Chrome breakpoints stop without firing debugger commands - google-chrome

I am debugging background script in chrome extension mv3
I usually use Chrome devtools and it always worked correctly
but as of recently, breakpoints are fired without showing debugger
You can see in the images below that the breakpoint is fired, while displaying variables data but without any debugger commands
Has anyone encountered this issue before?

For anyone who encounters the same issue, I just reset Chrome and it worked
https://support.google.com/chrome/answer/3296214?hl=en

Related

WebStorm debugger breakpoints does not reflected into the browser until re-running the debugger

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The issue may be related to the communications between WebStorm debugger and the browser. I tried few tricks but could not resolve the problem. Debugging directly in the browser works perfectly fine. I searched the web well and could not find any working solution.
What might cause the problem?
EDIT:
I found some setting that somewhat helps: open the dev-tools in the browser window of the debugger > Network tab > check 'Disable cache'. Now breakpoints can be removed immediately, and only a page refresh is needed in order to make new breakpoints take effect. However, still quite annoying. Any ideas?

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How to get console logs on Chrome mobile without usb debug?

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Has Chrome maybe flagged this page as suspect, somehow? How do I get it to play again? I would at least expect Chrome to offer some opportunity to kill a tight loop - like Firefox does - but I've yet to see it. Is there some setting I can tweak? I'm on version 74.0.3729.169 (Official Build) (64-bit), although now that I opened the About page, I see that it is updating Chrome, so maybe that will fix it.
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Re-enable WebGL without restarting Chrome

When Chrome stops WebGL and gives you the following error (in a yellow banner on top of the screen): "Rats! WebGL hit a snag...", and reloading does not work (WebGL is still not re-enabled), is it possible to re-enable WebGL without restarting Chrome?
Context:
Chrome disables WebGL probably because it requires too many resources: I ask it to display 400,000 billboards on Cesium, for those who know what this is.
I know how I could reduce the resources my app asks for, but actually I am exploring its limits for testing purposes. So I am going to make Chrome disable WebGL a lot of times, and I do not want to restart it everytime it disables WebGL.
My configuration:
Chrome 35.0.1916.114 m
Windows 7 Pro 64 bit.
Solutions explored:
I already tried to open a new Chrome window, it does not work. For the moment all I can do is close all Chrome windows and restart it.
I already tried to put --ignore-gpu-blacklist in the Chrome shortcut (even if I understood this is for Windows XP, right?).
Hope I was clear enough.
Thank you for your help.
I was having the same problem and I just found a solution. It sounds like this didn't work back when this question was posted but, it works now!
Refreshing the page doesn't work. If you clicked a link from a different tab to open the tab the crashed, clicking that link again doesn't work. You have to open a new tab and paste in the URL of the page that you want to reload.
I'm guessing this is due to chrome threading... by opening a brand new tab, you create a new thread instead of using the existing one.
In your application you should properly handle webglcontextlost and webglcontextrestored events. In particular, you should prevent default event action in webglcontextlost handler thus telling the browser that you can restore proper functioning of your app when webglcontextrestored will be fired.