// Multiple debuggers all get their onPop handlers called, and see each others' effects. function completionsEqual(c1, c2) { if (c1 && c2) { if (c1.throw) return c1.throw === c2.throw; else return c1.return === c2.return; } return c1 === c2; } function completionString(c) { if (c == null) return 'x'; if (c.return) return 'r' + c.return; if (c.throw) return 't' + c.throw; return '?'; } var g = newGlobal(); // poor thing g.eval('function f() { debugger; return "1"; }'); // We create a bunch of debuggers, but they all consult this global variable // for expectations and responses, so the order in which events get // reported to the debuggers doesn't matter. // // This list includes every pair of transitions, and is of minimal length. // As if opportunity cost were just some theoretical concern. var sequence = [{ expect: { return: '1' }, resume: { return: '2'} }, { expect: { return: '2' }, resume: { throw: '3'} }, { expect: { throw: '3' }, resume: { return: '4'} }, { expect: { return: '4' }, resume: null }, { expect: null, resume: { throw: '5'} }, { expect: { throw: '5' }, resume: { throw: '6'} }, { expect: { throw: '6' }, resume: null }, { expect: null, resume: null }, { expect: null, resume: { return: '7'} }]; // A list of the debuggers' Debugger.Frame instances. When it's all over, // we test that they are all marked as no longer live. var frames = []; // We start off the test via Debugger.Frame.prototype.eval, so if we end // with a termination, we still catch it, instead of aborting the whole // test. (Debugger.Object.prototype.executeInGlobal would simplify this...) var dbg0 = new Debugger(g); dbg0.onEnterFrame = function handleOriginalEnter(frame) { dbg0.log += '('; dbg0.onEnterFrame = undefined; assertEq(frame.live, true); frames.push(frame); var dbgs = []; var log; // Create a separate debugger to carry out each item in sequence. for (s in sequence) { // Each debugger's handlers close over a distinct 'dbg', but // that's the only distinction between them. Otherwise, they're // driven entirely by global data, so the order in which events are // dispatched to them shouldn't matter. let dbg = new Debugger(g); dbgs.push(dbg); dbg.onDebuggerStatement = function handleDebuggerStatement(f) { log += 'd'; assertEq(f.live, true); frames.push(f); }; // First expect the 'eval'... dbg.onEnterFrame = function handleEnterEval(f) { log += 'e'; assertEq(f.type, 'eval'); assertEq(f.live, true); frames.push(f); // Then expect the call. dbg.onEnterFrame = function handleEnterCall(f) { log += '('; assertEq(f.type, 'call'); assertEq(f.live, true); frames.push(f); // Don't expect any further frames. dbg.onEnterFrame = function handleExtraEnter(f) { log += 'z'; }; f.onPop = function handlePop(c) { log += ')' + completionString(c); assertEq(this.live, true); frames.push(this); // Check that this debugger is in the list, and then remove it. var i = dbgs.indexOf(dbg); assertEq(i != -1, true); dbgs.splice(i,1); // Check the frame's completion value against 'sequence'. assertEq(completionsEqual(c, sequence[0].expect), true); // Provide the next resumption value from 'sequence'. return sequence.shift().resume; }; }; }; } log = ''; assertEq(completionsEqual(frame.eval('f()'), { return: '7' }), true); assertEq(log, "eeeeeeeee(((((((((ddddddddd)r1)r2)t3)r4)x)t5)t6)x)x"); dbg0.log += '.'; }; dbg0.log = ''; g.eval('eval'); assertEq(dbg0.log, '(.'); // Check that all Debugger.Frame instances we ran into are now marked as dead. for (var i = 0; i < frames.length; i++) assertEq(frames[i].live, false);