Bug 28024 - Unable to hit breakpoints
Summary: Unable to hit breakpoints
Status: RESOLVED NORESPONSE
Alias: None
Product: Xamarin Studio
Classification: Desktop
Component: Debugger ()
Version: 5.7
Hardware: PC Linux
: --- normal
Target Milestone: master
Assignee: Jeffrey Stedfast
URL:
Depends on:
Blocks:
 
Reported: 2015-03-13 18:07 UTC by san
Modified: 2015-09-08 16:57 UTC (History)
2 users (show)

Tags:
Is this bug a regression?: ---
Last known good build:

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Status:
RESOLVED NORESPONSE

Description san 2015-03-13 18:07:54 UTC
=== Description ===
Using MonoDevelop on the iPhonePacakager project from Unreal Engine 4 to compile and run the application works fine. However none of the breakpoints are hit when debugging the application.


=== Reproduction Steps ===
1. Get access to the free but private unreal github. You can do that by creating an account at http://www.unrealengine.com and link it to your github account https://www.unrealengine.com/ue4-on-github
2. Download the repository (4.7 was tested) and inspect the iPhonePackager project https://github.com/EpicGames/UnrealEngine/tree/release/Engine/Source/Programs/IOS/iPhonePackager
3. You probably have to fix a couple of minor casing issues / resource locations to get it compiling (pretty straightforward)
4. Place some breakpoints and debug the application.. 
5. See it miss your breakpoints



=== MonoDevelop ===
Version 5.7.1
Installation UUID: 464e9c3f-c4c3-4ff4-bef7-3d2d74bf8073
Runtime:
	Mono 3.12.0 (tarball Thu Jan 15 18:46:56 UTC 2015) (64-bit)
	GTK+ 2.24.27 (Adwaita theme)

=== Build Information ===

a4dd61ad7f8b3695be4b17bcb5c3ae6b81438cf7

=== Operating System ===

Linux
Linux fancy_hostname 3.18.6-1-ARCH #1 SMP PREEMPT Sat Feb 7 08:44:05 CET 2015 x86_64 GNU/Linux
Comment 1 san 2015-03-13 18:09:16 UTC
Worth mentioning that I am able to debug console and gtk# applications and that the debuger packages (including the gdb) are installed
Comment 2 san 2015-03-13 18:15:33 UTC
The logs show little that seems related to the issue. There is huge list of repetative errors as shown below:



ERROR [2015-03-13 22:50:57Z]: GLib-Critical: Source ID 9520 was not found when attempting to remove it
Stack trace: 
   at GLib.Source.g_source_remove(UInt32 )
   at GLib.Source.Remove(UInt32 tag)
   at GLib.Timeout+TimeoutProxy.Dispose(Boolean disposing)
   at GLib.Timeout+TimeoutProxy.Finalize()
ERROR [2015-03-13 22:50:57Z]: GLib-Critical: Source ID 9648 was not found when attempting to remove it
Stack trace: 
   at GLib.Source.g_source_remove(UInt32 )
   at GLib.Source.Remove(UInt32 tag)
   at GLib.Timeout+TimeoutProxy.Dispose(Boolean disposing)
   at GLib.Timeout+TimeoutProxy.Finalize()
ERROR [2015-03-13 22:50:57Z]: GLib-Critical: Source ID 9558 was not found when attempting to remove it
Stack trace: 
   at GLib.Source.g_source_remove(UInt32 )
   at GLib.Source.Remove(UInt32 tag)
   at GLib.Timeout+TimeoutProxy.Dispose(Boolean disposing)
   at GLib.Timeout+TimeoutProxy.Finalize()
ERROR [2015-03-13 22:50:57Z]: GLib-Critical: Source ID 9541 was not found when attempting to remove it
Stack trace: 
   at GLib.Source.g_source_remove(UInt32 )
   at GLib.Source.Remove(UInt32 tag)
   at GLib.Timeout+TimeoutProxy.Dispose(Boolean disposing)
   at GLib.Timeout+TimeoutProxy.Finalize()
ERROR [2015-03-13 22:50:57Z]: Disabling glib logging for the rest of the session
Comment 3 san 2015-03-13 18:18:46 UTC
Projects compiler options show 

configuration:              Debug
Platform:                   Any CPU
generate overflow checks:   Disabled
enable optimizations:       Disabled
generate xml documentation: Disabled
debug information:          Full
symbols:                    DEBUG;TRACE
Comment 4 Arsen.Shnurkov 2015-03-14 07:54:02 UTC
I have the same problem reproduced

when i am trying to debug /var/calculate/remote/distfiles/egit-src/UnrealEngine.git/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool_Mono.csproj


I receive this
https://gist.github.com/ArsenShnurkov/d3735a8e54e1c01887d4
in console

# mono -V
Mono JIT compiler version 4.1.0 (branch-master/37dbebe Fri Mar 13 10:48:15 MSK 2015)
Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com
	TLS:           __thread
	SIGSEGV:       altstack
	Notifications: epoll
	Architecture:  amd64
	Disabled:      none
	Misc:          softdebug 
	LLVM:          supported, not enabled.
	GC:            sgen
# uname -a
Linux machine 3.14.18-calculate #1 SMP PREEMPT Wed Sep 17 15:15:41 UTC 2014 x86_64 Intel(R) Core(TM)2 Quad CPU Q9650 @ 3.00GHz GenuineIntel GNU/Linux
Comment 5 Arsen.Shnurkov 2015-03-14 08:10:16 UTC
I added references for
 ./Engine/Source/Programs/RPCUtility/RPCUtility.csproj
 ./Engine/Source/Programs/IOS/DeploymentInterface/DeploymentInterface.csproj
into
 ./Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.csproj
 (also I change iPhonePackager.cs -> IPhonePackager.cs in .csproj)

And after opening solution
./Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.sln
i can't start debugging of iPhonePackager.csproj
with (or without) breakpoint in Main function of file
 /var/calculate/remote/distfiles/egit-src/UnrealEngine.git/Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.cs of
Comment 6 Arsen.Shnurkov 2015-03-14 08:17:19 UTC
I also set "Local copy" check on Ionic.Zip.Reduced reference in iPhonePackager project (without it the program fails in runtime, with that library in the program runs normally by Ctrl-F5). The debugging doesn't start and give the error "unable to connect to debugger"
Comment 7 san 2015-03-14 14:01:57 UTC
I never even saw this "unable to connect to debugger" message. It simply starts running without hitting breakpoints.
Comment 8 Mikayla Hutchinson [MSFT] 2015-03-15 18:37:33 UTC
Do you have debug symbols (mdb files)?
Comment 9 san 2015-03-16 12:40:14 UTC
The debug symbols for the project and the referenced library dependencies (of which we have source code) are there.
Comment 10 Jeffrey Stedfast 2015-03-16 15:40:25 UTC
This works with standard .NET projects and with Xamarin.iOS projects, so I don't know what could be wrong unless the Unreal Addin does something that breaks this.
Comment 11 Mikayla Hutchinson [MSFT] 2015-03-17 18:53:23 UTC
It's nothing to do with the unreal addin, it's part of unreal engine's own build system.
Comment 12 san 2015-03-30 17:01:29 UTC
Like Michael says its a normal solution with a bunch of general .NET project. Nothing to do with any Unreal Addin nor any special build system.
Comment 13 Jeffrey Stedfast 2015-03-31 15:37:45 UTC
I don't know what the problem is because I can't even build this thing and I don't have several days to spend trying to make this work.

I'd recommend building MonoDevelop from git master and seeing if that fixes your debugging problems.

Let me know if there is still a problem and if there is, please send me a buildable version of this IPhonePackager program.
Comment 14 Jeffrey Stedfast 2015-09-08 16:57:27 UTC
presuming fixed