ZScript DAP Debug server (#3009)
* Add STL-standard type traits and functions to TMap to enable for loop iteration * add third-party range-map library I have e-mailed the author for clarifcation on the license, will update this when they respond * vcpkg: Add cppdap and eventpp libraries, update baseline * DAP implementation * Add `FileSystem::FileHash()` to get the CRC32 hash * add `starting_offset` param to `VMDisasm()` for debugger disassembly view Defaults to `0`, should not change output if it's not set * Add `VMFrameStack::HasFrames()` to prevent assertions when inspecting in the debugger * Add `PC` field to VMFrame, ensure that it is updated whenever vm increments/decrements the pc Does not change alignment, the offsets used in VMFrame still work We need this for the debugger because we otherwise have no way to get the pc; it was a local in `ExecScriptFunc()` * `ZCCCompiler::CreateClassTypes()`: ensure SourceLumpName is set for classes derived from non-native classes * start debug server in d_main, add `vm_debug` cvars and `-debug` CLI arg * Add documentation for `vm_debug` cvars * vm_exec: Add debugger hooks for instruction execution events * c_console: Add debugger hooks for logging events in `PrintString` * add `.cache/` to gitignore * vendor cppdap on main @ 6464cd7 Patches: removed .gitmodules (submodules were thirdparty/json, thirdparty/googletest) removed thirdparty/googletest, not needed removed thirdparty/json/docs, thirdparty/json/test, thirdparty/json/benchmarks to prevent massive bloat * vendor eventpp on master @ 1224dd6 * build: use internal cppdap and eventpp by default * dap: fix Binary::GetFunctionLineRange() * fix bug in range_map::find_ranges * make Binary dap::Source dynamic * cache source code upon retrieval * refactor Binary into a class, cleanup PexCache * fix ending session gracefully * d_main: Stop debug server in D_Cleanup() * Fix connecting to debugger when session already started * cleanup unused stuff in ZScriptDebugger * always send TerminateEvents on disconnect if initialized * tweak color display * Don't cache disassembly lines when scanning scripts * Cache nodes when getting runtime state * WIP display locals * Fix display of static arrays * Ensure names display in proper order * dap: Fix struct locals display, add args display * Support `start` parameter * Support `filter` parameter * remove struct unbound native data display Practically useless for debugging zscript and didn't work properly anyway * d_main: fix vm_jit and vm_jit not being disabled soon enough * support breaking on abort exceptions * dap: refactor game event emitter functions into seperate header * dap: show native functions on stack * dap: Remove "Native" from exception handling, simplify exception event emit * dap: add instruction breakpoints * dap: fix display of locals not in scope yet * dap: Make disassembly view display invalid instructions for non-code addresses * dap: remove dot initializers * dap: fix local structs in scope * dap: don't parse the non-used options in the launch/attach requests * dap: fix local struct view * dap: Fix displaying objects that aren't their actual types * dap: Fix action and state handling * dap: stack display view * dap: fix object display view * d_dehacked: set qualified name in addition to the printable name * dap: fix displaying breakpoint errors when script isn't loaded * dap: remove debug print * dap: Display parameter names * dap: Turn down verbosity of logging * dap: fix disassembly view * dap: fix performance problems with arrays * c_console: emit event only if not PRINT_NODAPEVENT * dap: improve logging * dap: update upstream cppdap library to fix deadlocks on no bind * dap: Fix ending session on client socket closed * dap: prevent DebugServer.h from pulling in `dap` and `ZScriptDebugger.h` * dap: fix pause event not being emitted on pause * dap: remove eventpp emitters, way too slow * Remove eventpp dependency * dap: Display correct register names * dap: Show special inits in registers * dap: Add stack offset to VMLocalVariable * dap: fix display of static arrays and local variables on stack vs. registers * dap: fix displaying function pointers * dap: tweak color display * dap: fix scalar display < 4 * dap: add Globals display to debugger * dap: unify methods to get vmvalue * dap: rename free method to freeValue to avoid running afoul of macro defs * fix windows builds * fix compile on linux * cleanup * Fix display of function breakpoints * dap: Don't send back binary files * dap: include sbarinfo in script types (no debug support for anything but zscript yet, this is just for returning source info) * dap: don't show ending session message unless initialized * fix erroneous commit * dap: handle evaluate requests * Fix getting bitfield values * Add CVars Scope and evaluation * add running console commands from repl * dap: disable commands via repl for now * fix loading functions DECORATE scripts * Add source information to Dehacked VM functions, add debugging support * dap: cleanup * fix resolving archive paths * don't send source back on native stack frames * handle `modules` request * cleanup * allow evaluating cvars on hover * fix oob bpinfos * fix restarting the game blowing out the debug server * dap: process input events while paused to prevent deadlocks * fix getting local state * dap: fix LocalState alignment * dap: fix DumpStateHelper * update cppdap protocol version to 1.68.0 * remove cppdap from vcpkg deps We can't use the upstream version anyway because the maintainers are not merging our patches * dap: make named variable nodes derive from the same class * dap: make cvar scope available in native stack frames * handle local variables with conflicting names * add I_GetWindowEvent() to win32 to only process window events when debugging is paused * dap: fix evaluate * dap: fix display of `out` variables
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235 changed files with 83166 additions and 62 deletions
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@ -118,6 +118,7 @@
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#include "screenjob.h"
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#include "startscreen.h"
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#include "shiftstate.h"
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#include "common/scripting/dap/DebugServer.h"
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#include "common/widgets/errorwindow.h"
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#ifdef __unix__
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@ -131,6 +132,8 @@ EXTERN_CVAR(Int, vr_mode)
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EXTERN_CVAR(Bool, cl_customizeinvulmap)
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EXTERN_CVAR(Bool, log_vgafont)
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EXTERN_CVAR(Bool, dlg_vgafont)
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EXTERN_CVAR(Bool, vm_jit)
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EXTERN_CVAR(Bool, vm_jit_aot)
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CVAR(Int, vid_renderer, 1, 0) // for some stupid mods which threw caution out of the window...
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void DrawHUD();
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@ -333,6 +336,7 @@ extern bool AppActive;
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bool playedtitlemusic;
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FStartScreen* StartScreen;
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std::unique_ptr<DebugServer::DebugServer> debugServer;
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cycle_t FrameCycles;
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@ -2677,6 +2681,23 @@ CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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}
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}
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CUSTOM_CVAR(Bool, vm_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (vm_debug == false){
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if (debugServer){
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debugServer->Stop();
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debugServer = nullptr;
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}
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} else {
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// TODO: we wouldn't need to do this if we were able to recompile everything when it's enabled?
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Printf("You must restart " GAMENAME " for this change to take effect.\n");
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Printf("Note that enabling the debug server will disable JIT compilation.\n");
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}
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// TODO: save this to the config file?
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}
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CVAR(Int, vm_debug_port, 19021, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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void Mlook_ReleaseHandler()
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{
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@ -3112,6 +3133,14 @@ static int FileSystemPrintf(FSMessageLevel level, const char* fmt, ...)
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static int D_InitGame(const FIWADInfo* iwad_info, std::vector<std::string>& allwads, std::vector<std::string>& pwads)
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{
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NetworkEntityManager::InitializeNetworkEntities();
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bool dap_debugging = vm_debug.get();
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if (Args->CheckValue("-debug") || dap_debugging)
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{
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dap_debugging = true;
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// disable vm_jit and vm_jit_aot when debugging
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vm_jit = false;
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vm_jit_aot = false;
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}
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if (!restart)
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{
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@ -3431,7 +3460,7 @@ static int D_InitGame(const FIWADInfo* iwad_info, std::vector<std::string>& allw
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// clean up the compiler symbols which are not needed any longer.
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RemoveUnusedSymbols();
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if (!dap_debugging) RemoveUnusedSymbols();
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InitActorNumsFromMapinfo();
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InitSpawnablesFromMapinfo();
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@ -3732,6 +3761,12 @@ static int D_DoomMain_Internal (void)
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// Now that we have the IWADINFO, initialize the autoload ini sections.
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GameConfig->DoAutoloadSetup(iwad_man);
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bool should_debug = vm_debug.get();
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const char * debug_port_arg = Args->CheckValue("-debug");
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if (debug_port_arg) {
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should_debug = true;
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}
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// reinit from here
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do
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@ -3785,6 +3820,22 @@ static int D_DoomMain_Internal (void)
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D_DoAnonStats();
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I_UpdateWindowTitle();
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// Launch debug server if enabled
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if (should_debug) {
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debugServer = std::make_unique<DebugServer::DebugServer>();
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int debug_port = vm_debug_port.get()->ToInt();
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if (should_debug) {
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if (debug_port_arg) {
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debug_port = atoi(debug_port_arg);
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}
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}
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if (debug_port > 65535 || debug_port < 0) {
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I_FatalError("Invalid debug port %d (must be between 0 and 65535)", debug_port);
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}
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debugServer->Listen(debug_port);
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}
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D_DoomLoop (); // this only returns if a 'restart' CCMD is given.
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//
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// Clean up after a restart
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@ -3868,6 +3919,11 @@ int GameMain()
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void D_Cleanup()
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{
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if (debugServer)
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{
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debugServer->Stop();
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debugServer = nullptr;
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}
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if (demorecording)
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{
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G_CheckDemoStatus();
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