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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Runtime debug controller for ATS Visual Scripting (Phase 5). More...
#include <string>#include <vector>#include <unordered_map>#include <mutex>#include "../TaskSystem/LocalBlackboard.h"#include "../TaskSystem/TaskGraphTypes.h"
Include dependency graph for DebugController.h:
This graph shows which files directly or indirectly include this file:Go to the source code of this file.
Classes | |
| struct | Olympe::BreakpointKey |
| Uniquely identifies a breakpoint by graphID + nodeID. More... | |
| struct | Olympe::BreakpointInfo |
| Describes a single breakpoint. More... | |
| struct | Olympe::SubGraphStackFrame |
| A single frame in the debugger's SubGraph call stack. More... | |
| class | Olympe::DebugController |
| Singleton that manages runtime debugging of VS graphs. More... | |
Namespaces | |
| namespace | Olympe |
| < Provides AssetID and INVALID_ASSET_ID | |
Enumerations | |
| enum class | Olympe::DebugState { Olympe::NotDebugging , Olympe::Running , Olympe::Paused , Olympe::StepNext , Olympe::StepInto , Olympe::StepOut } |
| States of the debug controller state machine. More... | |
Runtime debug controller for ATS Visual Scripting (Phase 5).
DebugController is a singleton state machine that manages breakpoints, debug flow (Continue, Pause, Step Next/Into/Out), and the call stack for SubGraph traversal. It is designed to be called from both the editor UI thread and the task execution thread, so all methods are mutex-protected.
C++14 compliant — no std::optional, structured bindings, std::filesystem.
Definition in file DebugController.h.