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debugger module

Breakpoints, pausing a script and resuming it. The editor's Debugger dock and the Debug Adapter Protocol server drive the same machinery.

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Breakpoints, pausing a script and resuming it. The editor's Debugger dock and the Debug Adapter Protocol server drive the same machinery.

9 functions, 4 constants. Scripts reach it as debugger::.

Functions

Argument kinds are the script values a call passes: node is a node handle, any a table or value of any kind, fn a callback.

function acts on what it does
break_on_error() — Whether a script that throws stops rather than being logged.
breakpoints(path: string) — The lines one file's breakpoints landed on.
request_break() — Ask to stop at the next line any script runs; nothing is stopped yet when it returns.
resume(mode: string?) — Let the stopped script go on, in the given step mode (CONTINUE, STEP_OVER, STEP_INTO, STEP_OUT).
scope() — The node whose subtree a pause holds still, or nil when a pause stops the whole tree.
set_break_on_error(on: bool) — Stop where a script throws instead of logging it and moving on; off by default.
set_breakpoints(path: string, lines: [int]) — Replace one file's breakpoints with the given lines, returning the lines they landed on.
set_scope(node: node?) — Limit the pause to one node's subtree, so an editor keeps running while the game stops; nil means the whole tree.
stop_location() — Where a script is stopped (node, path, line, reason and frames, innermost first) or nil while none is.

Constants

name value
CONTINUE continue
STEP_INTO into
STEP_OUT out
STEP_OVER over