAM_EXEC: team: %ld\n", event->Team());
}
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;
// update the thread state
thread->SetState(THREAD_STATE_STOPPED);
if (cpuState != NULL) {
thread->SetCpuState(cpuState);
} else {
// TODO: Trigger updating the CPU state!
}
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)
{
@@ -339,3 +448,53 @@ TeamDebugger::_UpdateThreadState(::Thread* thread)
thread->SetState(newState);
thread->SetCpuState(state);
}
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)
thread->SetState(THREAD_STATE_RUNNING);
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!
}
}