08 March 2024, 17:31 | #1 |
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Location: Austria
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JIT and debugger watches/breakpoints
Dear Toni,
just one helpful suggestion: Using watches ("w") and breakpoints ("f") should be prevented (or at least trigger a warning message to the user) when emulation is in JIT mode. A few months ago, it took me already quite some time to find out why my breakpoint wasn't triggering (I've assumed an anti-debugger protection... ) - and although I resolved the problem back then by disabling JIT, it happened to me again yesterday that I couldn't figure out why emulation crashed right away after adding a watch... until I saw the JIT check mark... Regards, Michael |
08 March 2024, 17:42 | #2 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,570
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No. If you use debugger, you need to know what are you doing and how different options affect it. (There are lots of conditions where it can cause crashes etc. It is by design)
JIT also can be switched on and off on the fly and depending on JIT mode, some types of breakpoints can work. |
08 March 2024, 17:46 | #3 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
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To develop whdload slaves or my games (that run with whdload), I use post/pre scripts to control JIT and turn it off when I run a game. That way I never have any problems.
BTW anti-debugger protection is just not possible with a stealth debugger like WinUAE... |
09 March 2024, 19:41 | #4 | |
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Quote:
Oh and I'd like to oppose that the expected behaviour would be that breakpoints and watches keep on working even after JIT is enabled... ! |
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20 March 2024, 18:36 | #5 | |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,570
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Quote:
Indirect JIT might work in most cases but it is also much slower. You can't have both. |
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