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Burgershot open.mp Questions and Suggestions [Suggestion] Fast testing and debugging

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Suggestion Fast testing and debugging
Sasino97
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Software Developer
Posts: 108
Threads: 16
Joined: Apr 2019
Reputation: 7
Location: Tampa, FL
#1
2019-04-24, 04:48 PM
Hello, I have two new suggestions (for when the times open.mp client will be made).

1. Fast Testing
Please, make that after compiling the new script, you can quickly test it without a GMX or reloadfs. This could create some problems in some scenarios where a restart is necessary of course, but in many cases it will just speed the workflow up (for example when dealing with text draws).

2. Debugging
Allow breakpoints, pausing, changing the instruction pointer's position and reading/writing variables at runtime (without pausing the multiplayer sync). Also it would be cool to integrate in the compiler a tool that generates sort of .pdb files, which would give you line numbers and positions when a runtime error occurs.

Thanks.
MyU
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open.mp Developer

Posts: 18
Threads: 1
Joined: Apr 2019
Reputation: 2
Location: Germany
#2
2019-04-24, 04:59 PM (This post was last modified: 2019-04-24, 05:03 PM by MyU.)
Gamemode reloads without sending a net client "restart" (in that case SA-MP) is possible, but can cause client bugs which you said are bound to happen which could be cirumvented by properly free-ing stuff on GM exit.
Breakpoints, pausing won't be possible with full SA-MP compatibility.
PAWN and the network run on the same thread. Which is required to allow things like OnPlayerUpdate apart from that: PAWN is not thread-safe it's targeting single threaded enviroments.
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