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The debugger doesn't show any data #699

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chsxf opened this issue Aug 19, 2024 · 29 comments
Open

The debugger doesn't show any data #699

chsxf opened this issue Aug 19, 2024 · 29 comments

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@chsxf
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chsxf commented Aug 19, 2024

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

  • Place a breakpoint in any GDScript
  • Run your game until reaching the breakpoint
  • The debugger panel in VSCode should be empty (except for the active scene and inspector)
@chsxf chsxf added the bug label Aug 19, 2024
@umutseven92
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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.

@DaelonSuzuka
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Share your launch.json.

@umutseven92
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I use the default launch.json.

{
	"version": "0.2.0",
	"configurations": [
		{
			"name": "GDScript Godot",
			"type": "godot",
			"request": "launch",
		}
	]
}

@chsxf
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chsxf commented Aug 20, 2024

I have the same launch.json file as @umutseven92. I initially used the one that is created by default and that has a few more options (like debug_paths, ...), but the result was the same. I removed some options to see if the problem was going away, to no avail.

@Calinou
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Calinou commented Aug 20, 2024

@umutseven92
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@Calinou As far as I can see, that issue was caused by Headless LSP being on, which isn't the case here.

@chsxf
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chsxf commented Aug 21, 2024

In my case, the problem is present with or without Headless LSP

@periodyctom
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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.

@periodyctom
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Another thing I noted, it seems to hang on match statements, I can't step continue with F10 after it hits the end of a match block.

@n4nn31355
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n4nn31355 commented Sep 3, 2024

Godot version: 4.3
VS Code: 1.92.2
Godot Tools: 2.1.0

I have the same issue on one project, but it works on another.
The "launch.json" and vscode settings are the same for both projects.

I see an extension host errors when running project with issue.

Run without breakpoints. Value is always the same:

[error] RangeError: The value of "offset" is out of range. It must be >= 0 and <= 112. Received 116
	at boundsError (node:internal/buffer:88:9)
	at Buffer.readUInt32LE (node:internal/buffer:222:5)
	at Qc.decode_UInt32 (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:42169)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:38869)
	at Qc.decode_Array (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41384)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:40363)
	at Qc.decode_Array (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41384)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:40363)
	at Qc.get_dataset (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41034)
	at Zc.on_data (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:51357)
	at Socket.emit (node:events:519:28)
	at addChunk (node:internal/streams/readable:559:12)
	at readableAddChunkPushByteMode (node:internal/streams/readable:510:3)
	at Readable.push (node:internal/streams/readable:390:5)
	at TCP.onStreamRead (node:internal/stream_base_commons:191:23)

Run with breakpoint. Value depends on breakpoint.
First error happens on start, second only on breakpoint.

[error] RangeError: The value of "offset" is out of range. It must be >= 0 and <= 124. Received 128
	at boundsError (node:internal/buffer:88:9)
	at Buffer.readFloatForwards [as readFloatLE] (node:internal/buffer:534:5)
	at Qc.decode_Float32 (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41916)
	at Qc.decode_Vector3f (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:46401)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:39354)
	at Qc.decode_Array (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41384)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:40363)
	at Qc.decode_Array (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41384)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:40363)
	at Qc.decode_Array (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41384)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:40363)
	at Qc.get_dataset (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41034)
	at Zc.on_data (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:51357)
	at Socket.emit (node:events:519:28)
	at addChunk (node:internal/streams/readable:559:12)
	at readableAddChunkPushByteMode (node:internal/streams/readable:510:3)
	at Readable.push (node:internal/streams/readable:390:5)
	at TCP.onStreamRead (node:internal/stream_base_commons:191:23)
2024-09-04 00:43:25.237 [error] RangeError: The value of "offset" is out of range. It must be >= 0 and <= 172. Received 176
	at boundsError (node:internal/buffer:88:9)
	at Buffer.readUInt32LE (node:internal/buffer:222:5)
	at Qc.decode_UInt32 (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:42169)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:38869)
	at Qc.decode_Array (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41384)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:40363)
	at Qc.decode_Array (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41384)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:40363)
	at Qc.decode_Array (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41384)
	at Qc.decode_variant (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:40363)
	at Qc.get_dataset (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:41034)
	at Zc.on_data (c:\Users\***\.vscode\extensions\geequlim.godot-tools-2.1.0\out\extension.js:214:51357)
	at Socket.emit (node:events:519:28)
	at addChunk (node:internal/streams/readable:559:12)
	at readableAddChunkPushByteMode (node:internal/streams/readable:510:3)
	at Readable.push (node:internal/streams/readable:390:5)
	at TCP.onStreamRead (node:internal/stream_base_commons:191:23)

Not sure how to debug it further at this point.

@umutseven92
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umutseven92 commented Sep 3, 2024

Just checked and I have the same error as @n4nn31355. This is when a breakpoint is hit:

2024-09-03 22:14:01.469 [error] RangeError: The value of "offset" is out of range. It must be >= 0 and <= 120. Received 124
	at boundsError (node:internal/buffer:88:9)
	at Buffer.readUInt32LE (node:internal/buffer:222:5)
	at Qc.decode_UInt32 (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:42169)
	at Qc.decode_variant (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:38869)
	at Qc.decode_Array (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:41384)
	at Qc.decode_variant (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:40363)
	at Qc.decode_Array (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:41384)
	at Qc.decode_variant (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:40363)
	at Qc.decode_Array (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:41384)
	at Qc.decode_variant (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:40363)
	at Qc.get_dataset (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:41034)
	at Zc.on_data (/Users/USERNAME/.vscode/extensions/geequlim.godot-tools-2.1.0/out/extension.js:214:51357)
	at Socket.emit (node:events:519:28)
	at addChunk (node:internal/streams/readable:559:12)
	at readableAddChunkPushByteMode (node:internal/streams/readable:510:3)
	at Readable.push (node:internal/streams/readable:390:5)
	at TCP.onStreamRead (node:internal/stream_base_commons:191:23)

A bit more. The issue seems to occur because it seems that we are exhausting the buffer while reading from Array values (debugger.umut is my logger):

[debugger.umut] DECODING COUNT
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14148, len: 116}
extensionHostProcess.js:148
[debugger.umut] DECODING ARRAY VALUES
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14152, len: 112}
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14156, len: 108}
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14168, len: 96}
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14176, len: 88}
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14184, len: 80}
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14188, len: 76}
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14200, len: 64}
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14208, len: 56}
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14212, len: 52}
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14264, len: 0}
extensionHostProcess.js:148
[debugger.umut] RangeError: The value of "offset" is out of range. It must be >= 0 and <= 14260. Received 14264
	at boundsError (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/buffer.js:88:9)
	at Buffer.readUInt32LE (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/buffer.js:222:5)
	at Zc.decode_UInt32 (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:42275)
	at Zc.decode_variant (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:38892)
	at Zc.decode_Array (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:41472)
	at Zc.decode_variant (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:40386)
	at Zc.decode_Array (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:41472)
	at Zc.decode_variant (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:40386)
	at Zc.decode_Array (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:41472)
	at Zc.decode_variant (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:40386)
	at Zc.get_dataset (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:41057)
	at Jc.on_data (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:51515)
	at Socket.emit (/Users/USERNAME/Development/godot-vscode-plugin/lib/events.js:519:28)
	at addChunk (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/streams/readable.js:559:12)
	at readableAddChunkPushByteMode (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/streams/readable.js:510:3)
	at Readable.push (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/streams/readable.js:390:5)
	at TCP.onStreamRead (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/stream_base_commons.js:191:23)
	at TCP.callbackTrampoline (node:internal/async_hooks:130:17) {code: 'ERR_OUT_OF_RANGE', stack: 'RangeError: The value of "offset" is out of r…Trampoline (node:internal/async_hooks:130:17)', message: 'The value of "offset" is out of range. It must be >= 0 and <= 14260. Received 14264'}

extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14264, len: 0}
extensionHostProcess.js:148
[debugger.umut] Buffer(14264) [180, 55, 0, 0, 28, 0, 0, 0, 3, 0, 0, 0, 4, 0, 0, 0, 20, 0, 0, 0, 115, 99, 101, 110, 101, 58, 105, 110, 115, 112, 101, 99, 116, 95, 111, 98, 106, 101, 99, 116, 2, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 3, 0, 0, 0, 2, 0, 1, 0, 22, 8, 0, 176, 21, 0, 0, 0, 4, 0, 0, 0, 15, 0, 0, 0, 67, 104, 97, 114, 97, 99, 116, 101, 114, 66, 111, 100, 121, 50, 68, 0, 28, 0, 0, 0, 146, 0, 0, 0, …]
extensionHostProcess.js:148
[debugger.umut] {buffer: Buffer(14264), offset: 14268, len: -4}
extensionHostProcess.js:148
[debugger.umut] RangeError: The value of "offset" is out of range. It must be >= 0 and <= 14260. Received 14268
	at boundsError (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/buffer.js:88:9)
	at Buffer.readUInt32LE (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/buffer.js:222:5)
	at Zc.decode_UInt32 (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:42275)
	at Zc.decode_variant (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:38892)
	at Zc.decode_Array (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:41472)
	at Zc.decode_variant (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:40386)
	at Zc.decode_Array (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:41472)
	at Zc.decode_variant (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:40386)
	at Zc.decode_Array (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:41472)
	at Zc.decode_variant (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:40386)
	at Zc.get_dataset (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:41057)
	at Jc.on_data (/Users/USERNAME/Development/godot-vscode-plugin/out/extension.js:214:51515)
	at Socket.emit (/Users/USERNAME/Development/godot-vscode-plugin/lib/events.js:519:28)
	at addChunk (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/streams/readable.js:559:12)
	at readableAddChunkPushByteMode (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/streams/readable.js:510:3)
	at Readable.push (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/streams/readable.js:390:5)
	at TCP.onStreamRead (/Users/USERNAME/Development/godot-vscode-plugin/lib/internal/stream_base_commons.js:191:23)
	at TCP.callbackTrampoline (node:internal/async_hooks:130:17) {code: 'ERR_OUT_OF_RANGE', stack: 'RangeError: The value of "offset" is out of r…Trampoline (node:internal/async_hooks:130:17)', message: 'The value of "offset" is out of range. It must be >= 0 and <= 14260. Received 14268'}

@n4nn31355
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The problem seems to appear when using typed arrays with built-in types.
Possible solution in #708

@n4nn31355
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n4nn31355 commented Sep 4, 2024

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

@m-radzikowski
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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 print(x), the variables are empty and selecting this node in active scene tree does not give details in the inspector window.

Changing Array[int] to Array fixes the issue and variables show.

@NathanNgo
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NathanNgo commented Sep 13, 2024

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?

@DaelonSuzuka
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DaelonSuzuka commented Sep 13, 2024

Is there a particular maintainer we should ping

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.

@NathanNgo
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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!

@DaelonSuzuka
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Good news, it doesn't die when decoding typed arrays now.

image

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?

@DevAndrewGeorge
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Any chance on getting that hotfix deployed?

@DaelonSuzuka
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v2.2.0 was published today and should be available in the marketplace now. Please make sure your extension updates and let me know if you're still experiencing this behavior.

@umutseven92
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@DaelonSuzuka The problem seems to still occur on 2.2.0, with the same error:

2024-09-25 01:04:02.214 [error] RangeError: The value of "offset" is out of range. It must be >= 0 and <= 192. Received 196
	at boundsError (node:internal/buffer:88:9)
	at Buffer.readUInt32LE (node:internal/buffer:222:5)
	at Qc.decode_UInt32 (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:42447)
	at Qc.decode_variant (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:38878)
	at Qc.decode_Array (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:41515)
	at Qc.decode_variant (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:40403)
	at Qc.decode_Array (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:41515)
	at Qc.decode_variant (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:40403)
	at Qc.decode_Array (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:41515)
	at Qc.decode_variant (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:40403)
	at Qc.get_dataset (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:41165)
	at Zc.on_data (/Users/umutseven/.vscode/extensions/geequlim.godot-tools-2.2.0/out/extension.js:214:51883)
	at Socket.emit (node:events:519:28)
	at addChunk (node:internal/streams/readable:559:12)
	at readableAddChunkPushByteMode (node:internal/streams/readable:510:3)
	at Readable.push (node:internal/streams/readable:390:5)
	at TCP.onStreamRead (node:internal/stream_base_commons:191:23

@DaelonSuzuka
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@umutseven92 I can't reproduce it on my end, can you share the variable declaration that's causing the failure?

@mihe
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Contributor

mihe commented Oct 8, 2024

I believe I tracked down the remaining issue with typed arrays. I put up a PR for it here: #731.

@gilad905
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gilad905 commented Dec 10, 2024

I installed the extension now and I still notice this bug.

Windows
godot-tools v2.3.0
Godot v4.3.stable.official [77dcf97d8]

VS code settings:

    "godotTools.editorPath.godot4": "path\\to\\my\\Godot_v4.3-stable_win64.exe",
    "godotTools.lsp.serverHost": "127.0.0.1",
    "godotTools.lsp.serverPort": 6008,

launch.json:
Image

Godot settings:
Image

  • I open Godot first, loading the same project. Then I open VS code.
  • VS code says "Connected to the GDScript language server at 127.0.0.1:6008"
  • When I hit F5 I see the game opening up, I see output in the debug console, hitting a breakpoint does stop on the breakpoint but the "Run and Debug" locals/members/globals/watch are empty, hovering over a variable doesn't work, the REPL doesn't work.

@DaelonSuzuka
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@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.

@mihe
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mihe commented Dec 10, 2024

godot-tools v2.3.0

When I hit F5 I see the game opening up, I see output in the debug console, hitting a breakpoint does stop on the breakpoint but the "Run and Debug" locals/members/globals/watch are empty, hovering over a variable doesn't work, the REPL doesn't work.

@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.

@gilad905
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gilad905 commented Dec 10, 2024

godot-tools v2.3.0

When I hit F5 I see the game opening up, I see output in the debug console, hitting a breakpoint does stop on the breakpoint but the "Run and Debug" locals/members/globals/watch are empty, hovering over a variable doesn't work, the REPL doesn't work.

@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?

@mihe
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mihe commented Dec 10, 2024

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 Array instead of Array[YourClass].

@Kevin-Jonaitis
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@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)

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