Difference between revisions of "Development Tools"
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== Debug == | == Debug == | ||
+ | === Compile with Debug support === | ||
Build debug | Build debug | ||
./bootstrap -DCMAKE_BUILD_TYPE=Debug | ./bootstrap -DCMAKE_BUILD_TYPE=Debug | ||
+ | You can now use debugger, like [https://felix-knorr.net/posts/2022-02-27-direct-gdb.html gdb] (for more advanced gdb tricks see [https://begriffs.com/posts/2022-07-17-debugging-gdb-ddd.html Pleasant debugging with GDB and DDD]; there's also [https://github.com/epasveer/seer GUI available] for gdb.) | ||
+ | |||
+ | === Document weirdness === | ||
To record video from gameplay (e.g. to document unexpected behavior): | To record video from gameplay (e.g. to document unexpected behavior): | ||
Line 17: | Line 21: | ||
=== Debug from in-game === | === Debug from in-game === | ||
− | Ctrl+I | + | Ctrl+I open debug window |
Ctrl+F10 open planet viewer, to view selected nav target | Ctrl+F10 open planet viewer, to view selected nav target | ||
Line 24: | Line 28: | ||
Ctrl+Del reload pigui element, allows for live coding. Limited support: Only reloads the active view and then only if the active view has manually enabled it (add `debugReload = function() package.reimport() end` to the view's definition next to the draw and refresh functions) | Ctrl+Del reload pigui element, allows for live coding. Limited support: Only reloads the active view and then only if the active view has manually enabled it (add `debugReload = function() package.reimport() end` to the view's definition next to the draw and refresh functions) | ||
+ | |||
+ | Ctrl + click "New Game" for customizing start state | ||
=== Debug savegame files === | === Debug savegame files === | ||
Line 30: | Line 36: | ||
and look in your savefile folder (e.g. ~/.pioneer/savefiles on linux) at <mysavename>.json file, put JSON e.g. into http://jsonviewer.stack.hu/ | and look in your savefile folder (e.g. ~/.pioneer/savefiles on linux) at <mysavename>.json file, put JSON e.g. into http://jsonviewer.stack.hu/ | ||
+ | |||
+ | |||
+ | === Debug Lua Callstack === | ||
+ | |||
+ | A lua callstack can also help - there's a function in lua/core/Sandbox.cpp that can be called in the debugger to get a callstack | ||
+ | |||
+ | |||
+ | === Misc. === | ||
+ | |||
+ | * Pioneer can dump galaxy information, to make sure the galaxy hasn't changed, or to gather statistics, described in [https://github.com/pioneerspacesim/pioneer/pull/2811 #2811] | ||
+ | |||
+ | * The quit confirmation box can be supressed by putting ConfirmQuit=0 in the pioneer configuration file | ||
+ | |||
+ | * Modules can be reloaded while game is running, by: Ctrl+Del if they have [https://github.com/pioneerspacesim/pioneer/blob/1957b8d8e586ae5ec44a495406168645e8c2b146/data/pigui/views/game.lua#L302 debugReload] declared | ||
== Profiling == | == Profiling == | ||
Line 35: | Line 55: | ||
For Profiling, one needs some tools installed? | For Profiling, one needs some tools installed? | ||
+ | Now new profiling functions merged: | ||
+ | [https://github.com/pioneerspacesim/pioneer/pull/5168 Add zone-based profiling support #5168] | ||
+ | |||
+ | There's also support for chrome://tracing format event to JSON, for better visualization, since | ||
+ | [https://github.com/pioneerspacesim/pioneer/pull/5380 Add Chrome-Tracing output support to profiler #5380] | ||
=== Build with profiling support === | === Build with profiling support === | ||
Line 69: | Line 94: | ||
- there's little difference between the `autoformat` script and the `scripts/clang-format.sh` script other than the | - there's little difference between the `autoformat` script and the `scripts/clang-format.sh` script other than the | ||
latter prompts you to automatically apply the issues in your files. | latter prompts you to automatically apply the issues in your files. | ||
− | |||
== Editor integration == | == Editor integration == | ||
Line 76: | Line 100: | ||
https://github.com/pioneerspacesim/pioneer/pull/3768 | https://github.com/pioneerspacesim/pioneer/pull/3768 | ||
https://github.com/pioneerspacesim/pioneer/pull/4799 | https://github.com/pioneerspacesim/pioneer/pull/4799 | ||
+ | |||
+ | === Easy start (Linux) === | ||
+ | |||
+ | 1. Reconfigure with remote lua console support and rebuild: | ||
+ | ./bootstrap -DREMOTE_LUA_REPL=ON | ||
+ | make -C build -j4 | ||
+ | |||
+ | 2. Now after starting a new, or loading a saved game, you can connect to the program via telnet on port '''12345''': | ||
+ | |||
+ | $ telnet localhost 12345 | ||
+ | Trying 127.0.0.1... | ||
+ | Connected to localhost. | ||
+ | Escape character is '^]'. | ||
+ | ** Welcome to the Pioneer Remote Debugging Console! | ||
+ | > | ||
+ | |||
+ | Now you can run any lua commands. | ||
+ | |||
+ | === Example of use with VIM for hot reloading of the module === | ||
+ | |||
+ | I added the following code to '''~/.vimrc:''' | ||
+ | nmap ;mm :w<CR>:call PioneerReloadModuleFnc(expand("%"))<CR><CR> | ||
+ | function! PioneerReloadModuleFnc(filename) | ||
+ | let s:data = strcharpart(a:filename, 0, 4) | ||
+ | let s:lua = strcharpart(a:filename, strlen(a:filename) - 3, 4) | ||
+ | if s:data == "data" && s:lua == "lua" | ||
+ | let s:crop = strcharpart(a:filename, 5, strlen(a:filename) - 9) | ||
+ | let s:convert = substitute(s:crop, "/", ".", "g") | ||
+ | let s:command = "package.reimport(\"" . s:convert . "\")" | ||
+ | :execute "!echo '". s:command . "' | telnet localhost 12345" | ||
+ | else | ||
+ | :echom "ERROR: file should be \"*.lua\" and in \"data\" subfolder" | ||
+ | endif | ||
+ | endfunction | ||
+ | |||
+ | Now when pressing the combination ''';mm''' in normal mode, the file is saved, then telnet is launched and the command is sent: | ||
+ | package.reimport(<your module name>) | ||
+ | where the module name is taken from the name of the file being edited. This leads to a reload of this module without restarting the game. | ||
+ | |||
+ | A short video of how it might look: https://youtu.be/f5s_tuAv6fc |
Latest revision as of 09:17, 15 September 2023
Here we aim to document little known features that developers add to help themselves in the development process, wheather that be debugging, profiling, or what else
Contents
Debug
Compile with Debug support
Build debug
./bootstrap -DCMAKE_BUILD_TYPE=Debug
You can now use debugger, like gdb (for more advanced gdb tricks see Pleasant debugging with GDB and DDD; there's also GUI available for gdb.)
Document weirdness
To record video from gameplay (e.g. to document unexpected behavior):
To record video directly from Pioneer you will need to add the line RecordVideo=1 somewhere within your config.ini file. Then once ingame you can press Ctrl+ScrLk to start or stop recording.
Debug from in-game
Ctrl+I open debug window
Ctrl+F10 open planet viewer, to view selected nav target
Ctrl+F11 reload shaders while running game
Ctrl+Del reload pigui element, allows for live coding. Limited support: Only reloads the active view and then only if the active view has manually enabled it (add `debugReload = function() package.reimport() end` to the view's definition next to the draw and refresh functions)
Ctrl + click "New Game" for customizing start state
Debug savegame files
./build/savegamedump savefiles/<mysavename>
and look in your savefile folder (e.g. ~/.pioneer/savefiles on linux) at <mysavename>.json file, put JSON e.g. into http://jsonviewer.stack.hu/
Debug Lua Callstack
A lua callstack can also help - there's a function in lua/core/Sandbox.cpp that can be called in the debugger to get a callstack
Misc.
- Pioneer can dump galaxy information, to make sure the galaxy hasn't changed, or to gather statistics, described in #2811
- The quit confirmation box can be supressed by putting ConfirmQuit=0 in the pioneer configuration file
- Modules can be reloaded while game is running, by: Ctrl+Del if they have debugReload declared
Profiling
For Profiling, one needs some tools installed?
Now new profiling functions merged: Add zone-based profiling support #5168
There's also support for chrome://tracing format event to JSON, for better visualization, since Add Chrome-Tracing output support to profiler #5380
Build with profiling support
ToDo edit this to improve and make sense and be correct
Profiling: to build with the profiler enabled, simply run ./bootstrap -DPROFILER_ENABLED=1 -DCMAKE_BUILD_TYPE=RelWithDebInfo and compile as normal. The latter flag is not strictly needed, but building with a BUILD_TYPE
To-do: extract wisdome from this conversation, https://github.com/pioneerspacesim/pioneer/pull/4764 and document here
<fluffyfreak> Gliese852, if you're on Windows then I use https://github.com/VerySleepy/verysleepy a lot of the time [17:37:07] <Gliese852> fluffyfreak: thanks, I meant the built-in profiler, it seems that if you do nothing, it creates a report on the launch of the program, and the launch of a new game [17:54:21] <fluffyfreak> If you're running the profile build then you can press Ctrl+p to take a profile at any time [17:58:50] <fluffyfreak> hmm, been a while since I used it. There's two modes [17:59:37] <fluffyfreak> Ctrl+shift+p = is capture one frame, otherwise Ctrl+p toggles capturing whenever the framerate is "slow" [18:00:12]
Using profiler
to do
clang format check
Yes, for your use you'd likely want to invoke `FORMAT_BASE=master ./autoformat` or `FORMAT_BASE=HEAD~1 ./autoformat` - there's little difference between the `autoformat` script and the `scripts/clang-format.sh` script other than the latter prompts you to automatically apply the issues in your files.
Editor integration
There is support for sending Lua code from IDE into running pioneer session via TCP: https://github.com/pioneerspacesim/pioneer/pull/3768 https://github.com/pioneerspacesim/pioneer/pull/4799
Easy start (Linux)
1. Reconfigure with remote lua console support and rebuild:
./bootstrap -DREMOTE_LUA_REPL=ON make -C build -j4
2. Now after starting a new, or loading a saved game, you can connect to the program via telnet on port 12345:
$ telnet localhost 12345 Trying 127.0.0.1... Connected to localhost. Escape character is '^]'. ** Welcome to the Pioneer Remote Debugging Console! >
Now you can run any lua commands.
Example of use with VIM for hot reloading of the module
I added the following code to ~/.vimrc:
nmap ;mm :w<CR>:call PioneerReloadModuleFnc(expand("%"))<CR><CR> function! PioneerReloadModuleFnc(filename) let s:data = strcharpart(a:filename, 0, 4) let s:lua = strcharpart(a:filename, strlen(a:filename) - 3, 4) if s:data == "data" && s:lua == "lua" let s:crop = strcharpart(a:filename, 5, strlen(a:filename) - 9) let s:convert = substitute(s:crop, "/", ".", "g") let s:command = "package.reimport(\"" . s:convert . "\")" :execute "!echo '". s:command . "' | telnet localhost 12345" else :echom "ERROR: file should be \"*.lua\" and in \"data\" subfolder" endif endfunction
Now when pressing the combination ;mm in normal mode, the file is saved, then telnet is launched and the command is sent:
package.reimport(<your module name>)
where the module name is taken from the name of the file being edited. This leads to a reload of this module without restarting the game.
A short video of how it might look: https://youtu.be/f5s_tuAv6fc