phpstorm debugging call stack - phpstorm

Really quick question about PhpStorm (I see behaviour on version 6 and 7, I'm using XDebug)
When debugging, I can add watches and I can go to different stack frames, but when I try and watch variables in a different stack-frame to the current one that program is in, nothing happens when I try and watch variables (it just goes green and shows no variable value nor error)
My question is, should I be able to watch local variables from other stack frames? (ie has my local configuration got a bug)
And if I can't watch local variables from other stack frames, is there another IDE that will support it?

Related

How to export stack trace in PhpStorm to text file

I'm debugging in PhpStorm remotely over SSH. It stopped to my breakpoint and I see the stack trace. The problem is that it's very big.
I would like to copy or export it into a text file to examine closely. In PhpStorm after the PHP script times out the debugging session is closed and I lose the trace.
AFAIK it's not possible in PhpStorm.
The best ticket I could find is https://youtrack.jetbrains.com/issue/IDEA-153569 (also has duplicate IDEA-166237).
Watch that ticket (star/vote/comment) to get notified on any progress.
Right now I may only suggest to use PHP's own debug_print_backtrace() function or alike (and save its output into a file) or more powerful PsySH.

WinDbg single step exception not firing

I am debugging an exe (x86) in WinDbg because it is crashing on my computer, the devs provide no support and it's closed source.
So far I found out that it crashes because a null pointer is passed to ntdll!RtlEnterCriticalSection.
I'm trying to find the source of that null pointer and I've reached a point (my "current point") where I have absolutely no idea where it was called from. I tried searching the area of the last few addresses on the stack, but there were no calls, jumps or returns at all there.
The only thing I have is the last dll loaded before the crash, which is apparently also long (at least a few thousand instructions) before my current point.
I can't just set a few thousand break points, so I thought single step exceptions could help (I could at least print eip on every instruction, I don't care if that would take days).
But I can't get the CPU to fire the exception! After loading the exe, I enter the following in the debugger:
sxe ld:<dll name>
g
sxe sse
sxe wos
r tf=1
g
The debugger breaks for the loaded dll where I want it to, but after the second g, the program just runs for a few seconds before hitting the crash point, not raising any single step exception at all.
If I do the same without the first two lines (so I'm at the start point of the program), it works. I know that tf is set to zero every time a SSE is fired, but why doesn't it fire at all later in the program?
Am I missing something? Or is there any other way I could find the source of that null pointer?
g is not the command for single stepping, it means "go" and only breaks on breakpoints or exceptions.
To do single stepping, use p. Since you don't have the source code, you cannot do instruction-stepping on source code level, meaning that you have to do it on assembly level. (Assembler instruction stepping should be default, it not enable it with l-t.) Depending on how far you need to go, this takes time.
Above only answers the question as it is. The open question is, like pointed out in the comments already, what will you do to mitigate that bug? You can't simply create a new critical section nor do you know which existing critical section should be used in that place.

Trace Flash Builder compiling commands

is there a way to trace the compiler command for flash builder? I mean, I want to know the parameters and files that is compiling internally when I click "build" on FB.
Basically I moved a project to Flash Builder, and everything works fine but I have some runtime issues, and looks like the compiler is doing something wrong with some files (like using old files instead of using the one im changing, this occur only for a particular file, the rest works fine or I think that works fine). Also is different the way to embed some file, that's another reason to check what's doing internally.
I ran the game with mxmlc before, and probably I can compare what's the difference if I get the command executed by FB.
Also, I want to know how to do it if I need to research something in future.
Thanks for any help,
Regards
Flash Builder only recompiles if there has been a change to the code. So if you are changing an asset (image), for example, you won't recompile unless you also make a change to the project.
There are a few ways around this:
Easiest way is to just go into a file and press the space bar at the end of a line. It will add an extra byte to your file, but not to the project (compiler is "smart" and gets rid of unused files, classes, and characters). Since this is not a common thing, it shouldn't be an issue
Project->Clean.... That will force your workspace to rebuild and, in most cases, will also recompile your project
If #2 is failing, first delete bin-debug or whatever you are using as your debug folder, then run Project->Clean...
It's a tad bit annoying (especially when editing external libraries), but it allows for quicker re-launches of the debugger, which is the ultimate goal of that behavior.

What's debug section in IDA Pro?

I try to analyze a dll file with my poor assembly skills, so forgive me if I couldn't achieve something very trivial. My problem is that, while debugging the application, I find the code I'm looking for only in debug session, after I stop the debugger, the address is gone. The dll doesn't look to be obfuscated, as many of the code is readable. Take a look at the screenshot. The code I'm looking for is located at address 07D1EBBF in debug376 section. BTW, where did I get this debug376 section?
So my question is, How can I find this function while not debugging?
Thanks
UPDATE
Ok, as I said, as soon as I stop the debugger, the code is vanished. I can't even find it via sequence of bytes (but I can in debug mode). When I start the debugger, the code is not disassembled imediately, I should add a hardware breakpoint at that place and only when the breakpoint will be hit, IDA will show disassembled code. take a look at this screenshot
You see the line of code I'm interested in, which is not visible if the program is not running in debug mode. I'm not sure, but I think it's something like unpacking the code at runtime, which is not visible at design time.
Anyway, any help would be appreciated. I want to know why that code is hidden, until breakpoint hit (it's shown as "db 8Bh" etc) and how to find that address without debugging if possible. BTW, could this be a code from a different module (dll)?
Thanks
UPDATE 2
I found out that debug376 is a segment created at runtime. So simple question: how can I find out where this segment came from :)
So you see the code in the Debugger Window once your program is running and as you seem not to find the verry same opcodes in the raw Hex-Dump once it's not running any more?
What might help you is taking a Memory Snapshot. Pause the program's execution near the instructions you're interested in to make sure they are there, then choose "Take memory snapshot" from the "Debugger" Menu. IDA will then ask you wether to copy only the Data found at the segments that are defined as "loder segments" (those the PE loader creates from the predefined table) or "all segments" that seem to currently belong to the debugged program (including such that might have been created by an unpacking routine, decryptor, whatever). Go for "All segments" and you should be fine seeing memory contents including your debug segments (a segment
created or recognized while debugging) in IDA when not debugging the application.
You can view the list of segements at any time by pressing Shift+F7 or by clicking "Segments" from View > Open subviews.
Keep in mind that the programm your trying to analyze might choose to create the segment some other place the next time it is loaded to make it harder to understand for you what's going on.
UPDATE to match your second Question
When a program is unpacking data from somewhere, it will have to copy stuff somewhere. Windows is a virtual machine that nowadays get's real nasty at you when trying to execute or write code at locations that you're not allowed to. So any program, as long as we're under windows will somehow
Register a Bunch of new memory or overwrite memory it already owns. This is usually done by calling something like malloc or so [Your code looks as if it could have been a verry pointer-intensive language... VB perhaps or something object oriented] it mostly boils down to a call to VirtualAlloc or VirtualAllocEx from Windows's kernel32.dll, see http://msdn.microsoft.com/en-us/library/windows/desktop/aa366887(v=vs.85).aspx for more detail on it's calling convention.
Perhaps set up Windows Exception handling on that and mark the memory range als executable if it wasn't already when calling VirtualAlloc. This would be done by calling VirtualProtect, again from kernel32.dll. See http://msdn.microsoft.com/en-us/library/windows/desktop/aa366898(v=vs.85).aspx and http://msdn.microsoft.com/en-us/library/windows/desktop/aa366786(v=vs.85).aspx for more info on that.
So now, you should take a step trough the programm, starting at its default Entrypoint (OEP) and look for calls tho one of those functions, possibly with the memory protection set to PAGE_EXECUTE or a descendant. After that will possibly come some sort of loop decrypting the memory contents, copying them to their new location. You might want to just step over it, depending on what your interest in the program is by justr placing the cursor after the loop (thick blue line in IDA usually) and clicking "Run to Cursor" from the menu that appears upon right clicking the assembler code.
If that fails, just try placing a Hardware Breakpoint on kernel32.dll's VirtualAlloc and see if you get anything interestin when stepping into the return statement so you end up wherever the execution chain will take you after the Alloc or Protect call.
You need to find the Relative Virtual Address of that code, this will allow you to find it again regardless of the load address (pretty handy with almost all systems using ASLR these days). the RVA is generally calculated as virtual address - base load address = RVA, however, you might also need to account for the section base as well.
The alternative is to use IDA's rebasing tool to rebase the dll to the same address everytime.

Any tool to debug ActionScript ByteCode? Would like to observe registers, stacks

So when running a SWF, is there a way to step through line by line of ABC code and observe registers, stacks? Could I at least print it to screen or log it?
What you want can be done by setting TraceOutputBuffered and AS3Verbose variables in your mm.cfg file to 1 as detailed in this post http://jpauclair.net/mm-cfg-secrets/
I have been able to verify that it works for flash player debug 10.0 r45_2, but it doesn't seem to output anything for 10.1 or 10.2.
You can use SWFWire Inspector which emulates stepping through the code to do decompilation. If you check "ByteCode" and "Stack", you will see the byte code, and how the stack was affected afterwards (or how the decompiler thinks it would have been).
I also want to point out that flash player will dump the stack to the trace if you put an invalid opcode in your code.