branchrust_reboot/main/hackweek_jit_explorercancel
27 Commits over 0 Days - ∞cph!
Buildfix: move type declarations to JITViewer
Tests: compiled scripts in all editor build modes
Update: consolidate various editor tools in Tools/Engine
Tools top menu still doesn't fit on my 1080p screen .-.
Tests: checked the Tool menu
Update: Update ServerProfiler.Core binaries to release
- built from 6737a87e
Tests: perfsnapshot in editor, used jit viewer
Update: apped hex prefix when emitting native method address
Tests: none, trivial change
Update: emit address of native function
Trying to chase up why sometimes names missmatch with what VS disassembly window shows
Tests: viewed BasePlayer::BoxTest
Bugfix: use mnemonics instead of bytes when checking if decoding should finish
My initial attempt to inpsect raw opcode didn't work in all cases, leading to false-positive parsing aborts.
Tests: viewed BasePlayer::ServerUpdate and BasePlayer::BoxTest
Update: better detection when to stop decoding stream
- now tracks max referenced jump address and stops on last ret or jmp -offset
Tests: viewed nested call in BasePlayer::BoxTest
Bugfix: ensure instruction pointer gets saved to list only if we stopped parsing teh stream
Previously we could add the ip to the list before we decided to stop decoding, leading to out of sync issues
Tests: viewed BasePlayer::BoxTest
Update: change asm text color if it's a potential address
Tests: viewed BasePlayer::BoxTest
Bugfix: avoid double-draw
Tests: viewed BasePlayer::BoxTest
Update: Add relative jump arrows
This was much more painful than expected, but a bit of hodge-podge and it's gud
Tests: viewed BasePlayer::BoxTest
Update: hook up native symbol resolution
- ServerProfiler.Core built from 0b3b7d86
This gets us various mono_... calls, but still missing some function names - guessing those are mono-related but not part of mono dll itself
Tests: Viewed BasePlayer::BoxTest and stepped through nested calls
Update: separate out JITViewer logic from ServerProfiler
- ServerProfiler.Core built from 1074407d
- also contains native symbol resolving logic, but not plugged in yet
JITViewer functionality is now editor only(dll won't ship with builds).
Tests: viewed BasePlayerr::BoxTest
Update: couple improvements to JIT viewer display
- relative jumps are shown as "signed hex" offsets, to avoid jnz 0xffffffffffffffe cases
- avoid duplication of address when we have a method name for a jitted address
Tests: viewed BasePlayer::BoxTest and BasePlayer::ServerUpdateParallel
Clean: get rid of debug logs
Tests: none, trivial change
Update: remember selecter row index between dissasm states
Tests: viewed BasePlayer::BoxTest
Update: use consecutive int3s to stop decoding
Doesn't always apply, but when it does saves a lot
Tests: viewed BasePlayer::BoxTest
Update: allow inspecting instructions at address-like values
Need to improve stream decoding in those cases, as it can run away to 12k lines of assembly even though the method was over on line 10.
Tests: viewed BasePlayer::BoxTest
Clean: logic refactor in prep for multiple view support
Tests: viewed BasePlayer::BoxTest
Update: resolve addresses to methods/trampolines where possible
- ServerPorfiler built from 18130132
A bit ugly, but don't care for now
Tests: viewed BasePlayer::ServerUpdateParallel
Bugfix: jump addresses are now valid
- Also added ability to show opcode bytes
- ServerProfiler built from 95cd43f7
Was due to invalid use of library API (I should've RTFMd)
Tests: viewed BasePlayer::ServerUpdateParallel
Clean: remove binary dumping debug code
Mystery byte was caused by fopen using "w" mode isntead of "wb", which allows windows to handle special characters. In our case it was injecting an extra byte that was screwing over jumps. But it was all debug code anyway.
Tests: none, trivial change
Bugfix: treat instruction stream as 64bit, not 32bit
- ServerProfiler built from 6c5c94dd
Got mislead by Unity's mono --version reporting it as x86. Last bug left - an unexpected byte appearing mid instruction stream when copying from unmanaged, but missing on managed side
Tests: viewed BasePlayer::ServerUpdateParallel
Bugfix: use ListView+labels intead of multiline TextField
Fixes weird disappearing text and gets rid of the vertex limit for text
Tests: viewed BasePlayer.ServerUpdateParallel
Update: display 32-bit disassembled instruction stream in editor window
- ServerProfiler built from 5bff6c48
Couple weird issues - textfield goes invisible half-way through (but can copy the text out of it and goes back visible before end), binary stream differs between managed and unmanaged sides. Will chase up next
Tests: viewed BasePlayer::ServerUpdateParallel
New: ServerProfiler can now dump raw binary of a managed method after JIT
- using debug binary built from facc83cb
Baby steps. No idea how to read it yet, and will need to explore how to control optimization levels.
Tests: Exported Assembly-CSharp!BasePlayer::ServerUpdateParallel