Remote Debugging Protocol: Difference between revisions

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<i>(Note: this page is a draft design of work not yet completed. It is written in the present tense to be easily promoted to documentation when implemented, and also to simplify the grammar.)</i>
<i>(Note: this page is a draft design of work not yet completed. It is written in the present tense to be easily promoted to documentation when implemented, and also to simplify the grammar.)</i>


The Mozilla debugging protocol allows a debugger to connect to a browser, discover what sorts of things are present to debug or inspect, select JavaScript threads to watch, and observe and modify their execution. The protocol provides a unified view of JavaScript, DOM nodes, CSS rules, and the other technologies used in client-side web applications. The protocol is meant to be sufficiently general to be extended for use with other sorts of clients (profilers, say) and servers (mail readers; random XULrunner applications).
The Mozilla debugging protocol allows a debugger to connect to a browser, discover what sorts of things are present to debug or inspect, select JavaScript threads to watch, and observe and modify their execution. The protocol provides a unified view of JavaScript, DOM nodes, CSS rules, and the other technologies used in client-side web applications. The protocol ought to be sufficiently general to be extended for use with other sorts of clients (profilers, say) and servers (mail readers; random XULrunner applications).


All communication between debugger (client) and browser (server) is in the form of JSON objects. This makes the protocol directly readable by humans, capable of graceful evolution, and easy to implement using stock libraries. In particular, it should be easy to create mock implementations for testing and experimentation.
All communication between debugger (client) and browser (server) is in the form of JSON objects. This makes the protocol directly readable by humans, capable of graceful evolution, and easy to implement using stock libraries. In particular, it should be easy to create mock implementations for testing and experimentation.
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= Actors =
= Actors =


An "actor" is something on the server that receives and replies to JSON packets from the client. Every packet from the client specifies the actor to which it is directed, and every packet from the server indicates which actor sent it.
An <b>actor</b> is something on the server that can exchange JSON packets with the client. Every packet from the client specifies the actor to which it is directed, and every packet from the server indicates which actor sent it.


Each server has a root actor, with which the client first interacts. The root actor can explain what sort of thing the server represents (browser; mail reader; etc.), and enumerate things available to debug: tabs, chrome, and so on. Each of these, in turn, is an actor to which requests can be addressed.
Each server has a root actor, with which the client first interacts. The root actor can explain what sort of thing the server represents (browser; mail reader; etc.), and enumerate things available to debug: tabs, chrome, and so on. Each of these, in turn, is represented by an actor to which requests can be addressed. Both artifacts of the program being debugged, like JavaScript objects and stack frames, and artifacts of the debugging machinery, like breakpoints and watchpoints, are actors with whom packets can be exchanged.


For example, a debugger might connect to a browser, ask the root actor to list the browser's tabs, and present this list to the developer. If the developer chooses some tabs to debug, then the debugger sends "attach" requests to the actors representing those tabs, to begin debugging. Both artifacts of the program being debugged, like JavaScript objects and stack frames, and artifacts of the debugging machinery, like breakpoints and watchpoints, are actors to which packets can be addressed.
For example, a debugger might connect to a browser, ask the root actor to list the browser's tabs, and present this list to the developer. If the developer chooses some tabs to debug, then the debugger can send <tt>attach</tt> requests to the actors representing those tabs, to begin debugging.


All actors form a tree, with the root actor as the root. Closing communications with an actor closes communications with all its descendants. The root actor has no owner, and lives as long as the underlying connection to the client does; when the underlying connection is closed, all actor names are closed. These limits on the lifetimes of actor names allow the protocol to mention actors freely, without forcing the client to explicitly free every actor that has ever been mentioned.
To allow the server to reuse actor names and the resources they require, actors have limited lifetimes. All actors in a server form a tree, whose root is the root actor. Closing communications with an actor automatically closes communications with its descendants. For example, the actors representing a thread's stack frames are children of the actor representing the thread itself, so that when a debugger detaches from a thread, which closes the thread's actor, the frames' actors are automatically closed. This arrangement allows the protocol to mention actors liberally, without making the client responsible for explicitly closing every actor that has ever been mentioned.  


Note that the actor hierarchy does not, in general, correspond to any particular hierarchy appearing in the debuggee. For example, although web workers are arranged in a hierarchy, all actors representing web worker threads are direct children of the root actor: one might want to detach from a parent worker while continuing to debug one of its children, so it doesn't make sense to close communications with a child worker when one closes communicatinos with its parent.
The root actor has no parent, and lives as long as the underlying connection to the client does; when that connection is closed, all actors are closed.
 
Note that the actor hierarchy does not, in general, correspond to any particular hierarchy appearing in the debuggee. For example, although web workers are arranged in a hierarchy, the actors representing web worker threads are all direct children of the root actor: one might want to detach from a parent worker while continuing to debug one of its children, so it doesn't make sense to close communications with a child worker simply because one has closed communications with its parent.


<i>(We are stealing the "actor" terminology from Mozilla's [[IPDL]], to mean, roughly, "things participating in the protocol". However, IPDL does much more with the idea than we do: it treats both client and server as collections of actors, and uses that detail to statically verify properties of the protocol. In contrast, the debugging protocol simply wants a consistent way to indicate the entities to which packets are directed.)</i>
<i>(We are stealing the "actor" terminology from Mozilla's [[IPDL]], to mean, roughly, "things participating in the protocol". However, IPDL does much more with the idea than we do: it treats both client and server as collections of actors, and uses that detail to statically verify properties of the protocol. In contrast, the debugging protocol simply wants a consistent way to indicate the entities to which packets are directed.)</i>
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Every packet sent from the client has the form:
Every packet sent from the client has the form:


   { "to": <i>actor</i>, "type": <i>type</i>, ... }
   { "to":<i>actor</i>, "type": <i>type</i>, ... }


where <i>actor</i> is the actor to whom the packet is directed&mdash;actor names are always integers&mdash;and <i>type</i> is a string specifying what sort of packet it is. Additional properties may be present, depending on <i>type</i>.
where <i>actor</i> is the actor to whom the packet is directed&mdash;actor names are always natural numbers&mdash;and <i>type</i> is a string specifying what sort of packet it is. Additional properties may be present, depending on <i>type</i>.


Every packet sent from the server has the form:
Every packet sent from the server has the form:


   { "from": <i>actor</i>, ... }
   { "from":<i>actor</i>, ... }
 
where <i>actor</i> is the name of the actor that sent it. The packet may have additional properties, depending on the situation.
 
If a packet is directed to an actor that no longer exists, the server sends a packet to the client of the following form:


where <i>actor</i> is the name of the actor that sent it. Additional properties may be present, depending on the situation.
  { "from":null, "type":"no-such-actor" }


We expect that, as the protocol evolves, we will specify new properties that can appear in existing packets, and experimental implementations will do the same. Clients should be written to silently ignore properties they do not recognize.
Clients should silently ignore properties they do not recognize. We expect that, as the protocol evolves, we will specify new properties that can appear in existing packets, and experimental implementations will do the same.


= Requests and Replies =
= Requests and Replies =


In this protocol description, a "request" is a packet sent from the client which always elicits a single packet from the recipient, the "reply". These terms indicate a simple pattern of communication: at any given time, either the client or actor is permitted to send a packet, but never both.
In this protocol description, a <b>request</b> is a packet sent from the client which always elicits a single packet from the recipient, the <b>reply</b>. These terms indicate a simple pattern of communication: at any given time, either the client or actor is permitted to send a packet, but never both.
 
The client's communication with each actor is treated separately: the client may send a request to one actor, and then send a request to a different actor before receiving a reply from the first.
 
Packets not described as requests or replies are part of some more complicated interaction, which should be spelled out in more detail.
 
= Grips =
 
A grip is a JSON value that refers to a specific JavaScript value in the debuggee. Grips appear anywhere an arbitrary value from the debuggee needs to be conveyed to the client: stack frames, object property lists, scopes, <tt>paused</tt> packets, and so on.
 
For mutable values like objects and arrays, grips do not merely convey the value's current state to the client. They also act as references to the original value, by including an actor to which the client can send messages to modify the value in the debuggee.
 
A grip has one of the following forms:
 
  <i>value</i>
 
where <i>value</i> is a string, a number, or a boolean value. For these types of values, the grip is simply the JSON form of the value.
 
  { "type":"null" }
 
This represents the JavaScript <tt>null</tt> value. (The protocol does not represent JavaScript <tt>null</tt> simply by the JSON <tt>null</tt>, for the convenience of clients implemented in JavaScript: this representation allows such clients to use <tt>typeof(<i>grip</i>) == "object"</tt> to decide whether the grip is simple or not.)
 
  { "type":"undefined" }
 
This represents the JavaScript <tt>undefined</tt> value. (<tt>undefined</tt> has no direct representation in JSON.)
 
  { "type":"object", "class":<i>class-name</i>, "actor":<i>actor</i> }
 
This represents a JavaScript object whose class is <i>class-name</i>. (Arrays and functions are treated as objects for the sake of forming grips.) <i>Actor</i> can be consulted for the object's contents, as explained below.
 
  { "type":"long-string", "initial":<i>initial</i>, "length":<i>length</i>, "actor":<i>actor</i> }
 
This represents a very long string, where "very long" is defined at the server's discretion. <i>Initial</i> is some initial portion of the string, <i>length</i> is the string's full length, and <i>actor</i> can be consulted for the rest of the string, as explained below.
 
Garbage collection will never free objects visible to the client via the protocol. Thus, actors representing JavaScript objects are effectively garbage collection roots.
 
== Objects ==
 
<i>TODO: can only be manipulated while paused</i>
 
<i>TODO: requests modeled after ES5 object inspection API</i>
 
<i>TODO: special stuff for arrays</i>
 
<i>TODO: special stuff for functions</i>
 
== Long Strings ==
 
The client can find the full contents of a long string by sending a request to the long string grip actor of the form:
 
  { "to":<i>grip-actor</i>, "type":"substring", "start":<i>start</i>, "length":<i>length</i> }
 
where <i>start</i> and <i>length</i> are integers. This requests the substring <i>length</i> characters long, starting at the <i>start</i>'th character. The actor replies as follows:
 
  { "from":<i>grip-actor</i>, "substring":<i>string</i> }
 
where <i>string</i> is the requested portion of the string the actor represents.
 
Like object grip actors, long string grip actors must only receive messages from the client while the thread is in the <b>Paused</b> state.
 
== Grip Lifetimes ==
 
Most grips are <b>pause-lifetime</b> grips: they last only while the JavaScript thread is paused, and become invalid as soon as the debugger allows the thread to resume execution. (The actors in pause grips are children of an actor that is closed when the thread resumes, or is detached from.) This arrangement allows the protocol to use grips freely in responses without requiring the client to remember and close them all.
 
However, in some cases the client may wish to retain a reference to an object while the debuggee runs. For example, a panel displaying objects selected by the user must update its view of the objects each time the debuggee pauses. To carry this out, the client can promote a pause-lifetime grip to a <b>thread-lifetime</b> grip, which lasts until the thread is detached from or exits. Actors in thread-lifetime grips are direct children of the thread actor. When the client no longer needs a thread-lifetime grip, it can explicitly release it. Both kinds of grips are garbage collection roots.
 
To promote a pause-lifetime grip to a thread-lifetime grip, the client sends a packet of the form:
 
  { "to":<i>grip-actor</i>, "type":"thread-grip" }
 
where <i>grip-actor</i> is the actor from the existing pause-lifetime grip. The grip actor will reply:
 
  { "from":<i>grip-actor</i>, "thread-grip":<i>thread-grip</i> }
 
where <i>thread-grip</i> is a new grip on the same object, but whose actor is parented by the thread actor, not the pause actor.
 
The client can release a thread-lifetime grip by sending the grip actor a request of the form:
 
  { "to":<i>grip-actor</i>, "type":"release" }
 
The grip actor will reply, simply:
 
  { "from":<i>grip-actor</i> }


The client's communication with each actor is treated separately: a client may send a request to one actor, and then send a request to a different actor before receiving a reply from the first.
This closes the grip actor.


Packets not described as "requests" or "replies" are part of some more complicated interaction, which should be spelled out in more detail.
Regardless of the lifetime of a grip, the client may only send messages to grip actors while the thread to which they belong is paused; the client's interaction with values cannot take place concurrently with the thread.


= The Root Actor =
= The Root Actor =
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The root actor's name is always zero. <i>app-type</i> is a string indicating what sort of program the server represents. There may be more properties present, depending on <i>app-type</i>.
The root actor's name is always zero. <i>app-type</i> is a string indicating what sort of program the server represents. There may be more properties present, depending on <i>app-type</i>.


<i>traits</i> is an object describing protocol variants this server supports that are not convenient for the client to detect otherwise. The property names present indicate what traits the server has; the properties' values depend on their names. This version of the protocol defines no traits, so <i>traits</i> must be an object with no properties, {}.
<i>traits</i> is an object describing protocol variants this server supports that are not convenient for the client to detect otherwise. The property names present indicate what traits the server has; the properties' values depend on their names. This version of the protocol defines no traits, so <i>traits</i> must be an object with no properties, <tt>{}</tt>.


For web browsers, the introductory packet should have the following form:
For web browsers, the introductory packet should have the following form:
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   { "from":0, "contexts":[<i>context</i>...], selected:<i>index</i> }
   { "from":0, "contexts":[<i>context</i>...], selected:<i>index</i> }


<tt>Contexts</tt> is a list with one element for each top-level browsing context present in the browser, and <i>index</i> is the index within that list of the browsing context the user is currently interacting with. Each <i>context</i> has the following form:
The <tt>contexts</tt> property's value is an array with one element for each top-level browsing context present in the browser, and <i>index</i> is the index within that list of the browsing context the user is currently interacting with. Each <i>context</i> has the following form:


   { "actor":<i>actor</i>, "title":<i>title</i>, "url":<i>url</i> }
   { "actor":<i>actor</i>, "title":<i>title</i>, "url":<i>url</i> }
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Clients should send "list-contexts" requests only to root actors that have identified themselves as browsers.
Clients should send "list-contexts" requests only to root actors that have identified themselves as browsers.


Actor names given in a list-contexts reply have the root actor as their parent. They remain valid at least until the next list-contexts request is received. If the client attaches to a context actor, its name is valid until the client detaches from the context and receives a "detached" packet from the context, or until the client sends a "release" packet to the context. See "Interacting with Thread-Like Actors" for details.  
Actor names given in a list-contexts reply are children of the root actor. They remain valid at least until the next list-contexts request is received. If the client attaches to a context actor, its name is valid at least until the client detaches from the context and receives a "detached" packet from the context, or until the client sends a "release" packet to the context. (These packets are described in detail in [[#Interacting_with_Thread-Like_Actors|Interacting with Thread-Like Actors]].)


For example, upon connection to a web browser visiting two pages at example.com, the root actor's introductory packet might look like this:
For example, upon connection to a web browser visiting two pages at example.com, the root actor's introductory packet might look like this:
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                     "url":"http://www.example.com/bats/" }]}
                     "url":"http://www.example.com/bats/" }]}


<i>(The point here is to give the debugger enough information to select which context it would like to debug without having to do too many round trips. Round trips are bad for UI responsiveness, but large packets are probably not a problem, so whatever would help to add, we should add.)</i>
<i>(This may not be the right information to provide in these packets; suggestions very welcome. The point here is to give the debugger enough information to select which context it would like to debug without having to do too many round trips. Round trips are bad for UI responsiveness, but large packets are probably not a problem, so whatever would help to add, we should add.)</i>


= Interacting with Thread-Like Actors =
= Interacting with Thread-Like Actors =
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* <b>Detached</b>: the thread is running freely, and not presently interacting with the debugger. Detached threads run, encounter errors, and exit without exchanging any sort of messages with the debugger. A debugger can attach to a thread, putting it in the <b>Running</b> state. Or, a detached thread may exit on its own, entering the <b>Exited</b> state.
* <b>Detached</b>: the thread is running freely, and not presently interacting with the debugger. Detached threads run, encounter errors, and exit without exchanging any sort of messages with the debugger. A debugger can attach to a thread, putting it in the <b>Running</b> state. Or, a detached thread may exit on its own, entering the <b>Exited</b> state.


* <b>Running</b>: the thread is running under the debugger's observation, executing JavaScript code or possibly blocked waiting for input. It will report exceptions, breakpoint hits, watchpoint hits, and other interesting events to the client, and enter the <b>Paused</b> state. The debugger can also interrupt a running thread; this elicits a response and puts the thread in the <b>Paused</b> state. A running thread may also exit, entering the "exited" state.
* <b>Running</b>: the thread is running under the debugger's observation, executing JavaScript code or possibly blocked waiting for input. It will report exceptions, breakpoint hits, watchpoint hits, and other interesting events to the client, and enter the <b>Paused</b> state. The debugger can also interrupt a running thread; this elicits a response and puts the thread in the <b>Paused</b> state. A running thread may also exit, entering the <b>Exited</b> state.


* <b>Paused</b>: the thread has reported a pause to the client and is awaiting further instructions. In this state, a thread can accept requests and send replies. If the client asks the thread to continue or step, it returns to the <b>Running</b> state.
* <b>Paused</b>: the thread has reported a pause to the client and is awaiting further instructions. In this state, a thread can accept requests and send replies. If the client asks the thread to continue or step, it returns to the <b>Running</b> state.
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   { "to":<i>thread</i>, "type":"attach", "pause-for":<i>pause-types</i> }
   { "to":<i>thread</i>, "type":"attach", "pause-for":<i>pause-types</i> }


Here, <i>thread</i> is the actor representing the thread, perhaps a browsing context from a "list-contexts" reply. This tells the thread to continue to run, but asks it to pause if any of the event described by <i>pause-types</i> occurs. The form of <i>pause-types</i> is described in [[#Pause_Types]].
Here, <i>thread</i> is the actor representing the thread, perhaps a browsing context from a "list-contexts" reply. This tells the thread to continue to run, but asks it to pause if any of the events described by <i>pause-types</i> occurs. The form of <i>pause-types</i> is described in [[#Pause_Types|Pause Types]].


The thread responds in one of two ways:
The thread responds in one of two ways:
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This indicates that the thread has entered the <b>Paused</b> state, and explains where and why.
This indicates that the thread has entered the <b>Paused</b> state, and explains where and why.


<i>Actor</i> is an actor representing this specific pause of the thread. The pause actor lives until the thread leaves the <b>Paused</b> state. Actors referring to stack frames, values, and other entities uncovered during this pause are all children of this actor; when the thread resumes, those actors are automatically freed. This relieves the client from the responsibility to explicitly close communications with every actor mentioned in a pause. If a client wishes to hold a reference to a JavaScript value across pauses, then it must create its own grip on the value, parented by the thread actor, using the [[#Keeping_Values|"keep-value"]] packet.
<i>Actor</i> is a "pause actor", representing this specific pause of the thread; it lives until the thread next leaves the <b>Paused</b> state. The pause actor parents actors actors referring to stack frames, values, and other entities uncovered during this pause; when the thread resumes, those actors are automatically closed. This relieves the client from the responsibility to explicitly close every actor mentioned during the pause.
 
Since actors in value grips are parented by the pause actor as well, this means that those grips become invalid when the thread resumes; it is not possible to take a grip from one pause and use it in the next. To create a grip that remains valid between pauses, see [[#Holding_Values_Between_Pauses|Holding Values Between Pauses]].
 
<i>Frame</i> describes the top frame on the JavaScript stack; see [[#Listing_Stack_Frames|Listing Stack Frames]], below.


<i>Frame</i> describes the top frame on the JavaScript stack; see [[#Inspecting_the_Stack|Inspecting The Stack]], below. The <i>reason</i> value describes why the thread paused. It has one of the following forms:
The <i>reason</i> value describes why the thread paused. It has one of the following forms:


   { "type":"breakpoint", "actor":<i>actor</i> }
   { "type":"breakpoint", "actors":[<i>actor</i>...] }


The thread stopped at the breakpoint represented by the actor named <i>actor</i>.
The thread stopped at the breakpoints represented by the given <i>actor</i>s.


   { "type":"watchpoint", "actor":<i>watchpoint</i> }
   { "type":"watchpoint", "actors":[<i>watchpoint</i>...] }


The thread stopped at the breakpoint represented by the actor named <i>actor</i>.
The thread stopped at the watchpoints represented by the given <i>actor</i>s.


<i>This should provide more details about the watchpoint in the packet, instead of incurring another round-trip before we can display anything helpful.</i>
<i>TODO: This should provide more details about the watchpoint in the packet, instead of incurring another round-trip before we can display anything helpful.</i>


   { "type":"stepped" }
   { "type":"stepped" }
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   { "type":"pre-throw", "exception":<i>grip</i> }
   { "type":"pre-throw", "exception":<i>grip</i> }


The client had asked the thread to pause before throwing an exception; <i>grip</i> is the name of an actor representing the exception value being thrown; its parent is the pause actor. Control is still at the point of the throw; it has not yet passed to a catch clause. Single-stepping this thread will report either a "caught" or "uncaught" pause.
The client had asked the thread to pause before throwing an exception; <i>grip</i> is a grip on the exception value being thrown. Control is still at the point of the throw; it has not yet passed to a catch clause. Single-stepping this thread will report either a "caught" or "uncaught" pause.


   { "type":"caught", "exception":<i>grip</i> }
   { "type":"caught", "exception":<i>grip</i> }


The client stepped the thread from a "pre-throw" pause, and a catch clause has been found for the exception referred to by <i>grip</i>, whose parent is the pause actor; control is stopped at the head of the catch clause, with catch variable bindings made. If the catch is conditional, control is at the beginning of the condition.
The client stepped the thread from a "pre-throw" pause, and a catch clause has been found for the exception referred to by <i>grip</i>; control is stopped at the head of the catch clause, with catch variable bindings made. If the catch is conditional, control is at the beginning of the condition.


   { "type":uncaught", "exception":<i>grip</i> }
   { "type":uncaught", "exception":<i>grip</i> }
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The thread had been stopped in a conditional guard, and the client asked the thread to continue but pause before throwing an exception. The guard condition evaluated to false, and the thread is about to re-throw the exception value, <i>grip</i>.
The thread had been stopped in a conditional guard, and the client asked the thread to continue but pause before throwing an exception. The guard condition evaluated to false, and the thread is about to re-throw the exception value, <i>grip</i>.
  { "type":"eval-result", "value":<i>grip</i> }
The client's prior <tt>resume-and-evaluate</tt> command has completed; <i>grip</i> is a grip on the expression's value. See [[#Evaluating_Source-Language_Expressions|Evaluating Source-Language Expressions]] for details.
=== Pause Types ===
The <tt>pause-for</tt> property of an <tt>attach</tt> or <tt>resume</tt> packet (written as <i>pause-types</i>) is an object whose properties' names indicate which events the client is interested in. The vocabulary of names is the same as that of pause <tt>reason</tt> types, listed [[#Thread_Pauses|above]]. If a property's value in a <i>pause-type</i> is <tt>true</tt>, then the event is of interest.
For example, the following <i>resume</i> packet would instruct <i>thread</i> to continue until the thread is about to return from a function or is about to throw an exception:
  { "to":<i>thread</i>, "type":"resume",
    "pause-for": { "pre-return":true, "pre-throw":true } }
Certain pause types cause other pause types to be included automatically, if those pause types are not mentioned explicitly in <i>pause-types</i>:
{| frame="box" rules="all" cellpadding="8"
! Pause type
! Also implies, if not mentioned explicitly
|-
| <tt>pre-throw</tt>
| <tt>pre-throw-by-guard</tt>
|}
For some pause types, the property's value can provide additional detail.
To request that the thread pause before returning from a specific frame, the <i>pause-types</i> object can include a property of the form:
  { ... "pre-return":<i>frame-actor</i> ... }
where <i>frame-actor</i> is the name of the actor representing a specific stack frame, as given in the reply to a <tt>frames</tt> request.
=== Extending The Protocol With New Pause Types ===
The format of <i>reason</i> values in <tt>paused</tt> packets should be treated as a point of extension, with application-specific pause types added as the need arises. DOM events, DOM mutation, and web worker message transmission might all be interesting pause types. Debuggers unprepared for a particular event type will simply not request that type in the <tt>pause-for</tt> properties of its <tt>attach</tt> and <tt>resume</tt> packets, so extending the events a server supports should not disturb existing clients.


== Resuming a Thread ==
== Resuming a Thread ==
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   { "to":<i>thread</i>, "type":"resume", "pause-for":<i>pause-types</i> }
   { "to":<i>thread</i>, "type":"resume", "pause-for":<i>pause-types</i> }


This puts the thread in the <b>Running</b> state, but asks it to pause if any of the event described by <i>pause-types</i> occurs. The form of <i>pause-types</i> is described in [[#Pause_Types]].
This puts the thread in the <b>Running</b> state, but asks it to pause if any of the event described by <i>pause-types</i> occurs. The form of <i>pause-types</i> is described in [[#Pause_Types|Pause Types]].
 
A "resume" packet closes the pause actor the client provided in the "paused" or "interrupted" packet that began the pause.


== Interrupting a Thread ==
== Interrupting a Thread ==
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This acknowledges the exit and allows the thread actor name, <i>thread</i>, to be reused for other actors.
This acknowledges the exit and allows the thread actor name, <i>thread</i>, to be reused for other actors.
== Pause Types ==
The <tt>pause-for</tt> property of a <tt>attach</tt> and <tt>resume</tt> packets specifies which kinds of events in the thread the client is interested in hearing about. The <i>pause-types</i> value is an object whose properties are named after pause reason types (<tt>pre-call</tt> or <tt>stepped</tt>, for example) and have the value <tt>true</tt> if such pauses are of interest to the client. The property names are the possible values of the "type" field of the <i>reason</i> in a "paused" packet.
For example, the following <i>resume</i> packet would instruct <i>thread</i> to continue until the current function call is about to return, or the thread is about to throw an exception:
  { "to":<i>thread</i>, "type":"resume", "pause-for": { "pre-return":true, "pre-throw":true } }
<i>Not correct: this pauses the first time anything returns. We need something equivalent to GDB's frame-id: an inter-pause name for a specific frame, and a way to say "run until this frame is about to be popped".</i>
Certain pause types cause other pause types to be included automatically, if those pause types are not mentioned explicitly:
{| border="1"
!Pause type
!Also implies, if not mentioned explicitly
|-
| <tt>pre-throw</tt>
| <tt>pre-throw-by-guard</tt>
|}


= Inspecting Paused Threads =
= Inspecting Paused Threads =
Line 279: Line 388:
When a thread is in the <b>Paused</b> state, the debugger can make requests to inspect its stack, scope, and values.
When a thread is in the <b>Paused</b> state, the debugger can make requests to inspect its stack, scope, and values.


== Inspecting the Stack ==
== Listing Stack Frames ==


To inspect the thread's JavaScript stack, the client can send the following request:
To inspect the thread's JavaScript stack, the client can send the following request:
Line 293: Line 402:
where each <i>frame</i> has the form:
where each <i>frame</i> has the form:


   { "actor":<i>actor</i>, "depth":<i>depth</i>, "where":<i>location</i>,
   { "actor":<i>actor</i>, "depth":<i>depth</i>, "id":<i>id</i>,
     "callee":<i>callee</i>, "callee-name":<i>callee-name</i>, "host":<i>host</i>,
     "type":<i>type</i>, ... }
    "this",<i>this</i>, "arguments":<i>arguments</i>,
    "scope",<i>scope</i> }


where:
where:
Line 302: Line 409:
* <i>actor</i> is the name of an actor representing this frame;
* <i>actor</i> is the name of an actor representing this frame;
* <i>depth</i> is the number of this frame, starting with zero for the youngest frame;
* <i>depth</i> is the number of this frame, starting with zero for the youngest frame;
* <i>location</i> is a source location (see [[#Source_Locations|Source Locations]]);
* <i>id</i> is a unique number assigned to this stack frame, to help the client identify frames across pauses; and
* <i>callee</i> is a grip on the function value being called, or <tt>null</tt> if we are in global code;
* <i>type</i> is a string indicating what sort of frame this is.
* <i>callee-name</i> is the name of the callee, a string;
* <i>host</i> is true if this frame represents a call to a host function (perhaps implemented in C++);
* <i>this</i> is a grip on the value of <tt>this</tt> for this call;
* <i>arguments</i> is an array of grips on the actual values passed to the function; and
* <i>scope</i> is an actor representing the innermost scope contour at the current point of execution.


The argument list may be incomplete or inaccurate, for various reasons. If the program has assigned to its formal parameters, the original values passed may have been lost, and compiler optimizations may drop some argument values.
The frame may have other properties, depending on <i>type</i>.


<i>Location</i> and <i>scope</i> may be omitted for host functions.
All actors mentioned in the frame or grips appearing in the frame (<i>actor</i>, <i>callee</i>, <i>scope</i>, and so on) are parented by the current pause actor, as given in the "paused" or "interrupted" packet.


All actors mentioned in the frame (<i>actor</i>, <i>depth</i>, <i>callee</i>, <i>this</i>, the elements of <i>arguments</i>, and <i>scope</i>) are parented by the current pause actor, as given in the "paused" or "interrupted" packet.
=== Global Code Frames ===


A "grip" is a value that represents a specific value in the debuggee; for some types of values, a grip is an actor. See [[#Grips|Grips]] for details.
A frame for global code has the form:


<i>eval-in-frame</i>
  { "actor":<i>actor</i>, "depth":<i>depth</i>, "id":<i>id</i>,
    "type":"global", "where":<i>location</i>, "scope",<i>scope</i> }


<i>scopes should provide more information up-front</i>
where:
   
* <i>location</i> is the source location of the current point of execution in the global code (see [[#Source_Locations|Source Locations]]);
* <i>scope</i> is an actor representing the innermost scope contour at the current point of execution;


== Source Locations ==
and other properties are as above.


<i>simple script + line</i>
=== Function Call Frames ===


<i>eval call number + location</i>
A frame for an ordinary JavaScript function call has the form:


<i>Function call number + location</i>
  { "actor":<i>actor</i>, "depth":<i>depth</i>, "id":<i>id</i>,
    "type":"call",
    "where":<i>location</i>, "scope",<i>scope</i>,
    "callee":<i>callee</i>, "callee-name":<i>callee-name</i>,
    "this",<i>this</i>, "arguments":<i>arguments</i> }


== Scope Contours ==
where:


<i>scopes should include an actor, but provide a lot of information up-front</i>
* <i>where</i> is the current point of execution within the callee;
* <i>callee</i> is a grip on the function value being called;
* <i>callee-name</i> is the name of the callee, a string;
* <i>this</i> is a grip on the value of <tt>this</tt> for this call;
* <i>arguments</i> is an array of grips on the actual values passed to the function;


<i>enumerate</i>
and other properties are as above.


<i>assign</i>
The argument list may be incomplete or inaccurate, for various reasons. If the program has assigned to its formal parameters, the original values passed may have been lost, and compiler optimizations may drop some argument values.


== Breakpoints ==
=== Host Function Call Frames ===


== Watchpoints ==
A frame for a call to a host function (a function provided by the JavaScript implementation, usually written in the same language as the implementation itself) has the form:


= Grips =
  { "actor":<i>actor</i>, "depth":<i>depth</i>, "id":<i>id</i>,
    "type":"host-call",
    "callee":<i>callee</i>, "callee-name":<i>callee-name</i>,
    "this",<i>this</i>, "arguments":<i>arguments</i> }


A grip is a value that represents a specific value in the debuggee. A grip has one of the following forms:
where the properties are as defined above. (Compared to an ordinary call, the <tt>where</tt> and <tt>scope</tt> properties are missing.)


  <i>value</i>
=== Eval Frames ===


where <i>value</i> is a string, a number, or a boolean value. For these types of values, the grip is simply the JSON form of the value.
A frame for a call to eval has the form:


   { "type":"null" }
   { "actor":<i>actor</i>, "depth":<i>depth</i>, "id":<i>id</i>,
    "type":"eval", "where":<i>location</i>, "scope",<i>scope</i> }


This represents the JavaScript <tt>null</tt> value. (This representation allows clients implemented in JavaScript to use <tt>typeof(<i>grip</i>) == "object"</tt> to decide whether the grip is simple or not, as <tt>typeof(null)</tt> is <tt>"object"</tt>.)
where the properties are as defined above.


  { "type":"undefined" }
=== Debugger Eval Frames ===


This represents the JavaScript <tt>undefined</tt> value, which has no representation in JSON.
When the debugger evaluates an expression, that appears on the stack as a special kind of frame, of the form:


   { "type":"long-string", "initial":<i>initial</i>, "length":<i>length</i>, "actor":<i>actor</i> }
   { "actor":<i>actor</i>, "depth":<i>depth</i>, "id":<i>id</i>,
    "type":"debugger-eval", "where":<i>location</i>, "scope",<i>scope</i> }


This represents a very long string (where "very long" is defined at the server's discretion). <i>Initial</i> is the initial portion of the string, <i>length</i> is its length, and <i>actor</i> can be consulted for the rest of the string, as explained below.
where the properties are as defined above. In this case, <i>where</i> will be a location inside the expression provided by the debugger.


  { "type":"object", "class":<i>class-name</i>, "actor":<i>actor</i> }
== Popping Stack Frames ==


This represents a JavaScript object whose class is <i>class-name</i>. <i>Actor</i> can be consulted for its contents, as explained below.
The client can remove frames from the stack by sending a request of the form:


All actors appearing in grips are children of the pause actor; their names become invalid when the thread is resumed.
  { "to":<i>frame-actor</i>, "type":"pop", "value":<i>value</i> }


Garbage collection operates below the level of this protocol, and will never free objects visible to the client via the protocol. Thus, actors representing JavaScript objects are effectively garbage collection roots.
where <i>frame-actor</i> is the actor representing the stack frame to pop, and <i>value</i> is a grip on the value that should be returned as the value of the frame. All younger stack frames are also popped. The frame actor will reply:


If the client wishes to hold a reference to an object in the debuggee across pauses, it must send a request to the grip's actor of the form:
  { "from":<i>frame-actor</i>, "watches":[<i>watch-actor</i> ...] }


  { "to":<i>grip-actor</i>, "type":"thread-grip" }
where each <i>watch-actor</i> is the name of a frame pop watch actor that has been triggered in the process of popping the given frame. If no frame pop watches are triggered, the <tt>watches</tt> property may be omitted.


where <i>grip-actor</i> is the pause-parented actor from the existing grip. The grip actor will reply:
== Source Locations ==


  { "from":<i>grip-actor</i>, "thread-grip":<i>thread-grip</i> }
<i>TODO: simple script + line</i>


where <i>thread-grip</i> is a new grip on the same object, but whose actor is parented by the thread actor, not the pause actor. The client can release this grip by sending the grip actor a request of the form:
<i>TODO: eval call number + location</i>


  { "to":<i>thread-grip-actor</i>, "type":"release-grip", "grip":<i>grip</i> }
<i>TODO: Function call number + location</i>


The thread grip actor will reply, simply:
== Scope Contours ==


  { "from":<i>thread-grip-actor</i> }
<i>TODO: scopes should include an actor, but provide a lot of information up-front</i>


The client may only send messages to grip actors while the thread is paused, even if the grip actors are children of the thread, not the pause.
<i>TODO: enumerate</i>


== Objects ==
<i>TODO: assign</i>


<i>can only be manipulated while paused</i>
== Evaluating Source-Language Expressions ==


<i>requests modeled after ES5 object inspection API</i>
To evaluate a source-language expression in a thread, the client sends a specialized <tt>resume</tt> request of the form:


<i>special stuff for arrays</i>
  { "to":<i>thread</i>, "resume-and-evaluate":<i>expr</i>, "frame":<i>frame</i>, "pause-for":<i>pause-types</i> }


<i>special stuff for functions</i>
This resumes the thread, but has it begin evaluation of <i>expr</i>, a string holding a source-language expression, instead of continuing execution where the pause took place. The evaluation takes place in a new [[#Debugger Eval Frames|Debugger Eval Frame]], pushed on the stack. When evaluation of <i>expr</i> completes, the client will report an <tt>eval-result</tt> pause containing the expression's value.


== Long Strings ==
== Breakpoints ==


The client can find the full contents of a long string by sending a request to the long string grip actor of the form:
== Watchpoints ==


  { "to":<i>grip-actor</i>, "type":"substring", "start":<i>start</i>, "length":<i>length</i> }
== Frame Pop Watches ==
 
where <i>start</i> and <i>length</i> are integers. This requests the substring <i>length</i> characters long, starting at the <i>start</i>'th character. The actor replies as follows:
 
  { "from":<i>grip-actor</i>, "substring":<i>string</i> }
 
where <i>string</i> is the requested portion of the string the actor represents.

Revision as of 18:35, 26 July 2010

(Note: this page is a draft design of work not yet completed. It is written in the present tense to be easily promoted to documentation when implemented, and also to simplify the grammar.)

The Mozilla debugging protocol allows a debugger to connect to a browser, discover what sorts of things are present to debug or inspect, select JavaScript threads to watch, and observe and modify their execution. The protocol provides a unified view of JavaScript, DOM nodes, CSS rules, and the other technologies used in client-side web applications. The protocol ought to be sufficiently general to be extended for use with other sorts of clients (profilers, say) and servers (mail readers; random XULrunner applications).

All communication between debugger (client) and browser (server) is in the form of JSON objects. This makes the protocol directly readable by humans, capable of graceful evolution, and easy to implement using stock libraries. In particular, it should be easy to create mock implementations for testing and experimentation.

The protocol operates at the JavaScript level, not at the C++ or machine level, and assumes that the JavaScript implementation itself is healthy and responsive. The JavaScript program being executed may well have gone wrong, but the JavaScript implementation's internal state must not be corrupt. Bugs in the implementation may cause the debugger to fail; bugs in the interpreted program must not.

Actors

An actor is something on the server that can exchange JSON packets with the client. Every packet from the client specifies the actor to which it is directed, and every packet from the server indicates which actor sent it.

Each server has a root actor, with which the client first interacts. The root actor can explain what sort of thing the server represents (browser; mail reader; etc.), and enumerate things available to debug: tabs, chrome, and so on. Each of these, in turn, is represented by an actor to which requests can be addressed. Both artifacts of the program being debugged, like JavaScript objects and stack frames, and artifacts of the debugging machinery, like breakpoints and watchpoints, are actors with whom packets can be exchanged.

For example, a debugger might connect to a browser, ask the root actor to list the browser's tabs, and present this list to the developer. If the developer chooses some tabs to debug, then the debugger can send attach requests to the actors representing those tabs, to begin debugging.

To allow the server to reuse actor names and the resources they require, actors have limited lifetimes. All actors in a server form a tree, whose root is the root actor. Closing communications with an actor automatically closes communications with its descendants. For example, the actors representing a thread's stack frames are children of the actor representing the thread itself, so that when a debugger detaches from a thread, which closes the thread's actor, the frames' actors are automatically closed. This arrangement allows the protocol to mention actors liberally, without making the client responsible for explicitly closing every actor that has ever been mentioned.

The root actor has no parent, and lives as long as the underlying connection to the client does; when that connection is closed, all actors are closed.

Note that the actor hierarchy does not, in general, correspond to any particular hierarchy appearing in the debuggee. For example, although web workers are arranged in a hierarchy, the actors representing web worker threads are all direct children of the root actor: one might want to detach from a parent worker while continuing to debug one of its children, so it doesn't make sense to close communications with a child worker simply because one has closed communications with its parent.

(We are stealing the "actor" terminology from Mozilla's IPDL, to mean, roughly, "things participating in the protocol". However, IPDL does much more with the idea than we do: it treats both client and server as collections of actors, and uses that detail to statically verify properties of the protocol. In contrast, the debugging protocol simply wants a consistent way to indicate the entities to which packets are directed.)

Packets

The protocol is carried by a reliable, bi-directional byte stream; data sent in both directions consists of JSON objects, called packets. A packet is a top-level JSON object, not contained inside any other value.

Every packet sent from the client has the form:

 { "to":actor, "type": type, ... }

where actor is the actor to whom the packet is directed—actor names are always natural numbers—and type is a string specifying what sort of packet it is. Additional properties may be present, depending on type.

Every packet sent from the server has the form:

 { "from":actor, ... }

where actor is the name of the actor that sent it. The packet may have additional properties, depending on the situation.

If a packet is directed to an actor that no longer exists, the server sends a packet to the client of the following form:

 { "from":null, "type":"no-such-actor" }

Clients should silently ignore properties they do not recognize. We expect that, as the protocol evolves, we will specify new properties that can appear in existing packets, and experimental implementations will do the same.

Requests and Replies

In this protocol description, a request is a packet sent from the client which always elicits a single packet from the recipient, the reply. These terms indicate a simple pattern of communication: at any given time, either the client or actor is permitted to send a packet, but never both.

The client's communication with each actor is treated separately: the client may send a request to one actor, and then send a request to a different actor before receiving a reply from the first.

Packets not described as requests or replies are part of some more complicated interaction, which should be spelled out in more detail.

Grips

A grip is a JSON value that refers to a specific JavaScript value in the debuggee. Grips appear anywhere an arbitrary value from the debuggee needs to be conveyed to the client: stack frames, object property lists, scopes, paused packets, and so on.

For mutable values like objects and arrays, grips do not merely convey the value's current state to the client. They also act as references to the original value, by including an actor to which the client can send messages to modify the value in the debuggee.

A grip has one of the following forms:

 value

where value is a string, a number, or a boolean value. For these types of values, the grip is simply the JSON form of the value.

 { "type":"null" }

This represents the JavaScript null value. (The protocol does not represent JavaScript null simply by the JSON null, for the convenience of clients implemented in JavaScript: this representation allows such clients to use typeof(grip) == "object" to decide whether the grip is simple or not.)

 { "type":"undefined" }

This represents the JavaScript undefined value. (undefined has no direct representation in JSON.)

 { "type":"object", "class":class-name, "actor":actor }

This represents a JavaScript object whose class is class-name. (Arrays and functions are treated as objects for the sake of forming grips.) Actor can be consulted for the object's contents, as explained below.

 { "type":"long-string", "initial":initial, "length":length, "actor":actor }

This represents a very long string, where "very long" is defined at the server's discretion. Initial is some initial portion of the string, length is the string's full length, and actor can be consulted for the rest of the string, as explained below.

Garbage collection will never free objects visible to the client via the protocol. Thus, actors representing JavaScript objects are effectively garbage collection roots.

Objects

TODO: can only be manipulated while paused

TODO: requests modeled after ES5 object inspection API

TODO: special stuff for arrays

TODO: special stuff for functions

Long Strings

The client can find the full contents of a long string by sending a request to the long string grip actor of the form:

 { "to":grip-actor, "type":"substring", "start":start, "length":length }

where start and length are integers. This requests the substring length characters long, starting at the start'th character. The actor replies as follows:

 { "from":grip-actor, "substring":string }

where string is the requested portion of the string the actor represents.

Like object grip actors, long string grip actors must only receive messages from the client while the thread is in the Paused state.

Grip Lifetimes

Most grips are pause-lifetime grips: they last only while the JavaScript thread is paused, and become invalid as soon as the debugger allows the thread to resume execution. (The actors in pause grips are children of an actor that is closed when the thread resumes, or is detached from.) This arrangement allows the protocol to use grips freely in responses without requiring the client to remember and close them all.

However, in some cases the client may wish to retain a reference to an object while the debuggee runs. For example, a panel displaying objects selected by the user must update its view of the objects each time the debuggee pauses. To carry this out, the client can promote a pause-lifetime grip to a thread-lifetime grip, which lasts until the thread is detached from or exits. Actors in thread-lifetime grips are direct children of the thread actor. When the client no longer needs a thread-lifetime grip, it can explicitly release it. Both kinds of grips are garbage collection roots.

To promote a pause-lifetime grip to a thread-lifetime grip, the client sends a packet of the form:

 { "to":grip-actor, "type":"thread-grip" }

where grip-actor is the actor from the existing pause-lifetime grip. The grip actor will reply:

 { "from":grip-actor, "thread-grip":thread-grip }

where thread-grip is a new grip on the same object, but whose actor is parented by the thread actor, not the pause actor.

The client can release a thread-lifetime grip by sending the grip actor a request of the form:

 { "to":grip-actor, "type":"release" }

The grip actor will reply, simply:

 { "from":grip-actor }

This closes the grip actor.

Regardless of the lifetime of a grip, the client may only send messages to grip actors while the thread to which they belong is paused; the client's interaction with values cannot take place concurrently with the thread.

The Root Actor

When the connection to the server is opened, the root actor opens the conversation with the following packet:

 { "from":0, "application-type":app-type, "traits":traits, ...}

The root actor's name is always zero. app-type is a string indicating what sort of program the server represents. There may be more properties present, depending on app-type.

traits is an object describing protocol variants this server supports that are not convenient for the client to detect otherwise. The property names present indicate what traits the server has; the properties' values depend on their names. This version of the protocol defines no traits, so traits must be an object with no properties, {}.

For web browsers, the introductory packet should have the following form:

 { "from":0, "application-type":"browser", "traits":traits }

Listing Top-Level Browsing Contexts

To get a list of the top-level browsing contexts (tabs) present in a browser, a client should send a request like the following to the root actor:

 { "to":0, "type":"list-contexts" }

The reply should have the form:

 { "from":0, "contexts":[context...], selected:index }

The contexts property's value is an array with one element for each top-level browsing context present in the browser, and index is the index within that list of the browsing context the user is currently interacting with. Each context has the following form:

 { "actor":actor, "title":title, "url":url }

actor is the actor representing that top-level browsing context; title is the context's document's title, and url is the context's document's URL.

Clients should send "list-contexts" requests only to root actors that have identified themselves as browsers.

Actor names given in a list-contexts reply are children of the root actor. They remain valid at least until the next list-contexts request is received. If the client attaches to a context actor, its name is valid at least until the client detaches from the context and receives a "detached" packet from the context, or until the client sends a "release" packet to the context. (These packets are described in detail in Interacting with Thread-Like Actors.)

For example, upon connection to a web browser visiting two pages at example.com, the root actor's introductory packet might look like this:

 { "from":0, "application-type":"browser",
   "contexts": [ { "actor":1, "title":"Fruits",
                   "url":"http://www.example.com/fruits/" },
                 { "actor":2, "title":"Bats",
                   "url":"http://www.example.com/bats/" }]}

(This may not be the right information to provide in these packets; suggestions very welcome. The point here is to give the debugger enough information to select which context it would like to debug without having to do too many round trips. Round trips are bad for UI responsiveness, but large packets are probably not a problem, so whatever would help to add, we should add.)

Interacting with Thread-Like Actors

Actors representing independent threads of JavaScript execution, like browsing contexts and web workers, are collectively known as "threads". Interactions with actors representing threads follow a more complicated communication pattern.

A thread is always in one of the following states:

  • Detached: the thread is running freely, and not presently interacting with the debugger. Detached threads run, encounter errors, and exit without exchanging any sort of messages with the debugger. A debugger can attach to a thread, putting it in the Running state. Or, a detached thread may exit on its own, entering the Exited state.
  • Running: the thread is running under the debugger's observation, executing JavaScript code or possibly blocked waiting for input. It will report exceptions, breakpoint hits, watchpoint hits, and other interesting events to the client, and enter the Paused state. The debugger can also interrupt a running thread; this elicits a response and puts the thread in the Paused state. A running thread may also exit, entering the Exited state.
  • Paused: the thread has reported a pause to the client and is awaiting further instructions. In this state, a thread can accept requests and send replies. If the client asks the thread to continue or step, it returns to the Running state.
  • Exited: the thread has ceased execution, and will disappear. The resources of the underlying thread may have been freed; this state really indicates that the actor's name is not yet available for reuse. When the actor receives a "release" packet, the name may be reused.

Thread-states.png

These interactions are meant to have certain properties:

  • At no point may either client or server send an unbounded number of packets without receiving a packet from its counterpart. This avoids deadlock without requiring either side to buffer an arbitrary number of packets per actor.
  • In states where a transition can be initiated by either the debugger or the thread, it is always clear to the debugger which state the thread actually entered, and for what reason.

    For example, if the debugger interrupts a running thread, it cannot be sure whether the thread stopped because of the interruption, paused of its own accord (to report a watchpoint hit, say), or exited. However, the next packet the debugger receives will either be "interrupted", "paused", or "exited", resolving the ambiguity.

    Similarly, when the debugger attaches to a thread, it cannot be sure whether it has succeeded in attaching to the thread, or whether the thread exited before the "attach" packet arrived. However, in either case the debugger can expect a disambiguating response: if the attach suceeded, it receives an "attached" packet; and in the second case, it receives an "exit" packet.

    To support this property, the thread ignores certain debugger packets in some states (the "interrupt" packet in the Paused and Exited states, for exmple). These cases all handle situations where the ignored packet was preempted by some thread action.

Note that the rules here apply to the client's interactions with each thread agent separately. A client may send an "interrupt" to one thread agent while awaiting a reply to a request sent to a different thread agent.

Attaching To a Thread

To attach to a thread, the client sends a packet of the form:

 { "to":thread, "type":"attach", "pause-for":pause-types }

Here, thread is the actor representing the thread, perhaps a browsing context from a "list-contexts" reply. This tells the thread to continue to run, but asks it to pause if any of the events described by pause-types occurs. The form of pause-types is described in Pause Types.

The thread responds in one of two ways:

 { "from":thread, "type":"attached" }

This indicates that the thread received the attach packet, and will continue to run, reporting events of interest to the debugger. The thread is now in the Running state. The actor name thread remains valid until the client detaches from the thread or acknowledges a thread exit.

 { "from":thread, "type":"exited" }

This indicates that the thread exited before receiving the attach packet. The thread is now in the Exited state. The client must respond to this with a release packet; see Exiting Threads.

Detaching From a Thread

To detach from a thread, the client sends a packet of the form:

 { "to":thread, "type":"detach" }

The thread responds in one of three ways:

 { "from":thread, "type":"detached" }

This indicates that the client has detached from the thread. The thread is now in the Detached state: it can run freely, and no longer reports events to the client. The actor name thread is released and available for reuse.

 { "from":thread, "type":"paused", ... }
 { "from":thread, "type":"detached" }

This series of packets indicates that the thread paused of its own accord (for the reason given by the additional properties of the "paused" packet), and only then received the "detach" packet. As above, this indicates that the thread is in the Detached state, and the actor name is available for reuse.

 { "from":thread, "type":"exited" }

This indicates that the thread exited on its own before receiving the "detach" packet. The client should follow by sending a "release" packet; see Exiting Threads, below.

Running Threads

Once the client has attached to a thread, it is in the Running state. In this state, four things can happen:

  • The thread can hit a breakpoint or watchpoint, or encounter some other condition of interest to the client.
  • The thread can exit.
  • The client can detach from the thread.
  • The client can interrupt the running thread.

Note that a client action can occur simultaneously with a thread action. The protocol is designed to avoid ambiguities when both client and thread act simultaneously.

Thread Pauses

If the thread pauses to report an interesting event to the client, it sends a packet of the form:

 { "from":thread, "type":"paused", "actor":actor, "frame":frame, "why":reason }

This indicates that the thread has entered the Paused state, and explains where and why.

Actor is a "pause actor", representing this specific pause of the thread; it lives until the thread next leaves the Paused state. The pause actor parents actors actors referring to stack frames, values, and other entities uncovered during this pause; when the thread resumes, those actors are automatically closed. This relieves the client from the responsibility to explicitly close every actor mentioned during the pause.

Since actors in value grips are parented by the pause actor as well, this means that those grips become invalid when the thread resumes; it is not possible to take a grip from one pause and use it in the next. To create a grip that remains valid between pauses, see Holding Values Between Pauses.

Frame describes the top frame on the JavaScript stack; see Listing Stack Frames, below.

The reason value describes why the thread paused. It has one of the following forms:

 { "type":"breakpoint", "actors":[actor...] }

The thread stopped at the breakpoints represented by the given actors.

 { "type":"watchpoint", "actors":[watchpoint...] }

The thread stopped at the watchpoints represented by the given actors.

TODO: This should provide more details about the watchpoint in the packet, instead of incurring another round-trip before we can display anything helpful.

 { "type":"stepped" }

The client had asked the thread to step to the next statement, and the thread completed that step.

 { "type":"pre-call" }

The client had asked the thread to pause before making each function call, and the thread is about to call a function. Single-stepping the thread will a place it at the head of the function's code, with all arguments, local variables, and local functions bound.

 { "type":"pre-return" }

The client had asked the thread to pause before returning from functions, and the thread is about to return from a function. Single-stepping the thread will return the thread to the calling frame.

 { "type":"pre-throw", "exception":grip }

The client had asked the thread to pause before throwing an exception; grip is a grip on the exception value being thrown. Control is still at the point of the throw; it has not yet passed to a catch clause. Single-stepping this thread will report either a "caught" or "uncaught" pause.

 { "type":"caught", "exception":grip }

The client stepped the thread from a "pre-throw" pause, and a catch clause has been found for the exception referred to by grip; control is stopped at the head of the catch clause, with catch variable bindings made. If the catch is conditional, control is at the beginning of the condition.

 { "type":uncaught", "exception":grip }

The client stepped the thread from a "pre-throw" pause, and no catch clause was found for the exception. Grip is as above. (I'm not sure which code the thread is executing at this point; we might as well reveal SpiderMonkey's natural behavior.)

 { "type":"pre-throw-by-guard", "exception":grip }

The thread had been stopped in a conditional guard, and the client asked the thread to continue but pause before throwing an exception. The guard condition evaluated to false, and the thread is about to re-throw the exception value, grip.

 { "type":"eval-result", "value":grip }

The client's prior resume-and-evaluate command has completed; grip is a grip on the expression's value. See Evaluating Source-Language Expressions for details.

Pause Types

The pause-for property of an attach or resume packet (written as pause-types) is an object whose properties' names indicate which events the client is interested in. The vocabulary of names is the same as that of pause reason types, listed above. If a property's value in a pause-type is true, then the event is of interest.

For example, the following resume packet would instruct thread to continue until the thread is about to return from a function or is about to throw an exception:

 { "to":thread, "type":"resume",
   "pause-for": { "pre-return":true, "pre-throw":true } }

Certain pause types cause other pause types to be included automatically, if those pause types are not mentioned explicitly in pause-types:

Pause type Also implies, if not mentioned explicitly
pre-throw pre-throw-by-guard

For some pause types, the property's value can provide additional detail.

To request that the thread pause before returning from a specific frame, the pause-types object can include a property of the form:

 { ... "pre-return":frame-actor ... }

where frame-actor is the name of the actor representing a specific stack frame, as given in the reply to a frames request.

Extending The Protocol With New Pause Types

The format of reason values in paused packets should be treated as a point of extension, with application-specific pause types added as the need arises. DOM events, DOM mutation, and web worker message transmission might all be interesting pause types. Debuggers unprepared for a particular event type will simply not request that type in the pause-for properties of its attach and resume packets, so extending the events a server supports should not disturb existing clients.

Resuming a Thread

If a thread is in the Paused state, the client can resume it by sending a packet of the following form:

 { "to":thread, "type":"resume", "pause-for":pause-types }

This puts the thread in the Running state, but asks it to pause if any of the event described by pause-types occurs. The form of pause-types is described in Pause Types.

A "resume" packet closes the pause actor the client provided in the "paused" or "interrupted" packet that began the pause.

Interrupting a Thread

If a thread is in the Running state, the client can cause it to pause where it is by sending a packet of the following form:

 { "to":thread, "type":"interrupt" }

The thread responds in one of three ways:

 { "from":thread, "type":"interrupted", "actor":actor, "frame":frame }

This indicates that the thread stopped due to the client's interrupt packet, and is now in the Paused state.

 { "from":thread, "type":"paused", "frame":frame, "why":reason }

This indicates that the thread stopped of its own accord before receiving the client's interrupt packet, and is now in the Paused state. The meanings of the "paused" packet's properties are as for an ordinary pause. The thread will ignore the client's interrupt packet when it receives it.

 { "from":thread, "type":"exited" }

This indicates that the thread exited before receiving the client's interrupt packet, and is now in the Exited state. See Exiting Threads, below.

Exiting Threads

When a thread in the Running state exits, it sends a packet of the following form:

 { "from":thread, "type":"exited" }

At this point, the thread can no longer be manipulated by the client, and most of the thread's resources may be freed; however, the thread actor name must remain alive, to handle stray interrupt and detach packets. To allow the last trace of the thread to be freed, the client should send a packet of the following form:

 { "to":thread, "type":"release" }

This acknowledges the exit and allows the thread actor name, thread, to be reused for other actors.

Inspecting Paused Threads

When a thread is in the Paused state, the debugger can make requests to inspect its stack, scope, and values.

Listing Stack Frames

To inspect the thread's JavaScript stack, the client can send the following request:

 { "to":thread, "type":"frames", "limit":limit }

The limit property is optional. If present, the reply contains at most limit frames from the young end of the stack; if absent, the reply describes the entire stack.

The thread replies as follows:

 { "from":thread, "frames":[frame ...] }

where each frame has the form:

 { "actor":actor, "depth":depth, "id":id,
   "type":type, ... }

where:

  • actor is the name of an actor representing this frame;
  • depth is the number of this frame, starting with zero for the youngest frame;
  • id is a unique number assigned to this stack frame, to help the client identify frames across pauses; and
  • type is a string indicating what sort of frame this is.

The frame may have other properties, depending on type.

All actors mentioned in the frame or grips appearing in the frame (actor, callee, scope, and so on) are parented by the current pause actor, as given in the "paused" or "interrupted" packet.

Global Code Frames

A frame for global code has the form:

 { "actor":actor, "depth":depth, "id":id,
   "type":"global", "where":location, "scope",scope }

where:

  • location is the source location of the current point of execution in the global code (see Source Locations);
  • scope is an actor representing the innermost scope contour at the current point of execution;

and other properties are as above.

Function Call Frames

A frame for an ordinary JavaScript function call has the form:

 { "actor":actor, "depth":depth, "id":id,
   "type":"call",
   "where":location, "scope",scope,
   "callee":callee, "callee-name":callee-name,
   "this",this, "arguments":arguments }

where:

  • where is the current point of execution within the callee;
  • callee is a grip on the function value being called;
  • callee-name is the name of the callee, a string;
  • this is a grip on the value of this for this call;
  • arguments is an array of grips on the actual values passed to the function;

and other properties are as above.

The argument list may be incomplete or inaccurate, for various reasons. If the program has assigned to its formal parameters, the original values passed may have been lost, and compiler optimizations may drop some argument values.

Host Function Call Frames

A frame for a call to a host function (a function provided by the JavaScript implementation, usually written in the same language as the implementation itself) has the form:

 { "actor":actor, "depth":depth, "id":id,
   "type":"host-call",
   "callee":callee, "callee-name":callee-name,
   "this",this, "arguments":arguments }

where the properties are as defined above. (Compared to an ordinary call, the where and scope properties are missing.)

Eval Frames

A frame for a call to eval has the form:

 { "actor":actor, "depth":depth, "id":id,
   "type":"eval", "where":location, "scope",scope }

where the properties are as defined above.

Debugger Eval Frames

When the debugger evaluates an expression, that appears on the stack as a special kind of frame, of the form:

 { "actor":actor, "depth":depth, "id":id,
   "type":"debugger-eval", "where":location, "scope",scope }

where the properties are as defined above. In this case, where will be a location inside the expression provided by the debugger.

Popping Stack Frames

The client can remove frames from the stack by sending a request of the form:

 { "to":frame-actor, "type":"pop", "value":value }

where frame-actor is the actor representing the stack frame to pop, and value is a grip on the value that should be returned as the value of the frame. All younger stack frames are also popped. The frame actor will reply:

 { "from":frame-actor, "watches":[watch-actor ...] }

where each watch-actor is the name of a frame pop watch actor that has been triggered in the process of popping the given frame. If no frame pop watches are triggered, the watches property may be omitted.

Source Locations

TODO: simple script + line

TODO: eval call number + location

TODO: Function call number + location

Scope Contours

TODO: scopes should include an actor, but provide a lot of information up-front

TODO: enumerate

TODO: assign

Evaluating Source-Language Expressions

To evaluate a source-language expression in a thread, the client sends a specialized resume request of the form:

 { "to":thread, "resume-and-evaluate":expr, "frame":frame, "pause-for":pause-types }

This resumes the thread, but has it begin evaluation of expr, a string holding a source-language expression, instead of continuing execution where the pause took place. The evaluation takes place in a new Debugger Eval Frame, pushed on the stack. When evaluation of expr completes, the client will report an eval-result pause containing the expression's value.

Breakpoints

Watchpoints

Frame Pop Watches