TelnetDebugger fix
by Tom Spilman · in Torque Game Engine · 03/29/2006 (1:55 am) · 15 replies
Ok... this is my bug, but since it's now part of the official code base i figured it was my duty to report it here too.
In a couple of cases the internal TorqueScript callstack wasn't being properly initialized before a breakpoint was hit. In particular if you set a breakpoint within an "OnAdd" it would always crash the engine as it referenced a null pointer. It also caused the callstack returned to debug clients to be incorrect at times. A thread about the issue can be found on my forums as well.
This zip contains modified versions of compiledEval.cc/cpp and telnetDebugger.cc/cpp for use with TGE/TGB or TSE:
telnet_fix.zip
The zip password is: Telnet20060401Fix
This fixes the exec core to properly update the callstack info and TelnetDebugger::breakProcess() to protect itself against null pointers. It was made on TSE, but should apply to TGE and T2D without trouble.
I've tried this code on Starter.fps and all the tools, but i don't trust that as being a comprehensive test. It would be great if we can get a few people to apply this change to their games and report their success/failure before it is committed to HEAD.
In a couple of cases the internal TorqueScript callstack wasn't being properly initialized before a breakpoint was hit. In particular if you set a breakpoint within an "OnAdd" it would always crash the engine as it referenced a null pointer. It also caused the callstack returned to debug clients to be incorrect at times. A thread about the issue can be found on my forums as well.
This zip contains modified versions of compiledEval.cc/cpp and telnetDebugger.cc/cpp for use with TGE/TGB or TSE:
telnet_fix.zip
The zip password is: Telnet20060401Fix
This fixes the exec core to properly update the callstack info and TelnetDebugger::breakProcess() to protect itself against null pointers. It was made on TSE, but should apply to TGE and T2D without trouble.
I've tried this code on Starter.fps and all the tools, but i don't trust that as being a comprehensive test. It would be great if we can get a few people to apply this change to their games and report their success/failure before it is committed to HEAD.
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#2
04/02/2006 (10:18 am)
Very cool that you maintain this code with such professionality - chapeau.
#3
04/05/2006 (12:00 pm)
Mamnoon!
#4
04/08/2006 (3:36 am)
Tom, any chance you can make updated cpp files for TSE MS3, or just note the changes so that we can make them
#5
04/08/2006 (5:56 am)
I updated the zip to include both M2 and M3 prepatched files. I was glad to see that they were essentially identical to the 1.4 version.
#7
When I posted the (very few) issues I had in your forums I was impressed with your fast response and all the quick turn arounds to problems. Now you've done it again. I had forgotten to mention that I saw this problem...and now you've patched it before I had a chance to report the problem.
Thanks
04/24/2006 (7:05 pm)
Tom: You so rock. When I posted the (very few) issues I had in your forums I was impressed with your fast response and all the quick turn arounds to problems. Now you've done it again. I had forgotten to mention that I saw this problem...and now you've patched it before I had a chance to report the problem.
Thanks
#8
I've got another few fixes coming this week which will include a bonus feature....
Edit and Continue!!!!
... oh yea. =)
04/25/2006 (12:07 am)
Thanks Paul.I've got another few fixes coming this week which will include a bonus feature....
Edit and Continue!!!!
... oh yea. =)
#9
I've been using this product every single day... And creating new script files requires me to to it outside of torsion... I love torsion to much to close it ;)
04/25/2006 (1:42 am)
Oi.... Another feature request... Creating new cs files.... Right-click on folder should have a New script option.I've been using this product every single day... And creating new script files requires me to to it outside of torsion... I love torsion to much to close it ;)
#10
04/25/2006 (1:51 am)
@BurNing - No prob.... i'm working on the final changes to the project tree now for a release this week. I'll get that in there.
#11
04/25/2006 (2:35 am)
Sweet and Thanx!
#12
05/13/2006 (11:52 pm)
Thanks
#13
11/03/2006 (9:45 am)
Is this fix part of stock TGE 1.5? It looks like it isn't. thanks
#14
11/03/2006 (9:52 am)
Sorry, my mistake, it looks like it is there.
#15
11/03/2006 (10:29 am)
As of this writing it's included in TSE, TGE 1.4 and 1.5, and TGB.
Associate Tom Spilman
Sickhead Games