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//===-- Breakpoint.cpp ------------------------------------------*- C++ -*-===//
//
// The LLVM Compiler Infrastructure
//
// This file is distributed under the University of Illinois Open Source
// License. See LICENSE.TXT for details.
//
//===----------------------------------------------------------------------===//
// C Includes
// C++ Includes
// Other libraries and framework includes
// Project includes
#include "lldb/Core/Address.h"
#include "lldb/Breakpoint/Breakpoint.h"
#include "lldb/Breakpoint/BreakpointLocation.h"
#include "lldb/Breakpoint/BreakpointResolver.h"
#include "lldb/Core/Log.h"
#include "lldb/Core/ModuleList.h"
#include "lldb/Core/SearchFilter.h"
#include "lldb/Core/Stream.h"
#include "lldb/Core/StreamString.h"
#include "lldb/Symbol/SymbolContext.h"
#include "lldb/Target/Target.h"
#include "lldb/Target/ThreadSpec.h"
#include "lldb/lldb-private-log.h"
using namespace lldb;
using namespace lldb_private;
const ConstString &
Breakpoint::GetEventIdentifier ()
{
static ConstString g_identifier("event-identifier.breakpoint.changed");
return g_identifier;
}
//----------------------------------------------------------------------
// Breakpoint constructor
//----------------------------------------------------------------------
Breakpoint::Breakpoint(Target &target, SearchFilterSP &filter_sp, BreakpointResolverSP &resolver_sp) :
m_target (target),
m_filter_sp (filter_sp),
m_resolver_sp (resolver_sp),
m_options (),
m_locations ()
{
}
//----------------------------------------------------------------------
// Destructor
//----------------------------------------------------------------------
Breakpoint::~Breakpoint()
{
}
bool
Breakpoint::IsInternal () const
{
return LLDB_BREAK_ID_IS_INTERNAL(m_bid);
}
Target&
Breakpoint::GetTarget ()
{
return m_target;
}
const Target&
Breakpoint::GetTarget () const
{
return m_target;
}
BreakpointLocationSP
Breakpoint::AddLocation (Address &addr, bool *new_location)
{
BreakpointLocationSP bp_loc_sp (m_locations.FindByAddress(addr));
if (bp_loc_sp)
{
if (new_location)
*new_location = false;
return bp_loc_sp;
}
bp_loc_sp.reset (new BreakpointLocation (m_locations.GetNextID(), *this, addr));
m_locations.Add (bp_loc_sp);
bp_loc_sp->ResolveBreakpointSite();
if (new_location)
*new_location = true;
return bp_loc_sp;
}
BreakpointLocationSP
Breakpoint::FindLocationByAddress (Address &addr)
{
return m_locations.FindByAddress(addr);
}
break_id_t
Breakpoint::FindLocationIDByAddress (Address &addr)
{
return m_locations.FindIDByAddress(addr);
}
BreakpointLocationSP
Breakpoint::FindLocationByID (break_id_t bp_loc_id)
{
return m_locations.FindByID(bp_loc_id);
}
BreakpointLocationSP
Breakpoint::GetLocationAtIndex (uint32_t index)
{
return m_locations.GetByIndex(index);
}
BreakpointLocationSP
Breakpoint::GetLocationSP (BreakpointLocation *bp_loc_ptr)
{
assert (bp_loc_ptr->GetBreakpoint().GetID() == GetID());
return m_locations.FindByID(bp_loc_ptr->GetID());
}
// For each of the overall options we need to decide how they propagate to
// the location options. This will determine the precedence of options on
// the breakpoint vrs. its locations.
// Disable at the breakpoint level should override the location settings.
// That way you can conveniently turn off a whole breakpoint without messing
// up the individual settings.
void
Breakpoint::SetEnabled (bool enable)
{
m_options.SetEnabled(enable);
if (enable)
m_locations.ResolveAllBreakpointSites();
else
m_locations.ClearAllBreakpointSites();
}
bool
Breakpoint::IsEnabled ()
{
return m_options.IsEnabled();
}
void
Breakpoint::SetIgnoreCount (uint32_t n)
{
m_options.SetIgnoreCount(n);
}
uint32_t
Breakpoint::GetIgnoreCount () const
{
return m_options.GetIgnoreCount();
}
void
Breakpoint::SetThreadID (lldb::tid_t thread_id)
{
m_options.GetThreadSpec()->SetTID(thread_id);
}
lldb::tid_t
Breakpoint::GetThreadID ()
{
if (m_options.GetThreadSpec() == NULL)
return LLDB_INVALID_THREAD_ID;
else
return m_options.GetThreadSpec()->GetTID();
}
// This function is used when "baton" doesn't need to be freed
void
Breakpoint::SetCallback (BreakpointHitCallback callback, void *baton, bool is_synchronous)
{
// The default "Baton" class will keep a copy of "baton" and won't free
// or delete it when it goes goes out of scope.
m_options.SetCallback(callback, BatonSP (new Baton(baton)), is_synchronous);
}
// This function is used when a baton needs to be freed and therefore is
// contained in a "Baton" subclass.
void
Breakpoint::SetCallback (BreakpointHitCallback callback, const BatonSP &callback_baton_sp, bool is_synchronous)
{
m_options.SetCallback(callback, callback_baton_sp, is_synchronous);
}
void
Breakpoint::ClearCallback ()
{
m_options.ClearCallback ();
}
bool
Breakpoint::InvokeCallback (StoppointCallbackContext *context, break_id_t bp_loc_id)
{
return m_options.InvokeCallback (context, GetID(), bp_loc_id);
}
BreakpointOptions *
Breakpoint::GetOptions ()
{
return &m_options;
}
void
Breakpoint::ResolveBreakpoint ()
{
if (m_resolver_sp)
m_resolver_sp->ResolveBreakpoint(*m_filter_sp);
}
void
Breakpoint::ResolveBreakpointInModules (ModuleList &module_list)
{
if (m_resolver_sp)
m_resolver_sp->ResolveBreakpointInModules(*m_filter_sp, module_list);
}
void
Breakpoint::ClearAllBreakpointSites ()
{
m_locations.ClearAllBreakpointSites();
}
//----------------------------------------------------------------------
// ModulesChanged: Pass in a list of new modules, and
//----------------------------------------------------------------------
void
Breakpoint::ModulesChanged (ModuleList &module_list, bool load)
{
if (load)
{
// The logic for handling new modules is:
// 1) If the filter rejects this module, then skip it.
// 2) Run through the current location list and if there are any locations
// for that module, we mark the module as "seen" and we don't try to re-resolve
// breakpoint locations for that module.
// However, we do add breakpoint sites to these locations if needed.
// 3) If we don't see this module in our breakpoint location list, call ResolveInModules.
ModuleList new_modules; // We'll stuff the "unseen" modules in this list, and then resolve
// them after the locations pass. Have to do it this way because
// resolving breakpoints will add new locations potentially.
for (size_t i = 0; i < module_list.GetSize(); i++)
{
bool seen = false;
ModuleSP module_sp (module_list.GetModuleAtIndex (i));
Module *module = module_sp.get();
if (!m_filter_sp->ModulePasses (module_sp))
continue;
for (size_t j = 0; j < m_locations.GetSize(); j++)
{
BreakpointLocationSP break_loc = m_locations.GetByIndex(j);
const Section *section = break_loc->GetAddress().GetSection();
if (section == NULL || section->GetModule() == module)
{
if (!seen)
seen = true;
if (!break_loc->ResolveBreakpointSite())
{
Log *log = lldb_private::GetLogIfAllCategoriesSet (LIBLLDB_LOG_BREAKPOINTS);
if (log)
log->Printf ("Warning: could not set breakpoint site for breakpoint location %d of breakpoint %d.\n",
break_loc->GetID(), GetID());
}
}
}
if (!seen)
new_modules.AppendInNeeded (module_sp);
}
if (new_modules.GetSize() > 0)
{
ResolveBreakpointInModules(new_modules);
}
}
else
{
// Go through the currently set locations and if any have breakpoints in
// the module list, then remove their breakpoint sites.
// FIXME: Think about this... Maybe it's better to delete the locations?
// Are we sure that on load-unload-reload the module pointer will remain
// the same? Or do we need to do an equality on modules that is an
// "equivalence"???
for (size_t i = 0; i < module_list.GetSize(); i++)
{
ModuleSP module_sp (module_list.GetModuleAtIndex (i));
if (!m_filter_sp->ModulePasses (module_sp))
continue;
for (size_t j = 0; j < m_locations.GetSize(); j++)
{
BreakpointLocationSP break_loc = m_locations.GetByIndex(j);
const Section *section = break_loc->GetAddress().GetSection();
if (section)
{
if (section->GetModule() == module_sp.get())
break_loc->ClearBreakpointSite();
}
// else
// {
// Address temp_addr;
// if (module->ResolveLoadAddress(break_loc->GetLoadAddress(), m_target->GetProcess(), temp_addr))
// break_loc->ClearBreakpointSite();
// }
}
}
}
}
void
Breakpoint::Dump (Stream *)
{
}
size_t
Breakpoint::GetNumResolvedLocations() const
{
// Return the number of breakpoints that are actually resolved and set
// down in the inferior process.
return m_locations.GetNumResolvedLocations();
}
size_t
Breakpoint::GetNumLocations() const
{
return m_locations.GetSize();
}
void
Breakpoint::GetDescription (Stream *s, lldb::DescriptionLevel level, bool show_locations)
{
assert (s != NULL);
s->Printf("%i: ", GetID());
GetResolverDescription (s);
GetFilterDescription (s);
const size_t num_locations = GetNumLocations ();
const size_t num_resolved_locations = GetNumResolvedLocations ();
switch (level)
{
case lldb::eDescriptionLevelBrief:
case lldb::eDescriptionLevelFull:
if (num_locations > 0)
{
s->Printf(", locations = %zu", num_locations);
if (num_resolved_locations > 0)
s->Printf(", resolved = %zu", num_resolved_locations);
}
else
{
s->Printf(", locations = 0 (pending)");
}
GetOptions()->GetDescription(s, level);
if (level == lldb::eDescriptionLevelFull)
{
s->IndentLess();
s->EOL();
}
break;
case lldb::eDescriptionLevelVerbose:
// Verbose mode does a debug dump of the breakpoint
Dump (s);
s->EOL ();
s->Indent();
GetOptions()->GetDescription(s, level);
break;
default:
break;
}
if (show_locations)
{
s->IndentMore();
for (size_t i = 0; i < num_locations; ++i)
{
BreakpointLocation *loc = GetLocationAtIndex(i).get();
loc->GetDescription(s, level);
s->EOL();
}
s->IndentLess();
}
}
Breakpoint::BreakpointEventData::BreakpointEventData (Breakpoint::BreakpointEventData::EventSubType sub_type,
BreakpointSP &new_breakpoint_sp) :
EventData (),
m_sub_type (sub_type),
m_new_breakpoint_sp (new_breakpoint_sp)
{
}
Breakpoint::BreakpointEventData::~BreakpointEventData ()
{
}
const ConstString &
Breakpoint::BreakpointEventData::GetFlavorString ()
{
static ConstString g_flavor ("Breakpoint::BreakpointEventData");
return g_flavor;
}
const ConstString &
Breakpoint::BreakpointEventData::GetFlavor () const
{
return BreakpointEventData::GetFlavorString ();
}
BreakpointSP &
Breakpoint::BreakpointEventData::GetBreakpoint ()
{
return m_new_breakpoint_sp;
}
Breakpoint::BreakpointEventData::EventSubType
Breakpoint::BreakpointEventData::GetSubType () const
{
return m_sub_type;
}
void
Breakpoint::BreakpointEventData::Dump (Stream *s) const
{
}
Breakpoint::BreakpointEventData *
Breakpoint::BreakpointEventData::GetEventDataFromEvent (const EventSP &event_sp)
{
if (event_sp)
{
EventData *event_data = event_sp->GetData();
if (event_data && event_data->GetFlavor() == BreakpointEventData::GetFlavorString())
return static_cast <BreakpointEventData *> (event_sp->GetData());
}
return NULL;
}
Breakpoint::BreakpointEventData::EventSubType
Breakpoint::BreakpointEventData::GetSubTypeFromEvent (const EventSP &event_sp)
{
BreakpointEventData *data = GetEventDataFromEvent (event_sp);
if (data == NULL)
return eBreakpointInvalidType;
else
return data->GetSubType();
}
BreakpointSP
Breakpoint::BreakpointEventData::GetBreakpointFromEvent (const EventSP &event_sp)
{
BreakpointEventData *data = GetEventDataFromEvent (event_sp);
if (data == NULL)
{
BreakpointSP ret_val;
return ret_val;
}
else
return data->GetBreakpoint();
}
void
Breakpoint::GetResolverDescription (Stream *s)
{
if (m_resolver_sp)
m_resolver_sp->GetDescription (s);
}
void
Breakpoint::GetFilterDescription (Stream *s)
{
m_filter_sp->GetDescription (s);
}
const BreakpointSP
Breakpoint::GetSP ()
{
return m_target.GetBreakpointList().FindBreakpointByID (GetID());
}