Files
jak-project/goalc/main.cpp
T
Hat Kid fe2086acfb goalc: add debug server (#4365)
This adds a debug server to `goalc` that sends JSON over the socket to
communicate with an external debugger using the Debug Adapter Protocol.

This lets us debug GOAL code in a proper debugger with breakpoints, step
over, step in and step out per line, stack frames and supports watches
for global symbols, registers and local variables (local variables only
work within the most recent stack frame). Special registers (`r13`,
`r14`, `r15`, argument registers, etc.) are tracked separately and the
current process register even displays the type of the current `pp` if
possible.

Watches that track addresses holding a reference type generate a list of
field names according to the object's type. All fields will show their
name, type and value and, depending on the type, will try to infer extra
info like symbol names/values, function names for `function` fields,
enum values and more. This also works nested, so any field that is also
a reference type can also be accessed and display its fields, etc.
Dynamic arrays are also supported where possible, e.g. in
`inline-array-class` children and boxed arrays, it will figure out the
value of the `length` field and access the memory up to that point so
all the elements can be accessed and viewed from the `data` field.

Our VS Code extension implements the DAP in
open-goal/opengoal-vscode#375.

Using it is as simple as connecting a REPL to a running game instance
with `(lt)`, compiling with `(mi)` and, with the extension installed,
pressing F5 in VS Code to start the debugger. By default, it will try to
connect to the game that the active `.gc` file is from, the socket port
is different per game (8128 for Jak 1, 8129 for Jak 2, 8130 for Jak 3).
The `launch.json` was updated with two entries for this, the second
entry lets you pick the game/port manually if desired.

~~Not tested on Windows.~~ Only supports x86 for now.
2026-07-27 22:28:28 +02:00

217 lines
7.5 KiB
C++

#include <cstdio>
#include <regex>
#include "common/log/log.h"
#include "common/repl/nrepl/ReplServer.h"
#include "common/repl/repl_wrapper.h"
#include "common/util/FileUtil.h"
#include "common/util/diff.h"
#include "common/util/font/font_utils_korean.h"
#include "common/util/string_util.h"
#include "common/util/term_util.h"
#include "common/util/unicode_util.h"
#include "common/versions/versions.h"
#include "goalc/compiler/Compiler.h"
#include "goalc/debugger/DebugServer.h"
#include "fmt/color.h"
#include "fmt/format.h"
#include "third-party/CLI11.hpp"
void setup_logging(const bool disable_ansi_colors) {
lg::set_file_level(lg::level::info);
lg::set_stdout_level(lg::level::info);
lg::set_flush_level(lg::level::info);
if (disable_ansi_colors) {
lg::disable_ansi_colors();
}
lg::set_file("compiler");
lg::initialize();
}
int main(int argc, char** argv) {
ArgumentGuard u8_guard(argc, argv);
bool auto_find_user = false;
std::string cmd = "";
std::string username = "#f";
std::string game = "jak1";
int nrepl_port = -1;
int debug_port = -1;
fs::path project_path_override;
fs::path iso_path_override;
// TODO - a lot of these flags could be deprecated and moved into `repl-config.json`
CLI::App app{"OpenGOAL Compiler / REPL"};
app.add_option("-c,--cmd", cmd, "Specify a command to run, no REPL is launched in this mode");
app.add_option("-u,--user", username,
"Specify the username to use for your user profile in 'goal_src/user/'");
app.add_option("-p,--port", nrepl_port, "Specify the nREPL port. Defaults to 8181");
app.add_option("--debug-port", debug_port,
"Specify the port for the JSON debug server that external debuggers (such as the "
"VS Code extension) connect to. Defaults to 8128 for jak1, 8129 for jak2, 8130 "
"for jak3");
app.add_flag("--user-auto", auto_find_user,
"Attempt to automatically deduce the user, overrides '--user'");
app.add_option("-g,--game", game, "The game name: 'jak1' or 'jak2'");
app.add_option("--proj-path", project_path_override,
"Specify the location of the 'data/' folder");
app.add_option("--iso-path", iso_path_override, "Specify the location of the 'iso_data/' folder");
define_common_cli_arguments(app);
app.validate_positionals();
CLI11_PARSE(app, argc, argv);
GameVersion game_version = game_name_to_version(game);
if (!project_path_override.empty()) {
if (!fs::exists(project_path_override)) {
lg::error("Error: project path override '{}' does not exist", project_path_override.string());
return 1;
}
if (!file_util::setup_project_path(project_path_override, true)) {
lg::error("Could not setup project path!");
return 1;
}
} else if (!file_util::setup_project_path(std::nullopt, true)) {
return 1;
}
try {
setup_logging(_cli_flag_disable_ansi);
} catch (const std::exception& e) {
lg::error("Failed to setup logging: {}", e.what());
return 1;
}
// Figure out the username
if (auto_find_user) {
username = REPL::find_repl_username();
}
// Load the user's startup file
auto startup_file = REPL::load_user_startup_file(username, game_version);
// Load the user's REPL config
auto repl_config = REPL::load_repl_config(username, game_version, nrepl_port);
repl_config.temp_debug_port = debug_port;
// Check for a custom ISO path before we instantiate the compiler.
if (!iso_path_override.empty()) {
if (!fs::exists(iso_path_override)) {
lg::error("Error: iso path override '{}' does not exist", iso_path_override.string());
return 1;
}
file_util::set_iso_data_dir(iso_path_override);
repl_config.iso_path = iso_path_override.string();
}
// Init Compiler
std::unique_ptr<Compiler> compiler;
std::mutex compiler_mutex;
// if a command is provided on the command line, no REPL just run the compiler on it
try {
if (!cmd.empty()) {
compiler = std::make_unique<Compiler>(game_version, emitter::InstructionSet::X86);
compiler->run_front_end_on_string(cmd);
return 0;
}
} catch (std::exception& e) {
lg::error("Compiler Fatal Error: {}", e.what());
return 1;
}
// Otherwise, start the REPL normally
ReplStatus status = ReplStatus::OK;
std::function<void()> repl_startup_func = [&]() {
// Run automatic forms if applicable
std::lock_guard<std::mutex> lock(compiler_mutex);
for (const auto& cmd : startup_file.run_before_listen) {
status = compiler->handle_repl_string(cmd);
}
};
// Initialize nREPL server socket
std::function<bool()> shutdown_callback = [&]() { return status == ReplStatus::WANT_EXIT; };
ReplServer repl_server(shutdown_callback, repl_config.get_nrepl_port());
bool nrepl_server_ok = repl_server.init_server(true);
std::thread nrepl_thread;
// Initialize the debug server socket for external debuggers to connect to
DebugServer debug_server(shutdown_callback, repl_config.get_debug_port());
bool debug_server_ok = debug_server.init_server(true);
std::thread debug_thread;
// the compiler may throw an exception if it fails to load its standard library.
try {
compiler = std::make_unique<Compiler>(
game_version, emitter::InstructionSet::X86, std::make_optional(repl_config), username,
std::make_unique<REPL::Wrapper>(username, repl_config, startup_file, nrepl_server_ok));
if (debug_server_ok) {
debug_server.set_compiler(compiler.get(), &compiler_mutex);
debug_thread = std::thread([&]() {
while (!shutdown_callback()) {
debug_server.run_once();
}
});
}
// Start nREPL Server if it spun up successfully
if (nrepl_server_ok) {
nrepl_thread = std::thread([&]() {
while (!shutdown_callback()) {
auto resp = repl_server.get_msg();
if (resp) {
std::lock_guard<std::mutex> lock(compiler_mutex);
status = compiler->handle_repl_string(resp.value());
// Print out the prompt, just for better UX
compiler->print_to_repl(compiler->get_prompt());
}
std::this_thread::sleep_for(std::chrono::microseconds(50000));
}
});
}
repl_startup_func();
// Poll Terminal
while (status != ReplStatus::WANT_EXIT) {
if (status == ReplStatus::WANT_RELOAD) {
lg::info("Reloading compiler...");
std::lock_guard<std::mutex> lock(compiler_mutex);
if (compiler) {
compiler->save_repl_history();
}
compiler = std::make_unique<Compiler>(
game_version, emitter::InstructionSet::X86, std::make_optional(repl_config), username,
std::make_unique<REPL::Wrapper>(username, repl_config, startup_file, nrepl_server_ok));
if (debug_server_ok) {
debug_server.set_compiler(compiler.get(), &compiler_mutex);
}
status = ReplStatus::OK;
}
// process user input
std::string input_from_stdin = compiler->get_repl_input();
if (!input_from_stdin.empty()) {
// lock, while we compile
std::lock_guard<std::mutex> lock(compiler_mutex);
status = compiler->handle_repl_string(input_from_stdin);
}
}
} catch (std::exception& e) {
lg::error("Compiler Fatal Error: {}", e.what());
status = ReplStatus::WANT_EXIT;
}
// TODO - investigate why there is such a delay when exitting
// Cleanup
if (nrepl_server_ok) {
repl_server.shutdown_server();
nrepl_thread.join();
}
if (debug_server_ok) {
debug_server.shutdown_server();
debug_thread.join();
}
return 0;
}