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include project short-to-medium-term roadmap in readme
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@@ -99,6 +99,64 @@ raddbg.cpp
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If everything worked correctly, there will be a `build` folder in the root
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level of the codebase, and it will contain a freshly-built `raddbg.exe`.
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## Short-To-Medium-Term Roadmap
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### The Initial Alpha Battle-Testing Phase
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The first priority for the project is to ensure that the most crucial debugger
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components are functioning extremely reliably for local, x64, Windows
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debugging. This would include parts like debug info conversion, debug info
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loading, process control, stepping, evaluation (correct usage of both location
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info and type info), and a robust frontend which ensures the lower level parts
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are usable.
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We feel that the debugger has already come a long way in this respect, but
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given the massive set of possible combinations of languages, build settings,
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toolchains, used language features, and patterns of generated code, there are
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still cases where the debugger has not been tested, and so there are still
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issues. So, we feel that the top priority is eliminating these issues, such
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that the debugging experience is rock solid.
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### Local x64 Linux Debugging Phase
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The next priority for the project is to take the rock solid x64 Windows
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debugging experience, and port all of the relevant pieces to support local x64
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Linux debugging also.
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The debugger has been written to abstract over the parts that need to differ on
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either Linux or Windows, and this is mainly going to be a task in building out
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different backends for those abstraction layers.
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The major parts of this phase are:
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- Porting the `src/demon` layer to implement the Demon local process control
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abstraction API.
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- Porting the `src/unwind` layer to support x64 ELF unwinding (currently, there
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is only an x64 PE unwinding implementation).
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- Creating a DWARF-to-RADDBG converter (in the same way that we've built a PDB-
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to-RADDBG converter). A partial implementation of this is in
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`src/raddbg_convert/dwarf`.
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- Porting the `src/render` layer to implement all of the rendering features the
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frontend needs on a Linux-compatible API (the backend used on Windows is D3D11).
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- Porting the `src/font_provider` layer to a Linux-compatible font
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rasterization backend, like FreeType (the backend used on Windows is
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DirectWrite).
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- Porting the `src/os` layers to Linux. This includes core operating system
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abstraction (virtual memory allocation, threading and synchronization
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primitives, and so on), and graphical operating system abstraction (windows,
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input events, and so on).
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Once the above list is complete, and once every part is rock solid, the Windows
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debugging experience we'll have worked diligently to create will also be
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available natively on Linux machines.
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### And Beyond!
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There are several directions we might take after these two major phases,
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like remote debugging, porting to different architectures, further improving
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the debugger's features (like improving the visualization engine), and so on.
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But for now, we're mostly focused on those first two phases.
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## Top-Level Directory Descriptions
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- `data`: Small binary files which are used when building, either to embed
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