all repos — mgba @ 4a7dc8bff6fcbf2225634d05a41a18b68bd6b051

mGBA Game Boy Advance Emulator

src/platform/qt/GDBController.cpp (view raw)

 1/* Copyright (c) 2013-2014 Jeffrey Pfau
 2 *
 3 * This Source Code Form is subject to the terms of the Mozilla Public
 4 * License, v. 2.0. If a copy of the MPL was not distributed with this
 5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
 6#include "GDBController.h"
 7
 8#include "GameController.h"
 9
10using namespace QGBA;
11
12GDBController::GDBController(GameController* controller, QObject* parent)
13	: QObject(parent)
14	, m_gameController(controller)
15	, m_port(2345)
16	, m_bindAddress({ IPV4, 0 })
17{
18	GDBStubCreate(&m_gdbStub);
19}
20
21ushort GDBController::port() {
22	return m_port;
23}
24
25bool GDBController::isAttached() {
26	return m_gameController->debugger() == &m_gdbStub.d;
27}
28
29void GDBController::setPort(ushort port) {
30	m_port = port;
31}
32
33void GDBController::setBindAddress(uint32_t bindAddress) {
34	m_bindAddress.version = IPV4;
35	m_bindAddress.ipv4 = htonl(bindAddress);
36}
37
38void GDBController::attach() {
39	if (isAttached() || (m_gameController->platform() != PLATFORM_GBA && m_gameController->platform() != PLATFORM_NONE)) {
40		return;
41	}
42	if (m_gameController->isLoaded()) {
43		m_gameController->setDebugger(&m_gdbStub.d);
44		mDebuggerEnter(&m_gdbStub.d, DEBUGGER_ENTER_ATTACHED, 0);
45	} else {
46		QObject::disconnect(m_autoattach);
47		m_autoattach = connect(m_gameController, SIGNAL(gameStarted(mCoreThread*, const QString&)), this, SLOT(attach()));
48	}
49}
50
51void GDBController::detach() {
52	QObject::disconnect(m_autoattach);
53	if (!isAttached()) {
54		return;
55	}
56	m_gameController->threadInterrupt();
57	GDBStubShutdown(&m_gdbStub);
58	m_gameController->setDebugger(nullptr);
59	m_gameController->threadContinue();
60}
61
62void GDBController::listen() {
63	m_gameController->threadInterrupt();
64	if (!isAttached()) {
65		attach();
66	}
67	if (GDBStubListen(&m_gdbStub, m_port, &m_bindAddress)) {
68		emit listening();
69	} else {
70		detach();
71		emit listenFailed();
72	}
73	m_gameController->threadContinue();
74}
75
76void GDBController::breakInto() {
77	if (!isAttached()) {
78		return;
79	}
80	m_gameController->threadInterrupt();
81	mDebuggerEnter(&m_gdbStub.d, DEBUGGER_ENTER_MANUAL, 0);
82	m_gameController->threadContinue();
83}