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The debugger doesn't show any data #699
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Can confirm the same issue. Locals, members and globals are all empty. Same specs as the OP; Godot 4.3, Godot Tools 2.1.0, VSCode 1.92.2, Sonoma 14.6.1. |
Share your |
I use the default {
"version": "0.2.0",
"configurations": [
{
"name": "GDScript Godot",
"type": "godot",
"request": "launch",
}
]
} |
I have the same |
|
@Calinou As far as I can see, that issue was caused by Headless LSP being on, which isn't the case here. |
In my case, the problem is present with or without Headless LSP |
I'm experiencing the same issue with 4.3, not using any extra launch options: {
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "GDScript Godot",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"address": "127.0.0.1",
"port": 6007,
}
]
} I'm using VS Codium on x64 Linux if that helps narrow it down any. |
Another thing I noted, it seems to hang on |
Godot version: 4.3 I have the same issue on one project, but it works on another. I see an extension host errors when running project with issue. Run without breakpoints. Value is always the same:
Run with breakpoint. Value depends on breakpoint.
Not sure how to debug it further at this point. |
Just checked and I have the same error as @n4nn31355. This is when a breakpoint is hit:
A bit more. The issue seems to occur because it seems that we are exhausting the buffer while reading from Array values (
|
The problem seems to appear when using typed arrays with built-in types. |
Code to reproduce: class_name MainLevel extends Node3D
func _ready() -> void:
Performance.add_custom_monitor("custom/the/test", _get_calculation_performance)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
_register_monitor()
func _register_monitor() -> void:
Performance.add_custom_monitor("custom/the/test_more", _get_calculation_performance)
func _get_calculation_performance() -> float:
return 0 |
I confirm the problem is when you use typed arrays. Repro: extends Node2D
var x := 1
var arr: Array[int] = []
func _ready() -> void:
print(x) With breakpoint on Changing |
Having the same issue, and would love to get some traction on this issue, as I'd love to have the debugger working again on 4.3. Is there a particular maintainer we should ping in regards to the PR by @n4nn31355? |
It's just me, and I've been too busy to look into these recently. There's multiple debugger related complaints open right now and it's quite likely they're all related under the hood, but unfortunately that also means that it's possibly a multi-day day job to unravel what's going on. I might be able to look at it this weekend, but obviously I can't promise anything. |
Hi @DaelonSuzuka, I appreciate the response and I'm grateful for the time you spend maintaining this codebase! While it would be awesome to have the debugger working again, please don't feel any pressure to do so if you don't have the time! |
Good news, it doesn't die when decoding typed arrays now. It's gonna take... a lot of work to carry that information through to VSCode's debugger interface, but this should at least keep the debugger from blowing up. @Calinou I'm gonna get this fix plus a couple others cleaned up and merged, can you publish a hotfix later today maybe? |
Any chance on getting that hotfix deployed? |
|
@DaelonSuzuka The problem seems to still occur on
|
@umutseven92 I can't reproduce it on my end, can you share the variable declaration that's causing the failure? |
I believe I tracked down the remaining issue with typed arrays. I put up a PR for it here: #731. |
I installed the extension now and I still notice this bug. Windows VS code settings:
|
@gilad905 Is there anything notable in the "Extension Host" Output channel? If there isn't, then you need to share your code or something, because this isn't enough information to help you. |
@gilad905 Keep in mind that there's been no new release since #731 was merged, so typed arrays containing script classes will still cause this to happen in the latest release on Visual Studio Marketplace, assuming that is in fact what's happening here. |
@mihe Thank you, yes this is indeed the source of the problem! is there any workaround I can use in my code for now to replace the arrays? |
Making them untyped is the only workaround I can think of. So you'd have |
@gilad905 you could build from the master branch to pull in @mihe's change...FWI I had to put in some extra work to do that but got it working, see my comment here: #749 (comment) |
Godot version
4.3
VS Code version
1.92.2
Godot Tools VS Code extension version
2.1.0
System information
macOS Sonoma 14.6.1
Issue description
The debugger doesn't show any data (locals, members or globals) and watches are also not working. It is also impossible to update the list of watches while the debugger is running.
Steps to reproduce
The text was updated successfully, but these errors were encountered: