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View Code? Open in Web Editor NEWA still experimental Script Debugger for Arma 3
License: Other
A still experimental Script Debugger for Arma 3
License: Other
All scheduled scripts (I guess only running ones? All might be useful with state like started/not started or something), and I guess an unscheduled thread "main"?
Stack info should have associated thread IDs on it, and I should be able to request the stack for any thread by ID, including local variables etc.
Immediately halt on current instruction.
Relies on #5 or it won't be useful.
I want to run code in the current context, like an immediate window/repl.
Would be better for usability if case of all identifiers and paths was maintained.
Currently ADE does not dump a callstack when params throws an error like this one:
9:16:33 Error Params: Type Array, expected Object
I think it's critical to dump call stack in that case like on any other error.
Hi!
Since you've asked, I'm making an issue.
Suggestion: add an SQF command: ADE_onScriptError code
, which would call my code passed to it on a script error.
It should pass information about the script error to the callback, such as: file, line number, error text, and the callstack itself in string or array form.
Further things to think of: should it be stackable? What if we register the same code variable multiple times?
Arma doesn't raise an error if we call a code-variable which is not defined:
0 call fnc_codeDoesNotExist; // No error
Which causes obvious inconvenience.
More thoughts about this feature:
with uiNamespace do
?When debugging a SQF script that has a created hashMap saved as a variable, ArmA 3 will crash (divide by 0 exception) if you stop/step the program past the first variable that saves a hashMap.
Using the current steam workshop version and mod based script files. Have not tested on mission file based scripts.
This can be massive, even just getting the name list takes a few seconds on a small new game (I didn't try on a large in progress one yet!).
I suggest:
On globals or namespace variables.
It doesn't include frames from outside an isNil call, even though the SQF has access to them.
Right now I am consciously peppering the code around where i want to stop with breakpoints as they aren't validated as actually correct.
Getting a return from the Set Breakpoint
command with the nearest appropriate location (+code snippet/whatever context is available for validation) would be perfect.
Globals, locals/stack variables (with associated stack frame ID I guess?), namespace variables.
Need only work when halted of course.
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