A simple, embedabble debugger for Lua 5.x, and LuaJIT 2.x.
debugger.lua is a simple, single file, pure Lua debugger that is easy to integrate with any project. The lua-users wiki lists a number of debuggers. clidebugger was closest to what I was looking for, but I ran into several compatibility issues, and the rest are pretty big libraries with a whole lot of dependencies. I just wanted something simple to integrate that would work through stdin/stdout. I also decided that it sounded fun to try and make my own!
- Trivial to "install". Can be integrated as a single .lua or .c file.
- The regular assortment of commands you'd expect from a debugger: continue, step, next, finish, print/eval expression, move up/down the stack, backtrace, print locals, inline help.
- Evaluate expressions, call functions interactively, and get/set variables.
- Pretty printed output so you see
{1 = 3, "a" = 5}
instead oftable: 0x10010cfa0
- Speed! The debugger hooks are only set during the step/next/finish commands.
- Conditional, assert-style breakpoints.
- Colored output and line editing support when possible.
- Drop in replacements for Lua's
assert()
,error()
, andpcall()
functions that trigger the debugger. - When using the C API,
dbg_call()
works as a drop-in replacement forlua_pcall()
. - IO can easily be remapped to a socket or window by overwriting the
dbg.write()
anddbg.read()
functions. - Permissive MIT license.
debugger.lua can be easily integrated into an embedded project with just a .c and .h file. First though, you'll need to run lua embed/debugger.c.lua
. This generates embed/debugger.c by inserting the lua code into a template .c file.
int main(int argc, char **argv){
lua_State *lua = luaL_newstate();
luaL_openlibs(lua);
// The 2nd parameter is the module name. (Ex: require("debugger") )
// The 3rd parameter is the name of a global variable to bind it to, or NULL if you don't want one.
// The last two are lua_CFunctions for overriding the I/O functions.
// A NULL I/O function means to use standard input or output respectively.
dbg_setup(lua, "debugger", "dbg", NULL, NULL);
// Load some lua code and prepare to call the MyBuggyFunction() defined below...
// dbg_pcall() is called exactly like lua_pcall().
// Although note that using a custom message handler disables the debugger.
if(dbg_pcall(lua, nargs, nresults, 0)){
fprintf(stderr, "Lua Error: %s\n", lua_tostring(lua, -1));
}
}
Now in your Lua code you can just use the global variable or require
the module name you passed to the dbg_setup()
call.
If you have used other CLI debuggers, debugger.lua shouldn't be surprising. I didn't make a fancy parser, so the commands are just single letters. Since the debugger is pretty simple there are only a small handful of commands anwyay.
[return] - re-run last command
c(ontinue) - contiue execution
s(tep) - step forward by one line (into functions)
n(ext) - step forward by one line (skipping over functions)
p(rint) [expression] - execute the expression and print the result
f(inish) - step forward until exiting the current function
u(p) - move up the stack by one frame
d(own) - move down the stack by one frame
w(here) [line count] - print source code around the current line
t(race) - print the stack trace
l(ocals) - print the function arguments, locals and upvalues.
h(elp) - print this message
q(uit) - halt execution
If you've never used a command line debugger before, start a nice warm cozy fire, run tutorial.lua, and open it up in your favorite editor so you can follow along.
There are several overloadable functions you can use to customize debugger.lua.
dbg.read(prompt)
- Show the prompt and block for user input. (Defaults to read from stdin)dbg.write(str)
- Write a string to the output. (Defaults to write to stdout)dbg.shorten_path(path)
- Return a shortened version of a path. (Defaults to simply returnpath
)dbg.exit(err)
- Stop debugging. (Defaults toos.exit(err)
)
Using these you can customize the debugger to work in your environment. For instance, you can divert the I/O over a network socket or to a GUI window.
There are also some goodies you can use to make debugging easier.
dbg.writeln(format, ...)
- Basically the same asdbg.write(string.format(format.."\n", ...))
dbg.pretty_depth = int
- Set how deepdbg.pretty()
formats tables.dbg.pretty(obj)
- Will return a pretty print string of an object.dbg.pp(obj)
- Basically the same asdbg.writeln(dbg.pretty(obj))
dbg.auto_where = int_or_false
- Set the where command to run automatically when the active line changes. The value is the number of context lines.dbg.error(error, [level])
- Drop in replacement forerror()
that breaks in the debugger.dbg.assert(error, [message])
- Drop in replacement forassert()
that breaks in the debugger.dbg.call(f, ...)
- Drop in replacement forpcall()
that breaks in the debugger.
Want to disable ANSI color support or disable GNU readline? Set the DBG_NOCOLOR
and/or DBG_NOREADLINE
environment variables.
- Lua 5.1 lacks the API to access varargs. The workaround is to do something like
local args = {...}
and then useunpack(args)
when you want to access them. In Lua 5.2+ and LuaJIT, you can simply use...
in your expressions with the print command. - You can't add breakpoints to a running program or remove them. Currently the only way to set them is by explicitly calling the
dbg()
function explicitly in your code. (This is sort of by design and sort of because it's difficult/slow otherwise.) - Different interpreters (and versions) print out slightly different stack trace information.
- Tail calls are handled silghtly differently in different interpreters. You may find that 1.) stepping into a function that does nothing but a tail call steps you into the tail called function. 2.) The interpreter gives you the wrong name of a tail called function (watch the line numbers). 3.) Stepping out of a tail called function also steps out of the function that performed the tail call. Mostly this is never a problem, but it is a little confusing if you don't know what is going on.
- Coroutine support has not been tested extensively yet, and Lua vs. LuaJIT handle them differently anyway. -_-
Copyright (c) 2021 Scott Lembcke and Howling Moon Software
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