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 Entire forum ➜ MUSHclient ➜ Lua ➜ Nick Gammon's DebugFunction for Lua

Nick Gammon's DebugFunction for Lua

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Posted by Dave K   (7 posts)  Bio
Date Reply #15 on Wed 21 Nov 2018 06:20 AM (UTC)
Message
Quote:

If you have some code that reads that table and calls functions in it you could report what you are doing as you traverse the table.


How???


Here's my problem and why I am pursuing this.

I have multiple Lua scripts (over two dozen) full of tables with dozens of functions in each table, embedded in a C++ engine that loads the scripts, and executes.

I have no way to access the code in engine. It is a custom engine the company built many years ago an I am not allowed to touch it.

I only have access to my Lua scripts.

I can not do remote debugging either for multitude of reasons, which I don't want to get into right now.

So for debugging right now the only thing I can do is print statements all over the place. Which obviously takes forever.

My search for a tracing script brought me to your script. and here we are.

If you gentlemen have any suggestions, I would certainly appreciate it and thank you for your time.
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Posted by Nick Gammon   Australia  (23,120 posts)  Bio   Forum Administrator
Date Reply #16 on Wed 21 Nov 2018 07:15 AM (UTC)
Message

That’s a bit more detail, thank you.

I have multiple Lua scripts (over two dozen) full of tables with dozens of functions in each table, embedded in a C++ engine that loads the scripts, and executes.

You have Lua scripts but the code (in C++) you don’t have, is that it? I am struggling to understand the problem. Do you have the Lua code? You can’t change the C++ code, but you want to understand the Lua code, which you already have access to?

I’m starting to suspect this is nothing to do with MUSHclient or MUD games, but you found this site with a Google search. Your question might be better answered at Stack Overflow.


- Nick Gammon

www.gammon.com.au, www.mushclient.com
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