//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _TELNETDEBUGGER_H_ #define _TELNETDEBUGGER_H_ class CodeBlock; /// Telnet debug service implementation. /// /// This is the C++ side of the built-in Torque debugger. /// /// To use the debugger, use dbgSetParameters(port, password); in the console /// of the server to enable debugger connections. Then on some other system, /// start up the app (you don't have to start a game or connect to the /// server) and exec("common/debugger/debugger.cs"); in the console. Then use /// the debugger GUI to connect to the server with the right port and password. /// /// @see http://www.planettribes.com/tribes2/editing.shtml for more thorough discussion. class TelnetDebugger { S32 mAcceptPort; NetSocket mAcceptSocket; NetSocket mDebugSocket; enum { // We should only change this if we truely // break the protocol in a future version. Version = 2, PasswordMaxLength = 32, MaxCommandSize = 2048 }; char mDebuggerPassword[PasswordMaxLength+1]; enum State { NotConnected, PasswordTry, Initialize, Connected }; S32 mState; char mLineBuffer[MaxCommandSize]; S32 mCurPos; bool mWaitForClient; TelnetDebugger(); ~TelnetDebugger(); struct Breakpoint { StringTableEntry fileName; CodeBlock *code; U32 lineNumber; S32 passCount; S32 curCount; char *testExpression; bool clearOnHit; Breakpoint *next; }; Breakpoint *mBreakpoints; Breakpoint **findBreakpoint(StringTableEntry fileName, S32 lineNumber); bool mProgramPaused; bool mBreakOnNextStatement; S32 mStackPopBreakIndex; void addVariableBreakpoint(const char *varName, S32 passCount, const char *evalString); void removeVariableBreakpoint(const char *varName); void addBreakpoint(const char *fileName, S32 line, bool clear, S32 passCount, const char *evalString); void removeBreakpoint(const char *fileName, S32 line); void removeAllBreakpoints(); void debugBreakNext(); void debugContinue(); void debugStepIn(); void debugStepOver(); void debugStepOut(); void evaluateExpression(const char *tag, S32 frame, const char *evalBuffer); void dumpFileList(); void dumpBreakableList(const char *fileName); void removeBreakpointsFromCode(CodeBlock *code); void sendBreak(); void checkDebugRecv(); void processLineBuffer(S32); void breakProcess(); void setBreakOnNextStatement( bool enabled ); public: static void create(); static void destroy(); void disconnect(); bool isConnected() const { return mState == Connected; } void process(); void popStackFrame(); void pushStackFrame(); void addAllBreakpoints(CodeBlock *code); void clearCodeBlockPointers(CodeBlock *code); virtual void executionStopped(CodeBlock *code, U32 lineNumber); void send(const char *s); void setDebugParameters(S32 port, const char *password, bool waitForClient); void processConsoleLine(const char *consoleLine); }; extern TelnetDebugger *TelDebugger; #endif