fe52458154
Happy new year to the wonderful Godot community!
85 lines
4 KiB
C++
85 lines
4 KiB
C++
/*************************************************************************/
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/* debug_adapter_server.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "debug_adapter_server.h"
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#include "core/os/os.h"
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#include "editor/editor_log.h"
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#include "editor/editor_node.h"
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DebugAdapterServer::DebugAdapterServer() {
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_EDITOR_DEF("network/debug_adapter/remote_port", remote_port);
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_EDITOR_DEF("network/debug_adapter/request_timeout", protocol._request_timeout);
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_EDITOR_DEF("network/debug_adapter/sync_breakpoints", protocol._sync_breakpoints);
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}
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void DebugAdapterServer::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE:
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start();
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break;
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case NOTIFICATION_EXIT_TREE:
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stop();
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break;
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case NOTIFICATION_INTERNAL_PROCESS: {
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// The main loop can be run again during request processing, which modifies internal state of the protocol.
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// Thus, "polling" is needed to prevent it from parsing other requests while the current one isn't finished.
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if (started && !polling) {
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polling = true;
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protocol.poll();
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polling = false;
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}
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} break;
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case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
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protocol._request_timeout = EditorSettings::get_singleton()->get("network/debug_adapter/request_timeout");
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protocol._sync_breakpoints = EditorSettings::get_singleton()->get("network/debug_adapter/sync_breakpoints");
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int remote_port = (int)_EDITOR_GET("network/debug_adapter/remote_port");
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if (remote_port != this->remote_port) {
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this->stop();
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this->start();
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}
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} break;
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}
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}
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void DebugAdapterServer::start() {
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remote_port = (int)_EDITOR_GET("network/debug_adapter/remote_port");
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if (protocol.start(remote_port, IPAddress("127.0.0.1")) == OK) {
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EditorNode::get_log()->add_message("--- Debug adapter server started ---", EditorLog::MSG_TYPE_EDITOR);
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set_process_internal(true);
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started = true;
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}
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}
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void DebugAdapterServer::stop() {
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protocol.stop();
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started = false;
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EditorNode::get_log()->add_message("--- Debug adapter server stopped ---", EditorLog::MSG_TYPE_EDITOR);
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}
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