325 lines
7.6 KiB
C++
325 lines
7.6 KiB
C++
//----------------------------------------------------------------------------
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//
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// Debuggee state buffers.
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//
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// Copyright (C) Microsoft Corporation, 1999-2000.
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//
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//----------------------------------------------------------------------------
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#ifndef __STATEBUF_H__
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#define __STATEBUF_H__
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// Different WU_UPDATE qualifiers, sent in WPARAM.
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enum UpdateType
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{
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UPDATE_BUFFER,
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UPDATE_BP,
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UPDATE_EXEC,
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UPDATE_INPUT_REQUIRED,
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UPDATE_START_SESSION,
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UPDATE_END_SESSION,
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UPDATE_PROMPT_TEXT,
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UPDATE_EXIT
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};
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typedef enum
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{
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MINVAL_WINDOW = 0,
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DOC_WINDOW,
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WATCH_WINDOW,
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LOCALS_WINDOW,
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CPU_WINDOW,
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DISASM_WINDOW,
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CMD_WINDOW,
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SCRATCH_PAD_WINDOW,
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MEM_WINDOW,
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QUICKW_WINDOW,
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CALLS_WINDOW,
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PROCESS_THREAD_WINDOW,
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MAXVAL_WINDOW,
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// Artificial values so there are well-defined bit
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// positions for state which is not tied to a specific window.
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EVENT_BIT,
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BP_BIT,
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BP_CMDS_BIT,
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FILTER_BIT,
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MODULE_BIT
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} WIN_TYPES, * PWIN_TYPES;
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#define FIRST_WINDOW ((WIN_TYPES)(MINVAL_WINDOW + 1))
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#define LAST_WINDOW ((WIN_TYPES)(MAXVAL_WINDOW - 1))
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//----------------------------------------------------------------------------
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//
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// StateBuffer.
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//
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// A state buffer is a dynamic container for data passed from
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// the engine thread to the UI thread. It may be used for
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// holding window content, in which case it will have an HWND
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// associated with it, or it can be an internal buffer for non-UI
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// purposes.
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//
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// A list of current window-associated state buffers is kept for
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// the engine to traverse when it is updating state for the UI.
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// The UI thread is the only thread that can add to this list.
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// The engine thread is the only thread that can remove a buffer
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// from the list. This is necessary for proper lifetime management
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// of dynamically-created buffers.
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//
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//----------------------------------------------------------------------------
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class StateBuffer : public LIST_ENTRY
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{
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public:
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DBG_CRITICAL_SECTION m_Lock;
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WIN_TYPES m_enumType;
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HWND m_Win;
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ULONG m_UpdateTypes;
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UpdateType m_UpdateType;
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StateBuffer(ULONG ChangeBy);
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virtual ~StateBuffer(void);
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PVOID AddData(ULONG Len);
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BOOL AddString(PCSTR Str, BOOL SoftTerminate);
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void RemoveHead(ULONG Len);
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void RemoveMiddle(ULONG Start, ULONG Len);
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void RemoveTail(ULONG Len);
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HRESULT Resize(ULONG Len);
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void Free(void);
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void Empty(void)
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{
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m_DataUsed = 0;
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}
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HRESULT GetStatus(void)
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{
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return m_Status;
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}
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void SetStatus(HRESULT Status)
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{
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m_Status = Status;
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}
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ULONG GetReadRequest(void)
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{
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return m_ReadRequest;
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}
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ULONG GetReadDone(void)
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{
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return m_ReadDone;
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}
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void RequestRead(void)
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{
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InterlockedIncrement((LONG *)&m_ReadRequest);
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}
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void SetReadDone(ULONG Done)
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{
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m_ReadDone = Done;
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}
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PVOID GetDataBuffer(void)
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{
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return m_Data;
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}
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ULONG GetDataLen(void)
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{
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return m_DataUsed;
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}
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HRESULT Update(void);
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void UiRequestRead(void);
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HRESULT UiLockForRead(void);
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// Base implementation just returns S_OK for
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// buffers maintained in other ways.
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// ReadState should only be called in the engine thread.
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virtual HRESULT ReadState(void);
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protected:
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void SetNoData(void)
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{
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m_Data = NULL;
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m_DataLen = 0;
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Empty();
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}
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ULONG m_ChangeBy;
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UINT m_UpdateMessage;
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HRESULT m_Status;
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ULONG m_ReadRequest;
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ULONG m_ReadDone;
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PBYTE m_Data;
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ULONG m_DataLen;
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ULONG m_DataUsed;
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};
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//----------------------------------------------------------------------------
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//
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// OutputToStateBuffer.
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//
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//----------------------------------------------------------------------------
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class OutputToStateBuffer : public DefOutputCallbacks
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{
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public:
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OutputToStateBuffer(void)
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{
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m_Buffer = NULL;
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}
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void SetBuffer(StateBuffer* Buffer)
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{
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m_Buffer = Buffer;
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}
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HRESULT Start(BOOL Empty);
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HRESULT End(BOOL RemoveLastNewLine);
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ULONG GetLineCount(void)
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{
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return m_NewLineCount + m_PartialLine;
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}
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ULONG RecountLines(void)
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{
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m_NewLineCount = 0;
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AddLines((PSTR)m_Buffer->GetDataBuffer() + m_DataStart);
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return GetLineCount();
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}
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void ReplaceChar(char From, char To);
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// IDebugOutputCallbacks.
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STDMETHOD(Output)(
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THIS_
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IN ULONG Mask,
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IN PCSTR Text
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);
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private:
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void AddLines(PCSTR Start);
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StateBuffer* m_Buffer;
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ULONG m_DataStart;
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HRESULT m_Status;
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ULONG m_NewLineCount;
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ULONG m_PartialLine;
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};
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extern OutputToStateBuffer g_OutStateBuf;
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extern OutputToStateBuffer g_UiOutStateBuf;
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//----------------------------------------------------------------------------
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//
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// Dynamic state buffers.
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//
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//----------------------------------------------------------------------------
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extern LIST_ENTRY g_StateList;
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// Global lock for short operations where it doesn't matter
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// if the threads block on each other briefly. This lock should
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// not be held longer than a fraction of a second.
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// Used for protecting:
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// State buffer list.
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// g_Event values.
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extern DBG_CRITICAL_SECTION g_QuickLock;
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#define LockStateBuffer(Buffer) Dbg_EnterCriticalSection(&(Buffer)->m_Lock)
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#define UnlockStateBuffer(Buffer) Dbg_LeaveCriticalSection(&(Buffer)->m_Lock)
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#define AssertStateBufferLocked(Buffer) \
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Assert(Dbg_CriticalSectionOwned(&(Buffer)->m_Lock))
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extern ULONG64 g_CodeIp;
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// If g_CodeFileFound[0] == 0 no source file was found.
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extern char g_CodeFileFound[];
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// If g_CodeSymFile[0] == 0 no source symbol information was found.
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extern char g_CodeSymFile[];
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extern ULONG g_CodeLine;
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extern BOOL g_CodeUserActivated;
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extern ULONG g_CodeBufferSequence;
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extern ULONG64 g_EventIp;
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extern ULONG64 g_EventReturnAddr;
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extern ULONG g_CurProcessId, g_CurProcessSysId;
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extern ULONG g_CurThreadId, g_CurThreadSysId;
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enum BpStateType
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{
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BP_ENABLED,
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BP_DISABLED,
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BP_NONE,
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BP_UNKNOWN
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};
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struct BpBufferData
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{
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ULONG64 Offset;
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ULONG Id;
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ULONG Flags;
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ULONG Thread;
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ULONG Sequence;
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ULONG FileOffset;
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};
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extern ULONG g_BpCount;
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extern StateBuffer* g_BpBuffer;
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extern ULONG g_BpTextOffset;
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extern StateBuffer* g_BpCmdsBuffer;
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extern StateBuffer* g_FilterTextBuffer;
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extern StateBuffer* g_FilterBuffer;
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extern ULONG g_FilterArgsOffset;
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extern ULONG g_FilterCmdsOffset;
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extern ULONG g_FilterWspCmdsOffset;
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extern ULONG g_NumSpecEvents, g_NumSpecEx, g_NumArbEx;
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extern StateBuffer* g_ModuleBuffer;
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extern ULONG g_NumModules;
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void FillCodeBuffer(ULONG64 Ip, BOOL UserActivated);
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void FillEventBuffer(void);
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void ReadStateBuffers(void);
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#define BUFFERS_ALL 0xffffffff
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void InvalidateStateBuffers(ULONG Types);
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void UpdateBufferWindows(ULONG Types, UpdateType Type);
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//----------------------------------------------------------------------------
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//
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// Static state buffers.
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//
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//----------------------------------------------------------------------------
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extern StateBuffer* g_RegisterNamesBuffer;
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extern StateBuffer* g_WatchWinBuffer;
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extern PUSHORT g_RegisterMap;
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extern ULONG g_RegisterMapEntries;
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#define MAP_REGISTER(i) \
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(g_RegisterMap != NULL && (i) < g_RegisterMapEntries ? \
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g_RegisterMap[(i)] : (i))
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void GetRegisterMapText(HWND Edit);
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void ScanRegisterMapText(HWND Edit);
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//----------------------------------------------------------------------------
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//
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// UI thread state buffer.
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//
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// The UI thread has simple needs and so one state buffer for
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// output capture is sufficient.
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//
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//----------------------------------------------------------------------------
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extern StateBuffer g_UiOutputCapture;
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#endif // #ifndef __STATEBUF_H__
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