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#pragma once
#include "core/result.h"
#include "debugger/types.h"
#include <cstdint>
#include <filesystem>
#include <memory>
#include <span>
#include <string>
#include <string_view>
#include <vector>
namespace Hsdbg
{
class Debugger
{
public:
Debugger();
~Debugger();
Debugger(const Debugger&) = delete;
Debugger(Debugger&&) = delete;
auto operator=(const Debugger&) -> Debugger& = delete;
auto operator=(Debugger&&) -> Debugger& = delete;
// target lifetime
auto load_target(const std::filesystem::path& executable) -> Result<void>;
auto unload_target() -> void;
auto launch(const LaunchSpec& spec) -> Result<void>;
auto attach(uint64_t process_id) -> Result<void>;
auto detach() -> Result<void>;
auto terminate() -> Result<void>;
// execution control
auto resume() -> Result<void>;
auto pause() -> Result<void>;
auto step_over(StepMode mode = StepMode::Line) -> Result<void>;
auto step_into(StepMode mode = StepMode::Line) -> Result<void>;
auto step_out() -> Result<void>;
auto run_to(const std::filesystem::path& file, uint32_t line) -> Result<void>;
// breakpoints, the only part that keeps real state for now
auto add_breakpoint(const std::filesystem::path& file, uint32_t line) -> uint32_t;
auto add_function_breakpoint(std::string_view function) -> uint32_t;
auto remove_breakpoint(uint32_t id) -> bool;
auto set_breakpoint_enabled(uint32_t id, bool enabled) -> bool;
auto clear_breakpoints() -> void;
auto find_breakpoint(uint32_t id) -> Breakpoint*;
auto breakpoints() const -> std::span<const Breakpoint> { return m_breakpoints; }
// inspection
auto threads() const -> std::span<const Thread> { return m_threads; }
auto call_stack() const -> std::span<const StackFrame> { return m_call_stack; }
auto locals() const -> std::span<const Variable> { return m_locals; }
auto registers() const -> std::span<const Register> { return m_registers; }
auto evaluate(std::string_view expression) -> Result<std::string>;
auto read_memory(uint64_t address, size_t size) -> Result<std::vector<uint8_t>>;
auto console_output() const -> std::span<const std::string> { return m_console_output; }
// selection, what the ui is currently looking at
auto select_thread(uint64_t thread_id) -> bool;
auto select_frame(uint32_t frame_index) -> bool;
auto selected_thread() const -> uint64_t { return m_selected_thread; }
auto selected_frame() const -> uint32_t { return m_selected_frame; }
// pumps whatever the debug session has to say, called once per frame
auto update() -> void;
auto state() const -> TargetState { return m_state; }
auto stop_reason() const -> StopReason { return m_stop_reason; }
auto target_path() const -> const std::filesystem::path& { return m_target_path; }
auto process_id() const -> uint64_t { return m_process_id; }
auto has_target() const -> bool { return m_state != TargetState::NoTarget; }
auto is_running() const -> bool { return m_state == TargetState::Running; }
auto is_stopped() const -> bool { return m_state == TargetState::Stopped; }
private:
// keeps the lldb headers out of everything that talks to the debugger
struct Session;
auto set_state(TargetState state) -> void;
auto resolve_breakpoint(Breakpoint& breakpoint) -> void;
auto sync_breakpoints() -> void;
std::unique_ptr<Session> m_session;
TargetState m_state = TargetState::NoTarget;
StopReason m_stop_reason = StopReason::None;
std::filesystem::path m_target_path;
uint64_t m_process_id = 0;
std::vector<Breakpoint> m_breakpoints;
uint32_t m_next_breakpoint_id = 1;
std::vector<Thread> m_threads;
std::vector<StackFrame> m_call_stack;
std::vector<Variable> m_locals;
std::vector<Register> m_registers;
std::vector<std::string> m_console_output;
uint64_t m_selected_thread = 0;
uint32_t m_selected_frame = 0;
};
}
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