Difference between revisions of "DebugMode"
(→Building the game with extra debugging) |
(→Debug Mode: That's not the case anymore in 1.14) |
||
Line 8: | Line 8: | ||
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 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. ''' | ''' Debug mode is disabled when you play a network multiplayer game. ''' |
Revision as of 22:37, 19 May 2021
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, enabling a few code snippets for the benefit of external debuggers like gdb, and disabling compiler optimizations.
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.
scons:
scons build=debug [...]
cmake:
cmake -DCMAKE_BUILD_TYPE=Debug [...] <path to top source dir> make
An unstripped debug build on linux is over 400 MB, compared to around 16 MB stripped. You probably don't want to strip a debugging build, though, since the extra symbols are required by debug tools.