Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add a GDB pretty printer to aid in debugging #91280

Merged
merged 1 commit into from
May 11, 2024
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
116 changes: 116 additions & 0 deletions misc/scripts/godot_gdb_pretty_print.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,116 @@
#!/usr/bin/env python3
# Load this file to your GDB session to enable pretty-printing
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Add shebang (and make file executable with chmod +x):

Suggested change
# Load this file to your GDB session to enable pretty-printing
#!/usr/bin/env python3
#
# Load this file to your GDB session to enable pretty-printing

Also, remember to format the file with black -l120 path/to/file.py (it's what we use for other scripts in the repository). I also suggest running isort path/to/file.py.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Fixed.

# of some Godot C++ types.
# GDB command: source misc/scripts/godot_gdb_pretty_print.py
#
# To load these automatically in Visual Studio Code,
# add the source command to the setupCommands of your configuration
# in launch.json.
# "setupCommands": [
# ...
# {
# "description": "Load custom pretty-printers for Godot types.",
# "text": "source ${workspaceRoot}/misc/scripts/godot_gdb_pretty_print.py"
# }
# ]
# Other UI:s that use GDB under the hood are likely to have their own ways to achieve this.
#
# To debug this script it's easiest to use the interactive python from a command-line
# GDB session. Stop at a breakpoint, then use
# python-interactive to enter the python shell and
# acquire a Value object using gdb.selected_frame().read_var("variable name").
# From there you can figure out how to print it nicely.
import re

import gdb


# Printer for Godot StringName variables.
class GodotStringNamePrinter:
def __init__(self, value):
self.value = value

def to_string(self):
return self.value["_data"]["name"]["_cowdata"]["_ptr"]

# Hint that the object is string-like.
def display_hint(self):
return "string"


# Printer for Godot String variables.
class GodotStringPrinter:
def __init__(self, value):
self.value = value

def to_string(self):
return self.value["_cowdata"]["_ptr"]

# Hint that the object is string-like.
def display_hint(self):
return "string"


# Printer for Godot Vector variables.
class GodotVectorPrinter:
def __init__(self, value):
self.value = value

# The COW (Copy On Write) object does a bunch of pointer arithmetic to access
# its members.
# The offsets are constants on the C++ side, optimized out, so not accessible to us.
# I'll just hard code the observed values and hope they are the same forever.
# See core/templates/cowdata.h
SIZE_OFFSET = 8
DATA_OFFSET = 16

# Figures out the number of elements in the vector.
def get_size(self):
cowdata = self.value["_cowdata"]
if cowdata["_ptr"] == 0:
return 0
else:
# The ptr member of cowdata does not point to the beginning of the
# cowdata. It points to the beginning of the data section of the cowdata.
# To get to the length section, we must back up to the beginning of the struct,
# then move back forward to the size.
# cf. CowData::_get_size
ptr = cowdata["_ptr"].cast(gdb.lookup_type("uint8_t").pointer())
return int((ptr - self.DATA_OFFSET + self.SIZE_OFFSET).dereference())

# Lists children of the value, in this case the vector's items.
def children(self):
# Return nothing if ptr is null.
ptr = self.value["_cowdata"]["_ptr"]
if ptr == 0:
return
# Yield the items one by one.
for i in range(self.get_size()):
yield str(i), (ptr + i).dereference()

def to_string(self):
return "%s [%d]" % (self.value.type.name, self.get_size())

# Hint that the object is array-like.
def display_hint(self):
return "array"


VECTOR_REGEX = re.compile("^Vector<.*$")


# Tries to find a pretty printer for a debugger value.
def lookup_pretty_printer(value):
if value.type.name == "StringName":
return GodotStringNamePrinter(value)
if value.type.name == "String":
return GodotStringPrinter(value)
if value.type.name and VECTOR_REGEX.match(value.type.name):
return GodotVectorPrinter(value)
return None


# Register our printer lookup function.
# The first parameter could be used to limit the scope of the printer
# to a specific object file, but that is unnecessary for us.
gdb.printing.register_pretty_printer(None, lookup_pretty_printer)
Loading