// Create the CPU thread, which is a CPU + Video thread in Single Core mode. static void CpuThread() { DeclareAsCPUThread(); const SConfig& _CoreParameter = SConfig::GetInstance(); VideoBackendBase* video_backend = g_video_backend; if (_CoreParameter.bCPUThread) { Common::SetCurrentThreadName("CPU thread"); } else { Common::SetCurrentThreadName("CPU-GPU thread"); video_backend->Video_Prepare(); } if (_CoreParameter.bFastmem) EMM::InstallExceptionHandler(); // Let's run under memory watch if (!s_state_filename.empty()) State::LoadAs(s_state_filename); s_is_started = true; #ifdef USE_GDBSTUB #ifndef _WIN32 if (!_CoreParameter.gdb_socket.empty()) { gdb_init_local(_CoreParameter.gdb_socket.data()); gdb_break(); } else #endif if (_CoreParameter.iGDBPort > 0) { gdb_init(_CoreParameter.iGDBPort); // break at next instruction (the first instruction) gdb_break(); } #endif #ifdef USE_MEMORYWATCHER MemoryWatcher::Init(); #endif // Enter CPU run loop. When we leave it - we are done. CPU::Run(); s_is_started = false; if (!_CoreParameter.bCPUThread) video_backend->Video_Cleanup(); if (_CoreParameter.bFastmem) EMM::UninstallExceptionHandler(); return; }
term_t cbif_b3_0(proc_t *proc, term_t *regs) { #ifdef LING_DEBUG gdb_break(); #endif return A_OK; }
// Create the CPU thread, which is a CPU + Video thread in Single Core mode. static void CpuThread() { DeclareAsCPUThread(); const SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter; if (_CoreParameter.bCPUThread) { Common::SetCurrentThreadName("CPU thread"); } else { Common::SetCurrentThreadName("CPU-GPU thread"); g_video_backend->Video_Prepare(); } if (_CoreParameter.bFastmem) EMM::InstallExceptionHandler(); // Let's run under memory watch if (!s_state_filename.empty()) State::LoadAs(s_state_filename); s_is_started = true; #ifdef USE_GDBSTUB if (_CoreParameter.iGDBPort > 0) { gdb_init(_CoreParameter.iGDBPort); // break at next instruction (the first instruction) gdb_break(); } #endif // Enter CPU run loop. When we leave it - we are done. CCPU::Run(); s_is_started = false; if (!_CoreParameter.bCPUThread) g_video_backend->Video_Cleanup(); if (_CoreParameter.bFastmem) EMM::UninstallExceptionHandler(); return; }
void fatal_error(const char *fmt, ...) { char buffer[BUFSIZ]; va_list ap; va_start(ap, fmt); vsnprintf(buffer, sizeof(buffer), fmt, ap); va_end(ap); printk("*** CRASH: %s\r\n", buffer); while (1) { #ifdef LING_DEBUG // Provide for attaching the debugger to examine the crash gdb_break(); #endif HYPERVISOR_sched_op(SCHEDOP_yield, 0); } }
static int debug_key(int key) { //printk("key=%d\n", key); if (key == CTRLQ) domain_poweroff(); if (key == CTRLT) { stringify_test(); return 1; } if (key == CTRLB) { //beam_load_test(fibo_beam_start, fibo_beam_end - fibo_beam_start); //bits_test(); //nalloc_dump_stats(); #ifdef LING_DEBUG gdb_break(); #endif return 1; } return 0; }
static void gdb_step() { gdb_break(); }
/** Main loop for handling the user interface. */ static void sim_interface_thread (void) { char inbuf[2]; struct key_binding *kb; int simulator_keys = 1; int toggle_mode = 1; #ifndef CONFIG_UI_SDL /* Put stdin in raw mode so that 'enter' doesn't have to be pressed after each keystroke. */ keybuffering (0); /* Let the system initialize before accepting keystrokes */ task_sleep_sec (3); #endif if (exec_file && exec_late_flag) exec_script_file (exec_file); for (;;) { task_yield (); #ifdef CONFIG_GTK gtk_poll (); #endif #ifdef CONFIG_UI_SDL ui_refresh_all (); *inbuf = ui_poll_events (); #else *inbuf = sim_getchar (); #endif /* Try again if no character was read */ if (*inbuf == '\0') continue; /* If switch simulation is turned off, then keystrokes are fed into the simulated serial port... meaning it is interpreted by the game program itself, and not the simulator. Use the tilde to toggle between the two modes. */ if (simulator_keys == 0) { /* Except tilde turns it off as usual. */ if (*inbuf == '`') { simlog (SLC_DEBUG, "Input directed to switch matrix."); simulator_keys ^= 1; } else { wpc_key_press (*inbuf); } continue; } switch (*inbuf) { /* Carriage returns and line feeds are ignored so that you can put these commands into a script file. */ case '\r': case '\n': break; case ':': { /* Read and execute a script command */ char cmd[128]; char *p = cmd; memset (p, 0, 128); ui_print_command (" "); for (;;) { *p = sim_getchar (); if (*p == '\x1B') { break; } else if (*p == '\010') { *p = '\0'; p--; } else if ((*p == '\r') || (*p == '\n')) { *p = '\0'; exec_script (cmd); break; } ui_print_command (cmd); p++; } ui_print_command (""); break; } case 'C': gdb_break (); break; case '{': signal_trace_start (signo_under_trace); break; case '}': signal_trace_stop (signo_under_trace); break; case 'q': node_kick (&open_node); break; case '`': /* The tilde toggles between keystrokes being treated as switches, and as input into the runtime debugger. */ simulator_keys ^= 1; simlog (SLC_DEBUG, "Input directed to built-in debugger."); break; case '\x1b': sim_exit (0); break; case 'T': task_dump (); break; case '#': /* Treat '#' as a comment until end of line. This is useful for creating scripts. */ do { *inbuf = sim_getchar (); } while (*inbuf != '\n'); break; case '"': simlog (SLC_DEBUG, "next key will toggle, not press"); toggle_mode = 0; break; default: /* For all other keystrokes, use the keymap table to turn the keystroke into a switch trigger. */ kb = &keymaps[(int)*inbuf]; #ifdef MACHINE_SHOOTER_SWITCH if (kb->flags & KEY_SHOOTER) { node_kick (&shooter_node); } else #endif if (kb->flags & KEY_NODE) { node_move (kb->node, &open_node); } else if (kb->flags & KEY_SW) { if ((switch_table[kb->sw].flags & SW_EDGE) || !toggle_mode) { simlog (SLC_DEBUG, "switch %d toggled", kb->sw); sim_switch_toggle (kb->sw); toggle_mode = 1; } #if (MACHINE_FLIPTRONIC == 1) else if (kb->sw >= 72) { flipper_button_depress (kb->sw); } #endif else { sim_switch_depress (kb->sw); } } else simlog (SLC_DEBUG, "invalid key '%c' pressed (0x%02X)", *inbuf, *inbuf); } } }
// Create the CPU thread, which is a CPU + Video thread in Single Core mode. static void CpuThread() { DeclareAsCPUThread(); const SConfig& _CoreParameter = SConfig::GetInstance(); if (_CoreParameter.bCPUThread) { Common::SetCurrentThreadName("CPU thread"); } else { Common::SetCurrentThreadName("CPU-GPU thread"); g_video_backend->Video_Prepare(); } // This needs to be delayed until after the video backend is ready. DolphinAnalytics::Instance()->ReportGameStart(); if (_CoreParameter.bFastmem) EMM::InstallExceptionHandler(); // Let's run under memory watch if (!s_state_filename.empty()) { // Needs to PauseAndLock the Core // NOTE: EmuThread should have left us in CPU_STEPPING so nothing will happen // until after the job is serviced. QueueHostJob([] { // Recheck in case Movie cleared it since. if (!s_state_filename.empty()) State::LoadAs(s_state_filename); }); } s_is_started = true; CPUSetInitialExecutionState(); #ifdef USE_GDBSTUB #ifndef _WIN32 if (!_CoreParameter.gdb_socket.empty()) { gdb_init_local(_CoreParameter.gdb_socket.data()); gdb_break(); } else #endif if (_CoreParameter.iGDBPort > 0) { gdb_init(_CoreParameter.iGDBPort); // break at next instruction (the first instruction) gdb_break(); } #endif #ifdef USE_MEMORYWATCHER MemoryWatcher::Init(); #endif // Enter CPU run loop. When we leave it - we are done. CPU::Run(); s_is_started = false; if (!_CoreParameter.bCPUThread) g_video_backend->Video_Cleanup(); if (_CoreParameter.bFastmem) EMM::UninstallExceptionHandler(); return; }