Difference between revisions of "DebugMode"
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== Debug Mode == | == Debug Mode == | ||
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Running the game with commandline option ''--debug'' or ''-d'' | Running the game with commandline option ''--debug'' or ''-d'' | ||
enables '''debug mode''' within the game. | enables '''debug mode''' within the game. | ||
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− | Debug mode also enables some additional commands in [[CommandMode]]. | + | Debug mode displays additional information. It also enables |
+ | context menu options to create units anywhere on the map, changing unit sides, and some additional [[CommandMode]] commands. If you create units in debug mode, you can then use the :unit command to set the unit's attributes (see [[CommandMode]]). | ||
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+ | Debug mode can also be enabled within the game using :debug (see [[CommandMode]]), and on Mac versions of the game, by holding down the Option key when starting Wesnoth. | ||
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+ | ''' Debug mode is disabled when you play a network multiplayer game. ''' | ||
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+ | == Building the game with extra debugging == | ||
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+ | The game can be built to support debugging by supplying ''--enable-debug'' as an argument to ''configure'' during the build process. Currently this enables a few code snippets for the benefit of an external debugging tool like ''gdb'', | ||
+ | and calls the compiler with ''-g'' and ''-O0'' flags. | ||
+ | You probably don't want to strip a debugging build, since the symbols are needed for the debugging tool. | ||
− | + | An unstripped debug build on linux is over 80MB, compared to 2-3MB stripped. It is a good idea to run a debug build of the game if you do development, since it can be necessary to diagnose serious problems. | |
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== See Also == | == See Also == | ||
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* [[CommandMode]] | * [[CommandMode]] | ||
* [[DeveloperResources]] | * [[DeveloperResources]] | ||
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Revision as of 03:51, 15 November 2005
Debug Mode
Running the game with commandline option --debug or -d enables debug mode within the game.
Debug mode displays additional information. It also enables context menu options to create units anywhere on the map, changing unit sides, and some additional CommandMode commands. If you create units in debug mode, you can then use the :unit command to set the unit's attributes (see CommandMode).
Debug mode can also be enabled within the game using :debug (see CommandMode), and on Mac versions of the game, by holding down the Option key when starting Wesnoth.
Debug mode is disabled when you play a network multiplayer game.
Building the game with extra debugging
The game can be built to support debugging by supplying --enable-debug as an argument to configure during the build process. Currently this enables a few code snippets for the benefit of an external debugging tool like gdb, and calls the compiler with -g and -O0 flags. You probably don't want to strip a debugging build, since the symbols are needed for the debugging tool.
An unstripped debug build on linux is over 80MB, compared to 2-3MB stripped. It is a good idea to run a debug build of the game if you do development, since it can be necessary to diagnose serious problems.