Beispiel #1
0
status_t
LoadSourceCodeJob::Do()
{
	// if requested, try loading the source code for the function
	Function* function = fFunctionInstance->GetFunction();
	if (fLoadForFunction) {
		FileSourceCode* sourceCode;
		status_t error = fTeam->DebugInfo()->LoadSourceCode(
			function->SourceFile(), sourceCode);

		AutoLocker<Team> locker(fTeam);

		if (error == B_OK) {
			function->SetSourceCode(sourceCode, FUNCTION_SOURCE_LOADED);
			sourceCode->ReleaseReference();
			return B_OK;
		}

		function->SetSourceCode(NULL, FUNCTION_SOURCE_UNAVAILABLE);
	}

	// Only try to load the function instance code, if it's not overridden yet.
	AutoLocker<Team> locker(fTeam);
	if (fFunctionInstance->SourceCodeState() != FUNCTION_SOURCE_LOADING)
		return B_OK;
	locker.Unlock();

	// disassemble the function
	DisassembledCode* sourceCode = NULL;
	status_t error = fTeam->DebugInfo()->DisassembleFunction(fFunctionInstance,
		sourceCode);

	// set the result
	locker.Lock();
	if (error == B_OK) {
		if (fFunctionInstance->SourceCodeState() == FUNCTION_SOURCE_LOADING) {
			// various parts of the debugger expect functions to have only
			// one of source or disassembly available. As such, if the current
			// function had source code previously active, unset it when
			// explicitly asked for disassembly. This needs to be done first
			// since Function will clear the disassembled code states of all
			// its child instances.
			if (function->SourceCodeState() == FUNCTION_SOURCE_LOADED) {
				FileSourceCode* sourceCode = function->GetSourceCode();
				function->SetSourceCode(sourceCode,
					FUNCTION_SOURCE_NOT_LOADED);
			}

			fFunctionInstance->SetSourceCode(sourceCode,
				FUNCTION_SOURCE_LOADED);
			sourceCode->ReleaseReference();
		}
	} else
		fFunctionInstance->SetSourceCode(NULL, FUNCTION_SOURCE_UNAVAILABLE);

	return error;
}
Beispiel #2
0
status_t
LoadSourceCodeJob::Do()
{
	// if requested, try loading the source code for the function
	Function* function = fFunctionInstance->GetFunction();
	if (fLoadForFunction) {
		FileSourceCode* sourceCode;
		status_t error = fTeam->DebugInfo()->LoadSourceCode(
			function->SourceFile(), sourceCode);

		AutoLocker<Team> locker(fTeam);

		if (error == B_OK) {
			function->SetSourceCode(sourceCode, FUNCTION_SOURCE_LOADED);
			sourceCode->ReleaseReference();
			return B_OK;
		}

		function->SetSourceCode(NULL, FUNCTION_SOURCE_UNAVAILABLE);
	}

	// Only try to load the function instance code, if it's not overridden yet.
	AutoLocker<Team> locker(fTeam);
	if (fFunctionInstance->SourceCodeState() != FUNCTION_SOURCE_LOADING)
		return B_OK;
	locker.Unlock();

	// disassemble the function
	DisassembledCode* sourceCode = NULL;
	status_t error = fTeam->DebugInfo()->DisassembleFunction(fFunctionInstance,
		sourceCode);

	// set the result
	locker.Lock();
	if (error == B_OK) {
		if (fFunctionInstance->SourceCodeState() == FUNCTION_SOURCE_LOADING) {
			fFunctionInstance->SetSourceCode(sourceCode,
				FUNCTION_SOURCE_LOADED);
			sourceCode->ReleaseReference();
		}
	} else
		fFunctionInstance->SetSourceCode(NULL, FUNCTION_SOURCE_UNAVAILABLE);

	return error;
}