Debugging rpg maker mv game in chrome problems

xonox

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Hi,

i'm really a newbie when it comes to javascript and web development. I know how to code in other languages though. I was trying to learn how things work in RMMV games by using the debugger in Chrome.

It seems that when i view globals in Chrome’s debugger, it breaks something.

Here are the steps to trigger the problem.
  1. Publish game in HTML to my local development web server.
  2. Open it from Chrome. I open it from my local webserver (https://devd.io:8000)
  3. Create a new game, which puts my player in a simple map.
  4. Press F12 key to open Chrome debugger
  5. Everything looks fine and works fine at this point
  6. Pause script execution
  7. If i simply resume, all is well.
  8. If i open up “Global” in the “Scope” pane, it triggers these error messages :
    1. (WEB_PAGE context) Lazy require of app.binding did not set the binding field
    2. devd.io/:1 (WEB_PAGE context) Lazy require of webstore.binding did not set the binding field
    3. devd.io/:1 (WEB_PAGE context) Lazy require of runtime.binding did not set the binding field
  9. Any attempt to resume ends with even more errors. You can see errors in the screenshot.
I tried opening the game on my other machines and it’s the same problem. It works fine in the RMMV player but i wanted to use other tools (Visual Studio Code) that work in tandem with Chrome. I tried Firefox and Edge, both worked fine.

I’d like to know if it’s the same on other people’s machines. Is this some problem with Chrome or is it something i did wrong in RMMV or elsewhere ?

I spent some hours on google trying to figure out some of this by myself but i have failed so far.

Thanks!
Screenshot_20171201_193038.png
 

cyanic

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You should probably check what's causing those script errors thrown by rpg_managers.js.
 

xonox

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One thing i forgot to mention is that my test game is really just an empy project with 1-2 maps added. I didn't play with any extra plugins or javascript code.

You should probably check what's causing those script errors thrown by rpg_managers.js.
I did but it is the SceneManager error handler. I don't understand why i have these problems by simply breaking the execution and watching stuff in the Chrome debugger. I feel the noobness.
 

xonox

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Tried it but it didn't help.

I found an rmmv game hosted online : https://bhimz.itch.io/onnajrpg

I just open the webpage in Chrome, press F12, pause the execution (even on the splash screen) then list then list the globals as shown in the picture include. Still the same error. Does this work on someone else's computer ? I even tried it on my Chromebook and the problem still happens...

Just click the arrow next to "Global" in this debugger pane...
Screenshot_20171202_122310.png
 

Joy Diamond

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Xonox,

Why not just use the normal game & the developer tools in it?

It is after all chromium, and the same developer tools as in chrome.
Thanks,

Joy Diamond.
 

xonox

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Joy Diamond,
this is a good question. The reason i wanted this to work this way is because i want to use Visual Studio Code as an IDE. I like the comfort of an IDE when writing code and debugging it. When using VSCode, i can keep all my .js files open and breakpoints between runs. VSCode has an extension that integrates Chrome's debugger information into its interface.

That's the workflow that came to my mind when i moved to RMMV. Open to other workflow suggestions since i'm pretty much a newbie to RMMV and web development in general.

I just found it really strange that looking at things in Chrome's debugger would mess up the execution. Maybe it's a problem in Chrome and has nothing to do with RMMV but i don't know enough to figure this kind of thing by myself.
 

xonox

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Also wanted to add : thanks to everyone reading this thread and trying to help out. Thanks for your time :)
 

cyanic

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Here's a bit of a hack for you. It unhooks the existing error handler and adds a wrapped version that won't call the handler if there's no filename. Type it into the console to use.
Code:
getEventListeners(window).error[0].remove();
window.addEventListener('error', function(e) { if (e.filename) SceneManager.onError.call(SceneManager, e); });
 
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