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271 lines
8.7 KiB
C++
271 lines
8.7 KiB
C++
// Copyright 2008 the V8 project authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef V8_V8_DEBUG_H_
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#define V8_V8_DEBUG_H_
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#include "v8.h"
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/**
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* Debugger support for the V8 JavaScript engine.
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*/
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namespace v8 {
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// Debug events which can occur in the V8 JavaScript engine.
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enum DebugEvent {
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Break = 1,
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Exception = 2,
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NewFunction = 3,
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BeforeCompile = 4,
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AfterCompile = 5,
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CompileError = 6,
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PromiseEvent = 7,
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AsyncTaskEvent = 8,
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BreakForCommand = 9
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};
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class V8_EXPORT Debug {
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public:
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/**
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* A client object passed to the v8 debugger whose ownership will be taken by
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* it. v8 is always responsible for deleting the object.
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*/
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class ClientData {
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public:
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virtual ~ClientData() {}
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};
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/**
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* A message object passed to the debug message handler.
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*/
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class Message {
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public:
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/**
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* Check type of message.
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*/
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virtual bool IsEvent() const = 0;
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virtual bool IsResponse() const = 0;
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virtual DebugEvent GetEvent() const = 0;
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/**
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* Indicate whether this is a response to a continue command which will
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* start the VM running after this is processed.
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*/
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virtual bool WillStartRunning() const = 0;
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/**
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* Access to execution state and event data. Don't store these cross
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* callbacks as their content becomes invalid. These objects are from the
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* debugger event that started the debug message loop.
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*/
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virtual Handle<Object> GetExecutionState() const = 0;
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virtual Handle<Object> GetEventData() const = 0;
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/**
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* Get the debugger protocol JSON.
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*/
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virtual Handle<String> GetJSON() const = 0;
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/**
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* Get the context active when the debug event happened. Note this is not
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* the current active context as the JavaScript part of the debugger is
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* running in its own context which is entered at this point.
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*/
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virtual Handle<Context> GetEventContext() const = 0;
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/**
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* Client data passed with the corresponding request if any. This is the
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* client_data data value passed into Debug::SendCommand along with the
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* request that led to the message or NULL if the message is an event. The
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* debugger takes ownership of the data and will delete it even if there is
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* no message handler.
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*/
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virtual ClientData* GetClientData() const = 0;
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virtual Isolate* GetIsolate() const = 0;
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virtual ~Message() {}
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};
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/**
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* An event details object passed to the debug event listener.
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*/
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class EventDetails {
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public:
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/**
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* Event type.
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*/
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virtual DebugEvent GetEvent() const = 0;
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/**
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* Access to execution state and event data of the debug event. Don't store
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* these cross callbacks as their content becomes invalid.
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*/
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virtual Handle<Object> GetExecutionState() const = 0;
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virtual Handle<Object> GetEventData() const = 0;
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/**
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* Get the context active when the debug event happened. Note this is not
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* the current active context as the JavaScript part of the debugger is
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* running in its own context which is entered at this point.
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*/
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virtual Handle<Context> GetEventContext() const = 0;
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/**
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* Client data passed with the corresponding callback when it was
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* registered.
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*/
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virtual Handle<Value> GetCallbackData() const = 0;
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/**
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* Client data passed to DebugBreakForCommand function. The
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* debugger takes ownership of the data and will delete it even if
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* there is no message handler.
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*/
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virtual ClientData* GetClientData() const = 0;
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virtual ~EventDetails() {}
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};
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/**
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* Debug event callback function.
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*
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* \param event_details object providing information about the debug event
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*
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* A EventCallback2 does not take possession of the event data,
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* and must not rely on the data persisting after the handler returns.
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*/
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typedef void (*EventCallback)(const EventDetails& event_details);
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/**
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* Debug message callback function.
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*
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* \param message the debug message handler message object
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*
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* A MessageHandler2 does not take possession of the message data,
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* and must not rely on the data persisting after the handler returns.
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*/
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typedef void (*MessageHandler)(const Message& message);
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/**
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* Callback function for the host to ensure debug messages are processed.
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*/
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typedef void (*DebugMessageDispatchHandler)();
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static bool SetDebugEventListener(EventCallback that,
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Handle<Value> data = Handle<Value>());
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// Schedule a debugger break to happen when JavaScript code is run
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// in the given isolate.
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static void DebugBreak(Isolate* isolate);
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// Remove scheduled debugger break in given isolate if it has not
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// happened yet.
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static void CancelDebugBreak(Isolate* isolate);
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// Check if a debugger break is scheduled in the given isolate.
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static bool CheckDebugBreak(Isolate* isolate);
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// Break execution of JavaScript in the given isolate (this method
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// can be invoked from a non-VM thread) for further client command
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// execution on a VM thread. Client data is then passed in
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// EventDetails to EventCallback2 at the moment when the VM actually
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// stops.
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static void DebugBreakForCommand(Isolate* isolate, ClientData* data);
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// Message based interface. The message protocol is JSON.
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static void SetMessageHandler(MessageHandler handler);
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static void SendCommand(Isolate* isolate,
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const uint16_t* command, int length,
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ClientData* client_data = NULL);
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/**
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* Run a JavaScript function in the debugger.
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* \param fun the function to call
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* \param data passed as second argument to the function
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* With this call the debugger is entered and the function specified is called
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* with the execution state as the first argument. This makes it possible to
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* get access to information otherwise not available during normal JavaScript
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* execution e.g. details on stack frames. Receiver of the function call will
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* be the debugger context global object, however this is a subject to change.
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* The following example shows a JavaScript function which when passed to
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* v8::Debug::Call will return the current line of JavaScript execution.
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*
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* \code
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* function frame_source_line(exec_state) {
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* return exec_state.frame(0).sourceLine();
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* }
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* \endcode
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*/
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static Local<Value> Call(v8::Handle<v8::Function> fun,
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Handle<Value> data = Handle<Value>());
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/**
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* Returns a mirror object for the given object.
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*/
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static Local<Value> GetMirror(v8::Handle<v8::Value> obj);
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/**
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* Makes V8 process all pending debug messages.
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*
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* From V8 point of view all debug messages come asynchronously (e.g. from
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* remote debugger) but they all must be handled synchronously: V8 cannot
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* do 2 things at one time so normal script execution must be interrupted
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* for a while.
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*
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* Generally when message arrives V8 may be in one of 3 states:
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* 1. V8 is running script; V8 will automatically interrupt and process all
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* pending messages;
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* 2. V8 is suspended on debug breakpoint; in this state V8 is dedicated
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* to reading and processing debug messages;
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* 3. V8 is not running at all or has called some long-working C++ function;
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* by default it means that processing of all debug messages will be deferred
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* until V8 gets control again; however, embedding application may improve
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* this by manually calling this method.
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*
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* Technically this method in many senses is equivalent to executing empty
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* script:
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* 1. It does nothing except for processing all pending debug messages.
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* 2. It should be invoked with the same precautions and from the same context
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* as V8 script would be invoked from, because:
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* a. with "evaluate" command it can do whatever normal script can do,
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* including all native calls;
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* b. no other thread should call V8 while this method is running
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* (v8::Locker may be used here).
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*
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* "Evaluate" debug command behavior currently is not specified in scope
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* of this method.
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*/
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static void ProcessDebugMessages();
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/**
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* Debugger is running in its own context which is entered while debugger
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* messages are being dispatched. This is an explicit getter for this
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* debugger context. Note that the content of the debugger context is subject
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* to change.
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*/
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static Local<Context> GetDebugContext();
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/**
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* Enable/disable LiveEdit functionality for the given Isolate
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* (default Isolate if not provided). V8 will abort if LiveEdit is
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* unexpectedly used. LiveEdit is enabled by default.
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*/
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static void SetLiveEditEnabled(Isolate* isolate, bool enable);
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};
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} // namespace v8
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#undef EXPORT
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#endif // V8_V8_DEBUG_H_
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