playMaker

Author Topic: Breakpoints screwing up with event reception  (Read 800 times)

Broken Stylus

  • Beta Group
  • Hero Member
  • *
  • Posts: 772
Breakpoints screwing up with event reception
« on: January 02, 2021, 07:31:54 AM »
There's this bug that's been with Playmaker for a while now but is not critical since it's limited to the debug phase.
Typically, sequences of events and communications that work perfectly well will experience critical failures when using breakpoints on some FSMs. It seems rather random as to what kind of FSM might cause an issue because the FSMs that host breakpoints are nothing special, nor large either.
The bug is rather easy to observe since FSMs waiting for specific events are not receiving them at all after a breakpoint (or more) has paused the software.
It might be a problem of synchronization and it takes on the form of certain events being ignored or eaten. I managed to quickly solve it on the fly by adding a Next Frame Event right before the state that was sending the event that went MIA.
In other words, the chronology of event flows within a frame is at risk of being deteriorated by the presence of breakpoints.