virtualx-engine/editor/editor_run.cpp

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/**************************************************************************/
/* editor_run.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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#include "editor_run.h"
#include "core/config/project_settings.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "main/main.h"
#include "servers/display_server.h"
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/**
* Separates command line arguments without splitting up quoted strings.
*/
Vector<String> EditorRun::_split_cmdline_args(const String &arg_string) {
Vector<String> split_args;
int arg_start = 0;
bool is_quoted = false;
char32_t quote_char = '-';
char32_t arg_char;
int arg_length;
for (int i = 0; i < arg_string.length(); i++) {
arg_char = arg_string[i];
if (arg_char == '\"' || arg_char == '\'') {
if (i == 0 || arg_string[i - 1] != '\\') {
if (is_quoted) {
if (arg_char == quote_char) {
is_quoted = false;
quote_char = '-';
}
} else {
is_quoted = true;
quote_char = arg_char;
}
}
} else if (!is_quoted && arg_char == ' ') {
arg_length = i - arg_start;
if (arg_length > 0) {
split_args.push_back(arg_string.substr(arg_start, arg_length));
}
arg_start = i + 1;
}
}
arg_length = arg_string.length() - arg_start;
if (arg_length > 0) {
split_args.push_back(arg_string.substr(arg_start, arg_length));
}
return split_args;
}
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EditorRun::Status EditorRun::get_status() const {
return status;
}
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String EditorRun::get_running_scene() const {
return running_scene;
}
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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Error EditorRun::run(const String &p_scene, const String &p_write_movie) {
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List<String> args;
for (const String &a : Main::get_forwardable_cli_arguments(Main::CLI_SCOPE_PROJECT)) {
args.push_back(a);
}
String resource_path = ProjectSettings::get_singleton()->get_resource_path();
if (!resource_path.is_empty()) {
args.push_back("--path");
args.push_back(resource_path.replace(" ", "%20"));
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}
const String debug_uri = EditorDebuggerNode::get_singleton()->get_server_uri();
if (debug_uri.size()) {
args.push_back("--remote-debug");
args.push_back(debug_uri);
}
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args.push_back("--editor-pid");
args.push_back(itos(OS::get_singleton()->get_process_id()));
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bool debug_collisions = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_collisions", false);
bool debug_paths = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_paths", false);
bool debug_navigation = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_navigation", false);
bool debug_avoidance = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_avoidance", false);
if (debug_collisions) {
args.push_back("--debug-collisions");
}
if (debug_paths) {
args.push_back("--debug-paths");
}
if (debug_navigation) {
args.push_back("--debug-navigation");
}
if (debug_avoidance) {
args.push_back("--debug-avoidance");
}
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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if (p_write_movie != "") {
args.push_back("--write-movie");
args.push_back(p_write_movie);
args.push_back("--fixed-fps");
args.push_back(itos(GLOBAL_GET("editor/movie_writer/fps")));
if (bool(GLOBAL_GET("editor/movie_writer/disable_vsync"))) {
args.push_back("--disable-vsync");
}
}
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int screen = EDITOR_GET("run/window_placement/screen");
if (screen == -5) {
// Same as editor
screen = DisplayServer::get_singleton()->window_get_current_screen();
} else if (screen == -4) {
// Previous monitor (wrap to the other end if needed)
screen = Math::wrapi(
DisplayServer::get_singleton()->window_get_current_screen() - 1,
0,
DisplayServer::get_singleton()->get_screen_count());
} else if (screen == -3) {
// Next monitor (wrap to the other end if needed)
screen = Math::wrapi(
DisplayServer::get_singleton()->window_get_current_screen() + 1,
0,
DisplayServer::get_singleton()->get_screen_count());
}
Rect2 screen_rect = DisplayServer::get_singleton()->screen_get_usable_rect(screen);
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int window_placement = EDITOR_GET("run/window_placement/rect");
if (screen_rect != Rect2()) {
Size2 window_size;
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window_size.x = GLOBAL_GET("display/window/size/viewport_width");
window_size.y = GLOBAL_GET("display/window/size/viewport_height");
Size2 desired_size;
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desired_size.x = GLOBAL_GET("display/window/size/window_width_override");
desired_size.y = GLOBAL_GET("display/window/size/window_height_override");
if (desired_size.x > 0 && desired_size.y > 0) {
window_size = desired_size;
}
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if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_HIDPI)) {
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bool hidpi_proj = GLOBAL_GET("display/window/dpi/allow_hidpi");
int display_scale = 1;
if (OS::get_singleton()->is_hidpi_allowed()) {
if (hidpi_proj) {
display_scale = 1; // Both editor and project runs in hiDPI mode, do not scale.
} else {
display_scale = DisplayServer::get_singleton()->screen_get_max_scale(); // Editor is in hiDPI mode, project is not, scale down.
}
} else {
if (hidpi_proj) {
display_scale = (1.f / DisplayServer::get_singleton()->screen_get_max_scale()); // Editor is not in hiDPI mode, project is, scale up.
} else {
display_scale = 1; // Both editor and project runs in lowDPI mode, do not scale.
}
}
screen_rect.position /= display_scale;
screen_rect.size /= display_scale;
}
switch (window_placement) {
case 0: { // top left
args.push_back("--position");
args.push_back(itos(screen_rect.position.x) + "," + itos(screen_rect.position.y));
} break;
case 1: { // centered
Vector2 pos = (screen_rect.position) + ((screen_rect.size - window_size) / 2).floor();
args.push_back("--position");
args.push_back(itos(pos.x) + "," + itos(pos.y));
} break;
case 2: { // custom pos
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Vector2 pos = EDITOR_GET("run/window_placement/rect_custom_position");
pos += screen_rect.position;
args.push_back("--position");
args.push_back(itos(pos.x) + "," + itos(pos.y));
} break;
case 3: { // force maximized
Vector2 pos = screen_rect.position + screen_rect.size / 2;
args.push_back("--position");
args.push_back(itos(pos.x) + "," + itos(pos.y));
args.push_back("--maximized");
} break;
case 4: { // force fullscreen
Vector2 pos = screen_rect.position + screen_rect.size / 2;
args.push_back("--position");
args.push_back(itos(pos.x) + "," + itos(pos.y));
args.push_back("--fullscreen");
} break;
}
} else {
// Unable to get screen info, skip setting position.
switch (window_placement) {
case 3: { // force maximized
args.push_back("--maximized");
} break;
case 4: { // force fullscreen
args.push_back("--fullscreen");
} break;
}
}
List<String> breakpoints;
EditorNode::get_editor_data().get_editor_breakpoints(&breakpoints);
if (!breakpoints.is_empty()) {
args.push_back("--breakpoints");
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String bpoints;
for (const List<String>::Element *E = breakpoints.front(); E; E = E->next()) {
bpoints += E->get().replace(" ", "%20");
if (E->next()) {
bpoints += ",";
}
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}
args.push_back(bpoints);
}
if (EditorDebuggerNode::get_singleton()->is_skip_breakpoints()) {
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args.push_back("--skip-breakpoints");
}
if (!p_scene.is_empty()) {
args.push_back(p_scene);
}
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String exec = OS::get_singleton()->get_executable_path();
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const String raw_custom_args = GLOBAL_GET("editor/run/main_run_args");
if (!raw_custom_args.is_empty()) {
// Allow the user to specify a command to run, similar to Steam's launch options.
// In this case, Godot will no longer be run directly; it's up to the underlying command
// to run it. For instance, this can be used on Linux to force a running project
// to use Optimus using `prime-run` or similar.
// Example: `prime-run %command% --time-scale 0.5`
const int placeholder_pos = raw_custom_args.find("%command%");
Vector<String> custom_args;
if (placeholder_pos != -1) {
// Prepend executable-specific custom arguments.
// If nothing is placed before `%command%`, behave as if no placeholder was specified.
Vector<String> exec_args = _split_cmdline_args(raw_custom_args.substr(0, placeholder_pos));
if (exec_args.size() >= 1) {
exec = exec_args[0];
exec_args.remove_at(0);
// Append the Godot executable name before we append executable arguments
// (since the order is reversed when using `push_front()`).
args.push_front(OS::get_singleton()->get_executable_path());
}
for (int i = exec_args.size() - 1; i >= 0; i--) {
// Iterate backwards as we're pushing items in the reverse order.
args.push_front(exec_args[i].replace(" ", "%20"));
}
// Append Godot-specific custom arguments.
custom_args = _split_cmdline_args(raw_custom_args.substr(placeholder_pos + String("%command%").size()));
for (int i = 0; i < custom_args.size(); i++) {
args.push_back(custom_args[i].replace(" ", "%20"));
}
} else {
// Append Godot-specific custom arguments.
custom_args = _split_cmdline_args(raw_custom_args);
for (int i = 0; i < custom_args.size(); i++) {
args.push_back(custom_args[i].replace(" ", "%20"));
}
}
}
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// Pass the debugger stop shortcut to the running instance(s).
String shortcut;
VariantWriter::write_to_string(ED_GET_SHORTCUT("editor/stop_running_project"), shortcut);
OS::get_singleton()->set_environment("__GODOT_EDITOR_STOP_SHORTCUT__", shortcut);
if (OS::get_singleton()->is_stdout_verbose()) {
print_line(vformat("Running: %s", exec));
for (const String &E : args) {
print_line(vformat(" %s", E));
}
}
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int instances = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_instances", 1);
for (int i = 0; i < instances; i++) {
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OS::ProcessID pid = 0;
Error err = OS::get_singleton()->create_instance(args, &pid);
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ERR_FAIL_COND_V(err, err);
if (pid != 0) {
pids.push_back(pid);
}
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}
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status = STATUS_PLAY;
if (!p_scene.is_empty()) {
running_scene = p_scene;
}
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return OK;
}
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bool EditorRun::has_child_process(OS::ProcessID p_pid) const {
for (const OS::ProcessID &E : pids) {
if (E == p_pid) {
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return true;
}
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}
return false;
}
void EditorRun::stop_child_process(OS::ProcessID p_pid) {
if (has_child_process(p_pid)) {
OS::get_singleton()->kill(p_pid);
pids.erase(p_pid);
}
}
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void EditorRun::stop() {
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if (status != STATUS_STOP && pids.size() > 0) {
for (const OS::ProcessID &E : pids) {
OS::get_singleton()->kill(E);
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}
pids.clear();
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}
status = STATUS_STOP;
running_scene = "";
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}
EditorRun::EditorRun() {
status = STATUS_STOP;
running_scene = "";
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}