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-rw-r--r--modules/mono/editor/GodotTools/GodotTools/BuildManager.cs19
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs2
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs23
3 files changed, 21 insertions, 23 deletions
diff --git a/modules/mono/editor/GodotTools/GodotTools/BuildManager.cs b/modules/mono/editor/GodotTools/GodotTools/BuildManager.cs
index 6399991b84..ff7ce97c47 100644
--- a/modules/mono/editor/GodotTools/GodotTools/BuildManager.cs
+++ b/modules/mono/editor/GodotTools/GodotTools/BuildManager.cs
@@ -205,23 +205,8 @@ namespace GodotTools
if (File.Exists(editorScriptsMetadataPath))
File.Copy(editorScriptsMetadataPath, playerScriptsMetadataPath);
- var currentPlayRequest = GodotSharpEditor.Instance.CurrentPlaySettings;
-
- if (currentPlayRequest != null)
- {
- if (currentPlayRequest.Value.HasDebugger)
- {
- // Set the environment variable that will tell the player to connect to the IDE debugger
- // TODO: We should probably add a better way to do this
- Environment.SetEnvironmentVariable("GODOT_MONO_DEBUGGER_AGENT",
- "--debugger-agent=transport=dt_socket" +
- $",address={currentPlayRequest.Value.DebuggerHost}:{currentPlayRequest.Value.DebuggerPort}" +
- ",server=n");
- }
-
- if (!currentPlayRequest.Value.BuildBeforePlaying)
- return true; // Requested play from an external editor/IDE which already built the project
- }
+ if (GodotSharpEditor.Instance.SkipBuildBeforePlaying)
+ return true; // Requested play from an external editor/IDE which already built the project
return BuildProjectBlocking("Debug");
}
diff --git a/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs b/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
index a363ecc920..e2f7e87388 100644
--- a/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
+++ b/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
@@ -38,7 +38,7 @@ namespace GodotTools
public BottomPanel BottomPanel { get; private set; }
- public PlaySettings? CurrentPlaySettings { get; set; }
+ public bool SkipBuildBeforePlaying { get; set; } = false;
public static string ProjectAssemblyName
{
diff --git a/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs b/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs
index 17f3339560..eb34a2d0f7 100644
--- a/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs
+++ b/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs
@@ -330,9 +330,10 @@ namespace GodotTools.Ides
{
DispatchToMainThread(() =>
{
- GodotSharpEditor.Instance.CurrentPlaySettings = new PlaySettings();
+ // TODO: Add BuildBeforePlaying flag to PlayRequest
+
+ // Run the game
Internal.EditorRunPlay();
- GodotSharpEditor.Instance.CurrentPlaySettings = null;
});
return Task.FromResult<Response>(new PlayResponse());
}
@@ -341,10 +342,22 @@ namespace GodotTools.Ides
{
DispatchToMainThread(() =>
{
- GodotSharpEditor.Instance.CurrentPlaySettings =
- new PlaySettings(request.DebuggerHost, request.DebuggerPort, request.BuildBeforePlaying ?? true);
+ // Tell the build callback whether the editor already built the solution or not
+ GodotSharpEditor.Instance.SkipBuildBeforePlaying = !(request.BuildBeforePlaying ?? true);
+
+ // Pass the debugger agent settings to the player via an environment variables
+ // TODO: It would be better if this was an argument in EditorRunPlay instead
+ Environment.SetEnvironmentVariable("GODOT_MONO_DEBUGGER_AGENT",
+ "--debugger-agent=transport=dt_socket" +
+ $",address={request.DebuggerHost}:{request.DebuggerPort}" +
+ ",server=n");
+
+ // Run the game
Internal.EditorRunPlay();
- GodotSharpEditor.Instance.CurrentPlaySettings = null;
+
+ // Restore normal settings
+ Environment.SetEnvironmentVariable("GODOT_MONO_DEBUGGER_AGENT", "");
+ GodotSharpEditor.Instance.SkipBuildBeforePlaying = false;
});
return Task.FromResult<Response>(new DebugPlayResponse());
}