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LSDE Dialog Engine / DiagnosticEntry

Interface: DiagnosticEntry ​

Defined in: types.ts:220

Single diagnostic entry (error or warning).

Properties ​

blockId? ​

optional blockId?: 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? ​

optional sceneId?: 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? ​

optional scenePath?: string

Defined in: types.ts:241

The path of that scene (reactor_breach) — what a writer reads, and what a rename changes.