2017-02-24 08:40:56 +00:00
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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// TCP Debugger
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// To use the debugger, first call "dbgSetParameters(port, password);" from one instance of
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// your game. Then, in another instance (either on the same system, or a different one) call
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// "startDebugger();". Then use the gui to connect to the first instance with the port and
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// password you first passed to dbgSetParameters.
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//---------------------------------------------------------------------------------------------
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function initializeDebugger()
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{
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echo(" % - Initializing Debugger");
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// Load the scripts.
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2021-01-07 11:01:09 +00:00
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exec("./scripts/debugger.ed." @ $TorqueScriptFileExtension);
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2017-02-24 08:40:56 +00:00
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// And the guis.
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exec("./gui/breakConditionDlg.ed.gui");
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exec("./gui/connectDlg.ed.gui");
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exec("./gui/editWatchDlg.ed.gui");
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exec("./gui/findDlg.ed.gui");
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exec("./gui/debugger.ed.gui");
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exec("./gui/watchDlg.ed.gui");
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}
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function destroyDebugger()
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{
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if (isObject(TCPDebugger))
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TCPDebugger.delete();
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}
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function startDebugger()
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{
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// Clean up first.
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destroyDebugger();
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// Create a TCP object named TCPDebugger.
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new TCPObject(TCPDebugger);
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// Used to get unique IDs for breakpoints and watch expressions.
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$DbgBreakId = 0;
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$DbgWatchSeq = 1;
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// Set up the GUI.
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DebuggerConsoleView.setActive(false);
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$GameCanvas.pushDialog(DebuggerGui);
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}
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