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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.

{ graphics: string | null; platform: string; project: string | null; revision: string | null; t: "hello"; title: string; v: number; }

graphics: string | null

The graphics API the game draws through; null until the game has started.

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"; }