Game Development Community

Telnet debugging

by Chris Childs · in Torque Game Builder · 06/17/2005 (10:01 am) · 12 replies

I noticed that the T2D has support for telnet debugging, but I can't find any documentation for using it that is accessible to someone with just the T2D license. Can someone share some of that knowledge for the T2D developers?

#1
06/17/2005 (12:29 pm)
Run torqueDemo_DEBUG in one place, and in the console run:
dbgSetParameters(port, pass); [replace port and pass with something suitable; 54000 and "Kibbles", for example]

Run it a second time, and in the console run:
exec("common/debugger/debugger.cs");

This is the instructions for TGE. I can't garuantee that it works in T2D since I've not tried it, but it looks like everything necessary is there.

Gary (-;
#2
06/17/2005 (3:28 pm)
Can I not run two instances of T2D.exe on a single PC? I keep getting an error message that reads like:

"T2D.exe has encountered a problem and needs to close. We are sorry for the inconvenience."

Although I was able to get a Telnet session to T2D on the same PC, which will be enough to get started.

BTW: Is there an easy way to create a desktop icon that will kick off the debugger.cs file without having to go to the console?
#3
06/17/2005 (3:38 pm)
You can run multiple T2D instances in a debug build
#4
06/27/2005 (4:15 pm)
Is anyone using telnet debugging on the Mac?
#5
07/10/2005 (9:16 pm)
@Brian- I am not but are you having trouble with it? It should work identical to on PC or Linux- run the DEBUG build, and run 2 instances, the 1st with the dbgSetParameters() and the other with the exec("common/debugger/debugger.cs");

@Matthew - This Torquescript built-in debugger is a think of beauty.. I wonder why TIDE and Brain Editor have such sketchy implementations of the telnet debugger. I guess the rock solid TCPObject that it's using from the engine has to help matters.
#6
07/10/2005 (9:18 pm)
Mac OS has a thing about not letting GUI apps run in more than one instance, depending.
#7
07/10/2005 (10:07 pm)
@Alex - The telnet server is tricky and fairly primitive as to what it supports. I've made some backwards compatible improvements that i'll be releasing in a resource soon. Along with this. =)
#8
07/10/2005 (10:39 pm)
@Tom- OK I'll bite: what's Torsion? Looks interesting.

When you say you've made some backwards compatible improvements, do you mean to the debugging interface in the Torque engine, or the debugger.cs/gui resource, or this other Torsion resource?

Too bad Torque can't masquerade as a gdbserver instance, then it would be debuggable by lots of editors like Emacs, Slickedit, etc.

like this...
compilers.cs.ucla.edu/avrora/api/current/avrora/monitors/GDBServer.GDBMonitor.ht...
hmm... maybe it would be possible?
#9
07/10/2005 (11:06 pm)
@Alex - Torsion is an editor/debugger specifically tailored for easy development of TorqueScript based projects. The public alpha version for Win32 should come this week, OSX and Linux versions as soon as i have someone to do the initial port and maintain them for us.

The changes i made were to the C++ TelenetDebugger class so that debugging TorqueScript would be as smooth as using the MSVC++ debugger. New BRKNEXT command, an optional "stopped" startup state so you can send up breakpoints, bug fixed in "step over" so that it now works properly, breakpoints can be added/removed on script files which have not yet been loaded by the engine, breakpoints on non-breakable lines are moved to the next closest line, and more to come in the next update.

Some of these changes require the client to take advantage of them so that they work properly, but as far as i know they shouldn't break existing clients any more than they already may be.
#10
07/10/2005 (11:13 pm)
@Tom - hey that sounds awesome! If it's not on your .plan, would you send me an email when you release something? I guess you should test out the stock debugger.cs/gui and make sure it still works, as a compatibility test :-)
#11
07/10/2005 (11:26 pm)
@Alex - You'll know when it's out... i'll post a plan as well. I should be testing it against other clients as well, but i figure that's what the public alpha is for. I'll be maintaining this thing for as long as it's useful to people and we can afford to do it.
#12
07/11/2005 (5:32 pm)
Quote: I am not but are you having trouble with it?
@Alex:
Yeah, I'd tried it running the apps on one machine and on two but couldn't get it to connect. I even remembered to reconfigure the OSX firewall! But, no joy :-(

I'll try it again, probably missed something obvious, just thought I'd post just in case there was something that had to be done different on the Mac.