AngelScript

Debugging scripts

AngelScript offers a rich interface to support the debugging of scripts. It is easy to build an embedded debugger that can set break points, inspect/manipulate variables in functions, visualize the call stack, etc.

Observe that the CDebugMgr class used in the examples below doesn't exist. It is only used as an abstraction to avoid having to write fictional debug routines.

See also:
  Debugger for a standard implementation

## Setting line breaks

In order to break at a specified line in the code the debugger can set the line callback function in the script context. The VM will then invoke the callback for each statement executed, allowing the debugger to decide whether to proceed to the next statement or not.

    // An example line callback
    void DebugLineCallback(asIScriptContext *ctx, CDebugMgr *dbg)
    {
      // Determine if we have reached a break point
      const char *scriptSection;
      int line = ctx->GetLineNumber(0, 0, &scriptSection);
      asIScriptFunction *function = ctx->GetFunction();

      // Now let the debugger check if a breakpoint has been set here
      if( dbg->IsBreakpoint(scriptSection, line, function) )
      {
        // A break point has been reached so the execution of the script should be suspended
        ctx->Suspend();
      }
    }

The line callback is set on the context with the following call:

      // Set the line callback with the address of the debug manager as parameter
      ctx->SetLineCallback(asFUNCTION(DebugLineCallback), dbg, asCALL_CDECL);

When the line callback suspends the execution the context's Execute function will return with the code asEXECUTION_SUSPENDED. The application can then go into a special message loop where the debug routines can be handled, e.g. to view the call stack, examine variables, etc. Once the execution should continue, simply call the Execute method again to resume it.

An alternative to suspending the script execution might be to start the message loop directly within the line callback, in which case resuming the execution is done simply by returning from the line callback function. Which is the easiest to implement depends on how you have implemented your application.

## Viewing the call stack

The asIScriptContext exposes the call stack for viewing purposes, so that you can easily track the origin of calls. It is also possible to print the value of variables at each level in the callstack.

Here's an example of how the entire call stack can be printed:

    void PrintCallstack(asIScriptContext *ctx)
    {
      // Show the call stack
      for( asUINT n = 0; n < ctx->GetCallstackSize(); n++ )
      {
        asIScriptFunction *func;
        const char *scriptSection;
        int line, column;
        func = ctx->GetFunction(n);
        line = ctx->GetLineNumber(n, &column, &scriptSection);
        printf("%s:%s:%d,%d\n", scriptSection,
                                func->GetDeclaration(),
                                line, column);
      }
    }

## Inspecting variables

Through the context interface it is possible to inspect and even modify the value of the local variables on the stack. This can be done for each level in the call stack, and not just the current function that is being executed.

Here is an example for how the variables may be printed:

    void PrintVariables(asIScriptContext *ctx, asUINT stackLevel)
    {
      asIScriptEngine *engine = ctx->GetEngine();

      // First print the this pointer if this is a class method
      int typeId = ctx->GetThisTypeId(stackLevel);
      void *varPointer = ctx->GetThisPointer(stackLevel);
      if( typeId )
      {
        printf(" this = 0x%x\n", varPointer);
      }

      // Print the value of each variable, including parameters
      int numVars = ctx->GetVarCount(stackLevel);
      for( int n = 0; n < numVars; n++ )
      {
        int typeId = ctx->GetVarTypeId(n, stackLevel);
        void *varPointer = ctx->GetAddressOfVar(n, stackLevel);
        if( typeId == asTYPEID_INT32 )
        {
          printf(" %s = %d\n", ctx->GetVarDeclaration(n, stackLevel), *(int*)varPointer);
        }
        else if( typeId == asTYPEID_FLOAT )
        {
          printf(" %s = %f\n", ctx->GetVarDeclaration(n, stackLevel), *(float*)varPointer);
        }
        else if( typeId & asTYPEID_SCRIPTOBJECT )
        {
          asIScriptObject *obj = (asIScriptObject*)varPointer;
          if( obj )
            printf(" %s = {...}\n", ctx->GetVarDeclaration(n, stackLevel));
          else
            printf(" %s = <null>\n", ctx->GetVarDeclaration(n, stackLevel));
        }
        else if( typeId == engine->GetTypeIdByDecl("string") )
        {
          string *str = (string*)varPointer;
          if( str )
            printf(" %s = '%s'\n", ctx->GetVarDeclaration(n, stackLevel), str->c_str());
          else
            printf(" %s = <null>\n", ctx->GetVarDeclaration(n, stackLevel));
        }
        else
        {
          printf(" %s = {...}\n", ctx->GetVarDeclaration(n, stackLevel));
        }
      }
    }

The above code is only an example to give an idea of how it can be done. It is not complete and only recognizes a few types. To make it useful it would have to be expanded to recognize all types, and perhaps add some generic way of converting an object to human readable string for printing.

For script objects that conversion can be done by enumerating the members of an object through the asIScriptObject interface.

The debugger may also need to be able to inspect the global variables that the functions access. As the global variables are stored in the module, there is the place to look for them. The asIScriptModule interface can be obtained by querying the module name from the function, and then getting the module pointer from the engine. Once the module is determined the global variables are enumerated much the same way as in the example above, except that the appropriate methods on the asIScriptModule interface are used instead.