For loading dev builds of games onto a Steam Deck see https://partner.steamgames.com/doc/steamdeck/loadgames
See README.md#debugging.
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
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=<optimized out>, timeout=0x0) at ../src-wine/dlls/ntdll/unix/sync.c:2658
#3 <signal handler called>
#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=<optimized out>) at ../src-wine/dlls/ntdll/sync.c:837
#7 0x000000007b061e41 in SleepConditionVariableSRW (variable=<optimized out>, lock=<optimized out>, timeout=<optimized out>, flags=<optimized out>) 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<dxvk::DxvkPipelineWorkers::runWorker(dxvk::DxvkPipelinePriority)::<lambda()> > (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<void ()>::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=<error reading variable: value has been optimized out>) at ../src-dxvk/src/util/thread.cpp:68
#13 0x000000007b6146ed in BaseThreadInitThunk (unknown=<optimized out>, entry=<optimized out>, arg=<optimized out>) at ../src-wine/dlls/kernel32/thread.c:61
#14 0x000000017000f1a7 in RtlUserThreadStart ()
#15 0x0000000000000000 in ?? ()
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
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'