int SysInit() { #ifdef EMU_LOG #ifndef LOG_STDOUT emuLog = fopen("emuLog.txt","wb"); #else emuLog = stdout; #endif #ifdef PSXCPU_LOG if (Config.PsxOut) { //PSXCPU_LOG generates so much stuff that buffer is necessary const int BUFSZ = 20 * 1024*1024; void* buf = malloc(BUFSZ); setvbuf(emuLog, buf, _IOFBF, BUFSZ); } else { setvbuf(emuLog, NULL, _IONBF, 0u); } #else setvbuf(emuLog, NULL, _IONBF, 0u); #endif #endif if (EmuInit() == -1) { printf(_("PSX emulator couldn't be initialized.\n")); return -1; } LoadMcds(Config.Mcd1, Config.Mcd2); /* TODO Do we need to have this here, or in the calling main() function?? */ if (Config.Debug) { StartDebugger(); } return 0; }
JBoolean XDLink::RestartDebugger() { StopDebugger(); const JBoolean ok = StartDebugger(); if (ok) { Broadcast(DebuggerRestarted()); } return ok; }
int he_main(int argc, char *argv[]) #endif { time_t seed; my_argv = argv; if (!strcmp(program_path, "") && argv) MakeProgramPath(argv[0]); /* Seed the random number generator */ #if !defined (RANDOM) srand((unsigned int)time((time_t *)&seed)); #else SRANDOM((unsigned int)time((time_t *)&seed)); #endif #if !defined (GLK) /* no command line under Glk */ ParseCommandLine(argc, argv); #endif hugo_init_screen(); #if defined (DEBUGGER) debug_getinvocationpath(argv[0]); SwitchtoGame(); #endif SetupDisplay(); strcpy(pbuffer, ""); gameseg = 0; LoadGame(); #if defined (DEBUGGER) LoadDebuggableFile(); StartDebugger(); #endif RunGame(); hugo_cleanup_screen(); hugo_blockfree(mem); mem = NULL; hugo_closefiles(); return 0; }
XDLink::XDLink() : CMLink(kFeatures), itsAcceptor(NULL), itsLink(NULL), itsParsedDataRoot(NULL) { InitFlags(); itsBPMgr = new XDBreakpointManager(this); assert( itsBPMgr != NULL ); itsSourcePathList = new JPtrArray<JString>(JPtrArrayT::kDeleteAll); assert( itsSourcePathList != NULL ); StartDebugger(); }
int emu_core_init(void) { SysPrintf("Starting PCSX-ReARMed " REV "\n"); if (EmuInit() == -1) { SysPrintf("PSX emulator couldn't be initialized.\n"); return -1; } LoadMcds(Config.Mcd1, Config.Mcd2); #ifdef DEBUG if (Config.Debug) StartDebugger(); #endif return 0; }
int emu_core_init(void) { CheckSubDir(); check_memcards(); if (EmuInit() == -1) { SysPrintf("PSX emulator couldn't be initialized.\n"); return -1; } LoadMcds(Config.Mcd1, Config.Mcd2); if (Config.Debug) { StartDebugger(); } return 0; }
BOOL CDebugger::Start() { if (m_ExternalDebugging) { StartDebugger(); return TRUE; } if(m_pThread!=NULL) delete m_pThread; m_pThread = AfxBeginThread(StartDebugger, this,0,0,CREATE_SUSPENDED); if(m_pThread!=NULL) { m_pThread->m_bAutoDelete=false; m_pThread->ResumeThread(); } return m_pThread!=NULL; }
void NodeJSDebugger::OnDebugStart(clDebugEvent& event) { event.Skip(); CHECK_COND_RET(NodeJSWorkspace::Get()->IsOpen()); event.SetFeatures(0); // No special features by the NodeJS debugger // Our to handle event.Skip(false); if(m_socket && m_socket->IsConnected()) { Continue(); return; }; NodeJSDebuggerDlg dlg(EventNotifier::Get()->TopFrame(), NodeJSDebuggerDlg::kDebug); if(dlg.ShowModal() != wxID_OK) { return; } StartDebugger(dlg.GetCommand(), dlg.GetWorkingDirectory()); }
int emu_core_init(void) { SysPrintf("Starting PCSX-ReARMed " REV "\n"); #ifndef NO_FRONTEND check_profile(); check_memcards(); #endif if (EmuInit() == -1) { SysPrintf("PSX emulator couldn't be initialized.\n"); return -1; } LoadMcds(Config.Mcd1, Config.Mcd2); if (Config.Debug) { StartDebugger(); } return 0; }
int SysInit() { #ifdef EMU_LOG #ifndef LOG_STDOUT emuLog = fopen("emuLog.txt","wb"); #else emuLog = stdout; #endif setvbuf(emuLog, NULL, _IONBF, 0); #endif if (EmuInit() == -1) { printf(_("PSX emulator couldn't be initialized.\n")); return -1; } LoadMcds(Config.Mcd1, Config.Mcd2); /* TODO Do we need to have this here, or in the calling main() function?? */ if (Config.Debug) { StartDebugger(); } return 0; }