/* -*- 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 // for size_t #include // for uint32_t, uint64_t, uintptr_t #include // 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: }`. */ 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: }`. */ 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(variant)) {} explicit Completion(Throw&& variant) : variant(std::forward(variant)) {} explicit Completion(Terminate&& variant) : variant(std::forward(variant)) {} explicit Completion(InitialYield&& variant) : variant(std::forward(variant)) {} explicit Completion(Yield&& variant) : variant(std::forward(variant)) {} explicit Completion(Await&& variant) : variant(std::forward(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 bool is() const { return variant.template is(); } template V& as() { return variant.template as(); } template const V& as() const { return variant.template as(); } void trace(JSTracer* trc); /* True if this completion is a suspension of a generator or async call. */ bool suspending() const { return variant.is() || variant.is() || variant.is(); } /* 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 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; struct BuildValueMatcher; struct ToResumeModeMatcher; Variant variant; }; typedef HashSet, MovableCellHasher>, 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 DebuggerWeakMap : private WeakMap, HeapPtr> { private: using Key = HeapPtr; using Value = HeapPtr; JS::Compartment* compartment; public: typedef WeakMap 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 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 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 DebuggerSourceReferent; template 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 bool dispatchHook(JSContext* cx, FireHookFun fireHook); template void dispatchQuietHook(JSContext* cx, FireHookFun fireHook); template [[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 { friend class DebugAPI; friend class Breakpoint; friend class DebuggerFrame; friend class DebuggerMemory; friend class DebuggerInstanceObject; template friend class DebuggerList; friend struct JSRuntime::GlobalObjectWatchersLinkAccess; friend struct JSRuntime::GarbageCollectionWatchersLinkAccess; friend class SavedStacks; friend class ScriptedOnStepHandler; friend class ScriptedOnPopHandler; friend class mozilla::LinkedListElement; friend class mozilla::LinkedList; 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() || IsDeadProxyObject(frame)); } HeapPtr frame; mozilla::TimeStamp when; const char* className; size_t size; bool inNursery; void trace(JSTracer* trc) { TraceNullableEdge(trc, &frame, "Debugger::AllocationsLogEntry::frame"); } }; private: HeapPtr 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 uncaughtExceptionHook; /* Strong reference. */ bool allowUnobservedAsmJS; bool allowUnobservedWasm; // Whether to enable code coverage on the Debuggee. bool collectCoverageInfo; template struct DebuggerLinkAccess { static mozilla::DoublyLinkedListElement& Get(T* aThis) { return aThis->debuggerLink; } }; // List of all js::Breakpoints in this debugger. using BreakpointList = mozilla::DoublyLinkedList>; BreakpointList breakpoints; // The set of GC numbers for which one or more of this Debugger's observed // debuggees participated in. using GCNumberSet = HashSet, ZoneAllocPolicy>; GCNumberSet observedGCs; using AllocationsLog = js::TraceableFifo; 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 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 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 onNewGlobalObjectWatchersLink; /* * If this Debugger has a onGarbageCollection handler, then * this link is inserted into the list headed by * JSRuntime::onGarbageCollectionWatchers. */ mozilla::DoublyLinkedListElement 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, DefaultHasher, 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 GeneratorWeakMap; GeneratorWeakMap generatorFrames; // An ephemeral map from BaseScript* to Debugger.Script instances. using ScriptWeakMap = DebuggerWeakMap; ScriptWeakMap scripts; using BaseScriptVector = JS::GCVector; // The map from debuggee source script objects to their Debugger.Source // instances. typedef DebuggerWeakMap SourceWeakMap; SourceWeakMap sources; // The map from debuggee objects to their Debugger.Object instances. typedef DebuggerWeakMap ObjectWeakMap; ObjectWeakMap objects; // The map from debuggee Envs to Debugger.Environment instances. typedef DebuggerWeakMap EnvironmentWeakMap; EnvironmentWeakMap environments; // The map from WasmInstanceObjects to synthesized Debugger.Script // instances. typedef DebuggerWeakMap WasmInstanceScriptWeakMap; WasmInstanceScriptWeakMap wasmInstanceScripts; // The map from WasmInstanceObjects to synthesized Debugger.Source // instances. typedef DebuggerWeakMap WasmInstanceSourceWeakMap; WasmInstanceSourceWeakMap wasmInstanceSources; class QueryBase; class ScriptQuery; class SourceQuery; class ObjectQuery; enum class FromSweep { No, Yes }; [[nodiscard]] bool addDebuggeeGlobal(JSContext* cx, Handle 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 . 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 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 static void forEachOnStackDebuggerFrame(AbstractFramePtr frame, FrameFn fn); template 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; [[nodiscard]] static bool getDebuggerFrames( AbstractFramePtr frame, MutableHandle 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 promise); template 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 [[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 global); [[nodiscard]] bool firePromiseHook(JSContext* cx, Hook hook, HandleObject promise); DebuggerScript* newVariantWrapper(JSContext* cx, Handle referent) { return newDebuggerScript(cx, referent); } DebuggerSource* newVariantWrapper(JSContext* cx, Handle 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 Map::WrapperType* wrapVariantReferent( JSContext* cx, Map& map, Handle referent); DebuggerScript* wrapVariantReferent(JSContext* cx, Handle referent); DebuggerSource* wrapVariantReferent(JSContext* cx, Handle referent); /* * Allocate and initialize a Debugger.Script instance whose referent is * |referent|. */ DebuggerScript* newDebuggerScript(JSContext* cx, Handle referent); /* * Allocate and initialize a Debugger.Source instance whose referent is * |referent|. */ DebuggerSource* newDebuggerSource(JSContext* cx, Handle referent); /* * Receive a "new script" event from the engine. A new script was compiled * or deserialized. */ [[nodiscard]] bool fireNewScript( JSContext* cx, Handle 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& toJSObject() const; inline js::HeapPtr& 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, MutableHandleValue vp); [[nodiscard]] bool wrapEnvironment( JSContext* cx, Handle env, MutableHandle 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 result); [[nodiscard]] bool wrapNullableDebuggeeObject( JSContext* cx, HandleObject obj, MutableHandle 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 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 result); [[nodiscard]] bool getFrame(JSContext* cx, const FrameIter& iter, MutableHandle result); [[nodiscard]] bool getFrame(JSContext* cx, Handle genObj, MutableHandle 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 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 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 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 wasmInstance); DebuggerDebuggeeLink* getDebuggeeLink(); private: Debugger(const Debugger&) = delete; Debugger& operator=(const Debugger&) = delete; }; // Specialize InternalBarrierMethods so we can have WeakHeapPtr. template <> struct InternalBarrierMethods { static bool isMarkable(Debugger* dbg) { return dbg->toJSObject(); } static void postBarrier(Debugger** vp, Debugger* prev, Debugger* next) {} static void readBarrier(Debugger* dbg) { InternalBarrierMethods::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 struct SiteLinkAccess { static mozilla::DoublyLinkedListElement& Get(T* aThis) { return aThis->siteLink; } }; // List of all js::Breakpoints at this instruction. using BreakpointList = mozilla::DoublyLinkedList>; 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 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 handler; /** * Link elements for each list this breakpoint can be in. */ mozilla::DoublyLinkedListElement debuggerLink; mozilla::DoublyLinkedListElement 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 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 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& Debugger::toJSObject() const { MOZ_ASSERT(object); return object; } js::HeapPtr& 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 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 DebuggerGenericEval( JSContext* cx, const mozilla::Range 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 */