EpicGamesExt / raddebugger

A native, user-mode, multi-process, graphical debugger.
MIT License
3.11k stars 163 forks source link

The RAD Debugger Project

Note: This README does not document usage instructions and tips for the debugger itself, and is intended as a technical overview of the project. The debugger's README, which includes usage instructions and tips, can be found packaged along with debugger releases, or within the build folder after a local copy has been built.

The RAD Debugger is a native, user-mode, multi-process, graphical debugger. It currently only supports local-machine Windows x64 debugging with PDBs, with plans to expand and port in the future. In the future we'll expand to also support native Linux debugging and DWARF debug info.

The RAD Debugger is currently in ALPHA. In order to get the debugger bullet- proof, it'd greatly help out if you submitted the issues you find here, along with any information you can gather, like dump files (along with the build you used), instructions to reproduce, test executables, and so on.

You can download pre-built binaries for the debugger here.

The RAD Debugger project aims to simplify the debugger by simplifying and unifying the underlying debug info format. In that pursuit we've built the RAD Debug Info (RDI) format, which is what the debugger parses and uses. To work with existing toolchains, we convert PDB (and eventually PE/ELF files with embedded DWARF) into the RDI format on-demand.

The RDI format is currently specified in code, in the files within the src/lib_rdi_format folder. The other relevant folders for working with the format are:

Development Setup Instructions

Note: Currently, only x64 Windows development is supported.

1. Installing the Required Tools (MSVC & Windows SDK)

In order to work with the codebase, you'll need the Microsoft C/C++ Build Tools v15 (2017) or later, for both the Windows SDK and the MSVC compiler and linker.

If the Windows SDK is installed (e.g. via installation of the Microsoft C/C++ Build Tools), you may also build with Clang.

2. Build Environment Setup

Building the codebase can be done in a terminal which is equipped with the ability to call either MSVC or Clang from command line.

This is generally done by calling vcvarsall.bat x64, which is included in the Microsoft C/C++ Build Tools. This script is automatically called by the x64 Native Tools Command Prompt for VS <year> variant of the vanilla cmd.exe. If you've installed the build tools, this command prompt may be easily located by searching for Native from the Windows Start Menu search.

You can ensure that the MSVC compiler is accessible from your command line by running:

cl

If everything is set up correctly, you should have output very similar to the following:

Microsoft (R) C/C++ Optimizing Compiler Version 19.29.30151 for x64
Copyright (C) Microsoft Corporation.  All rights reserved.

usage: cl [ option... ] filename... [ /link linkoption... ]

3. Building

Within this terminal, cd to the root directory of the codebase, and just run the build.bat script:

build

You should see the following output:

[debug mode]
[msvc compile]
[default mode, assuming `raddbg` build]
metagen_main.c
searching C:\devel\raddebugger/src... 299 files found
parsing metadesk... 12 metadesk files parsed
gathering tables... 37 tables found
generating layer code...
raddbg.cpp

If everything worked correctly, there will be a build folder in the root level of the codebase, and it will contain a freshly-built raddbg.exe.

Short-To-Medium-Term Roadmap

The Initial Alpha Battle-Testing Phase

The first priority for the project is to ensure that the most crucial debugger components are functioning extremely reliably for local, x64, Windows debugging. This would include parts like debug info conversion, debug info loading, process control, stepping, evaluation (correct usage of both location info and type info), and a robust frontend which ensures the lower level parts are usable.

We feel that the debugger has already come a long way in all of these respects, but given the massive set of possible combinations of languages, build settings, toolchains, used language features, and patterns of generated code, there are still cases where the debugger has not been tested, and so there are still issues. So, we feel that the top priority is eliminating these issues, such that the debugging experience is rock solid.

Local x64 Linux Debugging Phase

The next priority for the project is to take the rock solid x64 Windows debugging experience, and port all of the relevant pieces to support local x64 Linux debugging also.

The debugger has been written to abstract over the parts that need to differ on either Linux or Windows, and this is mainly going to be a task in building out different backends for those abstraction layers.

The major parts of this phase are:

Once the above list is complete, and once every part is rock solid, the Windows debugging experience we'll have worked diligently to create will also be available natively on Linux machines.

And Beyond!

There are several directions we might take after these two major phases, like remote debugging, porting to different architectures, further improving the debugger's features (like improving the visualization engine), and so on. But for now, we're mostly focused on those first two phases.

Top-Level Directory Descriptions

After setting up the codebase and building, the following directories will also exist:

Codebase Introduction

The codebase is organized into layers. Layers are separated either to isolate certain problems, and to allow inclusion into various builds without needing to pull everything in the codebase into a build. Layers correspond with folders inside of the src directory. Sometimes, one folder inside of the src directory will include multiple sub-layers, but the structure is intended to be fairly flat.

Layers correspond roughly 1-to-1 with namespaces. The term "namespaces" in this context does not refer to specific namespace language features, but rather a naming convention for C-style namespaces, which are written in the codebase as a short prefix, usually 1-3 characters, followed by an underscore. These namespaces are used such that the layer to which certain code belongs may be quickly understood by glancing at code. The namespaces are generally quite short to ensure that they aren't much of a hassle to write. Sometimes, multiple sub- layers will share a namespace. A few layers do not have a namespace, but most do. Namespaces are either all-caps or lowercase depending on the context in which they're used. For types, enum values, and some macros, they are capitalized. For functions and global variables, they are lowercase.

Layers depend on other layers, but circular dependencies would break the separability and isolation utility of layers (in effect, forming one big layer), so in other words, layers are arranged into a directed acyclic graph.

A few layers are built to be used completely independently from the rest of the codebase, as libraries in other codebases and projects. As such, these layers do not depend on any other layers in the codebase. The folders which contain these layers are prefixed with lib_, like lib_rdi_format.

A list of the layers in the codebase and their associated namespaces is below: