CN113535539A - Debugging method, device, equipment and storage medium in game editing - Google Patents

Debugging method, device, equipment and storage medium in game editing Download PDF

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CN113535539A
CN113535539A CN202010321949.7A CN202010321949A CN113535539A CN 113535539 A CN113535539 A CN 113535539A CN 202010321949 A CN202010321949 A CN 202010321949A CN 113535539 A CN113535539 A CN 113535539A
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debugging
trigger
target
detection
parameter
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CN113535539B (en
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颜家峰
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/362Software debugging
    • G06F11/3644Software debugging by instrumenting at runtime
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/362Software debugging
    • G06F11/366Software debugging using diagnostics
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/3664Environments for testing or debugging software
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Computer Hardware Design (AREA)
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Abstract

The embodiment of the application provides a debugging method, a debugging device, equipment and a storage medium in game editing, wherein the method comprises the following steps: responding to a trigger request for indicating debugging detection, and acquiring information to be detected, wherein the information to be detected comprises trigger nodes or target parameters in the trigger nodes; determining a target debug detect component that performs detection of the trigger node or target parameter; debugging and detecting the trigger node or the target parameter through the target debugging and detecting component; and displaying each debugging detection result on the corresponding client according to the trigger request. The method provided by the embodiment of the application can solve the problem that in the prior art, the vulnerability in the compiled play logic cannot be quickly and effectively positioned under the condition that different user requirements are met.

Description

Debugging method, device, equipment and storage medium in game editing
Technical Field
The embodiment of the application relates to the technical field of games, in particular to a debugging method, a debugging device, debugging equipment and a storage medium in game editing.
Background
The game editor provides a series of editing tools for a user to create a user-defined play copy, wherein the trigger system is a carrier for realizing the play, when an event is monitored to occur, whether all conditions are met is judged, and if the conditions are met, corresponding actions are executed; the debugging system is an auxiliary system for testing and running the edited play method by an author, and can assist a user in quickly positioning bugs in the written play method logic.
In the current game products providing editor playing methods, War3 editing tools, DOTA2 creative workshop tool groups and the like are generally arranged on a PC platform, wherein the War3 editing tools do not provide debugging functions and need users to guess possible bugs in a trigger according to actual running conditions; in the DOTA2 creative workshop tool group, a user writes through a Lua script to realize game logic, debugging can directly use a debugging tool related to a Lua language, the tool group also provides a console output window, a script running log can be directly output, and code running errors or results of output statements in codes can be checked.
However, the War3 editing tool does not provide a debugging system, so that the user judges the vulnerability in the trigger by analyzing the copy operation result every time, which is not efficient; the DOTA2 creative workshop tool set needs a better Lua language programming basis for users, positions defects directly through debugging codes, has a higher threshold, is not suitable for common users, and cannot meet the requirements of the common users. Therefore, in the prior art, the vulnerability in the written play logic cannot be quickly and effectively located under the condition of meeting different user requirements, and the user experience is further influenced.
Disclosure of Invention
The embodiment of the application provides a debugging method, a debugging device, equipment and a storage medium in game editing, and aims to solve the problem that in the prior art, a vulnerability in a compiled playing method logic cannot be quickly and effectively located under the condition that different user requirements are met.
In a first aspect, an embodiment of the present application provides a debugging method in game editing, including:
responding to a trigger request for indicating debugging detection, and acquiring information to be detected, wherein the information to be detected comprises trigger nodes or target parameters in the trigger nodes;
determining a target debug detect component that performs detection of the trigger node or target parameter;
debugging and detecting the trigger node or the target parameter through the target debugging and detecting component;
and displaying each debugging detection result on the corresponding client according to the trigger request.
In one possible design, the target debug detect component includes at least one debug detect component configured with a component name, a decision failure error description, a decision failure error type, a decision implementation, a decision condition, a call interface string; the trigger node comprises an event, a condition and an action, and the target parameter comprises parameter information corresponding to the event, the condition and the action;
the determining to execute a target debug detect component that detects the trigger node or a target parameter includes:
determining a judgment logic associated with the information to be detected according to the event, the condition, the action or the parameter information;
and acquiring target debugging detection components which accord with the judgment logic from the debugging detection components.
In one possible design, the debugging and detecting the trigger node or the target parameter by the target debugging and detecting component includes:
executing evaluation operation on a calling interface string in the target debugging detection component, and transmitting the trigger node or the target parameter into the target debugging detection component for debugging detection;
when the judgment condition is not met, acquiring error description related information detected by each debugging detection component in the target debugging detection components, wherein the error description related information comprises trigger identifier information, parameter identifier information, error description and error type;
and taking the error description related information as the debugging detection result.
In one possible design, the determination condition is used to indicate a target value comparison section in each of the debug test components, and the target value is a threshold value;
before obtaining the error description related information, the method further includes:
comparing the actual parameter value obtained from the judgment implementation with a corresponding threshold value in the target debugging detection component, and judging whether the actual parameter value meets the judgment condition;
and if the actual parameter value does not meet the judgment condition, determining that the judgment condition cannot be met.
In one possible design, before the comparing the actual values of the parameters obtained from the decision implementation with the corresponding threshold values, the method further includes:
acquiring the actual value of the parameter by calling a preset function library according to the parameter ID in the judgment realization;
the preset function library is generated by a common module in each judgment implementation.
In one possible design, the debug detect component is to perform a logic detect; the debugging and detecting the trigger node or the target parameter through the target debugging and detecting component comprises the following steps:
determining the test trigger environment to be a local test or an online test according to the test trigger environment corresponding to the trigger request;
if the test trigger environment is a local test, executing detection operation on a client corresponding to the local test through the target debugging detection component;
and if the test triggering environment is an online test, executing detection operation on the server through the target debugging detection component.
In a possible design, the displaying, at a corresponding client, each debugging detection result according to the trigger request includes:
determining the test trigger environment to be a local test or an online test according to the test trigger environment corresponding to the trigger request;
if the test trigger environment is a local test, displaying each debugging detection result at a client side of the local test;
and if the test triggering environment is an online test, respectively displaying each debugging detection result at each client of the online test.
In a second aspect, an embodiment of the present application provides a debugging apparatus in game editing, including:
the system comprises a first acquisition module, a second acquisition module and a third acquisition module, wherein the first acquisition module is used for responding to a trigger request for indicating debugging detection and acquiring information to be detected, and the information to be detected comprises a trigger node or target parameters in the trigger node;
a detection component determination module for determining a target debug detection component that performs detection of the trigger node or target parameter;
the debugging detection module is used for debugging and detecting the trigger node or the target parameter through the target debugging detection component;
and the display module is used for displaying each debugging detection result on the corresponding client according to the trigger request.
In a third aspect, an embodiment of the present application provides a debugging device in game editing, including: at least one processor and memory;
the memory stores computer-executable instructions;
the at least one processor executing the computer-executable instructions stored by the memory causes the at least one processor to perform the in-game-editing debugging method as described above in the first aspect and in various possible designs of the first aspect.
In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, where computer-executable instructions are stored, and when a processor executes the computer-executable instructions, the method for debugging in game editing is implemented as described in the first aspect and various possible designs of the first aspect.
In the method, the apparatus, the device, and the storage medium for debugging in game editing provided by this embodiment, first, information to be detected is obtained in response to a trigger request for instructing debugging detection, where the information to be detected includes a trigger node or a target parameter in the trigger node; and then determining a target debugging detection component for executing detection of the trigger node or the target parameter, and debugging and detecting the trigger node or the target parameter through the target debugging detection component, so that the debugging detection component can be used by any template node (namely the trigger node) or parameter by defining the debugging detection component, the debugging detection component is freely combined with the node or the parameter, further debugging and detection are realized, then a debugging and detection result is displayed, errors can be quickly positioned, the time for tracking defects by a user is shortened, and the playability and the robustness of an editor are further increased, so that the copy map can be efficiently compiled by the user.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present application, and for those skilled in the art, other drawings can be obtained according to these drawings without inventive exercise.
Fig. 1 is a schematic view of a scene of a debugging system in game editing according to an embodiment of the present application;
fig. 2 is a schematic flowchart of a debugging method in game editing according to an embodiment of the present application;
FIG. 3 is a schematic diagram of a debugging detection component and an operating environment according to an embodiment of the present disclosure;
FIG. 4 is a schematic diagram illustrating the attributes and operational assembly of the inspection assembly according to an embodiment of the present disclosure;
FIG. 5 is a diagram illustrating a relationship between a logic layer and a performance layer in a local test and an online test according to an embodiment of the present disclosure;
FIG. 6 is a diagram illustrating an example of a trigger action provided by an embodiment of the present application;
fig. 7 is a schematic diagram of an example of an error prompt of a debugging system according to an embodiment of the present application;
fig. 8 is a schematic structural diagram of a debugging apparatus in game editing according to an embodiment of the present application;
fig. 9 is a schematic structural diagram of a debugging device in game editing according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The terms "first," "second," "third," "fourth," and the like in the description and in the claims of the present application and in the above-described drawings (if any) are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are, for example, capable of operation in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The prior art provides a few game products with editor play, wherein a trigger system with highly customized play and an auxiliary debugging system are provided. For example, War3 editing tools, DOTA2 creative workshop tool groups, and the like are generally arranged on a PC platform, wherein a War3 editing tool does not provide a debugging function and requires a user to guess a possible bug in a trigger by himself according to an actual running condition; in the DOTA2 creative workshop tool group, a user writes through a Lua script to realize game logic, debugging can directly use a debugging tool related to a Lua language, the tool group also provides a console output window, a script running log can be directly output, and code running errors or results of output statements in codes can be checked. However, the War3 editing tool does not provide a debugging system, so that the user judges the vulnerability in the trigger by analyzing the copy operation result every time, which is not efficient; the DOTA2 creative workshop tool set needs a better Lua language programming basis for users, positions defects directly through debugging codes, has a higher threshold, is not suitable for common users, and cannot meet the requirements of the common users. In addition, for an editor with a trigger editing tool, an action node for displaying an output type can be directly provided for an operator to manually add an output type debugging statement, a specific value of a variable quoted in the trigger node is checked to locate errors, and a mode of realizing a debugging system by displaying the output action node is popular with novice users, but brings a lot of redundant trigger nodes to a copy, is not hidden, exists as a playing method and still runs when the debugging system is not needed, such as after map verification passes.
The reason for the redundant trigger nodes is that the actions related to the display output are also trigger nodes, which is equivalent to adding the nodes in order to display the execution state of other trigger nodes. And the nodes are only used for displaying output, and after the map is audited, the nodes can be regarded as a part of the game edited by the user, and the game logic is not influenced if the nodes exist, because the nodes are only in a printing state. So the server is caused to execute unnecessary trigger nodes when other users play the copy (the debugging system is useful for the user writing the copy map, but not necessary for other users).
In order to solve the problems, the invention idea of the application is to modularize the debugging detection condition, the debugging detection component can be used by any trigger node or parameter by defining the debugging detection component, the debugging detection component is freely combined with the trigger node or parameter, the debugging detection is operated in a logic layer, the debugging detection process does not influence the operation of a trigger system, namely a copy playing method, the trigger system is hidden, meanwhile, the detection result is collected and notified to a presentation layer, the presentation layer mainly visualizes the detection result, the bug in the playing method logic can be conveniently and rapidly positioned, different user requirements can be met, and the user experience is improved.
The technical solution of the present application will be described in detail below with specific examples. The following several specific embodiments may be combined with each other, and details of the same or similar concepts or processes may not be repeated in some embodiments.
Referring to fig. 1, fig. 1 is a schematic view of a scene of a debugging system in game editing according to an embodiment of the present application. In practical applications, a debugging system may include a logic layer and a presentation layer. When each trigger node or parameter is executed, the logic layer sequentially runs all the debugging detection components configured based on needs (in the target debugging detection components), collects the running results of all the debugging detection components, and informs (namely notify) the running results to the presentation layer, the presentation layer mainly visualizes the debugging detection results, a user does not need to have a better Lua language programming basis, the defect can be positioned, the rapid and effective positioning is convenient, the user requirements are met, and the user experience is further improved.
Specifically, an entity of the debugging detection assembly is determined to be freely matched, debugging detection is operated on a logic layer, results are notified to a presentation layer, logic and presentation are separated, so that the debugging detection assembly can be operated locally by one person or by multiple persons on line, the logic layer is operated locally when the local single person is operated, the logic layer is operated locally when the multiple persons are operated on line and is operated on a server side, and the presentation layer is only responsible for processing the debugging detection results of the logic layer and can be positioned quickly. The debugging system is attached to the trigger system, does not influence the running of the trigger system, namely the copy playing method, and is hidden.
Specifically, how to implement debugging detection in game editing is shown in fig. 2, where fig. 2 is a schematic flow diagram of a debugging method in game editing provided in an embodiment of the present application.
Referring to fig. 2, the debugging method in game editing includes:
s101, responding to a trigger request for indicating debugging detection, and acquiring information to be detected, wherein the information to be detected comprises trigger nodes or target parameters in the trigger nodes.
In this embodiment, the execution subject for implementing the debugging method in the game editing may be a debugging system in the game editor. The game editor herein may be applied to both a computer side and a mobile side (i.e. a hand game), and is not limited herein.
In practical application, taking a hand game as an example, when a user creates a user-defined play copy in a hand game editor, in order to assist the user in quickly locating a bug in a written play logic, the user may trigger a request for indicating debugging detection on a client by turning on a button for debugging detection function, and send the trigger request to a debugging system, and after receiving the trigger request, the debugging system determines an entity of a debugging detection component in response to the trigger request, and acquires a trigger node or a target parameter in the trigger node.
S202, determining a target debugging detection component for detecting the trigger node or the target parameter.
In this embodiment, a detection component may be defined, and may be used by any template node or parameter, a trigger node or parameter may be freely combined with a debugging detection component, the trigger node or a target parameter may respectively correspond to one debugging detection component or a plurality of debugging detection components, and the combined debugging detection component is a target debugging detection component.
Wherein, defining the debugging detection component means changing a common detection condition to a component usable by the debugging system. The following takes the detection conditions into consideration: independent of trigger nodes or parameters (which may be target parameters); modularization; and (4) pure logic detection. And packaging the detection condition into a debugging detection component to meet the requirement of a debugging system.
In particular, the implementation of free-combining is that the detection conditions are satisfied independent of the trigger node or parameter and componentization. The componentization aims to enable any detection condition to be used on any trigger node or parameter, for example, after the detection condition of 'whether the unit model is valid' becomes a debugging detection component, the detection condition can be used as follows: trigger-action-magnify the model in xxx units by xx times; can also be used in: trigger-action-command xxx moves to target point xxx. Even if a movement is followed, which is independent of the model, due to the componentization, the debugging detection component can be freely combined, and other debugging detection components can be added: "whether a point is within a scene".
S203, debugging and detecting the trigger node or the target parameter through the target debugging and detecting component.
In this embodiment, when the detection condition is performed, an Evaluation (EVAL) operation is performed on the determination realization interface call string in the component, and then the relevant values such as the nodes, the parameters, and the threshold of the context are automatically transmitted to the corresponding parameters in the determination realization interface string, and the determination is performed.
When each trigger node or parameter is executed, all debugging detection components, namely target debugging detection components, which need to be operated and configured in sequence are used, so that debugging detection is realized.
And S204, displaying each debugging detection result on the corresponding client according to the trigger request.
In this embodiment, after the operation result of the component is collected, the operation result is notified to the presentation layer, and the presentation layer mainly visualizes the debugging detection result, thereby facilitating quick positioning. Specifically, the presentation layer runs on a client that provides a user to create a copy of the custom play.
The debugging method in game editing provided by the embodiment of the application acquires information to be detected by responding to a trigger request for indicating debugging detection, wherein the information to be detected comprises trigger nodes or target parameters in the trigger nodes; and then determining a target debugging detection component for executing detection of the trigger node or the target parameter, and debugging and detecting the trigger node or the target parameter through the target debugging detection component, so that the debugging detection component can be used by any template node (namely the trigger node) or parameter by defining the debugging detection component, the debugging detection component is freely combined with the node or the parameter, further debugging and detection are realized, then a debugging and detection result is displayed, errors can be quickly positioned, the time for tracking defects by a user is shortened, and the playability and the robustness of an editor are further increased, so that the copy map can be efficiently compiled by the user.
In a possible design, the present embodiment details S102 on the basis of the above-described embodiment, for example, on the basis of the embodiment shown in fig. 2. The target debugging detection component comprises at least one debugging detection component, and the debugging detection component is configured with a component name, failure error judgment description, failure error judgment type, realization judgment, judgment condition and a calling interface string; the trigger node comprises an event, a condition and an action, and the target parameter comprises parameter information corresponding to the event, the condition and the action.
The target parameter may be used as a core element of the trigger node, such as a certain action node: trigger-action-magnifies the model in xxx units by xx times. There are two parameters: xxx units and xx times the corresponding parameter types: unit, floating point number, and parameter itself can be nested (mixed by other parameters or functions), such as unit type parameter: the unit of the directly specified scene xxx, the unit of the unit variable execution value, the unit pointed by the xx in the unit variable array, the unit created finally, and so on, that is, the parameter itself may also have execution failure, for example, the unit variable is pointed to as a null unit, so debugging detection is also needed.
Specifically, the determining to execute the target debug detecting component for detecting the trigger node or the target parameter may include the following steps:
step a1, determining the judgment logic associated with the information to be detected according to the event, condition, action or the parameter information.
Step a2, obtaining target debugging detection components which accord with the judgment logic from each debugging detection component.
In practical application, the debugging detection is independent of specific trigger nodes or parameters in design; debugging and detecting design modularization; the debugging detection is designed to be pure logic detection without relevant content of a presentation layer. Combining the three points considered, in this embodiment, the created debugging detection component is independent of nodes or parameters, and is composed of a component name, a description of a failure determination error, a type of a failure determination error, a specific determination implementation, and a determination condition, and the debugging detection component continues to perform descending coupling when determining the implementation, and extracts the body placed in the internal implementation of the component out of the component to generate a common function library.
The function library extracts the common modules which should be in each judgment implementation, for example: the findtit function, which obtains specific units based on the unit ID executed by the unit parameter, can be used in various detection conditions related to the units, because these detection conditions are first the actual units corresponding to the parameters to be obtained, and then the attributes on the body of the units are obtained for determination. Such as "whether a unit level is full", "whether a unit has died", "whether a unit is a constructable unit".
Specifically, debug detection is design independent of the specific trigger nodes or parameters. There are similar parts to be detected between trigger nodes, between parameters and between trigger nodes and parameters, for example, whether the value is positive or not, whether the unit reference parameter value is valid or not, etc. in general, whether the number of controllable units of the player reaches the upper limit or not, etc., these are often required to be detected in floating point value dependent parameters, unit dependent actions, and both in parameters and actions, if the "presence or absence of a master unit by a player" is detected in a unit type parameter of a unit controlled by the player, and also detected in a lens type action of setting an operation lens, because, when the operation lens is set, if there is no master unit, the set operation lens will be directed toward the center of the map, i.e. the action execution logic with or without master unit may be different, which needs to be known by the user. And when the detection condition is operated, assembling parameters such as node objects, parameter objects, detection values and the like.
Debugging detection is componentized in design. The goal of componentization is to allow any one detection condition to be used on any node or parameter, so that the debug detection component to be used by the node or parameter can be freely configured, hidden from the node or parameter, this requires that the implementation of the debug test component be compatible with nodes or parameters that are not associated with it, such as "whether the unit model is valid" should be used only for testing in the unit model-related action, when realizing compatibility, the method does not judge whether the node is the action node related to the unit model, but judges whether the node has effective units, detects whether the model is effective when the effective units exist to return the value, otherwise, processes the node by error, this has the advantage that the detection condition can be configured directly if there are other non-unit model-related action nodes and it is also necessary to determine whether the model is valid.
The debugging detection is designed to be pure logic detection without relevant content of a presentation layer. In order to make the debugging system suitable for both local test and online test, the content of the presentation layer needs to be separated from the debugging detection component, and only pure logic detection is performed. The content of the presentation layer is separated in the debugging detection component, the state of the content of the presentation layer is mainly recorded in the logic layer, and then the updating of the presentation layer is informed, such as the specific value of the orientation of a unit, the scaling value of a model and the like.
The relationship among the logic layer, the presentation layer, the common function library, and the detection component (i.e., the debugging detection component) can be seen in fig. 3, where fig. 3 is a schematic diagram of the debugging detection component and the operating environment provided in the embodiment of the present application. According to the logic state of the logic layer, a run-time parameter list can be obtained through a public function library, whether a certain value refers to a variable or not, a specific unit is obtained, a parameter identifier is obtained, an out-of-range description is described, mental skills are available and the like, running detection is carried out in a debugging detection component, the logic layer records the state of the content of the presentation layer, and then the presentation layer is informed to be updated.
In a possible design, the present embodiment details S103 on the basis of the above-described embodiment, for example, on the basis of the embodiment shown in fig. 2. The debugging and detecting the trigger node or the target parameter by the target debugging and detecting component may include the following steps:
step b1, executing evaluation operation to the call interface string in the target debugging detection component, and transmitting the trigger node or the target parameter into the target debugging detection component for debugging detection.
Step b2, when the judgment condition is not satisfied, obtaining error description related information detected by each debugging detection component in the target debugging detection components, wherein the error description related information includes trigger identifier information, parameter identifier information, error description and error type.
And b3, using the error description related information as the debugging detection result.
In this embodiment, when the detection condition is performed, an Evaluation (EVAL) operation is performed on the determination realization interface string (call interface string) in the component, and then the relevant values such as the node, the parameter, the threshold value, and the like of the context are automatically transmitted to the corresponding parameters in the determination realization interface string, and the determination is performed. See the attributes and operational assembly diagram of the inspection assembly shown in fig. 4.
Specifically, the detection component is composed of a judgment condition, a judgment failure error description, a judgment failure error type, a calling interface string and a specific implementation, whether the event uses a global variable can be detected through the detection component (namely, a debugging detection component), if the event uses the global variable, the event is only registered once, and the event cannot be changed even if the value of the global variable is changed subsequently; and then registering and alarming the event, acquiring all parameters in the event, and sequentially detecting whether to use the variable. And whether the unit is valid or not can be detected, if the unit is invalid, the unit parameter is null, the node operation fails, then the unit ID is detected in sequence, and the unit is obtained according to the unit ID parameter and the FindUnit function for checking.
The collection of the debugging detection result is based on the debugging detection component set selected by the node, namely the target debugging detection component, and when the judgment condition is not met, the error description related information (trigger identifier information, parameter identifier information, error description, error type and the like) is collected and transmitted to the presentation layer.
In a possible design, the present embodiment describes in detail a debugging method in game editing on the basis of the above-described embodiments. Wherein the determination condition is used to indicate a target value comparison section in each of the debug detecting components, and the target value is a threshold value. Before obtaining the error description related information, the method may further include the steps of:
step c1, comparing the unit value obtained from the judgment implementation with the corresponding threshold value in the target debugging detection component, and judging whether the parameter actual value meets the judgment condition.
And c2, if the actual parameter value does not meet the judgment condition, determining that the judgment condition cannot be met.
In this embodiment, as shown in fig. 4, the determination condition refers to a target value comparison part in each debug test component, such as "whether a unit is valid", and determines to obtain a specific parameter actual value in the implementation, and then compares the actual value with the determination condition: the judgment condition is that whether the not None is empty or not, and whether the unit is effective or not is judged; other debug detect components, such as the decision in "whether level > 0" implements: acquiring unit grade, and judging conditions: is greater than 0.
In a possible design, the present embodiment describes in detail a debugging method in game editing on the basis of the above-described embodiments. Before the comparing the actual values of the parameters obtained from the decision implementation with the corresponding threshold values, the method may further include: and acquiring the actual value of the parameter by calling a preset function library according to the parameter ID in the judgment realization.
The preset function library is generated by a common module in each judgment implementation.
In this embodiment, a parameter (object) is obtained by using the parameter unique identifier ID, and is executed (an execute function of the object, that is, an execution function of the object is called), so as to obtain a parameter value (that is, an actual value of the parameter). For example, by the findtit function, a specific unit is obtained according to the unit ID executed by the unit type parameter.
In practical applications, the parameters are not limited to unit type parameters, and in addition to unit type parameters, there are other types of parameters, such as variable type parameters, integer type parameters, region type parameters, variable type parameters, and the like, and there are also unit group parameters, floating point number parameters, boolean value parameters, point parameters, player group parameters, character string parameters, array parameters, trigger parameters, timer parameters, scoreboard parameters, picture parameters, icon type parameters, text parameters, item group parameters, item type parameters, special effect type parameters, lens parameters, brief information panel parameters, and the like. The parameter system in the trigger system retrieves the parameter through the identifier ID (i.e. parameter ID), and then executes the operation to obtain the actual value of the parameter, i.e. the parameter actual value.
In one possible design, the debug detect component is configured to perform logic detection, and how to perform debug detection may be implemented by:
and d1, determining the test trigger environment as a local test or an online test according to the test trigger environment corresponding to the trigger request.
And d2, if the test trigger environment is a local test, executing a detection operation on a client corresponding to the local test through the target debugging detection component.
And d3, if the test trigger environment is an online test, executing detection operation on the server through the target debugging detection component.
Wherein, according to the trigger request, displaying each debugging detection result at the corresponding client, may include the following steps:
and e1, determining the test trigger environment as a local test or an online test according to the test trigger environment corresponding to the trigger request.
And e2, if the test trigger environment is a local test, displaying each debugging detection result on the client side of the local test.
And e3, if the test trigger environment is an online test, displaying each debugging detection result on each client side of the online test respectively.
In this embodiment, referring to fig. 2, a relationship diagram of a logic layer and a performance layer in the local test and the online test shown in fig. 5 is shown. During online testing, debugging detection runs at a server, namely a core part logic layer of the debugging detection runs at the server, and a debugging detection result is notified to a client; in the local test, the logic layer and the presentation layer are both operated on the client, so the server realizes debugging detection, and is actually a logic part for executing the debugging detection by the server.
Specifically, in the local single-person test and the online multi-person test, the different operating environments of the logic layer cause the different connection modes between the logic layer and the presentation layer, the presentation layer and the logic layer are in the same environment in the local test, the detection result (i.e., the debugging detection result) is directly added to the error information management (debug infomgr) of the presentation layer, the logic layer and the presentation layer are in different environments in the online test, and the content of the logic layer needs to be sent to the presentation layer by the notification layer (Notify) and then added to the error information management, as shown in fig. 5.
In the presentation layer, error information management (debug InfoMgr) is responsible for collecting error information, debugging information display and trigger logic positioning. During testing, at the stage of the operation mode, the error information management collects the detection result, and displays the error information that the detection condition does not pass, when the operation mode is finished and returns to the editing state, the quick positioning can be realized according to the trigger identifier information or the parameter identifier information in the error information, and for convenient positioning, the specific attributes of the error information are as follows:
Figure BDA0002461763140000141
when the identifier information does not exist, the trigger corresponding to the identifier belongs to a trigger which is dynamically created when a copy runs, and is derived from the template node or the template parameter, the trigger containing the template is positioned according to the source node information. The name information, the component output information and the variable name information are used for error notification in the operating mode.
In practical application, referring to the schematic diagram of the trigger action example shown in fig. 6, where the unit pointed by the local variable var is commanded to walk to the set target point, but the type set in front of the var is a boolean variable, where the types of the parameters of the local variables do not match, so that the unit walking node has no target unit, and the error prompt is shown in fig. 7, fig. 7 is a schematic diagram of an example of the error prompt of the debugging system provided in the embodiment of the present application, and the error can be directly located through the grouping information, the trigger name information, and the trigger node.
The debugging detection component is defined, so that the debugging detection component can be used by any template node or parameter; the detection component can be freely combined and debugged for the nodes or parameters; running debugging detection on a logic layer, and informing a collected result to a presentation layer; and processing detection result display and assisting quick positioning on the presentation layer. Specifically, an entity of the debugging detection assembly is determined firstly, so that the debugging detection assembly can be freely collocated, the debugging detection is operated on a logic layer, the result is notified to a presentation layer, the logic and the presentation are separated, so that the method can be operated locally by one person or online by multiple persons, the logic layer is operated locally when the local single person is operated, the logic layer is operated locally when the online by multiple persons is operated on a server side, and the presentation layer is only responsible for processing the debugging detection result of the logic layer and can be quickly positioned. Since the debugging system exists attached to the trigger system (which can be regarded as a trigger), the running of the trigger system, namely the copy playing method, is not influenced and is hidden.
Therefore, the application provides a debugging method in game editing, which is not limited by a platform; the debugging system executing the method is simultaneously suitable for local single-person running test and online multi-person running test of the game copy; and the debugging detection condition is modularized, and the trigger nodes or parameters can be freely configured for testing, so that the requirements of different users are met, and the vulnerability in the compiled play logic can be quickly and effectively positioned.
In order to implement the debugging method in game editing, the embodiment provides a debugging device in game editing. Referring to fig. 8, fig. 8 is a schematic structural diagram of a debugging apparatus in game editing according to an embodiment of the present application; the debugging device 80 in game editing comprises: a first obtaining module 801, a detection component determining module 802, a debugging detection module 803 and a display module 804; a first obtaining module 801, configured to obtain, in response to a trigger request for indicating debugging detection, information to be detected, where the information to be detected includes a trigger node or a target parameter in the trigger node; a detection component determining module 802, configured to determine a target debug detection component that performs detection of the trigger node or the target parameter; a debugging detection module 803, configured to perform debugging detection on the trigger node or the target parameter through the target debugging detection component; a display module 804, configured to display each debugging detection result at a corresponding client according to the trigger request.
In this embodiment, a first obtaining module 801, a detection component determining module 802, a debugging detection module 803, and a display module 804 are provided, and configured to respond to a trigger request for indicating debugging detection to obtain information to be detected, where the information to be detected includes a trigger node or a target parameter in the trigger node; and then determining a target debugging detection component for executing detection of the trigger node or the target parameter, and debugging and detecting the trigger node or the target parameter through the target debugging detection component, so that the debugging detection component can be used by any template node (namely the trigger node) or parameter by defining the debugging detection component, the debugging detection component is freely combined with the node or the parameter, further debugging and detection are realized, then a debugging and detection result is displayed, errors can be quickly positioned, the time for tracking defects by a user is shortened, and the playability and the robustness of an editor are further increased, so that the copy map can be efficiently compiled by the user.
The apparatus provided in this embodiment may be used to implement the technical solutions of the above method embodiments, and the implementation principles and technical effects are similar, which are not described herein again.
In one possible design, the target debug detect component includes at least one debug detect component configured with a component name, a decision failure error description, a decision failure error type, a decision implementation, a decision condition, a call interface string; the trigger node comprises an event, a condition and an action, and the target parameter comprises parameter information corresponding to the event, the condition and the action; the detection component determination module is specifically configured to: determining a judgment logic associated with the information to be detected according to the event, the condition, the action or the parameter information; and acquiring target debugging detection components which accord with the judgment logic from the debugging detection components.
In one possible design, the debug detection module is specifically configured to: executing evaluation operation on a calling interface string in the target debugging detection component, and transmitting the trigger node or the target parameter into the target debugging detection component for debugging detection; when the judgment condition is not met, acquiring error description related information detected by each debugging detection component in the target debugging detection components, wherein the error description related information comprises trigger identifier information, parameter identifier information, error description and error type; and taking the error description related information as the debugging detection result.
In one possible design, the determination condition is used to indicate a target value comparison section in each of the debug test components, and the target value is a threshold value; the device further comprises: a first processing module; a first processing module, configured to, before obtaining the error description related information, compare, in the target debug detecting component, an actual parameter value obtained from the determination implementation with a corresponding threshold value, and determine whether the actual parameter value satisfies the determination condition; and if the actual parameter value does not meet the judgment condition, determining that the judgment condition cannot be met.
In one possible design, the apparatus further includes: a second acquisition module; a second obtaining module, configured to, before comparing the actual parameter value obtained from the determination implementation with the corresponding threshold, obtain the actual parameter value by calling a preset function library according to the parameter ID in the determination implementation; the preset function library is generated by a common module in each judgment implementation.
In one possible design, the debug detect component is to perform a logic detect; debugging detection is specifically used for: determining the test trigger environment to be a local test or an online test according to the test trigger environment corresponding to the trigger request; if the test trigger environment is a local test, executing detection operation on a client corresponding to the local test through the target debugging detection component; and if the test triggering environment is an online test, executing detection operation on the server through the target debugging detection component.
In one possible design, the display module is specifically configured to: determining the test trigger environment to be a local test or an online test according to the test trigger environment corresponding to the trigger request; if the test trigger environment is a local test, displaying each debugging detection result at a client side of the local test; and if the test triggering environment is an online test, respectively displaying each debugging detection result at each client of the online test.
In order to implement the debugging method in game editing, the embodiment provides a debugging device in game editing. Fig. 9 is a schematic structural diagram of a debugging device in game editing according to an embodiment of the present application. As shown in fig. 9, the debugging device 90 in game editing of the present embodiment includes: a processor 901 and a memory 902; a memory 902 for storing computer-executable instructions; a processor 901 for executing computer executable instructions stored in the memory to implement the steps performed in the above embodiments. The above embodiments of the method may be used in particular.
The embodiment of the present application further provides a computer-readable storage medium, where a computer execution instruction is stored in the computer-readable storage medium, and when a processor executes the computer execution instruction, the debugging method in game editing as described above is implemented.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described device embodiments are merely illustrative, and for example, the division of the modules is only one logical division, and other divisions may be realized in practice, for example, a plurality of modules may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or modules, and may be in an electrical, mechanical or other form. In addition, functional modules in the embodiments of the present application may be integrated into one processing unit, or each module may exist alone physically, or two or more modules are integrated into one unit. The unit formed by the modules can be realized in a hardware form, and can also be realized in a form of hardware and a software functional unit.
The integrated module implemented in the form of a software functional module may be stored in a computer-readable storage medium. The software functional module is stored in a storage medium and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to execute some steps of the methods according to the embodiments of the present application. It should be understood that the Processor may be a Central Processing Unit (CPU), other general purpose Processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), etc. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the present invention may be embodied directly in a hardware processor, or in a combination of the hardware and software modules within the processor.
The memory may comprise a high-speed RAM memory, and may further comprise a non-volatile storage NVM, such as at least one disk memory, and may also be a usb disk, a removable hard disk, a read-only memory, a magnetic or optical disk, etc. The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended ISA (EISA) bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, the buses in the figures of the present application are not limited to only one bus or one type of bus. The storage medium may be implemented by any type or combination of volatile or non-volatile memory devices, such as Static Random Access Memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic or optical disks. A storage media may be any available media that can be accessed by a general purpose or special purpose computer.
An exemplary storage medium is coupled to the processor such the processor can read information from, and write information to, the storage medium. Of course, the storage medium may also be integral to the processor. The processor and the storage medium may reside in an Application Specific Integrated Circuits (ASIC). Of course, the processor and the storage medium may reside as discrete components in an electronic device or host device.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used for illustrating the technical solutions of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present application.

Claims (10)

1. A debugging method in game editing is characterized by comprising the following steps:
responding to a trigger request for indicating debugging detection, and acquiring information to be detected, wherein the information to be detected comprises trigger nodes or target parameters in the trigger nodes;
determining a target debug detect component that performs detection of the trigger node or target parameter;
debugging and detecting the trigger node or the target parameter through the target debugging and detecting component;
and displaying each debugging detection result on the corresponding client according to the trigger request.
2. The method of claim 1, wherein the target debug detect component comprises at least one debug detect component configured with a component name, a decision failure error description, a decision failure error type, a decision implementation, a decision condition, a call interface string; the trigger node comprises an event, a condition and an action, and the target parameter comprises parameter information corresponding to the event, the condition and the action;
the determining to execute a target debug detect component that detects the trigger node or a target parameter includes:
determining a judgment logic associated with the information to be detected according to the event, the condition, the action or the parameter information;
and acquiring target debugging detection components which accord with the judgment logic from the debugging detection components.
3. The method of claim 2, wherein the debugging the trigger node or the target parameter by the target debugging detection component comprises:
executing evaluation operation on a calling interface string in the target debugging detection component, and transmitting the trigger node or the target parameter into the target debugging detection component for debugging detection;
when the judgment condition is not met, acquiring error description related information detected by each debugging detection component in the target debugging detection components, wherein the error description related information comprises trigger identifier information, parameter identifier information, error description and error type;
and taking the error description related information as the debugging detection result.
4. The method according to claim 3, wherein the decision condition is used to represent a target value comparison section in each of the debug detection components, and the target value is a threshold value;
before obtaining the error description related information, the method further includes:
comparing the actual parameter value obtained from the judgment implementation with a corresponding threshold value in the target debugging detection component, and judging whether the actual parameter value meets the judgment condition;
and if the actual parameter value does not meet the judgment condition, determining that the judgment condition cannot be met.
5. The method of claim 4, wherein prior to said comparing actual values of the parameters obtained from said decision making with respective threshold values, the method further comprises:
acquiring the actual value of the parameter by calling a preset function library according to the parameter ID in the judgment realization;
the preset function library is generated by a common module in each judgment implementation.
6. The method of claim 1, wherein the debug detect component is configured to perform logic detection; the debugging and detecting the trigger node or the target parameter through the target debugging and detecting component comprises the following steps:
determining the test trigger environment to be a local test or an online test according to the test trigger environment corresponding to the trigger request;
if the test trigger environment is a local test, executing detection operation on a client corresponding to the local test through the target debugging detection component;
and if the test triggering environment is an online test, executing detection operation on the server through the target debugging detection component.
7. The method according to claim 1, wherein the displaying, at the corresponding client, each debugging detection result according to the trigger request comprises:
determining the test trigger environment to be a local test or an online test according to the test trigger environment corresponding to the trigger request;
if the test trigger environment is a local test, displaying each debugging detection result at a client side of the local test;
and if the test triggering environment is an online test, respectively displaying each debugging detection result at each client of the online test.
8. A debugging device in game editing is characterized by comprising:
the system comprises a first acquisition module, a second acquisition module and a third acquisition module, wherein the first acquisition module is used for responding to a trigger request for indicating debugging detection and acquiring information to be detected, and the information to be detected comprises a trigger node or target parameters in the trigger node;
a detection component determination module for determining a target debug detection component that performs detection of the trigger node or target parameter;
the debugging detection module is used for debugging and detecting the trigger node or the target parameter through the target debugging detection component;
and the display module is used for displaying each debugging detection result on the corresponding client according to the trigger request.
9. A debugging device in game editing is characterized by comprising: at least one processor and memory;
the memory stores computer-executable instructions;
the at least one processor executing the computer-executable instructions stored by the memory causes the at least one processor to perform the in-game-editing debugging method of any of claims 1-7.
10. A computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions, which when executed by a processor, implement the in-game-editing debugging method according to any one of claims 1 to 7.
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