// Copyright 2012 the V8 project authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef V8_DEBUG_DEBUG_H_ #define V8_DEBUG_DEBUG_H_ #include "src/allocation.h" #include "src/assembler.h" #include "src/base/atomicops.h" #include "src/base/hashmap.h" #include "src/base/platform/platform.h" #include "src/debug/debug-interface.h" #include "src/debug/interface-types.h" #include "src/execution.h" #include "src/factory.h" #include "src/flags.h" #include "src/frames.h" #include "src/globals.h" #include "src/objects/debug-objects.h" #include "src/runtime/runtime.h" #include "src/source-position-table.h" #include "src/string-stream.h" #include "src/v8threads.h" #include "include/v8-debug.h" namespace v8 { namespace internal { // Forward declarations. class DebugScope; // Step actions. NOTE: These values are in macros.py as well. enum StepAction : int8_t { StepNone = -1, // Stepping not prepared. StepOut = 0, // Step out of the current function. StepNext = 1, // Step to the next statement in the current function. StepIn = 2, // Step into new functions invoked or the next statement // in the current function. LastStepAction = StepIn }; // Type of exception break. NOTE: These values are in macros.py as well. enum ExceptionBreakType { BreakException = 0, BreakUncaughtException = 1 }; enum DebugBreakType { NOT_DEBUG_BREAK, DEBUGGER_STATEMENT, DEBUG_BREAK_SLOT, DEBUG_BREAK_SLOT_AT_CALL, DEBUG_BREAK_SLOT_AT_RETURN, }; enum IgnoreBreakMode { kIgnoreIfAllFramesBlackboxed, kIgnoreIfTopFrameBlackboxed }; class BreakLocation { public: static BreakLocation FromFrame(Handle<DebugInfo> debug_info, JavaScriptFrame* frame); static void AllAtCurrentStatement(Handle<DebugInfo> debug_info, JavaScriptFrame* frame, List<BreakLocation>* result_out); inline bool IsReturn() const { return type_ == DEBUG_BREAK_SLOT_AT_RETURN; } inline bool IsCall() const { return type_ == DEBUG_BREAK_SLOT_AT_CALL; } inline bool IsDebugBreakSlot() const { return type_ >= DEBUG_BREAK_SLOT; } inline bool IsDebuggerStatement() const { return type_ == DEBUGGER_STATEMENT; } bool HasBreakPoint(Handle<DebugInfo> debug_info) const; inline int position() const { return position_; } debug::BreakLocationType type() const; private: BreakLocation(Handle<AbstractCode> abstract_code, DebugBreakType type, int code_offset, int position) : abstract_code_(abstract_code), code_offset_(code_offset), type_(type), position_(position) { DCHECK_NE(NOT_DEBUG_BREAK, type_); } static int BreakIndexFromCodeOffset(Handle<DebugInfo> debug_info, Handle<AbstractCode> abstract_code, int offset); void SetDebugBreak(); void ClearDebugBreak(); Handle<AbstractCode> abstract_code_; int code_offset_; DebugBreakType type_; int position_; friend class CodeBreakIterator; friend class BytecodeArrayBreakIterator; }; class BreakIterator { public: static std::unique_ptr<BreakIterator> GetIterator( Handle<DebugInfo> debug_info, Handle<AbstractCode> abstract_code); virtual ~BreakIterator() {} virtual BreakLocation GetBreakLocation() = 0; virtual bool Done() const = 0; virtual void Next() = 0; void SkipTo(int count) { while (count-- > 0) Next(); } virtual int code_offset() = 0; int break_index() const { return break_index_; } inline int position() const { return position_; } inline int statement_position() const { return statement_position_; } virtual bool IsDebugBreak() = 0; virtual void ClearDebugBreak() = 0; virtual void SetDebugBreak() = 0; protected: explicit BreakIterator(Handle<DebugInfo> debug_info); int BreakIndexFromPosition(int position); Isolate* isolate() { return debug_info_->GetIsolate(); } Handle<DebugInfo> debug_info_; int break_index_; int position_; int statement_position_; private: DisallowHeapAllocation no_gc_; DISALLOW_COPY_AND_ASSIGN(BreakIterator); }; class CodeBreakIterator : public BreakIterator { public: explicit CodeBreakIterator(Handle<DebugInfo> debug_info); ~CodeBreakIterator() override {} BreakLocation GetBreakLocation() override; bool Done() const override { return reloc_iterator_.done(); } void Next() override; bool IsDebugBreak() override; void ClearDebugBreak() override; void SetDebugBreak() override; void SkipToPosition(int position); int code_offset() override; private: int GetModeMask(); DebugBreakType GetDebugBreakType(); RelocInfo::Mode rmode() { return reloc_iterator_.rinfo()->rmode(); } RelocInfo* rinfo() { return reloc_iterator_.rinfo(); } RelocIterator reloc_iterator_; SourcePositionTableIterator source_position_iterator_; DISALLOW_COPY_AND_ASSIGN(CodeBreakIterator); }; class BytecodeArrayBreakIterator : public BreakIterator { public: explicit BytecodeArrayBreakIterator(Handle<DebugInfo> debug_info); ~BytecodeArrayBreakIterator() override {} BreakLocation GetBreakLocation() override; bool Done() const override { return source_position_iterator_.done(); } void Next() override; bool IsDebugBreak() override; void ClearDebugBreak() override; void SetDebugBreak() override; void SkipToPosition(int position); int code_offset() override { return source_position_iterator_.code_offset(); } private: DebugBreakType GetDebugBreakType(); SourcePositionTableIterator source_position_iterator_; DISALLOW_COPY_AND_ASSIGN(BytecodeArrayBreakIterator); }; // Linked list holding debug info objects. The debug info objects are kept as // weak handles to avoid a debug info object to keep a function alive. class DebugInfoListNode { public: explicit DebugInfoListNode(DebugInfo* debug_info); ~DebugInfoListNode(); DebugInfoListNode* next() { return next_; } void set_next(DebugInfoListNode* next) { next_ = next; } Handle<DebugInfo> debug_info() { return Handle<DebugInfo>(debug_info_); } private: // Global (weak) handle to the debug info object. DebugInfo** debug_info_; // Next pointer for linked list. DebugInfoListNode* next_; }; class DebugFeatureTracker { public: enum Feature { kActive = 1, kBreakPoint = 2, kStepping = 3, kHeapSnapshot = 4, kAllocationTracking = 5, kProfiler = 6, kLiveEdit = 7, }; explicit DebugFeatureTracker(Isolate* isolate) : isolate_(isolate), bitfield_(0) {} void Track(Feature feature); private: Isolate* isolate_; uint32_t bitfield_; }; // This class contains the debugger support. The main purpose is to handle // setting break points in the code. // // This class controls the debug info for all functions which currently have // active breakpoints in them. This debug info is held in the heap root object // debug_info which is a FixedArray. Each entry in this list is of class // DebugInfo. class Debug { public: // Debug event triggers. void OnDebugBreak(Handle<FixedArray> break_points_hit); void OnThrow(Handle<Object> exception); void OnPromiseReject(Handle<Object> promise, Handle<Object> value); void OnCompileError(Handle<Script> script); void OnAfterCompile(Handle<Script> script); void OnAsyncTaskEvent(debug::PromiseDebugActionType type, int id, int parent_id); MUST_USE_RESULT MaybeHandle<Object> Call(Handle<Object> fun, Handle<Object> data); Handle<Context> GetDebugContext(); void HandleDebugBreak(IgnoreBreakMode ignore_break_mode); // Internal logic bool Load(); void Break(JavaScriptFrame* frame); // Scripts handling. Handle<FixedArray> GetLoadedScripts(); // Break point handling. bool SetBreakPoint(Handle<JSFunction> function, Handle<Object> break_point_object, int* source_position); bool SetBreakPointForScript(Handle<Script> script, Handle<Object> break_point_object, int* source_position); void ClearBreakPoint(Handle<Object> break_point_object); void ChangeBreakOnException(ExceptionBreakType type, bool enable); bool IsBreakOnException(ExceptionBreakType type); bool SetBreakpoint(Handle<Script> script, Handle<String> condition, int* offset, int* id); void RemoveBreakpoint(int id); // The parameter is either a BreakPointInfo object, or a FixedArray of // BreakPointInfo objects. // Returns an empty handle if no breakpoint is hit, or a FixedArray with all // hit breakpoints. MaybeHandle<FixedArray> GetHitBreakPointObjects( Handle<Object> break_point_objects); // Stepping handling. void PrepareStep(StepAction step_action); void PrepareStepIn(Handle<JSFunction> function); void PrepareStepInSuspendedGenerator(); void PrepareStepOnThrow(); void ClearStepping(); void ClearStepOut(); bool PrepareFunctionForBreakPoints(Handle<SharedFunctionInfo> shared); bool GetPossibleBreakpoints(Handle<Script> script, int start_position, int end_position, bool restrict_to_function, std::vector<BreakLocation>* locations); void RecordGenerator(Handle<JSGeneratorObject> generator_object); void RunPromiseHook(PromiseHookType type, Handle<JSPromise> promise, Handle<Object> parent); int NextAsyncTaskId(Handle<JSObject> promise); bool IsBlackboxed(Handle<SharedFunctionInfo> shared); void SetDebugDelegate(debug::DebugDelegate* delegate, bool pass_ownership); // Returns whether the operation succeeded. bool EnsureBreakInfo(Handle<SharedFunctionInfo> shared); void CreateBreakInfo(Handle<SharedFunctionInfo> shared); Handle<DebugInfo> GetOrCreateDebugInfo(Handle<SharedFunctionInfo> shared); void InstallCoverageInfo(Handle<SharedFunctionInfo> shared, Handle<CoverageInfo> coverage_info); void RemoveAllCoverageInfos(); template <typename C> bool CompileToRevealInnerFunctions(C* compilable); // This function is used in FunctionNameUsing* tests. Handle<Object> FindSharedFunctionInfoInScript(Handle<Script> script, int position); static Handle<Object> GetSourceBreakLocations( Handle<SharedFunctionInfo> shared); // Check whether a global object is the debug global object. bool IsDebugGlobal(JSGlobalObject* global); // Check whether this frame is just about to return. bool IsBreakAtReturn(JavaScriptFrame* frame); // Support for LiveEdit void ScheduleFrameRestart(StackFrame* frame); bool AllFramesOnStackAreBlackboxed(); // Set new script source, throw an exception if error occurred. When preview // is true: try to set source, throw exception if any without actual script // change. stack_changed is true if after editing script on pause stack is // changed and client should request stack trace again. bool SetScriptSource(Handle<Script> script, Handle<String> source, bool preview, bool* stack_changed); // Threading support. char* ArchiveDebug(char* to); char* RestoreDebug(char* from); static int ArchiveSpacePerThread(); void FreeThreadResources() { } void Iterate(RootVisitor* v); bool CheckExecutionState(int id) { return CheckExecutionState() && break_id() == id; } bool CheckExecutionState() { return is_active() && !debug_context().is_null() && break_id() != 0; } bool PerformSideEffectCheck(Handle<JSFunction> function); bool PerformSideEffectCheckForCallback(Address function); // Flags and states. DebugScope* debugger_entry() { return reinterpret_cast<DebugScope*>( base::Relaxed_Load(&thread_local_.current_debug_scope_)); } inline Handle<Context> debug_context() { return debug_context_; } void set_live_edit_enabled(bool v) { live_edit_enabled_ = v; } bool live_edit_enabled() const { return FLAG_enable_liveedit && live_edit_enabled_; } inline bool is_active() const { return is_active_; } inline bool is_loaded() const { return !debug_context_.is_null(); } inline bool in_debug_scope() const { return !!base::Relaxed_Load(&thread_local_.current_debug_scope_); } void set_break_points_active(bool v) { break_points_active_ = v; } bool break_points_active() const { return break_points_active_; } StackFrame::Id break_frame_id() { return thread_local_.break_frame_id_; } int break_id() { return thread_local_.break_id_; } Handle<Object> return_value_handle() { return handle(thread_local_.return_value_, isolate_); } Object* return_value() { return thread_local_.return_value_; } void set_return_value(Object* value) { thread_local_.return_value_ = value; } // Support for embedding into generated code. Address is_active_address() { return reinterpret_cast<Address>(&is_active_); } Address hook_on_function_call_address() { return reinterpret_cast<Address>(&hook_on_function_call_); } Address last_step_action_address() { return reinterpret_cast<Address>(&thread_local_.last_step_action_); } Address suspended_generator_address() { return reinterpret_cast<Address>(&thread_local_.suspended_generator_); } Address restart_fp_address() { return reinterpret_cast<Address>(&thread_local_.restart_fp_); } StepAction last_step_action() { return thread_local_.last_step_action_; } DebugFeatureTracker* feature_tracker() { return &feature_tracker_; } private: explicit Debug(Isolate* isolate); ~Debug() { DCHECK_NULL(debug_delegate_); } void UpdateState(); void UpdateHookOnFunctionCall(); void RemoveDebugDelegate(); void Unload(); void SetNextBreakId() { thread_local_.break_id_ = ++thread_local_.break_count_; } // Return the number of virtual frames below debugger entry. int CurrentFrameCount(); inline bool ignore_events() const { return is_suppressed_ || !is_active_ || isolate_->needs_side_effect_check(); } inline bool break_disabled() const { return break_disabled_; } void clear_suspended_generator() { thread_local_.suspended_generator_ = Smi::kZero; } bool has_suspended_generator() const { return thread_local_.suspended_generator_ != Smi::kZero; } bool IsExceptionBlackboxed(bool uncaught); void OnException(Handle<Object> exception, Handle<Object> promise); // Constructors for debug event objects. MUST_USE_RESULT MaybeHandle<Object> MakeExecutionState(); MUST_USE_RESULT MaybeHandle<Object> MakeBreakEvent( Handle<Object> break_points_hit); MUST_USE_RESULT MaybeHandle<Object> MakeExceptionEvent( Handle<Object> exception, bool uncaught, Handle<Object> promise); MUST_USE_RESULT MaybeHandle<Object> MakeCompileEvent( Handle<Script> script, v8::DebugEvent type); MUST_USE_RESULT MaybeHandle<Object> MakeAsyncTaskEvent( v8::debug::PromiseDebugActionType type, int id); void ProcessCompileEvent(v8::DebugEvent event, Handle<Script> script); void ProcessDebugEvent(v8::DebugEvent event, Handle<JSObject> event_data); // Find the closest source position for a break point for a given position. int FindBreakablePosition(Handle<DebugInfo> debug_info, int source_position); // Instrument code to break at break points. void ApplyBreakPoints(Handle<DebugInfo> debug_info); // Clear code from instrumentation. void ClearBreakPoints(Handle<DebugInfo> debug_info); // Clear all code from instrumentation. void ClearAllBreakPoints(); // Instrument a function with one-shots. void FloodWithOneShot(Handle<SharedFunctionInfo> function, bool returns_only = false); // Clear all one-shot instrumentations, but restore break points. void ClearOneShot(); bool IsFrameBlackboxed(JavaScriptFrame* frame); void ActivateStepOut(StackFrame* frame); MaybeHandle<FixedArray> CheckBreakPoints(Handle<DebugInfo> debug_info, BreakLocation* location, bool* has_break_points = nullptr); bool IsMutedAtCurrentLocation(JavaScriptFrame* frame); bool CheckBreakPoint(Handle<Object> break_point_object); MaybeHandle<Object> CallFunction(const char* name, int argc, Handle<Object> args[], bool catch_exceptions = true); inline void AssertDebugContext() { DCHECK(isolate_->context() == *debug_context()); DCHECK(in_debug_scope()); } void ThreadInit(); void PrintBreakLocation(); // Wraps logic for clearing and maybe freeing all debug infos. typedef std::function<bool(Handle<DebugInfo>)> DebugInfoClearFunction; void ClearAllDebugInfos(DebugInfoClearFunction clear_function); void RemoveBreakInfoAndMaybeFree(Handle<DebugInfo> debug_info); void FindDebugInfo(Handle<DebugInfo> debug_info, DebugInfoListNode** prev, DebugInfoListNode** curr); void FreeDebugInfoListNode(DebugInfoListNode* prev, DebugInfoListNode* node); // Global handles. Handle<Context> debug_context_; debug::DebugDelegate* debug_delegate_ = nullptr; bool owns_debug_delegate_ = false; // Debugger is active, i.e. there is a debug event listener attached. bool is_active_; // Debugger needs to be notified on every new function call. // Used for stepping and read-only checks bool hook_on_function_call_; // Suppress debug events. bool is_suppressed_; // LiveEdit is enabled. bool live_edit_enabled_; // Do not trigger debug break events. bool break_disabled_; // Do not break on break points. bool break_points_active_; // Trigger debug break events for all exceptions. bool break_on_exception_; // Trigger debug break events for uncaught exceptions. bool break_on_uncaught_exception_; // Termination exception because side effect check has failed. bool side_effect_check_failed_; // List of active debug info objects. DebugInfoListNode* debug_info_list_; // Used to collect histogram data on debugger feature usage. DebugFeatureTracker feature_tracker_; // Per-thread data. class ThreadLocal { public: // Top debugger entry. base::AtomicWord current_debug_scope_; // Counter for generating next break id. int break_count_; // Current break id. int break_id_; // Frame id for the frame of the current break. StackFrame::Id break_frame_id_; // Step action for last step performed. StepAction last_step_action_; // If set, next PrepareStepIn will ignore this function until stepped into // another function, at which point this will be cleared. Object* ignore_step_into_function_; // If set then we need to repeat StepOut action at return. bool fast_forward_to_return_; // Source statement position from last step next action. int last_statement_position_; // Frame pointer from last step next or step frame action. int last_frame_count_; // Frame pointer of the target frame we want to arrive at. int target_frame_count_; // Value of the accumulator at the point of entering the debugger. Object* return_value_; // The suspended generator object to track when stepping. Object* suspended_generator_; // The new frame pointer to drop to when restarting a frame. Address restart_fp_; int async_task_count_; // Last used inspector breakpoint id. int last_breakpoint_id_; }; // Storage location for registers when handling debug break calls ThreadLocal thread_local_; Isolate* isolate_; friend class Isolate; friend class DebugScope; friend class DisableBreak; friend class LiveEdit; friend class SuppressDebug; friend class NoSideEffectScope; friend class LegacyDebugDelegate; friend Handle<FixedArray> GetDebuggedFunctions(); // In test-debug.cc friend void CheckDebuggerUnloaded(bool check_functions); // In test-debug.cc DISALLOW_COPY_AND_ASSIGN(Debug); }; class LegacyDebugDelegate : public v8::debug::DebugDelegate { public: explicit LegacyDebugDelegate(Isolate* isolate) : isolate_(isolate) {} void PromiseEventOccurred(v8::debug::PromiseDebugActionType type, int id, int parent_id, bool created_by_user) override; void ScriptCompiled(v8::Local<v8::debug::Script> script, bool is_live_edited, bool has_compile_error) override; void BreakProgramRequested(v8::Local<v8::Context> paused_context, v8::Local<v8::Object> exec_state, v8::Local<v8::Value> break_points_hit, const std::vector<debug::BreakpointId>&) override; void ExceptionThrown(v8::Local<v8::Context> paused_context, v8::Local<v8::Object> exec_state, v8::Local<v8::Value> exception, v8::Local<v8::Value> promise, bool is_uncaught) override; bool IsFunctionBlackboxed(v8::Local<v8::debug::Script> script, const v8::debug::Location& start, const v8::debug::Location& end) override { return false; } protected: Isolate* isolate_; private: void ProcessDebugEvent(v8::DebugEvent event, Handle<JSObject> event_data); virtual void ProcessDebugEvent(v8::DebugEvent event, Handle<JSObject> event_data, Handle<JSObject> exec_state) = 0; }; class JavaScriptDebugDelegate : public LegacyDebugDelegate { public: JavaScriptDebugDelegate(Isolate* isolate, Handle<JSFunction> listener, Handle<Object> data); virtual ~JavaScriptDebugDelegate(); private: void ProcessDebugEvent(v8::DebugEvent event, Handle<JSObject> event_data, Handle<JSObject> exec_state) override; Handle<JSFunction> listener_; Handle<Object> data_; }; class NativeDebugDelegate : public LegacyDebugDelegate { public: NativeDebugDelegate(Isolate* isolate, v8::Debug::EventCallback callback, Handle<Object> data); virtual ~NativeDebugDelegate(); private: // Details of the debug event delivered to the debug event listener. class EventDetails : public v8::Debug::EventDetails { public: EventDetails(DebugEvent event, Handle<JSObject> exec_state, Handle<JSObject> event_data, Handle<Object> callback_data); virtual DebugEvent GetEvent() const; virtual v8::Local<v8::Object> GetExecutionState() const; virtual v8::Local<v8::Object> GetEventData() const; virtual v8::Local<v8::Context> GetEventContext() const; virtual v8::Local<v8::Value> GetCallbackData() const; virtual v8::Debug::ClientData* GetClientData() const { return nullptr; } virtual v8::Isolate* GetIsolate() const; private: DebugEvent event_; // Debug event causing the break. Handle<JSObject> exec_state_; // Current execution state. Handle<JSObject> event_data_; // Data associated with the event. Handle<Object> callback_data_; // User data passed with the callback // when it was registered. }; void ProcessDebugEvent(v8::DebugEvent event, Handle<JSObject> event_data, Handle<JSObject> exec_state) override; v8::Debug::EventCallback callback_; Handle<Object> data_; }; // This scope is used to load and enter the debug context and create a new // break state. Leaving the scope will restore the previous state. // On failure to load, FailedToEnter returns true. class DebugScope BASE_EMBEDDED { public: explicit DebugScope(Debug* debug); ~DebugScope(); // Check whether loading was successful. inline bool failed() { return failed_; } // Get the active context from before entering the debugger. inline Handle<Context> GetContext() { return save_.context(); } private: Isolate* isolate() { return debug_->isolate_; } Debug* debug_; DebugScope* prev_; // Previous scope if entered recursively. StackFrame::Id break_frame_id_; // Previous break frame id. int break_id_; // Previous break id. bool failed_; // Did the debug context fail to load? SaveContext save_; // Saves previous context. PostponeInterruptsScope no_termination_exceptons_; }; // This scope is used to handle return values in nested debug break points. // When there are nested debug breaks, we use this to restore the return // value to the previous state. This is not merged with DebugScope because // return_value_ will not be cleared when we use DebugScope. class ReturnValueScope { public: explicit ReturnValueScope(Debug* debug); ~ReturnValueScope(); private: Debug* debug_; Handle<Object> return_value_; // Previous result. }; // Stack allocated class for disabling break. class DisableBreak BASE_EMBEDDED { public: explicit DisableBreak(Debug* debug) : debug_(debug), previous_break_disabled_(debug->break_disabled_) { debug_->break_disabled_ = true; } ~DisableBreak() { debug_->break_disabled_ = previous_break_disabled_; } private: Debug* debug_; bool previous_break_disabled_; DISALLOW_COPY_AND_ASSIGN(DisableBreak); }; class SuppressDebug BASE_EMBEDDED { public: explicit SuppressDebug(Debug* debug) : debug_(debug), old_state_(debug->is_suppressed_) { debug_->is_suppressed_ = true; } ~SuppressDebug() { debug_->is_suppressed_ = old_state_; } private: Debug* debug_; bool old_state_; DISALLOW_COPY_AND_ASSIGN(SuppressDebug); }; class NoSideEffectScope { public: NoSideEffectScope(Isolate* isolate, bool disallow_side_effects) : isolate_(isolate), old_needs_side_effect_check_(isolate->needs_side_effect_check()) { isolate->set_needs_side_effect_check(old_needs_side_effect_check_ || disallow_side_effects); isolate->debug()->UpdateHookOnFunctionCall(); isolate->debug()->side_effect_check_failed_ = false; } ~NoSideEffectScope(); private: Isolate* isolate_; bool old_needs_side_effect_check_; DISALLOW_COPY_AND_ASSIGN(NoSideEffectScope); }; // Code generator routines. class DebugCodegen : public AllStatic { public: enum DebugBreakCallHelperMode { SAVE_RESULT_REGISTER, IGNORE_RESULT_REGISTER }; static void GenerateDebugBreakStub(MacroAssembler* masm, DebugBreakCallHelperMode mode); static void GenerateSlot(MacroAssembler* masm, RelocInfo::Mode mode); // Builtin to drop frames to restart function. static void GenerateFrameDropperTrampoline(MacroAssembler* masm); // Builtin to atomically (wrt deopts) handle debugger statement and // drop frames to restart function if necessary. static void GenerateHandleDebuggerStatement(MacroAssembler* masm); static void PatchDebugBreakSlot(Isolate* isolate, Address pc, Handle<Code> code); static bool DebugBreakSlotIsPatched(Address pc); static void ClearDebugBreakSlot(Isolate* isolate, Address pc); }; } // namespace internal } // namespace v8 #endif // V8_DEBUG_DEBUG_H_