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Stack traces inside Mono do not show file/line numbers. #14822
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cc @neikeq |
Duplicate of #14589 (although that is a little hard to find) Edit: But yeah, this one makes using C# quite hard :( |
Closing as duplicate of #14589 then, but I'll edit that one to add more details from this one. |
Not a duplicate of #14589. I think |
--debug is only a thing on the Mono executable itself. I tried looking into
this myself, and found that all --debug did on the executable was set
mono_debug_init(), but Godot already does that so I'm not sure why it's not
working.
If you look at the source code for it, however, you'll find that it says in
the a comment the initialization of debug mode should happen between
loading of corlib and your assemblies... which the regular executable also
doesn't seem to do. So I've got no clue.
One possibility is that Mono's not loading the PDB files, which I wasn't
able to verify it's actually doing.
2017-12-19 21:39 GMT+01:00 Ignacio Etcheverry <[email protected]>:
… Reopened #14822 <#14822>.
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<#14822 (comment)>, or mute
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Commenting what I accidentally said in the other issue: This seems to be broken on Windows, but I've had no problem with it on MacOS. Might be related. |
Just tested and couldn't reproduce this on Linux, so this seems to be Windows only. I can't test on Windows right now though. |
Could it be because we are using System MSBuild instead of Mono's? We are using it because I can't get Mono's MSBuild to work on Windows (as well as other people), so maybe the PDB is incompatible. |
We have now entered release freeze for Godot 3.0 and want to focus only on release critical issues for that milestone. Therefore, we're moving this issue to the 3.1 milestone, though a fix may be made available for a 3.0.x maintenance release after it has been tested in the master branch during 3.1 development. If you consider that this issue is critical enough to warrant blocking the 3.0 release until fixed, please comment so that we can assess it more in-depth. |
Just checked today and the log had several "Symbol file LoadedFromMemory is not a mono symbol file" messages. Changing DebugType to portable fixed it. |
What does that mean? A fix will be available in next 3.0x? In 3.x? Never? Or we can already fix it easily? |
I believe he may be talking about the Also I think we're all well aware how painful lack of debuggers is, there's a reason C# isn't marked stable yet. |
Changing debugtype to portable in the .csproj did not solve this issue. |
@Duehok You probably didn't change the one with the Tools Configuration condition. Make sure you change all them. |
I can confirm personally that |
Ok got the debugger to connect, it's still not hitting breakpoints. |
This was fixed by #18949. For existing projects, you need to manually rename all |
Godot version:
652c98a
OS/device including version:
Windows 10 Pro 64-bit, Mono 5.4.1
Issue description:
Mono doesn't seem to be ran in debug mode, so if you get an exception, the file will just be something like this:
<abcbe92421df45dd9c0b29a6fa712911>:0
. You have to pass--debug
to the mono command line to run it in debug mode, but you can't really do that when it's embedded inside Godot.Steps to reproduce:
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