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// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "chrome/renderer/debug_message_handler.h"
#include "chrome/renderer/render_view.h"
////////////////////////////////////////
// methods called from the RenderThread
DebugMessageHandler::DebugMessageHandler(RenderView* view) :
debugger_(NULL), view_(view), channel_(NULL) {
view_loop_ = MessageLoop::current();
view_routing_id_ = view_->routing_id();
}
DebugMessageHandler::~DebugMessageHandler() {
}
void DebugMessageHandler::EvaluateScriptUrl(const std::wstring& url) {
DCHECK(MessageLoop::current() == view_loop_);
// It's possible that this will get cleared out from under us.
RenderView* view = view_;
if (view) {
view->EvaluateScriptUrl(L"", url);
}
}
///////////////////////////////////////////////
// all methods below called from the IO thread
void DebugMessageHandler::DebuggerOutput(const std::wstring& out) {
DCHECK(MessageLoop::current() != view_loop_);
// When certain commands are sent to the debugger, but we're not paused,
// it's possible that no JS is running, so these commands can't be processed.
// In these cases, we force some trivial, no side-effect, JS to be executed
// so that V8 can process the commands.
if (((out == L"break set") || (out == L"request queued")) && view_loop_) {
if (view_loop_) {
view_loop_->PostTask(FROM_HERE, NewRunnableMethod(
this, &DebugMessageHandler::EvaluateScriptUrl,
std::wstring(L"javascript:void(0)")));
}
} else if (channel_) {
channel_->Send(new ViewHostMsg_DebuggerOutput(view_routing_id_, out));
}
}
void DebugMessageHandler::OnAttach() {
DebuggerOutput(L"{'type':'event', 'event':'attach'}");
debugger_->Attach();
}
void DebugMessageHandler::OnSendToDebugger(const std::wstring& cmd) {
if (!debugger_) {
debugger_ = new Debugger(this);
if (cmd == L"" || cmd == L"attach") {
OnAttach();
} else {
NOTREACHED();
std::wstring msg =
StringPrintf(L"before attach, ignored command (%S)", cmd.c_str());
DebuggerOutput(msg);
}
} else if (cmd == L"attach") {
OnAttach();
} else if (cmd == L"quit" || cmd == L"detach") {
OnDetach();
} else {
debugger_->Command(cmd);
}
}
void DebugMessageHandler::OnDetach() {
if (debugger_)
debugger_->Detach();
if (view_loop_ && view_)
view_loop_->PostTask(FROM_HERE, NewRunnableMethod(
view_, &RenderView::OnDebugDetach));
}
void DebugMessageHandler::OnFilterAdded(IPC::Channel* channel) {
channel_ = channel;
}
void DebugMessageHandler::OnFilterRemoved() {
channel_ = NULL;
view_loop_ = NULL;
view_ = NULL;
// By the time this is called, the view is not in a state where it can
// receive messages from the MessageLoop, so we need to clear those first.
OnDetach();
}
bool DebugMessageHandler::OnMessageReceived(const IPC::Message& message) {
DCHECK(channel_ != NULL);
// In theory, there could be multiple debuggers running (in practice this
// hasn't been implemented yet), so make sure we only handle messages meant
// for the view we were initialized for.
if (message.routing_id() != view_routing_id_)
return false;
bool handled = true;
IPC_BEGIN_MESSAGE_MAP(DebugMessageHandler, message)
IPC_MESSAGE_HANDLER(ViewMsg_SendToDebugger, OnSendToDebugger);
// If the debugger is active, then it's possible that the renderer thread
// is suspended handling a breakpoint. In that case, the renderer will
// hang forever and never exit. To avoid this, we look for close messages
// and tell the debugger to shutdown.
IPC_MESSAGE_HANDLER_GENERIC(ViewMsg_Close,
if (debugger_) OnDetach();
handled = false;)
IPC_MESSAGE_UNHANDLED(handled = false);
IPC_END_MESSAGE_MAP()
return handled;
}
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