[Suggestion] Fast testing and debugging - Printable Version + open.mp forum (https://forum.open.mp) -- Forum: open.mp (https://forum.open.mp/forumdisplay.php?fid=40) --- Forum: Questions and Suggestions (https://forum.open.mp/forumdisplay.php?fid=42) --- Thread: [Suggestion] Fast testing and debugging (/showthread.php?tid=456) |
Fast testing and debugging - Sasino97 - 2019-04-24 Hello, I have two new suggestions (for when the times open.mp client will be made). 1. Fast Testing Please, make that after compiling the new script, you can quickly test?it without a GMX or reloadfs. This could create some problems in some scenarios where a restart is necessary?of course, but in many cases it will just speed the workflow up (for example when dealing with text draws). 2. Debugging Allow breakpoints, pausing, changing the instruction pointer's position?and reading/writing variables?at runtime (without pausing the multiplayer sync). Also it would be cool to integrate in the compiler a tool that generates sort of .pdb files, which would give you line numbers and positions when a runtime error occurs. Thanks. RE: Fast testing and debugging - MyU - 2019-04-24 Gamemode reloads without sending a net client "restart" (in that case SA-MP) is possible, but can cause client bugs which you said are bound to happen which could be cirumvented by properly free-ing stuff on GM exit. Breakpoints, pausing won't be possible with full SA-MP compatibility. PAWN and the network run on the same thread. Which is required to allow things like OnPlayerUpdate apart from that: PAWN is not thread-safe it's targeting single threaded enviroments. |