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Been trying out the debugging breakpoint APIs on the dev builds of mGBA and have notices two notable issues (which I think relates to an underlying issue)
If scripting is reset and another script is loaded, watching the same breakpoint will fail silently until the game and script are reloaded
If you restart the game or load a new one, all previous breakpoints will stop working (expected) and all future breakpoints fail to register (unexpected) returning -1.
I feel like this is something relating to the debug engine for scripting not being kept up to date with the game and not properly being kept in sync and cleared. I've fixed the first bug with the following, but I assume it's a very poor solution. The latter I've had no luck with.
src/core/scripting.c
void mScriptContextDetachCore(struct mScriptContext* context) {
struct mScriptValue* value = HashTableLookup(&context->rootScope, "emu");
if (!value) {
return;
}
value = mScriptContextAccessWeakref(context, value);
if (!value) {
return;
}
struct mScriptCoreAdapter* adapter = value->value.opaque;
+ for (int i = 0; i < adapter->debugger.nextBreakpoint; i++) {+ _mScriptCoreAdapterClearBreakpoint(adapter, i);+ }
The text was updated successfully, but these errors were encountered:
Been trying out the debugging breakpoint APIs on the dev builds of mGBA and have notices two notable issues (which I think relates to an underlying issue)
-1
.I feel like this is something relating to the debug engine for scripting not being kept up to date with the game and not properly being kept in sync and cleared. I've fixed the first bug with the following, but I assume it's a very poor solution. The latter I've had no luck with.
src/core/scripting.c
The text was updated successfully, but these errors were encountered: