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local translate_Ts = false
local h_print = CreatePrint{"Debugger"}
---
--- Recursively formats a Lua table as a string representation.
---
--- @param t table The table to format.
--- @param indent string (optional) The indentation to use for nested tables.
--- @return string The formatted string representation of the table.
---
function DbgLuaCode(t, indent)
-- Implementation details omitted for brevity
end
local function DbgLuaCode(t, indent)
indent = indent or ""
local result = {}
local function format(k, v)
local s
local ktype, vtype = type(k), type(v)
if (ktype == "string" or ktype == "number" or ktype == "nil") and
(vtype == "string" or vtype == "number" or vtype == "table" or vtype == "boolean" or IsPStr(v)) then
if k then
s = FormatKey(k)
else
s = ""
end
if vtype == "table" then
s = s .. DbgLuaCode(v, indent .. "\t")
elseif vtype == "string" or IsPStr(v) then
s = s .. StringToLuaCode(v)
elseif vtype == "number" or vtype == "boolean" then
s = s .. tostring(v)
end
result[#result + 1] = s
end
end
local len = #t
for i = 1, len do
format(nil, t[i])
end
for k, v in pairs(t) do
if type(k) ~= "number" or k > len or k < 1 then
format(k, v)
end
end
return "{" .. table.concat(result, ",") .. "}"
end
luadebugger = {}
---
--- Constructs a new luadebugger object.
---
--- @param obj table (optional) A table to use as the base for the new luadebugger object.
--- @return table The new luadebugger object.
---
function luadebugger:new(obj)
obj = obj or {}
setmetatable(obj, self)
self.__index = self
obj.server = LuaSocket:new()
obj.update_thread = false
obj.started = false
obj.call_stack = {}
obj.stack_vars = {}
obj.to_send = {}
obj.in_break = false
obj.coroutine = false
obj.context_id = 0
obj.stack_level = 1
obj.eval_env = false
obj.watches = {}
obj.to_expand = {}
obj.watches_results = {}
obj.watches_evaluated = {}
obj.last_received = false
obj.init_packet_received = false
obj.SetStepOver = false
obj.SetStepInto = false
obj.breakpoints = {}
obj.continue = false
obj.timeout = 300000
obj.handle_to_obj = {}
obj.obj_to_handle = {}
obj.conditions = {}
-- 0 is the base "hidden" stack frame of the Lua_State
-- 1 is the first actual stack frame we can see
-- Just like for relative values 0 is the current method (usually the C method that prints the metadata). 1 Gets you info for the caller
obj.user_stack_level_top = false
obj.__threadmeta = {
__tostring = function(v)
if v.type == "key" then
return v.info.short_src .. " ( line: " .. v.info.currentline .. " )"
else
return tostring(v.info.name)
end
end,
}
obj.__tuple_meta = {
__tostring = function(v)
local str = {}
local count = table.maxn(v)
for i=1,count do
local value = v[i]
if ObjectClass(value) then
str[i] = value.class
else
str[i] = print_format(value) or "nil"
end
end
return table.concat(str, ", ")
end
}
obj.condition_env = {}
obj.reload_thread = false
setmetatable(obj.condition_env, {
__index = DebuggerIndex
})
return obj
end
--- Breaks the execution of the debugger.
-- This function is called to interrupt the execution of the debugger and enter a break state.
-- When the debugger is in a break state, it can be used to inspect the current state of the program,
-- set breakpoints, step through the code, and perform other debugging operations.
-- After the debugging operations are complete, the debugger can be resumed to continue the program execution.
function luadebugger:BreakExecution()
DebuggerBreakExecution()
end
---
--- Breaks the execution of the debugger and enters a break state.
--- This function is called to interrupt the execution of the debugger and enter a break state.
--- When the debugger is in a break state, it can be used to inspect the current state of the program,
--- set breakpoints, step through the code, and perform other debugging operations.
--- After the debugging operations are complete, the debugger can be resumed to continue the program execution.
---
--- @param co table|nil The coroutine to break, or `nil` to break the current thread.
--- @param break_offset number|nil The offset to apply to the stack level when breaking, or `"keep_user_stack_level_top"` to keep the user's stack level top.
function luadebugger:Break(co, break_offset)
Msg("DebuggerBreak")
self.in_break = true
self.call_info, self.stack_vars = self:GetCallInfo(co, co and 0 or 3)
self.coroutine = co
local level = 1
if "keep_user_stack_level_top" == break_offset and self.user_stack_level_top then
level = #self.call_info - self.user_stack_level_top + 1
else
if self.call_info[1].Name == "assert" then
level = Min(#self.stack_vars, 2)
elseif self.call_info[1].Name == "error" then
level = Min(#self.stack_vars, 3)
end
level = level + (break_offset or 0)
while self.call_info[level] and self.call_info[level].Source == "C function" do
level = level + 1
end
self.user_stack_level_top = #self.call_info - level + 1
end
-- remove the unusable part of the stack so that the break location is on top
for i=1,level-1 do
table.remove(self.call_info, 1)
table.remove(self.stack_vars, 1)
end
self.stack_level = 1
self.eval_env = self.stack_vars[1] or {}
self.watches_evaluated = {}
self.watches_results = {}
self:AgeHandles()
self.context_id = self.context_id + 1
if self.context_id > 30000 then
self.context_id = 0
end
local autos = self:GetAutos()
self:Send{Event="Break", ShowLevel = 1, Watches=self:EvalWatches(), CallStack=self.call_info, ContextId=self.context_id, Autos=autos}
self.continue = false
while not self.continue do
if not self:DebuggerTick() then
self:Stop()
break
end
os.sleep(1)
end
end
--- Opens the specified file at the given line number in the editor.
---
--- @param file string The file path to open.
--- @param line number The line number to navigate to in the file.
function luadebugger:OpenFile(file, line)
if not Platform.desktop then return end
if config.AlternativeDebugger then
OpenTextFileWithEditorOfChoice(file, line)
else
self:Send{Event="OpenFile", File = file, Line = line}
end
end
--- Breaks the debugger and enters a break state, displaying the current call stack and watches.
---
--- @param file string The file path where the break occurred.
--- @param line number The line number where the break occurred.
--- @param status_text string An optional status text to display.
function luadebugger:BreakInFile(file, line, status_text)
Msg("DebuggerBreak")
self.in_break = true
self.call_info = {{
Source = file or "",
Line = (line - 1) or 0,
Name = "?",
NameWhat = "",
}}
self.stack_vars = {}
self.eval_env = {}
self.watches_evaluated = {}
self.watches_results = {}
self:AgeHandles()
self.context_id = self.context_id + 1
if self.context_id > 30000 then
self.context_id = 0
end
self:Send{Event="Break", ShowLevel = 1, Watches={}, CallStack=self.call_info, ContextId=self.context_id, Autos={}}
if status_text then
self:Send{Event="UpdateStatusText", text=status_text}
end
self.continue = false
while not self.continue do
if not self:DebuggerTick() then
self:Stop()
break
end
os.sleep(1)
end
end
---
--- Resumes the debugger from a break state, allowing the program to continue execution.
---
function luadebugger:Continue()
self.in_break = false
self.continue = true
self.coroutine = false
Msg("DebuggerContinue")
end
-- Remotely called methods
---
--- Resumes the debugger from a break state, allowing the program to continue execution.
---
function luadebugger:Run(to_expand)
self:SetAllExpanded(to_expand)
self:Continue()
end
---
--- Steps over the current line of execution, allowing the program to continue execution.
---
--- @param to_expand table A table of variables to expand in the debugger UI.
---
function luadebugger:StepOver(to_expand)
self:SetAllExpanded(to_expand)
DebuggerStep("step over", self.coroutine)
self:Continue()
end
---
--- Steps into the current line of execution, allowing the program to continue execution.
---
--- @param to_expand table A table of variables to expand in the debugger UI.
---
function luadebugger:StepInto(to_expand)
self:SetAllExpanded(to_expand)
DebuggerStep("step into", self.coroutine)
self:Continue()
end
---
--- Steps out of the current line of execution, allowing the program to continue execution.
---
--- @param to_expand table A table of variables to expand in the debugger UI.
---
function luadebugger:StepOut(to_expand)
self:SetAllExpanded(to_expand)
DebuggerStep("step out", self.coroutine)
self:Continue()
end
---
--- Jumps the debugger to the specified line of execution, allowing the program to continue execution.
---
--- @param to_expand table A table of variables to expand in the debugger UI.
--- @param line number The line number to jump to.
---
function luadebugger:Goto(to_expand, line)
self:SetAllExpanded(to_expand)
assert(#self.call_info + 1 - self.stack_level == self.user_stack_level_top)
DebuggerGoto(self.user_stack_level_top, line)
self:Break(nil, "keep_user_stack_level_top")
end
---
--- Gets the list of line numbers that can be jumped to in the debugger for the current stack frame.
---
--- @param id number The request ID for the response.
--- @return table The list of line numbers that can be jumped to, along with the current stack level and source file.
---
function luadebugger:GetGotoTargets(id)
assert(#self.call_info + 1 - self.stack_level == self.user_stack_level_top)
local absolute_level = self.user_stack_level_top
local relative_level = DebuggerToRelativeStackLevel(absolute_level)
local info = debug.getinfo(relative_level, "SL")
if not info then return end
local lines = table.keys(info.activelines)
self:Send{Event="Result", RequestId = id, Data = {level = self.stack_level, source = string.gsub(info.source, "^@", "") or "", lines = lines}}
end
---
--- Sets the stack level for the debugger.
---
--- @param req_id number The request ID for the response.
--- @param level number The stack level to set.
---
function luadebugger:SetStackLevel(req_id, level)
if self.in_break and self.stack_level ~= level and #self.stack_vars >= level then
self.stack_level = level
self.eval_env = self.stack_vars[level] or {}
self.watches_evaluated = {}
self.watches_results = {}
self.context_id = self.context_id + 1
if self.context_id > 30000 then
self.context_id = 0
end
local autos = self:GetAutos()
local watches = self:EvalWatches()
self:Send{Event="Result", RequestId = req_id, Data={Watches=watches, Autos=autos}}
elseif config.AlternativeDebugger then
assert(not "Unnecessary set stack level")
end
end
---
--- Sets the breakpoints for the debugger.
---
--- @param b table A table of breakpoint definitions, where each breakpoint definition is a table with the following fields:
--- - File: string The file path of the breakpoint.
--- - Line: number The line number of the breakpoint.
--- - Condition: string (optional) A Lua expression that must evaluate to true for the breakpoint to be triggered.
---
function luadebugger:SetBreakpoints(b)
DebuggerClearBreakpoints()
for _, bp in ipairs(b) do
if bp.Condition then
local eval, err = load("return " .. bp.Condition, nil, nil, self.condition_env)
if eval then
DebuggerAddBreakpoint(bp.File, bp.Line, eval)
else
h_print(err)
DebuggerAddBreakpoint(bp.File, bp.Line)
end
else
DebuggerAddBreakpoint(bp.File, bp.Line)
end
end
self.breakpoints = b
end
---
--- Sets the watches for the debugger.
---
--- @param req_id number The request ID for the response.
--- @param to_eval table A table of expressions to evaluate as watches.
---
--- This function sets the watches for the debugger. It evaluates the expressions in the `to_eval` table and sends the results back as a response to the request with the given `req_id`.
---
function luadebugger:SetWatches(req_id, to_eval)
self.watches = to_eval
local res = self:EvalWatches()
if next(res)~=nil then
self:Send{Event="Result", RequestId = req_id, Data=res}
end
end
---
--- Sets the `to_expand` table to contain the keys of the `expanded` table as true values.
---
--- @param expanded table A table of expressions to expand.
---
function luadebugger:SetAllExpanded(expanded)
self.to_expand = {}
for _, v in ipairs(expanded) do
self.to_expand[v] = true
end
end
---
--- Expands a watch expression in the debugger.
---
--- @param req_id number The request ID for the response.
--- @param to_expand string The expression to expand.
---
--- This function adds the given expression to the list of expanded expressions, evaluates all watches, and sends the results back as a response to the request with the given `req_id`.
---
function luadebugger:Expand(req_id, to_expand)
self.to_expand[to_expand] = true
local res = self:EvalWatches()
if next(res)~=nil then
self:Send{Event="Result", RequestId = req_id, Data=res}
end
end
---
--- Shows a position in the game.
---
--- @param to_view any The position to show in the game.
---
function luadebugger:ViewInGame(to_view)
local r, err = load("return " .. to_view, nil, nil, self.eval_env)
if r then
local ok, r = pcall(r)
if IsValidPos(r) then
ShowMe(r)
end
end
end
---
--- Streams a grid to the debugger client.
---
--- @param req_id number The request ID for the response.
--- @param expression string The expression to evaluate and stream as a grid.
--- @param size number (optional) The maximum size of the grid to stream, in pixels.
---
--- This function evaluates the given expression and checks if the result is a grid. If so, it repackages the grid data, optionally resizes it, and streams the grid data to the debugger client in chunks.
---
--- If the expression does not evaluate to a grid, an error message is sent back to the debugger client.
---
function luadebugger:StreamGrid(req_id, expression, size)
local ok
local r, err = load("return " .. expression, nil, nil, self.eval_env)
if r then
local ok, r = pcall(r)
if ok then
if IsGrid(r) then
r = GridRepack(r, "F")
local w, h = r:size()
local orig_w, orig_h = w, h
if size and size > 0 and (w > size or h > size) then
r = GridResample(r, size, size, false)
w, h = size, size
end
local packet_size = 512 * 512
for i = 0, w * h - 1, packet_size do
local offset = i
self:Send(function()
local data = GridGetBinData(r, offset, packet_size)
data = Encode64(data)
return {
Event="Result",
RequestId = req_id,
Data= {
Expression = expression,
width = w, height = h,
orig_w = orig_w, orig_h = orig_h,
offset = offset
},
}, data
end)
end
else
self:Send{Event="Result", RequestId = req_id, Data={Expression = expression, Error = "not a grid (" .. self:Type(r) .. ")"}}
end
else
self:Send{Event="Result", RequestId = req_id, Data={Expression = expression, Error = r}}
end
else
self:Send{Event="Result", RequestId = req_id, Data={Expression = expression, Error = err}}
end
end
--- Evaluates the given expression and sends the result back to the debugger client.
---
--- @param req_id string The unique request ID for this evaluation.
--- @param expression string The expression to evaluate.
function luadebugger:Eval(req_id, expression)
local ok
local r, err = load("return " .. expression, nil, nil, self.eval_env)
if r then
local ok, r = pcall(r)
if ok then
self:Send{Event="Result", RequestId = req_id, Data={Expression = expression, Result = r}}
else
self:Send{Event="Result", RequestId = req_id, Data={Expression = expression, Error = r}}
end
else
self:Send{Event="Result", RequestId = req_id, Data={Expression = expression, Error = err}}
end
end
--- Sends the given text to the debugger client as output.
---
--- @param text string The text to send to the debugger client.
function luadebugger:WriteOutput(text)
self:Send({Event = "Output", Text = text})
end
--- Initializes the luadebugger with the given breakpoints, watches, and expanded state.
---
--- @param breakpoints table A table of breakpoint information.
--- @param watches table A table of watch expressions.
--- @param expanded table A table of expanded variables.
function luadebugger:Init(breakpoints, watches, expanded)
self.watches = watches
self:SetBreakpoints(breakpoints)
self:SetAllExpanded(expanded)
self.init_packet_received = true
end
-- End remotely called methods
--- Returns a table of all the auto-complete variables available in the debugger's evaluation environment.
---
--- This function is used to retrieve the list of variables that are available for auto-completion
--- when evaluating expressions in the debugger.
---
--- @return table A table of variable names.
function luadebugger:GetAutos()
local autos = {}
for k in pairs(self.eval_env) do
table.insert(autos, k)
end
return autos
end
--- Quits the luadebugger.
---
--- This function is used to quit the luadebugger and terminate the debugging session.
function luadebugger:Quit()
quit()
end
--- The path to the overload files directory.
---
--- This global variable specifies the path to the directory where overload files are stored. It is used to manage the loading and unloading of overload files in the game.
OverloadFilesPath = "AppData/overload/"
--- Initializes the overload file system on startup.
---
--- This function is called on autorun to set up the overload file system. It deletes the existing overload files directory and creates a new one. This is necessary to ensure a clean slate for the overload file system on each game startup.
---
--- The overload file system is used to dynamically load and unload game assets and resources during runtime. This allows the game to be updated and patched without requiring a full recompile and redeployment.
if FirstLoad then
PendingFileOverloads = 0
function OnMsg.Autorun()
if not Platform.goldmaster and (Platform.xbox or Platform.playstation or Platform.switch) then
local err = DeleteFolderTree(OverloadFilesPath)
if err and err ~= "File Not Found" and err ~= "Path Not Found" then
print("Overload path delete error: ", err)
end
err = AsyncCreatePath("AppData/overload/")
if err then
print("Overload path create error: ", err)
end
end
end
end
--- Mounts an overload folder with the given name.
---
--- This function is used to mount an overload folder during runtime. It checks if the folder exists and mounts it with a high priority and see-through label.
---
--- @param folder_name string The name of the folder to mount.
function MountOverloadFolder(folder_name)
assert(not Platform.goldmaster and (Platform.xbox or Platform.playstation or Platform.switch))
local label = folder_name .. "Overload"
local folder_path = OverloadFilesPath .. folder_name .. "/"
if MountsByLabel(label) == 0 and io.exists(folder_path) then
local err = MountFolder(folder_name, folder_path, "priority:high,seethrough,label:" .. label)
if err then print("Overload folder mount error: ", err) end
end
end
local function MountOverloadFolder(folder_name)
assert(not Platform.goldmaster and (Platform.xbox or Platform.playstation or Platform.switch))
local label = folder_name .. "Overload"
local folder_path = OverloadFilesPath .. folder_name .. "/"
if MountsByLabel(label) == 0 and io.exists(folder_path) then
local err = MountFolder(folder_name, folder_path, "priority:high,seethrough,label:" .. label)
if err then print("Overload folder mount error: ", err) end
end
end
--- Overloads a file with the given data.
---
--- This function is used to overload a file with new data during runtime. It creates the necessary directory structure and writes the data to the file.
---
--- @param filepath string The path of the file to overload, relative to the OverloadFilesPath directory.
--- @param data string The data to write to the file.
local function OverloadFile(filepath, data)
filepath = OverloadFilesPath .. filepath
local dir = SplitPath(filepath)
AsyncCreatePath(dir)
AsyncStringToFile(filepath, data)
end
--- Overloads a file with the given data.
---
--- This function is used to overload a file with new data during runtime. It creates the necessary directory structure and writes the data to the file.
---
--- @param filepath string The path of the file to overload, relative to the OverloadFilesPath directory.
--- @param size number The size of the data to write to the file.
function luadebugger:OverloadFile(filepath, size)
if size == 0 then
OverloadFile(filepath, "")
return
end
self.binary_mode = true
self.binary_handler = function(data)
self.binary_mode = false
PendingFileOverloads = PendingFileOverloads + 1
CreateRealTimeThread(function()
OverloadFile(filepath, data)
h_print(string.format("[downloaded %d KB] %s (overload)", ((string.len(data))/1024), filepath))
PendingFileOverloads = PendingFileOverloads - 1
assert(PendingFileOverloads > -1)
end)
end
end
--- Compiles the specified shader.
---
--- This function is used to compile a shader during runtime. It sends a message to the debugger to initiate the shader compilation process.
---
--- @param shader string The name of the shader to compile.
function luadebugger:CompileShaders(shader)
local shader_config = config.Haerald.CompileShaders
self:Send({Event="CompileShaders",
Shader = shader,
ListFilePath = shader_config.ListFilePath or "",
BuildTool = shader_config.BuildTool or "",
BuildArgs = shader_config.BuildArgs or "",
ShaderCachePath = shader_config.ShaderCachePath or ""}
)
end
--- Reloads the specified shader.
---
--- This function is used to reload a shader during runtime. It sends a message to the debugger to initiate the shader compilation process.
---
--- @param shader string The name of the shader to reload.
function luadebugger:ReloadShader(shader)
local shader_config = config.Haerald.CompileShaders
self:Send({ Event="CompileShaders",
Shader = shader,
ListFilePath = shader_config.ListFilePath or "",
BuildTool = shader_config.BuildTool or "",
BuildArgs = shader_config.BuildArgs or "",
ShaderCachePath = shader_config.ShaderCachePath or ""
})
end
--- Reloads the shader cache.
---
--- This function is used to reload the shader cache during runtime. It mounts the overload folder for the shader cache and waits for any pending file overloads to complete before setting the `hr.AddRemotelyCompiledShader` flag to `true`.
function luadebugger:ReloadShaderCache()
CreateRealTimeThread(function()
MountOverloadFolder("ShaderCache")
while PendingFileOverloads > 0 do
Sleep(5)
end
hr.AddRemotelyCompiledShader = true
end)
end
--- Reloads the Lua code.
---
--- This function is used to reload the Lua code during runtime. It creates a real-time thread that waits for 1 second, mounts the overload folders for CommonLua, Lua, and Data, and then reloads the Lua code.
---
--- This function is designed to handle multiple reload requests without actually reloading multiple times.
function luadebugger:ReloadLua()
h_print("Reload request")
-- Multiple reload requests will not actually reload multiple times
DeleteThread(self.reload_thread)
self.reload_thread = CreateRealTimeThread(function()
Sleep(1000)
MountOverloadFolder("CommonLua")
MountOverloadFolder("Lua")
MountOverloadFolder("Data")
ReloadLua()
end)
end
--- Executes the provided Lua code in the debugger console.
---
--- This function is used to execute arbitrary Lua code in the debugger console. It sends a message to the debugger to execute the provided code.
---
--- @param code string The Lua code to execute.
function luadebugger:RemoteExec(code)
if dlgConsole then
dlgConsole:Exec(code)
end
end
--- Sends an auto-completion list to the debugger console.
---
--- This function is used to generate an auto-completion list for the provided code and index, and send it to the debugger console.
---
--- @param code string The code to generate the auto-completion list for.
--- @param idx number The index within the code to generate the auto-completion list for.
--- @return nil
function luadebugger:RemoteAutoComplete(code, idx)
if dlgConsole then
local list = GetAutoCompletionList(code, idx)
self:Send({Event="AutoCompleteList", List=list})
end
end
--- Prints the provided text to the debugger console.
---
--- This function is used to print text to the debugger console. It is a convenience wrapper around the `h_print` function.
---
--- @param text string The text to print to the debugger console.
--- @return nil
function luadebugger:RemotePrint(text)
h_print(text)
end
--- Evaluates the watches and returns a table of new or expanded watches.
---
--- This function is responsible for evaluating the watches and returning a table of new or expanded watches. It first checks if the debugger is in a break state, and if not, returns an empty table. It then iterates through the existing watches, evaluating any that have not been evaluated yet, and expanding any watches that are marked for expansion. Finally, it returns a table of new or expanded watches.
---
--- @return table A table of new or expanded watches.
function luadebugger:EvalWatches()
if not self.in_break then
return {}
end
local new = {}
local old = {}
for k, v in pairs(self.watches_results) do
old[k] = (v.Children ~= nil)
end
for _, value_lua in pairs(self.watches) do
if not self.watches_evaluated[value_lua] then
self:EvalWatch(value_lua)
end
end
for k in pairs(self.eval_env) do
if not self.watches_evaluated[k] then
self:EvalWatch(k)
end
end
for value_lua in pairs(self.to_expand) do
self:ExpandWatch(value_lua)
end
for k, v in pairs(self.watches_results) do
if old[k] == nil or (old[k] == false and v.Children) then
new[k] = v
end
end
return new
end
--- Evaluates the provided expression and adds the result as a new watch.
---
--- This function is responsible for evaluating the provided expression and adding the result as a new watch. It first attempts to load the expression using `load()` and the provided `eval_env` environment. If the load is successful, it calls `pcall()` to execute the expression and get the result. If the execution is successful, it adds the expression and its result as a new watch using `self:AddWatch()`. If there is an error, it adds the expression and the error message as a new watch instead.
---
--- If the expression was marked for expansion (`self.to_expand[ToEval]`), it also calls `self:ExpandWatch()` to expand the watch.
---
--- @param ToEval string The expression to evaluate and add as a new watch.
--- @return nil
function luadebugger:EvalWatch(ToEval)
local ok
local r, err = load("return " .. ToEval, nil, nil, self.eval_env)
if r then
err = nil
local old = config.InDebugger
config.InDebugger = true
local results = pack_params(pcall(r))
config.InDebugger = old
if results[1] then
local res = results[2]
if Max(#results, results.n or 0) > 2 then
res = setmetatable({unpack_params(results, 2)}, self.__tuple_meta)
end
self:AddWatch(ToEval, res, ToEval, ToEval)
else
err = results[2]
end
end
if err then
err = string.gsub(err, "%[.+%]:%d+: ", "")
self:AddWatch(ToEval, err, ToEval, ToEval)
end
if self.to_expand[ToEval] then
self:ExpandWatch(ToEval)
end
end
--- Expands the watch for the given Lua value.
---
--- This function is responsible for expanding the watch for the given Lua value. It first checks if the watch has already been expanded (`t.Children`). If not, it creates a new table `res` to store the expanded watch values.
---
--- If the watch is expandable (`t.Expandable`) and marked for expansion (`self.to_expand[value_lua]`), it enumerates the keys and values of the watch's value object (`self.watches_evaluated[value_lua].ValueObj`) using `self:Enum()`. For each key-value pair, it adds a new watch using `self:AddWatch()` and recursively expands the watch if it is marked for expansion (`self.to_expand[value2_lua]`).
---
--- The expanded watch values are then sorted based on their sort priority (`a.SortPriority` and `b.SortPriority`), and if the keys are numbers, they are sorted numerically. Otherwise, they are sorted lexicographically.
---
--- Finally, the expanded watch values are stored in the `t.Children` field and returned.
---
--- @param value_lua string The Lua value to expand the watch for.
--- @param new table (optional) A table to store the new watch values.
--- @return table The expanded watch values.
function luadebugger:ExpandWatch(value_lua, new)
local t = self.watches_results[value_lua]
if not t or t.Children then
return
end
local res = {}
if t.Expandable and self.to_expand[value_lua] then
local value_obj = self.watches_evaluated[value_lua].ValueObj
for key2_obj, value2_obj, key2_lua, value2_lua, sort_priority in self:Enum(value_obj, value_lua) do
self:AddWatch(key2_obj, value2_obj, key2_lua, value2_lua, sort_priority)
if self.to_expand[value2_lua] then
self:ExpandWatch(value2_lua)
end
table.insert(res, value2_lua)
end
local watches_results = self.watches_results
table.sort(res, function(a, b)
local a, b = watches_results[a] or empty_table, watches_results[b] or empty_table
if (a.SortPriority or 0) ~= (b.SortPriority or 0) then
return (a.SortPriority or 0) > (b.SortPriority or 0)
end
if a.KeyType == "number" and b.KeyType == "number" then
return tonumber(a.Key) < tonumber(b.Key)
end
if a.KeyType == "number" then
return true
end
if b.KeyType == "number" then
return false
end
return CmpLower(a.Key, b.Key)
end)
t.Children = res
return t
end
end
---
--- Converts a Lua value to a string representation.
---
--- This function handles various Lua value types, including:
--- - `_G`: Returns the string "_G"
--- - `thread`: Returns the status and string representation of the thread
--- - `function`: Returns the source file and line number of the function
--- - `table`: Handles various table types, including valid objects, translations, and custom `__tostring` metamethods
--- - Other types: Returns the string representation of the value
---
--- @param v any The Lua value to convert to a string
--- @return string The string representation of the Lua value
function luadebugger:ToString(v)
local type = type(v)
if rawequal(v, _G) then
return "_G"
elseif type == "thread" then
if coroutine.running() == v then
return "current " .. tostring(v)
end
return coroutine.status(v) .. " " .. tostring(v)
elseif type == "function" then
local info = debug.getinfo(v)
if info and info.short_src and info.linedefined and info.linedefined ~= -1 then
return string.format("%s(%d)", info.short_src, info.linedefined)
end
return tostring(v)
elseif type == "table" then
if IsValid(rawget(v, 1)) then
local str = tostring(v)
if #str > 80 then
return string.sub(str, 1, 80) .. "..."
end
return str
end
if IsT(v) then
if translate_Ts then
return _InternalTranslate(v, nil, false)
else
return TDevModeGetEnglishText(v, "deep", "no_assert")
end
elseif ObjectClass(v) then
local suffix, num = string.gsub(tostring(v), "^table", "")
if num == 0 then
suffix = ""
end
if rawget(_G, "CObject") and IsKindOf(v, "CObject") and not IsValid(v) then
return "invalid object" .. suffix
else
return "object" .. suffix
end
end
for k, class in pairs(g_Classes or empty_table) do
if v == class then
return "class " .. k
end
end
local meta = getmetatable(v)
if meta == rawget(_G, "g_traceMeta") then
return "trace log"
end
if meta and rawget(meta, "__tostring") ~= nil then
local ok, result = pcall(meta.__tostring, v)
return ok and result or "error in custom tostring function: " .. result
else
return tostring(v) .. " (len: " .. #v .. ")"
end
else
return tostring(v)
end
end
--- Determines the type of the given object `o`.
---
--- This function is used to get a human-readable string representation of the type of an object. It handles various types of objects, including tables, classes, and special types like points, boxes, and grids.
---
--- @param o any The object to get the type of.
--- @return string The type of the object as a string.
function luadebugger:Type(o)
local otype = type(o)
if otype == "table" and IsT(o) then
return "translation"
end
if rawequal(o, _G) then return "table" end
if ObjectClass(o) then
local ctype = o.class
local particles = IsValid(o) and g_Classes.CObject and o:IsKindOf("CObject") and o:GetParticlesName() or ""
if type(particles) == "string" and particles ~= "" then
ctype = ctype .. ": " .. particles
end
local id = rawget(o, "id") or ""
if type(id) == "string" and id ~= "" then
ctype = ctype .. ": " .. id
end
return ctype
end
local meta = getmetatable(o)
if meta then
if IsPoint(o) then
return "Point"
end
if IsBox(o) then
return "Box"
end
if IsQuaternion(o) then
return "Quaternion"
end
if IsGrid(o) then
local pid = GridGetPID(o)
local w, h = o:size()
return "Grid " .. pid .. ' ' .. w .. 'x' .. h
end
if IsPStr(o) then
return "pstr (#" .. #o .. ")"
end
if meta == __range_meta then
return "Range"
end
if meta == __set_meta then
return "Set"
end
if meta == self.__tuple_meta then
return "tuple (#" .. table.count(o) .. ")"
end
-- check for UI
if meta == self.__threadmeta then
return "thread level info"
end
end
if otype == "string" then
return "string (#" .. #o .. ")"
end
if otype == "table" then
return "table (#" .. table.count(o) .. ")"
end
if otype == "function" then
if IsCFunction(o) then
return "C function"
end
return "function"
end
return otype
end
---
--- Ages the handles in the luadebugger object.
---
--- This function iterates through the `handle_to_obj` table and increments the age of each handle. If the age of a handle reaches 1, the handle is removed from both the `handle_to_obj` and `obj_to_handle` tables.
---
--- @param self luadebugger The luadebugger object.
---
function luadebugger:AgeHandles()
for k, v in pairs(self.handle_to_obj) do
if v.age >= 1 then
self.obj_to_handle[v.obj] = nil
self.handle_to_obj[k] = nil
else
v.age = v.age + 1
end
end
end
---
--- Gets a handle for the given object.
---
--- If the object does not have a handle yet, a new handle is created and added to the `handle_to_obj` and `obj_to_handle` tables. The age of the handle is set to 0.
---
--- @param self luadebugger The luadebugger object.
--- @param obj any The object to get a handle for.
--- @return integer The handle for the object.
---
function luadebugger:GetHandle(obj)
local handle = self.obj_to_handle[obj]
if handle == nil then
handle = #self.handle_to_obj + 1
self.handle_to_obj[handle] = {obj=obj, age=0}
self.obj_to_handle[obj] = handle
end
self.handle_to_obj[handle].age = 0
return handle
end
---
--- Gets the object associated with the given handle.
---
--- If the handle is valid, the associated object is returned with its age reset to 0. If the handle is not valid, `nil` is returned.
---
--- @param self luadebugger The luadebugger object.
--- @param handle integer The handle of the object to retrieve.
--- @return any The object associated with the given handle, or `nil` if the handle is not valid.
---
function luadebugger:GetObj(handle)
local obj_desc = self.handle_to_obj[handle]
if obj_desc ~= nil then
obj_desc.age = 0
return obj_desc.obj
end
return nil
end
---
--- Formats the index expression for a table access.
---
--- This function takes a string representation of the table expression (`to_index`) and the key (`k`) being accessed, and returns the formatted index expression and the key as a string.
---
--- If the key is a number or boolean, it is returned as a string and the index expression is `[key]`.
--- If the key is a string that matches the pattern `^[_%a][_%w]*$`, it is returned as a string and the index expression is `.key`.
--- If the key is a string that does not match the pattern, it is returned as a string and the index expression is `[ "key" ]`.
--- If the key is any other type, the handle for the key object is retrieved and the index expression is `[g_LuaDebugger:GetObj(g_LuaDebugger:GetHandle(key))]`.
---
--- @param to_index string The string representation of the table expression.
--- @param k any The key being accessed.
--- @return string, string The formatted key and index expression.
---
function luadebugger:FormatIndex(to_index, k)
to_index = "(" .. to_index .. ")"
if type(k) == "number" or type(k) == "boolean" then
return tostring(k), to_index .. "[" .. tostring(k) .. "]"
elseif type(k) == "string" then
if string.match(k, "^[_%a][_%w]*$") then
return StringToLuaCode(k), to_index .. "." .. k
else
return StringToLuaCode(k), to_index .. "[ " .. StringToLuaCode(k).. " ]"
end
else
local expr = "g_LuaDebugger:GetObj(" .. g_LuaDebugger:GetHandle(k) .. ")"
return expr, to_index .. "[" .. expr .. "]"
end
end
---
--- Enumerates the values in a table, function, or thread.
---
--- This function returns an iterator that can be used to enumerate the values in a table, function, or thread. The iterator returns the key, value, formatted key expression, and formatted value expression for each element.
---
--- For tables, the iterator returns the key and value, along with the formatted key and value expressions. For functions, the iterator returns the upvalue name and value, along with the formatted upvalue expression. For threads, the iterator returns the local variable name and value, along with the formatted local variable expression.
---
--- @param self luadebugger The luadebugger object.
--- @param value any The value to enumerate.
--- @param value_str string The string representation of the value.
--- @return function The iterator function.
---
function luadebugger:Enum(value, value_str)
local vtype = type(value)
if vtype == "table" then
local metatable = getmetatable(value)
if metatable == self.__threadmeta then
local up, l = 1, 1
local info = value.info
return function()
if up then
if up <= info.nups then
local name, val = debug.getupvalue(info.func, up)
up = up + 1
return (name or "") .. "(upvalue)", val, "", "g_LuaDebugger:GetUpvalue(" .. value_str .. "," .. up .. ")", 1
else
up = false
end
end
if not up then
local name, val = debug.getlocal (value.thread, value.level, l)
if not name then
return
end
l = l + 1
return (name or "") .. "(local)", val, "", "g_LuaDebugger:GetLocal(" .. value_str .. "," .. l .. ")", 2
end
end
else
local key
local meta
return function()
if not meta then
meta = true
local m = metatable
if m and m ~= self.__tuple_meta then
return "metatable", m, "", "getmetatable(".. value_str ..")", 1
end
end
local v
key, v = next(value, key)
if v == nil then
return
end
local key_str, value_str = self:FormatIndex(value_str, key)
return key, v, key_str, value_str
end
end
elseif vtype == "function" then
local up = 1
local info = debug.getinfo(value, "u")
return function()
if up <= info.nups then
local name, val = debug.getupvalue(value, up)
up = up + 1
return tostring(name) .. "(upvalue)", val, "", "g_LuaDebugger:GetFnUpvalue(" .. value_str .. "," .. up .. ")", 1
end
end
elseif vtype == "thread" then
local level = 0
return function()
local k = self:ThreadKeyWrapper(value, level)
if not k then
return
end
local v = self:ThreadValueWrapper(value, level)
level = level + 1
return k, v, "", "g_LuaDebugger:ThreadValueWrapper(" .. value_str .. "," .. level .. ")", -level
end
else
return function()
end
end
end
---
--- Gets the upvalue at the specified index for the given function.
---
--- @param fn function The function to get the upvalue from.
--- @param i integer The index of the upvalue to get.
--- @return any The value of the upvalue at the specified index.
function luadebugger:GetFnUpvalue(fn, i)
local _, v = debug.getupvalue(fn, i)
return v
end
---
--- Gets the upvalue at the specified index for the given function.
---
--- @param thread_wrapper table The thread wrapper containing the function and level information.
--- @param i integer The index of the upvalue to get.
--- @return any The value of the upvalue at the specified index.
function luadebugger:GetUpvalue(thread_wrapper, i)
local _, v = debug.getupvalue(thread_wrapper.info.func, i)
return v
end
---
--- Gets the local variable at the specified index for the given thread.
---
--- @param thread_wrapper table The thread wrapper containing the thread and level information.
--- @param i integer The index of the local variable to get.
--- @return any The value of the local variable at the specified index.
function luadebugger:GetLocal(thread_wrapper, i)
local _, v = debug.getlocal(thread_wrapper.thread, thread_wrapper.level, i)
return v
end
---
--- Wraps a Lua thread with metadata to provide additional information.
---
--- @param thread table The Lua thread to wrap.
--- @param level integer The stack level of the thread.
--- @return table A wrapped thread object with additional metadata.
function luadebugger:ThreadKeyWrapper(thread, level)
local info = debug.getinfo(thread, level, "Slfun")
if info then
local v = { type = "key", thread = thread, level = level, info = info }
setmetatable(v, self.__threadmeta)
return v
end
end
---
--- Wraps a Lua thread with metadata to provide additional information.
---
--- @param thread table The Lua thread to wrap.
--- @param level integer The stack level of the thread.
--- @return table A wrapped thread object with additional metadata.
function luadebugger:ThreadValueWrapper(thread, level)
local info = debug.getinfo(thread, level, "Slfun")
if info then
local v = { type = "value", thread = thread, level = level, info = info }
setmetatable(v, self.__threadmeta)
return v
end
end
---
--- Determines if the given value is expandable in the debugger.
---
--- @param v any The value to check for expandability.
--- @return boolean True if the value is expandable, false otherwise.
function luadebugger:IsExpandable(v)
local type = type(v)
local meta = getmetatable(v)
if meta == self.__threadmeta and meta.type == "key" then
return false
end
if coroutine.running () == v then
return false
end
return type == "thread" or type == "function" or type == "table"
end
---
--- Checks if the given value is a valid position.
---
--- @param v any The value to check for a valid position.
--- @return boolean True if the value is a valid position, false otherwise.
function IsValidPos(v)
return rawget(_G, "IsValidPos") or empty_func(v)
end
local IsValidPos = rawget(_G, "IsValidPos") or empty_func
---
--- Determines the custom views for a given value in the debugger.
---
--- @param luav any The Lua value to determine custom views for.
--- @param v any The value to determine custom views for.
--- @return table A table of custom view definitions, where each entry has the following fields:
--- - MenuText (string): The text to display in the menu for the custom view.
--- - Viewer (string): The name of the custom viewer to use.
--- - Expression (string, optional): An expression to evaluate and display in the custom viewer.
function luadebugger:CustomViews(luav, v)
local type = type(v)
if type == "string" or IsPStr(v) then
return {{MenuText="Inspect as String", Viewer = "Text"}}
end
if type == "function" then
if IsCFunction(v) then
return
end
local info = debug.getinfo(v, "Sln")
return {{MenuText="Open source file", Viewer = "OpenFile", Expression = info.short_src .. "(" .. info.linedefined .. ")"}}
end
if type == "table" and getmetatable(v) == self.__threadmeta then
return {{MenuText="Open source file", Viewer = "OpenFile", Expression = v.info.short_src .. "(" .. v.info.currentline .. ")"}}
end
if IsValidPos(v) then
return {{MenuText="View InGame", Viewer = "ViewInGame"}}
end
if IsGrid(v) then
return {{MenuText="View as Image", Viewer = "FloatGridAsImage", Expression = luav}}
end
end
---
--- Adds a watch to the debugger.
---
--- @param key_obj any The key object to watch.
--- @param value_obj any The value object to watch.
--- @param key_lua string The Lua representation of the key.
--- @param value_lua string The Lua representation of the value.
--- @param sort_priority number The sort priority of the watch.
function luadebugger:AddWatch(key_obj, value_obj, key_lua, value_lua, sort_priority)
self.watches_results[value_lua] = {
KeyLua = key_lua,
ValueLua = value_lua,
Key = self:ToString(key_obj),
Value = self:ToString(value_obj),
KeyType = self:Type(key_obj),
ValueType = self:Type(value_obj),
Expandable = self:IsExpandable(value_obj),
CustomViews = self:CustomViews(value_lua, value_obj),
SortPriority = sort_priority
}
self.watches_evaluated[value_lua] =
{
KeyObj = key_obj,
ValueObj = value_obj
}
end
---
--- Sends a table to the debugger's send buffer.
---
--- @param t table The table to send to the debugger.
function luadebugger:Send(t)
table.insert(self.to_send, t)
end
---
--- Receives and processes a packet from the debugger.
---
--- @param t table The packet data.
--- @param packet string The raw packet string.
function luadebugger:Received(t, packet)
if not t or not t.command then
h_print("no command found in packet " .. packet)
else
--h_print(t.command .. " size : " .. #packet)
local handler = rawget(self, t.command) or rawget(luadebugger, t.command)
if not handler then
h_print("the command " .. t.command .. " is not recognized in packet " .. packet)
else
self.last_received = t
handler(self, unpack_params(t.parameters))
end
end
end
---
--- Clears all breakpoints set in the debugger.
---
function luadebugger:ClearBreakpoints()
DebuggerClearBreakpoints()
end
---
--- Receives and processes a packet from the debugger.
---
--- @param packet string The raw packet string.
function luadebugger:ReadPacket(packet)
if self.binary_mode then
local callback = self.binary_handler
if (not callback or type(callback) ~= "function") then
assert(false, "No callback to process binary stream!")
self.binary_mode = false
else
callback(packet)
return
end
end
local r, err = load("return " .. packet)
if r then
local ok, r = pcall(r)
if ok then
self:Received(r, packet)
else
h_print("while loadind string " .. packet)
end
else
h_print(err)
h_print("while loadind string " .. packet)
end
end
---
--- Ticks the debugger, sending any pending messages and processing incoming packets.
---
--- This function is responsible for the main loop of the debugger, sending any messages that
--- have been queued up and processing any incoming packets from the debugger server.
---
--- If the debugger is in a break state, this function will only send messages and not process
--- any incoming packets until the break state is cleared.
---
--- @return boolean True if the debugger is still connected, false if the connection has been lost.
---
function luadebugger:DebuggerTick()
local server = self.server
if not self.in_break or #server.send_buffer == 0 then
while #self.to_send > 0 do
local to_send, data = self.to_send[1]
if type(to_send) == "function" then
to_send, data = to_send()
end
if data then
server:send("!", data)
end
local s = DbgLuaCode(to_send)
server:send(s)
table.remove(self.to_send, 1)
s = nil
if self.in_break then
break
end
end
end
if not server.update then
assert(false)
end
server:update()
while true do
local packet = server:readpacket()
if packet then
self:ReadPacket(packet)
else
break
end
end
if server:isdisconnected() then
h_print("Disconnected")
return false
end
return true
end
---
--- Captures the variables in the current scope of the given coroutine or stack level.
---
--- This function retrieves the local variables and upvalues for the specified coroutine or stack level.
--- It returns a table containing the variable names and their values, with nil values represented as a special entry in the table.
---
--- @param co Coroutine (optional) The coroutine to capture variables from. If not provided, the current stack level is used.
--- @param level Integer The stack level to capture variables from.
--- @return table The table of captured variables.
---
function luadebugger:CaptureVars(co, level)
local vars = {}
local info
if co then
info = debug.getinfo(co, level, "fu")
else
info = debug.getinfo(level, "fu")
end
local func = info and info.func or nil
if not func then return vars end
local i = 1
local nils = {}
local function capture(name, value)
if name then
if rawequal(value, nil) then
nils[name] = true
else
vars[name] = value
end
return true
end
end
if co then
while capture(debug.getlocal(co, level, i)) do
i = i + 1
end
else
while capture(debug.getlocal(level, i)) do
i = i + 1
end
end
for i = 1, info.nups do
capture(debug.getupvalue(func, i))
end
return setmetatable(vars, { __index = function (t, key)
if nils[key] then
return nil
end
return rawget(_G, key)
end })
end
--- This function retrieves the call stack and local variables for the specified coroutine or stack level.
---
--- @param co Coroutine (optional) The coroutine to capture the call stack and variables from. If not provided, the current stack level is used.
--- @param level Integer The stack level to capture the call stack and variables from.
--- @return table The table of captured call stack information.
--- @return table The table of captured local variables.
---
function luadebugger:GetCallInfo(co, level)
local stack_vars = {}
local call_stack = {}
local i = 1
local start_level = level + (co and 0 or 1) - 1 -- -1 here offset the i being 1 based
while i < 100 do
local info
if co then
info = debug.getinfo(co, i+start_level, "Sln")
else
info = debug.getinfo(i+start_level, "Sln")
end
if not info then break end
if info.what ~= "C" then
stack_vars[i] = self:CaptureVars(co, i+start_level+(co and 0 or 1))
local source = string.gsub(info.source, "^@", "") or ""
local nl = string.find(source, "\n") or 0
source = string.sub(source, 1, nl - 1)
call_stack[i] = {
Source = source,
Line = info.currentline or 0,
Name = tostring(info.name or "?"),
NameWhat = tostring(info.namewhat)
}
else
stack_vars[i] = self:CaptureVars(co, i+start_level+(co and 0 or 1))
call_stack[i] = {
Source = "C function",
Line = 0,
Name = tostring(info.name or "?"),
NameWhat = ""
}
end
i = i + 1
end
return call_stack, stack_vars
end
--- Starts the Lua debugger and initializes the necessary components.
---
--- This function sets up the Lua debugger, connects to the remote debugger server, and performs various initialization tasks. It handles the connection process, sets up path remapping, and configures the debugger's behavior. Once the debugger is started, it enters a loop to handle debugger ticks until the debugger is stopped.
---
--- @return boolean true if the debugger was successfully started, false otherwise
function luadebugger:Start()
if self.started then
return
end
h_print("Starting...");
DebuggerInit()
DebuggerClearBreakpoints()
self.started = true
local server = self.server
--server.log_enabled = true
local debugger_port = controller_port+2
if config.ForceDebuggerPort then
debugger_port = config.ForceDebuggerPort
end
--
controller_host = not Platform.pc and config.Haerald and config.Haerald.ip or "localhost"
server:connect(controller_host, debugger_port)
server:update()
if not server:isconnected() then
if Platform.pc then
local processes = os.enumprocesses()
local running = false
for i = 1, #processes do
if string.find(processes[i], "Haerald.exe") then
--h_print("Connecting to running debugger", processes[i])
running = true
break
end
end
if not running and not config.AlternativeDebugger then
local os_path = ConvertToOSPath(config.HaeraldPath)
--h_print("Starting the debugger form", os_path);
local exit_code, std_out, std_error = os.exec(os_path)
if exit_code ~= 0 then
h_print("Could not launch from:", os_path, "\nExec error:", std_error)
self:Stop()
return
end
end
end
local total_timeout = 6000
local retry_timeout = Platform.pc and 100 or 2000
local steps_before_reset = Platform.pc and 10 or 1
local num_retries = total_timeout / retry_timeout
for i = 1, num_retries do
server:update()
if server:isconnected() then
break
end
if not server:isconnecting() or (i % steps_before_reset) == 0 then
server:close()
server:connect(controller_host, debugger_port, retry_timeout)
end
os.sleep(retry_timeout)
end
if not server:isconnected() then
h_print("Could not connect to debugger at "..controller_host..":"..debugger_port)
self:Stop()
return
end
end
server.timeout = 5000
self.watches = {}
self.handle_to_obj = {}
self.obj_to_handle = {}
local PathRemapping = config.Haerald and config.Haerald.PathRemapping
if not PathRemapping and IsFSUnpacked() then
PathRemapping = {
["CommonLua"] = "CommonLua",
["Lua"] = Platform.cmdline and "" or "Lua",
["Data"] = Platform.cmdline and "" or "Data",
["svnProject/Dlc"] = Platform.cmdline and "" or "svnProject/Dlc",
["Swarm"] = "CommonLua/../Swarm",
["Tools"] = "CommonLua/../Tools",
["Shaders"] = "Shaders",
["Mods"] = Platform.cmdline and "" or "AppData/Mods",
}
for _, mod in ipairs(rawget(_G, "ModsLoaded")) do
if not mod.packed then
PathRemapping["Mod/" .. mod.id] = mod.path
end
end
for key, value in pairs( PathRemapping ) do
if value ~= "" then
local game_path = value .. "/."
local os_path, failed = ConvertToOSPath(game_path)
if failed or not io.exists(os_path) then
os_path = nil
end
PathRemapping[key] = os_path
end
end
--PathRemapping["/"] = Platform.cmdline and GetCWD() or ConvertToOSPath(".")
end
local SourcesDirectory = config.Haerald and config.Haerald.SourcesDirectory
if not SourcesDirectory and IsFSUnpacked() then
SourcesDirectory = ConvertToOSPath("CommonLua/..")
end
local FileDictionaryPath = config.Haerald and config.Haerald.FileDictionaryPath or {
"CommonLua",
"Lua",
"svnProject/Dlc",
"Swarm",
"Tools",
"Mods",
"Mod"
}
local FileDictionaryExclude = config.Haerald and config.Haerald.FileDictionaryExclude or {
".svn",
"__load.lua",
".prefab.lua",
"/Storage/",
}
local PropFormatList = config.Haerald and config.Haerald.PropFormatList or {
"category",
"id",
"name",
"editor",
"default",
}
local FileDictionaryIgnore = config.Haerald and config.Haerald.FileDictionaryIgnore or {
"^exec$",
"^items$",
"^filter$",
"^action$",
"^state$",
"^f$",
"^func$",
"^no_edit$",
}
local SearchExclude = config.Haerald and config.Haerald.SearchExclude or {
".svn",
"/Prefabs/",
"/Storage/",
"/Collections/",
"/BuildCache/",
}
local TablesToKeys = {}
--[[
local TableDictionary = config.Haerald and config.Haerald.TableDictionary or {
"const", "config", "hr", "Platform", "EntitySurfaces", "terrain", "ShadingConst",
"table", "coroutine", "debug", "io", "os", "string",
}
for i=1,#TableDictionary do
local name = TableDictionary[i]
local t = rawget(_G, name)
local keys = type(t) == "table" and table.keys(t) or ""
if type(keys) == "table" then
local vars = EnumEngineVars(name .. ".")
for key in pairs(vars) do
keys[#keys + 1] = key
end
if #keys > 0 then
table.sort(keys)
TablesToKeys[name] = keys
end
end
end
--]]
local InitPacket = {
Event = "InitPacket",
PathRemapping = PathRemapping or {},
ExeFileName = string.gsub(GetExecName(), "/", "\\"),
ExePath = string.gsub(GetExecDirectory(), "/", "\\"),
CurrentDirectory = Platform.pc and string.gsub(GetCWD(), "/", "\\") or "",
SourcesDirectory = SourcesDirectory,
FileDictionaryPath = FileDictionaryPath,
FileDictionaryExclude = FileDictionaryExclude,
PropFormatList = PropFormatList,
FileDictionaryIgnore = FileDictionaryIgnore,
SearchExclude = SearchExclude,
TablesToKeys = TablesToKeys,
ConsoleHistory = rawget(_G, "LocalStorage") and LocalStorage.history_log or {},
}
InitPacket.Platform = GetPlatformName()
if Platform.console or Platform.ios then
InitPacket.UploadData = "true"
InitPacket.UploadPartSize = config.Haerald and config.Haerald.UploadPartSize or 2*1024*1024
InitPacket.UploadFolders = config.Haerald and config.Haerald.UploadFolders or {}
end
local project_name = const.ProjectName
if not project_name then
local dir, filename, ext = SplitPath(GetExecName())
project_name = filename or "unknown"
end
InitPacket.ProjectName = project_name
self:Send(InitPacket)
for i = 1, 500 do
if not self:DebuggerTick() then
break
end
if self.init_packet_received then
break
end
os.sleep(10)
end
if not self.init_packet_received then
h_print("Didn't receive initialization packages (maybe the debugger is taking too long to upload the files?)")
self:Stop()
return
end
UpdateThreadDebugHook()
if DebuggerTracingEnabled() then
local coroutine_resume, coroutine_status = coroutine.resume, coroutine.status
SetThreadResumeFunc(function(thread)
collectgarbage("stop")
DebuggerPreThreadResume(thread)
local r1, r2 = coroutine.resume(thread)
local time = DebuggerPostThreadYield(thread)
collectgarbage("restart")
assert(time < 15 * 1000)
if coroutine_status(thread) ~= "suspended" then
DebuggerClearThreadHistory(thread)
end
return r1, r2
end)
end
DeleteThread(self.update_thread)
self.update_thread = CreateRealTimeThread(function()
h_print("Connected.")
while self:DebuggerTick() do
Sleep(25)
end
self:Stop()
end)
if Platform.console and not Platform.switch then
-- check whether shaders were requested while the debugger was not connected
RemoteCompileRequestShaders()
end
end
---
--- Stops the Lua debugger and cleans up associated resources.
---
--- @param disabledPrint boolean (optional) If true, suppresses printing a deactivation message.
---
function luadebugger:Stop(disabledPrint)
if not self.started then
if not disabledPrint then h_print("Not currently active!") end
return
end
DebuggerDone()
self.handle_to_obj = {}
self.obj_to_handle = {}
self.server:close()
if not disabledPrint then h_print("Deactivated.") end
local thread = self.update_thread
self.update_thread = false
self.started = false
g_LuaDebugger = false
-- clear hooks of currently existing threads and main chunk
UpdateThreadDebugHook() --this uses g_LuaDebugger to determine what to do;
DeleteThread(thread, true)
end
---
--- Retrieves the global `g_LuaDebugger` variable, or `false` if it does not exist.
---
--- This is a convenience function to safely access the `g_LuaDebugger` global variable,
--- which may or may not be defined depending on the state of the application.
---
--- @return table|boolean g_LuaDebugger or `false` if it does not exist
---
g_LuaDebugger = rawget(_G, "g_LuaDebugger") or false
---
--- Sets up the remote debugger configuration.
---
--- @param ip string The IP address of the remote host.
--- @param srcRootPath string The root path of the source code.
--- @param projectFolder string The folder name of the project.
---
function SetupRemoteDebugger(ip, srcRootPath, projectFolder)
config.Haerald = config.Haerald or {}
local projectPath = srcRootPath.."\\"..projectFolder
h_print("Setting up for remote debugging...")
h_print("Source root: " .. srcRootPath)
h_print("Project root: " .. projectPath)
h_print("Host ip: " .. ip)
config.Haerald.RemoteRoot = srcRootPath
config.Haerald.ProjectFolder = projectFolder
config.Haerald.ProjectAssetsPath = projectPath.."Assets"
config.Haerald.UploadPartSize = 2*1024*1024
config.Haerald.ip = ip
local platform = GetPlatformName()
local shader_config = {}
shader_config.ListFilePath = string.format("%s\\BuildCache\\%s\\ShaderListRemote.txt", config.Haerald.ProjectAssetsPath, platform)
shader_config.ShaderCachePath = string.format("%s\\BuildCache\\%s\\ShaderCacheRemote", config.Haerald.ProjectAssetsPath, platform)
shader_config.BuildTool = string.format("%s\\%s\\Build.bat", srcRootPath, projectFolder)
shader_config.BuildArgs = "ShaderCacheRemote-" .. platform .. " --err_msg_limit=false"
config.Haerald.CompileShaders = shader_config
config.Haerald.PathRemapping = {
["Lua"] = projectPath.."\\Lua",
["Data"] = projectPath.."\\Data",
["Dlc"] = projectPath.."\\Dlc",
["CommonLua"] = srcRootPath.."\\CommonLua",
["Swarm"] = srcRootPath.."\\Swarm",
["Tools"] = srcRootPath.."\\Tools",
["ShaderCache"] = shader_config.ShaderCachePath,
["Shaders"] = srcRootPath.."\\HR\\Shaders",
}
end
---
--- Starts the Lua debugger if it has not already been started.
---
--- If the `g_LuaDebugger` global variable is not defined or has not been started, this function will create a new instance of the Lua debugger and start it. If the `g_LuaDebugger` global variable is defined but has not been started, this function will set it to `false` before creating a new instance.
---
--- If the application is running on a console platform, this function will also set up the remote debugger configuration using the `SetupRemoteDebugger` function.
---
--- @function StartDebugger
--- @return nil
function StartDebugger ()
if g_LuaDebugger and not g_LuaDebugger.started then
g_LuaDebugger = false
end
if not g_LuaDebugger then
if Platform.console then
config.Haerald = config.Haerald or {}
SetupRemoteDebugger(config.Haerald and config.Haerald.ip or "localhost", config.Haerald.RemoteRoot or "", config.Haerald.ProjectFolder or "")
end
g_LuaDebugger = luadebugger:new()
g_LuaDebugger:Start()
end
end
---
--- Stops the Lua debugger if it has been started.
---
--- If the `g_LuaDebugger` global variable is defined and has been started, this function will stop the Lua debugger and set the `g_LuaDebugger` variable to `false`.
---
--- @function StopDebugger
--- @return nil
function StopDebugger()
if g_LuaDebugger then
g_LuaDebugger:Stop()
g_LuaDebugger = false
end
end
---
--- Starts the Lua debugger and breaks execution at the specified coroutine and offset.
---
--- If the `g_LuaDebugger` global variable is not defined or has not been started, this function will create a new instance of the Lua debugger and start it. If the `g_LuaDebugger` global variable is defined but has not been started, this function will set it to `false` before creating a new instance.
---
--- This function will enable the Lua debugger hook and break execution at the specified coroutine and offset.
---
--- @param co Coroutine to break execution at
--- @param break_offset Offset within the coroutine to break execution at
--- @function _G.startdebugger
--- @return nil
function _G.startdebugger(co, break_offset)
StartDebugger()
if g_LuaDebugger then
DebuggerEnableHook(true)
g_LuaDebugger:Break(co, break_offset)
end
end
---
--- Opens the specified file and line in the Lua debugger, breaking execution at that point.
---
--- If the `g_LuaDebugger` global variable is defined and has been started, this function will call the `BreakInFile` method on the Lua debugger instance, passing the specified file, line, and optional status text.
---
--- @param file The file path to open in the debugger
--- @param line The line number to break execution at
--- @param status_text Optional status text to display in the debugger
--- @function _G.openindebugger
--- @return nil
function _G.openindebugger(file, line, status_text)
StartDebugger()
if g_LuaDebugger then
g_LuaDebugger:BreakInFile(file, line, status_text)
end
end
---
--- Opens the specified file and line in the Lua debugger, breaking execution at that point.
---
--- If the `g_LuaDebugger` global variable is defined and has been started, this function will call the `OpenFile` method on the Lua debugger instance, passing the specified file and line.
---
--- @param file The file path to open in the debugger
--- @param line The line number to break execution at
--- @function _G.openineditor
--- @return nil
function _G.openineditor(file, line)
StartDebugger()
if g_LuaDebugger then
g_LuaDebugger:OpenFile(file, line)
end
end
---
--- Disables the Lua debugger hook during Lua reload for performance reasons.
---
--- This function is called when the `OnMsg.ReloadLua` event is triggered, which occurs when the Lua code is reloaded. By disabling the debugger hook, the code can be reloaded more quickly without stopping on breakpoints.
---
--- @function OnMsg.ReloadLua
--- @return nil
function OnMsg.ReloadLua() -- disable hook (do not stop on breakpoints) during lua reload for performance reasons
DebuggerEnableHook(false)
end
---
--- Enables the Lua debugger hook after Lua code has been reloaded.
---
--- This function is called when the `OnMsg.ClassesBuilt` event is triggered, which occurs after the Lua code has been reloaded. By enabling the debugger hook, the code can be debugged again after the reload.
---
--- @function OnMsg.ClassesBuilt
--- @return nil
function OnMsg.ClassesBuilt() -- enable hook (stop on breakpoints) after lua reload
DebuggerEnableHook(true)
end
---
--- Breaks the Lua debugger and optionally sets a break offset.
---
--- If no arguments are provided, or the first argument is truthy, this function will start the Lua debugger and enable the debugger hook. If the `g_LuaDebugger` global variable is defined, it will call the `Break` method on the Lua debugger instance, optionally passing a break offset as the second argument.
---
--- @param ... Optional arguments:
--- - The first argument is a boolean, if truthy the debugger will be started and the hook enabled.
--- - The second argument is a number, the break offset to pass to the `Break` method.
--- @return nil
function _G.bp(...)
end
_G.bp = function(...)
if select("#", ...) == 0 or select(1, ...) then
StartDebugger()
DebuggerEnableHook(true)
if g_LuaDebugger then
local break_offset = select(2, ...)
g_LuaDebugger:Break(nil, break_offset)
end
end
end
---
--- Breaks the Lua debugger and triggers the debugger's `Break` method.
---
--- This function is called from C code and passes the `self` parameter to the Lua debugger's `Break` method.
---
--- @function hookBreakLuaDebugger
--- @return nil
function hookBreakLuaDebugger()
end
function hookBreakLuaDebugger() -- called from C so we can pass the self param
if g_LuaDebugger then
g_LuaDebugger:Break()
end
end
---
--- Compiles a list of shaders on the remote server if the platform is not in goldmaster mode.
---
--- This function retrieves a list of shaders that need to be compiled from the `RemoteCompileGetShadersList()` function. If the `g_LuaDebugger` global variable is defined, it calls the `CompileShaders()` method on the Lua debugger instance, passing the list of shaders.
---
--- @function RemoteCompileRequestShaders
--- @return nil
function RemoteCompileRequestShaders()
if Platform.goldmaster then return end
local list = RemoteCompileGetShadersList()
if g_LuaDebugger and list and #list > 0 then
g_LuaDebugger:CompileShaders(list)
end
end
---
--- Opens a file and line in the Herald debugger.
---
--- This function starts the Lua debugger and opens the specified file and line in the Herald debugger.
---
--- @param file string The file path to open.
--- @param line number The line number to open.
--- @return nil
function OpenFileLineInHaerald(file, line)
StartDebugger()
if g_LuaDebugger then
g_LuaDebugger:OpenFile(file, line - 1)
end
end