HotThoth
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| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
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| 14 Nov 2011 07:31 PM |
I've always wondered how scripters can debug server-side scripts without being able to see any error messages. As much fun as that is, now you don't have to! Under ROBLOX's models is now a (free model) "Server Error Reporting System".
Simply pop the system into your workspace, edit the "admin list" in the script to include yourself, and then when you go into one of your running places (online or just running locally), you will see server stats, and a list of the first 100 errors to occur server-side, with optional stack trace and the ability to restart the script locally (for every error instance). Nothing should be affected for those off the "admin list."
[Disclaimer: This system is untested and in beta; it may do nothing more than take up space. Let me know if this is the case, so I can start the arduous task of fixing it. This has been a pet project of mine for a while, and hopefully you will find it as helpful as I do-- feedback welcome!] |
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LocalChum
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| Joined: 04 Mar 2011 |
| Total Posts: 6906 |
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| 14 Nov 2011 07:32 PM |
| Is it that thing that uses the new ScriptContext.Error event? :o |
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HotThoth
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| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
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| 14 Nov 2011 07:34 PM |
| yusss; the .Error event is locked for security reasons, so it cannot be used normally, but I got permission to allow access to a system that uses it, provided I made the system |
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LocalChum
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| Joined: 04 Mar 2011 |
| Total Posts: 6906 |
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| 14 Nov 2011 07:36 PM |
| Kind of like that ninja teleport thingy that used the beta raycast functions? |
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| 14 Nov 2011 07:36 PM |
"yusss; the .Error event is locked for security reasons, so it cannot be used normally, but I got permission to allow access to a system that uses it, provided I made the system"
So if a script's hash obtained with Script:GetHash() is the same as a certain hash stored somewhere, that script will have access to ScriptContext.Error?
Omg, I'm jelly. :'(
I wanna high security context too for mah scritps! :'( |
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| 14 Nov 2011 07:36 PM |
| What do you mean for security reasons? If an exploiter wants .Error, then they'll TAKE .Error. >.> |
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| 14 Nov 2011 07:37 PM |
| Ninja teleport thingy didn't use raycast noob |
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Telamon
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| Joined: 30 Jan 2007 |
| Total Posts: 3614 |
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| 14 Nov 2011 07:38 PM |
| real men don't have errors in their code |
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LocalChum
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| Joined: 04 Mar 2011 |
| Total Posts: 6906 |
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| 14 Nov 2011 07:38 PM |
Telamon has errors...that makes him not a...?
:O |
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| 14 Nov 2011 07:40 PM |
"real men don't have errors in their code"
That's because they fixed them using debugging tools such as this. :p |
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Aaaboy97
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| Joined: 05 Apr 2009 |
| Total Posts: 6612 |
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| 14 Nov 2011 07:40 PM |
| Is there anyway to re-open it once you close it? |
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| 14 Nov 2011 07:40 PM |
| I bet HotToth didn't see that coming |
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| 14 Nov 2011 07:40 PM |
| You would dare close the holy window? HERESY |
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| 14 Nov 2011 07:42 PM |
| I changed the admin list and it started erroring. :D |
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| 14 Nov 2011 07:42 PM |
| Hey popeye let me in on the Master Scripter group |
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HotThoth
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| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
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| 14 Nov 2011 07:42 PM |
| For now, just gotta re-enter the game :). If I get time, I'll add in "minimize" functionality, but for now, it's just draggable and close-able. |
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| 14 Nov 2011 07:42 PM |
Yes right on time :D
~GeniusRobot |
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Aaaboy97
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| Joined: 05 Apr 2009 |
| Total Posts: 6612 |
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| 14 Nov 2011 07:43 PM |
Dying kills the window until you re-enter
*disappoint face* |
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| 14 Nov 2011 07:43 PM |
HotThoth, make it so it gives admin automatically to whoever's ID is game.CreatorId.
That way, the owners automatically gets it. |
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| 14 Nov 2011 07:44 PM |
Also, if you got access to ScriptContext.Error, perhaps you could get access to CoreGui too and put it in CoreGui. ;)
So we don't lose it when we die and blahblahblah. |
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Tenal
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| Joined: 15 May 2011 |
| Total Posts: 18684 |
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