WIP: Javascript debugging - Web developer wanted
#61
Posted 23 January 2013 - 05:12 PM
#62
Posted 23 January 2013 - 05:44 PM
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#63
Posted 23 January 2013 - 09:26 PM
Stepping to the next line in one thread could continue the execution of a lot of C++ code in another thread.
I decided to allow continuing for all threads but send "step", "step in" and "step out" only to one thread.
#64
Posted 23 January 2013 - 11:36 PM
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#65
Posted 26 January 2013 - 01:12 PM
I have only tested this on the latest Firefox / Chrome on Linux.
http://mm45.co.uk/JSDebugger.zip
#66
Posted 26 January 2013 - 07:06 PM
Kieran P [ aka k776 ]
Wildfire Games Open Source Development Manager
Contact me: kieran@wildfiregames.com
#67
Posted 26 January 2013 - 07:15 PM
mmayfield45, on 26 January 2013 - 01:12 PM, said:
I have only tested this on the latest Firefox / Chrome on Linux.
http://mm45.co.uk/JSDebugger.zip
#68
Posted 26 January 2013 - 08:11 PM
I hope you don't mind if I post a screenshot:
I've only tested it a few minutes so far but it already looks very polished and the GUI works as I dreamed it could... someday. I never expected this to happen so quickly!
Now I have to fix the remaining problems on the serverside and it will be a very useful tool.
About the licensing:
Do you agree that your code will be committed to the project repository and that it will be licensed under the GPL v2 (or later)? I guess there are also some other options if you prefer.
What 3th party libraries and code did you use and how are they licensed? I see "jquery.easyui" which contains a license file but what about "ace"?
#70
Posted 26 January 2013 - 08:27 PM
Yves, on 26 January 2013 - 08:11 PM, said:
Its a JS code editor that can be embedded. More info here.
Overall, it looks really nice
#71
Posted 26 January 2013 - 08:30 PM
Yves, on 26 January 2013 - 08:11 PM, said:
Do you agree that your code will be committed to the project repository and that it will be licensed under the GPL v2 (or later)? I guess there are also some other options if you prefer.
What 3th party libraries and code did you use and how are they licensed? I see "jquery.easyui" which contains a license file but what about "ace"?
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#72
Posted 26 January 2013 - 08:32 PM
#73
Posted 26 January 2013 - 09:25 PM
mmayfield45, on 26 January 2013 - 08:32 PM, said:
I'll wait with committing the code until the server side is ready to commit too and until everything related to licensing is clear.
@all
Checking LICENSE.TXT, everything in source/ should be "GPL version 2 (or later)", but the web-GUI will most likely go into /source/tools which is listed seperately and uses "Various (unspecified)" licenses. I think we should make it clear somehow which licenses the web-GUI uses.
Should we put a seperate license.txt or something into that directory or how should we do that?
#74
Posted 26 January 2013 - 09:26 PM
Yves, on 26 January 2013 - 09:25 PM, said:
Checking LICENSE.TXT, everything in source/ should be "GPL version 2 (or later)", but the web-GUI will most likely go into /source/tools which is listed seperately and uses "Various (unspecified)" licenses. I think we should make it clear somehow which licenses the web-GUI uses.
Should we put a seperate license.txt or something into that directory or how should we do that?
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#75
Posted 26 January 2013 - 09:40 PM
historic_bruno, on 26 January 2013 - 09:26 PM, said:
@mmayfield45
Just to be sure: Could you please confirm that you agree to release your own work under "GPL version 2 (or later)" like most of the game's code?
#76
Posted 26 January 2013 - 09:50 PM
#77
Posted 26 January 2013 - 10:23 PM
- The game supports "hotloading", meaning if a loaded script is changed on the disk while in a game session, it will be reloaded. Any chance the UI could reflect this? I assume the UI polls the debugging server anyway to see if it is break, so maybe it could poll for updated scripts too?
- Can we fit a 'hostname' field somewhere in the UI to allow the user to connect to a different host than 127.0.0.1? Would be useful for people with multiple computers.
- The place to click to set a breakpoint is not well-defined visually. If I click in the far right side of the line number, it doesn't set a break point, but if I click in the far left side it does.
#78
Posted 26 January 2013 - 10:47 PM
zoot, on 26 January 2013 - 10:23 PM, said:
- The game supports "hotloading", meaning if a loaded script is changed on the disk while in a game session, it will be reloaded. Any chance the UI could reflect this? I assume the UI polls the debugging server anyway to see if it is break, so maybe it could poll for updated scripts too?
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#79
Posted 26 January 2013 - 11:01 PM
Here's a different suggestion then: Would it be possible to show line numbers in the call stack? It can sometimes be helpful to know not just what function made a call, but also what part of the function made it.
#80
Posted 26 January 2013 - 11:26 PM
- The call stack and values list boxes should be cleared if we're not in the debugger, as that data is no longer valid
- It should detect when the connection to the server is lost and reset the UI
- Hotkeys would definitely be nice
- Would it be possible to arrange the files in a hierarchical/tree list?
- I would also like to have some settings: host IP and SetSettingSimultaneousThreadBreak
- This may be wishful thinking and very hard to implement, but how about hovering tooltips to show a variable's value?
- I like the find (Ctrl+F) feature in the source view, too bad it also opens Firefox's find box :/
- Local variables, if possible, would be quite helpful
- Include variable types/classes
- How about a "BreakAll" command, that breaks into all script interfaces? And "Break id" to break into a single script interface?
- ClearBreakpoints to clear all existing breakpoints
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
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