LSDE Dialog Engine / DiagnosticEntry
Interface: DiagnosticEntry
Defined in: types.ts:220
Single diagnostic entry (error or warning).
Properties
blockId?
optionalblockId?:string
Defined in: types.ts:243
Id of the block where the issue was found, if applicable.
code
code:
string
Defined in: types.ts:230
Machine-readable code, e.g. BROKEN_LINK or UNKNOWN_WAIT_BLOCK.
The twenty-five the engine emits are listed in the Getting Started guide, split into the eleven that refuse the payload and the fourteen that let it play. It is a string and not a union on purpose: a runtime is allowed to add one — TypeScript and GDScript read the raw payload and can say WRONG_NAMING_CONVENTION, where C# and C++ only ever see a typed object and report INVALID_FORMAT for the same file.
message
message:
string
Defined in: types.ts:232
Human-readable description of the issue.
sceneId?
optionalsceneId?:string
Defined in: types.ts:239
The stable id of the scene the issue was found in (sc_u0vqg2g8), if applicable — what handle.getSceneId() answers, and what survives a rename.
It used to hold the scene's PATH, under a name that said id. The path is scenePath now.
scenePath?
optionalscenePath?:string
Defined in: types.ts:241
The path of that scene (reactor_breach) — what a writer reads, and what a rename changes.
