mirror of
https://github.com/xenia-project/xenia.git
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212 lines
7.6 KiB
C++
212 lines
7.6 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2013 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_DEBUG_DEBUGGER_H_
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#define XENIA_DEBUG_DEBUGGER_H_
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#include <gflags/gflags.h>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "xenia/base/exception_handler.h"
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#include "xenia/base/mapped_memory.h"
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#include "xenia/base/mutex.h"
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#include "xenia/base/threading.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/cpu/thread_state.h"
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#include "xenia/debug/breakpoint.h"
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#include "xenia/debug/debug_listener.h"
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#include "xenia/debug/thread_execution_info.h"
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DECLARE_bool(debug);
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namespace xe {
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class Emulator;
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namespace kernel {
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class XThread;
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} // namespace kernel
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} // namespace xe
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namespace xe {
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namespace debug {
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// Describes the current state of the debug target as known to the debugger.
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// This determines which state the debugger is in and what operations are
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// allowed.
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enum class ExecutionState {
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// Target is running; the debugger is not waiting for any events.
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kRunning,
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// Target is running in stepping mode with the debugger waiting for feedback.
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kStepping,
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// Target is paused for debugging.
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kPaused,
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// Target has been stopped and cannot be restarted (crash, etc).
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kEnded,
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};
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class Debugger {
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public:
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explicit Debugger(Emulator* emulator);
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~Debugger();
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Emulator* emulator() const { return emulator_; }
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// True if a debug listener is attached and the debugger is active.
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bool is_attached() const { return !!debug_listener_; }
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// Gets the active debug listener, if any.
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DebugListener* debug_listener() const { return debug_listener_; }
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// Sets the active debug listener, if any.
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// This can be used to detach the listener.
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void set_debug_listener(DebugListener* debug_listener);
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// Sets a handler that will be called from a random thread when a debugger
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// listener is required (such as on a breakpoint hit/etc).
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// Will only be called if the debug listener has not already been specified
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// with set_debug_listener.
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void set_debug_listener_request_handler(
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std::function<DebugListener*(Debugger*)> handler) {
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debug_listener_handler_ = std::move(handler);
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}
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// The current execution state of the target.
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ExecutionState execution_state() const { return execution_state_; }
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// TODO(benvanik): remove/cleanup.
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bool StartSession();
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void PreLaunch();
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void StopSession();
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void FlushSession();
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// TODO(benvanik): hide.
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uint8_t* AllocateFunctionData(size_t size);
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uint8_t* AllocateFunctionTraceData(size_t size);
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// Returns a list of debugger info for all threads that have ever existed.
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// This is the preferred way to sample thread state vs. attempting to ask
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// the kernel.
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std::vector<ThreadExecutionInfo*> QueryThreadExecutionInfos();
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// Returns the debugger info for the given thread.
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ThreadExecutionInfo* QueryThreadExecutionInfo(uint32_t thread_id);
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// Adds a breakpoint to the debugger and activates it (if enabled).
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// The given breakpoint will not be owned by the debugger and must remain
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// allocated so long as it is added.
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void AddBreakpoint(Breakpoint* breakpoint);
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// Removes a breakpoint from the debugger and deactivates it.
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void RemoveBreakpoint(Breakpoint* breakpoint);
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// Returns all currently registered breakpoints.
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const std::vector<Breakpoint*>& breakpoints() const { return breakpoints_; }
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// TODO(benvanik): utility functions for modification (make function ignored,
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// etc).
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// Shows the debug listener, focusing it if it already exists.
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void Show();
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// Pauses target execution by suspending all threads.
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// The debug listener will be requested if it has not been attached.
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void Pause();
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// Continues target execution from wherever it is.
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// This will cancel any active step operations and resume all threads.
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void Continue();
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// Steps the given thread a single PPC guest instruction.
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// If the step is over a branch the branch will be followed.
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void StepGuestInstruction(uint32_t thread_id);
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// Steps the given thread a single x64 host instruction.
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// If the step is over a branch the branch will be followed.
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void StepHostInstruction(uint32_t thread_id);
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public:
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// TODO(benvanik): hide.
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void OnThreadCreated(xe::kernel::XThread* thread);
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void OnThreadExit(xe::kernel::XThread* thread);
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void OnThreadDestroyed(xe::kernel::XThread* thread);
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void OnThreadEnteringWait(xe::kernel::XThread* thread);
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void OnThreadLeavingWait(xe::kernel::XThread* thread);
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void OnFunctionDefined(xe::cpu::Function* function);
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bool OnUnhandledException(Exception* ex);
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private:
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// Synchronously demands a debug listener.
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void DemandDebugListener();
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// Suspends all known threads (except the caller).
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bool SuspendAllThreads();
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// Resumes the given thread.
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bool ResumeThread(uint32_t thread_id);
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// Resumes all known threads (except the caller).
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bool ResumeAllThreads();
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// Updates all cached thread execution info (state, call stacks, etc).
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// The given override thread handle and context will be used in place of
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// sampled values for that thread.
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void UpdateThreadExecutionStates(uint32_t override_handle = 0,
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X64Context* override_context = nullptr);
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// Suspends all breakpoints, uninstalling them as required.
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// No breakpoints will be triggered until they are resumed.
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void SuspendAllBreakpoints();
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// Resumes all breakpoints, re-installing them if required.
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void ResumeAllBreakpoints();
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static bool ExceptionCallbackThunk(Exception* ex, void* data);
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bool ExceptionCallback(Exception* ex);
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void OnStepCompleted(ThreadExecutionInfo* thread_info);
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void OnBreakpointHit(ThreadExecutionInfo* thread_info,
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Breakpoint* breakpoint);
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// Calculates the next guest instruction based on the current thread state and
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// current PC. This will look for branches and other control flow
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// instructions.
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uint32_t CalculateNextGuestInstruction(ThreadExecutionInfo* thread_info,
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uint32_t current_pc);
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// Calculates the next host instruction based on the current thread state and
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// current PC. This will look for branches and other control flow
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// instructions.
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uint64_t CalculateNextHostInstruction(ThreadExecutionInfo* thread_info,
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uint64_t current_pc);
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Emulator* emulator_ = nullptr;
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// TODO(benvanik): move this to the CPU backend and remove x64-specific stuff?
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uintptr_t capstone_handle_ = 0;
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std::function<DebugListener*(Debugger*)> debug_listener_handler_;
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DebugListener* debug_listener_ = nullptr;
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// TODO(benvanik): cleanup - maybe remove now that in-process?
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std::wstring functions_path_;
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std::unique_ptr<ChunkedMappedMemoryWriter> functions_file_;
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std::wstring functions_trace_path_;
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std::unique_ptr<ChunkedMappedMemoryWriter> functions_trace_file_;
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xe::global_critical_region global_critical_region_;
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ExecutionState execution_state_ = ExecutionState::kPaused;
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// Maps thread ID to state. Updated on thread create, and threads are never
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// removed.
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std::map<uint32_t, std::unique_ptr<ThreadExecutionInfo>>
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thread_execution_infos_;
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// TODO(benvanik): cleanup/change structures.
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std::vector<Breakpoint*> breakpoints_;
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};
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} // namespace debug
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} // namespace xe
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#endif // XENIA_DEBUG_DEBUGGER_H_
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