Clarify EngineDebugger and EditorDebugger* documentation

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Danil Alexeev 2024-10-21 11:36:59 +03:00
parent 44fa552343
commit be41e6f84e
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4 changed files with 30 additions and 9 deletions

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@ -15,18 +15,20 @@
class ExampleEditorDebugger extends EditorDebuggerPlugin: class ExampleEditorDebugger extends EditorDebuggerPlugin:
func _has_capture(prefix): func _has_capture(capture):
# Return true if you wish to handle message with this prefix. # Return true if you wish to handle messages with the prefix "my_plugin:".
return prefix == "my_plugin" return capture == "my_plugin"
func _capture(message, data, session_id): func _capture(message, data, session_id):
if message == "my_plugin:ping": if message == "my_plugin:ping":
get_session(session_id).send_message("my_plugin:echo", data) get_session(session_id).send_message("my_plugin:echo", data)
return true
return false
func _setup_session(session_id): func _setup_session(session_id):
# Add a new tab in the debugger session UI containing a label. # Add a new tab in the debugger session UI containing a label.
var label = Label.new() var label = Label.new()
label.name = "Example plugin" label.name = "Example plugin" # Will be used as the tab title.
label.text = "Example plugin" label.text = "Example plugin"
var session = get_session(session_id) var session = get_session(session_id)
# Listens to the session started and stopped signals. # Listens to the session started and stopped signals.
@ -43,6 +45,24 @@
remove_debugger_plugin(debugger) remove_debugger_plugin(debugger)
[/gdscript] [/gdscript]
[/codeblocks] [/codeblocks]
To connect on the running game side, use the [EngineDebugger] singleton:
[codeblocks]
[gdscript]
extends Node
func _ready():
EngineDebugger.register_message_capture("my_plugin", _capture)
EngineDebugger.send_message("my_plugin:ping", ["test"])
func _capture(message, data):
# Note that the "my_plugin:" prefix is not used here.
if message == "echo":
prints("Echo received:", data)
return true
return false
[/gdscript]
[/codeblocks]
[b]Note:[/b] While the game is running, [method @GlobalScope.print] and similar functions [i]called in the editor[/i] do not print anything, the Output Log prints only game messages.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>
@ -68,7 +88,7 @@
<param index="1" name="data" type="Array" /> <param index="1" name="data" type="Array" />
<param index="2" name="session_id" type="int" /> <param index="2" name="session_id" type="int" />
<description> <description>
Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the message (which you can retrieve via [method get_session]). Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the [param message]. Use [method get_session] to retrieve the session. This method should return [code]true[/code] if the message is recognized.
</description> </description>
</method> </method>
<method name="_goto_script_line" qualifiers="virtual"> <method name="_goto_script_line" qualifiers="virtual">
@ -90,7 +110,7 @@
<return type="void" /> <return type="void" />
<param index="0" name="session_id" type="int" /> <param index="0" name="session_id" type="int" />
<description> <description>
Override this method to be notified whenever a new [EditorDebuggerSession] is created (the session may be inactive during this stage). Override this method to be notified whenever a new [EditorDebuggerSession] is created. Note that the session may be inactive during this stage.
</description> </description>
</method> </method>
<method name="get_session"> <method name="get_session">

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@ -14,7 +14,7 @@
<return type="void" /> <return type="void" />
<param index="0" name="control" type="Control" /> <param index="0" name="control" type="Control" />
<description> <description>
Adds the given [param control] to the debug session UI in the debugger bottom panel. Adds the given [param control] to the debug session UI in the debugger bottom panel. The [param control]'s node name will be used as the tab title.
</description> </description>
</method> </method>
<method name="is_active"> <method name="is_active">

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@ -113,7 +113,8 @@
<param index="1" name="callable" type="Callable" /> <param index="1" name="callable" type="Callable" />
<description> <description>
Registers a message capture with given [param name]. If [param name] is "my_message" then messages starting with "my_message:" will be called with the given callable. Registers a message capture with given [param name]. If [param name] is "my_message" then messages starting with "my_message:" will be called with the given callable.
Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code]. The callable must accept a message string and a data array as argument. The callable should return [code]true[/code] if the message is recognized.
[b]Note:[/b] The callable will receive the message with the prefix stripped, unlike [method EditorDebuggerPlugin._capture]. See the [EditorDebuggerPlugin] description for an example.
</description> </description>
</method> </method>
<method name="register_profiler"> <method name="register_profiler">

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@ -827,7 +827,7 @@ void ScriptEditorDebugger::_parse_message(const String &p_msg, uint64_t p_thread
bool parsed = EditorDebuggerNode::get_singleton()->plugins_capture(this, p_msg, p_data); bool parsed = EditorDebuggerNode::get_singleton()->plugins_capture(this, p_msg, p_data);
if (!parsed) { if (!parsed) {
WARN_PRINT("unknown message " + p_msg); WARN_PRINT("Unknown message: " + p_msg);
} }
} }
} }