Crafter.Debug/README.md
Jorijn van der Graaf 8b995cd76a
docs: the manual, notes for agents, and the notes consumers get
- README: how the pieces fit, adding Crafter.Debug to a project
  (Debug::Use, the shared-args rule, Session and Pump, the AGENTS.md
  checklist), the app-side API with examples, the fixed-step and
  Crafter.Graphics patterns, a shim module for calls without #ifdefs,
  and the agent side: commands, exit codes, stopping apps, attaching
  a debugger, version skew.
- AGENTS.template.md: the configurations and partitions, commands,
  test conventions (including the dangling Value::Find pointer two
  tests hit), style, design rules, security and gotchas.
- tooling/AGENTS.consumer.md: what every consumer's agents read in
  each session, kept short: the loop, exit codes and the gotchas,
  pointing at `crafter-debug guide` for the rest.

The QUIC transport the README describes lands next.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:12:17 +01:00

324 lines
16 KiB
Markdown

# Crafter.Debug
Runtime debugging for AI agents, and for people. An app built with Crafter.Debug can be inspected and driven while it runs. From a shell, `crafter-debug` can:
- call the commands the app registers;
- read and set its watched state;
- pause it, step it, and pause it when a condition holds;
- wait for conditions, frames or events;
- trace values over frames;
- read its log;
- take screenshots.
Breakpoints and memory stay with a debugger; `crafter-debug debugger` prints how to attach one.
```console
$ crafter-build --debug-api -r & # the app's debug build, in the background
$ ./build/crafter-debug ls --wait 60s
game id 4f1c09a2b7e3d851 pid 3 (sandbox 48211) up 4s port 41207
$ ./build/crafter-debug call Lobby_Start && ./build/crafter-debug wait --frames 30
frame 342
$ ./build/crafter-debug pause --when 'fort1.core.hp <= 0' && ./build/crafter-debug call Player_Fire
$ ./build/crafter-debug wait --paused
paused at frame 1840: 'fort1.core.hp <= 0' became true
$ ./build/crafter-debug log --since-frame 1790 --level warn
1838 WARN physics brace 17 strain 4.2 > limit Forts3D-Brace.cpp:212
1839 CHECK physics body 9 has mass -0 (x3) Forts3D-Physics.cpp:88
$ ./build/crafter-debug screenshot
/home/me/game/build/crafter-debug-shots/game-1793488099646.png (2215871 bytes)
```
## How it fits together
| Piece | What it is |
|---|---|
| **The library**, `Crafter.Debug` | Linked into the app's debug builds only. A `Debug::Session` serves requests on 127.0.0.1 over QUIC, with a random port and a token, and runs the ones that touch the app on the app's own thread, between frames, in `Debug::Pump()`. |
| **The client**, `crafter-debug` | Built in the same pass as the app, from the same sources. The launcher `build/crafter-debug` runs it inside the CrafterBuild Flatpak sandbox it was built for. Nothing the Flatpak compiles runs on the host. |
| **Discovery** | Each running app writes `$HOME/.cache/crafter-debug/instances/<id>.json` (its user's only) and holds a lock while it lives. The client finds apps there, across Flatpak sandboxes, and forgets the ones that died. |
| **The build helper**, `Crafter.Debug.Build` | Loaded into a consumer's `project.cpp` by `#pragma crafter dependency`. It adds the library under the consumer's own debug flag and writes the launcher. |
## Adding it to a project
**1. In `project.cpp`**, load the helper and call `Debug::Use` with your own flag:
```cpp
import std;
import Crafter.Build;
#pragma crafter dependency "https://forgejo.catcrafts.net/Catcrafts/Crafter.Debug.git" project "tooling/project.cpp"
import Crafter.Debug.Build;
using namespace Crafter;
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
Configuration cfg;
// ...
const ArgQuery opts = ApplyStandardArgs(cfg, args);
std::vector<std::string> depArgs; // your args minus your own flags
for (const std::string_view arg : args) {
if (arg != "--debug-api") depArgs.emplace_back(arg);
}
// ...give depArgs to every other dependency too...
Debug::Use(cfg, { .enabled = opts.Has("--debug-api"), .flag = "--debug-api",
.define = "MYAPP_DEBUG_API", .args = depArgs });
// ...
}
```
**What `Use` does with the flag:**
- **Flag on, native Linux target:** it adds the define and the library, from the checkout the pragma names, and writes `build/crafter-debug`.
- **Otherwise:** it adds nothing, and release builds never link Crafter.Debug. Until a debug build has run, `build/crafter-debug` is a stub that says to build one.
A dependency that two paths in the build graph share must get the **same arg list on both**. Otherwise crafter-build refuses the graph with "module … built twice". Build one `depArgs` and give it to every dependency, as above.
**2. In `main`**, start a session and pump it once per frame. Gate the parts the agent should be able to pause:
```cpp
import MyApp.DebugShim; // see "Without #ifdefs" below
ThreadPool::Start(); // the session's transport runs on the pool
#ifdef MYAPP_DEBUG_API
Debug::Session debug({ .name = "MyApp" });
MyApp::RegisterDebug(); // your commands and watches
#endif
while (running && !Debug::QuitRequested()) {
Debug::Pump();
while (acc >= dt && Debug::Advance()) { sim.Tick(); acc -= dt; }
render();
}
```
The `Session` must be destroyed before `main` returns and before `ThreadPool::Stop()`, because msquic waits for open connections at exit. A stack object in `main`, as above, does that.
**3. Register what the agent needs** in debug-only source files, which `project.cpp` adds only under the flag. See "The app side" below.
**4. For agents**, Crafter.Build merges Crafter.Debug's notes into your `AGENTS.md`. Check three things:
- **Your project needs an `AGENTS.template.md`.** Without one, crafter-build writes no `AGENTS.md`.
- **Name your debug flag in it.** The merged notes say "build with the project's debug flag", and only you know which flag that is.
- **If the repository has a `CLAUDE.md`, put `@AGENTS.md` in it.** Claude Code ignores `AGENTS.md` whenever a `CLAUDE.md` applies.
Optionally, allow `Bash(./build/crafter-debug *)` in `.claude/settings.json`.
**Working on Crafter.Debug itself next to a consumer:** point the pragma at your checkout:
- **A local path,** `#pragma crafter dependency "../Crafter.Debug" project "tooling/project.cpp"`, uses the working tree.
- **A file URL,** `"file:///…/Crafter.Debug"`, is a git source, so it uses the committed state.
Pragmas are read as plain text, so neither `#if` nor a flag can switch them.
## The app side
Everything is in `import Crafter.Debug;`, namespace `Crafter::Debug`.
### Commands
```cpp
struct AimArgs {
Debug::Required<std::int32_t> slot; // must be passed
float yaw = 0; // optional; the default shows in `help`
float pitch = 0;
};
Debug::Command("Player_SetAim", "Aim the slot's turret, in degrees.",
[](const AimArgs& a) -> Debug::Result<> {
Game* g = CurrentGame();
if (!g) return Debug::Error{ "InvalidScene", "not in a game; call Lobby_Start first" };
g->Aim(*a.slot, a.yaw, a.pitch);
return {};
});
```
**Arguments:**
- A handler takes nothing, or one argument type. That is usually an aggregate, whose fields are found by reflection, so no serialization code is written; `Debug::Value` gives raw JSON.
- Fields a call leaves out keep their default member initializers.
- A call with mistakes is answered with every one of them, each with its path and the likely intended name, and never reaches the handler: `slot: missing, and this field is required; yw: unknown field; did you mean 'yaw'?`.
**Results:** a handler returns `void`, any value with a codec, `Debug::Result<T>`, or `Debug::Async<T>`.
- `Debug::Result<T>` is a value or a `Debug::Error{code, message}`. Write the message for the agent: what went wrong and the next step.
- `Debug::Async<T>` is for results that take frames, such as a GPU readback. Its poller runs once per `Pump` until it yields, and the caller simply waits:
```cpp
Debug::Command("Sim_StateHash", "Hash of the GPU sim state.", []() -> Debug::Async<StateHash> {
Physics::RequestCapture();
return Debug::Async<StateHash>([]() -> std::optional<StateHash> {
if (!Physics::CaptureReady()) return std::nullopt;
return HashCapture();
});
});
```
A handler that throws is answered with an `Exception` error. The exception does not unwind into the frame loop.
### Watches and samples
```cpp
Debug::Watch("physics.gravity", Physics::gravity, { .min = -50, .max = 0, .help = "m/s^2" }); // read and write
Debug::Watch("scene", [] { return SceneName(); }); // read only
Debug::Watch("lives", [] { return lives; }, [](const std::int32_t& v) -> Debug::Result<> { // through a setter
if (v < 0) return Debug::Error{ "Negative", "lives cannot be negative" };
lives = v;
return {};
});
Debug::Sample("xpbd.residual", residual); // from hot code, any thread; keeps a history for `trace --history`
```
**Paths read into values:**
- `get bodies[3].pos.y` reads the watch `bodies`.
- `set fort1.core.pos.x 5` reads `fort1.core.pos`, replaces `x`, and writes the whole value back.
**Where they run:** getters, setters and handlers are only ever called on the thread that calls `Pump`, so they read app state without locking. Registering and unregistering are safe from any thread.
### Groups
Registrations that end with their owner, under a prefix:
```cpp
class Fort {
Core core;
Debug::Group debug;
public:
explicit Fort(std::int32_t slot) : debug(std::format("fort{}", slot)) {
debug.Watch("core.hp", core.hp);
debug.Command("Explode", "Blow it up.", [this] { core.Explode(); });
}
};
```
A `Group` can't be copied or moved, so neither can a class that holds one. Its watches refer to the members they were given, and a move would leave them pointing at the old object. Keep such objects in place: `std::unique_ptr`, `std::deque` or `std::list`, not `std::vector`.
### The timeline
```cpp
Debug::Log("net", "peer {} joined slot {}", peerId, slot); // also LogWarn, LogError
Debug::Emit("MatchEnded", MatchEnded{ .winnerSlot = 1 }); // `wait --event MatchEnded`
if (!Debug::Check(mass > 0, "physics", "body {} has mass {}", id, mass)) return; // a soft assert
```
**One timeline:** every entry carries the frame and the source location, next to the agent's own actions. The format strings are checked at compile time.
**`Check`:**
- It returns its condition, and only formats the message when the condition fails.
- A check that fails every frame is counted every time, but its entries are thinned out, so it cannot flood the log.
- `pause --on-check` pauses the app within the frame of the next failure; `--trap` also stops an attached debugger there.
**Without `#ifdef`s:** the frame-loop and timeline calls can be left in release code. Wrap them in a small module of your own that forwards to Crafter.Debug in debug builds and does nothing otherwise. It is one of your own sources, so your define reaches it:
```cpp
export module MyApp.DebugShim;
import std;
#ifdef MYAPP_DEBUG_API
export import Crafter.Debug;
#else
export namespace Crafter::Debug {
inline void Pump() {}
inline bool Advance() { return true; }
inline bool Paused() { return false; }
inline std::uint32_t TakeSteps() { return 0; }
inline bool QuitRequested() { return false; }
template<class... A> void Log(A&&...) {}
template<class... A> void LogWarn(A&&...) {}
template<class... A> void LogError(A&&...) {}
template<class... A> bool Check(bool ok, A&&...) { return ok; }
template<class... A> void Emit(A&&...) {}
template<class T> void Sample(std::string_view, const T&) {}
}
#endif
```
### Pause and step
Pausing holds only what the app gates. Rendering and `Pump` keep running, so the agent can still read state, take screenshots and step.
```cpp
// A frame loop:
while (acc >= dt && Debug::Advance()) { sim.Tick(); acc -= dt; } // false while paused, true once per step
// A fixed-step loop that must not spiral when resumed:
if (Debug::Paused()) {
for (std::uint32_t n = Debug::TakeSteps(); n > 0; --n) sim.Tick();
acc = 0;
} else {
while (acc >= dt) { sim.Tick(); acc -= dt; }
}
```
Pausing an app that never calls `Advance` or `Paused` is refused, rather than silently doing nothing.
### Screenshots
`Debug::SetCapture` tells the session where PNGs come from. It is called on the `Pump` thread and returns the bytes when they are ready. With Crafter.Graphics:
```cpp
Debug::SetCapture([&window] {
const fs::path file = fs::temp_directory_path() / "crafter-debug-capture.png";
window.CaptureNextFrame(file);
return Debug::Async<std::vector<std::byte>>([&window, file]() -> std::optional<std::vector<std::byte>> {
if (window.pendingCapture) return std::nullopt; // the next Render writes it
std::vector<std::byte> png(fs::file_size(file));
std::ifstream(file, std::ios::binary).read(reinterpret_cast<char*>(png.data()), static_cast<std::streamsize>(png.size()));
return png;
});
});
```
**Pumping:** with Crafter.Graphics, call `Debug::Pump()` from `window.onBeforeUpdate`.
**Hidden windows:** a window that is hidden or minimized stops updating, and with it `Pump`. Give such windows `window.updateInterval` with `PresentMode::Mailbox`.
The PNG travels over the connection, and the client writes it where the agent asked. Paths aren't passed, because the app and the client are in different sandboxes, each with a private `/tmp`.
### Your own types
A field can be any type with a codec. Codecs exist for:
- `bool`, integers, floating point, `std::string`;
- scoped enums, by name;
- `std::optional`, `std::vector`, `std::array`, string-keyed maps;
- `Debug::Value`, `Debug::Required<T>`, and aggregates.
For anything else, specialize `Debug::Codec<T>` with `Encode`, `Decode` and `Describe`; `Crafter.Debug.Core-Codec.cppm` shows the shape.
Reflection works without C++26 `<meta>`, so it has limits:
- **Aggregates only:** public members, no bases with members, no reference or const members, default-constructible fields.
- **Enums:** scoped enums get names for values in -128..127, and `EnumRange` widens that. Other enums travel as integers.
## The agent side
From the consumer's directory:
```
./build/crafter-debug ls [--wait 60s] ./build/crafter-debug wait '<cond>' | --frames n | --event E | --paused
./build/crafter-debug status ./build/crafter-debug trace <path> [--frames 60] [--history]
./build/crafter-debug cmds [glob] ./build/crafter-debug log [--level warn] [--cat c] [--grep s] [--follow]
./build/crafter-debug help <name> ./build/crafter-debug screenshot [-o file.png]
./build/crafter-debug call <cmd> k=v ... ./build/crafter-debug pause [--when c] [--on-check [--trap]] [--clear]
./build/crafter-debug get <path|glob> ... ./build/crafter-debug resume | step [n] | quit [--force]
./build/crafter-debug set <path> <value> ./build/crafter-debug debugger | guide
```
`./build/crafter-debug guide` is the full reference.
**Exit codes:** 0 done, 2 usage, 3 no instance, 4 app and client speak different protocols, 5 timed out, 6 the app answered an error.
**Timeouts:** a request that times out before the app's next `Pump` is guaranteed not to have run. A request with no reply is diagnosed and the next step printed. The cases are:
- the app has exited;
- it is stopped in a debugger;
- it no longer calls `Pump`.
**Stopping an app:**
- `quit` ends it cleanly. `quit --force` ends it even when its main loop is stuck.
- `kill -KILL <sandbox pid>` ends the whole `-r` sandbox from the host; `ls` shows that pid.
- With `--die-with-parent` in the crafter-build alias, stopping the background `-r` task stops the app too.
**Debuggers:** `crafter-debug debugger` prints `flatpak enter <instance> lldb -p <pid>`, or `gdb`, which runs the debugger inside the app's own sandbox. A debugger started in another `flatpak run` cannot see the app's pid namespace. The session allows any process of the user to attach, which Yama's ptrace_scope 1 requires.
**Version skew:** the client is built with the app. If an app from an older build is still running, the client compares the protocol and source id recorded at discovery:
- **Different protocol:** it refuses with exit 4, and prints the command that runs the app's own client.
- **Different sources:** it only warns.
## Developing Crafter.Debug
```bash
crafter-build test # every test
crafter-build test 'Should*Client*'
cd examples/Basic && crafter-build --debug-api -r
```
- **Library and core tests** run in-process, against a `Session` built with `listen = false` and a fake transport.
- **`ShouldRunClientCommands`** runs the real client against a real session that way.
- **`AGENTS.template.md`** has the conventions.
Licensed LGPL-3.0-only; the examples are MIT.