/**************************************************************************/ /* gdscript_language_server.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. */ /**************************************************************************/ #include "gdscript_language_server.h" #include "core/io/file_access.h" #include "core/os/os.h" #include "editor/editor_log.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" GDScriptLanguageServer::GDScriptLanguageServer() { _EDITOR_DEF("network/language_server/remote_host", host); _EDITOR_DEF("network/language_server/remote_port", port); _EDITOR_DEF("network/language_server/enable_smart_resolve", true); _EDITOR_DEF("network/language_server/show_native_symbols_in_editor", false); _EDITOR_DEF("network/language_server/use_thread", use_thread); } void GDScriptLanguageServer::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { start(); } break; case NOTIFICATION_EXIT_TREE: { stop(); } break; case NOTIFICATION_INTERNAL_PROCESS: { if (started && !use_thread) { protocol.poll(); } } break; case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: { String remote_host = String(_EDITOR_GET("network/language_server/remote_host")); int remote_port = (int)_EDITOR_GET("network/language_server/remote_port"); bool remote_use_thread = (bool)_EDITOR_GET("network/language_server/use_thread"); if (remote_host != host || remote_port != port || remote_use_thread != use_thread) { stop(); start(); } } break; } } void GDScriptLanguageServer::thread_main(void *p_userdata) { set_current_thread_safe_for_nodes(true); GDScriptLanguageServer *self = static_cast(p_userdata); while (self->thread_running) { // Poll 20 times per second self->protocol.poll(); OS::get_singleton()->delay_usec(50000); } } void GDScriptLanguageServer::start() { host = String(_EDITOR_GET("network/language_server/remote_host")); port = (int)_EDITOR_GET("network/language_server/remote_port"); use_thread = (bool)_EDITOR_GET("network/language_server/use_thread"); if (protocol.start(port, IPAddress(host)) == OK) { EditorNode::get_log()->add_message("--- GDScript language server started ---", EditorLog::MSG_TYPE_EDITOR); if (use_thread) { thread_running = true; thread.start(GDScriptLanguageServer::thread_main, this); } set_process_internal(!use_thread); started = true; } } void GDScriptLanguageServer::stop() { if (use_thread) { ERR_FAIL_COND(!thread.is_started()); thread_running = false; thread.wait_to_finish(); } protocol.stop(); started = false; EditorNode::get_log()->add_message("--- GDScript language server stopped ---", EditorLog::MSG_TYPE_EDITOR); } void register_lsp_types() { GDREGISTER_CLASS(GDScriptLanguageProtocol); GDREGISTER_CLASS(GDScriptTextDocument); GDREGISTER_CLASS(GDScriptWorkspace); }