/////////////////////////////////////////////////////////////////////// #region Debugger Watchpoint Support Methods #if DEBUGGER public static ReturnCode Watchpoint( IDebugger debugger, Interpreter interpreter, InteractiveLoopData loopData, ref Result result ) { return(Breakpoint(debugger, interpreter, loopData, ref result)); }
/////////////////////////////////////////////////////////////////////// public ReturnCode Breakpoint( Interpreter interpreter, InteractiveLoopData loopData, ref Result result ) { CheckDisposed(); return(DebuggerOps.Breakpoint( this, interpreter, loopData, ref result)); }
/////////////////////////////////////////////////////////////////////// private /* protected virtual */ void Dispose( bool disposing ) { TraceOps.DebugTrace(String.Format( "Dispose: disposing = {0}, interpreter = {1}, disposed = {2}", disposing, FormatOps.InterpreterNoThrow(interpreter), disposed), typeof(InteractiveContext).Name, TracePriority.CleanupDebug); if (!disposed) { if (disposing) { //////////////////////////////////// // dispose managed resources here... //////////////////////////////////// interpreter = null; /* NOT OWNED: Do not dispose. */ threadId = 0; /////////////////////////////////////////////////////////// interactive = false; interactiveInput = null; previousInteractiveInput = null; interactiveMode = null; activeInteractiveLoops = 0; totalInteractiveLoops = 0; interactiveLoopData = null; interactiveCommandCallback = null; #if HISTORY historyLoadData = null; historySaveData = null; historyInfoFilter = null; historyLoadFilter = null; historySaveFilter = null; historyFileName = null; #endif } ////////////////////////////////////// // release unmanaged resources here... ////////////////////////////////////// disposed = true; } }
/////////////////////////////////////////////////////////////////////// #region Debugger Breakpoint Support Methods #if DEBUGGER public static ReturnCode Breakpoint( IDebugger debugger, Interpreter interpreter, InteractiveLoopData loopData, ref Result result ) { if (interpreter == null) { result = "invalid interpreter"; return(ReturnCode.Error); } if (!interpreter.Interactive) { result = "cannot break into interactive loop"; return(ReturnCode.Error); } if (debugger != null) { /* IGNORED */ debugger.EnterLoop(); } try { ReturnCode code; InteractiveLoopCallback interactiveLoopCallback = interpreter.InteractiveLoopCallback; if (interactiveLoopCallback != null) { code = interactiveLoopCallback( interpreter, new InteractiveLoopData(loopData, true), ref result); } else { #if SHELL // // NOTE: This is the only place in the debugger subsystem // where the InteractiveLoop method may be called. // All other methods in the Debugger class and/or // any external classes that desire the interactive // debugging functionality should call this method. // code = Interpreter.InteractiveLoop( interpreter, new InteractiveLoopData(loopData, true), ref result); #else result = "not implemented"; code = ReturnCode.Error; #endif } // // NOTE: Only check (or update) the interpreter state at this // point if the interpreter is still usable (i.e. it is // not disposed) -AND- the interactive loop returned a // successful result. // if ((code == ReturnCode.Ok) && Engine.IsUsable(interpreter)) { // // NOTE: Upon exiting the interactive loop, temporarily // prevent the engine from checking interpreter // readiness. This is used to avoid potentially // breaking back into the interactive loop due to // breakpoints caused by script cancellation, etc. // interpreter.IsDebuggerExiting = true; } return(code); } finally { if (debugger != null) { /* IGNORED */ debugger.ExitLoop(); } } }
private static ReturnCode InteractiveLoopCallback(Interpreter interpreter, InteractiveLoopData loopData, ref Result result) { return(ReturnCode.Ok); }