rui.r6o
Member
Hello GMC,
I am currently trying to create a set of scripts to extract some common information from stacktraces generated by GameMaker at runtime, that I later intend to use for a myriad of different applications, but mostly for easing their processing (e.g. parsing and serialization of the parsed stacktrace structure, advanced visualisation of the stacktraces with projections of the code structure, etc). Basically I am playing around with how much information you can extract and display from a runtime stacktrace, for advanced debugging across different platforms.
There is however a problem. To quote the official documentation:
I can produce artificial runtime stacktraces on my own, which I'm using for the initial developments, but I only have access to a limited set of platforms, which limits the scope.
Alternatively, if anyone has official documentation of the runtime stacktrace format on a per-platform basis then it would be highly appreciated.
Some ideas on how to generate a few runtime stacktraces:
Thank you for your attention.
I am currently trying to create a set of scripts to extract some common information from stacktraces generated by GameMaker at runtime, that I later intend to use for a myriad of different applications, but mostly for easing their processing (e.g. parsing and serialization of the parsed stacktrace structure, advanced visualisation of the stacktraces with projections of the code structure, etc). Basically I am playing around with how much information you can extract and display from a runtime stacktrace, for advanced debugging across different platforms.
There is however a problem. To quote the official documentation:
Therefore I would like to ask the community for example runtime stacktraces that they've encountered, across different platforms, that they'd be willing to share for the purposes of this "research". It can be a simple runtime stacktrace or a complex one, from a VM target or a console target (if they can be shared without breaking the EULA, I know the console ones are stricter but I'm not familiar with how they cover sharing of stacktraces). Basically whatever you're willing to/can share and have access to.The exact string format will vary depending on the target platform chosen
I can produce artificial runtime stacktraces on my own, which I'm using for the initial developments, but I only have access to a limited set of platforms, which limits the scope.
Alternatively, if anyone has official documentation of the runtime stacktrace format on a per-platform basis then it would be highly appreciated.
Some ideas on how to generate a few runtime stacktraces:
- Using a
throw
statement in a Room Creation Code, an Object Event (different types of events would be useful, e.g. Step, Draw, User Event, etc), basically anywhere GM allows code to be executed; - Using a
throw
statement in nested functions; - Any complex scenario you might feel will lead to a complex runtime stacktrace
with
statement inside the User Event 0 of object obj_test
that got triggered in the Step Event of object obj_foo
).Thank you for your attention.
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