fix: make gdbstub more modular
in prep for supporting zba and turbo with the same codebase
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479319e7ca
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eb8e5175bd
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@ -5,9 +5,6 @@ const Emulator = @import("lib.zig").Emulator;
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const State = @import("State.zig");
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const Server = @import("Server.zig");
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const target = @import("Server.zig").target;
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const memory_map = @import("Server.zig").memory_map;
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const Self = @This();
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const log = std.log.scoped(.Packet);
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pub const max_len: usize = 0x1000;
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@ -236,11 +233,11 @@ pub fn parse(self: *Self, allocator: Allocator, state: *Server.State, emu: *Emul
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// + 2 to account for the "m " in the response
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// subtract offset so that the allocated buffer isn't
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// larger than it needs to be TODO: Test this?
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const len = @min(length, (target.len + 1) - offset);
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const len = @min(length, (state.target_xml.len + 1) - offset);
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const ret = try allocator.alloc(u8, len);
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ret[0] = if (ret.len < length) 'l' else 'm';
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std.mem.copy(u8, ret[1..], target[offset..]);
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std.mem.copy(u8, ret[1..], state.target_xml[offset..]);
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return .{ .alloc = ret };
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} else {
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@ -263,11 +260,11 @@ pub fn parse(self: *Self, allocator: Allocator, state: *Server.State, emu: *Emul
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const length = try std.fmt.parseInt(usize, length_str, 16);
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// see above
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const len = @min(length, (memory_map.len + 1) - offset);
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const len = @min(length, (state.memmap_xml.len + 1) - offset);
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const ret = try allocator.alloc(u8, len);
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ret[0] = if (ret.len < length) 'l' else 'm';
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std.mem.copy(u8, ret[1..], memory_map[offset..]);
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std.mem.copy(u8, ret[1..], state.memmap_xml[offset..]);
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return .{ .alloc = ret };
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}
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101
src/Server.zig
101
src/Server.zig
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@ -11,64 +11,75 @@ const Self = @This();
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const log = std.log.scoped(.Server);
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const port: u16 = 2424;
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pub const target: []const u8 =
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\\<target version="1.0">
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\\ <architecture>armv4t</architecture>
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\\ <feature name="org.gnu.gdb.arm.core">
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\\ <reg name="r0" bitsize="32" type="uint32"/>
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\\ <reg name="r1" bitsize="32" type="uint32"/>
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\\ <reg name="r2" bitsize="32" type="uint32"/>
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\\ <reg name="r3" bitsize="32" type="uint32"/>
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\\ <reg name="r4" bitsize="32" type="uint32"/>
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\\ <reg name="r5" bitsize="32" type="uint32"/>
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\\ <reg name="r6" bitsize="32" type="uint32"/>
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\\ <reg name="r7" bitsize="32" type="uint32"/>
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\\ <reg name="r8" bitsize="32" type="uint32"/>
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\\ <reg name="r9" bitsize="32" type="uint32"/>
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\\ <reg name="r10" bitsize="32" type="uint32"/>
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\\ <reg name="r11" bitsize="32" type="uint32"/>
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\\ <reg name="r12" bitsize="32" type="uint32"/>
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\\ <reg name="sp" bitsize="32" type="data_ptr"/>
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\\ <reg name="lr" bitsize="32"/>
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\\ <reg name="pc" bitsize="32" type="code_ptr"/>
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\\
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\\ <reg name="cpsr" bitsize="32" regnum="25"/>
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\\ </feature>
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\\</target>
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;
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// TODO: move to ZBA
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// pub const target: []const u8 =
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// \\<target version="1.0">
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// \\ <architecture>armv4t</architecture>
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// \\ <feature name="org.gnu.gdb.arm.core">
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// \\ <reg name="r0" bitsize="32" type="uint32"/>
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// \\ <reg name="r1" bitsize="32" type="uint32"/>
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// \\ <reg name="r2" bitsize="32" type="uint32"/>
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// \\ <reg name="r3" bitsize="32" type="uint32"/>
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// \\ <reg name="r4" bitsize="32" type="uint32"/>
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// \\ <reg name="r5" bitsize="32" type="uint32"/>
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// \\ <reg name="r6" bitsize="32" type="uint32"/>
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// \\ <reg name="r7" bitsize="32" type="uint32"/>
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// \\ <reg name="r8" bitsize="32" type="uint32"/>
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// \\ <reg name="r9" bitsize="32" type="uint32"/>
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// \\ <reg name="r10" bitsize="32" type="uint32"/>
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// \\ <reg name="r11" bitsize="32" type="uint32"/>
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// \\ <reg name="r12" bitsize="32" type="uint32"/>
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// \\ <reg name="sp" bitsize="32" type="data_ptr"/>
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// \\ <reg name="lr" bitsize="32"/>
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// \\ <reg name="pc" bitsize="32" type="code_ptr"/>
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// \\
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// \\ <reg name="cpsr" bitsize="32" regnum="25"/>
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// \\ </feature>
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// \\</target>
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// ;
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// Game Pak SRAM isn't included
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// TODO: Can i be more specific here?
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pub const memory_map: []const u8 =
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\\ <memory-map version="1.0">
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\\ <memory type="rom" start="0x00000000" length="0x00004000"/>
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\\ <memory type="ram" start="0x02000000" length="0x00040000"/>
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\\ <memory type="ram" start="0x03000000" length="0x00008000"/>
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\\ <memory type="ram" start="0x04000000" length="0x00000400"/>
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\\ <memory type="ram" start="0x05000000" length="0x00000400"/>
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\\ <memory type="ram" start="0x06000000" length="0x00018000"/>
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\\ <memory type="ram" start="0x07000000" length="0x00000400"/>
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\\ <memory type="rom" start="0x08000000" length="0x02000000"/>
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\\ <memory type="rom" start="0x0A000000" length="0x02000000"/>
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\\ <memory type="rom" start="0x0C000000" length="0x02000000"/>
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\\ </memory-map>
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;
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// // Game Pak SRAM isn't included
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// // TODO: Can i be more specific here?
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// pub const memory_map: []const u8 =
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// \\ <memory-map version="1.0">
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// \\ <memory type="rom" start="0x00000000" length="0x00004000"/>
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// \\ <memory type="ram" start="0x02000000" length="0x00040000"/>
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// \\ <memory type="ram" start="0x03000000" length="0x00008000"/>
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// \\ <memory type="ram" start="0x04000000" length="0x00000400"/>
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// \\ <memory type="ram" start="0x05000000" length="0x00000400"/>
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// \\ <memory type="ram" start="0x06000000" length="0x00018000"/>
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// \\ <memory type="ram" start="0x07000000" length="0x00000400"/>
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// \\ <memory type="rom" start="0x08000000" length="0x02000000"/>
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// \\ <memory type="rom" start="0x0A000000" length="0x02000000"/>
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// \\ <memory type="rom" start="0x0C000000" length="0x02000000"/>
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// \\ </memory-map>
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// ;
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// FIXME: Shouldn't this be a Packet Struct?
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pkt_cache: ?[]const u8 = null,
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socket: Server,
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state: State = .{},
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state: State,
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emu: Emulator,
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pub const State = struct { should_quit: bool = false };
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pub const State = struct {
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should_quit: bool = false,
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target_xml: []const u8,
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memmap_xml: []const u8,
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};
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pub fn init(emulator: Emulator) !Self {
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const Xml = struct { target: []const u8, memory_map: []const u8 };
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pub fn init(emulator: Emulator, xml: Xml) !Self {
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var server = std.net.StreamServer.init(.{});
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try server.listen(std.net.Address.initIp4([_]u8{0} ** 4, port));
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return .{ .emu = emulator, .socket = server };
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return .{
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.emu = emulator,
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.socket = server,
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.state = .{ .target_xml = xml.target, .memmap_xml = xml.memory_map },
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};
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}
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pub fn deinit(self: *Self, allocator: Allocator) void {
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