diff options
author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2020-02-27 03:30:20 +0100 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2020-03-08 12:36:39 +0100 |
commit | b8ddaf9c33107e01928e04ed462aa08d4017247b (patch) | |
tree | 6ab71cdcbfd372e8390baa6ac30a2974fe43d119 /doc | |
parent | d0009636df6544dd26ab7c568a0244af6a20634a (diff) |
Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.
It allows 2 types of interactions:
- Profilers:
A subsystem can register a profiler, assigning it a unique name.
That name can be used to activate the profiler or add data to it.
The registered profiler can be composed of up to 3 functions:
- Toggle: called when the profiler is activated/deactivated.
- Add: called whenever data is added to the debugger
(via `EngineDebugger::profiler_add_frame_data`)
- Tick: called every frame (during idle), receives frame times.
- Captures: (Only relevant in remote debugger for now)
A subsystem can register a capture, assigning it a unique name.
When receiving a message, the remote debugger will check if it starts
with `[prefix]:` and call the associated capture with name `prefix`.
Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.
Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 8347283785..af594c36d1 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -824,17 +824,17 @@ </member> <member name="mono/unhandled_exception_policy" type="int" setter="" getter="" default="0"> </member> - <member name="network/limits/debugger_stdout/max_chars_per_second" type="int" setter="" getter="" default="2048"> + <member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="2048"> Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. </member> - <member name="network/limits/debugger_stdout/max_errors_per_second" type="int" setter="" getter="" default="100"> - Maximum number of errors allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. + <member name="network/limits/debugger/max_errors_per_second" type="int" setter="" getter="" default="100"> + Maximum number of errors allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. </member> - <member name="network/limits/debugger_stdout/max_messages_per_frame" type="int" setter="" getter="" default="10"> - Maximum amount of messages allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. + <member name="network/limits/debugger/max_queued_messages" type="int" setter="" getter="" default="10"> + Maximum amount of messages in the debugger queue. Over this value, content is dropped. This helps to limit the debugger memory usage. </member> - <member name="network/limits/debugger_stdout/max_warnings_per_second" type="int" setter="" getter="" default="100"> - Maximum number of warnings allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. + <member name="network/limits/debugger/max_warnings_per_second" type="int" setter="" getter="" default="100"> + Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. </member> <member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter="" default="16"> Default size of packet peer stream for deserializing Godot data. Over this size, data is dropped. |