[Feature Request] /tick freeze inside datapack functions pauses command execution
Evtema3 opened this issue ยท 1 comments
I recently thought about applying Carpet mod's /tick freeze
command for makeshift breakpoints in datapack functions (which would be a very helpful debugging tool for datapack developers like myself!). While a function can successfully run the command tick freeze
, it unfortunately continues to run all other commands after tick freeze
that would have been executed in the same gametick before actually activating the freeze, making it infeasible as a breakpoint mechanism. I am not sure whether subtick-precise tick freezes like this are even possible to code, but I figured it couldn't hurt to suggest.
That'd probably be difficult, I've not looked at how mcfunctions are executed, but I'd assume they're just a loop over a list of commands, and we can't easily stop that (and definitely can't later resume it).
Carpet's freeze is not a "true" freeze, the game is still running, just with most stuff not ticking, else you wouldn't even be able to stay connected.
A mod could definitely add some debugging stuff (or maybe with just a development environment put actual breakpoints in the code that executes the mcfunction, though it'd probably be painful to then read the values of stuff), but I don't think Carpet is going to add it.