186 lines
7.1 KiB
Markdown
186 lines
7.1 KiB
Markdown
Proton Debugging Tips
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=====================
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For loading dev builds of games onto a Steam Deck see
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<https://partner.steamgames.com/doc/steamdeck/loadgames>
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Debug Proton Builds
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-------------------
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See [README.md#debugging](../README.md#debugging).
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Attaching A Debugger
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--------------------
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Running GDB and attaching to a running .exe works out of the box:
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```
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$ ps | grep Game
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2263566 ? tsl 0:09 Z:\home\ivyl\.local\share\Steam\steamapps\common\Game\Game.exe
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$ gdb
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GNU gdb (GDB) 14.1
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...
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(gdb) attach 2263566
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Attaching to process 2263566
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[New LWP 2263569]
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...
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0x000075dce0cd788d in ?? ()
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```
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With Proton Experimental (and >= 9.0-2), GDB should be able to load the symbols right
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away. However, for the most seamless experience you will want to use a
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custom version of GDB with a couple of patches to better integrate with
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Wine.
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You can find this fork at https://gitlab.winehq.org/rbernon/binutils-gdb,
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which you can build with `configure && make all-gdb && make install-gdb`.
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Make sure to have python development packages installed, as GDB python
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support will be required.
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With this custom GDB you can `source` [Wine's custom unwinder](https://github.com/ValveSoftware/wine/blob/experimental_9.0/tools/gdbunwind.py)
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in your `~/.gdbinit`, and you will get backtraces across PE / unix boundaries.
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With older Proton you can use `source` [wine's
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gdbinit](https://github.com/ValveSoftware/wine/blob/proton_8.0/tools/gdbinit.py)
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to make `load-symbol-files` command available that uses `/proc/$pid/maps` to
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load the symbols:
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```
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(gdb) source ~/src/proton/wine/tools/gdbinit.py
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(gdb) load-symbol-files
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loading symbols for /home/ivyl/.local/share/Steam/steamapps/common/Proton - Experimental/files/lib64/wine/x86_64-windows/kernelbase.dll
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...
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(gdb) bt
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#0 0x000075dce0cd788d in ?? ()
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#1 0x000075dcdf26e842 in futex_wait (timeout=0x0, val=0, addr=0x75dcdd8383e0) at ../src-wine/dlls/ntdll/unix/sync.c:127
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#2 NtWaitForAlertByThreadId (address=<optimized out>, timeout=0x0) at ../src-wine/dlls/ntdll/unix/sync.c:2658
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#3 <signal handler called>
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#4 0x000000017000ebb4 in NtWaitForAlertByThreadId ()
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#5 0x00000001700367f9 in RtlWaitOnAddress (addr=addr@entry=0x4850970, cmp=0x3d12fa9c, cmp@entry=0x3d12fabc, size=size@entry=4, timeout=timeout@entry=0x0) at ../src-wine/dlls/ntdll/sync.c:941
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#6 0x000000017003276a in RtlSleepConditionVariableSRW (variable=0x4850970, lock=0x4850908, timeout=0x0, flags=<optimized out>) at ../src-wine/dlls/ntdll/sync.c:837
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#7 0x000000007b061e41 in SleepConditionVariableSRW (variable=<optimized out>, lock=<optimized out>, timeout=<optimized out>, flags=<optimized out>) at ../src-wine/dlls/kernelbase/sync.c:1064
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#8 0x000000035915c892 in dxvk::condition_variable::wait (lock=..., this=0x4850970) at ../src-dxvk/src/dxvk/../util/log/../thread.h:251
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#9 dxvk::condition_variable::wait<dxvk::DxvkPipelineWorkers::runWorker(dxvk::DxvkPipelinePriority)::<lambda()> > (pred=..., lock=..., this=0x4850970) at ../src-dxvk/src/dxvk/../util/log/../thread.h:257
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#10 dxvk::DxvkPipelineWorkers::runWorker (this=0x48508f0, maxPriority=dxvk::DxvkPipelinePriority::Normal) at ../src-dxvk/src/dxvk/dxvk_pipemanager.cpp:140
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#11 0x00000003591a7781 in std::function<void ()>::operator()() const (this=0x4852ee0) at /usr/x86_64-w64-mingw32/include/c++/10.3.0/bits/std_function.h:622
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#12 dxvk::thread::threadProc (arg=0x4852ed0, arg@entry=<error reading variable: value has been optimized out>) at ../src-dxvk/src/util/thread.cpp:68
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#13 0x000000007b6146ed in BaseThreadInitThunk (unknown=<optimized out>, entry=<optimized out>, arg=<optimized out>) at ../src-wine/dlls/kernel32/thread.c:61
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#14 0x000000017000f1a7 in RtlUserThreadStart ()
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#15 0x0000000000000000 in ?? ()
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```
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Attaching Before The Program Starts
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-----------------------------------
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Launch the software with `PROTON_WAIT_ATTACH=1 %command%` set as the launch
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command in game's properties. Our `steam.exe` shim will then wait for debugger
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and only then exec the proper executable.
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Make sure that you follow child processes:
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```
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set follow-fork-mode child
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```
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Getting Shell Inside Of The Steam Runtime
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------------------------------------------
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Set your launch options to: `PROTON_LOG=1 STEAM_COMPAT_LAUNCHER_SERVICE=proton
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%command%`
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Then in `steam-$GAMEID.log` you should see the following:
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```
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Starting program with command-launcher service.
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To run commands in the per-app container, use a command like:
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/home/ivyl/.local/share/Steam/steamapps/common/SteamLinuxRuntime_sniper/pressure-vessel/bin/steam-runtime-launch-client \
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--bus-name=:1.307 \
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--directory='' \
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-- \
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bash
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```
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After invoking it you end up in a shell with the environment variables,
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including `WINEPREFIX` are set and you can invoke `wine` directly, e.g.:
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```
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[ivyl@crabcraft x64]$ wine winedbg
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Wine-dbg> info process
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pid threads executable (all id:s are in hex)
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0000028c 1 'start.exe'
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0000029c 1 \_ 'winedbg.exe'
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=000002a4 1 \_ 'winedbg.exe'
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00000294 2 \_ 'conhost.exe'
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00000030 10 'services.exe'
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000000e4 6 \_ 'rpcss.exe'
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000000b0 3 \_ 'svchost.exe'
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00000094 6 \_ 'plugplay.exe'
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00000064 9 \_ 'winedevice.exe'
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0000003c 8 \_ 'winedevice.exe'
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00000020 3 'steam.exe'
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00000128 62 \_ 'Game.exe'
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000000d0 3 \_ 'explorer.exe'
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0000010c 3 \_ 'tabtip.exe'
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```
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**NOTE:** If you need a predictable bus name instead of the unique connection
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name (the `:1.307` from example above) you can use `com.steampowered.App1234567`
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where 1234567 is the Steam App ID for the title you are debugging.
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You can always use a tool like `qdbus` to list available bus names.
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Starting A Different Binary
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---------------------------
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If you want to start a different binary than the game's default you can use a
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few methods. All of the examples below will use `winecfg`.
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### Substitution
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You can use the following launch option:
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```
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echo "%command%" | sed 's/proton waitforexitandrun .*/proton waitforexitandrun winecfg/' | sh
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```
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The full substitution of `proton waitforexitandrun .*` is necessary as the
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original `%command%` is very long and may contain multiple mentions of `proton`
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or the original binary.
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### Pressure-Vessel Shell
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[Pressure-vessel][pv] allows to spawn an xterm instead of launching Proton. This
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can be accomplished by setting `PRESSURE_VESSEL_SHELL=instead`. The easiest way
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is to set the launch option to:
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[pv]: (https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/tree/main/pressure-vessel)
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`PRESSURE_VESSEL_SHELL=instead %command%`
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The original coommand is then contained in `$@`, e.g.:
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```
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/home/ivyl/.local/share/Steam/steamapps/common/SteamLinuxRuntime_sniper/pressure-vessel/bin/steam-runtime-launcher-interface-0 container-runtime /home/ivyl/.local/share/Steam/steamapps/common/Proton - Experimental/proton waitforexitandrun /home/ivyl/.local/share/Steam/steamapps/common/Game/Game.exe
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```
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From this point you can invoke `proton` script as all the required environment
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variables are set. If you are copying the path from `$@` make sure to escape or
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quote parts that contain spaces.
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To start `winecfg` something like this can be entered:
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```
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"/home/ivyl/.local/share/Steam/steamapps/common/Proton - Experimental/proton" waitforexitandrun winecfg
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```
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