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agent.cc
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agent.cc
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#include "tracing/agent.h"
#include <sstream>
#include <string>
#include "env-inl.h"
#include "libplatform/libplatform.h"
namespace node {
namespace tracing {
using v8::platform::tracing::TraceConfig;
using std::string;
Agent::Agent() {}
void Agent::Start(v8::Platform* platform, const string& enabled_categories) {
platform_ = platform;
int err = uv_loop_init(&tracing_loop_);
CHECK_EQ(err, 0);
NodeTraceWriter* trace_writer = new NodeTraceWriter(&tracing_loop_);
TraceBuffer* trace_buffer = new NodeTraceBuffer(
NodeTraceBuffer::kBufferChunks, trace_writer, &tracing_loop_);
tracing_controller_ = new TracingController();
TraceConfig* trace_config = new TraceConfig();
if (!enabled_categories.empty()) {
std::stringstream category_list(enabled_categories);
while (category_list.good()) {
std::string category;
getline(category_list, category, ',');
trace_config->AddIncludedCategory(category.c_str());
}
} else {
trace_config->AddIncludedCategory("v8");
trace_config->AddIncludedCategory("node");
}
// This thread should be created *after* async handles are created
// (within NodeTraceWriter and NodeTraceBuffer constructors).
// Otherwise the thread could shut down prematurely.
err = uv_thread_create(&thread_, ThreadCb, this);
CHECK_EQ(err, 0);
tracing_controller_->Initialize(trace_buffer);
tracing_controller_->StartTracing(trace_config);
v8::platform::SetTracingController(platform, tracing_controller_);
}
void Agent::Stop() {
if (!IsStarted()) {
return;
}
// Perform final Flush on TraceBuffer. We don't want the tracing controller
// to flush the buffer again on destruction of the V8::Platform.
tracing_controller_->StopTracing();
tracing_controller_->Initialize(nullptr);
tracing_controller_ = nullptr;
// Thread should finish when the tracing loop is stopped.
uv_thread_join(&thread_);
v8::platform::SetTracingController(platform_, nullptr);
}
// static
void Agent::ThreadCb(void* arg) {
Agent* agent = static_cast<Agent*>(arg);
uv_run(&agent->tracing_loop_, UV_RUN_DEFAULT);
}
} // namespace tracing
} // namespace node