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metabuilder/gameengine/examples/experiment/DEBUGGING_INDEX.md
2026-03-09 22:30:41 +00:00

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Debugging System Index

Quick Start

For Real-Time Game Monitoring (Spy Thread)

  1. Compile demo: clang++ -std=c++17 -pthread spy_thread_debugger.cpp spy_thread_demo.cpp -o spy_demo
  2. Run demo: ./spy_demo
  3. In another terminal: nc localhost 9999
  4. Query: get fps, status, pause, resume

Read First: SPY_THREAD_GUIDE.md

For Code Debugging (GDB)

  1. Compile test: clang++ -g -O0 -fno-split-dwarf-inlining debug_test.cpp -o debug_test_dbg
  2. Run debugger: python3 gdb_debugger.py ./debug_test_dbg
  3. In Python: Set breakpoints, step through code, inspect variables

Read First: GDB_DEBUGGER_GUIDE.md

For Game Logic (Workflows)

  1. Edit workflow: gameengine/workflows/demo_gameplay.json
  2. Use structures: for loops, while loops, if conditions, scopes
  3. Configure in JSON: No C++ recompilation needed

Read First: WORKFLOW_CONTROL_GUIDE.md


Complete File Structure

Spy Thread Debugger (Real-Time Monitoring)

spy_thread_debugger.cpp      - Core implementation (350 lines)
  - SpyThreadDebugger class
  - 9 atomic variables for state
  - Socket server on localhost:9999
  - Command parser (get, status, pause, resume, help)

spy_thread_demo.cpp          - Example program (100 lines)
  - Simulates game loop
  - Shows integration pattern
  - Updates atomics every frame

SPY_THREAD_GUIDE.md          - Complete reference (300+ lines)
  - Architecture and lock-free design
  - Command reference with examples
  - Integration with cube renderer
  - Advanced use cases (profiling, hang detection)
  - Memory model and performance analysis

test_spy_thread.sh           - Automated test script
  - Tests all commands
  - Demonstrates pause/resume

GDB Machine Interface Debugger (Code Inspection)

gdb_debugger.py              - Full GDB-MI wrapper (400+ lines)
  - GDBMIParser class
  - GDBDebugger class with all debugging methods
  - Condition evaluator with operators
  - Structured output parsing

debugger_interface.py        - Simplified interface (250 lines)
  - GDBInterface class
  - Batch and interactive modes
  - Direct GDB command execution

GDB_DEBUGGER_GUIDE.md        - Complete reference (600+ lines)
  - GDB-MI format explanation
  - Python wrapper implementation
  - Known issues and solutions
  - Usage examples

debug_test.cpp               - Test program (75 lines)
  - Functions, classes, recursion
  - Demonstrates debugging scenarios

debug_test_dbg               - Compiled binary (with debug symbols)

Workflow Control Structures (Data-Driven Logic)

../experiment/standalone_workflow_cubes/
  workflow_control.hpp       - Interface definitions
  workflow_control.cpp       - 8 control structures
    - ForLoopControl
    - WhileLoopControl
    - IfControl
    - SwitchControl
    - ScopeControl
    - SequenceControl
    - ParallelControl
    - VariableOpControl

WORKFLOW_CONTROL_GUIDE.md    - JSON syntax reference
  - Complete examples for each structure
  - Supported operators
  - Performance considerations

workflow_cubes_advanced.json - Real usage example
  - 11×11 cube grid rendering
  - Nested for loops
  - Conditional feature loading
  - Scoped variables

Documentation & Overview

DEBUGGER_ECOSYSTEM.md        - Integration guide (400+ lines)
  - How all three systems work together
  - Complete debugging workflow
  - Comparison table
  - Integration points
  - Future extensions

DEBUGGING_INDEX.md           - This file
  - Quick start for each system
  - File structure overview
  - Selection guide
  - Key concepts

Selection Guide: Which Tool to Use?

Use Spy Thread When:

  • Monitoring real-time game performance
  • Profiling FPS and frame time
  • Detecting hangs or freezes
  • Testing in automated scripts
  • Checking memory usage
  • Avoiding breakpoints (game must keep running)
  • Never blocks main thread

Use GDB Debugger When:

  • Debugging C++ code at function level
  • Need to set breakpoints
  • Stepping through function calls
  • Inspecting variable values at specific points
  • Analyzing stack traces
  • ⚠️ Pauses entire program at breakpoint

Use Workflows When:

  • Configuring game logic without rebuilds
  • Defining multi-frame animations
  • Parameterizing rendering pipelines
  • Conditional asset loading
  • Data-driven game flow
  • No code changes needed

Integration Patterns

Pattern 1: Monitor While Debugging

GDB pauses at breakpoint
→ Spy thread still running (reads stale atomic values)
→ Resume GDB → Spy thread shows live updates again

Pattern 2: Profile Workflow Execution

Workflow executes (JSON-driven)
→ Main thread updates spy thread atomics
→ External script queries spy thread every frame
→ Detects performance bottlenecks

Pattern 3: Automated Testing

Workflow runs with test config
→ Spy thread monitors execution
→ Python script checks stats
→ Verifies correct behavior without breakpoints

Key Concepts

Lock-Free Architecture

The spy thread uses std::atomic<> instead of mutexes:

  • Zero blocking: Main thread never waits for locks
  • Ultra-fast: ~3-5 nanoseconds per state update
  • Safe: Atomic operations guarantee thread safety

Memory Model

// Main thread (game loop)
spy.update_fps(60.5);                    // ~5ns
spy.update_frame_count(frame_num);       // ~5ns

// Spy thread (socket handler)
float current_fps = spy.fps.load();      // ~5ns read
// Send over socket (milliseconds, but in different thread)

Socket Communication

Main thread: Game loop → Update atomics (ns)
Spy thread: Accept connection (ms) → Read atomics (ns) → Send response (ms)
Result: Main thread never blocks on socket operations

Compilation Examples

Spy Thread Only

clang++ -std=c++17 -pthread \
  spy_thread_debugger.cpp \
  spy_thread_demo.cpp \
  -o spy_demo

GDB Debugger Test Program

clang++ -std=c++17 -g -O0 -fno-split-dwarf-inlining \
  debug_test.cpp \
  -o debug_test_dbg

Full Game Engine

cd gameengine
cmake --build build/Release
./build/Release/sdl3_app --bootstrap bootstrap_mac --game standalone_cubes

# In another terminal:
nc localhost 9999

Performance Impact

Spy Thread Updates

  • Per-frame cost: <100 nanoseconds (atomic writes)
  • On 60 FPS (16.67ms frame budget): <0.0006% overhead

GDB Breakpoints

  • Breakpoint overhead: 1-10 milliseconds
  • Program paused completely

Workflow Execution

  • Overhead: Depends on logic complexity
  • Loops limited to 10,000 iterations (safety)

Troubleshooting

GDB: "No debugging symbols found"

# Use this compilation flag:
clang++ -g -O0 -fno-split-dwarf-inlining debug_test.cpp -o debug_test_dbg

Spy Thread: "Port already in use"

# Change port in spy_thread_debugger.cpp:
SpyThreadDebugger spy("localhost", 9998);  // Use different port

Spy Thread: No connection response

# Verify server is listening:
lsof -i :9999

# Or increase accept timeout in spy_thread_debugger.cpp:
setsockopt(server_socket_, SOL_SOCKET, SO_RCVTIMEO, ...);

Further Reading

  1. Lock-Free Programming: Search "std::atomic memory_order_relaxed"
  2. GDB Machine Interface: https://sourceware.org/gdb/onlinedocs/gdb/GDB_002fMI.html
  3. Socket Programming: Unix Network Programming (Stevens & Rago)
  4. Game Engine Architecture: Game Engine Architecture (Jason Gregory)

File Relationships

DEBUGGING_INDEX.md
    ↓
    ├─→ SPY_THREAD_GUIDE.md
    │       ↓
    │       └─→ spy_thread_debugger.cpp
    │           spy_thread_demo.cpp
    │
    ├─→ GDB_DEBUGGER_GUIDE.md
    │       ↓
    │       └─→ gdb_debugger.py
    │           debugger_interface.py
    │
    ├─→ WORKFLOW_CONTROL_GUIDE.md
    │       ↓
    │       └─→ workflow_control.hpp/cpp
    │           workflow_cubes_advanced.json
    │
    └─→ DEBUGGER_ECOSYSTEM.md
            ↓
            └─→ All of the above (integration)

Quick Reference

Spy Thread Commands

get frame_count              # Query frame number
get fps                      # Query frames per second
get all / status             # Get all statistics
pause / resume               # Control game execution
list_commands / help         # Show available commands

GDB Debugger Methods

debugger.set_breakpoint(location)    # Set breakpoint
debugger.run(args)                   # Run program
debugger.step() / next()             # Step through code
debugger.backtrace(depth)            # Show stack trace
debugger.print_variable(name)        # Inspect variable
debugger.list_locals()               # Show local variables

Workflow Control Structures

{"type": "for", "variable": "i", "start": 0, "end": 10}
{"type": "while", "condition": {...}}
{"type": "if", "condition": {...}, "then": [...], "else": [...]}
{"type": "var", "op": "increment", "name": "counter"}
{"type": "scope", "locals": {"x": 10}, "nodes": [...]}

Status: Production-ready (all systems tested and documented) Last Updated: Feb 11, 2026 Session: 29 (Debugger Ecosystem Complete)