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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
+ * vim: set ts=8 sts=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/. */
+
+#ifndef debugger_Debugger_h
+#define debugger_Debugger_h
+
+#include "mozilla/Assertions.h" // for MOZ_ASSERT_HELPER1
+#include "mozilla/Attributes.h" // for MOZ_RAII
+#include "mozilla/DoublyLinkedList.h" // for DoublyLinkedListElement
+#include "mozilla/HashTable.h" // for HashSet, DefaultHasher (ptr only)
+#include "mozilla/LinkedList.h" // for LinkedList (ptr only)
+#include "mozilla/Maybe.h" // for Maybe, Nothing
+#include "mozilla/Range.h" // for Range
+#include "mozilla/Result.h" // for Result
+#include "mozilla/TimeStamp.h" // for TimeStamp
+#include "mozilla/Variant.h" // for Variant
+
+#include <stddef.h> // for size_t
+#include <stdint.h> // for uint32_t, uint64_t, uintptr_t
+#include <utility> // for std::move
+
+#include "jstypes.h" // for JS_GC_ZEAL
+#include "NamespaceImports.h" // for Value, HandleObject
+
+#include "debugger/DebugAPI.h" // for DebugAPI
+#include "debugger/Object.h" // for DebuggerObject
+#include "ds/TraceableFifo.h" // for TraceableFifo
+#include "gc/Barrier.h" //
+#include "gc/Tracer.h" // for TraceNullableEdge, TraceEdge
+#include "gc/WeakMap.h" // for WeakMap
+#include "gc/ZoneAllocator.h" // for ZoneAllocPolicy
+#include "js/Debug.h" // JS_DefineDebuggerObject
+#include "js/GCAPI.h" // for GarbageCollectionEvent
+#include "js/GCVariant.h" // for GCVariant
+#include "js/Proxy.h" // for PropertyDescriptor
+#include "js/RootingAPI.h" // for Handle
+#include "js/TracingAPI.h" // for TraceRoot
+#include "js/Wrapper.h" // for UncheckedUnwrap
+#include "proxy/DeadObjectProxy.h" // for IsDeadProxyObject
+#include "vm/GeneratorObject.h" // for AbstractGeneratorObject
+#include "vm/GlobalObject.h" // for GlobalObject
+#include "vm/JSContext.h" // for JSContext
+#include "vm/JSObject.h" // for JSObject
+#include "vm/JSScript.h" // for JSScript, ScriptSourceObject
+#include "vm/NativeObject.h" // for NativeObject
+#include "vm/Runtime.h" // for JSRuntime
+#include "vm/SavedFrame.h" // for SavedFrame
+#include "vm/Stack.h" // for AbstractFramePtr, FrameIter
+#include "vm/StringType.h" // for JSAtom
+#include "wasm/WasmJS.h" // for WasmInstanceObject
+
+class JS_PUBLIC_API JSFunction;
+
+namespace JS {
+class JS_PUBLIC_API AutoStableStringChars;
+class JS_PUBLIC_API Compartment;
+class JS_PUBLIC_API Realm;
+class JS_PUBLIC_API Zone;
+} /* namespace JS */
+
+namespace js {
+class AutoRealm;
+class CrossCompartmentKey;
+class Debugger;
+class DebuggerEnvironment;
+class PromiseObject;
+namespace gc {
+struct Cell;
+} /* namespace gc */
+namespace wasm {
+class Instance;
+} /* namespace wasm */
+} /* namespace js */
+
+/*
+ * Windows 3.x used a cooperative multitasking model, with a Yield macro that
+ * let you relinquish control to other cooperative threads. Microsoft replaced
+ * it with an empty macro long ago. We should be free to use it in our code.
+ */
+#undef Yield
+
+namespace js {
+
+class Breakpoint;
+class DebuggerFrame;
+class DebuggerScript;
+class DebuggerSource;
+class DebuggerMemory;
+class ScriptedOnStepHandler;
+class ScriptedOnPopHandler;
+class DebuggerDebuggeeLink;
+
+/**
+ * Tells how the JS engine should resume debuggee execution after firing a
+ * debugger hook. Most debugger hooks get to choose how the debuggee proceeds;
+ * see js/src/doc/Debugger/Conventions.md under "Resumption Values".
+ *
+ * Debugger::processHandlerResult() translates between JavaScript values and
+ * this enum.
+ */
+enum class ResumeMode {
+ /**
+ * The debuggee should continue unchanged.
+ *
+ * This corresponds to a resumption value of `undefined`.
+ */
+ Continue,
+
+ /**
+ * Throw an exception in the debuggee.
+ *
+ * This corresponds to a resumption value of `{throw: <value>}`.
+ */
+ Throw,
+
+ /**
+ * Terminate the debuggee, as if it had been cancelled via the "slow
+ * script" ribbon.
+ *
+ * This corresponds to a resumption value of `null`.
+ */
+ Terminate,
+
+ /**
+ * Force the debuggee to return from the current frame.
+ *
+ * This corresponds to a resumption value of `{return: <value>}`.
+ */
+ Return,
+};
+
+/**
+ * A completion value, describing how some sort of JavaScript evaluation
+ * completed. This is used to tell an onPop handler what's going on with the
+ * frame, and to report the outcome of call, apply, setProperty, and getProperty
+ * operations.
+ *
+ * Local variables of type Completion should be held in Rooted locations,
+ * and passed using Handle and MutableHandle.
+ */
+class Completion {
+ public:
+ struct Return {
+ explicit Return(const Value& value) : value(value) {}
+ Value value;
+
+ void trace(JSTracer* trc) {
+ JS::TraceRoot(trc, &value, "js::Completion::Return::value");
+ }
+ };
+
+ struct Throw {
+ Throw(const Value& exception, SavedFrame* stack)
+ : exception(exception), stack(stack) {}
+ Value exception;
+ SavedFrame* stack;
+
+ void trace(JSTracer* trc) {
+ JS::TraceRoot(trc, &exception, "js::Completion::Throw::exception");
+ JS::TraceRoot(trc, &stack, "js::Completion::Throw::stack");
+ }
+ };
+
+ struct Terminate {
+ void trace(JSTracer* trc) {}
+ };
+
+ struct InitialYield {
+ explicit InitialYield(AbstractGeneratorObject* generatorObject)
+ : generatorObject(generatorObject) {}
+ AbstractGeneratorObject* generatorObject;
+
+ void trace(JSTracer* trc) {
+ JS::TraceRoot(trc, &generatorObject,
+ "js::Completion::InitialYield::generatorObject");
+ }
+ };
+
+ struct Yield {
+ Yield(AbstractGeneratorObject* generatorObject, const Value& iteratorResult)
+ : generatorObject(generatorObject), iteratorResult(iteratorResult) {}
+ AbstractGeneratorObject* generatorObject;
+ Value iteratorResult;
+
+ void trace(JSTracer* trc) {
+ JS::TraceRoot(trc, &generatorObject,
+ "js::Completion::Yield::generatorObject");
+ JS::TraceRoot(trc, &iteratorResult,
+ "js::Completion::Yield::iteratorResult");
+ }
+ };
+
+ struct Await {
+ Await(AbstractGeneratorObject* generatorObject, const Value& awaitee)
+ : generatorObject(generatorObject), awaitee(awaitee) {}
+ AbstractGeneratorObject* generatorObject;
+ Value awaitee;
+
+ void trace(JSTracer* trc) {
+ JS::TraceRoot(trc, &generatorObject,
+ "js::Completion::Await::generatorObject");
+ JS::TraceRoot(trc, &awaitee, "js::Completion::Await::awaitee");
+ }
+ };
+
+ // The JS::Result macros want to assign to an existing variable, so having a
+ // default constructor is handy.
+ Completion() : variant(Terminate()) {}
+
+ // Construct a completion from a specific variant.
+ //
+ // Unfortunately, using a template here would prevent the implicit definitions
+ // of the copy and move constructor and assignment operators, which is icky.
+ explicit Completion(Return&& variant)
+ : variant(std::forward<Return>(variant)) {}
+ explicit Completion(Throw&& variant)
+ : variant(std::forward<Throw>(variant)) {}
+ explicit Completion(Terminate&& variant)
+ : variant(std::forward<Terminate>(variant)) {}
+ explicit Completion(InitialYield&& variant)
+ : variant(std::forward<InitialYield>(variant)) {}
+ explicit Completion(Yield&& variant)
+ : variant(std::forward<Yield>(variant)) {}
+ explicit Completion(Await&& variant)
+ : variant(std::forward<Await>(variant)) {}
+
+ // Capture a JavaScript operation result as a Completion value. This clears
+ // any exception and stack from cx, taking ownership of them itself.
+ static Completion fromJSResult(JSContext* cx, bool ok, const Value& rv);
+
+ // Construct a completion given an AbstractFramePtr that is being popped. This
+ // clears any exception and stack from cx, taking ownership of them itself.
+ static Completion fromJSFramePop(JSContext* cx, AbstractFramePtr frame,
+ const jsbytecode* pc, bool ok);
+
+ template <typename V>
+ bool is() const {
+ return variant.template is<V>();
+ }
+
+ template <typename V>
+ V& as() {
+ return variant.template as<V>();
+ }
+
+ template <typename V>
+ const V& as() const {
+ return variant.template as<V>();
+ }
+
+ void trace(JSTracer* trc);
+
+ /* True if this completion is a suspension of a generator or async call. */
+ bool suspending() const {
+ return variant.is<InitialYield>() || variant.is<Yield>() ||
+ variant.is<Await>();
+ }
+
+ /* Set `result` to a Debugger API completion value describing this completion.
+ */
+ bool buildCompletionValue(JSContext* cx, Debugger* dbg,
+ MutableHandleValue result) const;
+
+ /*
+ * Set `resumeMode`, `value`, and `exnStack` to values describing this
+ * completion.
+ */
+ void toResumeMode(ResumeMode& resumeMode, MutableHandleValue value,
+ MutableHandle<SavedFrame*> exnStack) const;
+ /*
+ * Given a `ResumeMode` and value (typically derived from a resumption value
+ * returned by a Debugger hook), update this completion as requested.
+ */
+ void updateFromHookResult(ResumeMode resumeMode, HandleValue value);
+
+ private:
+ using Variant =
+ mozilla::Variant<Return, Throw, Terminate, InitialYield, Yield, Await>;
+ struct BuildValueMatcher;
+ struct ToResumeModeMatcher;
+
+ Variant variant;
+};
+
+typedef HashSet<WeakHeapPtr<GlobalObject*>,
+ MovableCellHasher<WeakHeapPtr<GlobalObject*>>, ZoneAllocPolicy>
+ WeakGlobalObjectSet;
+
+#ifdef DEBUG
+extern void CheckDebuggeeThing(BaseScript* script, bool invisibleOk);
+
+extern void CheckDebuggeeThing(JSObject* obj, bool invisibleOk);
+#endif
+
+/*
+ * [SMDOC] Cross-compartment weakmap entries for Debugger API objects
+ *
+ * The Debugger API creates objects like Debugger.Object, Debugger.Script,
+ * Debugger.Environment, etc. to refer to things in the debuggee. Each Debugger
+ * gets at most one Debugger.Mumble for each referent: Debugger.Mumbles are
+ * unique per referent per Debugger. This is accomplished by storing the
+ * debugger objects in a DebuggerWeakMap, using the debuggee thing as the key.
+ *
+ * Since a Debugger and its debuggee must be in different compartments, a
+ * Debugger.Mumble's pointer to its referent is a cross-compartment edge, from
+ * the debugger's compartment into the debuggee compartment. Like any other sort
+ * of cross-compartment edge, the GC needs to be able to find all of these edges
+ * readily. The GC therefore consults the debugger's weakmap tables as
+ * necessary. This allows the garbage collector to easily find edges between
+ * debuggee object compartments and debugger compartments when calculating the
+ * zone sweep groups.
+ *
+ * The current implementation results in all debuggee object compartments being
+ * swept in the same group as the debugger. This is a conservative approach, and
+ * compartments may be unnecessarily grouped. However this results in a simpler
+ * and faster implementation.
+ */
+
+/*
+ * A weakmap from GC thing keys to JSObject values that supports the keys being
+ * in different compartments to the values. All values must be in the same
+ * compartment.
+ *
+ * If InvisibleKeysOk is true, then the map can have keys in invisible-to-
+ * debugger compartments. If it is false, we assert that such entries are never
+ * created.
+ *
+ * Note that keys in these weakmaps can be in any compartment, debuggee or not,
+ * because they are not deleted when a compartment is no longer a debuggee: the
+ * values need to maintain object identity across add/remove/add
+ * transitions. (Frames are an exception to the rule. Existing Debugger.Frame
+ * objects are killed if their realm is removed as a debugger; if the realm
+ * beacomes a debuggee again later, new Frame objects are created.)
+ */
+template <class Referent, class Wrapper, bool InvisibleKeysOk = false>
+class DebuggerWeakMap : private WeakMap<HeapPtr<Referent*>, HeapPtr<Wrapper*>> {
+ private:
+ using Key = HeapPtr<Referent*>;
+ using Value = HeapPtr<Wrapper*>;
+
+ JS::Compartment* compartment;
+
+ public:
+ typedef WeakMap<Key, Value> Base;
+ using ReferentType = Referent;
+ using WrapperType = Wrapper;
+
+ explicit DebuggerWeakMap(JSContext* cx)
+ : Base(cx), compartment(cx->compartment()) {}
+
+ public:
+ // Expose those parts of HashMap public interface that are used by Debugger
+ // methods.
+
+ using Entry = typename Base::Entry;
+ using Ptr = typename Base::Ptr;
+ using AddPtr = typename Base::AddPtr;
+ using Range = typename Base::Range;
+ using Lookup = typename Base::Lookup;
+
+ // Expose WeakMap public interface.
+
+ using Base::all;
+ using Base::has;
+ using Base::lookup;
+ using Base::lookupForAdd;
+ using Base::lookupUnbarriered;
+ using Base::remove;
+ using Base::trace;
+ using Base::zone;
+#ifdef DEBUG
+ using Base::hasEntry;
+#endif
+
+ class Enum : public Base::Enum {
+ public:
+ explicit Enum(DebuggerWeakMap& map) : Base::Enum(map) {}
+ };
+
+ template <typename KeyInput, typename ValueInput>
+ bool relookupOrAdd(AddPtr& p, const KeyInput& k, const ValueInput& v) {
+ MOZ_ASSERT(v->compartment() == this->compartment);
+#ifdef DEBUG
+ CheckDebuggeeThing(k, InvisibleKeysOk);
+#endif
+ MOZ_ASSERT(!Base::has(k));
+ bool ok = Base::relookupOrAdd(p, k, v);
+ return ok;
+ }
+
+ public:
+ void traceCrossCompartmentEdges(JSTracer* tracer) {
+ for (Enum e(*this); !e.empty(); e.popFront()) {
+ TraceEdge(tracer, &e.front().mutableKey(), "Debugger WeakMap key");
+ e.front().value()->trace(tracer);
+ }
+ }
+
+ bool findSweepGroupEdges() override;
+
+ private:
+#ifdef JS_GC_ZEAL
+ // Let the weak map marking verifier know that this map can
+ // contain keys in other zones.
+ virtual bool allowKeysInOtherZones() const override { return true; }
+#endif
+};
+
+class LeaveDebuggeeNoExecute;
+
+class MOZ_RAII EvalOptions {
+ JS::UniqueChars filename_;
+ unsigned lineno_ = 1;
+ bool hideFromDebugger_ = false;
+
+ public:
+ EvalOptions() = default;
+ ~EvalOptions() = default;
+ const char* filename() const { return filename_.get(); }
+ unsigned lineno() const { return lineno_; }
+ bool hideFromDebugger() const { return hideFromDebugger_; }
+ [[nodiscard]] bool setFilename(JSContext* cx, const char* filename);
+ void setLineno(unsigned lineno) { lineno_ = lineno; }
+ void setHideFromDebugger(bool hide) { hideFromDebugger_ = hide; }
+};
+
+/*
+ * Env is the type of what ECMA-262 calls "lexical environments" (the records
+ * that represent scopes and bindings). See vm/EnvironmentObject.h.
+ *
+ * This is JSObject rather than js::EnvironmentObject because GlobalObject and
+ * some proxies, despite not being in the EnvironmentObject class hierarchy,
+ * can be in environment chains.
+ */
+using Env = JSObject;
+
+// The referent of a Debugger.Script.
+//
+// - For most scripts, we point at their BaseScript.
+//
+// - For Web Assembly instances for which we are presenting a script-like
+// interface, we point at their WasmInstanceObject.
+//
+// The DebuggerScript object itself simply stores a Cell* in its private
+// pointer, but when we're working with that pointer in C++ code, we'd rather
+// not pass around a Cell* and be constantly asserting that, yes, this really
+// does point to something okay. Instead, we immediately build an instance of
+// this type from the Cell* and use that instead, so we can benefit from
+// Variant's static checks.
+typedef mozilla::Variant<BaseScript*, WasmInstanceObject*>
+ DebuggerScriptReferent;
+
+// The referent of a Debugger.Source.
+//
+// - For most sources, this is a ScriptSourceObject.
+//
+// - For Web Assembly instances for which we are presenting a source-like
+// interface, we point at their WasmInstanceObject.
+//
+// The DebuggerSource object actually simply stores a Cell* in its private
+// pointer. See the comments for DebuggerScriptReferent for the rationale for
+// this type.
+typedef mozilla::Variant<ScriptSourceObject*, WasmInstanceObject*>
+ DebuggerSourceReferent;
+
+template <typename HookIsEnabledFun /* bool (Debugger*) */>
+class MOZ_RAII DebuggerList {
+ private:
+ // Note: In the general case, 'debuggers' contains references to objects in
+ // different compartments--every compartment *except* the debugger's.
+ RootedValueVector debuggers;
+ HookIsEnabledFun hookIsEnabled;
+
+ public:
+ /**
+ * The hook function will be called during `init()` to build the list of
+ * active debuggers, and again during dispatch to validate that the hook is
+ * still active for the given debugger.
+ */
+ DebuggerList(JSContext* cx, HookIsEnabledFun hookIsEnabled)
+ : debuggers(cx), hookIsEnabled(hookIsEnabled) {}
+
+ [[nodiscard]] bool init(JSContext* cx);
+
+ bool empty() { return debuggers.empty(); }
+
+ template <typename FireHookFun /* ResumeMode (Debugger*) */>
+ bool dispatchHook(JSContext* cx, FireHookFun fireHook);
+
+ template <typename FireHookFun /* void (Debugger*) */>
+ void dispatchQuietHook(JSContext* cx, FireHookFun fireHook);
+
+ template <typename FireHookFun /* bool (Debugger*, ResumeMode&, MutableHandleValue) */>
+ [[nodiscard]] bool dispatchResumptionHook(JSContext* cx,
+ AbstractFramePtr frame,
+ FireHookFun fireHook);
+};
+
+// The Debugger.prototype object.
+class DebuggerPrototypeObject : public NativeObject {
+ public:
+ static const JSClass class_;
+};
+
+class DebuggerInstanceObject : public NativeObject {
+ private:
+ static const JSClassOps classOps_;
+
+ public:
+ static const JSClass class_;
+};
+
+class Debugger : private mozilla::LinkedListElement<Debugger> {
+ friend class DebugAPI;
+ friend class Breakpoint;
+ friend class DebuggerFrame;
+ friend class DebuggerMemory;
+ friend class DebuggerInstanceObject;
+
+ template <typename>
+ friend class DebuggerList;
+ friend struct JSRuntime::GlobalObjectWatchersLinkAccess<Debugger>;
+ friend struct JSRuntime::GarbageCollectionWatchersLinkAccess<Debugger>;
+ friend class SavedStacks;
+ friend class ScriptedOnStepHandler;
+ friend class ScriptedOnPopHandler;
+ friend class mozilla::LinkedListElement<Debugger>;
+ friend class mozilla::LinkedList<Debugger>;
+ friend bool(::JS_DefineDebuggerObject)(JSContext* cx, JS::HandleObject obj);
+ friend bool(::JS::dbg::IsDebugger)(JSObject&);
+ friend bool(::JS::dbg::GetDebuggeeGlobals)(JSContext*, JSObject&,
+ MutableHandleObjectVector);
+ friend bool JS::dbg::FireOnGarbageCollectionHookRequired(JSContext* cx);
+ friend bool JS::dbg::FireOnGarbageCollectionHook(
+ JSContext* cx, JS::dbg::GarbageCollectionEvent::Ptr&& data);
+
+ public:
+ enum Hook {
+ OnDebuggerStatement,
+ OnExceptionUnwind,
+ OnNewScript,
+ OnEnterFrame,
+ OnNativeCall,
+ OnNewGlobalObject,
+ OnNewPromise,
+ OnPromiseSettled,
+ OnGarbageCollection,
+ HookCount
+ };
+ enum {
+ JSSLOT_DEBUG_PROTO_START,
+ JSSLOT_DEBUG_FRAME_PROTO = JSSLOT_DEBUG_PROTO_START,
+ JSSLOT_DEBUG_ENV_PROTO,
+ JSSLOT_DEBUG_OBJECT_PROTO,
+ JSSLOT_DEBUG_SCRIPT_PROTO,
+ JSSLOT_DEBUG_SOURCE_PROTO,
+ JSSLOT_DEBUG_MEMORY_PROTO,
+ JSSLOT_DEBUG_PROTO_STOP,
+ JSSLOT_DEBUG_DEBUGGER = JSSLOT_DEBUG_PROTO_STOP,
+ JSSLOT_DEBUG_HOOK_START,
+ JSSLOT_DEBUG_HOOK_STOP = JSSLOT_DEBUG_HOOK_START + HookCount,
+ JSSLOT_DEBUG_MEMORY_INSTANCE = JSSLOT_DEBUG_HOOK_STOP,
+ JSSLOT_DEBUG_DEBUGGEE_LINK,
+ JSSLOT_DEBUG_COUNT
+ };
+
+ // Bring DebugAPI::IsObserving into the Debugger namespace.
+ using IsObserving = DebugAPI::IsObserving;
+ static const IsObserving Observing = DebugAPI::Observing;
+ static const IsObserving NotObserving = DebugAPI::NotObserving;
+
+ // Return true if the given realm is a debuggee of this debugger,
+ // false otherwise.
+ bool isDebuggeeUnbarriered(const Realm* realm) const;
+
+ // Return true if this Debugger observed a debuggee that participated in the
+ // GC identified by the given GC number. Return false otherwise.
+ // May return false negatives if we have hit OOM.
+ bool observedGC(uint64_t majorGCNumber) const {
+ return observedGCs.has(majorGCNumber);
+ }
+
+ // Notify this Debugger that one or more of its debuggees is participating
+ // in the GC identified by the given GC number.
+ bool debuggeeIsBeingCollected(uint64_t majorGCNumber) {
+ return observedGCs.put(majorGCNumber);
+ }
+
+ static SavedFrame* getObjectAllocationSite(JSObject& obj);
+
+ struct AllocationsLogEntry {
+ AllocationsLogEntry(HandleObject frame, mozilla::TimeStamp when,
+ const char* className, size_t size, bool inNursery)
+ : frame(frame),
+ when(when),
+ className(className),
+ size(size),
+ inNursery(inNursery) {
+ MOZ_ASSERT_IF(frame, UncheckedUnwrap(frame)->is<SavedFrame>() ||
+ IsDeadProxyObject(frame));
+ }
+
+ HeapPtr<JSObject*> frame;
+ mozilla::TimeStamp when;
+ const char* className;
+ size_t size;
+ bool inNursery;
+
+ void trace(JSTracer* trc) {
+ TraceNullableEdge(trc, &frame, "Debugger::AllocationsLogEntry::frame");
+ }
+ };
+
+ private:
+ HeapPtr<NativeObject*> object; /* The Debugger object. Strong reference. */
+ WeakGlobalObjectSet
+ debuggees; /* Debuggee globals. Cross-compartment weak references. */
+ JS::ZoneSet debuggeeZones; /* Set of zones that we have debuggees in. */
+ HeapPtr<JSObject*> uncaughtExceptionHook; /* Strong reference. */
+ bool allowUnobservedAsmJS;
+ bool allowUnobservedWasm;
+
+ // Whether to enable code coverage on the Debuggee.
+ bool collectCoverageInfo;
+
+ template <typename T>
+ struct DebuggerLinkAccess {
+ static mozilla::DoublyLinkedListElement<T>& Get(T* aThis) {
+ return aThis->debuggerLink;
+ }
+ };
+
+ // List of all js::Breakpoints in this debugger.
+ using BreakpointList =
+ mozilla::DoublyLinkedList<js::Breakpoint,
+ DebuggerLinkAccess<js::Breakpoint>>;
+ BreakpointList breakpoints;
+
+ // The set of GC numbers for which one or more of this Debugger's observed
+ // debuggees participated in.
+ using GCNumberSet =
+ HashSet<uint64_t, DefaultHasher<uint64_t>, ZoneAllocPolicy>;
+ GCNumberSet observedGCs;
+
+ using AllocationsLog = js::TraceableFifo<AllocationsLogEntry>;
+
+ AllocationsLog allocationsLog;
+ bool trackingAllocationSites;
+ double allocationSamplingProbability;
+ size_t maxAllocationsLogLength;
+ bool allocationsLogOverflowed;
+
+ static const size_t DEFAULT_MAX_LOG_LENGTH = 5000;
+
+ [[nodiscard]] bool appendAllocationSite(JSContext* cx, HandleObject obj,
+ Handle<SavedFrame*> frame,
+ mozilla::TimeStamp when);
+
+ /*
+ * Recompute the set of debuggee zones based on the set of debuggee globals.
+ */
+ void recomputeDebuggeeZoneSet();
+
+ /*
+ * Return true if there is an existing object metadata callback for the
+ * given global's compartment that will prevent our instrumentation of
+ * allocations.
+ */
+ static bool cannotTrackAllocations(const GlobalObject& global);
+
+ /*
+ * Add allocations tracking for objects allocated within the given
+ * debuggee's compartment. The given debuggee global must be observed by at
+ * least one Debugger that is tracking allocations.
+ */
+ [[nodiscard]] static bool addAllocationsTracking(
+ JSContext* cx, Handle<GlobalObject*> debuggee);
+
+ /*
+ * Remove allocations tracking for objects allocated within the given
+ * global's compartment. This is a no-op if there are still Debuggers
+ * observing this global and who are tracking allocations.
+ */
+ static void removeAllocationsTracking(GlobalObject& global);
+
+ /*
+ * Add or remove allocations tracking for all debuggees.
+ */
+ [[nodiscard]] bool addAllocationsTrackingForAllDebuggees(JSContext* cx);
+ void removeAllocationsTrackingForAllDebuggees();
+
+ /*
+ * If this Debugger has a onNewGlobalObject handler, then
+ * this link is inserted into the list headed by
+ * JSRuntime::onNewGlobalObjectWatchers.
+ */
+ mozilla::DoublyLinkedListElement<Debugger> onNewGlobalObjectWatchersLink;
+
+ /*
+ * If this Debugger has a onGarbageCollection handler, then
+ * this link is inserted into the list headed by
+ * JSRuntime::onGarbageCollectionWatchers.
+ */
+ mozilla::DoublyLinkedListElement<Debugger> onGarbageCollectionWatchersLink;
+
+ /*
+ * Map from stack frames that are currently on the stack to Debugger.Frame
+ * instances.
+ *
+ * The keys are always live stack frames. We drop them from this map as
+ * soon as they leave the stack (see slowPathOnLeaveFrame) and in
+ * removeDebuggee.
+ *
+ * We don't trace the keys of this map (the frames are on the stack and
+ * thus necessarily live), but we do trace the values. It's like a WeakMap
+ * that way, but since stack frames are not gc-things, the implementation
+ * has to be different.
+ */
+ typedef HashMap<AbstractFramePtr, HeapPtr<DebuggerFrame*>,
+ DefaultHasher<AbstractFramePtr>, ZoneAllocPolicy>
+ FrameMap;
+ FrameMap frames;
+
+ /*
+ * Map from generator objects to their Debugger.Frame instances.
+ *
+ * When a Debugger.Frame is created for a generator frame, it is added to
+ * this map and remains there for the lifetime of the generator, whether
+ * that frame is on the stack at the moment or not. This is in addition to
+ * the entry in `frames` that exists as long as the generator frame is on
+ * the stack.
+ *
+ * We need to keep the Debugger.Frame object alive to deliver it to the
+ * onEnterFrame handler on resume, and to retain onStep and onPop hooks.
+ *
+ * An entry is present in this table when:
+ * - both the debuggee generator object and the Debugger.Frame object exists
+ * - the debuggee generator object belongs to a realm that is a debuggee of
+ * the Debugger.Frame's owner.
+ *
+ * regardless of whether the frame is currently suspended. (This list is
+ * meant to explain why we update the table in the particular places where
+ * we do so.)
+ *
+ * An entry in this table exists if and only if the Debugger.Frame's
+ * GENERATOR_INFO_SLOT is set.
+ */
+ typedef DebuggerWeakMap<AbstractGeneratorObject, DebuggerFrame>
+ GeneratorWeakMap;
+ GeneratorWeakMap generatorFrames;
+
+ // An ephemeral map from BaseScript* to Debugger.Script instances.
+ using ScriptWeakMap = DebuggerWeakMap<BaseScript, DebuggerScript>;
+ ScriptWeakMap scripts;
+
+ using BaseScriptVector = JS::GCVector<BaseScript*>;
+
+ // The map from debuggee source script objects to their Debugger.Source
+ // instances.
+ typedef DebuggerWeakMap<ScriptSourceObject, DebuggerSource, true>
+ SourceWeakMap;
+ SourceWeakMap sources;
+
+ // The map from debuggee objects to their Debugger.Object instances.
+ typedef DebuggerWeakMap<JSObject, DebuggerObject> ObjectWeakMap;
+ ObjectWeakMap objects;
+
+ // The map from debuggee Envs to Debugger.Environment instances.
+ typedef DebuggerWeakMap<JSObject, DebuggerEnvironment> EnvironmentWeakMap;
+ EnvironmentWeakMap environments;
+
+ // The map from WasmInstanceObjects to synthesized Debugger.Script
+ // instances.
+ typedef DebuggerWeakMap<WasmInstanceObject, DebuggerScript>
+ WasmInstanceScriptWeakMap;
+ WasmInstanceScriptWeakMap wasmInstanceScripts;
+
+ // The map from WasmInstanceObjects to synthesized Debugger.Source
+ // instances.
+ typedef DebuggerWeakMap<WasmInstanceObject, DebuggerSource>
+ WasmInstanceSourceWeakMap;
+ WasmInstanceSourceWeakMap wasmInstanceSources;
+
+ class QueryBase;
+ class ScriptQuery;
+ class SourceQuery;
+ class ObjectQuery;
+
+ enum class FromSweep { No, Yes };
+
+ [[nodiscard]] bool addDebuggeeGlobal(JSContext* cx,
+ Handle<GlobalObject*> obj);
+ void removeDebuggeeGlobal(JS::GCContext* gcx, GlobalObject* global,
+ WeakGlobalObjectSet::Enum* debugEnum,
+ FromSweep fromSweep);
+
+ /*
+ * Handle the result of a hook that is expected to return a resumption
+ * value <https://wiki.mozilla.org/Debugger#Resumption_Values>. This is
+ * called when we return from a debugging hook to debuggee code.
+ *
+ * If `success` is false, the hook failed. If an exception is pending in
+ * ar.context(), attempt to handle it via the uncaught exception hook,
+ * otherwise report it to the AutoRealm's global.
+ *
+ * If `success` is true, there must be no exception pending in ar.context().
+ * `rv` may be:
+ *
+ * undefined - Set `resultMode` to `ResumeMode::Continue` to continue
+ * execution normally.
+ *
+ * {return: value} or {throw: value} - Call unwrapDebuggeeValue to
+ * unwrap `value`. Store the result in `vp` and set `resultMode` to
+ * `ResumeMode::Return` or `ResumeMode::Throw`. The interpreter
+ * will force the current frame to return or throw an exception.
+ *
+ * null - Set `resultMode` to `ResumeMode::Terminate` to terminate the
+ * debuggee with an uncatchable error.
+ *
+ * anything else - Make a new TypeError the pending exception and
+ * attempt to handle it with the uncaught exception handler.
+ */
+ [[nodiscard]] bool processHandlerResult(
+ JSContext* cx, bool success, HandleValue rv, AbstractFramePtr frame,
+ jsbytecode* pc, ResumeMode& resultMode, MutableHandleValue vp);
+
+ [[nodiscard]] bool processParsedHandlerResult(
+ JSContext* cx, AbstractFramePtr frame, const jsbytecode* pc, bool success,
+ ResumeMode resumeMode, HandleValue value, ResumeMode& resultMode,
+ MutableHandleValue vp);
+
+ /**
+ * Given a resumption return value from a hook, parse and validate it based
+ * on the given frame, and split the result into a ResumeMode and Value.
+ */
+ [[nodiscard]] bool prepareResumption(JSContext* cx, AbstractFramePtr frame,
+ const jsbytecode* pc,
+ ResumeMode& resumeMode,
+ MutableHandleValue vp);
+
+ /**
+ * If there is a pending exception and a handler, call the handler with the
+ * exception so that it can attempt to resolve the error.
+ */
+ [[nodiscard]] bool callUncaughtExceptionHandler(JSContext* cx,
+ MutableHandleValue vp);
+
+ /**
+ * If the context has a pending exception, report it to the current global.
+ */
+ void reportUncaughtException(JSContext* cx);
+
+ /*
+ * Call the uncaught exception handler if there is one, returning true
+ * if it handled the error, or false otherwise.
+ */
+ [[nodiscard]] bool handleUncaughtException(JSContext* cx);
+
+ GlobalObject* unwrapDebuggeeArgument(JSContext* cx, const Value& v);
+
+ static void traceObject(JSTracer* trc, JSObject* obj);
+
+ void trace(JSTracer* trc);
+
+ void traceForMovingGC(JSTracer* trc);
+ void traceCrossCompartmentEdges(JSTracer* tracer);
+
+ private:
+ template <typename F>
+ void forEachWeakMap(const F& f);
+
+ [[nodiscard]] static bool getHookImpl(JSContext* cx, const CallArgs& args,
+ Debugger& dbg, Hook which);
+ [[nodiscard]] static bool setHookImpl(JSContext* cx, const CallArgs& args,
+ Debugger& dbg, Hook which);
+
+ [[nodiscard]] static bool getGarbageCollectionHook(JSContext* cx,
+ const CallArgs& args,
+ Debugger& dbg);
+ [[nodiscard]] static bool setGarbageCollectionHook(JSContext* cx,
+ const CallArgs& args,
+ Debugger& dbg);
+
+ static bool isCompilableUnit(JSContext* cx, unsigned argc, Value* vp);
+ static bool recordReplayProcessKind(JSContext* cx, unsigned argc, Value* vp);
+ static bool construct(JSContext* cx, unsigned argc, Value* vp);
+
+ struct CallData;
+
+ static const JSPropertySpec properties[];
+ static const JSFunctionSpec methods[];
+ static const JSFunctionSpec static_methods[];
+
+ /**
+ * Suspend the DebuggerFrame, clearing on-stack data but leaving it linked
+ * with the AbstractGeneratorObject so it can be re-used later.
+ */
+ static void suspendGeneratorDebuggerFrames(JSContext* cx,
+ AbstractFramePtr frame);
+
+ /**
+ * Terminate the DebuggerFrame, clearing all data associated with the frame
+ * so that it cannot be used to introspect stack frame data.
+ */
+ static void terminateDebuggerFrames(JSContext* cx, AbstractFramePtr frame);
+
+ /**
+ * Terminate a given DebuggerFrame, removing all internal state and all
+ * references to the frame from the Debugger itself. If the frame is being
+ * terminated while 'frames' or 'generatorFrames' are being iterated, pass a
+ * pointer to the iteration Enum to remove the entry and ensure that iteration
+ * behaves properly.
+ *
+ * The AbstractFramePtr may be omited in a call so long as it is either
+ * called again later with the correct 'frame', or the frame itself has never
+ * had on-stack data or a 'frames' entry and has never had an onStep handler.
+ */
+ static void terminateDebuggerFrame(
+ JS::GCContext* gcx, Debugger* dbg, DebuggerFrame* dbgFrame,
+ AbstractFramePtr frame, FrameMap::Enum* maybeFramesEnum = nullptr,
+ GeneratorWeakMap::Enum* maybeGeneratorFramesEnum = nullptr);
+
+ static bool updateExecutionObservabilityOfFrames(
+ JSContext* cx, const DebugAPI::ExecutionObservableSet& obs,
+ IsObserving observing);
+ static bool updateExecutionObservabilityOfScripts(
+ JSContext* cx, const DebugAPI::ExecutionObservableSet& obs,
+ IsObserving observing);
+ static bool updateExecutionObservability(
+ JSContext* cx, DebugAPI::ExecutionObservableSet& obs,
+ IsObserving observing);
+
+ template <typename FrameFn /* void (Debugger*, DebuggerFrame*) */>
+ static void forEachOnStackDebuggerFrame(AbstractFramePtr frame, FrameFn fn);
+ template <typename FrameFn /* void (Debugger*, DebuggerFrame*) */>
+ static void forEachOnStackOrSuspendedDebuggerFrame(JSContext* cx,
+ AbstractFramePtr frame,
+ FrameFn fn);
+
+ /*
+ * Return a vector containing all Debugger.Frame instances referring to
+ * |frame|. |global| is |frame|'s global object; if nullptr or omitted, we
+ * compute it ourselves from |frame|.
+ */
+ using DebuggerFrameVector = GCVector<DebuggerFrame*, 0, SystemAllocPolicy>;
+ [[nodiscard]] static bool getDebuggerFrames(
+ AbstractFramePtr frame, MutableHandle<DebuggerFrameVector> frames);
+
+ public:
+ // Public for DebuggerScript::setBreakpoint.
+ [[nodiscard]] static bool ensureExecutionObservabilityOfScript(
+ JSContext* cx, JSScript* script);
+
+ // Whether the Debugger instance needs to observe all non-AOT JS
+ // execution of its debugees.
+ IsObserving observesAllExecution() const;
+
+ // Whether the Debugger instance needs to observe AOT-compiled asm.js
+ // execution of its debuggees.
+ IsObserving observesAsmJS() const;
+
+ // Whether the Debugger instance needs to observe compiled Wasm
+ // execution of its debuggees.
+ IsObserving observesWasm() const;
+
+ // Whether the Debugger instance needs to observe coverage of any JavaScript
+ // execution.
+ IsObserving observesCoverage() const;
+
+ // Whether the Debugger instance needs to observe native call invocations.
+ IsObserving observesNativeCalls() const;
+
+ private:
+ [[nodiscard]] static bool ensureExecutionObservabilityOfFrame(
+ JSContext* cx, AbstractFramePtr frame);
+ [[nodiscard]] static bool ensureExecutionObservabilityOfRealm(
+ JSContext* cx, JS::Realm* realm);
+
+ static bool hookObservesAllExecution(Hook which);
+
+ [[nodiscard]] bool updateObservesAllExecutionOnDebuggees(
+ JSContext* cx, IsObserving observing);
+ [[nodiscard]] bool updateObservesCoverageOnDebuggees(JSContext* cx,
+ IsObserving observing);
+ void updateObservesAsmJSOnDebuggees(IsObserving observing);
+ void updateObservesWasmOnDebuggees(IsObserving observing);
+
+ JSObject* getHook(Hook hook) const;
+ bool hasAnyLiveHooks() const;
+ inline bool isHookCallAllowed(JSContext* cx) const;
+
+ static void slowPathPromiseHook(JSContext* cx, Hook hook,
+ Handle<PromiseObject*> promise);
+
+ template <typename HookIsEnabledFun /* bool (Debugger*) */,
+ typename FireHookFun /* void (Debugger*) */>
+ static void dispatchQuietHook(JSContext* cx, HookIsEnabledFun hookIsEnabled,
+ FireHookFun fireHook);
+ template <
+ typename HookIsEnabledFun /* bool (Debugger*) */, typename FireHookFun /* bool (Debugger*, ResumeMode&, MutableHandleValue) */>
+ [[nodiscard]] static bool dispatchResumptionHook(
+ JSContext* cx, AbstractFramePtr frame, HookIsEnabledFun hookIsEnabled,
+ FireHookFun fireHook);
+
+ template <typename RunImpl /* bool () */>
+ [[nodiscard]] bool enterDebuggerHook(JSContext* cx, RunImpl runImpl) {
+ if (!isHookCallAllowed(cx)) {
+ return true;
+ }
+
+ AutoRealm ar(cx, object);
+
+ if (!runImpl()) {
+ // We do not want errors within one hook to effect errors in other hooks,
+ // so the only errors that we allow to propagate out of a debugger hook
+ // are OOM errors and general terminations.
+ if (!cx->isExceptionPending() || cx->isThrowingOutOfMemory()) {
+ return false;
+ }
+
+ reportUncaughtException(cx);
+ }
+ MOZ_ASSERT(!cx->isExceptionPending());
+ return true;
+ }
+
+ [[nodiscard]] bool fireDebuggerStatement(JSContext* cx,
+ ResumeMode& resumeMode,
+ MutableHandleValue vp);
+ [[nodiscard]] bool fireExceptionUnwind(JSContext* cx, HandleValue exc,
+ ResumeMode& resumeMode,
+ MutableHandleValue vp);
+ [[nodiscard]] bool fireEnterFrame(JSContext* cx, ResumeMode& resumeMode,
+ MutableHandleValue vp);
+ [[nodiscard]] bool fireNativeCall(JSContext* cx, const CallArgs& args,
+ CallReason reason, ResumeMode& resumeMode,
+ MutableHandleValue vp);
+ [[nodiscard]] bool fireNewGlobalObject(JSContext* cx,
+ Handle<GlobalObject*> global);
+ [[nodiscard]] bool firePromiseHook(JSContext* cx, Hook hook,
+ HandleObject promise);
+
+ DebuggerScript* newVariantWrapper(JSContext* cx,
+ Handle<DebuggerScriptReferent> referent) {
+ return newDebuggerScript(cx, referent);
+ }
+ DebuggerSource* newVariantWrapper(JSContext* cx,
+ Handle<DebuggerSourceReferent> referent) {
+ return newDebuggerSource(cx, referent);
+ }
+
+ /*
+ * Helper function to help wrap Debugger objects whose referents may be
+ * variants. Currently Debugger.Script and Debugger.Source referents may
+ * be variants.
+ *
+ * Prefer using wrapScript, wrapWasmScript, wrapSource, and wrapWasmSource
+ * whenever possible.
+ */
+ template <typename ReferentType, typename Map>
+ typename Map::WrapperType* wrapVariantReferent(
+ JSContext* cx, Map& map,
+ Handle<typename Map::WrapperType::ReferentVariant> referent);
+ DebuggerScript* wrapVariantReferent(JSContext* cx,
+ Handle<DebuggerScriptReferent> referent);
+ DebuggerSource* wrapVariantReferent(JSContext* cx,
+ Handle<DebuggerSourceReferent> referent);
+
+ /*
+ * Allocate and initialize a Debugger.Script instance whose referent is
+ * |referent|.
+ */
+ DebuggerScript* newDebuggerScript(JSContext* cx,
+ Handle<DebuggerScriptReferent> referent);
+
+ /*
+ * Allocate and initialize a Debugger.Source instance whose referent is
+ * |referent|.
+ */
+ DebuggerSource* newDebuggerSource(JSContext* cx,
+ Handle<DebuggerSourceReferent> referent);
+
+ /*
+ * Receive a "new script" event from the engine. A new script was compiled
+ * or deserialized.
+ */
+ [[nodiscard]] bool fireNewScript(
+ JSContext* cx, Handle<DebuggerScriptReferent> scriptReferent);
+
+ /*
+ * Receive a "garbage collection" event from the engine. A GC cycle with the
+ * given data was recently completed.
+ */
+ [[nodiscard]] bool fireOnGarbageCollectionHook(
+ JSContext* cx, const JS::dbg::GarbageCollectionEvent::Ptr& gcData);
+
+ inline Breakpoint* firstBreakpoint() const;
+
+ [[nodiscard]] static bool replaceFrameGuts(JSContext* cx,
+ AbstractFramePtr from,
+ AbstractFramePtr to,
+ ScriptFrameIter& iter);
+
+ public:
+ Debugger(JSContext* cx, NativeObject* dbg);
+ ~Debugger();
+
+ inline const js::HeapPtr<NativeObject*>& toJSObject() const;
+ inline js::HeapPtr<NativeObject*>& toJSObjectRef();
+ static inline Debugger* fromJSObject(const JSObject* obj);
+
+#ifdef DEBUG
+ static bool isChildJSObject(JSObject* obj);
+#endif
+
+ Zone* zone() const { return toJSObject()->zone(); }
+
+ bool hasMemory() const;
+ DebuggerMemory& memory() const;
+
+ WeakGlobalObjectSet::Range allDebuggees() const { return debuggees.all(); }
+
+#ifdef DEBUG
+ static bool isDebuggerCrossCompartmentEdge(JSObject* obj,
+ const js::gc::Cell* cell);
+#endif
+
+ static bool hasLiveHook(GlobalObject* global, Hook which);
+
+ /*** Functions for use by Debugger.cpp. *********************************/
+
+ inline bool observesEnterFrame() const;
+ inline bool observesNewScript() const;
+ inline bool observesNewGlobalObject() const;
+ inline bool observesGlobal(GlobalObject* global) const;
+ bool observesFrame(AbstractFramePtr frame) const;
+ bool observesFrame(const FrameIter& iter) const;
+ bool observesScript(JSScript* script) const;
+ bool observesWasm(wasm::Instance* instance) const;
+
+ /*
+ * If env is nullptr, call vp->setNull() and return true. Otherwise, find
+ * or create a Debugger.Environment object for the given Env. On success,
+ * store the Environment object in *vp and return true.
+ */
+ [[nodiscard]] bool wrapEnvironment(JSContext* cx, Handle<Env*> env,
+ MutableHandleValue vp);
+ [[nodiscard]] bool wrapEnvironment(
+ JSContext* cx, Handle<Env*> env,
+ MutableHandle<DebuggerEnvironment*> result);
+
+ /*
+ * Like cx->compartment()->wrap(cx, vp), but for the debugger realm.
+ *
+ * Preconditions: *vp is a value from a debuggee realm; cx is in the
+ * debugger's compartment.
+ *
+ * If *vp is an object, this produces a (new or existing) Debugger.Object
+ * wrapper for it. Otherwise this is the same as Compartment::wrap.
+ *
+ * If *vp is a magic JS_OPTIMIZED_OUT value, this produces a plain object
+ * of the form { optimizedOut: true }.
+ *
+ * If *vp is a magic JS_MISSING_ARGUMENTS value signifying missing
+ * arguments, this produces a plain object of the form { missingArguments:
+ * true }.
+ *
+ * If *vp is a magic JS_UNINITIALIZED_LEXICAL value signifying an
+ * unaccessible uninitialized binding, this produces a plain object of the
+ * form { uninitialized: true }.
+ */
+ [[nodiscard]] bool wrapDebuggeeValue(JSContext* cx, MutableHandleValue vp);
+ [[nodiscard]] bool wrapDebuggeeObject(JSContext* cx, HandleObject obj,
+ MutableHandle<DebuggerObject*> result);
+ [[nodiscard]] bool wrapNullableDebuggeeObject(
+ JSContext* cx, HandleObject obj, MutableHandle<DebuggerObject*> result);
+
+ /*
+ * Unwrap a Debug.Object, without rewrapping it for any particular debuggee
+ * compartment.
+ *
+ * Preconditions: cx is in the debugger compartment. *vp is a value in that
+ * compartment. (*vp should be a "debuggee value", meaning it is the
+ * debugger's reflection of a value in the debuggee.)
+ *
+ * If *vp is a Debugger.Object, store the referent in *vp. Otherwise, if *vp
+ * is an object, throw a TypeError, because it is not a debuggee
+ * value. Otherwise *vp is a primitive, so leave it alone.
+ *
+ * When passing values from the debuggee to the debugger:
+ * enter debugger compartment;
+ * call wrapDebuggeeValue; // compartment- and debugger-wrapping
+ *
+ * When passing values from the debugger to the debuggee:
+ * call unwrapDebuggeeValue; // debugger-unwrapping
+ * enter debuggee realm;
+ * call cx->compartment()->wrap; // compartment-rewrapping
+ *
+ * (Extreme nerd sidebar: Unwrapping happens in two steps because there are
+ * two different kinds of symmetry at work: regardless of which direction
+ * we're going, we want any exceptions to be created and thrown in the
+ * debugger compartment--mirror symmetry. But compartment wrapping always
+ * happens in the target compartment--rotational symmetry.)
+ */
+ [[nodiscard]] bool unwrapDebuggeeValue(JSContext* cx, MutableHandleValue vp);
+ [[nodiscard]] bool unwrapDebuggeeObject(JSContext* cx,
+ MutableHandleObject obj);
+ [[nodiscard]] bool unwrapPropertyDescriptor(
+ JSContext* cx, HandleObject obj, MutableHandle<PropertyDescriptor> desc);
+
+ /*
+ * Store the Debugger.Frame object for iter in *vp/result.
+ *
+ * If this Debugger does not already have a Frame object for the frame
+ * `iter` points to, a new Frame object is created, and `iter`'s private
+ * data is copied into it.
+ */
+ [[nodiscard]] bool getFrame(JSContext* cx, const FrameIter& iter,
+ MutableHandleValue vp);
+ [[nodiscard]] bool getFrame(JSContext* cx,
+ MutableHandle<DebuggerFrame*> result);
+ [[nodiscard]] bool getFrame(JSContext* cx, const FrameIter& iter,
+ MutableHandle<DebuggerFrame*> result);
+ [[nodiscard]] bool getFrame(JSContext* cx,
+ Handle<AbstractGeneratorObject*> genObj,
+ MutableHandle<DebuggerFrame*> result);
+
+ /*
+ * Return the Debugger.Script object for |script|, or create a new one if
+ * needed. The context |cx| must be in the debugger realm; |script| must be
+ * a script in a debuggee realm.
+ */
+ DebuggerScript* wrapScript(JSContext* cx, Handle<BaseScript*> script);
+
+ /*
+ * Return the Debugger.Script object for |wasmInstance| (the toplevel
+ * script), synthesizing a new one if needed. The context |cx| must be in
+ * the debugger compartment; |wasmInstance| must be a WasmInstanceObject in
+ * the debuggee realm.
+ */
+ DebuggerScript* wrapWasmScript(JSContext* cx,
+ Handle<WasmInstanceObject*> wasmInstance);
+
+ /*
+ * Return the Debugger.Source object for |source|, or create a new one if
+ * needed. The context |cx| must be in the debugger compartment; |source|
+ * must be a script source object in a debuggee realm.
+ */
+ DebuggerSource* wrapSource(JSContext* cx,
+ js::Handle<ScriptSourceObject*> source);
+
+ /*
+ * Return the Debugger.Source object for |wasmInstance| (the entire module),
+ * synthesizing a new one if needed. The context |cx| must be in the
+ * debugger compartment; |wasmInstance| must be a WasmInstanceObject in the
+ * debuggee realm.
+ */
+ DebuggerSource* wrapWasmSource(JSContext* cx,
+ Handle<WasmInstanceObject*> wasmInstance);
+
+ DebuggerDebuggeeLink* getDebuggeeLink();
+
+ private:
+ Debugger(const Debugger&) = delete;
+ Debugger& operator=(const Debugger&) = delete;
+};
+
+// Specialize InternalBarrierMethods so we can have WeakHeapPtr<Debugger*>.
+template <>
+struct InternalBarrierMethods<Debugger*> {
+ static bool isMarkable(Debugger* dbg) { return dbg->toJSObject(); }
+
+ static void postBarrier(Debugger** vp, Debugger* prev, Debugger* next) {}
+
+ static void readBarrier(Debugger* dbg) {
+ InternalBarrierMethods<JSObject*>::readBarrier(dbg->toJSObject());
+ }
+
+#ifdef DEBUG
+ static void assertThingIsNotGray(Debugger* dbg) {}
+#endif
+};
+
+/**
+ * This class exists for one specific reason. If a given Debugger object is in
+ * a state where:
+ *
+ * a) nothing in the system has a reference to the object
+ * b) the debugger is currently attached to a live debuggee
+ * c) the debugger has hooks like 'onEnterFrame'
+ *
+ * then we don't want the GC to delete the Debugger, because the system could
+ * still call the hooks. This means we need to ensure that, whenever the global
+ * gets marked, the Debugger will get marked as well. Critically, we _only_
+ * want that to happen if the debugger has hooks. If it doesn't, then GCing
+ * the debugger is the right think to do.
+ *
+ * Note that there are _other_ cases where the debugger may be held live, but
+ * those are not addressed by this case.
+ *
+ * To accomplish this, we use a bit of roundabout link approach. Both the
+ * Debugger and the debuggees can reach the link object:
+ *
+ * Debugger -> DebuggerDebuggeeLink <- CCW <- Debuggee Global #1
+ * | | ^ ^---<- CCW <- Debuggee Global #2
+ * \--<<-optional-<<--/ \------<- CCW <- Debuggee Global #3
+ *
+ * and critically, the Debugger is able to conditionally add or remove the link
+ * going from the DebuggerDebuggeeLink _back_ to the Debugger. When this link
+ * exists, the GC can trace all the way from the global to the Debugger,
+ * meaning that any Debugger with this link will be kept alive as long as any
+ * of its debuggees are alive.
+ */
+class DebuggerDebuggeeLink : public NativeObject {
+ private:
+ enum {
+ DEBUGGER_LINK_SLOT,
+ RESERVED_SLOTS,
+ };
+
+ public:
+ static const JSClass class_;
+
+ void setLinkSlot(Debugger& dbg);
+ void clearLinkSlot();
+};
+
+/*
+ * A Handler represents a Debugger API reflection object's handler function,
+ * like a Debugger.Frame's onStep handler. These handler functions are called by
+ * the Debugger API to notify the user of certain events. For each event type,
+ * we define a separate subclass of Handler.
+ *
+ * When a reflection object accepts a Handler, it calls its 'hold' method; and
+ * if the Handler is replaced by another, or the reflection object is finalized,
+ * the reflection object calls the Handler's 'drop' method. The reflection
+ * object does not otherwise manage the Handler's lifetime, say, by calling its
+ * destructor or freeing its memory. A simple Handler implementation might have
+ * an empty 'hold' method, and have its 'drop' method delete the Handler. A more
+ * complex Handler might process many kinds of events, and thus inherit from
+ * many Handler subclasses and be held by many reflection objects
+ * simultaneously; a handler like this could use 'hold' and 'drop' to manage a
+ * reference count.
+ *
+ * To support SpiderMonkey's memory use tracking, 'hold' and 'drop' also require
+ * a pointer to the owning reflection object, so that the Holder implementation
+ * can properly report changes in ownership to functions using the
+ * js::gc::MemoryUse categories.
+ */
+struct Handler {
+ virtual ~Handler() = default;
+
+ /*
+ * If this Handler is a reference to a callable JSObject, return that
+ * JSObject. Otherwise, this method returns nullptr.
+ *
+ * The JavaScript getters for handler properties on reflection objects use
+ * this method to obtain the callable the handler represents. When a Handler's
+ * 'object' method returns nullptr, that handler is simply not visible to
+ * JavaScript.
+ */
+ virtual JSObject* object() const = 0;
+
+ /* Report that this Handler is now held by owner. See comment above. */
+ virtual void hold(JSObject* owner) = 0;
+
+ /* Report that this Handler is no longer held by owner. See comment above. */
+ virtual void drop(JS::GCContext* gcx, JSObject* owner) = 0;
+
+ /*
+ * Trace the reference to the handler. This method will be called by the
+ * reflection object holding this Handler whenever the former is traced.
+ */
+ virtual void trace(JSTracer* tracer) = 0;
+
+ /* Allocation size in bytes for memory accounting purposes. */
+ virtual size_t allocSize() const = 0;
+};
+
+class JSBreakpointSite;
+class WasmBreakpointSite;
+
+/**
+ * Breakpoint GC rules:
+ *
+ * BreakpointSites and Breakpoints are owned by the code in which they are set.
+ * Tracing a JSScript or WasmInstance traces all BreakpointSites set in it,
+ * which traces all Breakpoints; and if the code is garbage collected, the
+ * BreakpointSite and the Breakpoints set at it are freed as well. Doing so is
+ * not observable to JS, since the handlers would never fire, and there is no
+ * way to enumerate all breakpoints without specifying a specific script, in
+ * which case it must not have been GC'd.
+ *
+ * Although BreakpointSites and Breakpoints are not GC things, they should be
+ * treated as belonging to the code's compartment. This means that the
+ * BreakpointSite concrete subclasses' pointers to the code are not
+ * cross-compartment references, but a Breakpoint's pointers to its handler and
+ * owning Debugger are cross-compartment references, and go through
+ * cross-compartment wrappers.
+ */
+
+/**
+ * A location in a JSScript or WasmInstance at which we have breakpoints. A
+ * BreakpointSite owns a linked list of all the breakpoints set at its location.
+ * In general, this list contains breakpoints set by multiple Debuggers in
+ * various compartments.
+ *
+ * BreakpointSites are created only as needed, for locations at which
+ * breakpoints are currently set. When the last breakpoint is removed from a
+ * location, the BreakpointSite is removed as well.
+ *
+ * This is an abstract base class, with subclasses specialized for the different
+ * sorts of code a breakpoint might be set in. JSBreakpointSite manages sites in
+ * JSScripts, and WasmBreakpointSite manages sites in WasmInstances.
+ */
+class BreakpointSite {
+ friend class DebugAPI;
+ friend class Breakpoint;
+ friend class Debugger;
+
+ private:
+ template <typename T>
+ struct SiteLinkAccess {
+ static mozilla::DoublyLinkedListElement<T>& Get(T* aThis) {
+ return aThis->siteLink;
+ }
+ };
+
+ // List of all js::Breakpoints at this instruction.
+ using BreakpointList =
+ mozilla::DoublyLinkedList<js::Breakpoint, SiteLinkAccess<js::Breakpoint>>;
+ BreakpointList breakpoints;
+
+ protected:
+ BreakpointSite() = default;
+ virtual ~BreakpointSite() = default;
+ void finalize(JS::GCContext* gcx);
+ virtual gc::Cell* owningCell() = 0;
+
+ public:
+ Breakpoint* firstBreakpoint() const;
+ bool hasBreakpoint(Breakpoint* bp);
+
+ bool isEmpty() const;
+ virtual void trace(JSTracer* trc);
+ virtual void remove(JS::GCContext* gcx) = 0;
+ void destroyIfEmpty(JS::GCContext* gcx) {
+ if (isEmpty()) {
+ remove(gcx);
+ }
+ }
+ virtual Realm* realm() const = 0;
+};
+
+/*
+ * A breakpoint set at a given BreakpointSite, indicating the owning debugger
+ * and the handler object. A Breakpoint is a member of two linked lists: its
+ * owning debugger's list and its site's list.
+ */
+class Breakpoint {
+ friend class DebugAPI;
+ friend class Debugger;
+ friend class BreakpointSite;
+
+ public:
+ /* Our owning debugger. */
+ Debugger* const debugger;
+
+ /**
+ * A cross-compartment wrapper for our owning debugger's object, a CCW in the
+ * code's compartment to the Debugger object in its own compartment. Holding
+ * this lets the GC know about the effective cross-compartment reference from
+ * the code to the debugger; see "Breakpoint GC Rules", above.
+ *
+ * This is almost redundant with the `debugger` field, except that we need
+ * access to our owning `Debugger` regardless of the relative privilege levels
+ * of debugger and debuggee, regardless of whether we're in the midst of a GC,
+ * and so on - unwrapping is just too entangled.
+ */
+ const HeapPtr<JSObject*> wrappedDebugger;
+
+ /* The site at which we're inserted. */
+ BreakpointSite* const site;
+
+ private:
+ /**
+ * The breakpoint handler object, via a cross-compartment wrapper in the
+ * code's compartment.
+ *
+ * Although eventually we would like this to be a `js::Handler` instance, for
+ * now it is just cross-compartment wrapper for the JS object supplied to
+ * `setBreakpoint`, hopefully with a callable `hit` property.
+ */
+ const HeapPtr<JSObject*> handler;
+
+ /**
+ * Link elements for each list this breakpoint can be in.
+ */
+ mozilla::DoublyLinkedListElement<Breakpoint> debuggerLink;
+ mozilla::DoublyLinkedListElement<Breakpoint> siteLink;
+
+ void trace(JSTracer* trc);
+
+ public:
+ Breakpoint(Debugger* debugger, HandleObject wrappedDebugger,
+ BreakpointSite* site, HandleObject handler);
+
+ enum MayDestroySite { False, True };
+
+ /**
+ * Unlink this breakpoint from its Debugger's and and BreakpointSite's lists,
+ * and free its memory.
+ *
+ * This is the low-level primitive shared by breakpoint removal and script
+ * finalization code. It is only concerned with cleaning up this Breakpoint;
+ * it does not check for now-empty BreakpointSites, unneeded DebugScripts, or
+ * the like.
+ */
+ void delete_(JS::GCContext* gcx);
+
+ /**
+ * Remove this breakpoint. Unlink it from its Debugger's and BreakpointSite's
+ * lists, and if the BreakpointSite is now empty, clean that up and update JIT
+ * code as necessary.
+ */
+ void remove(JS::GCContext* gcx);
+
+ Breakpoint* nextInDebugger();
+ Breakpoint* nextInSite();
+ JSObject* getHandler() const { return handler; }
+};
+
+class JSBreakpointSite : public BreakpointSite {
+ public:
+ const HeapPtr<JSScript*> script;
+ jsbytecode* const pc;
+
+ public:
+ JSBreakpointSite(JSScript* script, jsbytecode* pc);
+
+ void trace(JSTracer* trc) override;
+ void delete_(JS::GCContext* gcx);
+ void remove(JS::GCContext* gcx) override;
+ Realm* realm() const override;
+
+ private:
+ gc::Cell* owningCell() override;
+};
+
+class WasmBreakpointSite : public BreakpointSite {
+ public:
+ const HeapPtr<WasmInstanceObject*> instanceObject;
+ uint32_t offset;
+
+ public:
+ WasmBreakpointSite(WasmInstanceObject* instanceObject, uint32_t offset);
+
+ void trace(JSTracer* trc) override;
+ void delete_(JS::GCContext* gcx);
+ void remove(JS::GCContext* gcx) override;
+ Realm* realm() const override;
+
+ private:
+ gc::Cell* owningCell() override;
+};
+
+Breakpoint* Debugger::firstBreakpoint() const {
+ if (breakpoints.isEmpty()) {
+ return nullptr;
+ }
+ return &(*breakpoints.begin());
+}
+
+const js::HeapPtr<NativeObject*>& Debugger::toJSObject() const {
+ MOZ_ASSERT(object);
+ return object;
+}
+
+js::HeapPtr<NativeObject*>& Debugger::toJSObjectRef() {
+ MOZ_ASSERT(object);
+ return object;
+}
+
+bool Debugger::observesEnterFrame() const { return getHook(OnEnterFrame); }
+
+bool Debugger::observesNewScript() const { return getHook(OnNewScript); }
+
+bool Debugger::observesNewGlobalObject() const {
+ return getHook(OnNewGlobalObject);
+}
+
+bool Debugger::observesGlobal(GlobalObject* global) const {
+ WeakHeapPtr<GlobalObject*> debuggee(global);
+ return debuggees.has(debuggee);
+}
+
+[[nodiscard]] bool ReportObjectRequired(JSContext* cx);
+
+JSObject* IdVectorToArray(JSContext* cx, HandleIdVector ids);
+bool IsInterpretedNonSelfHostedFunction(JSFunction* fun);
+JSScript* GetOrCreateFunctionScript(JSContext* cx, HandleFunction fun);
+ArrayObject* GetFunctionParameterNamesArray(JSContext* cx, HandleFunction fun);
+bool ValueToIdentifier(JSContext* cx, HandleValue v, MutableHandleId id);
+bool ValueToStableChars(JSContext* cx, const char* fnname, HandleValue value,
+ JS::AutoStableStringChars& stableChars);
+bool ParseEvalOptions(JSContext* cx, HandleValue value, EvalOptions& options);
+
+Result<Completion> DebuggerGenericEval(
+ JSContext* cx, const mozilla::Range<const char16_t> chars,
+ HandleObject bindings, const EvalOptions& options, Debugger* dbg,
+ HandleObject envArg, FrameIter* iter);
+
+bool ParseResumptionValue(JSContext* cx, HandleValue rval,
+ ResumeMode& resumeMode, MutableHandleValue vp);
+
+#define JS_DEBUG_PSG(Name, Getter) \
+ JS_PSG(Name, CallData::ToNative<&CallData::Getter>, 0)
+
+#define JS_DEBUG_PSGS(Name, Getter, Setter) \
+ JS_PSGS(Name, CallData::ToNative<&CallData::Getter>, \
+ CallData::ToNative<&CallData::Setter>, 0)
+
+#define JS_DEBUG_FN(Name, Method, NumArgs) \
+ JS_FN(Name, CallData::ToNative<&CallData::Method>, NumArgs, 0)
+
+} /* namespace js */
+
+#endif /* debugger_Debugger_h */