vscript debugger - #302

Merged
Blixibon merged 1 commit into
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samisalreadytaken:vscript-debugger
Feb 25, 2025
Merged

vscript debugger#302
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger

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@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Jun 22, 2024

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Adds Squirrel debugger

This is not the one that is used in Valve games, that is an old, very limited, Eclipse only debugger. This one is as extensive as possible, uses the Debug Adapter Protocol by Microsoft, a new debugger protocol standard that is already implemented by a number of editors.

Port numbers 1212 and 1213 are completely arbitrary, they can be changed. vscript_debugger_port variable is used to attach the debugger as soon as possible (but after classes are registered) for it to enable debug information for scripts loaded on map load. This only works for client though, script_debug command can't be executed while a server doesn't exist.

sqdbg_definitions.nut file is executed when the debugger attaches, this file is used to let the debugger know of the class names and how to display them in the client.

https://gist.github.com/samisalreadytaken/0e4238f501bcff21649cd2c99ae0ab2c

Ideally this would be distributed with game files, it would be too cumbersome to ask users to manually download/write this every time. It's not embedded in the binaries because it should be possible to adjust things manually.

L4D2 branch has the concommands script_connect_debugger and script_disconnect_debugger. They could replace the script_debug command to be able to disconnect the debugger on will.

Steps to test it on VS Code:

  1. Download VS Code: https://code.visualstudio.com/download

  2. Download and install the debugger extension: https://github.com/samisalreadytaken/sqdbg-vs/releases/download/0.1.0/sqdbg-vs-0.1.0.vsix

  3. Install a Squirrel language extension from its marketplace. The one by "marcinbar" seems to work well enough.

  4. Attach the debugger in game with script_debug or script_debug_client

  5. Load a squirrel script in the editor, press F5, enter the connection port (1212 for server, 1213 for client)

You may now place breakpoints and use the Debug Console to execute scripts while the game is running.

This video briefly shows installation of the extension, placing line and function breakpoints, and debugging both server and client at the same time with 'compound' configurations (compounds only work for opening a folder in vscode and creating launch.json)

https://www.youtube.com/watch?v=qIxujbfh_0c

Even though VSCode is a terribly slow editor, it has (not all, but) most debugging features implemented. Other (present and future) DAP compatible editors can be used as well.


PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 7 times, most recently from 76ef30b to 2d13faeCompareJune 29, 2024 16:13
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 4 times, most recently from 9660448 to 1c0a117CompareNovember 13, 2024 21:40
Comment threadsp/src/vscript/sqdbg/sqdbg/json.h Outdated
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e713151 to 9a3db43CompareNovember 22, 2024 10:02
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from ec3d4c5 to b8e61f0CompareDecember 4, 2024 18:11
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e588bcf to f536972CompareDecember 16, 2024 15:29
@samisalreadytaken
samisalreadytaken marked this pull request as draft January 4, 2025 17:41
@samisalreadytaken
samisalreadytaken marked this pull request as ready for review February 15, 2025 16:28
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 2 times, most recently from 94c38d9 to c236518CompareFebruary 21, 2025 19:50

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LGTM! This is a really powerful feature and I feel like I can only scrape the surface of what it's capable of.

I will also include sqdbg_definitions.nut in the shared content VPK.

@Blixibon
Blixibon merged commit e8a76a6 into mapbase-source:developFeb 25, 2025
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

vscript debugger - #302

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger
Feb 25, 2025
Merged

vscript debugger#302
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Jun 22, 2024

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Adds Squirrel debugger

This is not the one that is used in Valve games, that is an old, very limited, Eclipse only debugger. This one is as extensive as possible, uses the Debug Adapter Protocol by Microsoft, a new debugger protocol standard that is already implemented by a number of editors.

Port numbers 1212 and 1213 are completely arbitrary, they can be changed. vscript_debugger_port variable is used to attach the debugger as soon as possible (but after classes are registered) for it to enable debug information for scripts loaded on map load. This only works for client though, script_debug command can't be executed while a server doesn't exist.

sqdbg_definitions.nut file is executed when the debugger attaches, this file is used to let the debugger know of the class names and how to display them in the client.

https://gist.github.com/samisalreadytaken/0e4238f501bcff21649cd2c99ae0ab2c

Ideally this would be distributed with game files, it would be too cumbersome to ask users to manually download/write this every time. It's not embedded in the binaries because it should be possible to adjust things manually.

L4D2 branch has the concommands script_connect_debugger and script_disconnect_debugger. They could replace the script_debug command to be able to disconnect the debugger on will.

Steps to test it on VS Code:

  1. Download VS Code: https://code.visualstudio.com/download

  2. Download and install the debugger extension: https://github.com/samisalreadytaken/sqdbg-vs/releases/download/0.1.0/sqdbg-vs-0.1.0.vsix

  3. Install a Squirrel language extension from its marketplace. The one by "marcinbar" seems to work well enough.

  4. Attach the debugger in game with script_debug or script_debug_client

  5. Load a squirrel script in the editor, press F5, enter the connection port (1212 for server, 1213 for client)

You may now place breakpoints and use the Debug Console to execute scripts while the game is running.

This video briefly shows installation of the extension, placing line and function breakpoints, and debugging both server and client at the same time with 'compound' configurations (compounds only work for opening a folder in vscode and creating launch.json)

https://www.youtube.com/watch?v=qIxujbfh_0c

Even though VSCode is a terribly slow editor, it has (not all, but) most debugging features implemented. Other (present and future) DAP compatible editors can be used as well.


PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 7 times, most recently from 76ef30b to 2d13faeCompareJune 29, 2024 16:13
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 4 times, most recently from 9660448 to 1c0a117CompareNovember 13, 2024 21:40
Comment threadsp/src/vscript/sqdbg/sqdbg/json.h Outdated
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e713151 to 9a3db43CompareNovember 22, 2024 10:02
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from ec3d4c5 to b8e61f0CompareDecember 4, 2024 18:11
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e588bcf to f536972CompareDecember 16, 2024 15:29
@samisalreadytaken
samisalreadytaken marked this pull request as draft January 4, 2025 17:41
@samisalreadytaken
samisalreadytaken marked this pull request as ready for review February 15, 2025 16:28
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 2 times, most recently from 94c38d9 to c236518CompareFebruary 21, 2025 19:50

@BlixibonBlixibon left a comment

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LGTM! This is a really powerful feature and I feel like I can only scrape the surface of what it's capable of.

I will also include sqdbg_definitions.nut in the shared content VPK.

@Blixibon
Blixibon merged commit e8a76a6 into mapbase-source:developFeb 25, 2025
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3 participants

@samisalreadytaken@z33ky@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

vscript debugger - #302

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger
Feb 25, 2025
Merged

vscript debugger#302
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Jun 22, 2024

Copy link
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Adds Squirrel debugger

This is not the one that is used in Valve games, that is an old, very limited, Eclipse only debugger. This one is as extensive as possible, uses the Debug Adapter Protocol by Microsoft, a new debugger protocol standard that is already implemented by a number of editors.

Port numbers 1212 and 1213 are completely arbitrary, they can be changed. vscript_debugger_port variable is used to attach the debugger as soon as possible (but after classes are registered) for it to enable debug information for scripts loaded on map load. This only works for client though, script_debug command can't be executed while a server doesn't exist.

sqdbg_definitions.nut file is executed when the debugger attaches, this file is used to let the debugger know of the class names and how to display them in the client.

https://gist.github.com/samisalreadytaken/0e4238f501bcff21649cd2c99ae0ab2c

Ideally this would be distributed with game files, it would be too cumbersome to ask users to manually download/write this every time. It's not embedded in the binaries because it should be possible to adjust things manually.

L4D2 branch has the concommands script_connect_debugger and script_disconnect_debugger. They could replace the script_debug command to be able to disconnect the debugger on will.

Steps to test it on VS Code:

  1. Download VS Code: https://code.visualstudio.com/download

  2. Download and install the debugger extension: https://github.com/samisalreadytaken/sqdbg-vs/releases/download/0.1.0/sqdbg-vs-0.1.0.vsix

  3. Install a Squirrel language extension from its marketplace. The one by "marcinbar" seems to work well enough.

  4. Attach the debugger in game with script_debug or script_debug_client

  5. Load a squirrel script in the editor, press F5, enter the connection port (1212 for server, 1213 for client)

You may now place breakpoints and use the Debug Console to execute scripts while the game is running.

This video briefly shows installation of the extension, placing line and function breakpoints, and debugging both server and client at the same time with 'compound' configurations (compounds only work for opening a folder in vscode and creating launch.json)

https://www.youtube.com/watch?v=qIxujbfh_0c

Even though VSCode is a terribly slow editor, it has (not all, but) most debugging features implemented. Other (present and future) DAP compatible editors can be used as well.


PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 7 times, most recently from 76ef30b to 2d13faeCompareJune 29, 2024 16:13
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 4 times, most recently from 9660448 to 1c0a117CompareNovember 13, 2024 21:40
Comment threadsp/src/vscript/sqdbg/sqdbg/json.h Outdated
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e713151 to 9a3db43CompareNovember 22, 2024 10:02
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from ec3d4c5 to b8e61f0CompareDecember 4, 2024 18:11
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e588bcf to f536972CompareDecember 16, 2024 15:29
@samisalreadytaken
samisalreadytaken marked this pull request as draft January 4, 2025 17:41
@samisalreadytaken
samisalreadytaken marked this pull request as ready for review February 15, 2025 16:28
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 2 times, most recently from 94c38d9 to c236518CompareFebruary 21, 2025 19:50

@BlixibonBlixibon left a comment

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LGTM! This is a really powerful feature and I feel like I can only scrape the surface of what it's capable of.

I will also include sqdbg_definitions.nut in the shared content VPK.

@Blixibon
Blixibon merged commit e8a76a6 into mapbase-source:developFeb 25, 2025
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@samisalreadytaken@z33ky@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

vscript debugger - #302

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger
Feb 25, 2025
Merged

vscript debugger#302
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Jun 22, 2024

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Adds Squirrel debugger

This is not the one that is used in Valve games, that is an old, very limited, Eclipse only debugger. This one is as extensive as possible, uses the Debug Adapter Protocol by Microsoft, a new debugger protocol standard that is already implemented by a number of editors.

Port numbers 1212 and 1213 are completely arbitrary, they can be changed. vscript_debugger_port variable is used to attach the debugger as soon as possible (but after classes are registered) for it to enable debug information for scripts loaded on map load. This only works for client though, script_debug command can't be executed while a server doesn't exist.

sqdbg_definitions.nut file is executed when the debugger attaches, this file is used to let the debugger know of the class names and how to display them in the client.

https://gist.github.com/samisalreadytaken/0e4238f501bcff21649cd2c99ae0ab2c

Ideally this would be distributed with game files, it would be too cumbersome to ask users to manually download/write this every time. It's not embedded in the binaries because it should be possible to adjust things manually.

L4D2 branch has the concommands script_connect_debugger and script_disconnect_debugger. They could replace the script_debug command to be able to disconnect the debugger on will.

Steps to test it on VS Code:

  1. Download VS Code: https://code.visualstudio.com/download

  2. Download and install the debugger extension: https://github.com/samisalreadytaken/sqdbg-vs/releases/download/0.1.0/sqdbg-vs-0.1.0.vsix

  3. Install a Squirrel language extension from its marketplace. The one by "marcinbar" seems to work well enough.

  4. Attach the debugger in game with script_debug or script_debug_client

  5. Load a squirrel script in the editor, press F5, enter the connection port (1212 for server, 1213 for client)

You may now place breakpoints and use the Debug Console to execute scripts while the game is running.

This video briefly shows installation of the extension, placing line and function breakpoints, and debugging both server and client at the same time with 'compound' configurations (compounds only work for opening a folder in vscode and creating launch.json)

https://www.youtube.com/watch?v=qIxujbfh_0c

Even though VSCode is a terribly slow editor, it has (not all, but) most debugging features implemented. Other (present and future) DAP compatible editors can be used as well.


PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 7 times, most recently from 76ef30b to 2d13faeCompareJune 29, 2024 16:13
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 4 times, most recently from 9660448 to 1c0a117CompareNovember 13, 2024 21:40
Comment threadsp/src/vscript/sqdbg/sqdbg/json.h Outdated
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e713151 to 9a3db43CompareNovember 22, 2024 10:02
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from ec3d4c5 to b8e61f0CompareDecember 4, 2024 18:11
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e588bcf to f536972CompareDecember 16, 2024 15:29
@samisalreadytaken
samisalreadytaken marked this pull request as draft January 4, 2025 17:41
@samisalreadytaken
samisalreadytaken marked this pull request as ready for review February 15, 2025 16:28
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 2 times, most recently from 94c38d9 to c236518CompareFebruary 21, 2025 19:50

@BlixibonBlixibon left a comment

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LGTM! This is a really powerful feature and I feel like I can only scrape the surface of what it's capable of.

I will also include sqdbg_definitions.nut in the shared content VPK.

@Blixibon
Blixibon merged commit e8a76a6 into mapbase-source:developFeb 25, 2025
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@samisalreadytaken@z33ky@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

vscript debugger - #302

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger
Feb 25, 2025
Merged

vscript debugger#302
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Jun 22, 2024

Copy link
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Adds Squirrel debugger

This is not the one that is used in Valve games, that is an old, very limited, Eclipse only debugger. This one is as extensive as possible, uses the Debug Adapter Protocol by Microsoft, a new debugger protocol standard that is already implemented by a number of editors.

Port numbers 1212 and 1213 are completely arbitrary, they can be changed. vscript_debugger_port variable is used to attach the debugger as soon as possible (but after classes are registered) for it to enable debug information for scripts loaded on map load. This only works for client though, script_debug command can't be executed while a server doesn't exist.

sqdbg_definitions.nut file is executed when the debugger attaches, this file is used to let the debugger know of the class names and how to display them in the client.

https://gist.github.com/samisalreadytaken/0e4238f501bcff21649cd2c99ae0ab2c

Ideally this would be distributed with game files, it would be too cumbersome to ask users to manually download/write this every time. It's not embedded in the binaries because it should be possible to adjust things manually.

L4D2 branch has the concommands script_connect_debugger and script_disconnect_debugger. They could replace the script_debug command to be able to disconnect the debugger on will.

Steps to test it on VS Code:

  1. Download VS Code: https://code.visualstudio.com/download

  2. Download and install the debugger extension: https://github.com/samisalreadytaken/sqdbg-vs/releases/download/0.1.0/sqdbg-vs-0.1.0.vsix

  3. Install a Squirrel language extension from its marketplace. The one by "marcinbar" seems to work well enough.

  4. Attach the debugger in game with script_debug or script_debug_client

  5. Load a squirrel script in the editor, press F5, enter the connection port (1212 for server, 1213 for client)

You may now place breakpoints and use the Debug Console to execute scripts while the game is running.

This video briefly shows installation of the extension, placing line and function breakpoints, and debugging both server and client at the same time with 'compound' configurations (compounds only work for opening a folder in vscode and creating launch.json)

https://www.youtube.com/watch?v=qIxujbfh_0c

Even though VSCode is a terribly slow editor, it has (not all, but) most debugging features implemented. Other (present and future) DAP compatible editors can be used as well.


PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 7 times, most recently from 76ef30b to 2d13faeCompareJune 29, 2024 16:13
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 4 times, most recently from 9660448 to 1c0a117CompareNovember 13, 2024 21:40
Comment threadsp/src/vscript/sqdbg/sqdbg/json.h Outdated
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e713151 to 9a3db43CompareNovember 22, 2024 10:02
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from ec3d4c5 to b8e61f0CompareDecember 4, 2024 18:11
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e588bcf to f536972CompareDecember 16, 2024 15:29
@samisalreadytaken
samisalreadytaken marked this pull request as draft January 4, 2025 17:41
@samisalreadytaken
samisalreadytaken marked this pull request as ready for review February 15, 2025 16:28
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 2 times, most recently from 94c38d9 to c236518CompareFebruary 21, 2025 19:50

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LGTM! This is a really powerful feature and I feel like I can only scrape the surface of what it's capable of.

I will also include sqdbg_definitions.nut in the shared content VPK.

@Blixibon
Blixibon merged commit e8a76a6 into mapbase-source:developFeb 25, 2025
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

vscript debugger - #302

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger
Feb 25, 2025
Merged

vscript debugger#302
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger

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@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Jun 22, 2024

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Adds Squirrel debugger

This is not the one that is used in Valve games, that is an old, very limited, Eclipse only debugger. This one is as extensive as possible, uses the Debug Adapter Protocol by Microsoft, a new debugger protocol standard that is already implemented by a number of editors.

Port numbers 1212 and 1213 are completely arbitrary, they can be changed. vscript_debugger_port variable is used to attach the debugger as soon as possible (but after classes are registered) for it to enable debug information for scripts loaded on map load. This only works for client though, script_debug command can't be executed while a server doesn't exist.

sqdbg_definitions.nut file is executed when the debugger attaches, this file is used to let the debugger know of the class names and how to display them in the client.

https://gist.github.com/samisalreadytaken/0e4238f501bcff21649cd2c99ae0ab2c

Ideally this would be distributed with game files, it would be too cumbersome to ask users to manually download/write this every time. It's not embedded in the binaries because it should be possible to adjust things manually.

L4D2 branch has the concommands script_connect_debugger and script_disconnect_debugger. They could replace the script_debug command to be able to disconnect the debugger on will.

Steps to test it on VS Code:

  1. Download VS Code: https://code.visualstudio.com/download

  2. Download and install the debugger extension: https://github.com/samisalreadytaken/sqdbg-vs/releases/download/0.1.0/sqdbg-vs-0.1.0.vsix

  3. Install a Squirrel language extension from its marketplace. The one by "marcinbar" seems to work well enough.

  4. Attach the debugger in game with script_debug or script_debug_client

  5. Load a squirrel script in the editor, press F5, enter the connection port (1212 for server, 1213 for client)

You may now place breakpoints and use the Debug Console to execute scripts while the game is running.

This video briefly shows installation of the extension, placing line and function breakpoints, and debugging both server and client at the same time with 'compound' configurations (compounds only work for opening a folder in vscode and creating launch.json)

https://www.youtube.com/watch?v=qIxujbfh_0c

Even though VSCode is a terribly slow editor, it has (not all, but) most debugging features implemented. Other (present and future) DAP compatible editors can be used as well.


PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 7 times, most recently from 76ef30b to 2d13faeCompareJune 29, 2024 16:13
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 4 times, most recently from 9660448 to 1c0a117CompareNovember 13, 2024 21:40
Comment threadsp/src/vscript/sqdbg/sqdbg/json.h Outdated
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e713151 to 9a3db43CompareNovember 22, 2024 10:02
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from ec3d4c5 to b8e61f0CompareDecember 4, 2024 18:11
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e588bcf to f536972CompareDecember 16, 2024 15:29
@samisalreadytaken
samisalreadytaken marked this pull request as draft January 4, 2025 17:41
@samisalreadytaken
samisalreadytaken marked this pull request as ready for review February 15, 2025 16:28
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 2 times, most recently from 94c38d9 to c236518CompareFebruary 21, 2025 19:50

@BlixibonBlixibon left a comment

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LGTM! This is a really powerful feature and I feel like I can only scrape the surface of what it's capable of.

I will also include sqdbg_definitions.nut in the shared content VPK.

@Blixibon
Blixibon merged commit e8a76a6 into mapbase-source:developFeb 25, 2025
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@samisalreadytaken@z33ky@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

vscript debugger - #302

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger
Feb 25, 2025
Merged

vscript debugger#302
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Jun 22, 2024

Copy link
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Adds Squirrel debugger

This is not the one that is used in Valve games, that is an old, very limited, Eclipse only debugger. This one is as extensive as possible, uses the Debug Adapter Protocol by Microsoft, a new debugger protocol standard that is already implemented by a number of editors.

Port numbers 1212 and 1213 are completely arbitrary, they can be changed. vscript_debugger_port variable is used to attach the debugger as soon as possible (but after classes are registered) for it to enable debug information for scripts loaded on map load. This only works for client though, script_debug command can't be executed while a server doesn't exist.

sqdbg_definitions.nut file is executed when the debugger attaches, this file is used to let the debugger know of the class names and how to display them in the client.

https://gist.github.com/samisalreadytaken/0e4238f501bcff21649cd2c99ae0ab2c

Ideally this would be distributed with game files, it would be too cumbersome to ask users to manually download/write this every time. It's not embedded in the binaries because it should be possible to adjust things manually.

L4D2 branch has the concommands script_connect_debugger and script_disconnect_debugger. They could replace the script_debug command to be able to disconnect the debugger on will.

Steps to test it on VS Code:

  1. Download VS Code: https://code.visualstudio.com/download

  2. Download and install the debugger extension: https://github.com/samisalreadytaken/sqdbg-vs/releases/download/0.1.0/sqdbg-vs-0.1.0.vsix

  3. Install a Squirrel language extension from its marketplace. The one by "marcinbar" seems to work well enough.

  4. Attach the debugger in game with script_debug or script_debug_client

  5. Load a squirrel script in the editor, press F5, enter the connection port (1212 for server, 1213 for client)

You may now place breakpoints and use the Debug Console to execute scripts while the game is running.

This video briefly shows installation of the extension, placing line and function breakpoints, and debugging both server and client at the same time with 'compound' configurations (compounds only work for opening a folder in vscode and creating launch.json)

https://www.youtube.com/watch?v=qIxujbfh_0c

Even though VSCode is a terribly slow editor, it has (not all, but) most debugging features implemented. Other (present and future) DAP compatible editors can be used as well.


PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 7 times, most recently from 76ef30b to 2d13faeCompareJune 29, 2024 16:13
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 4 times, most recently from 9660448 to 1c0a117CompareNovember 13, 2024 21:40
Comment threadsp/src/vscript/sqdbg/sqdbg/json.h Outdated
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e713151 to 9a3db43CompareNovember 22, 2024 10:02
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from ec3d4c5 to b8e61f0CompareDecember 4, 2024 18:11
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e588bcf to f536972CompareDecember 16, 2024 15:29
@samisalreadytaken
samisalreadytaken marked this pull request as draft January 4, 2025 17:41
@samisalreadytaken
samisalreadytaken marked this pull request as ready for review February 15, 2025 16:28
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 2 times, most recently from 94c38d9 to c236518CompareFebruary 21, 2025 19:50

@BlixibonBlixibon left a comment

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LGTM! This is a really powerful feature and I feel like I can only scrape the surface of what it's capable of.

I will also include sqdbg_definitions.nut in the shared content VPK.

@Blixibon
Blixibon merged commit e8a76a6 into mapbase-source:developFeb 25, 2025
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3 participants

@samisalreadytaken@z33ky@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

vscript debugger - #302

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger
Feb 25, 2025
Merged

vscript debugger#302
Blixibon merged 1 commit into
mapbase-source:developfrom
samisalreadytaken:vscript-debugger

Conversation

@samisalreadytaken

@samisalreadytakensamisalreadytaken commented Jun 22, 2024

Copy link
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Adds Squirrel debugger

This is not the one that is used in Valve games, that is an old, very limited, Eclipse only debugger. This one is as extensive as possible, uses the Debug Adapter Protocol by Microsoft, a new debugger protocol standard that is already implemented by a number of editors.

Port numbers 1212 and 1213 are completely arbitrary, they can be changed. vscript_debugger_port variable is used to attach the debugger as soon as possible (but after classes are registered) for it to enable debug information for scripts loaded on map load. This only works for client though, script_debug command can't be executed while a server doesn't exist.

sqdbg_definitions.nut file is executed when the debugger attaches, this file is used to let the debugger know of the class names and how to display them in the client.

https://gist.github.com/samisalreadytaken/0e4238f501bcff21649cd2c99ae0ab2c

Ideally this would be distributed with game files, it would be too cumbersome to ask users to manually download/write this every time. It's not embedded in the binaries because it should be possible to adjust things manually.

L4D2 branch has the concommands script_connect_debugger and script_disconnect_debugger. They could replace the script_debug command to be able to disconnect the debugger on will.

Steps to test it on VS Code:

  1. Download VS Code: https://code.visualstudio.com/download

  2. Download and install the debugger extension: https://github.com/samisalreadytaken/sqdbg-vs/releases/download/0.1.0/sqdbg-vs-0.1.0.vsix

  3. Install a Squirrel language extension from its marketplace. The one by "marcinbar" seems to work well enough.

  4. Attach the debugger in game with script_debug or script_debug_client

  5. Load a squirrel script in the editor, press F5, enter the connection port (1212 for server, 1213 for client)

You may now place breakpoints and use the Debug Console to execute scripts while the game is running.

This video briefly shows installation of the extension, placing line and function breakpoints, and debugging both server and client at the same time with 'compound' configurations (compounds only work for opening a folder in vscode and creating launch.json)

https://www.youtube.com/watch?v=qIxujbfh_0c

Even though VSCode is a terribly slow editor, it has (not all, but) most debugging features implemented. Other (present and future) DAP compatible editors can be used as well.


PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 7 times, most recently from 76ef30b to 2d13faeCompareJune 29, 2024 16:13
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 4 times, most recently from 9660448 to 1c0a117CompareNovember 13, 2024 21:40
Comment threadsp/src/vscript/sqdbg/sqdbg/json.h Outdated
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e713151 to 9a3db43CompareNovember 22, 2024 10:02
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from ec3d4c5 to b8e61f0CompareDecember 4, 2024 18:11
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 3 times, most recently from e588bcf to f536972CompareDecember 16, 2024 15:29
@samisalreadytaken
samisalreadytaken marked this pull request as draft January 4, 2025 17:41
@samisalreadytaken
samisalreadytaken marked this pull request as ready for review February 15, 2025 16:28
@samisalreadytaken
samisalreadytakenforce-pushed the vscript-debugger branch 2 times, most recently from 94c38d9 to c236518CompareFebruary 21, 2025 19:50

@BlixibonBlixibon left a comment

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LGTM! This is a really powerful feature and I feel like I can only scrape the surface of what it's capable of.

I will also include sqdbg_definitions.nut in the shared content VPK.

@Blixibon
Blixibon merged commit e8a76a6 into mapbase-source:developFeb 25, 2025
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@samisalreadytaken@z33ky@Blixibon