CyberM.debug

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

client runtime3 functionsMarkdown

CyberM.debug.command(commandLine)

Runs one registered native laboratory command directly.

Requires debug.runtime and the trusted cyberm_debug owner. Input is limited to 4096 bytes and unknown commands are not forwarded to the server.

Parameters

  • commandLinestringrequired

Returns

  • true and command result on success
  • false and reason

Registered in ResourceHost.cpp as LuaDebugCommand (line 6551).

eval

GAME

CyberM.debug.eval(source, [label])

Compiles and executes a bounded text-only Lua chunk in the privileged debug VM.

Requires debug.runtime and the trusted cyberm_debug owner. Source is limited to 32 KiB, the optional chunk label to 64 bytes, returned values to 16 and result text to 8 KiB. The ordinary memory, instruction and frame-time quotas remain active.

Parameters

  • sourcestringrequired
  • labelstringoptionaldefault exec

Returns

  • true and bounded result text on success
  • false and compile/runtime reason

Registered in ResourceHost.cpp as LuaDebugEval (line 6550).

CyberM.debug.redscript(command)

Queues one bounded command through the REDscript debug bridge.

Requires debug.runtime and the trusted cyberm_debug owner. The opaque command is limited to 4096 bytes and executes from a genuine REDscript frame.

Parameters

  • commandstringrequired

Returns

  • true and bridge result on success
  • false and reason

Registered in ResourceHost.cpp as LuaDebugRedscript (line 6552).

For agents and LLMs: this page as Markdown · llms.txt · llms-full.txt