зеркало из https://github.com/mozilla/gecko-dev.git
524 строки
16 KiB
JavaScript
524 строки
16 KiB
JavaScript
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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"use strict";
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var { Ci, Cc } = require("chrome");
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var Services = require("Services");
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var { ActorRegistry } = require("devtools/server/actors/utils/actor-registry");
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var DevToolsUtils = require("devtools/shared/DevToolsUtils");
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var { dumpn } = DevToolsUtils;
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loader.lazyRequireGetter(
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this,
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"DebuggerServerConnection",
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"devtools/server/debugger-server-connection",
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true
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);
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loader.lazyRequireGetter(
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this,
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"Authentication",
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"devtools/shared/security/auth"
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);
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loader.lazyRequireGetter(
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this,
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"LocalDebuggerTransport",
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"devtools/shared/transport/local-transport",
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true
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);
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loader.lazyRequireGetter(
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this,
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"ChildDebuggerTransport",
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"devtools/shared/transport/child-transport",
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true
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);
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loader.lazyRequireGetter(
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this,
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"WorkerThreadWorkerDebuggerTransport",
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"devtools/shared/transport/worker-transport",
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true
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);
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loader.lazyGetter(this, "generateUUID", () => {
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// eslint-disable-next-line no-shadow
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const { generateUUID } = Cc["@mozilla.org/uuid-generator;1"].getService(
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Ci.nsIUUIDGenerator
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);
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return generateUUID;
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});
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const CONTENT_PROCESS_SERVER_STARTUP_SCRIPT =
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"resource://devtools/server/startup/content-process.js";
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loader.lazyRequireGetter(this, "EventEmitter", "devtools/shared/event-emitter");
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/**
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* DebuggerServer is a singleton that has several responsibilities. It will
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* register the DevTools server actors that are relevant to the context.
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* It can also create other DebuggerServer, that will live in the same
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* environment as the debugged target (content page, worker...).
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*
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* For instance a regular Toolbox will be linked to DebuggerClient connected to
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* a DebuggerServer running in the same process as the Toolbox (main process).
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* But another DebuggerServer will be created in the same process as the page
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* targeted by the Toolbox.
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*
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* Despite being a singleton, the DebuggerServer still has a lifecycle and a
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* state. When a consumer needs to spawn a DebuggerServer, the init() method
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* should be called. Then you should either call registerAllActors or
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* registerActors to setup the server.
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* When the server is no longer needed, destroy() should be called.
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*
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*/
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var DebuggerServer = {
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_listeners: [],
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_initialized: false,
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// Map of global actor names to actor constructors.
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globalActorFactories: {},
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// Map of target-scoped actor names to actor constructors.
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targetScopedActorFactories: {},
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LONG_STRING_LENGTH: 10000,
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LONG_STRING_INITIAL_LENGTH: 1000,
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LONG_STRING_READ_LENGTH: 65 * 1024,
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/**
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* The windowtype of the chrome window to use for actors that use the global
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* window (i.e the global style editor). Set this to your main window type,
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* for example "navigator:browser".
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*/
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chromeWindowType: "navigator:browser",
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/**
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* Allow debugging chrome of (parent or child) processes.
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*/
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allowChromeProcess: false,
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/**
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* Flag used to check if the server can be destroyed when all connections have been
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* removed. Firefox on Android runs a single shared DebuggerServer, and should not be
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* closed even if no client is connected.
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*/
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keepAlive: false,
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/**
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* We run a special server in child process whose main actor is an instance
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* of FrameTargetActor, but that isn't a root actor. Instead there is no root
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* actor registered on DebuggerServer.
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*/
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get rootlessServer() {
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return !this.createRootActor;
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},
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/**
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* Initialize the debugger server.
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*/
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init() {
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if (this.initialized) {
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return;
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}
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this._connections = {};
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ActorRegistry.init(this._connections);
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this._nextConnID = 0;
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this._initialized = true;
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this._onSocketListenerAccepted = this._onSocketListenerAccepted.bind(this);
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},
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get protocol() {
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return require("devtools/shared/protocol");
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},
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get initialized() {
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return this._initialized;
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},
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hasConnection() {
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return this._connections && Object.keys(this._connections).length > 0;
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},
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/**
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* Performs cleanup tasks before shutting down the debugger server. Such tasks
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* include clearing any actor constructors added at runtime. This method
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* should be called whenever a debugger server is no longer useful, to avoid
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* memory leaks. After this method returns, the debugger server must be
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* initialized again before use.
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*/
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destroy() {
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if (!this._initialized) {
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return;
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}
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for (const connID of Object.getOwnPropertyNames(this._connections)) {
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this._connections[connID].close();
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}
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ActorRegistry.destroy();
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this.closeAllSocketListeners();
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this._initialized = false;
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dumpn("Debugger server is shut down.");
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},
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/**
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* Raises an exception if the server has not been properly initialized.
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*/
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_checkInit() {
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if (!this._initialized) {
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throw new Error("DebuggerServer has not been initialized.");
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}
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if (!this.rootlessServer && !this.createRootActor) {
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throw new Error(
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"Use DebuggerServer.setRootActor() to add a root actor " +
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"implementation."
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);
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}
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},
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/**
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* Register different type of actors. Only register the one that are not already
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* registered.
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*
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* @param root boolean
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* Registers the root actor from webbrowser module, which is used to
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* connect to and fetch any other actor.
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* @param browser boolean
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* Registers all the parent process actors useful for debugging the
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* runtime itself, like preferences and addons actors.
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* @param target boolean
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* Registers all the target-scoped actors like console, script, etc.
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* for debugging a target context.
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*/
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registerActors({ root, browser, target }) {
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if (browser) {
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ActorRegistry.addBrowserActors();
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}
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if (root) {
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const { createRootActor } = require("devtools/server/actors/webbrowser");
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this.setRootActor(createRootActor);
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}
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if (target) {
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ActorRegistry.addTargetScopedActors();
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}
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},
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/**
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* Register all possible actors for this DebuggerServer.
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*/
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registerAllActors() {
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this.registerActors({ root: true, browser: true, target: true });
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},
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get listeningSockets() {
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return this._listeners.length;
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},
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/**
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* Add a SocketListener instance to the server's set of active
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* SocketListeners. This is called by a SocketListener after it is opened.
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*/
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addSocketListener(listener) {
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if (!Services.prefs.getBoolPref("devtools.debugger.remote-enabled")) {
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throw new Error("Can't add a SocketListener, remote debugging disabled");
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}
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this._checkInit();
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listener.on("accepted", this._onSocketListenerAccepted);
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this._listeners.push(listener);
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},
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/**
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* Remove a SocketListener instance from the server's set of active
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* SocketListeners. This is called by a SocketListener after it is closed.
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*/
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removeSocketListener(listener) {
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// Remove connections that were accepted in the listener.
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for (const connID of Object.getOwnPropertyNames(this._connections)) {
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const connection = this._connections[connID];
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if (connection.isAcceptedBy(listener)) {
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connection.close();
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}
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}
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this._listeners = this._listeners.filter(l => l !== listener);
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listener.off("accepted", this._onSocketListenerAccepted);
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},
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/**
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* Closes and forgets all previously opened listeners.
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*
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* @return boolean
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* Whether any listeners were actually closed.
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*/
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closeAllSocketListeners() {
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if (!this.listeningSockets) {
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return false;
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}
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for (const listener of this._listeners) {
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listener.close();
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}
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return true;
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},
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_onSocketListenerAccepted(transport, listener) {
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this._onConnection(transport, null, false, listener);
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},
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/**
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* Creates a new connection to the local debugger speaking over a fake
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* transport. This connection results in straightforward calls to the onPacket
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* handlers of each side.
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*
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* @param prefix string [optional]
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* If given, all actors in this connection will have names starting
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* with |prefix + '/'|.
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* @returns a client-side DebuggerTransport for communicating with
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* the newly-created connection.
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*/
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connectPipe(prefix) {
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this._checkInit();
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const serverTransport = new LocalDebuggerTransport();
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const clientTransport = new LocalDebuggerTransport(serverTransport);
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serverTransport.other = clientTransport;
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const connection = this._onConnection(serverTransport, prefix);
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// I'm putting this here because I trust you.
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//
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// There are times, when using a local connection, when you're going
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// to be tempted to just get direct access to the server. Resist that
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// temptation! If you succumb to that temptation, you will make the
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// fine developers that work on Fennec and Firefox OS sad. They're
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// professionals, they'll try to act like they understand, but deep
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// down you'll know that you hurt them.
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//
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// This reference allows you to give in to that temptation. There are
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// times this makes sense: tests, for example, and while porting a
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// previously local-only codebase to the remote protocol.
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//
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// But every time you use this, you will feel the shame of having
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// used a property that starts with a '_'.
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clientTransport._serverConnection = connection;
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return clientTransport;
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},
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/**
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* In a content child process, create a new connection that exchanges
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* nsIMessageSender messages with our parent process.
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*
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* @param prefix
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* The prefix we should use in our nsIMessageSender message names and
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* actor names. This connection will use messages named
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* "debug:<prefix>:packet", and all its actors will have names
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* beginning with "<prefix>/".
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*/
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connectToParent(prefix, scopeOrManager) {
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this._checkInit();
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const transport = isWorker
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? new WorkerThreadWorkerDebuggerTransport(scopeOrManager, prefix)
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: new ChildDebuggerTransport(scopeOrManager, prefix);
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return this._onConnection(transport, prefix, true);
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},
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/**
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* Check if the server is running in the child process.
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*/
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get isInChildProcess() {
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return (
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Services.appinfo.processType != Ci.nsIXULRuntime.PROCESS_TYPE_DEFAULT
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);
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},
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/**
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* In a chrome parent process, ask all content child processes
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* to execute a given module setup helper.
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*
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* @param module
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* The module to be required
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* @param setupChild
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* The name of the setup helper exported by the above module
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* (setup helper signature: function ({mm}) { ... })
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* @param waitForEval (optional)
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* If true, the returned promise only resolves once code in child
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* is evaluated
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*/
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setupInChild({ module, setupChild, args, waitForEval }) {
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if (this._childMessageManagers.size == 0) {
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return Promise.resolve();
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}
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return new Promise(done => {
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// If waitForEval is set, pass a unique id and expect child.js to send
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// a message back once the code in child is evaluated.
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if (typeof waitForEval != "boolean") {
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waitForEval = false;
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}
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let count = this._childMessageManagers.size;
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const id = waitForEval ? generateUUID().toString() : null;
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this._childMessageManagers.forEach(mm => {
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if (waitForEval) {
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// Listen for the end of each child execution
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const evalListener = msg => {
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if (msg.data.id !== id) {
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return;
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}
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mm.removeMessageListener(
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"debug:setup-in-child-response",
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evalListener
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);
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if (--count === 0) {
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done();
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}
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};
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mm.addMessageListener("debug:setup-in-child-response", evalListener);
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}
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mm.sendAsyncMessage("debug:setup-in-child", {
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module: module,
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setupChild: setupChild,
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args: args,
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id: id,
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});
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});
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if (!waitForEval) {
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done();
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}
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});
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},
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/**
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* Live list of all currenctly attached child's message managers.
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*/
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_childMessageManagers: new Set(),
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/**
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* Create a new debugger connection for the given transport. Called after
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* connectPipe(), from connectToParent, or from an incoming socket
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* connection handler.
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*
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* If present, |forwardingPrefix| is a forwarding prefix that a parent
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* server is using to recognizes messages intended for this server. Ensure
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* that all our actors have names beginning with |forwardingPrefix + '/'|.
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* In particular, the root actor's name will be |forwardingPrefix + '/root'|.
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*/
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_onConnection(
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transport,
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forwardingPrefix,
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noRootActor = false,
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socketListener = null
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) {
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let connID;
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if (forwardingPrefix) {
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connID = forwardingPrefix + "/";
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} else {
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// Multiple servers can be started at the same time, and when that's the
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// case, they are loaded in separate devtools loaders.
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// So, use the current loader ID to prefix the connection ID and make it
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// unique.
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connID = "server" + loader.id + ".conn" + this._nextConnID++ + ".";
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}
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const conn = new DebuggerServerConnection(
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connID,
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transport,
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socketListener
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);
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this._connections[connID] = conn;
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// Create a root actor for the connection and send the hello packet.
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if (!noRootActor) {
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conn.rootActor = this.createRootActor(conn);
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if (forwardingPrefix) {
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conn.rootActor.actorID = forwardingPrefix + "/root";
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} else {
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conn.rootActor.actorID = "root";
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}
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conn.addActor(conn.rootActor);
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transport.send(conn.rootActor.sayHello());
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}
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transport.ready();
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this.emit("connectionchange", "opened", conn);
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return conn;
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},
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/**
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* Remove the connection from the debugging server.
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*/
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_connectionClosed(connection) {
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delete this._connections[connection.prefix];
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this.emit("connectionchange", "closed", connection);
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},
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// DebuggerServer extension API.
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setRootActor(actorFactory) {
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this.createRootActor = actorFactory;
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},
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/**
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* Called when DevTools are unloaded to remove the contend process server startup script
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* for the list of scripts loaded for each new content process. Will also remove message
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* listeners from already loaded scripts.
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*/
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removeContentServerScript() {
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Services.ppmm.removeDelayedProcessScript(
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CONTENT_PROCESS_SERVER_STARTUP_SCRIPT
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);
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try {
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Services.ppmm.broadcastAsyncMessage("debug:close-content-server");
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} catch (e) {
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// Nothing to do
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}
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},
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/**
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* Searches all active connections for an actor matching an ID.
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*
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* ⚠ TO BE USED ONLY FROM SERVER CODE OR TESTING ONLY! ⚠`
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*
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* This is helpful for some tests which depend on reaching into the server to check some
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* properties of an actor, and it is also used by the actors related to the
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* DevTools WebExtensions API to be able to interact with the actors created for the
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* panels natively provided by the DevTools Toolbox.
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*/
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searchAllConnectionsForActor(actorID) {
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// NOTE: the actor IDs are generated with the following format:
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//
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// `server${loaderID}.conn${ConnectionID}${ActorPrefix}${ActorID}`
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//
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// as an optimization we can come up with a regexp to query only
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// the right connection via its id.
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for (const connID of Object.getOwnPropertyNames(this._connections)) {
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const actor = this._connections[connID].getActor(actorID);
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if (actor) {
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return actor;
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}
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}
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return null;
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},
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};
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// Expose these to save callers the trouble of importing DebuggerSocket
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DevToolsUtils.defineLazyGetter(DebuggerServer, "Authenticators", () => {
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return Authentication.Authenticators;
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});
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DevToolsUtils.defineLazyGetter(DebuggerServer, "AuthenticationResult", () => {
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return Authentication.AuthenticationResult;
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});
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EventEmitter.decorate(DebuggerServer);
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exports.DebuggerServer = DebuggerServer;
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