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authorAlon Zakai <alonzakai@gmail.com>2012-09-15 11:14:47 -0700
committerAlon Zakai <alonzakai@gmail.com>2012-09-15 11:14:47 -0700
commit874289a99a03ffdd19a09ea02736d0190e0dd51f (patch)
treebd118268c92c204091966a46d45349e833dd296c /tools/reproduceriter.py
parent7667ffacc92589a851e4bc5aca3f8aaad289ecb4 (diff)
reproduceriter docs
Diffstat (limited to 'tools/reproduceriter.py')
-rwxr-xr-xtools/reproduceriter.py11
1 files changed, 10 insertions, 1 deletions
diff --git a/tools/reproduceriter.py b/tools/reproduceriter.py
index 89fcc41c..dd692f77 100755
--- a/tools/reproduceriter.py
+++ b/tools/reproduceriter.py
@@ -30,7 +30,8 @@ Usage:
specified, we will make a build that runs in the shell and not in
a browser. WINDOW_LOCATION is the fake window.location we set in the
fake DOM, and ON_IDLE is code that runs when the fake main browser
- event loop runs out of actions.
+ event loop runs out of actions. (Note that only a browser build can
+ do recording, shell builds just replay.)
You will need to call
@@ -86,6 +87,14 @@ Examples
emscripten/tools/reproduceriter.py bb bench js/game-setup.js game.html?low,low,reproduce=repro.data "function(){ print('triggering click'); document.querySelector('.fullscreen-button.low-res').callEventListeners('click'); window.onIdle = null; }"
+ for a shell build, or
+
+ emscripten/tools/reproduceriter.py bb bench js/game-setup.js
+
+ for a browser build. Since only a browser build can do recording, you would normally
+ make a browser build, record a trace, then make a shell build and copy the trace
+ there so you can run it.
+
The last parameter specifies what to do when the event loop is idle: We fire an event and then set onIdle (which was this function) to null, so this is a one-time occurence.
'''