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This is part two of the change started in r359330. This patch moves the ownership of the script interpreter from the command interpreter into the debugger. I would've preferred to remove the lazy initialization, however the fact that the scripting language is set after the debugger is created makes that tricky. So for now this does exactly the same thing as when it was under the command interpreter. The result is that this patch is fully NFC. Differential revision: https://reviews.llvm.org/D61211 llvm-svn: 359354
80 lines
2.7 KiB
C++
80 lines
2.7 KiB
C++
//===-- CommandObjectScript.cpp ---------------------------------*- C++ -*-===//
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//
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// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
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// See https://llvm.org/LICENSE.txt for license information.
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// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
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//
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//===----------------------------------------------------------------------===//
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#include "CommandObjectScript.h"
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#include "lldb/Core/Debugger.h"
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#include "lldb/DataFormatters/DataVisualization.h"
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#include "lldb/Interpreter/CommandInterpreter.h"
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#include "lldb/Interpreter/CommandReturnObject.h"
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#include "lldb/Interpreter/ScriptInterpreter.h"
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#include "lldb/Utility/Args.h"
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using namespace lldb;
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using namespace lldb_private;
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// CommandObjectScript
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CommandObjectScript::CommandObjectScript(CommandInterpreter &interpreter,
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ScriptLanguage script_lang)
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: CommandObjectRaw(
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interpreter, "script",
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"Invoke the script interpreter with provided code and display any "
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"results. Start the interactive interpreter if no code is supplied.",
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"script [<script-code>]") {}
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CommandObjectScript::~CommandObjectScript() {}
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bool CommandObjectScript::DoExecute(llvm::StringRef command,
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CommandReturnObject &result) {
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#ifdef LLDB_DISABLE_PYTHON
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// if we ever support languages other than Python this simple #ifdef won't
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// work
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result.AppendError("your copy of LLDB does not support scripting.");
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result.SetStatus(eReturnStatusFailed);
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return false;
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#else
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if (m_interpreter.GetDebugger().GetScriptLanguage() ==
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lldb::eScriptLanguageNone) {
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result.AppendError(
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"the script-lang setting is set to none - scripting not available");
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result.SetStatus(eReturnStatusFailed);
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return false;
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}
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ScriptInterpreter *script_interpreter = GetDebugger().GetScriptInterpreter();
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if (script_interpreter == nullptr) {
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result.AppendError("no script interpreter");
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result.SetStatus(eReturnStatusFailed);
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return false;
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}
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DataVisualization::ForceUpdate(); // script might change Python code we use
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// for formatting.. make sure we keep up to
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// date with it
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if (command.empty()) {
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script_interpreter->ExecuteInterpreterLoop();
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result.SetStatus(eReturnStatusSuccessFinishNoResult);
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return result.Succeeded();
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}
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// We can do better when reporting the status of one-liner script execution.
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if (script_interpreter->ExecuteOneLine(command, &result))
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result.SetStatus(eReturnStatusSuccessFinishNoResult);
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else
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result.SetStatus(eReturnStatusFailed);
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return result.Succeeded();
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#endif
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}
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