virtualx-engine/core/debugger
Jamie Pate b18e1e0dcd Fix Game window stops responding when debugger pauses
Fixes #73374

As of godot 4 On windows/osx the game window will be frozen and will not
be updated.

In the debugger loop it calls

OS::get_singleton()->process_and_drop_events();
which allows windows/osx to handle system events. If the window doesn't
handle these events then both systems will judge the window to be 'not
responding' (osx beachball cursor)

When the event processing code was migrated from OS to DisplayServer the
process_and_drop_events() logic was moved to DisplayServer, but the call
inside the remote debugger pause loop was not updated to call the
DisplayServer version, there are currently no implementations of
OS::process_and_drop_events() so i removed it and switched to the new
DisplayServer::force_process_and_drop_events() method.
2024-07-10 13:38:57 -07:00
..
debugger_marshalls.cpp Reduce and prevent unnecessary random-access to List 2024-05-04 16:08:55 +02:00
debugger_marshalls.h
engine_debugger.cpp Replace find with contains/has where applicable 2024-05-08 12:37:42 +02:00
engine_debugger.h Add const lvalue ref to core/* container parameters 2024-02-14 11:20:36 -03:00
engine_profiler.cpp
engine_profiler.h
local_debugger.cpp
local_debugger.h
remote_debugger.cpp Fix Game window stops responding when debugger pauses 2024-07-10 13:38:57 -07:00
remote_debugger.h Add const lvalue ref to core/* container parameters 2024-02-14 11:20:36 -03:00
remote_debugger_peer.cpp Reduce and prevent unnecessary random-access to List 2024-05-04 16:08:55 +02:00
remote_debugger_peer.h
script_debugger.cpp
script_debugger.h
SCsub