DebugChannelMessage
DebugChannelMessage = {
graphics:string|null;platform:string;project:string|null;revision:string|null;t:"hello";title:string;v:number; } | {data:unknown;pixels?:number;reqId:number;t:"reply"; } | {error:string;reqId:number;t:"reply"; } | {entries:object[];t:"logs"; }
Defined in: runtime/debugChannelProtocol.ts:46
What a device sends. A replay’s pixels follow their reply as binary frames,
pixels of them: text would add a third to every byte, and a mini-game host’s
socket drops a frame the size of a whole screen. Lines go in batches, since a
host that traces its own every call prints thousands a second.
Union Members
Section titled “Union Members”Type Literal
Section titled “Type Literal”{ graphics: string | null; platform: string; project: string | null; revision: string | null; t: "hello"; title: string; v: number; }
graphics
Section titled “graphics”graphics:
string|null
The graphics API the game draws through; null until the game has started.
platform
Section titled “platform”platform:
string
project
Section titled “project”project:
string|null
revision
Section titled “revision”revision:
string|null
t:
"hello"
title:
string
v:
number
Type Literal
Section titled “Type Literal”{ data: unknown; pixels?: number; reqId: number; t: "reply"; }
Type Literal
Section titled “Type Literal”{ error: string; reqId: number; t: "reply"; }
Type Literal
Section titled “Type Literal”{ entries: object[]; t: "logs"; }