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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
commit26a029d407be480d791972afb5975cf62c9360a6 (patch)
treef435a8308119effd964b339f76abb83a57c29483 /devtools/client/debugger/src/reducers/pause.js
parentInitial commit. (diff)
downloadfirefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz
firefox-26a029d407be480d791972afb5975cf62c9360a6.zip
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'devtools/client/debugger/src/reducers/pause.js')
-rw-r--r--devtools/client/debugger/src/reducers/pause.js427
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diff --git a/devtools/client/debugger/src/reducers/pause.js b/devtools/client/debugger/src/reducers/pause.js
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+/* 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/>. */
+
+/* eslint complexity: ["error", 36]*/
+
+/**
+ * Pause reducer
+ * @module reducers/pause
+ */
+
+import { prefs } from "../utils/prefs";
+
+// Pause state associated with an individual thread.
+
+// Pause state describing all threads.
+
+export function initialPauseState(thread = "UnknownThread") {
+ return {
+ cx: {
+ navigateCounter: 0,
+ },
+ // This `threadcx` is the `cx` variable we pass around in components and actions.
+ // This is pulled via getThreadContext().
+ // This stores information about the currently selected thread and its paused state.
+ threadcx: {
+ navigateCounter: 0,
+ thread,
+ pauseCounter: 0,
+ },
+ threads: {},
+ skipPausing: prefs.skipPausing,
+ mapScopes: prefs.mapScopes,
+ shouldPauseOnDebuggerStatement: prefs.pauseOnDebuggerStatement,
+ shouldPauseOnExceptions: prefs.pauseOnExceptions,
+ shouldPauseOnCaughtExceptions: prefs.pauseOnCaughtExceptions,
+ };
+}
+
+const resumedPauseState = {
+ isPaused: false,
+ frames: null,
+ framesLoading: false,
+ frameScopes: {
+ generated: {},
+ original: {},
+ mappings: {},
+ },
+ selectedFrameId: null,
+ why: null,
+ inlinePreview: {},
+};
+
+const createInitialPauseState = () => ({
+ ...resumedPauseState,
+ isWaitingOnBreak: false,
+ command: null,
+ previousLocation: null,
+ expandedScopes: new Set(),
+ lastExpandedScopes: [],
+});
+
+export function getThreadPauseState(state, thread) {
+ // Thread state is lazily initialized so that we don't have to keep track of
+ // the current set of worker threads.
+ return state.threads[thread] || createInitialPauseState();
+}
+
+function update(state = initialPauseState(), action) {
+ // All the actions updating pause state must pass an object which designate
+ // the related thread.
+ const getActionThread = () => {
+ const thread =
+ action.thread || action.selectedFrame?.thread || action.frame?.thread;
+ if (!thread) {
+ throw new Error(`Missing thread in action ${action.type}`);
+ }
+ return thread;
+ };
+
+ // `threadState` and `updateThreadState` help easily get and update
+ // the pause state for a given thread.
+ const threadState = () => {
+ return getThreadPauseState(state, getActionThread());
+ };
+ const updateThreadState = newThreadState => {
+ return {
+ ...state,
+ threads: {
+ ...state.threads,
+ [getActionThread()]: { ...threadState(), ...newThreadState },
+ },
+ };
+ };
+
+ switch (action.type) {
+ case "SELECT_THREAD": {
+ // Ignore the action if the related thread doesn't exist.
+ if (!state.threads[action.thread]) {
+ console.warn(
+ `Trying to select a destroyed or non-existent thread '${action.thread}'`
+ );
+ return state;
+ }
+
+ return {
+ ...state,
+ threadcx: {
+ ...state.threadcx,
+ thread: action.thread,
+ pauseCounter: state.threadcx.pauseCounter + 1,
+ },
+ };
+ }
+
+ case "INSERT_THREAD": {
+ // When navigating to a new location,
+ // we receive NAVIGATE early, which clear things
+ // then we have REMOVE_THREAD of the previous thread.
+ // INSERT_THREAD will be the very first event with the new thread actor ID.
+ // Automatically select the new top level thread.
+ if (action.newThread.isTopLevel) {
+ return {
+ ...state,
+ threadcx: {
+ ...state.threadcx,
+ thread: action.newThread.actor,
+ pauseCounter: state.threadcx.pauseCounter + 1,
+ },
+ threads: {
+ ...state.threads,
+ [action.newThread.actor]: createInitialPauseState(),
+ },
+ };
+ }
+
+ return {
+ ...state,
+ threads: {
+ ...state.threads,
+ [action.newThread.actor]: createInitialPauseState(),
+ },
+ };
+ }
+
+ case "REMOVE_THREAD": {
+ if (
+ action.threadActorID in state.threads ||
+ action.threadActorID == state.threadcx.thread
+ ) {
+ // Remove the thread from the cached list
+ const threads = { ...state.threads };
+ delete threads[action.threadActorID];
+ let threadcx = state.threadcx;
+
+ // And also switch to another thread if this was the currently selected one.
+ // As we don't store thread objects in this reducer, and only store thread actor IDs,
+ // we can't try to find the top level thread. So we pick the first available thread,
+ // and hope that's the top level one.
+ if (state.threadcx.thread == action.threadActorID) {
+ threadcx = {
+ ...threadcx,
+ thread: Object.keys(threads)[0],
+ pauseCounter: threadcx.pauseCounter + 1,
+ };
+ }
+ return {
+ ...state,
+ threadcx,
+ threads,
+ };
+ }
+ break;
+ }
+
+ case "PAUSED": {
+ const { thread, topFrame, why } = action;
+ state = {
+ ...state,
+ threadcx: {
+ ...state.threadcx,
+ pauseCounter: state.threadcx.pauseCounter + 1,
+ thread,
+ },
+ };
+
+ return updateThreadState({
+ isWaitingOnBreak: false,
+ selectedFrameId: topFrame.id,
+ isPaused: true,
+ // On pause, we only receive the top frame, all subsequent ones
+ // will be asynchronously populated via `fetchFrames` action
+ frames: [topFrame],
+ framesLoading: true,
+ frameScopes: { ...resumedPauseState.frameScopes },
+ why,
+ shouldBreakpointsPaneOpenOnPause: why.type === "breakpoint",
+ });
+ }
+
+ case "FETCHED_FRAMES": {
+ const { frames } = action;
+
+ // We typically receive a PAUSED action before this one,
+ // with only the first frame. Here, we avoid replacing it
+ // with a copy of it in order to avoid triggerring selectors
+ // uncessarily
+ // (note that in jest, action's frames might be empty)
+ // (and if we resume in between PAUSED and FETCHED_FRAMES
+ // threadState().frames might be null)
+ if (threadState().frames) {
+ const previousFirstFrame = threadState().frames[0];
+ if (previousFirstFrame.id == frames[0]?.id) {
+ frames.splice(0, 1, previousFirstFrame);
+ }
+ }
+ return updateThreadState({ frames, framesLoading: false });
+ }
+
+ case "MAP_FRAMES": {
+ const { selectedFrameId, frames } = action;
+ return updateThreadState({ frames, selectedFrameId });
+ }
+
+ case "ADD_SCOPES": {
+ const { status, value } = action;
+ const selectedFrameId = action.selectedFrame.id;
+
+ const generated = {
+ ...threadState().frameScopes.generated,
+ [selectedFrameId]: {
+ pending: status !== "done",
+ scope: value,
+ },
+ };
+
+ return updateThreadState({
+ frameScopes: {
+ ...threadState().frameScopes,
+ generated,
+ },
+ });
+ }
+
+ case "MAP_SCOPES": {
+ const { status, value } = action;
+ const selectedFrameId = action.selectedFrame.id;
+
+ const original = {
+ ...threadState().frameScopes.original,
+ [selectedFrameId]: {
+ pending: status !== "done",
+ scope: value?.scope,
+ },
+ };
+
+ const mappings = {
+ ...threadState().frameScopes.mappings,
+ [selectedFrameId]: value?.mappings,
+ };
+
+ return updateThreadState({
+ frameScopes: {
+ ...threadState().frameScopes,
+ original,
+ mappings,
+ },
+ });
+ }
+
+ case "BREAK_ON_NEXT":
+ return updateThreadState({ isWaitingOnBreak: true });
+
+ case "SELECT_FRAME":
+ return updateThreadState({ selectedFrameId: action.frame.id });
+
+ case "PAUSE_ON_DEBUGGER_STATEMENT": {
+ const { shouldPauseOnDebuggerStatement } = action;
+
+ prefs.pauseOnDebuggerStatement = shouldPauseOnDebuggerStatement;
+
+ return {
+ ...state,
+ shouldPauseOnDebuggerStatement,
+ };
+ }
+
+ case "PAUSE_ON_EXCEPTIONS": {
+ const { shouldPauseOnExceptions, shouldPauseOnCaughtExceptions } = action;
+
+ prefs.pauseOnExceptions = shouldPauseOnExceptions;
+ prefs.pauseOnCaughtExceptions = shouldPauseOnCaughtExceptions;
+
+ // Preserving for the old debugger
+ prefs.ignoreCaughtExceptions = !shouldPauseOnCaughtExceptions;
+
+ return {
+ ...state,
+ shouldPauseOnExceptions,
+ shouldPauseOnCaughtExceptions,
+ };
+ }
+
+ case "COMMAND":
+ if (action.status === "start") {
+ return updateThreadState({
+ ...resumedPauseState,
+ command: action.command,
+ previousLocation: getPauseLocation(threadState(), action),
+ });
+ }
+ return updateThreadState({ command: null });
+
+ case "RESUME": {
+ if (action.thread == state.threadcx.thread) {
+ state = {
+ ...state,
+ threadcx: {
+ ...state.threadcx,
+ pauseCounter: state.threadcx.pauseCounter + 1,
+ },
+ };
+ }
+
+ return updateThreadState({
+ ...resumedPauseState,
+ expandedScopes: new Set(),
+ lastExpandedScopes: [...threadState().expandedScopes],
+ shouldBreakpointsPaneOpenOnPause: false,
+ });
+ }
+
+ case "EVALUATE_EXPRESSION":
+ return updateThreadState({
+ command: action.status === "start" ? "expression" : null,
+ });
+
+ case "NAVIGATE": {
+ const navigateCounter = state.cx.navigateCounter + 1;
+ return {
+ ...state,
+ cx: {
+ navigateCounter,
+ },
+ threadcx: {
+ navigateCounter,
+ thread: action.mainThread.actor,
+ pauseCounter: 0,
+ },
+ threads: {
+ ...state.threads,
+ [action.mainThread.actor]: {
+ ...getThreadPauseState(state, action.mainThread.actor),
+ ...resumedPauseState,
+ },
+ },
+ };
+ }
+
+ case "TOGGLE_SKIP_PAUSING": {
+ const { skipPausing } = action;
+ prefs.skipPausing = skipPausing;
+
+ return { ...state, skipPausing };
+ }
+
+ case "TOGGLE_MAP_SCOPES": {
+ const { mapScopes } = action;
+ prefs.mapScopes = mapScopes;
+ return { ...state, mapScopes };
+ }
+
+ case "SET_EXPANDED_SCOPE": {
+ const { path, expanded } = action;
+ const expandedScopes = new Set(threadState().expandedScopes);
+ if (expanded) {
+ expandedScopes.add(path);
+ } else {
+ expandedScopes.delete(path);
+ }
+ return updateThreadState({ expandedScopes });
+ }
+
+ case "ADD_INLINE_PREVIEW": {
+ const { selectedFrame, previews } = action;
+ const selectedFrameId = selectedFrame.id;
+
+ return updateThreadState({
+ inlinePreview: {
+ ...threadState().inlinePreview,
+ [selectedFrameId]: previews,
+ },
+ });
+ }
+
+ case "RESET_BREAKPOINTS_PANE_STATE": {
+ return updateThreadState({
+ ...threadState(),
+ shouldBreakpointsPaneOpenOnPause: false,
+ });
+ }
+ }
+
+ return state;
+}
+
+function getPauseLocation(state, action) {
+ const { frames, previousLocation } = state;
+
+ // NOTE: We store the previous location so that we ensure that we
+ // do not stop at the same location twice when we step over.
+ if (action.command !== "stepOver") {
+ return null;
+ }
+
+ const frame = frames?.[0];
+ if (!frame) {
+ return previousLocation;
+ }
+
+ return {
+ location: frame.location,
+ generatedLocation: frame.generatedLocation,
+ };
+}
+
+export default update;