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vscode-debuggee.lua
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local debuggee = {}
local socket = require 'socket.core'
local json
local handlers = {}
local sock
local directorySeperator = package.config:sub(1,1)
local sourceBasePath = '.'
local storedVariables = {}
local nextVarRef = 1
local baseDepth
local breaker
local sendEvent
local dumpCommunication = false
local ignoreFirstFrameInC = false
local debugTargetCo = nil
local redirectedPrintFunction = nil
local luaMachineRoot = nil
local onError = nil
local addUserdataVar = nil
local function defaultOnError(e)
print('****************************************************')
print(e)
print('****************************************************')
end
local function valueToString(value, depth)
local str = ''
depth = depth or 0
local t = type(value)
if t == 'table' then
str = str .. '{\n'
for k, v in pairs(value) do
str = str .. string.rep(' ', depth + 1) .. '[' .. valueToString(k) ..']' .. ' = ' .. valueToString(v, depth + 1) .. ',\n'
end
str = str .. string.rep(' ', depth) .. '}'
elseif t == 'string' then
str = str .. '"' .. tostring(value) .. '"'
else
str = str .. tostring(value)
end
return str
end
-------------------------------------------------------------------------------
local sethook = debug.sethook
debug.sethook = nil
local cocreate = coroutine.create
coroutine.create = function(f)
local c = cocreate(f)
debuggee.addCoroutine(c)
return c
end
local function fix_source(source)
--[[
LuaMachine specific modification
The root cause of what breaks here is that the source for CodeAssets coming
out of LuaMachine will be labeled /Game/<somepath>/<sourcename>.<sourcename>
The issue here is that you won't have /Game/ on your source path in VSCode, nor
will you have any <sourcename>.<sourcename> files.
This, with luaMachineRoot being specified through config, will rewrite the source file info
so that vscode can find it.
]]--
local hasAt = source.sub(0, 1) == '@'
-- strip /Game/
local newSource = source:gsub('^' .. luaMachineRoot, '')
-- print('newSource: ' .. newSource)
local path,file,extension = string.match(newSource, "(.-)([^/]-([^/%.]+))$")
-- we'll restore the @ prefix if it was there originally
local prefix = nil
if hasAt then prefix = "@" else prefix = "" end
-- fix extension to represent a real file
newSource = prefix .. path .. file:gsub('.'..extension, '.lua')
return newSource
end
-------------------------------------------------------------------------------
local function debug_getinfo(depth, what)
if debugTargetCo then
local info = debug.getinfo(debugTargetCo, depth, what)
if info ~= nil and info.source ~= nil and info.source ~= '' then
info.source = fix_source(info.source)
end
return info
else
local info = debug.getinfo(depth + 1, what)
if info ~= nil and info.source ~= nil and info.source ~= '' then
info.source = fix_source(info.source)
end
return info
end
end
-------------------------------------------------------------------------------
local function debug_getlocal(depth, i)
if debugTargetCo then
return debug.getlocal(debugTargetCo, depth, i)
else
return debug.getlocal(depth + 1, i)
end
end
-------------------------------------------------------------------------------
local DO_TEST = false
-------------------------------------------------------------------------------
-- chunkname matching {{{
local function getMatchCount(a, b)
local n = math.min(#a, #b)
for i = 0, n - 1 do
if a[#a - i] == b[#b - i] then
-- pass
else
return i
end
end
return n
end
if DO_TEST then
assert(getMatchCount({'a','b','c'}, {'a','b','c'}) == 3)
assert(getMatchCount({'b','c'}, {'a','b','c'}) == 2)
assert(getMatchCount({'a','b','c'}, {'b','c'}) == 2)
assert(getMatchCount({}, {'a','b','c'}) == 0)
assert(getMatchCount({'a','b','c'}, {}) == 0)
assert(getMatchCount({'a','b','c'}, {'a','b','c','d'}) == 0)
end
local function splitChunkName(s)
if string.sub(s, 1, 1) == '@' then
s = string.sub(s, 2)
end
local a = {}
for word in string.gmatch(s, '[^/\\]+') do
a[#a + 1] = string.lower(word)
end
return a
end
if DO_TEST then
local a = splitChunkName('@.\\vscode-debuggee.lua')
assert(#a == 2)
assert(a[1] == '.')
assert(a[2] == 'vscode-debuggee.lua')
local a = splitChunkName('@C:\\dev\\VSCodeLuaDebug\\debuggee/lua\\socket.lua')
assert(#a == 6)
assert(a[1] == 'c:')
assert(a[2] == 'dev')
assert(a[3] == 'vscodeluadebug')
assert(a[4] == 'debuggee')
assert(a[5] == 'lua')
assert(a[6] == 'socket.lua')
local a = splitChunkName('@main.lua')
assert(#a == 1)
assert(a[1] == 'main.lua')
end
-- chunkname matching }}}
-- path control {{{
local Path = {}
function Path.isAbsolute(a)
local firstChar = string.sub(a, 1, 1)
if firstChar == '/' or firstChar == '\\' then
return true
end
if string.match(a, '^%a%:[/\\]') then
return true
end
return false
end
local np_pat1, np_pat2 = ('[^SEP:]+SEP%.%.SEP?'):gsub('SEP', directorySeperator), ('SEP+%.?SEP'):gsub('SEP', directorySeperator)
function Path.normpath(path)
path = path:gsub('[/\\]', directorySeperator)
if directorySeperator == '\\' then
local unc = ('SEPSEP'):gsub('SEP', directorySeperator) -- UNC
if path:match('^'..unc) then
return unc..Path.normpath(path:sub(3))
end
end
local k
repeat -- /./ -> /
path,k = path:gsub(np_pat2, directorySeperator)
until k == 0
repeat -- A/../ -> (empty)
path,k = path:gsub(np_pat1, '', 1)
until k == 0
if path == '' then
path = '.'
end
return path
end
function Path.concat(a, b)
-- normalize a
local lastChar = string.sub(a, #a, #a)
if not (lastChar == '/' or lastChar == '\\') then
a = a .. directorySeperator
end
-- normalize b
if string.match(b, '^%.%\\') or string.match(b, '^%.%/') then
b = string.sub(b, 3)
end
return a .. b
end
function Path.toAbsolute(base, sub)
if Path.isAbsolute(sub) then
return Path.normpath(sub)
else
return Path.normpath(Path.concat(base, sub))
end
end
if DO_TEST then
assert(Path.isAbsolute('c:\\asdf\\afsd'))
assert(Path.isAbsolute('c:/asdf/afsd'))
if directorySeperator == '\\' then
assert(Path.toAbsolute('c:\\asdf', 'fdsf') == 'c:\\asdf\\fdsf')
assert(Path.toAbsolute('c:\\asdf', '.\\fdsf') == 'c:\\asdf\\fdsf')
assert(Path.toAbsolute('c:\\asdf', '..\\fdsf') == 'c:\\fdsf')
assert(Path.toAbsolute('c:\\asdf', 'c:\\fdsf') == 'c:\\fdsf')
assert(Path.toAbsolute('c:/asdf', '../fdsf') == 'c:\\fdsf')
assert(Path.toAbsolute('\\\\HOST\\asdf', '..\\fdsf') == '\\\\HOST\\fdsf')
elseif directorySeperator == '/' then
assert(Path.toAbsolute('/usr/bin/asdf', 'fdsf') == '/usr/bin/asdf/fdsf')
assert(Path.toAbsolute('/usr/bin/asdf', './fdsf') == '/usr/bin/asdf/fdsf')
assert(Path.toAbsolute('/usr/bin/asdf', '../fdsf') == '/usr/bin/fdsf')
assert(Path.toAbsolute('/usr/bin/asdf', '/usr/bin/fdsf') == '/usr/bin/fdsf')
assert(Path.toAbsolute('\\usr\\bin\\asdf', '..\\fdsf') == '/usr/bin/fdsf')
end
end
-- path control }}}
local coroutineSet = {}
setmetatable(coroutineSet, { __mode = 'v' })
-------------------------------------------------------------------------------
-- network utility {{{
local function sendFully(str)
local first = 1
while first <= #str do
local sent = sock:send(str, first)
if sent and sent > 0 then
first = first + sent;
else
error('sock:send() returned < 0')
end
end
end
-- send log to debug console
local function logToDebugConsole(output, category)
local dumpMsg = {
event = 'output',
type = 'event',
body = {
category = category or 'console',
output = output
}
}
local dumpBody = json.encode(dumpMsg)
sendFully('#' .. #dumpBody .. '\n' .. dumpBody)
end
-- pure mode {{{
local function createHaltBreaker()
-- chunkname matching {
local loadedChunkNameMap = {}
for chunkname, _ in pairs(debug.getchunknames()) do
loadedChunkNameMap[chunkname] = splitChunkName(chunkname)
end
local function findMostSimilarChunkName(path)
local splitedReqPath = splitChunkName(path)
local maxMatchCount = 0
local foundChunkName = nil
for chunkName, splitted in pairs(loadedChunkNameMap) do
local count = getMatchCount(splitedReqPath, splitted)
if (count > maxMatchCount) then
maxMatchCount = count
foundChunkName = chunkName
end
end
return foundChunkName
end
-- chunkname matching }
local lineBreakCallback = nil
local function updateCoroutineHook(c)
if lineBreakCallback then
sethook(c, lineBreakCallback, 'l')
else
sethook(c)
end
end
local function sethalt(cname, ln)
for i = ln, ln + 10 do
if debug.sethalt(cname, i) then
return i
end
end
return nil
end
return {
setBreakpoints = function(path, lines)
local foundChunkName = findMostSimilarChunkName(path)
local verifiedLines = {}
if foundChunkName then
debug.clearhalt(foundChunkName)
for _, ln in ipairs(lines) do
verifiedLines[ln] = sethalt(foundChunkName, ln)
end
end
return verifiedLines
end,
setLineBreak = function(callback)
if callback then
sethook(callback, 'l')
else
sethook()
end
lineBreakCallback = callback
for cid, c in pairs(coroutineSet) do
updateCoroutineHook(c)
end
end,
coroutineAdded = function(c)
updateCoroutineHook(c)
end,
stackOffset =
{
enterDebugLoop = 6,
halt = 6,
step = 4,
stepDebugLoop = 6
}
}
end
local function createPureBreaker()
local lineBreakCallback = nil
local breakpointsPerPath = {}
local chunknameToPathCache = {}
local function chunkNameToPath(chunkname)
local cached = chunknameToPathCache[chunkname]
if cached then
return cached
end
local splitedReqPath = splitChunkName(chunkname)
local maxMatchCount = 0
local foundPath = nil
for path, _ in pairs(breakpointsPerPath) do
local splitted = splitChunkName(path)
local count = getMatchCount(splitedReqPath, splitted)
if (count > maxMatchCount) then
maxMatchCount = count
foundPath = path
end
end
if foundPath then
chunknameToPathCache[chunkname] = foundPath
end
return foundPath
end
local entered = false
local function hookfunc()
if entered then return false end
entered = true
if lineBreakCallback then
lineBreakCallback()
end
local info = debug_getinfo(2, 'Sl')
if info then
local path = chunkNameToPath(info.source)
if path then
path = string.lower(path)
end
local bpSet = breakpointsPerPath[path]
if bpSet and bpSet[info.currentline] then
_G.__halt__()
end
end
entered = false
end
sethook(hookfunc, 'l')
return {
setBreakpoints = function(path, lines)
local t = {}
local verifiedLines = {}
for _, ln in ipairs(lines) do
t[ln] = true
verifiedLines[ln] = ln
end
if path then
path = string.lower(path)
end
breakpointsPerPath[path] = t
return verifiedLines
end,
setLineBreak = function(callback)
lineBreakCallback = callback
end,
coroutineAdded = function(c)
sethook(c, hookfunc, 'l')
end,
stackOffset =
{
enterDebugLoop = 6,
halt = 7,
step = 4,
stepDebugLoop = 7
}
}
end
-- pure mode }}}
-- 센드는 블럭이어도 됨.
local function sendMessage(msg)
local body = json.encode(msg)
if dumpCommunication then
logToDebugConsole('[SENDING] ' .. valueToString(msg))
end
sendFully('#' .. #body .. '\n' .. body)
end
-- 리시브는 블럭이 아니어야 할 거 같은데... 음... 블럭이어도 괜찮나?
local function recvMessage()
local header = sock:receive('*l')
if (header == nil) then
-- 디버거가 떨어진 상황
return nil
end
if (string.sub(header, 1, 1) ~= '#') then
error('헤더 이상함:' .. header)
end
local bodySize = tonumber(header:sub(2))
local body = sock:receive(bodySize)
return json.decode(body)
end
-- network utility }}}
-------------------------------------------------------------------------------
local function debugLoop()
storedVariables = {}
nextVarRef = 1
while true do
local msg = recvMessage()
if msg then
if dumpCommunication then
logToDebugConsole('[RECEIVED] ' .. valueToString(msg), 'stderr')
end
local fn = handlers[msg.command]
if fn then
local rv = fn(msg)
-- continue인데 break하는 게 역설적으로 느껴지지만
-- 디버그 루프를 탈출(break)해야 정상 실행 흐름을 계속(continue)할 수 있지..
if (rv == 'CONTINUE') then
break;
end
else
--print('UNKNOWN DEBUG COMMAND: ' .. tostring(msg.command))
end
else
-- 디버그 중에 디버거가 떨어졌다.
-- print펑션을 리다이렉트 한경우에는 원래대로 돌려놓는다
if redirectedPrintFunction then
_G.print = redirectedPrintFunction
end
break
end
end
storedVariables = {}
nextVarRef = 1
end
-------------------------------------------------------------------------------
local sockArray = {}
function debuggee.start(jsonLib, config)
json = jsonLib
assert(jsonLib)
config = config or {}
local connectTimeout = config.connectTimeout or 5.0
local controllerHost = config.controllerHost or 'localhost'
local controllerPort = config.controllerPort or 56789
onError = config.onError or defaultOnError
addUserdataVar = config.addUserdataVar or function() return end
local redirectPrint = config.redirectPrint or false
dumpCommunication = config.dumpCommunication or false
ignoreFirstFrameInC = config.ignoreFirstFrameInC or false
if config.luaMachineRoot ~= nil and config.luaMachineRoot ~= '' then
luaMachineRoot = '@/Game/' .. config.luaMachineRoot:match'^/*(.-)/*$' .. '/'
else
luaMachineRoot = '@/Game/'
end
if not config.luaStyleLog then
valueToString = function(value) return json.encode(value) end
end
local breakerType
if debug.sethalt then
breaker = createHaltBreaker()
breakerType = 'halt'
else
breaker = createPureBreaker()
breakerType = 'pure'
end
local err
sock, err = socket.tcp()
if not sock then error(err) end
sockArray = { sock }
if sock.settimeout then sock:settimeout(connectTimeout) end
local res, err = sock:connect(controllerHost, tostring(controllerPort))
if not res then
sock:close()
sock = nil
return false, breakerType
end
if sock.settimeout then sock:settimeout() end
sock:setoption('tcp-nodelay', true)
local initMessage = recvMessage()
assert(initMessage and initMessage.command == 'welcome')
sourceBasePath = initMessage.sourceBasePath
directorySeperator = initMessage.directorySeperator
if redirectPrint then
redirectedPrintFunction = _G.print -- 디버거가 떨어질때를 대비해서 보관한다
_G.print = function(...)
local t = { n = select("#", ...), ... }
for i = 1, #t do
t[i] = tostring(t[i])
end
sendEvent(
'output',
{
category = 'stdout',
output = table.concat(t, '\t') .. '\n' -- Same as default "print" output end new line.
})
end
end
debugLoop()
return true, breakerType
end
-------------------------------------------------------------------------------
function debuggee.poll()
if not sock then return end
-- Processes commands in the queue.
-- Immediately returns when the queue is/became empty.
while true do
local r, w, e = socket.select(sockArray, nil, 0)
if e == 'timeout' then break end
local msg = recvMessage()
if msg then
if dumpCommunication then
logToDebugConsole('[POLL-RECEIVED] ' .. valueToString(msg), 'stderr')
end
if msg.command == 'pause' then
debuggee.enterDebugLoop(1)
return
end
local fn = handlers[msg.command]
if fn then
local rv = fn(msg)
-- Ignores rv, because this loop never blocks except explicit pause command.
else
--print('POLL-UNKNOWN DEBUG COMMAND: ' .. tostring(msg.command))
end
else
break
end
end
end
-------------------------------------------------------------------------------
local function getCoroutineId(c)
-- 'thread: 011DD5B0'
-- 12345678^
local threadIdHex = string.sub(tostring(c), 9)
return tonumber(threadIdHex, 16)
end
-------------------------------------------------------------------------------
function debuggee.addCoroutine(c)
local cid = getCoroutineId(c)
coroutineSet[cid] = c
breaker.coroutineAdded(c)
end
-------------------------------------------------------------------------------
local function sendSuccess(req, body)
sendMessage({
command = req.command,
success = true,
request_seq = req.seq,
type = "response",
body = body
})
end
-------------------------------------------------------------------------------
local function sendFailure(req, msg)
sendMessage({
command = req.command,
success = false,
request_seq = req.seq,
type = "response",
message = msg
})
end
-------------------------------------------------------------------------------
sendEvent = function(eventName, body)
sendMessage({
event = eventName,
type = "event",
body = body
})
end
-------------------------------------------------------------------------------
local function currentThreadId()
--[[
local threadId = 0
if coroutine.running() then
end
return threadId
]]
return 0
end
-------------------------------------------------------------------------------
local function startDebugLoop()
sendEvent(
'stopped',
{
reason = 'breakpoint',
threadId = currentThreadId(),
allThreadsStopped = true
})
local status, err = pcall(debugLoop)
if not status then
onError(err)
end
end
-------------------------------------------------------------------------------
_G.__halt__ = function()
baseDepth = breaker.stackOffset.halt
startDebugLoop()
end
-------------------------------------------------------------------------------
function debuggee.enterDebugLoop(depthOrCo, what)
if sock == nil then
return false
end
if what then
sendEvent(
'output',
{
category = 'stderr',
output = what,
})
end
if type(depthOrCo) == 'thread' then
baseDepth = 0
debugTargetCo = depthOrCo
elseif type(depthOrCo) == 'table' then
baseDepth = (depthOrCo.depth or 0)
debugTargetCo = depthOrCo.co
else
baseDepth = (depthOrCo or 0) + breaker.stackOffset.enterDebugLoop
debugTargetCo = nil
end
startDebugLoop()
return true
end
-------------------------------------------------------------------------------
-- Function for printing on vscode debug console
-- First parameter 'category' can colorizes print text
function debuggee.print(category, ...)
if sock == nil then
return false
end
local t = { ... }
for i = 1, #t do
t[i] = tostring(t[i])
end
local categoryVscodeConsole = 'stdout'
if category == 'warning' then
categoryVscodeConsole = 'console' -- yellow
elseif category == 'error' then
categoryVscodeConsole = 'stderr' -- red
elseif category == 'log' then
categoryVscodeConsole = 'stdout' -- white
end
sendEvent(
'output',
{
category = categoryVscodeConsole,
output = table.concat(t, '\t') .. '\n' -- Same as default "print" output end new line.
})
end
-------------------------------------------------------------------------------
-- ★★★ https://github.com/Microsoft/vscode-debugadapter-node/blob/master/protocol/src/debugProtocol.ts
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
function handlers.setBreakpoints(req)
local bpLines = {}
for _, bp in ipairs(req.arguments.breakpoints) do
bpLines[#bpLines + 1] = bp.line
end
local verifiedLines = breaker.setBreakpoints(
req.arguments.source.path,
bpLines)
local breakpoints = {}
for i, ln in ipairs(bpLines) do
breakpoints[i] = {
verified = (verifiedLines[ln] ~= nil),
line = verifiedLines[ln]
}
end
sendSuccess(req, {
breakpoints = breakpoints
})
end
-------------------------------------------------------------------------------
function handlers.configurationDone(req)
sendSuccess(req, {})
return 'CONTINUE'
end
-------------------------------------------------------------------------------
function handlers.threads(req)
local c = coroutine.running()
local mainThread = {
id = currentThreadId(),
name = (c and tostring(c)) or "main"
}
sendSuccess(req, {
threads = { mainThread }
})
end
-------------------------------------------------------------------------------
function handlers.stackTrace(req)
assert(req.arguments.threadId == 0)
local stackFrames = {}
local firstFrame = (req.arguments.startFrame or 0) + baseDepth
local lastFrame = (req.arguments.levels and (req.arguments.levels ~= 0))
and (firstFrame + req.arguments.levels - 1)
or (9999)
-- if firstframe function of stack is C function, ignore it.
if ignoreFirstFrameInC then
local info = debug_getinfo(firstFrame, 'lnS')
if info and info.what == "C" then
firstFrame = firstFrame + 1
end
end
for i = firstFrame, lastFrame do
local info = debug_getinfo(i, 'lnS')
if (info == nil) then break end
--print(json.encode(info))
local src = info.source
if string.sub(src, 1, 1) == '@' then
src = string.sub(src, 2) -- 앞의 '@' 떼어내기
end
local name
if info.name then
name = info.name .. ' (' .. (info.namewhat or '?') .. ')'
else
name = '?'
end
local sframe = {
name = name,
source = {
name = nil,
path = Path.toAbsolute(sourceBasePath, src)
},
column = 1,
line = info.currentline or 1,
id = i,
}
stackFrames[#stackFrames + 1] = sframe
end
sendSuccess(req, {
stackFrames = stackFrames
})
end
-------------------------------------------------------------------------------
local scopeTypes = {
Locals = 1,
Upvalues = 2,
Globals = 3,
}
function handlers.scopes(req)
local depth = req.arguments.frameId
local scopes = {}
local function addScope(name)
scopes[#scopes + 1] = {
name = name,
expensive = false,
variablesReference = depth * 1000000 + scopeTypes[name]
}
end
addScope('Locals')
addScope('Upvalues')
addScope('Globals')
sendSuccess(req, {
scopes = scopes
})
end
-------------------------------------------------------------------------------
local function registerVar(varNameCount, name_, value, noQuote)
local ty = type(value)
local name
if type(name_) == 'number' then
name = '[' .. name_ .. ']'
else
name = tostring(name_)
end
if varNameCount[name] then
varNameCount[name] = varNameCount[name] + 1
name = name .. ' (' .. varNameCount[name] .. ')'
else
varNameCount[name] = 1
end
local item = {
name = name,
type = ty
}
if (ty == 'string' and (not noQuote)) then
item.value = '"' .. value .. '"'
else
item.value = tostring(value)
end
if (ty == 'table') or
(ty == 'function') or
(ty == 'userdata') then
storedVariables[nextVarRef] = value
item.variablesReference = nextVarRef
nextVarRef = nextVarRef + 1
else
item.variablesReference = -1
end
return item
end
-------------------------------------------------------------------------------
function handlers.variables(req)
local varRef = req.arguments.variablesReference
local variables = {}
local varNameCount = {}
local function addVar(name, value, noQuote)
variables[#variables + 1] = registerVar(varNameCount, name, value, noQuote)
end
if (varRef >= 1000000) then
-- Scope.
local depth = math.floor(varRef / 1000000)
local scopeType = varRef % 1000000
if scopeType == scopeTypes.Locals then
for i = 1, 9999 do
local name, value = debug_getlocal(depth, i)
if name == nil then break end
addVar(name, value, nil)
end
elseif scopeType == scopeTypes.Upvalues then
local info = debug_getinfo(depth, 'f')
if info and info.func then
for i = 1, 9999 do
local name, value = debug.getupvalue(info.func, i)
if name == nil then break end
addVar(name, value, nil)
end
end
elseif scopeType == scopeTypes.Globals then
for name, value in pairs(_G) do
addVar(name, value)
end
table.sort(variables, function(a, b) return a.name < b.name end)
end
else
-- Expansion.
local var = storedVariables[varRef]
if type(var) == 'table' then
for k, v in pairs(var) do
addVar(k, v)
end
table.sort(variables, function(a, b)
local aNum, aMatched = string.gsub(a.name, '^%[(%d+)%]$', '%1')
local bNum, bMatched = string.gsub(b.name, '^%[(%d+)%]$', '%1')
if (aMatched == 1) and (bMatched == 1) then
-- both are numbers. compare numerically.
return tonumber(aNum) < tonumber(bNum)
elseif aMatched == bMatched then
-- both are strings. compare alphabetically.
return a.name < b.name
else
-- string comes first.
return aMatched < bMatched
end
end)
elseif type(var) == 'function' then
local info = debug.getinfo(var, 'S')
addVar('(source)', tostring(info.short_src), true)
addVar('(line)', info.linedefined)
for i = 1, 9999 do
local name, value = debug.getupvalue(var, i)
if name == nil then break end
addVar(name, value)
end