this-city/engine/misc/utility/godot_gdb_pretty_print.py
2026-07-10 17:04:34 +02:00

179 lines
5.2 KiB
Python

"""
Load this file to your GDB session to enable pretty-printing of some Godot C++ types.
GDB command: `source misc/utility/godot_gdb_pretty_print.py`.
To load these automatically in Visual Studio Code, add the source command to
the `setupCommands` of your configuration in `launch.json`:
```json
"setupCommands": [
...
{
"description": "Load custom pretty-printers for Godot types.",
"text": "source ${workspaceFolder}/misc/utility/godot_gdb_pretty_print.py"
}
]
```
Other UIs that use GDB under the hood are likely to have their own ways to achieve this.
To debug this script it's easiest to use the interactive python from a command-line
GDB session. Stop at a breakpoint, then use python-interactive to enter the python shell
and acquire a `Value` object using `gdb.selected_frame().read_var("variable name")`.
From there you can figure out how to print it nicely.
"""
import re
import gdb # type: ignore
import gdb.printing # type: ignore
# Printer for Godot StringName variables.
class GodotStringNamePrinter:
def __init__(self, value):
self.value = value
def to_string(self):
data = self.value["_data"]
if data == 0:
return ""
return '"%s"' % data["name"]["_cowdata"]["_ptr"].string()
# Hint that the object is string-like.
def display_hint(self):
return "string"
# Printer for Godot String variables.
class GodotStringPrinter:
def __init__(self, value):
self.value = value
def to_string(self):
value = self.value["_cowdata"]["_ptr"]
if int(value) == 0:
return ""
result = '"'
i = 0
while True:
cp = int((value + i).dereference())
# End found, we're done.
if cp == 0 or cp > 0x10FFFF:
break
result += chr(cp)
i += 1
result += '"'
return result
# Hint that the object is string-like.
def display_hint(self):
return "string"
# Printer for Godot Vector variables.
class GodotVectorPrinter:
def __init__(self, value):
self.value = value
# The COW (Copy On Write) object does a bunch of pointer arithmetic to access
# its members.
# The offsets are constants on the C++ side, optimized out, so not accessible to us.
# I'll just hard code the observed values and hope they are the same forever.
# See core/templates/cowdata.h
SIZE_OFFSET = 16
DATA_OFFSET = 32
# Figures out the number of elements in the vector.
def get_size(self):
cowdata = self.value["_cowdata"]
if not cowdata["_ptr"]:
return 0
# The ptr member of cowdata does not point to the beginning of the
# cowdata. It points to the beginning of the data section of the cowdata.
# To get to the length section, we must back up to the beginning of the struct,
# then move back forward to the size.
# cf. CowData::_get_size
ptr = cowdata["_ptr"].cast(gdb.lookup_type("uint8_t").pointer())
count = int((ptr - self.DATA_OFFSET + self.SIZE_OFFSET).dereference())
# Cap it, to avoid infinite loops if uninitialized.
return min(1024, count)
# Lists children of the value, in this case the vector's items.
def children(self):
# Return nothing if ptr is null.
ptr = self.value["_cowdata"]["_ptr"]
if int(ptr) == 0:
return
# Yield the items one by one.
for i in range(self.get_size()):
yield str(i), (ptr + i).dereference()
def to_string(self):
return "%s [%d]" % (self.value.type.name, self.get_size())
# Hint that the object is array-like.
def display_hint(self):
return "array"
VECTOR_REGEX = re.compile("^Vector<.*$")
# Printer for Godot LocalVector variables.
class GodotLocalVectorPrinter:
def __init__(self, value):
self.value = value
# Lists children of the value, in this case the vector's items.
def children(self):
# Return nothing if data is null.
data = self.value["data"]
if data == 0:
return
# Yield the items one by one. Capping it, to avoid infinite loops if uninitialized.
for i in range(min(1024, self.value["count"])):
yield str(i), (data + i).dereference()
def to_string(self):
return "%s [%d]" % (self.value.type.name, self.value["count"])
# Hint that the object is array-like.
def display_hint(self):
return "array"
LOCAL_VECTOR_REGEX = re.compile("^LocalVector<.*$")
# Tries to find a pretty printer for a debugger value.
def lookup_pretty_printer(value):
if value.type.name == "StringName":
return GodotStringNamePrinter(value)
if value.type.name == "String":
return GodotStringPrinter(value)
if value.type.name:
if VECTOR_REGEX.match(value.type.name):
return GodotVectorPrinter(value)
if LOCAL_VECTOR_REGEX.match(value.type.name):
return GodotLocalVectorPrinter(value)
return None
# Register our printer lookup function.
# The first parameter could be used to limit the scope of the printer
# to a specific object file, but that is unnecessary for us.
gdb.printing.register_pretty_printer(None, lookup_pretty_printer)