#include <v8-debug.h>
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static bool | SetDebugEventListener (EventCallback that, Handle< Value > data=Handle< Value >()) |
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static bool | SetDebugEventListener2 (EventCallback2 that, Handle< Value > data=Handle< Value >()) |
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static bool | SetDebugEventListener (v8::Handle< v8::Object > that, Handle< Value > data=Handle< Value >()) |
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static void | DebugBreak (Isolate *isolate=NULL) |
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static void | CancelDebugBreak (Isolate *isolate=NULL) |
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static void | DebugBreakForCommand (ClientData *data=NULL, Isolate *isolate=NULL) |
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static void | SetMessageHandler (MessageHandler handler, bool message_handler_thread=false) |
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static void | SetMessageHandler2 (MessageHandler2 handler) |
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static void | SendCommand (const uint16_t *command, int length, ClientData *client_data=NULL, Isolate *isolate=NULL) |
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static void | SetHostDispatchHandler (HostDispatchHandler handler, int period=100) |
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static void | SetDebugMessageDispatchHandler (DebugMessageDispatchHandler handler, bool provide_locker=false) |
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static Local< Value > | Call (v8::Handle< v8::Function > fun, Handle< Value > data=Handle< Value >()) |
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static Local< Value > | GetMirror (v8::Handle< v8::Value > obj) |
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static bool | EnableAgent (const char *name, int port, bool wait_for_connection=false) |
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static void | DisableAgent () |
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static void | ProcessDebugMessages () |
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static Local< Context > | GetDebugContext () |
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Definition at line 84 of file v8-debug.h.
◆ DebugMessageDispatchHandler
typedef void(* DebugMessageDispatchHandler) () |
Callback function for the host to ensure debug messages are processed.
Definition at line 245 of file v8-debug.h.
◆ EventCallback
Debug event callback function.
- Parameters
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event | the type of the debug event that triggered the callback (enum DebugEvent) |
exec_state | execution state (JavaScript object) |
event_data | event specific data (JavaScript object) |
data | value passed by the user to SetDebugEventListener |
Definition at line 197 of file v8-debug.h.
◆ EventCallback2
typedef void(* EventCallback2) (const EventDetails &event_details) |
Debug event callback function.
- Parameters
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event_details | object providing information about the debug event |
A EventCallback2 does not take possession of the event data, and must not rely on the data persisting after the handler returns.
Definition at line 210 of file v8-debug.h.
◆ HostDispatchHandler
typedef void(* HostDispatchHandler) () |
◆ MessageHandler
typedef void(* MessageHandler) (const uint16_t *message, int length, ClientData *client_data) |
Debug message callback function.
- Parameters
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message | the debug message handler message object |
length | length of the message |
client_data | the data value passed when registering the message handler |
A MessageHandler does not take possession of the message string, and must not rely on the data persisting after the handler returns.
This message handler is deprecated. Use MessageHandler2 instead.
Definition at line 224 of file v8-debug.h.
◆ MessageHandler2
typedef void(* MessageHandler2) (const Message &message) |
Debug message callback function.
- Parameters
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message | the debug message handler message object |
A MessageHandler does not take possession of the message data, and must not rely on the data persisting after the handler returns.
Definition at line 235 of file v8-debug.h.
◆ Call()
Run a JavaScript function in the debugger.
- Parameters
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fun | the function to call |
data | passed as second argument to the function With this call the debugger is entered and the function specified is called with the execution state as the first argument. This makes it possible to get access to information otherwise not available during normal JavaScript execution e.g. details on stack frames. Receiver of the function call will be the debugger context global object, however this is a subject to change. The following example shows a JavaScript function which when passed to v8::Debug::Call will return the current line of JavaScript execution. |
function frame_source_line(exec_state) {
return exec_state.frame(0).sourceLine();
}
◆ CancelDebugBreak()
static void CancelDebugBreak |
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Isolate * |
isolate = NULL | ) |
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◆ DebugBreak()
static void DebugBreak |
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Isolate * |
isolate = NULL | ) |
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◆ DebugBreakForCommand()
static void DebugBreakForCommand |
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ClientData * |
data = NULL , |
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Isolate * |
isolate = NULL |
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) |
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◆ DisableAgent()
static void DisableAgent |
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Disable the V8 builtin debug agent. The TCP/IP connection will be closed.
◆ EnableAgent()
static bool EnableAgent |
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const char * |
name, |
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int |
port, |
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bool |
wait_for_connection = false |
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) |
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static |
Enable the V8 builtin debug agent. The debugger agent will listen on the supplied TCP/IP port for remote debugger connection.
- Parameters
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name | the name of the embedding application |
port | the TCP/IP port to listen on |
wait_for_connection | whether V8 should pause on a first statement allowing remote debugger to connect before anything interesting happened |
◆ GetDebugContext()
Debugger is running in its own context which is entered while debugger messages are being dispatched. This is an explicit getter for this debugger context. Note that the content of the debugger context is subject to change.
◆ GetMirror()
Returns a mirror object for the given object.
◆ ProcessDebugMessages()
static void ProcessDebugMessages |
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Makes V8 process all pending debug messages.
From V8 point of view all debug messages come asynchronously (e.g. from remote debugger) but they all must be handled synchronously: V8 cannot do 2 things at one time so normal script execution must be interrupted for a while.
Generally when message arrives V8 may be in one of 3 states:
- V8 is running script; V8 will automatically interrupt and process all pending messages (however auto_break flag should be enabled);
- V8 is suspended on debug breakpoint; in this state V8 is dedicated to reading and processing debug messages;
- V8 is not running at all or has called some long-working C++ function; by default it means that processing of all debug messages will be deferred until V8 gets control again; however, embedding application may improve this by manually calling this method.
It makes sense to call this method whenever a new debug message arrived and V8 is not already running. Method v8::Debug::SetDebugMessageDispatchHandler should help with the former condition.
Technically this method in many senses is equivalent to executing empty script:
- It does nothing except for processing all pending debug messages.
- It should be invoked with the same precautions and from the same context as V8 script would be invoked from, because: a. with "evaluate" command it can do whatever normal script can do, including all native calls; b. no other thread should call V8 while this method is running (v8::Locker may be used here).
"Evaluate" debug command behavior currently is not specified in scope of this method.
◆ SendCommand()
static void SendCommand |
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const uint16_t * |
command, |
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int |
length, |
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ClientData * |
client_data = NULL , |
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Isolate * |
isolate = NULL |
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) |
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◆ SetDebugEventListener() [1/2]
◆ SetDebugEventListener() [2/2]
◆ SetDebugEventListener2()
◆ SetDebugMessageDispatchHandler()
Register a callback function to be called when a debug message has been received and is ready to be processed. For the debug messages to be processed V8 needs to be entered, and in certain embedding scenarios this callback can be used to make sure V8 is entered for the debug message to be processed. Note that debug messages will only be processed if there is a V8 break. This can happen automatically by using the option –debugger-auto-break.
- Parameters
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provide_locker | requires that V8 acquires v8::Locker for you before calling handler |
◆ SetHostDispatchHandler()
◆ SetMessageHandler()
static void SetMessageHandler |
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MessageHandler |
handler, |
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bool |
message_handler_thread = false |
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◆ SetMessageHandler2()
The documentation for this class was generated from the following file: