intelligently. The four name types we currently have are:
eFunctionNameTypeFull = (1 << 1), // The function name.
// For C this is the same as just the name of the function
// For C++ this is the demangled version of the mangled name.
// For ObjC this is the full function signature with the + or
// - and the square brackets and the class and selector
eFunctionNameTypeBase = (1 << 2), // The function name only, no namespaces or arguments and no class
// methods or selectors will be searched.
eFunctionNameTypeMethod = (1 << 3), // Find function by method name (C++) with no namespace or arguments
eFunctionNameTypeSelector = (1 << 4) // Find function by selector name (ObjC) names
this allows much more flexibility when setting breakoints:
(lldb) breakpoint set --name main --basename
(lldb) breakpoint set --name main --fullname
(lldb) breakpoint set --name main --method
(lldb) breakpoint set --name main --selector
The default:
(lldb) breakpoint set --name main
will inspect the name "main" and look for any parens, or if the name starts
with "-[" or "+[" and if any are found then a full name search will happen.
Else a basename search will be the default.
Fixed some command option structures so not all options are required when they
shouldn't be.
Cleaned up the breakpoint output summary.
Made the "image lookup --address <addr>" output much more verbose so it shows
all the important symbol context results. Added a GetDescription method to
many of the SymbolContext objects for the more verbose output.
llvm-svn: 107075
504 lines
13 KiB
C++
504 lines
13 KiB
C++
//===-- Breakpoint.cpp ------------------------------------------*- C++ -*-===//
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//
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// The LLVM Compiler Infrastructure
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//
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// This file is distributed under the University of Illinois Open Source
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// License. See LICENSE.TXT for details.
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//
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//===----------------------------------------------------------------------===//
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// C Includes
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// C++ Includes
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// Other libraries and framework includes
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// Project includes
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#include "lldb/Core/Address.h"
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#include "lldb/Breakpoint/Breakpoint.h"
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#include "lldb/Breakpoint/BreakpointLocation.h"
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#include "lldb/Breakpoint/BreakpointResolver.h"
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#include "lldb/Core/Log.h"
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#include "lldb/Core/ModuleList.h"
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#include "lldb/Core/SearchFilter.h"
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#include "lldb/Core/Stream.h"
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#include "lldb/Core/StreamString.h"
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#include "lldb/Symbol/SymbolContext.h"
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#include "lldb/Target/Target.h"
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#include "lldb/Target/ThreadSpec.h"
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#include "lldb/lldb-private-log.h"
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using namespace lldb;
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using namespace lldb_private;
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const ConstString &
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Breakpoint::GetEventIdentifier ()
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{
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static ConstString g_identifier("event-identifier.breakpoint.changed");
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return g_identifier;
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}
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//----------------------------------------------------------------------
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// Breakpoint constructor
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//----------------------------------------------------------------------
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Breakpoint::Breakpoint(Target &target, SearchFilterSP &filter_sp, BreakpointResolverSP &resolver_sp) :
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m_target (target),
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m_filter_sp (filter_sp),
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m_resolver_sp (resolver_sp),
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m_options (),
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m_locations ()
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{
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}
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//----------------------------------------------------------------------
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// Destructor
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//----------------------------------------------------------------------
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Breakpoint::~Breakpoint()
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{
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}
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bool
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Breakpoint::IsInternal () const
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{
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return LLDB_BREAK_ID_IS_INTERNAL(m_bid);
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}
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Target&
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Breakpoint::GetTarget ()
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{
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return m_target;
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}
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const Target&
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Breakpoint::GetTarget () const
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{
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return m_target;
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}
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BreakpointLocationSP
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Breakpoint::AddLocation (Address &addr, bool *new_location)
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{
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BreakpointLocationSP bp_loc_sp (m_locations.FindByAddress(addr));
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if (bp_loc_sp)
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{
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if (new_location)
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*new_location = false;
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return bp_loc_sp;
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}
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bp_loc_sp.reset (new BreakpointLocation (m_locations.GetNextID(), *this, addr));
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m_locations.Add (bp_loc_sp);
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bp_loc_sp->ResolveBreakpointSite();
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if (new_location)
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*new_location = true;
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return bp_loc_sp;
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}
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BreakpointLocationSP
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Breakpoint::FindLocationByAddress (Address &addr)
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{
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return m_locations.FindByAddress(addr);
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}
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break_id_t
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Breakpoint::FindLocationIDByAddress (Address &addr)
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{
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return m_locations.FindIDByAddress(addr);
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}
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BreakpointLocationSP
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Breakpoint::FindLocationByID (break_id_t bp_loc_id)
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{
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return m_locations.FindByID(bp_loc_id);
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}
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BreakpointLocationSP
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Breakpoint::GetLocationAtIndex (uint32_t index)
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{
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return m_locations.GetByIndex(index);
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}
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BreakpointLocationSP
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Breakpoint::GetLocationSP (BreakpointLocation *bp_loc_ptr)
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{
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assert (bp_loc_ptr->GetBreakpoint().GetID() == GetID());
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return m_locations.FindByID(bp_loc_ptr->GetID());
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}
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// For each of the overall options we need to decide how they propagate to
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// the location options. This will determine the precedence of options on
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// the breakpoint vrs. its locations.
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// Disable at the breakpoint level should override the location settings.
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// That way you can conveniently turn off a whole breakpoint without messing
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// up the individual settings.
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void
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Breakpoint::SetEnabled (bool enable)
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{
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m_options.SetEnabled(enable);
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if (enable)
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m_locations.ResolveAllBreakpointSites();
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else
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m_locations.ClearAllBreakpointSites();
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}
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bool
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Breakpoint::IsEnabled ()
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{
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return m_options.IsEnabled();
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}
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void
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Breakpoint::SetIgnoreCount (int32_t n)
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{
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m_options.SetIgnoreCount(n);
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}
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int32_t
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Breakpoint::GetIgnoreCount () const
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{
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return m_options.GetIgnoreCount();
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}
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void
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Breakpoint::SetThreadID (lldb::tid_t thread_id)
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{
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m_options.GetThreadSpec()->SetTID(thread_id);
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}
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lldb::tid_t
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Breakpoint::GetThreadID ()
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{
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if (m_options.GetThreadSpec() == NULL)
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return LLDB_INVALID_THREAD_ID;
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else
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return m_options.GetThreadSpec()->GetTID();
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}
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// This function is used when "baton" doesn't need to be freed
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void
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Breakpoint::SetCallback (BreakpointHitCallback callback, void *baton, bool is_synchronous)
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{
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// The default "Baton" class will keep a copy of "baton" and won't free
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// or delete it when it goes goes out of scope.
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m_options.SetCallback(callback, BatonSP (new Baton(baton)), is_synchronous);
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}
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// This function is used when a baton needs to be freed and therefore is
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// contained in a "Baton" subclass.
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void
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Breakpoint::SetCallback (BreakpointHitCallback callback, const BatonSP &callback_baton_sp, bool is_synchronous)
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{
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m_options.SetCallback(callback, callback_baton_sp, is_synchronous);
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}
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void
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Breakpoint::ClearCallback ()
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{
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m_options.ClearCallback ();
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}
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bool
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Breakpoint::InvokeCallback (StoppointCallbackContext *context, break_id_t bp_loc_id)
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{
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return m_options.InvokeCallback (context, GetID(), bp_loc_id);
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}
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BreakpointOptions *
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Breakpoint::GetOptions ()
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{
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return &m_options;
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}
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void
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Breakpoint::ResolveBreakpoint ()
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{
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if (m_resolver_sp)
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m_resolver_sp->ResolveBreakpoint(*m_filter_sp);
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}
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void
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Breakpoint::ResolveBreakpointInModules (ModuleList &module_list)
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{
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if (m_resolver_sp)
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m_resolver_sp->ResolveBreakpointInModules(*m_filter_sp, module_list);
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}
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void
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Breakpoint::ClearAllBreakpointSites ()
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{
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m_locations.ClearAllBreakpointSites();
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}
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//----------------------------------------------------------------------
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// ModulesChanged: Pass in a list of new modules, and
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//----------------------------------------------------------------------
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void
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Breakpoint::ModulesChanged (ModuleList &module_list, bool load)
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{
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if (load)
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{
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// The logic for handling new modules is:
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// 1) If the filter rejects this module, then skip it.
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// 2) Run through the current location list and if there are any locations
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// for that module, we mark the module as "seen" and we don't try to re-resolve
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// breakpoint locations for that module.
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// However, we do add breakpoint sites to these locations if needed.
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// 3) If we don't see this module in our breakpoint location list, call ResolveInModules.
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ModuleList new_modules; // We'll stuff the "unseen" modules in this list, and then resolve
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// them after the locations pass. Have to do it this way because
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// resolving breakpoints will add new locations potentially.
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for (int i = 0; i < module_list.GetSize(); i++)
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{
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bool seen = false;
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ModuleSP module_sp (module_list.GetModuleAtIndex (i));
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Module *module = module_sp.get();
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if (!m_filter_sp->ModulePasses (module_sp))
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continue;
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for (int i = 0; i < m_locations.GetSize(); i++)
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{
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BreakpointLocationSP break_loc = m_locations.GetByIndex(i);
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const Section *section = break_loc->GetAddress().GetSection();
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if (section == NULL || section->GetModule() == module)
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{
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if (!seen)
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seen = true;
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if (!break_loc->ResolveBreakpointSite())
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{
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Log *log = lldb_private::GetLogIfAllCategoriesSet (LIBLLDB_LOG_BREAKPOINTS);
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if (log)
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log->Printf ("Warning: could not set breakpoint site for breakpoint location %d of breakpoint %d.\n",
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break_loc->GetID(), GetID());
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}
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}
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}
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if (!seen)
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new_modules.AppendInNeeded (module_sp);
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}
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if (new_modules.GetSize() > 0)
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{
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ResolveBreakpointInModules(new_modules);
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}
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}
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else
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{
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// Go through the currently set locations and if any have breakpoints in
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// the module list, then remove their breakpoint sites.
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// FIXME: Think about this... Maybe it's better to delete the locations?
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// Are we sure that on load-unload-reload the module pointer will remain
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// the same? Or do we need to do an equality on modules that is an
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// "equivalence"???
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for (int i = 0; i < module_list.GetSize(); i++)
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{
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ModuleSP module_sp (module_list.GetModuleAtIndex (i));
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if (!m_filter_sp->ModulePasses (module_sp))
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continue;
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for (int i = 0; i < m_locations.GetSize(); i++)
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{
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BreakpointLocationSP break_loc = m_locations.GetByIndex(i);
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const Section *section = break_loc->GetAddress().GetSection();
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if (section)
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{
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if (section->GetModule() == module_sp.get())
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break_loc->ClearBreakpointSite();
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}
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// else
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// {
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// Address temp_addr;
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// if (module->ResolveLoadAddress(break_loc->GetLoadAddress(), m_target->GetProcess(), temp_addr))
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// break_loc->ClearBreakpointSite();
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// }
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}
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}
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}
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}
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void
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Breakpoint::Dump (Stream *)
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{
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}
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size_t
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Breakpoint::GetNumResolvedLocations() const
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{
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// Return the number of breakpoints that are actually resolved and set
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// down in the inferior process.
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return m_locations.GetNumResolvedLocations();
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}
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size_t
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Breakpoint::GetNumLocations() const
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{
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return m_locations.GetSize();
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}
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void
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Breakpoint::GetDescription (Stream *s, lldb::DescriptionLevel level, bool show_locations)
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{
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assert (s != NULL);
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s->Printf("%i: ", GetID());
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GetResolverDescription (s);
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GetFilterDescription (s);
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const uint32_t num_locations = GetNumLocations ();
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const uint32_t num_resolved_locations = GetNumResolvedLocations ();
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switch (level)
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{
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case lldb::eDescriptionLevelBrief:
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case lldb::eDescriptionLevelFull:
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if (num_locations > 0)
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{
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s->Printf(", locations = %u", num_locations);
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if (num_resolved_locations > 0)
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s->Printf(", resolved = %u", num_resolved_locations);
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}
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else
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{
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s->Printf(", locations = 0 (pending)");
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}
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GetOptions()->GetDescription(s, level);
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if (level == lldb::eDescriptionLevelFull)
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{
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s->IndentLess();
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s->EOL();
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}
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break;
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case lldb::eDescriptionLevelVerbose:
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// Verbose mode does a debug dump of the breakpoint
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Dump (s);
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s->EOL ();
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s->Indent();
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GetOptions()->GetDescription(s, level);
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break;
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}
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if (show_locations)
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{
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s->IndentMore();
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for (int i = 0; i < GetNumLocations(); ++i)
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{
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BreakpointLocation *loc = GetLocationAtIndex(i).get();
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loc->GetDescription(s, level);
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s->EOL();
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}
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s->IndentLess();
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}
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}
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Breakpoint::BreakpointEventData::BreakpointEventData (Breakpoint::BreakpointEventData::EventSubType sub_type,
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BreakpointSP &new_breakpoint_sp) :
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EventData (),
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m_sub_type (sub_type),
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m_new_breakpoint_sp (new_breakpoint_sp)
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{
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}
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Breakpoint::BreakpointEventData::~BreakpointEventData ()
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{
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}
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const ConstString &
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Breakpoint::BreakpointEventData::GetFlavorString ()
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{
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static ConstString g_flavor ("Breakpoint::BreakpointEventData");
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return g_flavor;
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}
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const ConstString &
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Breakpoint::BreakpointEventData::GetFlavor () const
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{
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return BreakpointEventData::GetFlavorString ();
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}
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BreakpointSP &
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Breakpoint::BreakpointEventData::GetBreakpoint ()
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{
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return m_new_breakpoint_sp;
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}
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Breakpoint::BreakpointEventData::EventSubType
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Breakpoint::BreakpointEventData::GetSubType () const
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{
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return m_sub_type;
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}
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void
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Breakpoint::BreakpointEventData::Dump (Stream *s) const
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{
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}
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Breakpoint::BreakpointEventData *
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Breakpoint::BreakpointEventData::GetEventDataFromEvent (const EventSP &event_sp)
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{
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if (event_sp)
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{
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EventData *event_data = event_sp->GetData();
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if (event_data && event_data->GetFlavor() == BreakpointEventData::GetFlavorString())
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return static_cast <BreakpointEventData *> (event_sp->GetData());
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}
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return NULL;
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}
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Breakpoint::BreakpointEventData::EventSubType
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Breakpoint::BreakpointEventData::GetSubTypeFromEvent (const EventSP &event_sp)
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{
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BreakpointEventData *data = GetEventDataFromEvent (event_sp);
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if (data == NULL)
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return eBreakpointInvalidType;
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else
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return data->GetSubType();
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}
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BreakpointSP
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Breakpoint::BreakpointEventData::GetBreakpointFromEvent (const EventSP &event_sp)
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{
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BreakpointEventData *data = GetEventDataFromEvent (event_sp);
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if (data == NULL)
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{
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BreakpointSP ret_val;
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return ret_val;
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}
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else
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return data->GetBreakpoint();
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}
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void
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Breakpoint::GetResolverDescription (Stream *s)
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{
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if (m_resolver_sp)
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m_resolver_sp->GetDescription (s);
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}
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void
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Breakpoint::GetFilterDescription (Stream *s)
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{
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m_filter_sp->GetDescription (s);
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}
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const BreakpointSP
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Breakpoint::GetSP ()
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{
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return m_target.GetBreakpointList().FindBreakpointByID (GetID());
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}
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