a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
196 lines
6.3 KiB
C++
196 lines
6.3 KiB
C++
/*************************************************************************/
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/* script_debugger_remote.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCRIPT_DEBUGGER_REMOTE_H
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#define SCRIPT_DEBUGGER_REMOTE_H
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#include "core/io/packet_peer.h"
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#include "core/io/stream_peer_tcp.h"
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#include "core/list.h"
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#include "core/os/os.h"
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#include "core/script_language.h"
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class SceneTree;
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class ScriptDebuggerRemote : public ScriptDebugger {
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struct Message {
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String message;
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Array data;
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};
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struct ProfileInfoSort {
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bool operator()(ScriptLanguage::ProfilingInfo *A, ScriptLanguage::ProfilingInfo *B) const {
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return A->total_time < B->total_time;
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}
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};
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Vector<ScriptLanguage::ProfilingInfo> profile_info;
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Vector<ScriptLanguage::ProfilingInfo *> profile_info_ptrs;
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Vector<MultiplayerAPI::ProfilingInfo> network_profile_info;
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Map<StringName, int> profiler_function_signature_map;
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float frame_time, idle_time, physics_time, physics_frame_time;
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bool profiling;
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bool profiling_network;
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int max_frame_functions;
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bool skip_profile_frame;
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bool reload_all_scripts;
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Ref<StreamPeerTCP> tcp_client;
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Ref<PacketPeerStream> packet_peer_stream;
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uint64_t last_perf_time;
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uint64_t last_net_prof_time;
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uint64_t last_net_bandwidth_time;
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Object *performance;
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bool requested_quit;
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Mutex *mutex;
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struct OutputError {
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int hr;
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int min;
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int sec;
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int msec;
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String source_file;
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String source_func;
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int source_line;
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String error;
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String error_descr;
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bool warning;
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Array callstack;
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};
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List<String> output_strings;
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List<Message> messages;
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int max_messages_per_frame;
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int n_messages_dropped;
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List<OutputError> errors;
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int max_errors_per_second;
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int max_warnings_per_second;
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int n_errors_dropped;
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int n_warnings_dropped;
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int max_cps;
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int char_count;
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int err_count;
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int warn_count;
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uint64_t last_msec;
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uint64_t msec_count;
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bool locking; //hack to avoid a deadloop
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static void _print_handler(void *p_this, const String &p_string, bool p_error);
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PrintHandlerList phl;
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void _get_output();
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void _poll_events();
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uint32_t poll_every;
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SceneTree *scene_tree;
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bool _parse_live_edit(const Array &p_command);
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void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value);
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void _send_object_id(ObjectID p_id);
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void _send_video_memory();
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Ref<MultiplayerAPI> multiplayer;
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ErrorHandlerList eh;
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static void _err_handler(void *, const char *, const char *, int p_line, const char *, const char *, ErrorHandlerType p_type);
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void _send_profiling_data(bool p_for_frame);
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void _send_network_profiling_data();
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void _send_network_bandwidth_usage();
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struct FrameData {
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StringName name;
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Array data;
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};
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Vector<FrameData> profile_frame_data;
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void _put_variable(const String &p_name, const Variant &p_variable);
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void _save_node(ObjectID id, const String &p_path);
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bool skip_breakpoints;
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public:
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struct ResourceUsage {
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String path;
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String format;
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String type;
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RID id;
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int vram;
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bool operator<(const ResourceUsage &p_img) const { return vram == p_img.vram ? id < p_img.id : vram > p_img.vram; }
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};
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typedef void (*ResourceUsageFunc)(List<ResourceUsage> *);
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static ResourceUsageFunc resource_usage_func;
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Error connect_to_host(const String &p_host, uint16_t p_port);
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virtual void debug(ScriptLanguage *p_script, bool p_can_continue = true, bool p_is_error_breakpoint = false);
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virtual void idle_poll();
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virtual void line_poll();
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virtual bool is_remote() const { return true; }
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virtual void request_quit();
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virtual void send_message(const String &p_message, const Array &p_args);
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virtual void send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, ErrorHandlerType p_type, const Vector<ScriptLanguage::StackInfo> &p_stack_info);
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virtual void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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virtual bool is_profiling() const;
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virtual void add_profiling_frame_data(const StringName &p_name, const Array &p_data);
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virtual void profiling_start();
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virtual void profiling_end();
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virtual void profiling_set_frame_times(float p_frame_time, float p_idle_time, float p_physics_time, float p_physics_frame_time);
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virtual void set_skip_breakpoints(bool p_skip_breakpoints);
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void set_scene_tree(SceneTree *p_scene_tree) { scene_tree = p_scene_tree; };
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ScriptDebuggerRemote();
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~ScriptDebuggerRemote();
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};
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#endif // SCRIPT_DEBUGGER_REMOTE_H
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