Proton Debugging Tips ===================== For loading dev builds of games onto a Steam Deck see Debug Proton Builds ------------------- See [README.md#debugging](../README.md#debugging). Attaching A Debugger -------------------- Running GDB and attaching to a running .exe works out of the box: ``` $ ps | grep Game 2263566 ? tsl 0:09 Z:\home\ivyl\.local\share\Steam\steamapps\common\Game\Game.exe $ gdb GNU gdb (GDB) 14.1 ... (gdb) attach 2263566 Attaching to process 2263566 [New LWP 2263569] ... 0x000075dce0cd788d in ?? () ``` You can use `source` [wine's gdbinit](https://github.com/ValveSoftware/wine/blob/proton_8.0/tools/gdbinit.py) to make `load-symbol-files` command available that uses `/proc/$pid/maps` to load the symbols: ``` (gdb) source ~/src/proton/wine/tools/gdbinit.py (gdb) load-symbol-files loading symbols for /home/ivyl/.local/share/Steam/steamapps/common/Proton - Experimental/files/lib64/wine/x86_64-windows/kernelbase.dll ... (gdb) bt #0 0x000075dce0cd788d in ?? () #1 0x000075dcdf26e842 in futex_wait (timeout=0x0, val=0, addr=0x75dcdd8383e0) at ../src-wine/dlls/ntdll/unix/sync.c:127 #2 NtWaitForAlertByThreadId (address=, timeout=0x0) at ../src-wine/dlls/ntdll/unix/sync.c:2658 #3 #4 0x000000017000ebb4 in NtWaitForAlertByThreadId () #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 #6 0x000000017003276a in RtlSleepConditionVariableSRW (variable=0x4850970, lock=0x4850908, timeout=0x0, flags=) at ../src-wine/dlls/ntdll/sync.c:837 #7 0x000000007b061e41 in SleepConditionVariableSRW (variable=, lock=, timeout=, flags=) at ../src-wine/dlls/kernelbase/sync.c:1064 #8 0x000000035915c892 in dxvk::condition_variable::wait (lock=..., this=0x4850970) at ../src-dxvk/src/dxvk/../util/log/../thread.h:251 #9 dxvk::condition_variable::wait > (pred=..., lock=..., this=0x4850970) at ../src-dxvk/src/dxvk/../util/log/../thread.h:257 #10 dxvk::DxvkPipelineWorkers::runWorker (this=0x48508f0, maxPriority=dxvk::DxvkPipelinePriority::Normal) at ../src-dxvk/src/dxvk/dxvk_pipemanager.cpp:140 #11 0x00000003591a7781 in std::function::operator()() const (this=0x4852ee0) at /usr/x86_64-w64-mingw32/include/c++/10.3.0/bits/std_function.h:622 #12 dxvk::thread::threadProc (arg=0x4852ed0, arg@entry=) at ../src-dxvk/src/util/thread.cpp:68 #13 0x000000007b6146ed in BaseThreadInitThunk (unknown=, entry=, arg=) at ../src-wine/dlls/kernel32/thread.c:61 #14 0x000000017000f1a7 in RtlUserThreadStart () #15 0x0000000000000000 in ?? () ``` Attaching Before The Program Starts ----------------------------------- Launch the software with `PROTON_WAIT_ATTACH=1 %command%` set as the launch command in game's properties. Our `steam.exe` shim will then wait for debugger and only then exec the proper executable. Make sure that you follow child processes: ``` set follow-fork-mode child ``` Getting Shell Inside Of The Steam Runtime ------------------------------------------ Set your launch options to: `PROTON_LOG=1 STEAM_COMPAT_LAUNCHER_SERVICE=proton %command%` Then in `steam-$GAMEID.log` you should see the following: ``` Starting program with command-launcher service. To run commands in the per-app container, use a command like: /home/ivyl/.local/share/Steam/steamapps/common/SteamLinuxRuntime_sniper/pressure-vessel/bin/steam-runtime-launch-client \ --bus-name=:1.307 \ --directory='' \ -- \ bash ``` After invoking it you end up in a shell with the environment variables, including `WINEPREFIX` are set and you can invoke `wine` directly, e.g.: ``` [ivyl@crabcraft x64]$ wine winedbg Wine-dbg> info process pid threads executable (all id:s are in hex) 0000028c 1 'start.exe' 0000029c 1 \_ 'winedbg.exe' =000002a4 1 \_ 'winedbg.exe' 00000294 2 \_ 'conhost.exe' 00000030 10 'services.exe' 000000e4 6 \_ 'rpcss.exe' 000000b0 3 \_ 'svchost.exe' 00000094 6 \_ 'plugplay.exe' 00000064 9 \_ 'winedevice.exe' 0000003c 8 \_ 'winedevice.exe' 00000020 3 'steam.exe' 00000128 62 \_ 'Game.exe' 000000d0 3 \_ 'explorer.exe' 0000010c 3 \_ 'tabtip.exe' ```