Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Classes | Namespaces | Enumerations
DebugController.h File Reference

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:
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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...
 

Detailed Description

Runtime debug controller for ATS Visual Scripting (Phase 5).

Author
Olympe Engine
Date
2026-03-09

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.