[2.1.8] Crash with LuaDebugAdapter when updating breakpoints

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hgschmie
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[2.1.8] Crash with LuaDebugAdapter when updating breakpoints

Post by hgschmie »

Had the game sitting under the debugger on a breakpoint for a while, editing some of the source code files.

Then moving cursor out of vscode, game crashed immediately.
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justarandomgeek
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Re: [2.1.8] Crash with LuaDebugAdapter

Post by justarandomgeek »

Very strange. It looks like you caused a SetBreakpoints request, which then failed at a completely nonsensical spot as it was looking for the corresponding known source file to (re)validate those breakpoints. Can you tell me more about what you were doing before this happened?
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Re: [2.1.8] Crash with LuaDebugAdapter

Post by hgschmie »

I was editing a migration file that had a breakpoint in it and at some point I renamed the file (from foo.lua to bar.lua). So the foo.lua was gone (and your explanation make sense, if it tried to revalidate the breakpoint in foo.lua, it would fail).
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Re: [2.1.8] Crash with LuaDebugAdapter

Post by justarandomgeek »

i've submitted a couple patches to help investigate this in more detail (or if we're lucky, maybe just fix it)

mods, if we could adjust the title to "Crash with LuaDebugAdapter when updating breakpoints"
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Re: [2.1.8] Crash with LuaDebugAdapter

Post by justarandomgeek »

please try this again with factorio 2.1.9 / fmtk 2.1.4 - if it still crashes, i'd also like the DAP trace log you get from adding "trace":true to the launch.json options while reproing
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Re: [2.1.8] Crash with LuaDebugAdapter

Post by hgschmie »

I have not been able to crash 2.1.9 with FMTK 2.1.4, even doing some debug actions that crashed 2.1.7/2.1.8 right away. So 2.1.9 is a big improvement.

Thank you @justarandomgeek and everyone at Wube for your hard work.
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Re: [2.1.8] Crash with LuaDebugAdapter when updating breakpoints

Post by Bilka »

Tossing this into resolved, if the issue pops up again please make a new thread with the info justarandomgeek requested.
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