Closed Sheepolution closed 3 years ago
I've played around with this some more. Like I said in the OP, I don't always require lldebugger
because it slows down the game. However, it only slows down when you start the debugger. So what I can do is DEBUGGER = require "lldebugger"
at the start, and then DEBUGGER.start()
in love.errorhandler
. Requiring lldebugger
inside love.errorhandler
doesn't work for whatever reason. It needs to be required beforehand.
This is what my love.errorhandler
looks like:
function love.errorhandler(msg)
msg = tostring(msg)
error_printer(msg, 2)
DEBUGGER.start()
error(msg, 2)
end
If there is another solution to this, I would like to know
So for me, this is a satisfying alternate solution. If you want you may close this issue @tomblind.
This would be a good optimization to get in, so I'll leave this issue open for that.
I use Local Lua Debugger for running LÖVE, but I don't always require
lldebugger
, as that tends to slow down the game by a lot. I only do that when I actually want to debug something. However, one thing that's really nice about using the debugger is that when you get an error it will jump to that line and highlight it. I understand if it's not possible to do this withoutlldebugger
, but the error also gets printed to the debug console. If possible, I would like Local Lua Debugger to read the contents of the debug console and interpret and highlight any error that appears in there.If there is another solution to this, I would like to know. Perhaps with #20 the game doesn't run as slow and I can always be using
lldebugger
.