root/src/debug.cc

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DEFINITIONS

This source file includes following definitions.
  1. isolate_
  2. PrintLn
  3. ComputeCallDebugPrepareStepIn
  4. GetDebugEventContext
  5. Next
  6. Next
  7. FindBreakLocationFromAddress
  8. FindBreakLocationFromPosition
  9. Reset
  10. Done
  11. SetBreakPoint
  12. ClearBreakPoint
  13. SetOneShot
  14. ClearOneShot
  15. SetDebugBreak
  16. ClearDebugBreak
  17. PrepareStepIn
  18. IsExit
  19. HasBreakPoint
  20. IsDebugBreak
  21. SetDebugBreakAtIC
  22. ClearDebugBreakAtIC
  23. IsDebuggerStatement
  24. IsDebugBreakSlot
  25. BreakPointObjects
  26. ClearAllDebugBreak
  27. RinfoDone
  28. RinfoNext
  29. ThreadInit
  30. ArchiveDebug
  31. RestoreDebug
  32. ArchiveSpacePerThread
  33. SetUpFrameDropperFrame
  34. Add
  35. GetScripts
  36. ProcessCollectedScripts
  37. Clear
  38. HandleWeakScript
  39. SetUp
  40. HandleWeakDebugInfo
  41. CompileDebuggerScript
  42. Load
  43. Unload
  44. PreemptionWhileInDebugger
  45. Iterate
  46. Break
  47. RUNTIME_FUNCTION
  48. CheckBreakPoints
  49. CheckBreakPoint
  50. HasDebugInfo
  51. GetDebugInfo
  52. SetBreakPoint
  53. SetBreakPointForScript
  54. ClearBreakPoint
  55. ClearAllBreakPoints
  56. FloodWithOneShot
  57. FloodBoundFunctionWithOneShot
  58. FloodHandlerWithOneShot
  59. ChangeBreakOnException
  60. IsBreakOnException
  61. PrepareStep
  62. StepNextContinue
  63. IsDebugBreak
  64. IsSourceBreakStub
  65. IsBreakStub
  66. FindDebugBreak
  67. GetSourceBreakLocations
  68. NewBreak
  69. SetBreak
  70. HandleStepIn
  71. ClearStepping
  72. ClearOneShot
  73. ActivateStepIn
  74. ClearStepIn
  75. ActivateStepOut
  76. ClearStepOut
  77. ClearStepNext
  78. CompileFullCodeForDebugging
  79. CollectActiveFunctionsFromThread
  80. RedirectActivationsToRecompiledCodeOnThread
  81. active_code_marker_
  82. VisitThread
  83. VisitThread
  84. PrepareForBreakPoints
  85. EnsureDebugInfo
  86. RemoveDebugInfo
  87. SetAfterBreakTarget
  88. IsBreakAtReturn
  89. FramesHaveBeenDropped
  90. IsDebugGlobal
  91. ClearMirrorCache
  92. CreateScriptCache
  93. DestroyScriptCache
  94. AddScriptToScriptCache
  95. GetLoadedScripts
  96. AfterGarbageCollection
  97. isolate_
  98. MakeJSObject
  99. MakeExecutionState
  100. MakeBreakEvent
  101. MakeExceptionEvent
  102. MakeNewFunctionEvent
  103. MakeCompileEvent
  104. MakeScriptCollectedEvent
  105. OnException
  106. OnDebugBreak
  107. OnBeforeCompile
  108. OnAfterCompile
  109. OnScriptCollected
  110. ProcessDebugEvent
  111. CallEventCallback
  112. CallCEventCallback
  113. CallJSEventCallback
  114. GetDebugContext
  115. UnloadDebugger
  116. NotifyMessageHandler
  117. SetEventListener
  118. SetMessageHandler
  119. ListenersChanged
  120. SetHostDispatchHandler
  121. SetDebugMessageDispatchHandler
  122. InvokeMessageHandler
  123. ProcessCommand
  124. HasCommands
  125. EnqueueDebugCommand
  126. IsDebuggerActive
  127. Call
  128. StubMessageHandler2
  129. StartAgent
  130. StopAgent
  131. WaitForAgent
  132. CallMessageDispatchHandler
  133. save_
  134. NewEvent
  135. NewResponse
  136. client_data_
  137. IsEvent
  138. IsResponse
  139. GetEvent
  140. WillStartRunning
  141. GetExecutionState
  142. GetEventData
  143. GetJSON
  144. GetEventContext
  145. GetClientData
  146. client_data_
  147. GetEvent
  148. GetExecutionState
  149. GetEventData
  150. GetEventContext
  151. GetCallbackData
  152. GetClientData
  153. client_data_
  154. client_data_
  155. Dispose
  156. New
  157. size_
  158. Get
  159. Put
  160. Expand
  161. queue_
  162. IsEmpty
  163. Get
  164. Put
  165. Clear
  166. already_signalled_
  167. Schedule
  168. Run

// Copyright 2012 the V8 project authors. All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
//     * Redistributions of source code must retain the above copyright
//       notice, this list of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above
//       copyright notice, this list of conditions and the following
//       disclaimer in the documentation and/or other materials provided
//       with the distribution.
//     * Neither the name of Google Inc. nor the names of its
//       contributors may be used to endorse or promote products derived
//       from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#include "v8.h"

#include "api.h"
#include "arguments.h"
#include "bootstrapper.h"
#include "code-stubs.h"
#include "codegen.h"
#include "compilation-cache.h"
#include "compiler.h"
#include "debug.h"
#include "deoptimizer.h"
#include "execution.h"
#include "full-codegen.h"
#include "global-handles.h"
#include "ic.h"
#include "ic-inl.h"
#include "isolate-inl.h"
#include "list.h"
#include "messages.h"
#include "natives.h"
#include "stub-cache.h"
#include "log.h"

#include "../include/v8-debug.h"

namespace v8 {
namespace internal {

#ifdef ENABLE_DEBUGGER_SUPPORT


Debug::Debug(Isolate* isolate)
    : has_break_points_(false),
      script_cache_(NULL),
      debug_info_list_(NULL),
      disable_break_(false),
      break_on_exception_(false),
      break_on_uncaught_exception_(false),
      debug_break_return_(NULL),
      debug_break_slot_(NULL),
      isolate_(isolate) {
  memset(registers_, 0, sizeof(JSCallerSavedBuffer));
}


Debug::~Debug() {
}


static void PrintLn(v8::Local<v8::Value> value) {
  v8::Local<v8::String> s = value->ToString();
  ScopedVector<char> data(s->Length() + 1);
  if (data.start() == NULL) {
    V8::FatalProcessOutOfMemory("PrintLn");
    return;
  }
  s->WriteAscii(data.start());
  PrintF("%s\n", data.start());
}


static Handle<Code> ComputeCallDebugPrepareStepIn(int argc, Code::Kind kind) {
  Isolate* isolate = Isolate::Current();
  return isolate->stub_cache()->ComputeCallDebugPrepareStepIn(argc, kind);
}


static v8::Handle<v8::Context> GetDebugEventContext(Isolate* isolate) {
  Handle<Context> context = isolate->debug()->debugger_entry()->GetContext();
  // Isolate::context() may have been NULL when "script collected" event
  // occured.
  if (context.is_null()) return v8::Local<v8::Context>();
  Handle<Context> global_context(context->global_context());
  return v8::Utils::ToLocal(global_context);
}


BreakLocationIterator::BreakLocationIterator(Handle<DebugInfo> debug_info,
                                             BreakLocatorType type) {
  debug_info_ = debug_info;
  type_ = type;
  reloc_iterator_ = NULL;
  reloc_iterator_original_ = NULL;
  Reset();  // Initialize the rest of the member variables.
}


BreakLocationIterator::~BreakLocationIterator() {
  ASSERT(reloc_iterator_ != NULL);
  ASSERT(reloc_iterator_original_ != NULL);
  delete reloc_iterator_;
  delete reloc_iterator_original_;
}


void BreakLocationIterator::Next() {
  AssertNoAllocation nogc;
  ASSERT(!RinfoDone());

  // Iterate through reloc info for code and original code stopping at each
  // breakable code target.
  bool first = break_point_ == -1;
  while (!RinfoDone()) {
    if (!first) RinfoNext();
    first = false;
    if (RinfoDone()) return;

    // Whenever a statement position or (plain) position is passed update the
    // current value of these.
    if (RelocInfo::IsPosition(rmode())) {
      if (RelocInfo::IsStatementPosition(rmode())) {
        statement_position_ = static_cast<int>(
            rinfo()->data() - debug_info_->shared()->start_position());
      }
      // Always update the position as we don't want that to be before the
      // statement position.
      position_ = static_cast<int>(
          rinfo()->data() - debug_info_->shared()->start_position());
      ASSERT(position_ >= 0);
      ASSERT(statement_position_ >= 0);
    }

    if (IsDebugBreakSlot()) {
      // There is always a possible break point at a debug break slot.
      break_point_++;
      return;
    } else if (RelocInfo::IsCodeTarget(rmode())) {
      // Check for breakable code target. Look in the original code as setting
      // break points can cause the code targets in the running (debugged) code
      // to be of a different kind than in the original code.
      Address target = original_rinfo()->target_address();
      Code* code = Code::GetCodeFromTargetAddress(target);
      if ((code->is_inline_cache_stub() &&
           !code->is_binary_op_stub() &&
           !code->is_unary_op_stub() &&
           !code->is_compare_ic_stub() &&
           !code->is_to_boolean_ic_stub()) ||
          RelocInfo::IsConstructCall(rmode())) {
        break_point_++;
        return;
      }
      if (code->kind() == Code::STUB) {
        if (IsDebuggerStatement()) {
          break_point_++;
          return;
        }
        if (type_ == ALL_BREAK_LOCATIONS) {
          if (Debug::IsBreakStub(code)) {
            break_point_++;
            return;
          }
        } else {
          ASSERT(type_ == SOURCE_BREAK_LOCATIONS);
          if (Debug::IsSourceBreakStub(code)) {
            break_point_++;
            return;
          }
        }
      }
    }

    // Check for break at return.
    if (RelocInfo::IsJSReturn(rmode())) {
      // Set the positions to the end of the function.
      if (debug_info_->shared()->HasSourceCode()) {
        position_ = debug_info_->shared()->end_position() -
                    debug_info_->shared()->start_position() - 1;
      } else {
        position_ = 0;
      }
      statement_position_ = position_;
      break_point_++;
      return;
    }
  }
}


void BreakLocationIterator::Next(int count) {
  while (count > 0) {
    Next();
    count--;
  }
}


// Find the break point closest to the supplied address.
void BreakLocationIterator::FindBreakLocationFromAddress(Address pc) {
  // Run through all break points to locate the one closest to the address.
  int closest_break_point = 0;
  int distance = kMaxInt;
  while (!Done()) {
    // Check if this break point is closer that what was previously found.
    if (this->pc() < pc && pc - this->pc() < distance) {
      closest_break_point = break_point();
      distance = static_cast<int>(pc - this->pc());
      // Check whether we can't get any closer.
      if (distance == 0) break;
    }
    Next();
  }

  // Move to the break point found.
  Reset();
  Next(closest_break_point);
}


// Find the break point closest to the supplied source position.
void BreakLocationIterator::FindBreakLocationFromPosition(int position) {
  // Run through all break points to locate the one closest to the source
  // position.
  int closest_break_point = 0;
  int distance = kMaxInt;
  while (!Done()) {
    // Check if this break point is closer that what was previously found.
    if (position <= statement_position() &&
        statement_position() - position < distance) {
      closest_break_point = break_point();
      distance = statement_position() - position;
      // Check whether we can't get any closer.
      if (distance == 0) break;
    }
    Next();
  }

  // Move to the break point found.
  Reset();
  Next(closest_break_point);
}


void BreakLocationIterator::Reset() {
  // Create relocation iterators for the two code objects.
  if (reloc_iterator_ != NULL) delete reloc_iterator_;
  if (reloc_iterator_original_ != NULL) delete reloc_iterator_original_;
  reloc_iterator_ = new RelocIterator(debug_info_->code());
  reloc_iterator_original_ = new RelocIterator(debug_info_->original_code());

  // Position at the first break point.
  break_point_ = -1;
  position_ = 1;
  statement_position_ = 1;
  Next();
}


bool BreakLocationIterator::Done() const {
  return RinfoDone();
}


void BreakLocationIterator::SetBreakPoint(Handle<Object> break_point_object) {
  // If there is not already a real break point here patch code with debug
  // break.
  if (!HasBreakPoint()) {
    SetDebugBreak();
  }
  ASSERT(IsDebugBreak() || IsDebuggerStatement());
  // Set the break point information.
  DebugInfo::SetBreakPoint(debug_info_, code_position(),
                           position(), statement_position(),
                           break_point_object);
}


void BreakLocationIterator::ClearBreakPoint(Handle<Object> break_point_object) {
  // Clear the break point information.
  DebugInfo::ClearBreakPoint(debug_info_, code_position(), break_point_object);
  // If there are no more break points here remove the debug break.
  if (!HasBreakPoint()) {
    ClearDebugBreak();
    ASSERT(!IsDebugBreak());
  }
}


void BreakLocationIterator::SetOneShot() {
  // Debugger statement always calls debugger. No need to modify it.
  if (IsDebuggerStatement()) {
    return;
  }

  // If there is a real break point here no more to do.
  if (HasBreakPoint()) {
    ASSERT(IsDebugBreak());
    return;
  }

  // Patch code with debug break.
  SetDebugBreak();
}


void BreakLocationIterator::ClearOneShot() {
  // Debugger statement always calls debugger. No need to modify it.
  if (IsDebuggerStatement()) {
    return;
  }

  // If there is a real break point here no more to do.
  if (HasBreakPoint()) {
    ASSERT(IsDebugBreak());
    return;
  }

  // Patch code removing debug break.
  ClearDebugBreak();
  ASSERT(!IsDebugBreak());
}


void BreakLocationIterator::SetDebugBreak() {
  // Debugger statement always calls debugger. No need to modify it.
  if (IsDebuggerStatement()) {
    return;
  }

  // If there is already a break point here just return. This might happen if
  // the same code is flooded with break points twice. Flooding the same
  // function twice might happen when stepping in a function with an exception
  // handler as the handler and the function is the same.
  if (IsDebugBreak()) {
    return;
  }

  if (RelocInfo::IsJSReturn(rmode())) {
    // Patch the frame exit code with a break point.
    SetDebugBreakAtReturn();
  } else if (IsDebugBreakSlot()) {
    // Patch the code in the break slot.
    SetDebugBreakAtSlot();
  } else {
    // Patch the IC call.
    SetDebugBreakAtIC();
  }
  ASSERT(IsDebugBreak());
}


void BreakLocationIterator::ClearDebugBreak() {
  // Debugger statement always calls debugger. No need to modify it.
  if (IsDebuggerStatement()) {
    return;
  }

  if (RelocInfo::IsJSReturn(rmode())) {
    // Restore the frame exit code.
    ClearDebugBreakAtReturn();
  } else if (IsDebugBreakSlot()) {
    // Restore the code in the break slot.
    ClearDebugBreakAtSlot();
  } else {
    // Patch the IC call.
    ClearDebugBreakAtIC();
  }
  ASSERT(!IsDebugBreak());
}


void BreakLocationIterator::PrepareStepIn() {
  HandleScope scope;

  // Step in can only be prepared if currently positioned on an IC call,
  // construct call or CallFunction stub call.
  Address target = rinfo()->target_address();
  Handle<Code> target_code(Code::GetCodeFromTargetAddress(target));
  if (target_code->is_call_stub() || target_code->is_keyed_call_stub()) {
    // Step in through IC call is handled by the runtime system. Therefore make
    // sure that the any current IC is cleared and the runtime system is
    // called. If the executing code has a debug break at the location change
    // the call in the original code as it is the code there that will be
    // executed in place of the debug break call.
    Handle<Code> stub = ComputeCallDebugPrepareStepIn(
        target_code->arguments_count(), target_code->kind());
    if (IsDebugBreak()) {
      original_rinfo()->set_target_address(stub->entry());
    } else {
      rinfo()->set_target_address(stub->entry());
    }
  } else {
#ifdef DEBUG
    // All the following stuff is needed only for assertion checks so the code
    // is wrapped in ifdef.
    Handle<Code> maybe_call_function_stub = target_code;
    if (IsDebugBreak()) {
      Address original_target = original_rinfo()->target_address();
      maybe_call_function_stub =
          Handle<Code>(Code::GetCodeFromTargetAddress(original_target));
    }
    bool is_call_function_stub =
        (maybe_call_function_stub->kind() == Code::STUB &&
         maybe_call_function_stub->major_key() == CodeStub::CallFunction);

    // Step in through construct call requires no changes to the running code.
    // Step in through getters/setters should already be prepared as well
    // because caller of this function (Debug::PrepareStep) is expected to
    // flood the top frame's function with one shot breakpoints.
    // Step in through CallFunction stub should also be prepared by caller of
    // this function (Debug::PrepareStep) which should flood target function
    // with breakpoints.
    ASSERT(RelocInfo::IsConstructCall(rmode()) ||
           target_code->is_inline_cache_stub() ||
           is_call_function_stub);
#endif
  }
}


// Check whether the break point is at a position which will exit the function.
bool BreakLocationIterator::IsExit() const {
  return (RelocInfo::IsJSReturn(rmode()));
}


bool BreakLocationIterator::HasBreakPoint() {
  return debug_info_->HasBreakPoint(code_position());
}


// Check whether there is a debug break at the current position.
bool BreakLocationIterator::IsDebugBreak() {
  if (RelocInfo::IsJSReturn(rmode())) {
    return IsDebugBreakAtReturn();
  } else if (IsDebugBreakSlot()) {
    return IsDebugBreakAtSlot();
  } else {
    return Debug::IsDebugBreak(rinfo()->target_address());
  }
}


void BreakLocationIterator::SetDebugBreakAtIC() {
  // Patch the original code with the current address as the current address
  // might have changed by the inline caching since the code was copied.
  original_rinfo()->set_target_address(rinfo()->target_address());

  RelocInfo::Mode mode = rmode();
  if (RelocInfo::IsCodeTarget(mode)) {
    Address target = rinfo()->target_address();
    Handle<Code> target_code(Code::GetCodeFromTargetAddress(target));

    // Patch the code to invoke the builtin debug break function matching the
    // calling convention used by the call site.
    Handle<Code> dbgbrk_code(Debug::FindDebugBreak(target_code, mode));
    rinfo()->set_target_address(dbgbrk_code->entry());
  }
}


void BreakLocationIterator::ClearDebugBreakAtIC() {
  // Patch the code to the original invoke.
  rinfo()->set_target_address(original_rinfo()->target_address());
}


bool BreakLocationIterator::IsDebuggerStatement() {
  return RelocInfo::DEBUG_BREAK == rmode();
}


bool BreakLocationIterator::IsDebugBreakSlot() {
  return RelocInfo::DEBUG_BREAK_SLOT == rmode();
}


Object* BreakLocationIterator::BreakPointObjects() {
  return debug_info_->GetBreakPointObjects(code_position());
}


// Clear out all the debug break code. This is ONLY supposed to be used when
// shutting down the debugger as it will leave the break point information in
// DebugInfo even though the code is patched back to the non break point state.
void BreakLocationIterator::ClearAllDebugBreak() {
  while (!Done()) {
    ClearDebugBreak();
    Next();
  }
}


bool BreakLocationIterator::RinfoDone() const {
  ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done());
  return reloc_iterator_->done();
}


void BreakLocationIterator::RinfoNext() {
  reloc_iterator_->next();
  reloc_iterator_original_->next();
#ifdef DEBUG
  ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done());
  if (!reloc_iterator_->done()) {
    ASSERT(rmode() == original_rmode());
  }
#endif
}


// Threading support.
void Debug::ThreadInit() {
  thread_local_.break_count_ = 0;
  thread_local_.break_id_ = 0;
  thread_local_.break_frame_id_ = StackFrame::NO_ID;
  thread_local_.last_step_action_ = StepNone;
  thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
  thread_local_.step_count_ = 0;
  thread_local_.last_fp_ = 0;
  thread_local_.queued_step_count_ = 0;
  thread_local_.step_into_fp_ = 0;
  thread_local_.step_out_fp_ = 0;
  thread_local_.after_break_target_ = 0;
  // TODO(isolates): frames_are_dropped_?
  thread_local_.debugger_entry_ = NULL;
  thread_local_.pending_interrupts_ = 0;
  thread_local_.restarter_frame_function_pointer_ = NULL;
}


char* Debug::ArchiveDebug(char* storage) {
  char* to = storage;
  memcpy(to, reinterpret_cast<char*>(&thread_local_), sizeof(ThreadLocal));
  to += sizeof(ThreadLocal);
  memcpy(to, reinterpret_cast<char*>(&registers_), sizeof(registers_));
  ThreadInit();
  ASSERT(to <= storage + ArchiveSpacePerThread());
  return storage + ArchiveSpacePerThread();
}


char* Debug::RestoreDebug(char* storage) {
  char* from = storage;
  memcpy(reinterpret_cast<char*>(&thread_local_), from, sizeof(ThreadLocal));
  from += sizeof(ThreadLocal);
  memcpy(reinterpret_cast<char*>(&registers_), from, sizeof(registers_));
  ASSERT(from <= storage + ArchiveSpacePerThread());
  return storage + ArchiveSpacePerThread();
}


int Debug::ArchiveSpacePerThread() {
  return sizeof(ThreadLocal) + sizeof(JSCallerSavedBuffer);
}


// Frame structure (conforms InternalFrame structure):
//   -- code
//   -- SMI maker
//   -- function (slot is called "context")
//   -- frame base
Object** Debug::SetUpFrameDropperFrame(StackFrame* bottom_js_frame,
                                       Handle<Code> code) {
  ASSERT(bottom_js_frame->is_java_script());

  Address fp = bottom_js_frame->fp();

  // Move function pointer into "context" slot.
  Memory::Object_at(fp + StandardFrameConstants::kContextOffset) =
      Memory::Object_at(fp + JavaScriptFrameConstants::kFunctionOffset);

  Memory::Object_at(fp + InternalFrameConstants::kCodeOffset) = *code;
  Memory::Object_at(fp + StandardFrameConstants::kMarkerOffset) =
      Smi::FromInt(StackFrame::INTERNAL);

  return reinterpret_cast<Object**>(&Memory::Object_at(
      fp + StandardFrameConstants::kContextOffset));
}

const int Debug::kFrameDropperFrameSize = 4;


void ScriptCache::Add(Handle<Script> script) {
  GlobalHandles* global_handles = Isolate::Current()->global_handles();
  // Create an entry in the hash map for the script.
  int id = Smi::cast(script->id())->value();
  HashMap::Entry* entry =
      HashMap::Lookup(reinterpret_cast<void*>(id), Hash(id), true);
  if (entry->value != NULL) {
    ASSERT(*script == *reinterpret_cast<Script**>(entry->value));
    return;
  }

  // Globalize the script object, make it weak and use the location of the
  // global handle as the value in the hash map.
  Handle<Script> script_ =
      Handle<Script>::cast(
          (global_handles->Create(*script)));
  global_handles->MakeWeak(
      reinterpret_cast<Object**>(script_.location()),
      this,
      ScriptCache::HandleWeakScript);
  entry->value = script_.location();
}


Handle<FixedArray> ScriptCache::GetScripts() {
  Handle<FixedArray> instances = FACTORY->NewFixedArray(occupancy());
  int count = 0;
  for (HashMap::Entry* entry = Start(); entry != NULL; entry = Next(entry)) {
    ASSERT(entry->value != NULL);
    if (entry->value != NULL) {
      instances->set(count, *reinterpret_cast<Script**>(entry->value));
      count++;
    }
  }
  return instances;
}


void ScriptCache::ProcessCollectedScripts() {
  Debugger* debugger = Isolate::Current()->debugger();
  for (int i = 0; i < collected_scripts_.length(); i++) {
    debugger->OnScriptCollected(collected_scripts_[i]);
  }
  collected_scripts_.Clear();
}


void ScriptCache::Clear() {
  GlobalHandles* global_handles = Isolate::Current()->global_handles();
  // Iterate the script cache to get rid of all the weak handles.
  for (HashMap::Entry* entry = Start(); entry != NULL; entry = Next(entry)) {
    ASSERT(entry != NULL);
    Object** location = reinterpret_cast<Object**>(entry->value);
    ASSERT((*location)->IsScript());
    global_handles->ClearWeakness(location);
    global_handles->Destroy(location);
  }
  // Clear the content of the hash map.
  HashMap::Clear();
}


void ScriptCache::HandleWeakScript(v8::Persistent<v8::Value> obj, void* data) {
  ScriptCache* script_cache = reinterpret_cast<ScriptCache*>(data);
  // Find the location of the global handle.
  Script** location =
      reinterpret_cast<Script**>(Utils::OpenHandle(*obj).location());
  ASSERT((*location)->IsScript());

  // Remove the entry from the cache.
  int id = Smi::cast((*location)->id())->value();
  script_cache->Remove(reinterpret_cast<void*>(id), Hash(id));
  script_cache->collected_scripts_.Add(id);

  // Clear the weak handle.
  obj.Dispose();
  obj.Clear();
}


void Debug::SetUp(bool create_heap_objects) {
  ThreadInit();
  if (create_heap_objects) {
    // Get code to handle debug break on return.
    debug_break_return_ =
        isolate_->builtins()->builtin(Builtins::kReturn_DebugBreak);
    ASSERT(debug_break_return_->IsCode());
    // Get code to handle debug break in debug break slots.
    debug_break_slot_ =
        isolate_->builtins()->builtin(Builtins::kSlot_DebugBreak);
    ASSERT(debug_break_slot_->IsCode());
  }
}


void Debug::HandleWeakDebugInfo(v8::Persistent<v8::Value> obj, void* data) {
  Debug* debug = Isolate::Current()->debug();
  DebugInfoListNode* node = reinterpret_cast<DebugInfoListNode*>(data);
  // We need to clear all breakpoints associated with the function to restore
  // original code and avoid patching the code twice later because
  // the function will live in the heap until next gc, and can be found by
  // Runtime::FindSharedFunctionInfoInScript.
  BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
  it.ClearAllDebugBreak();
  debug->RemoveDebugInfo(node->debug_info());
#ifdef DEBUG
  node = debug->debug_info_list_;
  while (node != NULL) {
    ASSERT(node != reinterpret_cast<DebugInfoListNode*>(data));
    node = node->next();
  }
#endif
}


DebugInfoListNode::DebugInfoListNode(DebugInfo* debug_info): next_(NULL) {
  GlobalHandles* global_handles = Isolate::Current()->global_handles();
  // Globalize the request debug info object and make it weak.
  debug_info_ = Handle<DebugInfo>::cast(
      (global_handles->Create(debug_info)));
  global_handles->MakeWeak(
      reinterpret_cast<Object**>(debug_info_.location()),
      this,
      Debug::HandleWeakDebugInfo);
}


DebugInfoListNode::~DebugInfoListNode() {
  Isolate::Current()->global_handles()->Destroy(
      reinterpret_cast<Object**>(debug_info_.location()));
}


bool Debug::CompileDebuggerScript(int index) {
  Isolate* isolate = Isolate::Current();
  Factory* factory = isolate->factory();
  HandleScope scope(isolate);

  // Bail out if the index is invalid.
  if (index == -1) {
    return false;
  }

  // Find source and name for the requested script.
  Handle<String> source_code =
      isolate->bootstrapper()->NativesSourceLookup(index);
  Vector<const char> name = Natives::GetScriptName(index);
  Handle<String> script_name = factory->NewStringFromAscii(name);

  // Compile the script.
  Handle<SharedFunctionInfo> function_info;
  function_info = Compiler::Compile(source_code,
                                    script_name,
                                    0, 0, NULL, NULL,
                                    Handle<String>::null(),
                                    NATIVES_CODE);

  // Silently ignore stack overflows during compilation.
  if (function_info.is_null()) {
    ASSERT(isolate->has_pending_exception());
    isolate->clear_pending_exception();
    return false;
  }

  // Execute the shared function in the debugger context.
  Handle<Context> context = isolate->global_context();
  bool caught_exception;
  Handle<JSFunction> function =
      factory->NewFunctionFromSharedFunctionInfo(function_info, context);

  Handle<Object> exception =
      Execution::TryCall(function, Handle<Object>(context->global()),
                         0, NULL, &caught_exception);

  // Check for caught exceptions.
  if (caught_exception) {
    ASSERT(!isolate->has_pending_exception());
    MessageLocation computed_location;
    isolate->ComputeLocation(&computed_location);
    Handle<Object> message = MessageHandler::MakeMessageObject(
        "error_loading_debugger", &computed_location,
        Vector<Handle<Object> >::empty(), Handle<String>(), Handle<JSArray>());
    ASSERT(!isolate->has_pending_exception());
    isolate->set_pending_exception(*exception);
    MessageHandler::ReportMessage(Isolate::Current(), NULL, message);
    isolate->clear_pending_exception();
    return false;
  }

  // Mark this script as native and return successfully.
  Handle<Script> script(Script::cast(function->shared()->script()));
  script->set_type(Smi::FromInt(Script::TYPE_NATIVE));
  return true;
}


bool Debug::Load() {
  // Return if debugger is already loaded.
  if (IsLoaded()) return true;

  Debugger* debugger = isolate_->debugger();

  // Bail out if we're already in the process of compiling the native
  // JavaScript source code for the debugger.
  if (debugger->compiling_natives() ||
      debugger->is_loading_debugger())
    return false;
  debugger->set_loading_debugger(true);

  // Disable breakpoints and interrupts while compiling and running the
  // debugger scripts including the context creation code.
  DisableBreak disable(true);
  PostponeInterruptsScope postpone(isolate_);

  // Create the debugger context.
  HandleScope scope(isolate_);
  Handle<Context> context =
      isolate_->bootstrapper()->CreateEnvironment(
          isolate_,
          Handle<Object>::null(),
          v8::Handle<ObjectTemplate>(),
          NULL);

  // Fail if no context could be created.
  if (context.is_null()) return false;

  // Use the debugger context.
  SaveContext save(isolate_);
  isolate_->set_context(*context);

  // Expose the builtins object in the debugger context.
  Handle<String> key = isolate_->factory()->LookupAsciiSymbol("builtins");
  Handle<GlobalObject> global = Handle<GlobalObject>(context->global());
  RETURN_IF_EMPTY_HANDLE_VALUE(
      isolate_,
      JSReceiver::SetProperty(global, key, Handle<Object>(global->builtins()),
                              NONE, kNonStrictMode),
      false);

  // Compile the JavaScript for the debugger in the debugger context.
  debugger->set_compiling_natives(true);
  bool caught_exception =
      !CompileDebuggerScript(Natives::GetIndex("mirror")) ||
      !CompileDebuggerScript(Natives::GetIndex("debug"));

  if (FLAG_enable_liveedit) {
    caught_exception = caught_exception ||
        !CompileDebuggerScript(Natives::GetIndex("liveedit"));
  }

  debugger->set_compiling_natives(false);

  // Make sure we mark the debugger as not loading before we might
  // return.
  debugger->set_loading_debugger(false);

  // Check for caught exceptions.
  if (caught_exception) return false;

  // Debugger loaded.
  debug_context_ = context;

  return true;
}


void Debug::Unload() {
  // Return debugger is not loaded.
  if (!IsLoaded()) {
    return;
  }

  // Clear the script cache.
  DestroyScriptCache();

  // Clear debugger context global handle.
  Isolate::Current()->global_handles()->Destroy(
      reinterpret_cast<Object**>(debug_context_.location()));
  debug_context_ = Handle<Context>();
}


// Set the flag indicating that preemption happened during debugging.
void Debug::PreemptionWhileInDebugger() {
  ASSERT(InDebugger());
  Debug::set_interrupts_pending(PREEMPT);
}


void Debug::Iterate(ObjectVisitor* v) {
  v->VisitPointer(BitCast<Object**>(&(debug_break_return_)));
  v->VisitPointer(BitCast<Object**>(&(debug_break_slot_)));
}


Object* Debug::Break(Arguments args) {
  Heap* heap = isolate_->heap();
  HandleScope scope(isolate_);
  ASSERT(args.length() == 0);

  thread_local_.frame_drop_mode_ = FRAMES_UNTOUCHED;

  // Get the top-most JavaScript frame.
  JavaScriptFrameIterator it(isolate_);
  JavaScriptFrame* frame = it.frame();

  // Just continue if breaks are disabled or debugger cannot be loaded.
  if (disable_break() || !Load()) {
    SetAfterBreakTarget(frame);
    return heap->undefined_value();
  }

  // Enter the debugger.
  EnterDebugger debugger;
  if (debugger.FailedToEnter()) {
    return heap->undefined_value();
  }

  // Postpone interrupt during breakpoint processing.
  PostponeInterruptsScope postpone(isolate_);

  // Get the debug info (create it if it does not exist).
  Handle<SharedFunctionInfo> shared =
      Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared());
  Handle<DebugInfo> debug_info = GetDebugInfo(shared);

  // Find the break point where execution has stopped.
  BreakLocationIterator break_location_iterator(debug_info,
                                                ALL_BREAK_LOCATIONS);
  break_location_iterator.FindBreakLocationFromAddress(frame->pc());

  // Check whether step next reached a new statement.
  if (!StepNextContinue(&break_location_iterator, frame)) {
    // Decrease steps left if performing multiple steps.
    if (thread_local_.step_count_ > 0) {
      thread_local_.step_count_--;
    }
  }

  // If there is one or more real break points check whether any of these are
  // triggered.
  Handle<Object> break_points_hit(heap->undefined_value());
  if (break_location_iterator.HasBreakPoint()) {
    Handle<Object> break_point_objects =
        Handle<Object>(break_location_iterator.BreakPointObjects());
    break_points_hit = CheckBreakPoints(break_point_objects);
  }

  // If step out is active skip everything until the frame where we need to step
  // out to is reached, unless real breakpoint is hit.
  if (StepOutActive() && frame->fp() != step_out_fp() &&
      break_points_hit->IsUndefined() ) {
      // Step count should always be 0 for StepOut.
      ASSERT(thread_local_.step_count_ == 0);
  } else if (!break_points_hit->IsUndefined() ||
             (thread_local_.last_step_action_ != StepNone &&
              thread_local_.step_count_ == 0)) {
    // Notify debugger if a real break point is triggered or if performing
    // single stepping with no more steps to perform. Otherwise do another step.

    // Clear all current stepping setup.
    ClearStepping();

    if (thread_local_.queued_step_count_ > 0) {
      // Perform queued steps
      int step_count = thread_local_.queued_step_count_;

      // Clear queue
      thread_local_.queued_step_count_ = 0;

      PrepareStep(StepNext, step_count);
    } else {
      // Notify the debug event listeners.
      isolate_->debugger()->OnDebugBreak(break_points_hit, false);
    }
  } else if (thread_local_.last_step_action_ != StepNone) {
    // Hold on to last step action as it is cleared by the call to
    // ClearStepping.
    StepAction step_action = thread_local_.last_step_action_;
    int step_count = thread_local_.step_count_;

    // If StepNext goes deeper in code, StepOut until original frame
    // and keep step count queued up in the meantime.
    if (step_action == StepNext && frame->fp() < thread_local_.last_fp_) {
      // Count frames until target frame
      int count = 0;
      JavaScriptFrameIterator it(isolate_);
      while (!it.done() && it.frame()->fp() < thread_local_.last_fp_) {
        count++;
        it.Advance();
      }

      // Check that we indeed found the frame we are looking for.
      CHECK(!it.done() && (it.frame()->fp() == thread_local_.last_fp_));
      if (step_count > 1) {
        // Save old count and action to continue stepping after StepOut.
        thread_local_.queued_step_count_ = step_count - 1;
      }

      // Set up for StepOut to reach target frame.
      step_action = StepOut;
      step_count = count;
    }

    // Clear all current stepping setup.
    ClearStepping();

    // Set up for the remaining steps.
    PrepareStep(step_action, step_count);
  }

  if (thread_local_.frame_drop_mode_ == FRAMES_UNTOUCHED) {
    SetAfterBreakTarget(frame);
  } else if (thread_local_.frame_drop_mode_ ==
      FRAME_DROPPED_IN_IC_CALL) {
    // We must have been calling IC stub. Do not go there anymore.
    Code* plain_return = isolate_->builtins()->builtin(
        Builtins::kPlainReturn_LiveEdit);
    thread_local_.after_break_target_ = plain_return->entry();
  } else if (thread_local_.frame_drop_mode_ ==
      FRAME_DROPPED_IN_DEBUG_SLOT_CALL) {
    // Debug break slot stub does not return normally, instead it manually
    // cleans the stack and jumps. We should patch the jump address.
    Code* plain_return = isolate_->builtins()->builtin(
        Builtins::kFrameDropper_LiveEdit);
    thread_local_.after_break_target_ = plain_return->entry();
  } else if (thread_local_.frame_drop_mode_ ==
      FRAME_DROPPED_IN_DIRECT_CALL) {
    // Nothing to do, after_break_target is not used here.
  } else if (thread_local_.frame_drop_mode_ ==
      FRAME_DROPPED_IN_RETURN_CALL) {
    Code* plain_return = isolate_->builtins()->builtin(
        Builtins::kFrameDropper_LiveEdit);
    thread_local_.after_break_target_ = plain_return->entry();
  } else {
    UNREACHABLE();
  }

  return heap->undefined_value();
}


RUNTIME_FUNCTION(Object*, Debug_Break) {
  return isolate->debug()->Break(args);
}


// Check the break point objects for whether one or more are actually
// triggered. This function returns a JSArray with the break point objects
// which is triggered.
Handle<Object> Debug::CheckBreakPoints(Handle<Object> break_point_objects) {
  Factory* factory = isolate_->factory();

  // Count the number of break points hit. If there are multiple break points
  // they are in a FixedArray.
  Handle<FixedArray> break_points_hit;
  int break_points_hit_count = 0;
  ASSERT(!break_point_objects->IsUndefined());
  if (break_point_objects->IsFixedArray()) {
    Handle<FixedArray> array(FixedArray::cast(*break_point_objects));
    break_points_hit = factory->NewFixedArray(array->length());
    for (int i = 0; i < array->length(); i++) {
      Handle<Object> o(array->get(i));
      if (CheckBreakPoint(o)) {
        break_points_hit->set(break_points_hit_count++, *o);
      }
    }
  } else {
    break_points_hit = factory->NewFixedArray(1);
    if (CheckBreakPoint(break_point_objects)) {
      break_points_hit->set(break_points_hit_count++, *break_point_objects);
    }
  }

  // Return undefined if no break points were triggered.
  if (break_points_hit_count == 0) {
    return factory->undefined_value();
  }
  // Return break points hit as a JSArray.
  Handle<JSArray> result = factory->NewJSArrayWithElements(break_points_hit);
  result->set_length(Smi::FromInt(break_points_hit_count));
  return result;
}


// Check whether a single break point object is triggered.
bool Debug::CheckBreakPoint(Handle<Object> break_point_object) {
  Factory* factory = isolate_->factory();
  HandleScope scope(isolate_);

  // Ignore check if break point object is not a JSObject.
  if (!break_point_object->IsJSObject()) return true;

  // Get the function IsBreakPointTriggered (defined in debug-debugger.js).
  Handle<String> is_break_point_triggered_symbol =
      factory->LookupAsciiSymbol("IsBreakPointTriggered");
  Handle<JSFunction> check_break_point =
    Handle<JSFunction>(JSFunction::cast(
        debug_context()->global()->GetPropertyNoExceptionThrown(
            *is_break_point_triggered_symbol)));

  // Get the break id as an object.
  Handle<Object> break_id = factory->NewNumberFromInt(Debug::break_id());

  // Call HandleBreakPointx.
  bool caught_exception;
  Handle<Object> argv[] = { break_id, break_point_object };
  Handle<Object> result = Execution::TryCall(check_break_point,
                                             isolate_->js_builtins_object(),
                                             ARRAY_SIZE(argv),
                                             argv,
                                             &caught_exception);

  // If exception or non boolean result handle as not triggered
  if (caught_exception || !result->IsBoolean()) {
    return false;
  }

  // Return whether the break point is triggered.
  ASSERT(!result.is_null());
  return (*result)->IsTrue();
}


// Check whether the function has debug information.
bool Debug::HasDebugInfo(Handle<SharedFunctionInfo> shared) {
  return !shared->debug_info()->IsUndefined();
}


// Return the debug info for this function. EnsureDebugInfo must be called
// prior to ensure the debug info has been generated for shared.
Handle<DebugInfo> Debug::GetDebugInfo(Handle<SharedFunctionInfo> shared) {
  ASSERT(HasDebugInfo(shared));
  return Handle<DebugInfo>(DebugInfo::cast(shared->debug_info()));
}


void Debug::SetBreakPoint(Handle<JSFunction> function,
                          Handle<Object> break_point_object,
                          int* source_position) {
  HandleScope scope(isolate_);

  PrepareForBreakPoints();

  // Make sure the function is compiled and has set up the debug info.
  Handle<SharedFunctionInfo> shared(function->shared());
  if (!EnsureDebugInfo(shared, function)) {
    // Return if retrieving debug info failed.
    return;
  }

  Handle<DebugInfo> debug_info = GetDebugInfo(shared);
  // Source positions starts with zero.
  ASSERT(*source_position >= 0);

  // Find the break point and change it.
  BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
  it.FindBreakLocationFromPosition(*source_position);
  it.SetBreakPoint(break_point_object);

  *source_position = it.position();

  // At least one active break point now.
  ASSERT(debug_info->GetBreakPointCount() > 0);
}


bool Debug::SetBreakPointForScript(Handle<Script> script,
                                   Handle<Object> break_point_object,
                                   int* source_position) {
  HandleScope scope(isolate_);

  // No need to call PrepareForBreakPoints because it will be called
  // implicitly by Runtime::FindSharedFunctionInfoInScript.
  Object* result = Runtime::FindSharedFunctionInfoInScript(isolate_,
                                                           script,
                                                           *source_position);
  if (result->IsUndefined()) return false;

  // Make sure the function has set up the debug info.
  Handle<SharedFunctionInfo> shared(SharedFunctionInfo::cast(result));
  if (!EnsureDebugInfo(shared, Handle<JSFunction>::null())) {
    // Return if retrieving debug info failed.
    return false;
  }

  // Find position within function. The script position might be before the
  // source position of the first function.
  int position;
  if (shared->start_position() > *source_position) {
    position = 0;
  } else {
    position = *source_position - shared->start_position();
  }

  Handle<DebugInfo> debug_info = GetDebugInfo(shared);
  // Source positions starts with zero.
  ASSERT(position >= 0);

  // Find the break point and change it.
  BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
  it.FindBreakLocationFromPosition(position);
  it.SetBreakPoint(break_point_object);

  *source_position = it.position() + shared->start_position();

  // At least one active break point now.
  ASSERT(debug_info->GetBreakPointCount() > 0);
  return true;
}


void Debug::ClearBreakPoint(Handle<Object> break_point_object) {
  HandleScope scope(isolate_);

  DebugInfoListNode* node = debug_info_list_;
  while (node != NULL) {
    Object* result = DebugInfo::FindBreakPointInfo(node->debug_info(),
                                                   break_point_object);
    if (!result->IsUndefined()) {
      // Get information in the break point.
      BreakPointInfo* break_point_info = BreakPointInfo::cast(result);
      Handle<DebugInfo> debug_info = node->debug_info();
      Handle<SharedFunctionInfo> shared(debug_info->shared());
      int source_position =  break_point_info->statement_position()->value();

      // Source positions starts with zero.
      ASSERT(source_position >= 0);

      // Find the break point and clear it.
      BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
      it.FindBreakLocationFromPosition(source_position);
      it.ClearBreakPoint(break_point_object);

      // If there are no more break points left remove the debug info for this
      // function.
      if (debug_info->GetBreakPointCount() == 0) {
        RemoveDebugInfo(debug_info);
      }

      return;
    }
    node = node->next();
  }
}


void Debug::ClearAllBreakPoints() {
  DebugInfoListNode* node = debug_info_list_;
  while (node != NULL) {
    // Remove all debug break code.
    BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
    it.ClearAllDebugBreak();
    node = node->next();
  }

  // Remove all debug info.
  while (debug_info_list_ != NULL) {
    RemoveDebugInfo(debug_info_list_->debug_info());
  }
}


void Debug::FloodWithOneShot(Handle<JSFunction> function) {
  PrepareForBreakPoints();

  // Make sure the function is compiled and has set up the debug info.
  Handle<SharedFunctionInfo> shared(function->shared());
  if (!EnsureDebugInfo(shared, function)) {
    // Return if we failed to retrieve the debug info.
    return;
  }

  // Flood the function with break points.
  BreakLocationIterator it(GetDebugInfo(shared), ALL_BREAK_LOCATIONS);
  while (!it.Done()) {
    it.SetOneShot();
    it.Next();
  }
}


void Debug::FloodBoundFunctionWithOneShot(Handle<JSFunction> function) {
  Handle<FixedArray> new_bindings(function->function_bindings());
  Handle<Object> bindee(new_bindings->get(JSFunction::kBoundFunctionIndex));

  if (!bindee.is_null() && bindee->IsJSFunction() &&
      !JSFunction::cast(*bindee)->IsBuiltin()) {
    Handle<JSFunction> bindee_function(JSFunction::cast(*bindee));
    Debug::FloodWithOneShot(bindee_function);
  }
}


void Debug::FloodHandlerWithOneShot() {
  // Iterate through the JavaScript stack looking for handlers.
  StackFrame::Id id = break_frame_id();
  if (id == StackFrame::NO_ID) {
    // If there is no JavaScript stack don't do anything.
    return;
  }
  for (JavaScriptFrameIterator it(isolate_, id); !it.done(); it.Advance()) {
    JavaScriptFrame* frame = it.frame();
    if (frame->HasHandler()) {
      // Flood the function with the catch block with break points
      JSFunction* function = JSFunction::cast(frame->function());
      FloodWithOneShot(Handle<JSFunction>(function));
      return;
    }
  }
}


void Debug::ChangeBreakOnException(ExceptionBreakType type, bool enable) {
  if (type == BreakUncaughtException) {
    break_on_uncaught_exception_ = enable;
  } else {
    break_on_exception_ = enable;
  }
}


bool Debug::IsBreakOnException(ExceptionBreakType type) {
  if (type == BreakUncaughtException) {
    return break_on_uncaught_exception_;
  } else {
    return break_on_exception_;
  }
}


void Debug::PrepareStep(StepAction step_action, int step_count) {
  HandleScope scope(isolate_);

  PrepareForBreakPoints();

  ASSERT(Debug::InDebugger());

  // Remember this step action and count.
  thread_local_.last_step_action_ = step_action;
  if (step_action == StepOut) {
    // For step out target frame will be found on the stack so there is no need
    // to set step counter for it. It's expected to always be 0 for StepOut.
    thread_local_.step_count_ = 0;
  } else {
    thread_local_.step_count_ = step_count;
  }

  // Get the frame where the execution has stopped and skip the debug frame if
  // any. The debug frame will only be present if execution was stopped due to
  // hitting a break point. In other situations (e.g. unhandled exception) the
  // debug frame is not present.
  StackFrame::Id id = break_frame_id();
  if (id == StackFrame::NO_ID) {
    // If there is no JavaScript stack don't do anything.
    return;
  }
  JavaScriptFrameIterator frames_it(isolate_, id);
  JavaScriptFrame* frame = frames_it.frame();

  // First of all ensure there is one-shot break points in the top handler
  // if any.
  FloodHandlerWithOneShot();

  // If the function on the top frame is unresolved perform step out. This will
  // be the case when calling unknown functions and having the debugger stopped
  // in an unhandled exception.
  if (!frame->function()->IsJSFunction()) {
    // Step out: Find the calling JavaScript frame and flood it with
    // breakpoints.
    frames_it.Advance();
    // Fill the function to return to with one-shot break points.
    JSFunction* function = JSFunction::cast(frames_it.frame()->function());
    FloodWithOneShot(Handle<JSFunction>(function));
    return;
  }

  // Get the debug info (create it if it does not exist).
  Handle<JSFunction> function(JSFunction::cast(frame->function()));
  Handle<SharedFunctionInfo> shared(function->shared());
  if (!EnsureDebugInfo(shared, function)) {
    // Return if ensuring debug info failed.
    return;
  }
  Handle<DebugInfo> debug_info = GetDebugInfo(shared);

  // Find the break location where execution has stopped.
  BreakLocationIterator it(debug_info, ALL_BREAK_LOCATIONS);
  it.FindBreakLocationFromAddress(frame->pc());

  // Compute whether or not the target is a call target.
  bool is_load_or_store = false;
  bool is_inline_cache_stub = false;
  bool is_at_restarted_function = false;
  Handle<Code> call_function_stub;

  if (thread_local_.restarter_frame_function_pointer_ == NULL) {
    if (RelocInfo::IsCodeTarget(it.rinfo()->rmode())) {
      bool is_call_target = false;
      Address target = it.rinfo()->target_address();
      Code* code = Code::GetCodeFromTargetAddress(target);
      if (code->is_call_stub() || code->is_keyed_call_stub()) {
        is_call_target = true;
      }
      if (code->is_inline_cache_stub()) {
        is_inline_cache_stub = true;
        is_load_or_store = !is_call_target;
      }

      // Check if target code is CallFunction stub.
      Code* maybe_call_function_stub = code;
      // If there is a breakpoint at this line look at the original code to
      // check if it is a CallFunction stub.
      if (it.IsDebugBreak()) {
        Address original_target = it.original_rinfo()->target_address();
        maybe_call_function_stub =
            Code::GetCodeFromTargetAddress(original_target);
      }
      if (maybe_call_function_stub->kind() == Code::STUB &&
          maybe_call_function_stub->major_key() == CodeStub::CallFunction) {
        // Save reference to the code as we may need it to find out arguments
        // count for 'step in' later.
        call_function_stub = Handle<Code>(maybe_call_function_stub);
      }
    }
  } else {
    is_at_restarted_function = true;
  }

  // If this is the last break code target step out is the only possibility.
  if (it.IsExit() || step_action == StepOut) {
    if (step_action == StepOut) {
      // Skip step_count frames starting with the current one.
      while (step_count-- > 0 && !frames_it.done()) {
        frames_it.Advance();
      }
    } else {
      ASSERT(it.IsExit());
      frames_it.Advance();
    }
    // Skip builtin functions on the stack.
    while (!frames_it.done() &&
           JSFunction::cast(frames_it.frame()->function())->IsBuiltin()) {
      frames_it.Advance();
    }
    // Step out: If there is a JavaScript caller frame, we need to
    // flood it with breakpoints.
    if (!frames_it.done()) {
      // Fill the function to return to with one-shot break points.
      JSFunction* function = JSFunction::cast(frames_it.frame()->function());
      FloodWithOneShot(Handle<JSFunction>(function));
      // Set target frame pointer.
      ActivateStepOut(frames_it.frame());
    }
  } else if (!(is_inline_cache_stub || RelocInfo::IsConstructCall(it.rmode()) ||
               !call_function_stub.is_null() || is_at_restarted_function)
             || step_action == StepNext || step_action == StepMin) {
    // Step next or step min.

    // Fill the current function with one-shot break points.
    FloodWithOneShot(function);

    // Remember source position and frame to handle step next.
    thread_local_.last_statement_position_ =
        debug_info->code()->SourceStatementPosition(frame->pc());
    thread_local_.last_fp_ = frame->UnpaddedFP();
  } else {
    // If there's restarter frame on top of the stack, just get the pointer
    // to function which is going to be restarted.
    if (is_at_restarted_function) {
      Handle<JSFunction> restarted_function(
          JSFunction::cast(*thread_local_.restarter_frame_function_pointer_));
      FloodWithOneShot(restarted_function);
    } else if (!call_function_stub.is_null()) {
      // If it's CallFunction stub ensure target function is compiled and flood
      // it with one shot breakpoints.

      // Find out number of arguments from the stub minor key.
      // Reverse lookup required as the minor key cannot be retrieved
      // from the code object.
      Handle<Object> obj(
          isolate_->heap()->code_stubs()->SlowReverseLookup(
              *call_function_stub));
      ASSERT(!obj.is_null());
      ASSERT(!(*obj)->IsUndefined());
      ASSERT(obj->IsSmi());
      // Get the STUB key and extract major and minor key.
      uint32_t key = Smi::cast(*obj)->value();
      // Argc in the stub is the number of arguments passed - not the
      // expected arguments of the called function.
      int call_function_arg_count =
          CallFunctionStub::ExtractArgcFromMinorKey(
              CodeStub::MinorKeyFromKey(key));
      ASSERT(call_function_stub->major_key() ==
             CodeStub::MajorKeyFromKey(key));

      // Find target function on the expression stack.
      // Expression stack looks like this (top to bottom):
      // argN
      // ...
      // arg0
      // Receiver
      // Function to call
      int expressions_count = frame->ComputeExpressionsCount();
      ASSERT(expressions_count - 2 - call_function_arg_count >= 0);
      Object* fun = frame->GetExpression(
          expressions_count - 2 - call_function_arg_count);
      if (fun->IsJSFunction()) {
        Handle<JSFunction> js_function(JSFunction::cast(fun));
        if (js_function->shared()->bound()) {
          Debug::FloodBoundFunctionWithOneShot(js_function);
        } else if (!js_function->IsBuiltin()) {
          // Don't step into builtins.
          // It will also compile target function if it's not compiled yet.
          FloodWithOneShot(js_function);
        }
      }
    }

    // Fill the current function with one-shot break points even for step in on
    // a call target as the function called might be a native function for
    // which step in will not stop. It also prepares for stepping in
    // getters/setters.
    FloodWithOneShot(function);

    if (is_load_or_store) {
      // Remember source position and frame to handle step in getter/setter. If
      // there is a custom getter/setter it will be handled in
      // Object::Get/SetPropertyWithCallback, otherwise the step action will be
      // propagated on the next Debug::Break.
      thread_local_.last_statement_position_ =
          debug_info->code()->SourceStatementPosition(frame->pc());
      thread_local_.last_fp_ = frame->UnpaddedFP();
    }

    // Step in or Step in min
    it.PrepareStepIn();
    ActivateStepIn(frame);
  }
}


// Check whether the current debug break should be reported to the debugger. It
// is used to have step next and step in only report break back to the debugger
// if on a different frame or in a different statement. In some situations
// there will be several break points in the same statement when the code is
// flooded with one-shot break points. This function helps to perform several
// steps before reporting break back to the debugger.
bool Debug::StepNextContinue(BreakLocationIterator* break_location_iterator,
                             JavaScriptFrame* frame) {
  // StepNext and StepOut shouldn't bring us deeper in code, so last frame
  // shouldn't be a parent of current frame.
  if (thread_local_.last_step_action_ == StepNext ||
      thread_local_.last_step_action_ == StepOut) {
    if (frame->fp() < thread_local_.last_fp_) return true;
  }

  // If the step last action was step next or step in make sure that a new
  // statement is hit.
  if (thread_local_.last_step_action_ == StepNext ||
      thread_local_.last_step_action_ == StepIn) {
    // Never continue if returning from function.
    if (break_location_iterator->IsExit()) return false;

    // Continue if we are still on the same frame and in the same statement.
    int current_statement_position =
        break_location_iterator->code()->SourceStatementPosition(frame->pc());
    return thread_local_.last_fp_ == frame->UnpaddedFP() &&
        thread_local_.last_statement_position_ == current_statement_position;
  }

  // No step next action - don't continue.
  return false;
}


// Check whether the code object at the specified address is a debug break code
// object.
bool Debug::IsDebugBreak(Address addr) {
  Code* code = Code::GetCodeFromTargetAddress(addr);
  return code->ic_state() == DEBUG_BREAK;
}


// Check whether a code stub with the specified major key is a possible break
// point location when looking for source break locations.
bool Debug::IsSourceBreakStub(Code* code) {
  CodeStub::Major major_key = CodeStub::GetMajorKey(code);
  return major_key == CodeStub::CallFunction;
}


// Check whether a code stub with the specified major key is a possible break
// location.
bool Debug::IsBreakStub(Code* code) {
  CodeStub::Major major_key = CodeStub::GetMajorKey(code);
  return major_key == CodeStub::CallFunction;
}


// Find the builtin to use for invoking the debug break
Handle<Code> Debug::FindDebugBreak(Handle<Code> code, RelocInfo::Mode mode) {
  Isolate* isolate = Isolate::Current();

  // Find the builtin debug break function matching the calling convention
  // used by the call site.
  if (code->is_inline_cache_stub()) {
    switch (code->kind()) {
      case Code::CALL_IC:
      case Code::KEYED_CALL_IC:
        return isolate->stub_cache()->ComputeCallDebugBreak(
            code->arguments_count(), code->kind());

      case Code::LOAD_IC:
        return isolate->builtins()->LoadIC_DebugBreak();

      case Code::STORE_IC:
        return isolate->builtins()->StoreIC_DebugBreak();

      case Code::KEYED_LOAD_IC:
        return isolate->builtins()->KeyedLoadIC_DebugBreak();

      case Code::KEYED_STORE_IC:
        return isolate->builtins()->KeyedStoreIC_DebugBreak();

      default:
        UNREACHABLE();
    }
  }
  if (RelocInfo::IsConstructCall(mode)) {
    if (code->has_function_cache()) {
      return isolate->builtins()->CallConstructStub_Recording_DebugBreak();
    } else {
      return isolate->builtins()->CallConstructStub_DebugBreak();
    }
  }
  if (code->kind() == Code::STUB) {
    ASSERT(code->major_key() == CodeStub::CallFunction);
    if (code->has_function_cache()) {
      return isolate->builtins()->CallFunctionStub_Recording_DebugBreak();
    } else {
      return isolate->builtins()->CallFunctionStub_DebugBreak();
    }
  }

  UNREACHABLE();
  return Handle<Code>::null();
}


// Simple function for returning the source positions for active break points.
Handle<Object> Debug::GetSourceBreakLocations(
    Handle<SharedFunctionInfo> shared) {
  Isolate* isolate = Isolate::Current();
  Heap* heap = isolate->heap();
  if (!HasDebugInfo(shared)) return Handle<Object>(heap->undefined_value());
  Handle<DebugInfo> debug_info = GetDebugInfo(shared);
  if (debug_info->GetBreakPointCount() == 0) {
    return Handle<Object>(heap->undefined_value());
  }
  Handle<FixedArray> locations =
      isolate->factory()->NewFixedArray(debug_info->GetBreakPointCount());
  int count = 0;
  for (int i = 0; i < debug_info->break_points()->length(); i++) {
    if (!debug_info->break_points()->get(i)->IsUndefined()) {
      BreakPointInfo* break_point_info =
          BreakPointInfo::cast(debug_info->break_points()->get(i));
      if (break_point_info->GetBreakPointCount() > 0) {
        locations->set(count++, break_point_info->statement_position());
      }
    }
  }
  return locations;
}


void Debug::NewBreak(StackFrame::Id break_frame_id) {
  thread_local_.break_frame_id_ = break_frame_id;
  thread_local_.break_id_ = ++thread_local_.break_count_;
}


void Debug::SetBreak(StackFrame::Id break_frame_id, int break_id) {
  thread_local_.break_frame_id_ = break_frame_id;
  thread_local_.break_id_ = break_id;
}


// Handle stepping into a function.
void Debug::HandleStepIn(Handle<JSFunction> function,
                         Handle<Object> holder,
                         Address fp,
                         bool is_constructor) {
  // If the frame pointer is not supplied by the caller find it.
  if (fp == 0) {
    StackFrameIterator it;
    it.Advance();
    // For constructor functions skip another frame.
    if (is_constructor) {
      ASSERT(it.frame()->is_construct());
      it.Advance();
    }
    fp = it.frame()->fp();
  }

  // Flood the function with one-shot break points if it is called from where
  // step into was requested.
  if (fp == step_in_fp()) {
    if (function->shared()->bound()) {
      // Handle Function.prototype.bind
      Debug::FloodBoundFunctionWithOneShot(function);
    } else if (!function->IsBuiltin()) {
      // Don't allow step into functions in the native context.
      if (function->shared()->code() ==
          Isolate::Current()->builtins()->builtin(Builtins::kFunctionApply) ||
          function->shared()->code() ==
          Isolate::Current()->builtins()->builtin(Builtins::kFunctionCall)) {
        // Handle function.apply and function.call separately to flood the
        // function to be called and not the code for Builtins::FunctionApply or
        // Builtins::FunctionCall. The receiver of call/apply is the target
        // function.
        if (!holder.is_null() && holder->IsJSFunction() &&
            !JSFunction::cast(*holder)->IsBuiltin()) {
          Handle<JSFunction> js_function = Handle<JSFunction>::cast(holder);
          Debug::FloodWithOneShot(js_function);
        }
      } else {
        Debug::FloodWithOneShot(function);
      }
    }
  }
}


void Debug::ClearStepping() {
  // Clear the various stepping setup.
  ClearOneShot();
  ClearStepIn();
  ClearStepOut();
  ClearStepNext();

  // Clear multiple step counter.
  thread_local_.step_count_ = 0;
}

// Clears all the one-shot break points that are currently set. Normally this
// function is called each time a break point is hit as one shot break points
// are used to support stepping.
void Debug::ClearOneShot() {
  // The current implementation just runs through all the breakpoints. When the
  // last break point for a function is removed that function is automatically
  // removed from the list.

  DebugInfoListNode* node = debug_info_list_;
  while (node != NULL) {
    BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
    while (!it.Done()) {
      it.ClearOneShot();
      it.Next();
    }
    node = node->next();
  }
}


void Debug::ActivateStepIn(StackFrame* frame) {
  ASSERT(!StepOutActive());
  thread_local_.step_into_fp_ = frame->UnpaddedFP();
}


void Debug::ClearStepIn() {
  thread_local_.step_into_fp_ = 0;
}


void Debug::ActivateStepOut(StackFrame* frame) {
  ASSERT(!StepInActive());
  thread_local_.step_out_fp_ = frame->UnpaddedFP();
}


void Debug::ClearStepOut() {
  thread_local_.step_out_fp_ = 0;
}


void Debug::ClearStepNext() {
  thread_local_.last_step_action_ = StepNone;
  thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
  thread_local_.last_fp_ = 0;
}


// Helper function to compile full code for debugging. This code will
// have debug break slots and deoptimization information. Deoptimization
// information is required in case that an optimized version of this
// function is still activated on the stack. It will also make sure that
// the full code is compiled with the same flags as the previous version,
// that is flags which can change the code generated. The current method
// of mapping from already compiled full code without debug break slots
// to full code with debug break slots depends on the generated code is
// otherwise exactly the same.
static bool CompileFullCodeForDebugging(Handle<JSFunction> function,
                                        Handle<Code> current_code) {
  ASSERT(!current_code->has_debug_break_slots());

  CompilationInfoWithZone info(function);
  info.MarkCompilingForDebugging(current_code);
  ASSERT(!info.shared_info()->is_compiled());
  ASSERT(!info.isolate()->has_pending_exception());

  // Use compile lazy which will end up compiling the full code in the
  // configuration configured above.
  bool result = Compiler::CompileLazy(&info);
  ASSERT(result != Isolate::Current()->has_pending_exception());
  info.isolate()->clear_pending_exception();
#if DEBUG
  if (result) {
    Handle<Code> new_code(function->shared()->code());
    ASSERT(new_code->has_debug_break_slots());
    ASSERT(current_code->is_compiled_optimizable() ==
           new_code->is_compiled_optimizable());
  }
#endif
  return result;
}


static void CollectActiveFunctionsFromThread(
    Isolate* isolate,
    ThreadLocalTop* top,
    List<Handle<JSFunction> >* active_functions,
    Object* active_code_marker) {
  // Find all non-optimized code functions with activation frames
  // on the stack. This includes functions which have optimized
  // activations (including inlined functions) on the stack as the
  // non-optimized code is needed for the lazy deoptimization.
  for (JavaScriptFrameIterator it(isolate, top); !it.done(); it.Advance()) {
    JavaScriptFrame* frame = it.frame();
    if (frame->is_optimized()) {
      List<JSFunction*> functions(Compiler::kMaxInliningLevels + 1);
      frame->GetFunctions(&functions);
      for (int i = 0; i < functions.length(); i++) {
        JSFunction* function = functions[i];
        active_functions->Add(Handle<JSFunction>(function));
        function->shared()->code()->set_gc_metadata(active_code_marker);
      }
    } else if (frame->function()->IsJSFunction()) {
      JSFunction* function = JSFunction::cast(frame->function());
      ASSERT(frame->LookupCode()->kind() == Code::FUNCTION);
      active_functions->Add(Handle<JSFunction>(function));
      function->shared()->code()->set_gc_metadata(active_code_marker);
    }
  }
}


static void RedirectActivationsToRecompiledCodeOnThread(
    Isolate* isolate,
    ThreadLocalTop* top) {
  for (JavaScriptFrameIterator it(isolate, top); !it.done(); it.Advance()) {
    JavaScriptFrame* frame = it.frame();

    if (frame->is_optimized() || !frame->function()->IsJSFunction()) continue;

    JSFunction* function = JSFunction::cast(frame->function());

    ASSERT(frame->LookupCode()->kind() == Code::FUNCTION);

    Handle<Code> frame_code(frame->LookupCode());
    if (frame_code->has_debug_break_slots()) continue;

    Handle<Code> new_code(function->shared()->code());
    if (new_code->kind() != Code::FUNCTION ||
        !new_code->has_debug_break_slots()) {
      continue;
    }

    // Iterate over the RelocInfo in the original code to compute the sum of the
    // constant pools sizes. (See Assembler::CheckConstPool())
    // Note that this is only useful for architectures using constant pools.
    int constpool_mask = RelocInfo::ModeMask(RelocInfo::CONST_POOL);
    int frame_const_pool_size = 0;
    for (RelocIterator it(*frame_code, constpool_mask); !it.done(); it.next()) {
      RelocInfo* info = it.rinfo();
      if (info->pc() >= frame->pc()) break;
      frame_const_pool_size += static_cast<int>(info->data());
    }
    intptr_t frame_offset =
      frame->pc() - frame_code->instruction_start() - frame_const_pool_size;

    // Iterate over the RelocInfo for new code to find the number of bytes
    // generated for debug slots and constant pools.
    int debug_break_slot_bytes = 0;
    int new_code_const_pool_size = 0;
    int mask = RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT) |
               RelocInfo::ModeMask(RelocInfo::CONST_POOL);
    for (RelocIterator it(*new_code, mask); !it.done(); it.next()) {
      // Check if the pc in the new code with debug break
      // slots is before this slot.
      RelocInfo* info = it.rinfo();
      intptr_t new_offset = info->pc() - new_code->instruction_start() -
                            new_code_const_pool_size - debug_break_slot_bytes;
      if (new_offset >= frame_offset) {
        break;
      }

      if (RelocInfo::IsDebugBreakSlot(info->rmode())) {
        debug_break_slot_bytes += Assembler::kDebugBreakSlotLength;
      } else {
        ASSERT(RelocInfo::IsConstPool(info->rmode()));
        // The size of the constant pool is encoded in the data.
        new_code_const_pool_size += static_cast<int>(info->data());
      }
    }

    // Compute the equivalent pc in the new code.
    byte* new_pc = new_code->instruction_start() + frame_offset +
                   debug_break_slot_bytes + new_code_const_pool_size;

    if (FLAG_trace_deopt) {
      PrintF("Replacing code %08" V8PRIxPTR " - %08" V8PRIxPTR " (%d) "
             "with %08" V8PRIxPTR " - %08" V8PRIxPTR " (%d) "
             "for debugging, "
             "changing pc from %08" V8PRIxPTR " to %08" V8PRIxPTR "\n",
             reinterpret_cast<intptr_t>(
                 frame_code->instruction_start()),
             reinterpret_cast<intptr_t>(
                 frame_code->instruction_start()) +
             frame_code->instruction_size(),
             frame_code->instruction_size(),
             reinterpret_cast<intptr_t>(new_code->instruction_start()),
             reinterpret_cast<intptr_t>(new_code->instruction_start()) +
             new_code->instruction_size(),
             new_code->instruction_size(),
             reinterpret_cast<intptr_t>(frame->pc()),
             reinterpret_cast<intptr_t>(new_pc));
    }

    // Patch the return address to return into the code with
    // debug break slots.
    frame->set_pc(new_pc);
  }
}


class ActiveFunctionsCollector : public ThreadVisitor {
 public:
  explicit ActiveFunctionsCollector(List<Handle<JSFunction> >* active_functions,
                                    Object* active_code_marker)
      : active_functions_(active_functions),
        active_code_marker_(active_code_marker) { }

  void VisitThread(Isolate* isolate, ThreadLocalTop* top) {
    CollectActiveFunctionsFromThread(isolate,
                                     top,
                                     active_functions_,
                                     active_code_marker_);
  }

 private:
  List<Handle<JSFunction> >* active_functions_;
  Object* active_code_marker_;
};


class ActiveFunctionsRedirector : public ThreadVisitor {
 public:
  void VisitThread(Isolate* isolate, ThreadLocalTop* top) {
    RedirectActivationsToRecompiledCodeOnThread(isolate, top);
  }
};


void Debug::PrepareForBreakPoints() {
  // If preparing for the first break point make sure to deoptimize all
  // functions as debugging does not work with optimized code.
  if (!has_break_points_) {
    Deoptimizer::DeoptimizeAll();

    Handle<Code> lazy_compile =
        Handle<Code>(isolate_->builtins()->builtin(Builtins::kLazyCompile));

    // There will be at least one break point when we are done.
    has_break_points_ = true;

    // Keep the list of activated functions in a handlified list as it
    // is used both in GC and non-GC code.
    List<Handle<JSFunction> > active_functions(100);

    {
      // We are going to iterate heap to find all functions without
      // debug break slots.
      isolate_->heap()->CollectAllGarbage(Heap::kMakeHeapIterableMask,
                                          "preparing for breakpoints");

      // Ensure no GC in this scope as we are going to use gc_metadata
      // field in the Code object to mark active functions.
      AssertNoAllocation no_allocation;

      Object* active_code_marker = isolate_->heap()->the_hole_value();

      CollectActiveFunctionsFromThread(isolate_,
                                       isolate_->thread_local_top(),
                                       &active_functions,
                                       active_code_marker);
      ActiveFunctionsCollector active_functions_collector(&active_functions,
                                                          active_code_marker);
      isolate_->thread_manager()->IterateArchivedThreads(
          &active_functions_collector);

      // Scan the heap for all non-optimized functions which have no
      // debug break slots and are not active or inlined into an active
      // function and mark them for lazy compilation.
      HeapIterator iterator;
      HeapObject* obj = NULL;
      while (((obj = iterator.next()) != NULL)) {
        if (obj->IsJSFunction()) {
          JSFunction* function = JSFunction::cast(obj);
          SharedFunctionInfo* shared = function->shared();
          if (shared->allows_lazy_compilation() &&
              shared->script()->IsScript() &&
              function->code()->kind() == Code::FUNCTION &&
              !function->code()->has_debug_break_slots() &&
              shared->code()->gc_metadata() != active_code_marker) {
            function->set_code(*lazy_compile);
            function->shared()->set_code(*lazy_compile);
          }
        }
      }

      // Clear gc_metadata field.
      for (int i = 0; i < active_functions.length(); i++) {
        Handle<JSFunction> function = active_functions[i];
        function->shared()->code()->set_gc_metadata(Smi::FromInt(0));
      }
    }

    // Now recompile all functions with activation frames and and
    // patch the return address to run in the new compiled code.
    for (int i = 0; i < active_functions.length(); i++) {
      Handle<JSFunction> function = active_functions[i];
      Handle<SharedFunctionInfo> shared(function->shared());

      if (function->code()->kind() == Code::FUNCTION &&
          function->code()->has_debug_break_slots()) {
        // Nothing to do. Function code already had debug break slots.
        continue;
      }

      // If recompilation is not possible just skip it.
      if (shared->is_toplevel() ||
          !shared->allows_lazy_compilation() ||
          shared->code()->kind() == Code::BUILTIN) {
        continue;
      }

      // Make sure that the shared full code is compiled with debug
      // break slots.
      if (!shared->code()->has_debug_break_slots()) {
        // Try to compile the full code with debug break slots. If it
        // fails just keep the current code.
        Handle<Code> current_code(function->shared()->code());
        shared->set_code(*lazy_compile);
        bool prev_force_debugger_active =
            isolate_->debugger()->force_debugger_active();
        isolate_->debugger()->set_force_debugger_active(true);
        ASSERT(current_code->kind() == Code::FUNCTION);
        CompileFullCodeForDebugging(function, current_code);
        isolate_->debugger()->set_force_debugger_active(
            prev_force_debugger_active);
        if (!shared->is_compiled()) {
          shared->set_code(*current_code);
          continue;
        }
      }

      // Keep function code in sync with shared function info.
      function->set_code(shared->code());
    }

    RedirectActivationsToRecompiledCodeOnThread(isolate_,
                                                isolate_->thread_local_top());

    ActiveFunctionsRedirector active_functions_redirector;
    isolate_->thread_manager()->IterateArchivedThreads(
          &active_functions_redirector);
  }
}


// Ensures the debug information is present for shared.
bool Debug::EnsureDebugInfo(Handle<SharedFunctionInfo> shared,
                            Handle<JSFunction> function) {
  // Return if we already have the debug info for shared.
  if (HasDebugInfo(shared)) {
    ASSERT(shared->is_compiled());
    return true;
  }

  // There will be at least one break point when we are done.
  has_break_points_ = true;

  // Ensure function is compiled. Return false if this failed.
  if (!function.is_null() &&
      !JSFunction::EnsureCompiled(function, CLEAR_EXCEPTION)) {
    return false;
  }

  // Create the debug info object.
  Handle<DebugInfo> debug_info = FACTORY->NewDebugInfo(shared);

  // Add debug info to the list.
  DebugInfoListNode* node = new DebugInfoListNode(*debug_info);
  node->set_next(debug_info_list_);
  debug_info_list_ = node;

  return true;
}


void Debug::RemoveDebugInfo(Handle<DebugInfo> debug_info) {
  ASSERT(debug_info_list_ != NULL);
  // Run through the debug info objects to find this one and remove it.
  DebugInfoListNode* prev = NULL;
  DebugInfoListNode* current = debug_info_list_;
  while (current != NULL) {
    if (*current->debug_info() == *debug_info) {
      // Unlink from list. If prev is NULL we are looking at the first element.
      if (prev == NULL) {
        debug_info_list_ = current->next();
      } else {
        prev->set_next(current->next());
      }
      current->debug_info()->shared()->set_debug_info(
              isolate_->heap()->undefined_value());
      delete current;

      // If there are no more debug info objects there are not more break
      // points.
      has_break_points_ = debug_info_list_ != NULL;

      return;
    }
    // Move to next in list.
    prev = current;
    current = current->next();
  }
  UNREACHABLE();
}


void Debug::SetAfterBreakTarget(JavaScriptFrame* frame) {
  HandleScope scope(isolate_);

  PrepareForBreakPoints();

  // Get the executing function in which the debug break occurred.
  Handle<JSFunction> function(JSFunction::cast(frame->function()));
  Handle<SharedFunctionInfo> shared(function->shared());
  if (!EnsureDebugInfo(shared, function)) {
    // Return if we failed to retrieve the debug info.
    return;
  }
  Handle<DebugInfo> debug_info = GetDebugInfo(shared);
  Handle<Code> code(debug_info->code());
  Handle<Code> original_code(debug_info->original_code());
#ifdef DEBUG
  // Get the code which is actually executing.
  Handle<Code> frame_code(frame->LookupCode());
  ASSERT(frame_code.is_identical_to(code));
#endif

  // Find the call address in the running code. This address holds the call to
  // either a DebugBreakXXX or to the debug break return entry code if the
  // break point is still active after processing the break point.
  Address addr = frame->pc() - Assembler::kCallTargetAddressOffset;

  // Check if the location is at JS exit or debug break slot.
  bool at_js_return = false;
  bool break_at_js_return_active = false;
  bool at_debug_break_slot = false;
  RelocIterator it(debug_info->code());
  while (!it.done() && !at_js_return && !at_debug_break_slot) {
    if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) {
      at_js_return = (it.rinfo()->pc() ==
          addr - Assembler::kPatchReturnSequenceAddressOffset);
      break_at_js_return_active = it.rinfo()->IsPatchedReturnSequence();
    }
    if (RelocInfo::IsDebugBreakSlot(it.rinfo()->rmode())) {
      at_debug_break_slot = (it.rinfo()->pc() ==
          addr - Assembler::kPatchDebugBreakSlotAddressOffset);
    }
    it.next();
  }

  // Handle the jump to continue execution after break point depending on the
  // break location.
  if (at_js_return) {
    // If the break point as return is still active jump to the corresponding
    // place in the original code. If not the break point was removed during
    // break point processing.
    if (break_at_js_return_active) {
      addr +=  original_code->instruction_start() - code->instruction_start();
    }

    // Move back to where the call instruction sequence started.
    thread_local_.after_break_target_ =
        addr - Assembler::kPatchReturnSequenceAddressOffset;
  } else if (at_debug_break_slot) {
    // Address of where the debug break slot starts.
    addr = addr - Assembler::kPatchDebugBreakSlotAddressOffset;

    // Continue just after the slot.
    thread_local_.after_break_target_ = addr + Assembler::kDebugBreakSlotLength;
  } else if (IsDebugBreak(Assembler::target_address_at(addr))) {
    // We now know that there is still a debug break call at the target address,
    // so the break point is still there and the original code will hold the
    // address to jump to in order to complete the call which is replaced by a
    // call to DebugBreakXXX.

    // Find the corresponding address in the original code.
    addr += original_code->instruction_start() - code->instruction_start();

    // Install jump to the call address in the original code. This will be the
    // call which was overwritten by the call to DebugBreakXXX.
    thread_local_.after_break_target_ = Assembler::target_address_at(addr);
  } else {
    // There is no longer a break point present. Don't try to look in the
    // original code as the running code will have the right address. This takes
    // care of the case where the last break point is removed from the function
    // and therefore no "original code" is available.
    thread_local_.after_break_target_ = Assembler::target_address_at(addr);
  }
}


bool Debug::IsBreakAtReturn(JavaScriptFrame* frame) {
  HandleScope scope(isolate_);

  // If there are no break points this cannot be break at return, as
  // the debugger statement and stack guard bebug break cannot be at
  // return.
  if (!has_break_points_) {
    return false;
  }

  PrepareForBreakPoints();

  // Get the executing function in which the debug break occurred.
  Handle<JSFunction> function(JSFunction::cast(frame->function()));
  Handle<SharedFunctionInfo> shared(function->shared());
  if (!EnsureDebugInfo(shared, function)) {
    // Return if we failed to retrieve the debug info.
    return false;
  }
  Handle<DebugInfo> debug_info = GetDebugInfo(shared);
  Handle<Code> code(debug_info->code());
#ifdef DEBUG
  // Get the code which is actually executing.
  Handle<Code> frame_code(frame->LookupCode());
  ASSERT(frame_code.is_identical_to(code));
#endif

  // Find the call address in the running code.
  Address addr = frame->pc() - Assembler::kCallTargetAddressOffset;

  // Check if the location is at JS return.
  RelocIterator it(debug_info->code());
  while (!it.done()) {
    if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) {
      return (it.rinfo()->pc() ==
          addr - Assembler::kPatchReturnSequenceAddressOffset);
    }
    it.next();
  }
  return false;
}


void Debug::FramesHaveBeenDropped(StackFrame::Id new_break_frame_id,
                                  FrameDropMode mode,
                                  Object** restarter_frame_function_pointer) {
  if (mode != CURRENTLY_SET_MODE) {
    thread_local_.frame_drop_mode_ = mode;
  }
  thread_local_.break_frame_id_ = new_break_frame_id;
  thread_local_.restarter_frame_function_pointer_ =
      restarter_frame_function_pointer;
}


const int Debug::FramePaddingLayout::kInitialSize = 1;


// Any even value bigger than kInitialSize as needed for stack scanning.
const int Debug::FramePaddingLayout::kPaddingValue = kInitialSize + 1;


bool Debug::IsDebugGlobal(GlobalObject* global) {
  return IsLoaded() && global == debug_context()->global();
}


void Debug::ClearMirrorCache() {
  PostponeInterruptsScope postpone(isolate_);
  HandleScope scope(isolate_);
  ASSERT(isolate_->context() == *Debug::debug_context());

  // Clear the mirror cache.
  Handle<String> function_name =
      isolate_->factory()->LookupSymbol(CStrVector("ClearMirrorCache"));
  Handle<Object> fun(Isolate::Current()->global()->GetPropertyNoExceptionThrown(
      *function_name));
  ASSERT(fun->IsJSFunction());
  bool caught_exception;
  Execution::TryCall(Handle<JSFunction>::cast(fun),
      Handle<JSObject>(Debug::debug_context()->global()),
      0, NULL, &caught_exception);
}


void Debug::CreateScriptCache() {
  Heap* heap = isolate_->heap();
  HandleScope scope(isolate_);

  // Perform two GCs to get rid of all unreferenced scripts. The first GC gets
  // rid of all the cached script wrappers and the second gets rid of the
  // scripts which are no longer referenced.  The second also sweeps precisely,
  // which saves us doing yet another GC to make the heap iterable.
  heap->CollectAllGarbage(Heap::kNoGCFlags, "Debug::CreateScriptCache");
  heap->CollectAllGarbage(Heap::kMakeHeapIterableMask,
                          "Debug::CreateScriptCache");

  ASSERT(script_cache_ == NULL);
  script_cache_ = new ScriptCache();

  // Scan heap for Script objects.
  int count = 0;
  HeapIterator iterator;
  AssertNoAllocation no_allocation;

  for (HeapObject* obj = iterator.next(); obj != NULL; obj = iterator.next()) {
    if (obj->IsScript() && Script::cast(obj)->HasValidSource()) {
      script_cache_->Add(Handle<Script>(Script::cast(obj)));
      count++;
    }
  }
}


void Debug::DestroyScriptCache() {
  // Get rid of the script cache if it was created.
  if (script_cache_ != NULL) {
    delete script_cache_;
    script_cache_ = NULL;
  }
}


void Debug::AddScriptToScriptCache(Handle<Script> script) {
  if (script_cache_ != NULL) {
    script_cache_->Add(script);
  }
}


Handle<FixedArray> Debug::GetLoadedScripts() {
  // Create and fill the script cache when the loaded scripts is requested for
  // the first time.
  if (script_cache_ == NULL) {
    CreateScriptCache();
  }

  // If the script cache is not active just return an empty array.
  ASSERT(script_cache_ != NULL);
  if (script_cache_ == NULL) {
    isolate_->factory()->NewFixedArray(0);
  }

  // Perform GC to get unreferenced scripts evicted from the cache before
  // returning the content.
  isolate_->heap()->CollectAllGarbage(Heap::kNoGCFlags,
                                      "Debug::GetLoadedScripts");

  // Get the scripts from the cache.
  return script_cache_->GetScripts();
}


void Debug::AfterGarbageCollection() {
  // Generate events for collected scripts.
  if (script_cache_ != NULL) {
    script_cache_->ProcessCollectedScripts();
  }
}


Debugger::Debugger(Isolate* isolate)
    : debugger_access_(isolate->debugger_access()),
      event_listener_(Handle<Object>()),
      event_listener_data_(Handle<Object>()),
      compiling_natives_(false),
      is_loading_debugger_(false),
      never_unload_debugger_(false),
      force_debugger_active_(false),
      message_handler_(NULL),
      debugger_unload_pending_(false),
      host_dispatch_handler_(NULL),
      dispatch_handler_access_(OS::CreateMutex()),
      debug_message_dispatch_handler_(NULL),
      message_dispatch_helper_thread_(NULL),
      host_dispatch_micros_(100 * 1000),
      agent_(NULL),
      command_queue_(isolate->logger(), kQueueInitialSize),
      command_received_(OS::CreateSemaphore(0)),
      event_command_queue_(isolate->logger(), kQueueInitialSize),
      isolate_(isolate) {
}


Debugger::~Debugger() {
  delete dispatch_handler_access_;
  dispatch_handler_access_ = 0;
  delete command_received_;
  command_received_ = 0;
}


Handle<Object> Debugger::MakeJSObject(Vector<const char> constructor_name,
                                      int argc,
                                      Handle<Object> argv[],
                                      bool* caught_exception) {
  ASSERT(isolate_->context() == *isolate_->debug()->debug_context());

  // Create the execution state object.
  Handle<String> constructor_str =
      isolate_->factory()->LookupSymbol(constructor_name);
  Handle<Object> constructor(
      isolate_->global()->GetPropertyNoExceptionThrown(*constructor_str));
  ASSERT(constructor->IsJSFunction());
  if (!constructor->IsJSFunction()) {
    *caught_exception = true;
    return isolate_->factory()->undefined_value();
  }
  Handle<Object> js_object = Execution::TryCall(
      Handle<JSFunction>::cast(constructor),
      Handle<JSObject>(isolate_->debug()->debug_context()->global()),
      argc,
      argv,
      caught_exception);
  return js_object;
}


Handle<Object> Debugger::MakeExecutionState(bool* caught_exception) {
  // Create the execution state object.
  Handle<Object> break_id = isolate_->factory()->NewNumberFromInt(
      isolate_->debug()->break_id());
  Handle<Object> argv[] = { break_id };
  return MakeJSObject(CStrVector("MakeExecutionState"),
                      ARRAY_SIZE(argv),
                      argv,
                      caught_exception);
}


Handle<Object> Debugger::MakeBreakEvent(Handle<Object> exec_state,
                                        Handle<Object> break_points_hit,
                                        bool* caught_exception) {
  // Create the new break event object.
  Handle<Object> argv[] = { exec_state, break_points_hit };
  return MakeJSObject(CStrVector("MakeBreakEvent"),
                      ARRAY_SIZE(argv),
                      argv,
                      caught_exception);
}


Handle<Object> Debugger::MakeExceptionEvent(Handle<Object> exec_state,
                                            Handle<Object> exception,
                                            bool uncaught,
                                            bool* caught_exception) {
  Factory* factory = isolate_->factory();
  // Create the new exception event object.
  Handle<Object> argv[] = { exec_state,
                            exception,
                            factory->ToBoolean(uncaught) };
  return MakeJSObject(CStrVector("MakeExceptionEvent"),
                      ARRAY_SIZE(argv),
                      argv,
                      caught_exception);
}


Handle<Object> Debugger::MakeNewFunctionEvent(Handle<Object> function,
                                              bool* caught_exception) {
  // Create the new function event object.
  Handle<Object> argv[] = { function };
  return MakeJSObject(CStrVector("MakeNewFunctionEvent"),
                      ARRAY_SIZE(argv),
                      argv,
                      caught_exception);
}


Handle<Object> Debugger::MakeCompileEvent(Handle<Script> script,
                                          bool before,
                                          bool* caught_exception) {
  Factory* factory = isolate_->factory();
  // Create the compile event object.
  Handle<Object> exec_state = MakeExecutionState(caught_exception);
  Handle<Object> script_wrapper = GetScriptWrapper(script);
  Handle<Object> argv[] = { exec_state,
                            script_wrapper,
                            factory->ToBoolean(before) };
  return MakeJSObject(CStrVector("MakeCompileEvent"),
                      ARRAY_SIZE(argv),
                      argv,
                      caught_exception);
}


Handle<Object> Debugger::MakeScriptCollectedEvent(int id,
                                                  bool* caught_exception) {
  // Create the script collected event object.
  Handle<Object> exec_state = MakeExecutionState(caught_exception);
  Handle<Object> id_object = Handle<Smi>(Smi::FromInt(id));
  Handle<Object> argv[] = { exec_state, id_object };

  return MakeJSObject(CStrVector("MakeScriptCollectedEvent"),
                      ARRAY_SIZE(argv),
                      argv,
                      caught_exception);
}


void Debugger::OnException(Handle<Object> exception, bool uncaught) {
  HandleScope scope(isolate_);
  Debug* debug = isolate_->debug();

  // Bail out based on state or if there is no listener for this event
  if (debug->InDebugger()) return;
  if (!Debugger::EventActive(v8::Exception)) return;

  // Bail out if exception breaks are not active
  if (uncaught) {
    // Uncaught exceptions are reported by either flags.
    if (!(debug->break_on_uncaught_exception() ||
          debug->break_on_exception())) return;
  } else {
    // Caught exceptions are reported is activated.
    if (!debug->break_on_exception()) return;
  }

  // Enter the debugger.
  EnterDebugger debugger;
  if (debugger.FailedToEnter()) return;

  // Clear all current stepping setup.
  debug->ClearStepping();
  // Create the event data object.
  bool caught_exception = false;
  Handle<Object> exec_state = MakeExecutionState(&caught_exception);
  Handle<Object> event_data;
  if (!caught_exception) {
    event_data = MakeExceptionEvent(exec_state, exception, uncaught,
                                    &caught_exception);
  }
  // Bail out and don't call debugger if exception.
  if (caught_exception) {
    return;
  }

  // Process debug event.
  ProcessDebugEvent(v8::Exception, Handle<JSObject>::cast(event_data), false);
  // Return to continue execution from where the exception was thrown.
}


void Debugger::OnDebugBreak(Handle<Object> break_points_hit,
                            bool auto_continue) {
  HandleScope scope(isolate_);

  // Debugger has already been entered by caller.
  ASSERT(isolate_->context() == *isolate_->debug()->debug_context());

  // Bail out if there is no listener for this event
  if (!Debugger::EventActive(v8::Break)) return;

  // Debugger must be entered in advance.
  ASSERT(isolate_->context() == *isolate_->debug()->debug_context());

  // Create the event data object.
  bool caught_exception = false;
  Handle<Object> exec_state = MakeExecutionState(&caught_exception);
  Handle<Object> event_data;
  if (!caught_exception) {
    event_data = MakeBreakEvent(exec_state, break_points_hit,
                                &caught_exception);
  }
  // Bail out and don't call debugger if exception.
  if (caught_exception) {
    return;
  }

  // Process debug event.
  ProcessDebugEvent(v8::Break,
                    Handle<JSObject>::cast(event_data),
                    auto_continue);
}


void Debugger::OnBeforeCompile(Handle<Script> script) {
  HandleScope scope(isolate_);

  // Bail out based on state or if there is no listener for this event
  if (isolate_->debug()->InDebugger()) return;
  if (compiling_natives()) return;
  if (!EventActive(v8::BeforeCompile)) return;

  // Enter the debugger.
  EnterDebugger debugger;
  if (debugger.FailedToEnter()) return;

  // Create the event data object.
  bool caught_exception = false;
  Handle<Object> event_data = MakeCompileEvent(script, true, &caught_exception);
  // Bail out and don't call debugger if exception.
  if (caught_exception) {
    return;
  }

  // Process debug event.
  ProcessDebugEvent(v8::BeforeCompile,
                    Handle<JSObject>::cast(event_data),
                    true);
}


// Handle debugger actions when a new script is compiled.
void Debugger::OnAfterCompile(Handle<Script> script,
                              AfterCompileFlags after_compile_flags) {
  HandleScope scope(isolate_);
  Debug* debug = isolate_->debug();

  // Add the newly compiled script to the script cache.
  debug->AddScriptToScriptCache(script);

  // No more to do if not debugging.
  if (!IsDebuggerActive()) return;

  // No compile events while compiling natives.
  if (compiling_natives()) return;

  // Store whether in debugger before entering debugger.
  bool in_debugger = debug->InDebugger();

  // Enter the debugger.
  EnterDebugger debugger;
  if (debugger.FailedToEnter()) return;

  // If debugging there might be script break points registered for this
  // script. Make sure that these break points are set.

  // Get the function UpdateScriptBreakPoints (defined in debug-debugger.js).
  Handle<String> update_script_break_points_symbol =
      isolate_->factory()->LookupAsciiSymbol("UpdateScriptBreakPoints");
  Handle<Object> update_script_break_points =
      Handle<Object>(debug->debug_context()->global()->
          GetPropertyNoExceptionThrown(*update_script_break_points_symbol));
  if (!update_script_break_points->IsJSFunction()) {
    return;
  }
  ASSERT(update_script_break_points->IsJSFunction());

  // Wrap the script object in a proper JS object before passing it
  // to JavaScript.
  Handle<JSValue> wrapper = GetScriptWrapper(script);

  // Call UpdateScriptBreakPoints expect no exceptions.
  bool caught_exception;
  Handle<Object> argv[] = { wrapper };
  Execution::TryCall(Handle<JSFunction>::cast(update_script_break_points),
                     Isolate::Current()->js_builtins_object(),
                     ARRAY_SIZE(argv),
                     argv,
                     &caught_exception);
  if (caught_exception) {
    return;
  }
  // Bail out based on state or if there is no listener for this event
  if (in_debugger && (after_compile_flags & SEND_WHEN_DEBUGGING) == 0) return;
  if (!Debugger::EventActive(v8::AfterCompile)) return;

  // Create the compile state object.
  Handle<Object> event_data = MakeCompileEvent(script,
                                               false,
                                               &caught_exception);
  // Bail out and don't call debugger if exception.
  if (caught_exception) {
    return;
  }
  // Process debug event.
  ProcessDebugEvent(v8::AfterCompile,
                    Handle<JSObject>::cast(event_data),
                    true);
}


void Debugger::OnScriptCollected(int id) {
  HandleScope scope(isolate_);

  // No more to do if not debugging.
  if (!IsDebuggerActive()) return;
  if (!Debugger::EventActive(v8::ScriptCollected)) return;

  // Enter the debugger.
  EnterDebugger debugger;
  if (debugger.FailedToEnter()) return;

  // Create the script collected state object.
  bool caught_exception = false;
  Handle<Object> event_data = MakeScriptCollectedEvent(id,
                                                       &caught_exception);
  // Bail out and don't call debugger if exception.
  if (caught_exception) {
    return;
  }

  // Process debug event.
  ProcessDebugEvent(v8::ScriptCollected,
                    Handle<JSObject>::cast(event_data),
                    true);
}


void Debugger::ProcessDebugEvent(v8::DebugEvent event,
                                 Handle<JSObject> event_data,
                                 bool auto_continue) {
  HandleScope scope(isolate_);

  // Clear any pending debug break if this is a real break.
  if (!auto_continue) {
    isolate_->debug()->clear_interrupt_pending(DEBUGBREAK);
  }

  // Create the execution state.
  bool caught_exception = false;
  Handle<Object> exec_state = MakeExecutionState(&caught_exception);
  if (caught_exception) {
    return;
  }
  // First notify the message handler if any.
  if (message_handler_ != NULL) {
    NotifyMessageHandler(event,
                         Handle<JSObject>::cast(exec_state),
                         event_data,
                         auto_continue);
  }
  // Notify registered debug event listener. This can be either a C or
  // a JavaScript function. Don't call event listener for v8::Break
  // here, if it's only a debug command -- they will be processed later.
  if ((event != v8::Break || !auto_continue) && !event_listener_.is_null()) {
    CallEventCallback(event, exec_state, event_data, NULL);
  }
  // Process pending debug commands.
  if (event == v8::Break) {
    while (!event_command_queue_.IsEmpty()) {
      CommandMessage command = event_command_queue_.Get();
      if (!event_listener_.is_null()) {
        CallEventCallback(v8::BreakForCommand,
                          exec_state,
                          event_data,
                          command.client_data());
      }
      command.Dispose();
    }
  }
}


void Debugger::CallEventCallback(v8::DebugEvent event,
                                 Handle<Object> exec_state,
                                 Handle<Object> event_data,
                                 v8::Debug::ClientData* client_data) {
  if (event_listener_->IsForeign()) {
    CallCEventCallback(event, exec_state, event_data, client_data);
  } else {
    CallJSEventCallback(event, exec_state, event_data);
  }
}


void Debugger::CallCEventCallback(v8::DebugEvent event,
                                  Handle<Object> exec_state,
                                  Handle<Object> event_data,
                                  v8::Debug::ClientData* client_data) {
  Handle<Foreign> callback_obj(Handle<Foreign>::cast(event_listener_));
  v8::Debug::EventCallback2 callback =
      FUNCTION_CAST<v8::Debug::EventCallback2>(
          callback_obj->foreign_address());
  EventDetailsImpl event_details(
      event,
      Handle<JSObject>::cast(exec_state),
      Handle<JSObject>::cast(event_data),
      event_listener_data_,
      client_data);
  callback(event_details);
}


void Debugger::CallJSEventCallback(v8::DebugEvent event,
                                   Handle<Object> exec_state,
                                   Handle<Object> event_data) {
  ASSERT(event_listener_->IsJSFunction());
  Handle<JSFunction> fun(Handle<JSFunction>::cast(event_listener_));

  // Invoke the JavaScript debug event listener.
  Handle<Object> argv[] = { Handle<Object>(Smi::FromInt(event)),
                            exec_state,
                            event_data,
                            event_listener_data_ };
  bool caught_exception;
  Execution::TryCall(fun,
                     isolate_->global(),
                     ARRAY_SIZE(argv),
                     argv,
                     &caught_exception);
  // Silently ignore exceptions from debug event listeners.
}


Handle<Context> Debugger::GetDebugContext() {
  never_unload_debugger_ = true;
  EnterDebugger debugger;
  return isolate_->debug()->debug_context();
}


void Debugger::UnloadDebugger() {
  Debug* debug = isolate_->debug();

  // Make sure that there are no breakpoints left.
  debug->ClearAllBreakPoints();

  // Unload the debugger if feasible.
  if (!never_unload_debugger_) {
    debug->Unload();
  }

  // Clear the flag indicating that the debugger should be unloaded.
  debugger_unload_pending_ = false;
}


void Debugger::NotifyMessageHandler(v8::DebugEvent event,
                                    Handle<JSObject> exec_state,
                                    Handle<JSObject> event_data,
                                    bool auto_continue) {
  HandleScope scope(isolate_);

  if (!isolate_->debug()->Load()) return;

  // Process the individual events.
  bool sendEventMessage = false;
  switch (event) {
    case v8::Break:
    case v8::BreakForCommand:
      sendEventMessage = !auto_continue;
      break;
    case v8::Exception:
      sendEventMessage = true;
      break;
    case v8::BeforeCompile:
      break;
    case v8::AfterCompile:
      sendEventMessage = true;
      break;
    case v8::ScriptCollected:
      sendEventMessage = true;
      break;
    case v8::NewFunction:
      break;
    default:
      UNREACHABLE();
  }

  // The debug command interrupt flag might have been set when the command was
  // added. It should be enough to clear the flag only once while we are in the
  // debugger.
  ASSERT(isolate_->debug()->InDebugger());
  isolate_->stack_guard()->Continue(DEBUGCOMMAND);

  // Notify the debugger that a debug event has occurred unless auto continue is
  // active in which case no event is send.
  if (sendEventMessage) {
    MessageImpl message = MessageImpl::NewEvent(
        event,
        auto_continue,
        Handle<JSObject>::cast(exec_state),
        Handle<JSObject>::cast(event_data));
    InvokeMessageHandler(message);
  }

  // If auto continue don't make the event cause a break, but process messages
  // in the queue if any. For script collected events don't even process
  // messages in the queue as the execution state might not be what is expected
  // by the client.
  if ((auto_continue && !HasCommands()) || event == v8::ScriptCollected) {
    return;
  }

  v8::TryCatch try_catch;

  // DebugCommandProcessor goes here.
  v8::Local<v8::Object> cmd_processor;
  {
    v8::Local<v8::Object> api_exec_state =
        v8::Utils::ToLocal(Handle<JSObject>::cast(exec_state));
    v8::Local<v8::String> fun_name =
        v8::String::New("debugCommandProcessor");
    v8::Local<v8::Function> fun =
        v8::Function::Cast(*api_exec_state->Get(fun_name));

    v8::Handle<v8::Boolean> running =
        auto_continue ? v8::True() : v8::False();
    static const int kArgc = 1;
    v8::Handle<Value> argv[kArgc] = { running };
    cmd_processor = v8::Object::Cast(*fun->Call(api_exec_state, kArgc, argv));
    if (try_catch.HasCaught()) {
      PrintLn(try_catch.Exception());
      return;
    }
  }

  bool running = auto_continue;

  // Process requests from the debugger.
  while (true) {
    // Wait for new command in the queue.
    if (Debugger::host_dispatch_handler_) {
      // In case there is a host dispatch - do periodic dispatches.
      if (!command_received_->Wait(host_dispatch_micros_)) {
        // Timout expired, do the dispatch.
        Debugger::host_dispatch_handler_();
        continue;
      }
    } else {
      // In case there is no host dispatch - just wait.
      command_received_->Wait();
    }

    // Get the command from the queue.
    CommandMessage command = command_queue_.Get();
    isolate_->logger()->DebugTag(
        "Got request from command queue, in interactive loop.");
    if (!Debugger::IsDebuggerActive()) {
      // Delete command text and user data.
      command.Dispose();
      return;
    }

    // Invoke JavaScript to process the debug request.
    v8::Local<v8::String> fun_name;
    v8::Local<v8::Function> fun;
    v8::Local<v8::Value> request;
    v8::TryCatch try_catch;
    fun_name = v8::String::New("processDebugRequest");
    fun = v8::Function::Cast(*cmd_processor->Get(fun_name));

    request = v8::String::New(command.text().start(),
                              command.text().length());
    static const int kArgc = 1;
    v8::Handle<Value> argv[kArgc] = { request };
    v8::Local<v8::Value> response_val = fun->Call(cmd_processor, kArgc, argv);

    // Get the response.
    v8::Local<v8::String> response;
    if (!try_catch.HasCaught()) {
      // Get response string.
      if (!response_val->IsUndefined()) {
        response = v8::String::Cast(*response_val);
      } else {
        response = v8::String::New("");
      }

      // Log the JSON request/response.
      if (FLAG_trace_debug_json) {
        PrintLn(request);
        PrintLn(response);
      }

      // Get the running state.
      fun_name = v8::String::New("isRunning");
      fun = v8::Function::Cast(*cmd_processor->Get(fun_name));
      static const int kArgc = 1;
      v8::Handle<Value> argv[kArgc] = { response };
      v8::Local<v8::Value> running_val = fun->Call(cmd_processor, kArgc, argv);
      if (!try_catch.HasCaught()) {
        running = running_val->ToBoolean()->Value();
      }
    } else {
      // In case of failure the result text is the exception text.
      response = try_catch.Exception()->ToString();
    }

    // Return the result.
    MessageImpl message = MessageImpl::NewResponse(
        event,
        running,
        Handle<JSObject>::cast(exec_state),
        Handle<JSObject>::cast(event_data),
        Handle<String>(Utils::OpenHandle(*response)),
        command.client_data());
    InvokeMessageHandler(message);
    command.Dispose();

    // Return from debug event processing if either the VM is put into the
    // running state (through a continue command) or auto continue is active
    // and there are no more commands queued.
    if (running && !HasCommands()) {
      return;
    }
  }
}


void Debugger::SetEventListener(Handle<Object> callback,
                                Handle<Object> data) {
  HandleScope scope(isolate_);
  GlobalHandles* global_handles = isolate_->global_handles();

  // Clear the global handles for the event listener and the event listener data
  // object.
  if (!event_listener_.is_null()) {
    global_handles->Destroy(
        reinterpret_cast<Object**>(event_listener_.location()));
    event_listener_ = Handle<Object>();
  }
  if (!event_listener_data_.is_null()) {
    global_handles->Destroy(
        reinterpret_cast<Object**>(event_listener_data_.location()));
    event_listener_data_ = Handle<Object>();
  }

  // If there is a new debug event listener register it together with its data
  // object.
  if (!callback->IsUndefined() && !callback->IsNull()) {
    event_listener_ = Handle<Object>::cast(
        global_handles->Create(*callback));
    if (data.is_null()) {
      data = isolate_->factory()->undefined_value();
    }
    event_listener_data_ = Handle<Object>::cast(
        global_handles->Create(*data));
  }

  ListenersChanged();
}


void Debugger::SetMessageHandler(v8::Debug::MessageHandler2 handler) {
  ScopedLock with(debugger_access_);

  message_handler_ = handler;
  ListenersChanged();
  if (handler == NULL) {
    // Send an empty command to the debugger if in a break to make JavaScript
    // run again if the debugger is closed.
    if (isolate_->debug()->InDebugger()) {
      ProcessCommand(Vector<const uint16_t>::empty());
    }
  }
}


void Debugger::ListenersChanged() {
  if (IsDebuggerActive()) {
    // Disable the compilation cache when the debugger is active.
    isolate_->compilation_cache()->Disable();
    debugger_unload_pending_ = false;
  } else {
    isolate_->compilation_cache()->Enable();
    // Unload the debugger if event listener and message handler cleared.
    // Schedule this for later, because we may be in non-V8 thread.
    debugger_unload_pending_ = true;
  }
}


void Debugger::SetHostDispatchHandler(v8::Debug::HostDispatchHandler handler,
                                      int period) {
  host_dispatch_handler_ = handler;
  host_dispatch_micros_ = period * 1000;
}


void Debugger::SetDebugMessageDispatchHandler(
    v8::Debug::DebugMessageDispatchHandler handler, bool provide_locker) {
  ScopedLock with(dispatch_handler_access_);
  debug_message_dispatch_handler_ = handler;

  if (provide_locker && message_dispatch_helper_thread_ == NULL) {
    message_dispatch_helper_thread_ = new MessageDispatchHelperThread(isolate_);
    message_dispatch_helper_thread_->Start();
  }
}


// Calls the registered debug message handler. This callback is part of the
// public API.
void Debugger::InvokeMessageHandler(MessageImpl message) {
  ScopedLock with(debugger_access_);

  if (message_handler_ != NULL) {
    message_handler_(message);
  }
}


// Puts a command coming from the public API on the queue.  Creates
// a copy of the command string managed by the debugger.  Up to this
// point, the command data was managed by the API client.  Called
// by the API client thread.
void Debugger::ProcessCommand(Vector<const uint16_t> command,
                              v8::Debug::ClientData* client_data) {
  // Need to cast away const.
  CommandMessage message = CommandMessage::New(
      Vector<uint16_t>(const_cast<uint16_t*>(command.start()),
                       command.length()),
      client_data);
  isolate_->logger()->DebugTag("Put command on command_queue.");
  command_queue_.Put(message);
  command_received_->Signal();

  // Set the debug command break flag to have the command processed.
  if (!isolate_->debug()->InDebugger()) {
    isolate_->stack_guard()->DebugCommand();
  }

  MessageDispatchHelperThread* dispatch_thread;
  {
    ScopedLock with(dispatch_handler_access_);
    dispatch_thread = message_dispatch_helper_thread_;
  }

  if (dispatch_thread == NULL) {
    CallMessageDispatchHandler();
  } else {
    dispatch_thread->Schedule();
  }
}


bool Debugger::HasCommands() {
  return !command_queue_.IsEmpty();
}


void Debugger::EnqueueDebugCommand(v8::Debug::ClientData* client_data) {
  CommandMessage message = CommandMessage::New(Vector<uint16_t>(), client_data);
  event_command_queue_.Put(message);

  // Set the debug command break flag to have the command processed.
  if (!isolate_->debug()->InDebugger()) {
    isolate_->stack_guard()->DebugCommand();
  }
}


bool Debugger::IsDebuggerActive() {
  ScopedLock with(debugger_access_);

  return message_handler_ != NULL ||
      !event_listener_.is_null() ||
      force_debugger_active_;
}


Handle<Object> Debugger::Call(Handle<JSFunction> fun,
                              Handle<Object> data,
                              bool* pending_exception) {
  // When calling functions in the debugger prevent it from beeing unloaded.
  Debugger::never_unload_debugger_ = true;

  // Enter the debugger.
  EnterDebugger debugger;
  if (debugger.FailedToEnter()) {
    return isolate_->factory()->undefined_value();
  }

  // Create the execution state.
  bool caught_exception = false;
  Handle<Object> exec_state = MakeExecutionState(&caught_exception);
  if (caught_exception) {
    return isolate_->factory()->undefined_value();
  }

  Handle<Object> argv[] = { exec_state, data };
  Handle<Object> result = Execution::Call(
      fun,
      Handle<Object>(isolate_->debug()->debug_context_->global_proxy()),
      ARRAY_SIZE(argv),
      argv,
      pending_exception);
  return result;
}


static void StubMessageHandler2(const v8::Debug::Message& message) {
  // Simply ignore message.
}


bool Debugger::StartAgent(const char* name, int port,
                          bool wait_for_connection) {
  ASSERT(Isolate::Current() == isolate_);
  if (wait_for_connection) {
    // Suspend V8 if it is already running or set V8 to suspend whenever
    // it starts.
    // Provide stub message handler; V8 auto-continues each suspend
    // when there is no message handler; we doesn't need it.
    // Once become suspended, V8 will stay so indefinitely long, until remote
    // debugger connects and issues "continue" command.
    Debugger::message_handler_ = StubMessageHandler2;
    v8::Debug::DebugBreak();
  }

  if (Socket::SetUp()) {
    if (agent_ == NULL) {
      agent_ = new DebuggerAgent(name, port);
      agent_->Start();
    }
    return true;
  }

  return false;
}


void Debugger::StopAgent() {
  ASSERT(Isolate::Current() == isolate_);
  if (agent_ != NULL) {
    agent_->Shutdown();
    agent_->Join();
    delete agent_;
    agent_ = NULL;
  }
}


void Debugger::WaitForAgent() {
  ASSERT(Isolate::Current() == isolate_);
  if (agent_ != NULL)
    agent_->WaitUntilListening();
}


void Debugger::CallMessageDispatchHandler() {
  v8::Debug::DebugMessageDispatchHandler handler;
  {
    ScopedLock with(dispatch_handler_access_);
    handler = Debugger::debug_message_dispatch_handler_;
  }
  if (handler != NULL) {
    handler();
  }
}


EnterDebugger::EnterDebugger()
    : isolate_(Isolate::Current()),
      prev_(isolate_->debug()->debugger_entry()),
      it_(isolate_),
      has_js_frames_(!it_.done()),
      save_(isolate_) {
  Debug* debug = isolate_->debug();
  ASSERT(prev_ != NULL || !debug->is_interrupt_pending(PREEMPT));
  ASSERT(prev_ != NULL || !debug->is_interrupt_pending(DEBUGBREAK));

  // Link recursive debugger entry.
  debug->set_debugger_entry(this);

  // Store the previous break id and frame id.
  break_id_ = debug->break_id();
  break_frame_id_ = debug->break_frame_id();

  // Create the new break info. If there is no JavaScript frames there is no
  // break frame id.
  if (has_js_frames_) {
    debug->NewBreak(it_.frame()->id());
  } else {
    debug->NewBreak(StackFrame::NO_ID);
  }

  // Make sure that debugger is loaded and enter the debugger context.
  load_failed_ = !debug->Load();
  if (!load_failed_) {
    // NOTE the member variable save which saves the previous context before
    // this change.
    isolate_->set_context(*debug->debug_context());
  }
}


EnterDebugger::~EnterDebugger() {
  ASSERT(Isolate::Current() == isolate_);
  Debug* debug = isolate_->debug();

  // Restore to the previous break state.
  debug->SetBreak(break_frame_id_, break_id_);

  // Check for leaving the debugger.
  if (!load_failed_ && prev_ == NULL) {
    // Clear mirror cache when leaving the debugger. Skip this if there is a
    // pending exception as clearing the mirror cache calls back into
    // JavaScript. This can happen if the v8::Debug::Call is used in which
    // case the exception should end up in the calling code.
    if (!isolate_->has_pending_exception()) {
      // Try to avoid any pending debug break breaking in the clear mirror
      // cache JavaScript code.
      if (isolate_->stack_guard()->IsDebugBreak()) {
        debug->set_interrupts_pending(DEBUGBREAK);
        isolate_->stack_guard()->Continue(DEBUGBREAK);
      }
      debug->ClearMirrorCache();
    }

    // Request preemption and debug break when leaving the last debugger entry
    // if any of these where recorded while debugging.
    if (debug->is_interrupt_pending(PREEMPT)) {
      // This re-scheduling of preemption is to avoid starvation in some
      // debugging scenarios.
      debug->clear_interrupt_pending(PREEMPT);
      isolate_->stack_guard()->Preempt();
    }
    if (debug->is_interrupt_pending(DEBUGBREAK)) {
      debug->clear_interrupt_pending(DEBUGBREAK);
      isolate_->stack_guard()->DebugBreak();
    }

    // If there are commands in the queue when leaving the debugger request
    // that these commands are processed.
    if (isolate_->debugger()->HasCommands()) {
      isolate_->stack_guard()->DebugCommand();
    }

    // If leaving the debugger with the debugger no longer active unload it.
    if (!isolate_->debugger()->IsDebuggerActive()) {
      isolate_->debugger()->UnloadDebugger();
    }
  }

  // Leaving this debugger entry.
  debug->set_debugger_entry(prev_);
}


MessageImpl MessageImpl::NewEvent(DebugEvent event,
                                  bool running,
                                  Handle<JSObject> exec_state,
                                  Handle<JSObject> event_data) {
  MessageImpl message(true, event, running,
                      exec_state, event_data, Handle<String>(), NULL);
  return message;
}


MessageImpl MessageImpl::NewResponse(DebugEvent event,
                                     bool running,
                                     Handle<JSObject> exec_state,
                                     Handle<JSObject> event_data,
                                     Handle<String> response_json,
                                     v8::Debug::ClientData* client_data) {
  MessageImpl message(false, event, running,
                      exec_state, event_data, response_json, client_data);
  return message;
}


MessageImpl::MessageImpl(bool is_event,
                         DebugEvent event,
                         bool running,
                         Handle<JSObject> exec_state,
                         Handle<JSObject> event_data,
                         Handle<String> response_json,
                         v8::Debug::ClientData* client_data)
    : is_event_(is_event),
      event_(event),
      running_(running),
      exec_state_(exec_state),
      event_data_(event_data),
      response_json_(response_json),
      client_data_(client_data) {}


bool MessageImpl::IsEvent() const {
  return is_event_;
}


bool MessageImpl::IsResponse() const {
  return !is_event_;
}


DebugEvent MessageImpl::GetEvent() const {
  return event_;
}


bool MessageImpl::WillStartRunning() const {
  return running_;
}


v8::Handle<v8::Object> MessageImpl::GetExecutionState() const {
  return v8::Utils::ToLocal(exec_state_);
}


v8::Handle<v8::Object> MessageImpl::GetEventData() const {
  return v8::Utils::ToLocal(event_data_);
}


v8::Handle<v8::String> MessageImpl::GetJSON() const {
  v8::HandleScope scope;

  if (IsEvent()) {
    // Call toJSONProtocol on the debug event object.
    Handle<Object> fun = GetProperty(event_data_, "toJSONProtocol");
    if (!fun->IsJSFunction()) {
      return v8::Handle<v8::String>();
    }
    bool caught_exception;
    Handle<Object> json = Execution::TryCall(Handle<JSFunction>::cast(fun),
                                             event_data_,
                                             0, NULL, &caught_exception);
    if (caught_exception || !json->IsString()) {
      return v8::Handle<v8::String>();
    }
    return scope.Close(v8::Utils::ToLocal(Handle<String>::cast(json)));
  } else {
    return v8::Utils::ToLocal(response_json_);
  }
}


v8::Handle<v8::Context> MessageImpl::GetEventContext() const {
  Isolate* isolate = Isolate::Current();
  v8::Handle<v8::Context> context = GetDebugEventContext(isolate);
  // Isolate::context() may be NULL when "script collected" event occures.
  ASSERT(!context.IsEmpty() || event_ == v8::ScriptCollected);
  return context;
}


v8::Debug::ClientData* MessageImpl::GetClientData() const {
  return client_data_;
}


EventDetailsImpl::EventDetailsImpl(DebugEvent event,
                                   Handle<JSObject> exec_state,
                                   Handle<JSObject> event_data,
                                   Handle<Object> callback_data,
                                   v8::Debug::ClientData* client_data)
    : event_(event),
      exec_state_(exec_state),
      event_data_(event_data),
      callback_data_(callback_data),
      client_data_(client_data) {}


DebugEvent EventDetailsImpl::GetEvent() const {
  return event_;
}


v8::Handle<v8::Object> EventDetailsImpl::GetExecutionState() const {
  return v8::Utils::ToLocal(exec_state_);
}


v8::Handle<v8::Object> EventDetailsImpl::GetEventData() const {
  return v8::Utils::ToLocal(event_data_);
}


v8::Handle<v8::Context> EventDetailsImpl::GetEventContext() const {
  return GetDebugEventContext(Isolate::Current());
}


v8::Handle<v8::Value> EventDetailsImpl::GetCallbackData() const {
  return v8::Utils::ToLocal(callback_data_);
}


v8::Debug::ClientData* EventDetailsImpl::GetClientData() const {
  return client_data_;
}


CommandMessage::CommandMessage() : text_(Vector<uint16_t>::empty()),
                                   client_data_(NULL) {
}


CommandMessage::CommandMessage(const Vector<uint16_t>& text,
                               v8::Debug::ClientData* data)
    : text_(text),
      client_data_(data) {
}


CommandMessage::~CommandMessage() {
}


void CommandMessage::Dispose() {
  text_.Dispose();
  delete client_data_;
  client_data_ = NULL;
}


CommandMessage CommandMessage::New(const Vector<uint16_t>& command,
                                   v8::Debug::ClientData* data) {
  return CommandMessage(command.Clone(), data);
}


CommandMessageQueue::CommandMessageQueue(int size) : start_(0), end_(0),
                                                     size_(size) {
  messages_ = NewArray<CommandMessage>(size);
}


CommandMessageQueue::~CommandMessageQueue() {
  while (!IsEmpty()) {
    CommandMessage m = Get();
    m.Dispose();
  }
  DeleteArray(messages_);
}


CommandMessage CommandMessageQueue::Get() {
  ASSERT(!IsEmpty());
  int result = start_;
  start_ = (start_ + 1) % size_;
  return messages_[result];
}


void CommandMessageQueue::Put(const CommandMessage& message) {
  if ((end_ + 1) % size_ == start_) {
    Expand();
  }
  messages_[end_] = message;
  end_ = (end_ + 1) % size_;
}


void CommandMessageQueue::Expand() {
  CommandMessageQueue new_queue(size_ * 2);
  while (!IsEmpty()) {
    new_queue.Put(Get());
  }
  CommandMessage* array_to_free = messages_;
  *this = new_queue;
  new_queue.messages_ = array_to_free;
  // Make the new_queue empty so that it doesn't call Dispose on any messages.
  new_queue.start_ = new_queue.end_;
  // Automatic destructor called on new_queue, freeing array_to_free.
}


LockingCommandMessageQueue::LockingCommandMessageQueue(Logger* logger, int size)
    : logger_(logger), queue_(size) {
  lock_ = OS::CreateMutex();
}


LockingCommandMessageQueue::~LockingCommandMessageQueue() {
  delete lock_;
}


bool LockingCommandMessageQueue::IsEmpty() const {
  ScopedLock sl(lock_);
  return queue_.IsEmpty();
}


CommandMessage LockingCommandMessageQueue::Get() {
  ScopedLock sl(lock_);
  CommandMessage result = queue_.Get();
  logger_->DebugEvent("Get", result.text());
  return result;
}


void LockingCommandMessageQueue::Put(const CommandMessage& message) {
  ScopedLock sl(lock_);
  queue_.Put(message);
  logger_->DebugEvent("Put", message.text());
}


void LockingCommandMessageQueue::Clear() {
  ScopedLock sl(lock_);
  queue_.Clear();
}


MessageDispatchHelperThread::MessageDispatchHelperThread(Isolate* isolate)
    : Thread("v8:MsgDispHelpr"),
      sem_(OS::CreateSemaphore(0)), mutex_(OS::CreateMutex()),
      already_signalled_(false) {
}


MessageDispatchHelperThread::~MessageDispatchHelperThread() {
  delete mutex_;
  delete sem_;
}


void MessageDispatchHelperThread::Schedule() {
  {
    ScopedLock lock(mutex_);
    if (already_signalled_) {
      return;
    }
    already_signalled_ = true;
  }
  sem_->Signal();
}


void MessageDispatchHelperThread::Run() {
  while (true) {
    sem_->Wait();
    {
      ScopedLock lock(mutex_);
      already_signalled_ = false;
    }
    {
      Locker locker;
      Isolate::Current()->debugger()->CallMessageDispatchHandler();
    }
  }
}

#endif  // ENABLE_DEBUGGER_SUPPORT

} }  // namespace v8::internal

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