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XboxDebugger.cs
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421 lines (346 loc) · 12.7 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using XDevkit;
namespace XboxDebugManager
{
public class XboxDebugger : IDisposable
{
#region Events
/// <summary>
/// Raised when any debug event occurs
/// </summary>
public event EventHandler<DebugEventArgs> DebugEventOccurred;
/// <summary>
/// Raised for execution breaks
/// </summary>
public event EventHandler<DebugEventArgs> ExecutionBreak;
/// <summary>
/// Raised for debug output strings
/// </summary>
public event EventHandler<DebugEventArgs> DebugString;
/// <summary>
/// Raised when execution state changes (connection, disconnection, reboot etc)
/// </summary>
public event EventHandler<DebugEventArgs> ExecutionStateChanged;
/// <summary>
/// Raised when an exceptions occur on the console
/// </summary>
public event EventHandler<DebugEventArgs> ExceptionOccurred;
/// <summary>
/// Raised when assertions fail
/// </summary>
public event EventHandler<DebugEventArgs> AssertionFailed;
/// <summary>
/// Raised when data breakpoints are hit
/// </summary>
public event EventHandler<DebugEventArgs> DataBreakpoint;
/// <summary>
/// Raised for RIP (rest in piece) errors/fatal errors
/// </summary>
public event EventHandler<DebugEventArgs> RIPError;
/// <summary>
/// Raised for connection status changes
/// </summary>
public event EventHandler<bool> ConnectionStatusChanged;
#endregion
#region Private Fields
private readonly XboxManager _xboxManager;
private XboxConsole _xboxConsole;
private IXboxDebugTarget _debugTarget;
private XboxEvents_OnStdNotifyEventHandler _stdNotifyEventHandler;
private bool _isConnected;
private readonly string _xboxName;
private bool _isDisposed;
private readonly object _lockObject = new object();
private readonly Dictionary<uint, bool> _frozenThreads = new Dictionary<uint, bool>();
#endregion
#region Public Properties
public bool IsConnected => _isConnected;
/// <summary>
/// Gets the name of the connected console/debugger
/// </summary>
public string XboxName => _xboxName;
#endregion
#region Constructor and Initialization
/// <summary>
/// Initializes a new instance of the XboxDebugger class
/// </summary>
/// <param name="xboxName">The name or IP address of the Xbox to connect to</param>
public XboxDebugger(string xboxName)
{
_xboxName = xboxName;
_xboxManager = new XboxManager();
_isConnected = false;
_isDisposed = false;
}
/// <summary>
/// Connects to the Xbox and initializes the debugger
/// </summary>
/// <returns>True if connection was successful, false otherwise</returns>
public bool Connect()
{
if (_isDisposed)
throw new ObjectDisposedException("XboxDebugger");
if (_isConnected)
return true;
try
{
lock (_lockObject)
{
_xboxConsole = _xboxManager.OpenConsole(_xboxName);
_stdNotifyEventHandler = new XboxEvents_OnStdNotifyEventHandler(OnStdNotify);
_xboxConsole.OnStdNotify += _stdNotifyEventHandler;
_debugTarget = _xboxConsole.DebugTarget;
_debugTarget.ConnectAsDebugger(null, XboxDebugConnectFlags.Force);
return true;
}
}
catch (Exception ex)
{
OnDebugEventOccurred(new DebugEventArgs(
XboxDebugEventType.DebugString,
$"Failed to connect to Xbox: {ex.Message}"));
CleanupConnection();
return false;
}
}
/// <summary>
/// Disconnects from the Xbox and cleans up resources
/// </summary>
public void Disconnect()
{
if (!_isConnected)
return;
CleanupConnection();
OnConnectionStatusChanged(false);
_isConnected = false;
}
#endregion
#region Event Handlers
private void OnStdNotify(XboxDebugEventType eventCode, IXboxEventInfo eventInformation)
{
try
{
// Handles events on a task to avoid blocking the notification thread
Task.Run(() => ProcessEvent(eventCode, eventInformation));
}
catch (Exception ex)
{
OnDebugEventOccurred(new DebugEventArgs(
XboxDebugEventType.DebugString,
$"Error in event handler: {ex.Message}"));
}
}
private void ProcessEvent(XboxDebugEventType eventCode, IXboxEventInfo eventInformation)
{
try
{
var info = eventInformation.Info;
var isThreadStopped = info.IsThreadStopped != 0;
var threadId = info.Thread != null ? info.Thread.ThreadId : 0;
// Tracks the thread state
if (info.Thread != null)
{
if (isThreadStopped)
_frozenThreads[threadId] = true;
}
// Create general event args to pass to handlers
var eventArgs = new DebugEventArgs(
eventCode,
info.Message ?? string.Empty,
info.Address,
threadId,
eventCode == XboxDebugEventType.ExecStateChange ? (XboxExecutionState?)info.ExecState : null,
eventCode == XboxDebugEventType.Exception ? (uint?)info.Code : null
);
// Raisees the general event first
OnDebugEventOccurred(eventArgs);
// Processes specific event types
switch (eventCode)
{
case XboxDebugEventType.ExecutionBreak:
OnExecutionBreak(eventArgs);
break;
case XboxDebugEventType.DebugString:
OnDebugString(eventArgs);
break;
case XboxDebugEventType.ExecStateChange:
if (!_isConnected && info.ExecState != XboxExecutionState.Rebooting &&
info.ExecState != XboxExecutionState.RebootingTitle)
{
_isConnected = true;
OnConnectionStatusChanged(true);
}
else if (info.ExecState == XboxExecutionState.Rebooting ||
info.ExecState == XboxExecutionState.RebootingTitle)
{
_isConnected = false;
OnConnectionStatusChanged(false);
}
OnExecutionStateChanged(eventArgs);
break;
case XboxDebugEventType.Exception:
if (info.Flags == XboxExceptionFlags.FirstChance && info.Code != 1080890248U)
{
OnExceptionOccurred(eventArgs);
}
break;
case XboxDebugEventType.AssertionFailed:
OnAssertionFailed(eventArgs);
break;
case XboxDebugEventType.DataBreak:
OnDataBreakpoint(eventArgs);
break;
case XboxDebugEventType.RIP:
OnRIPError(eventArgs);
break;
}
// Clean up of COM objects
CleanupEventInfo(info);
ReleaseComObject(eventInformation);
}
catch (Exception ex)
{
OnDebugEventOccurred(new DebugEventArgs(
XboxDebugEventType.DebugString,
$"Error processing event: {ex.Message}"));
}
}
#endregion
#region Helper Methods
private bool EnsureConnected()
{
if (_isDisposed)
throw new ObjectDisposedException("XboxDebugger");
if (!_isConnected)
{
OnDebugEventOccurred(new DebugEventArgs(
XboxDebugEventType.DebugString,
"Not connected to Xbox. Call Connect() first."));
return false;
}
return true;
}
private void CleanupConnection()
{
lock (_lockObject)
{
try
{
if (_debugTarget != null)
{
try { _debugTarget.DisconnectAsDebugger(); } catch { }
ReleaseComObject(_debugTarget);
_debugTarget = null;
}
if (_xboxConsole != null)
{
if (_stdNotifyEventHandler != null)
{
try { _xboxConsole.OnStdNotify -= _stdNotifyEventHandler; } catch { }
_stdNotifyEventHandler = null;
}
ReleaseComObject(_xboxConsole);
_xboxConsole = null;
}
_frozenThreads.Clear();
}
catch (Exception ex)
{
OnDebugEventOccurred(new DebugEventArgs(
XboxDebugEventType.DebugString,
$"Error during cleanup: {ex.Message}"));
}
}
}
private void CleanupEventInfo(XBOX_EVENT_INFO info)
{
if (info.Module != null) ReleaseComObject(info.Module);
if (info.Section != null) ReleaseComObject(info.Section);
if (info.Thread != null) ReleaseComObject(info.Thread);
}
private void ReleaseComObject(object obj)
{
if (obj != null)
{
try
{
int count;
do
{
count = Marshal.ReleaseComObject(obj);
} while (count > 0);
}
catch { }
}
}
#endregion
#region Event Invocation Methods
protected virtual void OnDebugEventOccurred(DebugEventArgs e)
{
DebugEventOccurred?.Invoke(this, e);
}
protected virtual void OnExecutionBreak(DebugEventArgs e)
{
ExecutionBreak?.Invoke(this, e);
}
protected virtual void OnDebugString(DebugEventArgs e)
{
DebugString?.Invoke(this, e);
}
protected virtual void OnExecutionStateChanged(DebugEventArgs e)
{
ExecutionStateChanged?.Invoke(this, e);
}
protected virtual void OnExceptionOccurred(DebugEventArgs e)
{
ExceptionOccurred?.Invoke(this, e);
}
protected virtual void OnAssertionFailed(DebugEventArgs e)
{
AssertionFailed?.Invoke(this, e);
}
protected virtual void OnDataBreakpoint(DebugEventArgs e)
{
DataBreakpoint?.Invoke(this, e);
}
protected virtual void OnRIPError(DebugEventArgs e)
{
RIPError?.Invoke(this, e);
}
protected virtual void OnConnectionStatusChanged(bool isConnected)
{
ConnectionStatusChanged?.Invoke(this, isConnected);
}
#endregion
#region IDisposables
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (_isDisposed)
return;
if (disposing)
{
Disconnect();
if (_xboxManager != null)
{
ReleaseComObject(_xboxManager);
}
}
_isDisposed = true;
}
~XboxDebugger()
{
Dispose(false);
}
#endregion
}
}