blob: 9a8ce7b27427cf9f376984ef2d9b0ec25fecb1b9 [file] [log] [blame]
// Copyright 2018 The Fuchsia Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "src/developer/debug/zxdb/client/step_thread_controller.h"
#include <inttypes.h>
#include "src/developer/debug/zxdb/client/finish_thread_controller.h"
#include "src/developer/debug/zxdb/client/frame.h"
#include "src/developer/debug/zxdb/client/process.h"
#include "src/developer/debug/zxdb/client/thread.h"
#include "src/developer/debug/zxdb/common/err.h"
#include "src/developer/debug/zxdb/symbols/function.h"
#include "src/developer/debug/zxdb/symbols/line_details.h"
#include "src/developer/debug/zxdb/symbols/process_symbols.h"
namespace zxdb {
StepThreadController::StepThreadController(StepMode mode) : step_mode_(mode) {}
StepThreadController::StepThreadController(const FileLine& line)
: step_mode_(StepMode::kSourceLine), file_line_(line) {}
StepThreadController::StepThreadController(AddressRanges ranges)
: step_mode_(StepMode::kAddressRange), current_ranges_(ranges) {}
StepThreadController::~StepThreadController() = default;
void StepThreadController::InitWithThread(Thread* thread, fit::callback<void(const Err&)> cb) {
SetThread(thread);
const Stack& stack = thread->GetStack();
if (stack.empty()) {
cb(Err("Can't step, no frames."));
return;
}
const Frame* top_frame = stack[0];
uint64_t ip = top_frame->GetAddress();
if (step_mode_ == StepMode::kSourceLine) {
if (!file_line_) {
// Always take the file/line from the stack rather than the line table. The stack will have
// been fixed up and may reference the calling line for an inline routine, while the line
// table will reference the inlined source that generated the instructions.
file_line_ = top_frame->GetLocation().file_line();
}
LineDetails line_details = thread->GetProcess()->GetSymbols()->LineDetailsForAddress(ip);
if (line_details.file_line() == *file_line_) {
// When the stack and the line details match up, the range from the line table is usable.
current_ranges_ = AddressRanges(line_details.GetExtent());
Log("Stepping in %s:%d %s", file_line_->file().c_str(), file_line_->line(),
current_ranges_.ToString().c_str());
} else {
// Otherwise keep the current range empty to cause a step into inline routine or potentially a
// single step.
current_ranges_ = AddressRanges();
Log("Stepping in empty range.");
}
original_frame_fingerprint_ = thread->GetStack().GetFrameFingerprint(0);
} else {
// In the "else" cases, the range will already have been set up.
Log("Stepping in %s", current_ranges_.ToString().c_str());
}
cb(Err());
}
ThreadController::ContinueOp StepThreadController::GetContinueOp() {
if (finish_unsymolized_function_)
return finish_unsymolized_function_->GetContinueOp();
// The stack shouldn't be empty when stepping in a range, give up if it is.
const auto& stack = thread()->GetStack();
if (stack.empty())
return ContinueOp::SyntheticStop();
// Check for inlines. This case will likely have an empty address range so the inline check needs
// to be done before checking for empty ranges below.
//
// GetContinueOp() should not modify thread state, so we need to return whether we want to modify
// the inline stack. Returning SyntheticStop here will schedule a call OnThreadStop with a
// synthetic exception. The inline stack should actually be modified at that point.
if (TrySteppingIntoInline(StepIntoInline::kQuery))
return ContinueOp::SyntheticStop();
// An empty range means to step by instruction.
if (current_ranges_.empty())
return ContinueOp::StepInstruction();
// Use the IP from the top of the stack to figure out which range to send to the agent (it only
// accepts one, while we can have a set).
if (auto inside = current_ranges_.GetRangeContaining(stack[0]->GetAddress()))
return ContinueOp::StepInRange(*inside);
// Don't generally expect to be continuing in a range that we're not currently inside of. But it
// could be the caller is expecting the next instruction to be in that range, so fall back to
// single-step mode.
return ContinueOp::StepInstruction();
}
ThreadController::StopOp StepThreadController::OnThreadStop(
debug_ipc::ExceptionType stop_type,
const std::vector<fxl::WeakPtr<Breakpoint>>& hit_breakpoints) {
Stack& stack = thread()->GetStack();
if (stack.empty())
return kUnexpected; // Agent sent bad state, give up trying to step.
if (finish_unsymolized_function_) {
Log("Trying to step out of unsymbolized function.");
if (finish_unsymolized_function_->OnThreadStop(stop_type, hit_breakpoints) == kContinue) {
finish_unsymolized_function_->Log("Reported continue.");
return kContinue;
}
finish_unsymolized_function_->Log("Reported stop, continuing with step.");
finish_unsymolized_function_.reset();
} else {
// The only real exception type we care about (as opposed to synthetic and "none" -- see below)
// are the single step exceptions. We wouldn't want to try to resume from a crash just because
// it's in our range, or if there was a hardcoded debug instruction in the range, for example.
//
// This must happen only when there's no "finish" controller since a successful "finish" hit
// will have a software breakpoint.
//
// A "none" type means to ignore the exception type and evaluate the current code location. It
// is used when this controller is nested. A synthetic exception is used to step into inline
// functions.
if ((stop_type != debug_ipc::ExceptionType::kNone &&
stop_type != debug_ipc::ExceptionType::kSynthetic &&
stop_type != debug_ipc::ExceptionType::kSingleStep) ||
!hit_breakpoints.empty()) {
Log("Not our exception type, stop is somebody else's.");
return kUnexpected;
}
}
const Frame* top_frame = stack[0];
uint64_t ip = top_frame->GetAddress();
if (current_ranges_.InRange(ip)) {
Log("In existing range: %s", current_ranges_.ToString().c_str());
return kContinue;
}
Log("Left range: %s", current_ranges_.ToString().c_str());
if (step_mode_ == StepMode::kSourceLine) {
ProcessSymbols* process_symbols = thread()->GetProcess()->GetSymbols();
LineDetails line_details = process_symbols->LineDetailsForAddress(ip);
if (!line_details.is_valid()) {
// Stepping by line but we ended up in a place where there's no line
// information.
if (stop_on_no_symbols_) {
Log("Stopping because there are no symbols.");
return kStopDone;
}
return OnThreadStopOnUnsymbolizedCode();
}
// When stepping by source line the current_ranges_ will be the entry for the current line in
// the line table. But we could have a line table like this:
// line 10 <= current_ranges_
// line 11
// line 10
// Initially we were stepping in the range of the first "line 10" entry. But when we leave that,
// we could have skipped over the "line 11" entry (say for a short-circuited if statement) and
// could still be on line 10!
//
// We could also have "line 0" entries which represent code without any corresponding source
// line (usually bookkeeping by the compiler).
//
// This checks if we're in another entry representing the same source line or line 0, and
// continues stepping in that range.
//
// Note: don't check the original file_line_ variable for line 0 since if the source of the step
// was in one of these weird locations, all subsequent lines will compare for equality and we'll
// never stop stepping!
//
// As in InitWithThread(), always use the stack's file/line over the result from the line table.
const Location& top_location = top_frame->GetLocation();
if (top_location.file_line().line() == 0 || top_location.file_line() == *file_line_) {
// Still on the same line.
if (top_location.file_line() == line_details.file_line()) {
// Can use the range from the line table.
current_ranges_ = AddressRanges(line_details.GetExtent());
Log("Got new range for line: %s", current_ranges_.ToString().c_str());
return kContinue;
} else {
// Line table and stack don't match due to inlined calls. Clearing the range will make the
// next operation will either single-step or step into an inline function.
current_ranges_ = AddressRanges();
// Fall-through to trying to fixup inline frames or stopping.
}
}
}
if (stop_type == debug_ipc::ExceptionType::kSynthetic ||
stop_type == debug_ipc::ExceptionType::kNone) {
// Handle virtually stepping into inline functions by modifying the hidden ambiguous inline
// frame count.
//
// This should only happen for synthetic stops because modifying the hide count is an
// alternative to actually stepping the CPU. Doing this after a real step will modify the stack
// for the *next* instruction (like doing "step into" twice in the case of ambiguous inline
// frames).
//
// On the other hand, this check should happen after the other types of range checking in case
// the thread is still in range.
if (TrySteppingIntoInline(StepIntoInline::kCommit))
return kStopDone;
} else {
// Just completed a true step. It may have landed at an ambiguous inline location. When
// line stepping from an outer frame into a newer inline, always go into exactly one frame. This
// corresponds to executing instructions on the line before the inline call, and then stopping
// at the first instruction of the inline call.
//
// Need to reset the hide count before doing this because we just stepped *to* the ambiguous
// location and want to have our default to be to stay in the same (outermost) frame.
stack.SetHideAmbiguousInlineFrameCount(stack.GetAmbiguousInlineFrameCount());
TrySteppingIntoInline(StepIntoInline::kCommit);
}
return kStopDone;
}
bool StepThreadController::TrySteppingIntoInline(StepIntoInline command) {
if (step_mode_ != StepMode::kSourceLine) {
// Only do inline frame handling when stepping by line.
//
// When the user is doing a single-instruction step, ignore special inline frames and always do
// a real step. The other mode is "address range" which isn't exposed to the user directly so we
// probably won't encounter it here, but assume that it's also a low-level operation that
// doesn't need inline handling.
return false;
}
Stack& stack = thread()->GetStack();
size_t hidden_frame_count = stack.hide_ambiguous_inline_frame_count();
if (hidden_frame_count == 0) {
// The Stack object always contains all inline functions nested at the current address. When
// it's not logically in one or more of them, they will be hidden. Not having any hidden inline
// frames means there's nothing to a synthetic inline step into.
return false;
}
// Examine the inline frame to potentially unhide.
const Frame* frame = stack.FrameAtIndexIncludingHiddenInline(hidden_frame_count - 1);
if (!frame->IsAmbiguousInlineLocation())
return false; // No inline or not ambiguous.
// For "step" to go into an inline function, the line of the inline call must be the same as the
// line the user was stepping from. This disambiguates these two cases:
// 1) Stepping on some code followed by an inline call on the same line (should step in).
// 2) Stepping on a line with no function calls, immediately followed by a different inline
// function call on a subsequent line (don't step in).
// We could get the inline function definition and ask for its file/line. The previous stack
// frame's file/line will have the same location (the Stack fills this in based on the inline
// call source). Use the latter to help keep things in sync. This also makes testing easier since
// the tests don't have to fill in the inline call locations, on the stack.
const Frame* before_inline_frame = stack.FrameAtIndexIncludingHiddenInline(hidden_frame_count);
if (before_inline_frame->GetLocation().file_line() != file_line_)
return false; // Different lines.
// Require that the the frame we might step into is newer than the frame we started stepping at.
// This handles the "step into inline" case.
//
// We don't want to do anything when the newer frame is the same level or older than the source.
// These states indicate that we stepped out of one or more inline frames, and immediately to the
// beginning of another (or else the location wouldn't be ambiguous). Stepping should leave us
// at the lower leve of the stack in that case.
//
// The Stack object can only get fingerprints for unhidden frames, so unhide it and put it
// back. Hiding/unhiding is inexpensive so don't worry about it.
size_t new_hide_count = hidden_frame_count - 1;
stack.SetHideAmbiguousInlineFrameCount(new_hide_count);
FrameFingerprint new_inline_fingerprint = stack.GetFrameFingerprint(0);
stack.SetHideAmbiguousInlineFrameCount(hidden_frame_count);
FXL_DCHECK(original_frame_fingerprint_.is_valid()); // Should have been filled in previously.
if (!FrameFingerprint::Newer(new_inline_fingerprint, original_frame_fingerprint_))
return false; // Not newer.
// Inline frame should be stepped into.
if (command == StepIntoInline::kCommit) {
stack.SetHideAmbiguousInlineFrameCount(new_hide_count);
Log("Synthetically stepping into inline frame %s, new hide count = %zu.",
FrameFunctionNameForLog(stack[0]).c_str(), new_hide_count);
}
return true;
}
ThreadController::StopOp StepThreadController::OnThreadStopOnUnsymbolizedCode() {
Log("Stepped into code with no symbols.");
const Stack& stack = thread()->GetStack();
const Frame* top_frame = stack[0];
ProcessSymbols* process_symbols = thread()->GetProcess()->GetSymbols();
if (process_symbols->HaveSymbolsLoadedForModuleAt(top_frame->GetAddress())) {
// We ended up in code with no symbols inside a module where we expect to have symbols. The
// common cause of this is a shared library thunk: When there is an imported symbol, all code in
// a module will jump to some generated code (no symbols) that in turn does an indirect jump to
// the destination. The destination of the indirect jump is what's filled in by the dynamic
// loader when imports are resolved.
//
// LLDB indexes ELF imports in the symbol database (type eSymbolTypeTrampoline) and can then
// compare to see if the current code is a trampoline. See
// DynamicLoaderPOSIXDYLD::GetStepThroughTrampolinePlan.
//
// We should do something similar which will be less prone to errors. GDB does something similar
// but also checks that the instruction is the right type of jump. This involves two memory
// lookups which make it difficult for us to implement since they require async calls. We might
// be able to just check that the address is inside the procedure linkage table (see below).
//
// ELF imports
// -----------
// ELF imports go through the "procedure linkage table" (see the ELF spec) which allows lazy
// resolution. These trampolines have a default jump address is to the next instruction which
// then pushes the item index on the stack and does a dance to jump to the dynamic linker to
// resolve this import. Once resolved, the first jump takes the code directly to the
// destination.
//
// Our loader seems to resolve these up-front. In the future we might need to add logic to step
// over the dynamic loader when its resolving the import.
Log("In function with no symbols, single-stepping.");
current_ranges_ = AddressRanges(); // No range: step by instruction.
return kContinue;
}
if (FrameFingerprint::Newer(thread()->GetStack().GetFrameFingerprint(0),
original_frame_fingerprint_)) {
// Called a new stack frame that has no symbols. We need to "finish" to step over the
// unsymbolized code to automatically step over the unsymbolized code.
Log("Called unsymbolized function, stepping out.");
FXL_DCHECK(original_frame_fingerprint_.is_valid());
finish_unsymolized_function_ =
std::make_unique<FinishThreadController>(thread()->GetStack(), 0);
finish_unsymolized_function_->InitWithThread(thread(), [](const Err&) {});
return kContinue;
}
// Here we jumped (not called, we checked the frames above) to some unsymbolized code. Don't know
// what this is so stop.
Log("Jumped to unsymbolized code, giving up and stopping.");
return kStopDone;
}
} // namespace zxdb