gecko-dev/toolkit/recordreplay/ipc/ChildNavigation.cpp

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: set ts=8 sts=2 et sw=2 tw=80:
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ChildInternal.h"
#include "ProcessRecordReplay.h"
namespace mozilla {
namespace recordreplay {
namespace navigation {
typedef js::BreakpointPosition BreakpointPosition;
typedef js::ExecutionPoint ExecutionPoint;
///////////////////////////////////////////////////////////////////////////////
// Navigation State
///////////////////////////////////////////////////////////////////////////////
// The navigation state of a recording/replaying process describes where the
// process currently is and what it is doing in order to respond to messages
// from the middleman process.
//
// At all times, the navigation state will be in exactly one of the following
// phases:
//
// - Paused: The process is paused somewhere.
// - Forward: The process is running forward and scanning for breakpoint hits.
// - ReachBreakpoint: The process is running forward from a checkpoint to a
// particular execution point before the next checkpoint.
// - FindLastHit: The process is running forward and keeping track of the last
// point a breakpoint was hit within an execution region.
//
// This file manages data associated with each of these phases and the
// transitions that occur between them as the process executes or new
// messages are received from the middleman.
typedef AllocPolicy<MemoryKind::Navigation> UntrackedAllocPolicy;
// Abstract class for where we are at in the navigation state machine.
// Each subclass has a single instance contained in NavigationState (see below)
// and it and all its data are allocated using untracked memory that is not
// affected by restoring earlier checkpoints.
class NavigationPhase {
// All virtual members should only be accessed through NavigationState.
friend class NavigationState;
private:
MOZ_NORETURN void Unsupported(const char* aOperation) {
nsAutoCString str;
ToString(str);
Print("Operation %s not supported: %s\n", aOperation, str.get());
MOZ_CRASH("Unsupported navigation operation");
}
public:
virtual void ToString(nsAutoCString& aStr) = 0;
// The process has just reached or rewound to a checkpoint.
virtual void AfterCheckpoint(const CheckpointId& aCheckpoint) {
Unsupported("AfterCheckpoint");
}
// Called when some position with an installed handler has been reached.
virtual void PositionHit(const ExecutionPoint& aPoint) {
Unsupported("PositionHit");
}
// Called after receiving a resume command from the middleman.
virtual void Resume(bool aForward) { Unsupported("Resume"); }
// Called after the middleman tells us to rewind to a specific checkpoint.
virtual void RestoreCheckpoint(size_t aCheckpoint) {
Unsupported("RestoreCheckpoint");
}
// Called after the middleman tells us to run forward to a specific point.
virtual void RunToPoint(const ExecutionPoint& aTarget) {
Unsupported("RunToPoint");
}
// Process an incoming debugger request from the middleman.
virtual void HandleDebuggerRequest(js::CharBuffer* aRequestBuffer) {
Unsupported("HandleDebuggerRequest");
}
// Called when a debugger request wants to try an operation that may
// trigger an unhandled divergence from the recording.
virtual bool MaybeDivergeFromRecording() {
Unsupported("MaybeDivergeFromRecording");
}
// Get the current execution point.
virtual ExecutionPoint CurrentExecutionPoint() {
Unsupported("CurrentExecutionPoint");
}
// Called when execution reaches the endpoint of the recording.
virtual void HitRecordingEndpoint(const ExecutionPoint& aPoint) {
Unsupported("HitRecordingEndpoint");
}
// Called when a paint has occurred for the last normal checkpoint.
virtual bool ShouldSendPaintMessage() {
Unsupported("ShouldSendPaintMessage");
}
};
// Information about a debugger request sent by the middleman.
struct RequestInfo {
// JSON contents for the request and response.
InfallibleVector<char16_t, 0, UntrackedAllocPolicy> mRequestBuffer;
InfallibleVector<char16_t, 0, UntrackedAllocPolicy> mResponseBuffer;
// Whether processing this request triggered an unhandled divergence.
bool mUnhandledDivergence;
RequestInfo() : mUnhandledDivergence(false) {}
RequestInfo(const RequestInfo& o)
: mUnhandledDivergence(o.mUnhandledDivergence) {
mRequestBuffer.append(o.mRequestBuffer.begin(), o.mRequestBuffer.length());
mResponseBuffer.append(o.mResponseBuffer.begin(),
o.mResponseBuffer.length());
}
};
typedef InfallibleVector<RequestInfo, 4, UntrackedAllocPolicy>
UntrackedRequestVector;
// Phase when the replaying process is paused.
class PausedPhase final : public NavigationPhase {
// Location of the pause.
ExecutionPoint mPoint;
// Whether we are paused at the end of the recording.
bool mRecordingEndpoint;
// All debugger requests we have seen while paused here.
UntrackedRequestVector mRequests;
// Index of the request currently being processed. Normally this is the
// last entry in |mRequests|, though may be earlier if we are recovering
// from an unhandled divergence.
size_t mRequestIndex;
// Whether we have saved a temporary checkpoint.
bool mSavedTemporaryCheckpoint;
// Whether we had to restore a checkpoint to deal with an unhandled
// recording divergence, and haven't finished rehandling old requests.
bool mRecoveringFromDivergence;
// Set when we were told to resume forward and need to clean up our state.
bool mResumeForward;
public:
void Enter(const ExecutionPoint& aPoint, bool aRewind = false,
bool aRecordingEndpoint = false);
void ToString(nsAutoCString& aStr) override {
aStr.AppendPrintf("Paused RecoveringFromDivergence %d",
mRecoveringFromDivergence);
}
void AfterCheckpoint(const CheckpointId& aCheckpoint) override;
void PositionHit(const ExecutionPoint& aPoint) override;
void Resume(bool aForward) override;
void RestoreCheckpoint(size_t aCheckpoint) override;
void RunToPoint(const ExecutionPoint& aTarget) override;
void HandleDebuggerRequest(js::CharBuffer* aRequestBuffer) override;
bool MaybeDivergeFromRecording() override;
ExecutionPoint CurrentExecutionPoint() override;
bool EnsureTemporaryCheckpoint();
};
// Phase when execution is proceeding forwards in search of breakpoint hits.
class ForwardPhase final : public NavigationPhase {
// Some execution point in the recent past. There are no checkpoints or
// breakpoint hits between this point and the current point of execution.
ExecutionPoint mPoint;
public:
void Enter(const ExecutionPoint& aPoint);
void ToString(nsAutoCString& aStr) override { aStr.AppendPrintf("Forward"); }
void AfterCheckpoint(const CheckpointId& aCheckpoint) override;
void PositionHit(const ExecutionPoint& aPoint) override;
void HitRecordingEndpoint(const ExecutionPoint& aPoint) override;
bool ShouldSendPaintMessage() override;
};
// Phase when the replaying process is running forward from a checkpoint to a
// breakpoint at a particular execution point.
class ReachBreakpointPhase final : public NavigationPhase {
private:
// Where to start running from.
CheckpointId mStart;
// The point we are running to.
ExecutionPoint mPoint;
// Point at which to decide whether to save a temporary checkpoint.
Maybe<ExecutionPoint> mTemporaryCheckpoint;
// Whether we have saved a temporary checkpoint at the specified point.
bool mSavedTemporaryCheckpoint;
// The time at which we started running forward from the initial
// checkpoint, in microseconds.
double mStartTime;
public:
void Enter(const CheckpointId& aStart, bool aRewind,
const ExecutionPoint& aPoint,
const Maybe<ExecutionPoint>& aTemporaryCheckpoint);
void ToString(nsAutoCString& aStr) override {
aStr.AppendPrintf("ReachBreakpoint: ");
mPoint.ToString(aStr);
if (mTemporaryCheckpoint.isSome()) {
aStr.AppendPrintf(" TemporaryCheckpoint: ");
mTemporaryCheckpoint.ref().ToString(aStr);
}
}
void AfterCheckpoint(const CheckpointId& aCheckpoint) override;
void PositionHit(const ExecutionPoint& aPoint) override;
bool ShouldSendPaintMessage() override;
};
// Phase when the replaying process is searching forward from a checkpoint to
// find the last point a breakpoint is hit before reaching an execution point.
class FindLastHitPhase final : public NavigationPhase {
// Where we started searching from.
CheckpointId mStart;
// Endpoint of the search.
ExecutionPoint mEnd;
// Whether the endpoint itself is considered to be part of the search space.
bool mIncludeEnd;
// Counter that increases as we run forward, for ordering hits.
size_t mCounter;
// All positions we are interested in hits for, including all breakpoint
// positions (and possibly other positions).
struct TrackedPosition {
BreakpointPosition mPosition;
// The last time this was hit so far, or invalid.
ExecutionPoint mLastHit;
// The value of the counter when the last hit occurred.
size_t mLastHitCount;
explicit TrackedPosition(const BreakpointPosition& aPosition)
: mPosition(aPosition), mLastHitCount(0) {}
};
InfallibleVector<TrackedPosition, 4, UntrackedAllocPolicy> mTrackedPositions;
const TrackedPosition& FindTrackedPosition(const BreakpointPosition& aPos);
void CheckForRegionEnd(const ExecutionPoint& aPoint);
void OnRegionEnd();
public:
// Note: this always rewinds.
void Enter(const CheckpointId& aStart, const ExecutionPoint& aEnd,
bool aIncludeEnd);
void ToString(nsAutoCString& aStr) override {
aStr.AppendPrintf("FindLastHit #%zu:%zu", mStart.mNormal,
mStart.mTemporary);
mEnd.ToString(aStr);
}
void AfterCheckpoint(const CheckpointId& aCheckpoint) override;
void PositionHit(const ExecutionPoint& aPoint) override;
void HitRecordingEndpoint(const ExecutionPoint& aPoint) override;
bool ShouldSendPaintMessage() override;
};
// Structure which manages state about the breakpoints in existence and about
// how the process is being navigated through. This is allocated in untracked
// memory and its contents will not change when restoring an earlier
// checkpoint.
class NavigationState {
// When replaying, the last known recording endpoint. There may be other,
// later endpoints we haven't been informed about.
ExecutionPoint mRecordingEndpoint;
size_t mRecordingEndpointIndex;
// The last checkpoint we ran forward or rewound to.
CheckpointId mLastCheckpoint;
// The locations of all temporary checkpoints we have saved. Temporary
// checkpoints are taken immediately prior to reaching these points.
InfallibleVector<ExecutionPoint, 0, UntrackedAllocPolicy>
mTemporaryCheckpoints;
public:
// All the currently installed breakpoints.
InfallibleVector<BreakpointPosition, 4, UntrackedAllocPolicy> mBreakpoints;
CheckpointId LastCheckpoint() { return mLastCheckpoint; }
// The current phase of the process.
NavigationPhase* mPhase;
void SetPhase(NavigationPhase* phase) {
mPhase = phase;
if (SpewEnabled()) {
nsAutoCString str;
mPhase->ToString(str);
PrintSpew("SetNavigationPhase %s\n", str.get());
}
}
PausedPhase mPausedPhase;
ForwardPhase mForwardPhase;
ReachBreakpointPhase mReachBreakpointPhase;
FindLastHitPhase mFindLastHitPhase;
// For testing, specify that temporary checkpoints should be taken regardless
// of how much time has elapsed.
bool mAlwaysSaveTemporaryCheckpoints;
// Progress counts for all checkpoints that have been encountered.
InfallibleVector<ProgressCounter, 0, UntrackedAllocPolicy>
mCheckpointProgress;
// Note: NavigationState is initially zeroed.
NavigationState() : mPhase(&mForwardPhase) {
if (IsReplaying()) {
// The recording must include everything up to the first
// checkpoint. After that point we will ask the record/replay
// system to notify us about any further endpoints.
mRecordingEndpoint = ExecutionPoint(CheckpointId::First, 0);
}
mCheckpointProgress.append(0);
}
void AfterCheckpoint(const CheckpointId& aCheckpoint) {
mLastCheckpoint = aCheckpoint;
// Forget any temporary checkpoints we just rewound past, or made
// obsolete by reaching the next normal checkpoint.
while (mTemporaryCheckpoints.length() > aCheckpoint.mTemporary) {
mTemporaryCheckpoints.popBack();
}
// Update the progress counter for each normal checkpoint.
if (!aCheckpoint.mTemporary) {
ProgressCounter progress = *ExecutionProgressCounter();
if (aCheckpoint.mNormal < mCheckpointProgress.length()) {
MOZ_RELEASE_ASSERT(progress ==
mCheckpointProgress[aCheckpoint.mNormal]);
} else {
MOZ_RELEASE_ASSERT(aCheckpoint.mNormal == mCheckpointProgress.length());
mCheckpointProgress.append(progress);
}
}
mPhase->AfterCheckpoint(aCheckpoint);
// Make sure we don't run past the end of the recording.
if (!aCheckpoint.mTemporary) {
CheckForRecordingEndpoint(CheckpointExecutionPoint(aCheckpoint.mNormal));
}
MOZ_RELEASE_ASSERT(IsRecording() ||
aCheckpoint.mNormal <= mRecordingEndpoint.mCheckpoint);
if (aCheckpoint.mNormal == mRecordingEndpoint.mCheckpoint &&
mRecordingEndpoint.HasPosition()) {
js::EnsurePositionHandler(mRecordingEndpoint.mPosition);
}
}
void PositionHit(const ExecutionPoint& aPoint) {
mPhase->PositionHit(aPoint);
CheckForRecordingEndpoint(aPoint);
}
void Resume(bool aForward) { mPhase->Resume(aForward); }
void RestoreCheckpoint(size_t aCheckpoint) {
mPhase->RestoreCheckpoint(aCheckpoint);
}
void RunToPoint(const ExecutionPoint& aTarget) {
mPhase->RunToPoint(aTarget);
}
void HandleDebuggerRequest(js::CharBuffer* aRequestBuffer) {
mPhase->HandleDebuggerRequest(aRequestBuffer);
}
bool MaybeDivergeFromRecording() {
return mPhase->MaybeDivergeFromRecording();
}
ExecutionPoint CurrentExecutionPoint() {
return mPhase->CurrentExecutionPoint();
}
bool ShouldSendPaintMessage() { return mPhase->ShouldSendPaintMessage(); }
void SetRecordingEndpoint(size_t aIndex, const ExecutionPoint& aEndpoint) {
// Ignore endpoints older than the last one we know about.
if (aIndex <= mRecordingEndpointIndex) {
return;
}
MOZ_RELEASE_ASSERT(mRecordingEndpoint.mCheckpoint <= aEndpoint.mCheckpoint);
mRecordingEndpointIndex = aIndex;
mRecordingEndpoint = aEndpoint;
if (aEndpoint.HasPosition()) {
js::EnsurePositionHandler(aEndpoint.mPosition);
}
}
void CheckForRecordingEndpoint(const ExecutionPoint& aPoint) {
while (aPoint == mRecordingEndpoint) {
// The recording ended after the checkpoint, but maybe there is
// another, later endpoint now. This may call back into
// setRecordingEndpoint and notify us there is more recording data
// available.
if (!recordreplay::HitRecordingEndpoint()) {
mPhase->HitRecordingEndpoint(mRecordingEndpoint);
}
}
}
ExecutionPoint LastRecordingEndpoint() {
// Get the last recording endpoint in the recording file.
while (recordreplay::HitRecordingEndpoint()) {
}
return mRecordingEndpoint;
}
bool SaveTemporaryCheckpoint(const ExecutionPoint& aPoint) {
MOZ_RELEASE_ASSERT(aPoint.mCheckpoint == mLastCheckpoint.mNormal);
mTemporaryCheckpoints.append(aPoint);
return NewCheckpoint(/* aTemporary = */ true);
}
ExecutionPoint LastTemporaryCheckpointLocation() {
MOZ_RELEASE_ASSERT(!mTemporaryCheckpoints.empty());
return mTemporaryCheckpoints.back();
}
ExecutionPoint CheckpointExecutionPoint(size_t aCheckpoint) {
MOZ_RELEASE_ASSERT(aCheckpoint < mCheckpointProgress.length());
return ExecutionPoint(aCheckpoint, mCheckpointProgress[aCheckpoint]);
}
};
static NavigationState* gNavigation;
// When searching backwards in the execution space, we need to ignore any
// temporary checkpoints associated with old normal checkpoints. We don't
// remember what execution points these old temporary checkpoints are
// associated with.
static CheckpointId SkipUnknownTemporaryCheckpoints(
const CheckpointId& aCheckpoint) {
CheckpointId rval = aCheckpoint;
while (rval.mTemporary &&
rval.mNormal != gNavigation->LastCheckpoint().mNormal) {
rval = GetLastSavedCheckpointPriorTo(rval);
}
return rval;
}
///////////////////////////////////////////////////////////////////////////////
// Paused Phase
///////////////////////////////////////////////////////////////////////////////
static bool ThisProcessCanRewind() { return HasSavedCheckpoint(); }
void PausedPhase::Enter(const ExecutionPoint& aPoint, bool aRewind,
bool aRecordingEndpoint) {
mPoint = aPoint;
mRecordingEndpoint = aRecordingEndpoint;
mRequests.clear();
mRequestIndex = 0;
mSavedTemporaryCheckpoint = false;
mRecoveringFromDivergence = false;
mResumeForward = false;
gNavigation->SetPhase(this);
if (aRewind) {
MOZ_RELEASE_ASSERT(!aPoint.HasPosition());
RestoreCheckpointAndResume(CheckpointId(aPoint.mCheckpoint));
Unreachable();
}
child::HitExecutionPoint(aPoint, aRecordingEndpoint);
}
void PausedPhase::AfterCheckpoint(const CheckpointId& aCheckpoint) {
MOZ_RELEASE_ASSERT(!mRecoveringFromDivergence);
if (!aCheckpoint.mTemporary) {
// We just rewound here, and are now where we should pause.
MOZ_RELEASE_ASSERT(
mPoint == gNavigation->CheckpointExecutionPoint(aCheckpoint.mNormal));
child::HitExecutionPoint(mPoint, mRecordingEndpoint);
} else {
// We just saved or restored the temporary checkpoint taken while
// processing debugger requests here.
MOZ_RELEASE_ASSERT(ThisProcessCanRewind());
MOZ_RELEASE_ASSERT(mSavedTemporaryCheckpoint);
}
}
void PausedPhase::PositionHit(const ExecutionPoint& aPoint) {
// Ignore positions hit while paused (we're probably doing an eval).
}
void PausedPhase::Resume(bool aForward) {
MOZ_RELEASE_ASSERT(!mRecoveringFromDivergence);
MOZ_RELEASE_ASSERT(!mResumeForward);
if (aForward) {
// If we have saved any temporary checkpoint, we performed an operation
// that may have side effects. Clear these unwanted changes by restoring
// the temporary checkpoint we saved earlier.
if (mSavedTemporaryCheckpoint) {
mResumeForward = true;
RestoreCheckpointAndResume(gNavigation->LastCheckpoint());
Unreachable();
}
js::ClearPausedState();
// Run forward from the current execution point.
gNavigation->mForwardPhase.Enter(mPoint);
return;
}
// Search backwards in the execution space, from the last saved checkpoint to
// where we are paused.
CheckpointId start = GetLastSavedCheckpoint();
// Skip over any temporary checkpoint we saved.
if (mSavedTemporaryCheckpoint) {
start = GetLastSavedCheckpointPriorTo(start);
}
// Skip to the previous saved checkpoint if we are paused at a checkpoint.
if (!mPoint.HasPosition() && start == CheckpointId(mPoint.mCheckpoint)) {
start = GetLastSavedCheckpointPriorTo(start);
}
start = SkipUnknownTemporaryCheckpoints(start);
gNavigation->mFindLastHitPhase.Enter(start, mPoint,
/* aIncludeEnd = */ false);
Unreachable();
}
void PausedPhase::RestoreCheckpoint(size_t aCheckpoint) {
ExecutionPoint target = gNavigation->CheckpointExecutionPoint(aCheckpoint);
bool rewind = target != mPoint;
Enter(target, rewind, /* aRecordingEndpoint = */ false);
}
void PausedPhase::RunToPoint(const ExecutionPoint& aTarget) {
// This may only be used when we are paused at a normal checkpoint.
MOZ_RELEASE_ASSERT(!mPoint.HasPosition());
ResumeExecution();
// If we saved a temporary checkpoint, we need to rewind to erase any side
// effects that have happened, as when resuming forward.
gNavigation->mReachBreakpointPhase.Enter(
gNavigation->LastCheckpoint(), /* aRewind = */ mSavedTemporaryCheckpoint,
aTarget, /* aTemporaryCheckpoint = */ Nothing());
}
void PausedPhase::HandleDebuggerRequest(js::CharBuffer* aRequestBuffer) {
MOZ_RELEASE_ASSERT(!mRecoveringFromDivergence);
MOZ_RELEASE_ASSERT(!mResumeForward);
mRequests.emplaceBack();
size_t index = mRequests.length() - 1;
mRequests[index].mRequestBuffer.append(aRequestBuffer->begin(),
aRequestBuffer->length());
mRequestIndex = index;
js::CharBuffer responseBuffer;
js::ProcessRequest(aRequestBuffer->begin(), aRequestBuffer->length(),
&responseBuffer);
delete aRequestBuffer;
if (gNavigation->mPhase != this) {
// We saved a temporary checkpoint by calling MaybeDivergeFromRecording
// within ProcessRequest, then restored it while scanning backwards.
ResumeExecution();
return;
}
if (!mResumeForward && !mRecoveringFromDivergence) {
// We processed this request normally. Remember the response and send it to
// the middleman process.
MOZ_RELEASE_ASSERT(index == mRequestIndex);
mRequests[index].mResponseBuffer.append(responseBuffer.begin(),
responseBuffer.length());
child::RespondToRequest(responseBuffer);
return;
}
if (mResumeForward) {
// We rewound to erase side effects from the temporary checkpoint we saved
// under ProcessRequest. Just start running forward.
MOZ_RELEASE_ASSERT(!mRecoveringFromDivergence);
gNavigation->mForwardPhase.Enter(mPoint);
return;
}
// We rewound after having an unhandled recording divergence while processing
// mRequests[index] or some later request. We need to redo all requests up to
// the last request we received.
// Remember that the last request triggered an unhandled divergence.
MOZ_RELEASE_ASSERT(!mRequests.back().mUnhandledDivergence);
mRequests.back().mUnhandledDivergence = true;
for (size_t i = index; i < mRequests.length(); i++) {
RequestInfo& info = mRequests[i];
mRequestIndex = i;
if (i == index) {
// We just performed this request, and responseBuffer has the right
// contents.
} else {
responseBuffer.clear();
js::ProcessRequest(info.mRequestBuffer.begin(),
info.mRequestBuffer.length(), &responseBuffer);
}
if (i < mRequests.length() - 1) {
// This is an old request, and we don't need to send another
// response to it. Make sure the response we just generated matched
// the earlier one we sent, though.
MOZ_RELEASE_ASSERT(responseBuffer.length() ==
info.mResponseBuffer.length());
MOZ_RELEASE_ASSERT(
memcmp(responseBuffer.begin(), info.mResponseBuffer.begin(),
responseBuffer.length() * sizeof(char16_t)) == 0);
} else {
// This is the current request we need to respond to.
MOZ_RELEASE_ASSERT(info.mResponseBuffer.empty());
info.mResponseBuffer.append(responseBuffer.begin(),
responseBuffer.length());
child::RespondToRequest(responseBuffer);
}
}
// We've finished recovering, and can now process new incoming requests.
mRecoveringFromDivergence = false;
}
bool PausedPhase::MaybeDivergeFromRecording() {
if (!ThisProcessCanRewind()) {
// Recording divergence is not supported if we can't rewind. We can't
// simply allow execution to proceed from here as if we were not
// diverged, since any events or other activity that show up afterwards
// will not be reflected in the recording.
return false;
}
size_t index = mRequestIndex;
if (!EnsureTemporaryCheckpoint()) {
// One of the premature exit cases was hit in EnsureTemporaryCheckpoint.
// Don't allow any operations that can diverge from the recording.
return false;
}
if (mRequests[index].mUnhandledDivergence) {
// We tried to process this request before and had an unhandled divergence.
// Disallow the request handler from doing anything that might diverge from
// the recording.
return false;
}
DivergeFromRecording();
return true;
}
bool PausedPhase::EnsureTemporaryCheckpoint() {
if (mSavedTemporaryCheckpoint) {
return true;
}
// We need to save a temporary checkpoint that we can restore if we hit
// a recording divergence.
mSavedTemporaryCheckpoint = true;
size_t index = mRequestIndex;
if (gNavigation->SaveTemporaryCheckpoint(mPoint)) {
// We just saved the temporary checkpoint.
return true;
}
// We just rewound here.
if (gNavigation->mPhase != this) {
// We are no longer paused at this point. We should be searching
// backwards in the region after this temporary checkpoint was taken.
// Return false to ensure we don't perform any side effects before
// resuming forward.
return false;
}
// We are still paused at this point. Either we had an unhandled
// recording divergence, or we intentionally rewound to erase side
// effects that occurred while paused here.
MOZ_RELEASE_ASSERT(!mRecoveringFromDivergence);
if (mResumeForward) {
// We can't diverge from the recording before resuming forward execution.
return false;
}
mRecoveringFromDivergence = true;
if (index == mRequestIndex) {
// We had an unhandled divergence for the same request where we
// created the temporary checkpoint. mUnhandledDivergence hasn't been
// set yet, but return now to avoid triggering the same divergence
// and rewinding again.
return false;
}
// Allow the caller to check mUnhandledDivergence.
return true;
}
ExecutionPoint PausedPhase::CurrentExecutionPoint() { return mPoint; }
///////////////////////////////////////////////////////////////////////////////
// ForwardPhase
///////////////////////////////////////////////////////////////////////////////
void ForwardPhase::Enter(const ExecutionPoint& aPoint) {
mPoint = aPoint;
gNavigation->SetPhase(this);
// Install handlers for all breakpoints.
for (const BreakpointPosition& breakpoint : gNavigation->mBreakpoints) {
js::EnsurePositionHandler(breakpoint);
}
ResumeExecution();
}
void ForwardPhase::AfterCheckpoint(const CheckpointId& aCheckpoint) {
MOZ_RELEASE_ASSERT(!aCheckpoint.mTemporary &&
aCheckpoint.mNormal == mPoint.mCheckpoint + 1);
gNavigation->mPausedPhase.Enter(
gNavigation->CheckpointExecutionPoint(aCheckpoint.mNormal));
}
void ForwardPhase::PositionHit(const ExecutionPoint& aPoint) {
bool hitBreakpoint = false;
for (const BreakpointPosition& breakpoint : gNavigation->mBreakpoints) {
if (breakpoint.Subsumes(aPoint.mPosition)) {
hitBreakpoint = true;
}
}
if (hitBreakpoint) {
gNavigation->mPausedPhase.Enter(aPoint);
}
}
void ForwardPhase::HitRecordingEndpoint(const ExecutionPoint& aPoint) {
gNavigation->mPausedPhase.Enter(aPoint, /* aRewind = */ false,
/* aRecordingEndpoint = */ true);
}
bool ForwardPhase::ShouldSendPaintMessage() { return true; }
///////////////////////////////////////////////////////////////////////////////
// ReachBreakpointPhase
///////////////////////////////////////////////////////////////////////////////
void ReachBreakpointPhase::Enter(
const CheckpointId& aStart, bool aRewind, const ExecutionPoint& aPoint,
const Maybe<ExecutionPoint>& aTemporaryCheckpoint) {
MOZ_RELEASE_ASSERT(aPoint.HasPosition());
MOZ_RELEASE_ASSERT(aTemporaryCheckpoint.isNothing() ||
(aTemporaryCheckpoint.ref().HasPosition() &&
aTemporaryCheckpoint.ref() != aPoint));
mStart = aStart;
mPoint = aPoint;
mTemporaryCheckpoint = aTemporaryCheckpoint;
mSavedTemporaryCheckpoint = false;
gNavigation->SetPhase(this);
if (aRewind) {
RestoreCheckpointAndResume(aStart);
Unreachable();
} else {
AfterCheckpoint(aStart);
}
}
void ReachBreakpointPhase::AfterCheckpoint(const CheckpointId& aCheckpoint) {
// We can't run past our target point.
MOZ_RELEASE_ASSERT(aCheckpoint.mNormal <= mPoint.mCheckpoint);
if (aCheckpoint == mStart) {
// Remember the time we started running forwards from the initial
// checkpoint.
mStartTime = CurrentTime();
}
js::EnsurePositionHandler(mPoint.mPosition);
if (mTemporaryCheckpoint.isSome()) {
js::EnsurePositionHandler(mTemporaryCheckpoint.ref().mPosition);
}
}
// The number of milliseconds to elapse during a ReachBreakpoint search before
// we will save a temporary checkpoint.
static const double kTemporaryCheckpointThresholdMs = 10;
void AlwaysSaveTemporaryCheckpoints() {
gNavigation->mAlwaysSaveTemporaryCheckpoints = true;
}
void ReachBreakpointPhase::PositionHit(const ExecutionPoint& aPoint) {
if (mTemporaryCheckpoint.isSome() && mTemporaryCheckpoint.ref() == aPoint) {
// We've reached the point at which we have the option of saving a
// temporary checkpoint.
double elapsedMs = (CurrentTime() - mStartTime) / 1000.0;
if (elapsedMs >= kTemporaryCheckpointThresholdMs ||
gNavigation->mAlwaysSaveTemporaryCheckpoints) {
MOZ_RELEASE_ASSERT(!mSavedTemporaryCheckpoint);
mSavedTemporaryCheckpoint = true;
if (!gNavigation->SaveTemporaryCheckpoint(aPoint)) {
// We just restored the checkpoint, and could be in any phase.
gNavigation->PositionHit(aPoint);
return;
}
}
}
if (mPoint == aPoint) {
gNavigation->mPausedPhase.Enter(aPoint);
}
}
bool ReachBreakpointPhase::ShouldSendPaintMessage() {
// We don't need to send paint messages when reaching the breakpoint, as we
// will be pausing at the breakpoint and doing a repaint of the state there.
return false;
}
///////////////////////////////////////////////////////////////////////////////
// FindLastHitPhase
///////////////////////////////////////////////////////////////////////////////
void FindLastHitPhase::Enter(const CheckpointId& aStart,
const ExecutionPoint& aEnd, bool aIncludeEnd) {
mStart = aStart;
mEnd = aEnd;
mIncludeEnd = aIncludeEnd;
mCounter = 0;
mTrackedPositions.clear();
gNavigation->SetPhase(this);
// All breakpoints are tracked positions.
for (const BreakpointPosition& breakpoint : gNavigation->mBreakpoints) {
if (breakpoint.IsValid()) {
mTrackedPositions.emplaceBack(breakpoint);
}
}
// Entry points to scripts containing breakpoints are tracked positions.
for (const BreakpointPosition& breakpoint : gNavigation->mBreakpoints) {
Maybe<BreakpointPosition> entry = GetEntryPosition(breakpoint);
if (entry.isSome()) {
mTrackedPositions.emplaceBack(entry.ref());
}
}
RestoreCheckpointAndResume(mStart);
Unreachable();
}
void FindLastHitPhase::AfterCheckpoint(const CheckpointId& aCheckpoint) {
// We can't run past our endpoint.
MOZ_RELEASE_ASSERT(aCheckpoint.mNormal <= mEnd.mCheckpoint);
if (!mEnd.HasPosition() && mEnd.mCheckpoint == aCheckpoint.mNormal) {
MOZ_RELEASE_ASSERT(!aCheckpoint.mTemporary);
OnRegionEnd();
Unreachable();
}
for (const TrackedPosition& tracked : mTrackedPositions) {
js::EnsurePositionHandler(tracked.mPosition);
}
if (mEnd.HasPosition()) {
js::EnsurePositionHandler(mEnd.mPosition);
}
}
void FindLastHitPhase::PositionHit(const ExecutionPoint& aPoint) {
if (!mIncludeEnd) {
CheckForRegionEnd(aPoint);
}
++mCounter;
for (TrackedPosition& tracked : mTrackedPositions) {
if (tracked.mPosition.Subsumes(aPoint.mPosition)) {
tracked.mLastHit = aPoint;
tracked.mLastHitCount = mCounter;
break;
}
}
if (mIncludeEnd) {
CheckForRegionEnd(aPoint);
}
}
void FindLastHitPhase::CheckForRegionEnd(const ExecutionPoint& aPoint) {
if (mEnd == aPoint) {
OnRegionEnd();
Unreachable();
}
}
void FindLastHitPhase::HitRecordingEndpoint(const ExecutionPoint& aPoint) {
OnRegionEnd();
Unreachable();
}
bool FindLastHitPhase::ShouldSendPaintMessage() {
// If the region we're searching contains multiple normal checkpoints, we
// only want to send paint messages for the first one. We won't pause at the
// later checkpoints, and sending paint messages for them will clobber the
// one for the checkpoint we will end up pausing at.
return gNavigation->LastCheckpoint().mNormal == mStart.mNormal;
}
const FindLastHitPhase::TrackedPosition& FindLastHitPhase::FindTrackedPosition(
const BreakpointPosition& aPos) {
for (const TrackedPosition& tracked : mTrackedPositions) {
if (tracked.mPosition == aPos) {
return tracked;
}
}
MOZ_CRASH("Could not find tracked position");
}
void FindLastHitPhase::OnRegionEnd() {
// Find the point of the last hit which coincides with a breakpoint.
Maybe<TrackedPosition> lastBreakpoint;
for (const BreakpointPosition& breakpoint : gNavigation->mBreakpoints) {
const TrackedPosition& tracked = FindTrackedPosition(breakpoint);
if (tracked.mLastHit.HasPosition() &&
(lastBreakpoint.isNothing() ||
lastBreakpoint.ref().mLastHitCount < tracked.mLastHitCount)) {
lastBreakpoint = Some(tracked);
}
}
if (lastBreakpoint.isNothing()) {
// No breakpoints were encountered in the search space.
if (mStart.mTemporary) {
// We started searching forwards from a temporary checkpoint.
// Continue searching backwards without notifying the middleman.
CheckpointId start = GetLastSavedCheckpointPriorTo(mStart);
start = SkipUnknownTemporaryCheckpoints(start);
ExecutionPoint end = gNavigation->LastTemporaryCheckpointLocation();
if (end.HasPosition() || end.mCheckpoint != start.mNormal) {
// The temporary checkpoint comes immediately after its associated
// execution point. As we search backwards we need to look for hits at
// that execution point itself.
gNavigation->mFindLastHitPhase.Enter(start, end,
/* aIncludeEnd = */ true);
Unreachable();
} else {
// The last temporary checkpoint may be at the same execution point as
// the last normal checkpoint, if it was created while handling
// debugger requests there.
}
}
// Rewind to the last normal checkpoint and pause.
gNavigation->mPausedPhase.Enter(
gNavigation->CheckpointExecutionPoint(mStart.mNormal),
/* aRewind = */ true);
Unreachable();
}
// When running backwards, we don't want to place temporary checkpoints at
// the breakpoint where we are going to stop at. If the user continues
// rewinding then we will just have to discard the checkpoint and waste the
// work we did in saving it.
//
// Instead, try to place a temporary checkpoint at the last time the
// breakpoint's script was entered. This optimizes for the case of stepping
// around within a frame.
Maybe<BreakpointPosition> baseEntry =
GetEntryPosition(lastBreakpoint.ref().mPosition);
if (baseEntry.isSome()) {
const TrackedPosition& tracked = FindTrackedPosition(baseEntry.ref());
if (tracked.mLastHit.HasPosition() &&
tracked.mLastHitCount < lastBreakpoint.ref().mLastHitCount) {
gNavigation->mReachBreakpointPhase.Enter(mStart, /* aRewind = */ true,
lastBreakpoint.ref().mLastHit,
Some(tracked.mLastHit));
Unreachable();
}
}
// There was no suitable place for a temporary checkpoint, so rewind to the
// last checkpoint and play forward to the last breakpoint hit we found.
gNavigation->mReachBreakpointPhase.Enter(
mStart, /* aRewind = */ true, lastBreakpoint.ref().mLastHit, Nothing());
Unreachable();
}
///////////////////////////////////////////////////////////////////////////////
// Hooks
///////////////////////////////////////////////////////////////////////////////
bool IsInitialized() { return !!gNavigation; }
void BeforeCheckpoint() {
if (!IsInitialized()) {
void* navigationMem =
AllocateMemory(sizeof(NavigationState), MemoryKind::Navigation);
gNavigation = new (navigationMem) NavigationState();
js::SetupDevtoolsSandbox();
// Set the progress counter to zero before the first checkpoint. Execution
// that occurred before this checkpoint cannot be rewound to.
*ExecutionProgressCounter() = 0;
}
AutoDisallowThreadEvents disallow;
// Reset the debugger to a consistent state before each checkpoint.
js::ClearPositionHandlers();
}
void AfterCheckpoint(const CheckpointId& aCheckpoint) {
AutoDisallowThreadEvents disallow;
MOZ_RELEASE_ASSERT(IsRecordingOrReplaying());
gNavigation->AfterCheckpoint(aCheckpoint);
}
size_t LastNormalCheckpoint() { return gNavigation->LastCheckpoint().mNormal; }
void DebuggerRequest(js::CharBuffer* aRequestBuffer) {
gNavigation->HandleDebuggerRequest(aRequestBuffer);
}
void AddBreakpoint(const BreakpointPosition& aPosition) {
gNavigation->mBreakpoints.append(aPosition);
}
void ClearBreakpoints() {
if (gNavigation) {
gNavigation->mBreakpoints.clear();
}
}
void Resume(bool aForward) {
// For the primordial resume sent at startup, the navigation state will not
// have been initialized yet.
if (!gNavigation) {
ResumeExecution();
return;
}
gNavigation->Resume(aForward);
}
void RestoreCheckpoint(size_t aId) { gNavigation->RestoreCheckpoint(aId); }
void RunToPoint(const ExecutionPoint& aTarget) {
gNavigation->RunToPoint(aTarget);
}
ExecutionPoint GetRecordingEndpoint() {
if (IsRecording()) {
return gNavigation->CurrentExecutionPoint();
} else {
return gNavigation->LastRecordingEndpoint();
}
}
void SetRecordingEndpoint(size_t aIndex, const ExecutionPoint& aEndpoint) {
MOZ_RELEASE_ASSERT(IsReplaying());
gNavigation->SetRecordingEndpoint(aIndex, aEndpoint);
}
static ProgressCounter gProgressCounter;
extern "C" {
MOZ_EXPORT ProgressCounter* RecordReplayInterface_ExecutionProgressCounter() {
return &gProgressCounter;
}
} // extern "C"
ExecutionPoint CurrentExecutionPoint(
const Maybe<BreakpointPosition>& aPosition) {
if (aPosition.isSome()) {
return ExecutionPoint(gNavigation->LastCheckpoint().mNormal,
gProgressCounter, aPosition.ref());
}
return gNavigation->CurrentExecutionPoint();
}
void PositionHit(const BreakpointPosition& position) {
AutoDisallowThreadEvents disallow;
gNavigation->PositionHit(CurrentExecutionPoint(Some(position)));
}
extern "C" {
MOZ_EXPORT ProgressCounter RecordReplayInterface_NewTimeWarpTarget() {
if (AreThreadEventsDisallowed()) {
return 0;
}
// NewTimeWarpTarget() must be called at consistent points between recording
// and replaying.
RecordReplayAssert("NewTimeWarpTarget");
if (!gNavigation) {
return 0;
}
// Advance the progress counter for each time warp target. This can be called
// at any place and any number of times where recorded events are allowed.
ProgressCounter progress = ++gProgressCounter;
PositionHit(BreakpointPosition(BreakpointPosition::WarpTarget));
return progress;
}
} // extern "C"
ExecutionPoint TimeWarpTargetExecutionPoint(ProgressCounter aTarget) {
// To construct an ExecutionPoint, we need the most recent checkpoint prior
// to aTarget. We could do a binary search here, but this code is cold and a
// linear search is more straightforwardly correct.
size_t checkpoint;
for (checkpoint = gNavigation->mCheckpointProgress.length() - 1;
checkpoint >= CheckpointId::First; checkpoint--) {
if (gNavigation->mCheckpointProgress[checkpoint] < aTarget) {
break;
}
}
MOZ_RELEASE_ASSERT(checkpoint >= CheckpointId::First);
return ExecutionPoint(checkpoint, aTarget,
BreakpointPosition(BreakpointPosition::WarpTarget));
}
bool MaybeDivergeFromRecording() {
return gNavigation->MaybeDivergeFromRecording();
}
bool ShouldSendPaintMessage() { return gNavigation->ShouldSendPaintMessage(); }
} // namespace navigation
} // namespace recordreplay
} // namespace mozilla