Mono: Add assembly reloading to running games

Add environment variable to specify a custom --debugger-agent for mono.
This commit is contained in:
Ignacio Etcheverry 2019-01-21 22:44:05 +01:00
parent 6fa632b821
commit 077e489773
3 changed files with 19 additions and 27 deletions

View file

@ -608,30 +608,9 @@ struct CSharpScriptDepSort {
void CSharpLanguage::reload_all_scripts() { void CSharpLanguage::reload_all_scripts() {
#ifdef DEBUG_ENABLED #ifdef DEBUG_ENABLED
if (is_assembly_reloading_needed()) {
List<Ref<CSharpScript> > scripts; reload_assemblies(false);
{
SCOPED_MUTEX_LOCK(script_instances_mutex);
SelfList<CSharpScript> *elem = script_list.first();
while (elem) {
if (elem->self()->get_path().is_resource_file()) {
scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to gdscript to avoid being erased by accident
}
elem = elem->next();
}
} }
//as scripts are going to be reloaded, must proceed without locking here
scripts.sort_custom<CSharpScriptDepSort>(); //update in inheritance dependency order
for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) {
E->get()->load_source_code(E->get()->get_path());
E->get()->reload(true);
}
#endif #endif
} }
@ -829,7 +808,7 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
CSharpScript::StateBackup &state_backup = scr->pending_reload_state[obj_id]; CSharpScript::StateBackup &state_backup = scr->pending_reload_state[obj_id];
// Backup placeholder script instance state before replacing it with a script instance // Backup placeholder script instance state before replacing it with a script instance
obj->get_script_instance()->get_property_state(state_backup.properties); si->get_property_state(state_backup.properties);
ScriptInstance *script_instance = scr->instance_create(obj); ScriptInstance *script_instance = scr->instance_create(obj);

View file

@ -30,6 +30,9 @@
#include "mono_bottom_panel.h" #include "mono_bottom_panel.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/script_editor_debugger.h"
#include "../csharp_script.h" #include "../csharp_script.h"
#include "../godotsharp_dirs.h" #include "../godotsharp_dirs.h"
#include "csharp_project.h" #include "csharp_project.h"
@ -160,7 +163,12 @@ void MonoBottomPanel::_build_project_pressed() {
bool build_success = GodotSharpBuilds::get_singleton()->build_project_blocking("Tools"); bool build_success = GodotSharpBuilds::get_singleton()->build_project_blocking("Tools");
if (build_success) { if (build_success) {
// Notify running game for hot-reload
ScriptEditor::get_singleton()->get_debugger()->reload_scripts();
// Hot-reload in the editor
MonoReloadNode::get_singleton()->restart_reload_timer(); MonoReloadNode::get_singleton()->restart_reload_timer();
if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) { if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
CSharpLanguage::get_singleton()->reload_assemblies(false); CSharpLanguage::get_singleton()->reload_assemblies(false);
} }

View file

@ -130,9 +130,14 @@ void gdmono_debug_init() {
} }
#endif #endif
CharString da_args = String("--debugger-agent=transport=dt_socket,address=127.0.0.1:" + itos(da_port) + CharString da_args = OS::get_singleton()->get_environment("GODOT_MONO_DEBUGGER_AGENT").utf8();
",embedding=1,server=y,suspend=" + (da_suspend ? "y,timeout=" + itos(da_timeout) : "n"))
.utf8(); if (da_args == "") {
da_args = String("--debugger-agent=transport=dt_socket,address=127.0.0.1:" + itos(da_port) +
",embedding=1,server=y,suspend=" + (da_suspend ? "y,timeout=" + itos(da_timeout) : "n"))
.utf8();
}
// --debugger-agent=help // --debugger-agent=help
const char *options[] = { const char *options[] = {
"--soft-breakpoints", "--soft-breakpoints",