зеркало из https://github.com/mozilla/gecko-dev.git
140 строки
6.2 KiB
C++
140 строки
6.2 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* 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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#ifndef mozilla_recordreplay_ProcessRewind_h
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#define mozilla_recordreplay_ProcessRewind_h
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#include "mozilla/RecordReplay.h"
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#include <functional>
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namespace mozilla {
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namespace recordreplay {
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// This file is responsible for keeping track of and managing the current point
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// of execution when replaying an execution, and in allowing the process to
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// rewind its state to an earlier point of execution.
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///////////////////////////////////////////////////////////////////////////////
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// Checkpoints Overview.
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//
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// Checkpoints are reached periodically by the main thread of a recording or
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// replaying process. Checkpoints must be reached at consistent points between
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// different executions of the recording. Currently they are taken after XPCOM
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// initialization and every time compositor updates are performed. Each
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// checkpoint has an ID, which monotonically increases during the execution.
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// Checkpoints form a basis for identifying a particular point in execution,
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// and in allowing replaying processes to rewind themselves.
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//
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// In a replaying process, snapshots can be taken that retain enough information
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// to restore the contents of heap memory and thread stacks at the point the
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// snapshot was taken. Snapshots are usually taken when certain checkpoints are
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// reached, but they can be taken at other points as well.
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//
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// See MemorySnapshot.h and ThreadSnapshot.h for information on how snapshots
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// are represented.
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// Controlling a Replaying Process.
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//
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// 1. While performing the replay, execution proceeds until the main thread
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// hits either a breakpoint or a checkpoint.
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//
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// 2. Control then enters the logic in devtools/server/actors/replay/replay.js,
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// which may decide to pause the main thread.
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//
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// 3. The replay logic can inspect the process state, diverge from the recording
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// by calling DivergeFromRecording, and eventually can unpause the main
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// thread and allow execution to resume by calling ResumeExecution
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// (if DivergeFromRecording was not called) or RestoreSnapshotAndResume.
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// Recording Divergence.
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//
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// Callbacks invoked while debugging (during step 3 of the above comment) might
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// try to interact with the system, triggering thread events and attempting to
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// replay behaviors that never occurred while recording.
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//
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// To allow these callbacks the freedom to operate without bringing down the
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// entire replay, the DivergeFromRecording API is provided; see RecordReplay.h
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// After this is called, some thread events will happen as if events were
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// passed through, but other events that require interacting with the system
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// will trigger an unhandled divergence from the recording via
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// EnsureNotDivergedFromRecording, causing the process to rewind to the most
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// recent snapshot. The debugger will recognize this rewind and play
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// back in a way that restores the state when DivergeFromRecording() was
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// called, but without performing the later operation that triggered the
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// rewind.
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///////////////////////////////////////////////////////////////////////////////
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// Special IDs for normal checkpoints.
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static const size_t InvalidCheckpointId = 0;
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static const size_t FirstCheckpointId = 1;
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// Initialize state needed for rewinding.
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void InitializeRewindState();
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// Invoke a callback on the main thread, and pause it until ResumeExecution or
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// RestoreSnapshotAndResume are called. When the main thread is not paused,
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// this must be called on the main thread itself. When the main thread is
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// already paused, this may be called from any thread.
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void PauseMainThreadAndInvokeCallback(const std::function<void()>& aCallback);
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// Return whether the main thread should be paused. This does not necessarily
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// mean it is paused, but it will pause at the earliest opportunity.
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bool MainThreadShouldPause();
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// Pause the current main thread and service any callbacks until the thread no
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// longer needs to pause.
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void PauseMainThreadAndServiceCallbacks();
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// Return how many snapshots have been taken.
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size_t NumSnapshots();
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// Get the ID of the most recently encountered checkpoint.
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size_t GetLastCheckpoint();
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// When paused at a breakpoint or at a checkpoint, restore a snapshot that
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// was saved earlier. aNumSnapshots is the number of snapshots to skip over
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// when restoring.
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void RestoreSnapshotAndResume(size_t aNumSnapshots);
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// When paused at a breakpoint or at a checkpoint, unpause and proceed with
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// execution.
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void ResumeExecution();
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// Allow execution after this point to diverge from the recording. Execution
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// will remain diverged until an earlier snapshot is restored.
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//
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// If an unhandled divergence occurs (see the 'Recording Divergence' comment
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// in ProcessRewind.h) then the process rewinds to the most recent snapshot.
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void DivergeFromRecording();
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// After a call to DivergeFromRecording(), this may be called to prevent future
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// unhandled divergence from causing earlier snapshots to be restored
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// (the process will immediately crash instead). This state lasts until a new
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// call to DivergeFromRecording, or to an explicit restore of an earlier
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// snapshot.
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void DisallowUnhandledDivergeFromRecording();
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// Make sure that execution has not diverged from the recording after a call to
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// DivergeFromRecording, by rewinding to the last snapshot if so.
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void EnsureNotDivergedFromRecording();
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// Note a checkpoint at the current execution position.
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void NewCheckpoint();
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// Create a new snapshot that can be restored later. This method returns true
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// if the snapshot was just taken, and false if it was just restored.
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bool NewSnapshot();
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} // namespace recordreplay
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} // namespace mozilla
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#endif // mozilla_recordreplay_ProcessRewind_h
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