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Throwing exceptions, now in debug mode

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1 comment, last by WitchLord 4 years, 7 months ago

So I'm now using the version of Angelscript that is in vcpkg. It works great in release mode, but as soon as I get into debug mode I get some pretty wild effects. In particular, when I run the following script:

void main() {
    try { throw ("Hello"); }
    catch { Log ("world"); }

}

In release mode this works fine: it logs "world". But in debug mode the exception escapes the engine entirely (Execute() does not return asEXECUTION_EXCEPTION), ending up in my catch-all exception handler instead. Afterwards the engine appears to believe that the script has terminated; if I ask it to abort the script I get "Failed in call to function 'Execute' (Code: asCONTEXT_NOT_PREPARED, -4)".

I don't remember seeing this problem when I was compiling angelscript myself, so it could be something specific to the version in vcpkg, or the way it is compiled. Uhm, any idea what could be going wrong?

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I'm not sure what version is in vcpkg, or what options for configurations whoever maintains this may have made, but as the first step I would debug the code by setting a breakpoint in the ScriptThrow function and then see what is happening with the exception.

ScriptThrow shouldn't throw a C++ exception so the fact that you end up in the catch-all exception handler sounds like there might be a null-pointer access somewhere.

If you can provide some more details I might be able to pinpoint the problem.

 

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

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