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<DisplayName>C++ debugger extensions for Lua</DisplayName>
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<Descriptionxml:space="preserve">This Visual Studio extension enables support for inspection of Lua state in C++ applications during debug.</Description>
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<Descriptionxml:space="preserve">This extension adds integrated debugging for Lua scripts executing inside C++ applications with Lua library.</Description>
In the default configuration, debugger searches for script files in current working directory and application executable directory.
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@@ -39,6 +45,22 @@ Add `ScriptPaths` key with an array of additional search paths.
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}
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```
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### Known Issues:
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## Troubleshooting
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If you experience issues with the extension, you can enable debug logs in 'Extensions -> Lua Debugger' menu if you wish to provide additional info in your report.
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### Breakpoints and Stepping information
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As in other Lua debuggers, breakpoints are implemented using Lua library hooks. The hook is set as soon as Lua state is created.
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If you use your own Lua hooks in your application, you can call the previous hook function from your hook.
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This debugger or other debuggers might override each other hooks, so if breakpoints are not hit, this might be the reason.
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If you experience issues with the debugger on launch, you can disable attachment to your process in 'Extensions -> Lua Debugger' menu. Debug logs can be enabled there as well if you wish to report the issue. (note that names of your Lua scripts might be included in the log). If debugger attachment is disabled, all features except for breakpoints and stepping will still work.
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## Known Issues:
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* This extension will always add Lua module to the application (can be seen in 'Modules' section of the debugger) even when debugging applications with no Lua code (check notes in RemoteComponent.cs)
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* Lua 5.2 is assumed to be compiled with LUA_NANTRICK in x86 (default configuration)
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* Breakpoints must be set after the debugger is launched
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* Step Into from Lua into C++ doesn't work at the moment
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