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Updates upon advice from wingthor
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@ -1,6 +1,6 @@
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-- If you want to use the debugger, move these 3 lines into MissionScripting.lua of DCS world.
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-- If you want to use the debugger, add 3 lines of extra code into MissionScripting.lua of DCS world.
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-- De-sanitize the io module. The debugger needs it.
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---------------------------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------------------------
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@ -49,7 +49,7 @@ local initconnection = require("debugger")
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-- Now make the connection..
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-- Now make the connection..
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-- "127.0.0.1" is the localhost.
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-- "127.0.0.1" is the localhost.
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-- 10000 is the port. If you wanna use another port in LDT, change this number too!
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-- 10000 is the port. If you wanna use another port in LDT, change this number too!
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-- "dcsserver" is the name of the server. If you wanna use another name, change the name here too!
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-- "dcsserver" is the name of the server. Ensure the same name is used at the Debug Configuration panel!
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-- nil (is for transport protocol, but not using this)
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-- nil (is for transport protocol, but not using this)
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-- "win" don't touch. But is important to indicate that we are in a windows environment to the debugger script.
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-- "win" don't touch. But is important to indicate that we are in a windows environment to the debugger script.
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initconnection( "127.0.0.1", 10000, "dcsserver", nil, "win", "" )
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initconnection( "127.0.0.1", 10000, "dcsserver", nil, "win", "" )
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@ -67,11 +67,14 @@ This is the meaning of each field:
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* Project: The name of the project that you are debugging within your workspace. You need to have a project registered here!
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* Project: The name of the project that you are debugging within your workspace. You need to have a project registered here!
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* IDE key: this string is used connect the **debug client** to the **debug listener**.
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* IDE key: this string is used connect the **debug client** to the **debug listener**.
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* Timeout: the amount of seconds you want DCS World to wait for the **debug listener** to be connecting.
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* Timeout: the amount of miliseconds you want DCS World to wait for the **debug listener** to be connecting.
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* Source mapping: Select the option "Local Resolution". All the sources are loaded locally from your PC automatically when debugging.
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* Source mapping: Select the option "Local Resolution". All the sources are loaded locally from your PC automatically when debugging.
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Thats it on the LDT side.
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For the IDE key, this key will be the "link" to the debug connection on the client side!
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As will be explained a bit further, `initconnection( "127.0.0.1", 10000, "dcsserver", nil, "win", "" )` will make a connection on the **debug client**.
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Ensure that the IDE key specified matches up in the **debug listener** and the **debug client**.
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So in this example, `"dcsserver"` is the IDE key and should match in the debug Configuration panel and the `initconnection` parameters!
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## 3. Setup your **debug client** and attach it to DCS World mission runtime.
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## 3. Setup your **debug client** and attach it to DCS World mission runtime.
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@ -109,10 +112,16 @@ But for clarity reasons, I've also attached my version of the MissionScripting.l
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Take the MissionScripting.lua from the folder, and copy / paste (overwrite) the version in your DCS World installation directory under the Scripts folder.
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Take the MissionScripting.lua from the folder, and copy / paste (overwrite) the version in your DCS World installation directory under the Scripts folder.
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If you want, you can first rename the existing MissionScripting.lua file to MissionScripting_old.lua
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If you want, you can first rename the existing MissionScripting.lua file to MissionScripting_old.lua
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Don't mistake yourself, a lot of mods/tools modify this file during installation. (like slmod etc).
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Don't mistake yourself, a lot of mods/tools modify this file during installation.
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Once you've overwritten the MissionScripting.lua file, check if the contents are changed.
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Tools like **slmod** etc also change the MissionScripting.lua file (during installation).
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It should contain the following:
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So beware that when copying over the file there may be unwanted changes.
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If you are using a mod, it is better to do the change manually according the direction in the READ.ME file!
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And a validation needs to be done. Once you've modified/overwritten the MissionScripting.lua file, check if the contents are indeed changed!
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Sometimes it seems that the file is saved, but the contents aren't updated due to lack of administration rights and extra security done by windows.
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MissionScripting.lua should contain (at least) the following:
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```
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```
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--Initialization script for the Mission lua Environment (SSE)
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--Initialization script for the Mission lua Environment (SSE)
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@ -127,13 +136,12 @@ local initconnection = require("debugger")
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-- Now make the connection..
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-- Now make the connection..
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-- "127.0.0.1" is the localhost.
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-- "127.0.0.1" is the localhost.
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-- 10000 is the port. If you wanna use another port in LDT, change this number too!
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-- 1000 is the timeout in ms on IP level.
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-- "dcsserver" is the name of the server. If you wanna use another name, change the name here too!
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-- "dcsserver" is the name of the server. Ensure the same name is used at the Debug Configuration panel!
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-- nil (is for transport protocol, but not using this)
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-- nil (is for transport protocol, but not using this)
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-- "win" don't touch. But is important to indicate that we are in a windows environment to the debugger script.
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-- "win" don't touch. But is important to indicate that we are in a windows environment to the debugger script.
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initconnection( "127.0.0.1", 10000, "dcsserver", nil, "win", "" )
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initconnection( "127.0.0.1", 10000, "dcsserver", nil, "win", "" )
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--Sanitize Mission Scripting environment
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--Sanitize Mission Scripting environment
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--This makes unavailable some unsecure functions.
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--This makes unavailable some unsecure functions.
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--Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
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--Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
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