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2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-11-14[MP] Move engine and editor profilers to a plugin.Fabio Alessandrelli
Also refactor the editor plugin out of the ReplicationEditor.
2022-10-03Remove NO_THREADS fallback code, Godot 4 requires thread supportRémi Verschelde
This also removes `OS::can_use_threads` from the public API since it's always true.
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-21Fix editor re-focus on debugger break on WindowsPedro J. Estébanez
2022-07-01Fixing Print_rich which only displays correctly in terminalVoylin
There was an issue that the type was not passed through correctly. These couple of lines fix this issue and make print_rich work as expected.
2022-06-29Remove SceneTree dependency from LocalDebuggerTechnoPorg
Core classes should not have dependencies on scene classes.
2022-06-29Adding print_rich for printing with BBCodeVoylin
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-05Rename profiler "Idle Time" to "Process Time"Hugo Locurcio
References to "idle time" are progressively being replaced by "process time" throughout the engine to avoid confusion.
2022-04-27Merge pull request #59582 from Faless/net/4.x_tcp_explicit_pollRémi Verschelde
2022-04-20Fix more issues found by cppcheck.bruvzg
2022-04-06Fix some issues found by cppcheck.bruvzg
2022-03-27[Net] Make StreamPeerTCP::_poll_connection explicit.Fabio Alessandrelli
No longer hacked into `get_status` and renamed to `poll`. The old `poll` (for *nix `poll`, win `select`) is now called `wait`.
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-06[Debugger] Move servers-related behaviours to ServersDebugger.Fabio Alessandrelli
Forcing draw during debug break is now handled by ServersDebugger, and only happens when the proper message is sent from the EditorDebugger ("servers:draw"). In a similar way, briging the window in foreground is now also handled by ServersDebugger upon receiving "servers:foreground" which is sent by the EditorDebugger when resuming from a break ("continue").
2022-02-06[Debugger] Move most profilers to ServersDebugger.Fabio Alessandrelli
Also splits bandwidth/rpc profiler (RPCProfiler is now in SceneDebugger).
2022-02-06[Debugger] New extensible EngineProfiler class.Fabio Alessandrelli
Uses GDExtension, replaces old Callable system for profilers, and is also used internally.
2022-02-04String: Add contains().Anilforextra
2022-02-02Merge pull request #57526 from tavurth/bugfix/high-macos-cpu-usageRémi Verschelde
2022-02-01Increase RemoteDebuggerPeerTCP poll to 6.9msWill Whitty
Fix high CPU usage on MacOS by reverting the polling for Network debugging to match 144hz refresh rate.
2022-02-02Vectors: Use clear() and has().Anilforextra
Use clear() instead of resize(0). Use has() instead of "find(p_val) != -1".
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-11-08Fix incorrect encoding (Latin-1 instead of UTF-8) used in `_error_handler` ↵bruvzg
functions.
2021-10-26Save all 64 bits of get_ticks_msec() in more casesMax Hilbrunner
2021-10-14Implement toast notifications in the editorGilles Roudière
2021-09-30Use range iterators for `Map`Lightning_A
2021-08-09Use doubles for time in many other placesAaron Franke
2021-08-03Merge pull request #50454 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli
Implemented initial DAP support
2021-08-02Implemented initial DAP supportEv1lbl0w
Implemented "output" event Refactored "seq" field generation Prevent debugging when editor and client are in different projects Removed unneeded references to peer on the parser Refactored way to detect project path Implemented "setBreakpoints" request Fix double events when terminating from client Refactored "stopped" event Implemented "stopped" with breakpoint event Implemented "stackTrace", "scopes" and "variables" request Report incoming number of stack dump variables Implemented proper reporting of scopes and variables from stack frames Prevent editor from grabbing focus when a DAP session is active Implemented "next" and "stepIn" requests Implemented "Source" checksum computing Switched expected errors from macros to silent guards Refactored message_id Respect client settings regarding lines/columns behavior Refactored nested DAP fields Implement reporting of "Members" and "Globals" scopes as well Fix error messages not being shown, and improved wrong path message
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-05-20Change behavior of String.rightTomasz Chabora
2021-05-06Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio
2021-03-16[Net] Make debugger peer less CPU intensive.Fabio Alessandrelli
Make sure that RemoteDebuggerPeer wait at least 100us between polls (effectively forcing a min tick of 100 microseconds). This greatly improve performances (the call to poll was useless since during low traffic, writes would always be available, and during high traffic, reads would always be available, effectively making it a busy-waiting loop). We could further improve this, by separating the two polls, and adjust the min tick based on load, but this is most likely more than enough already without sacrificing too much on high loads.
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-04RemoteDebugger: Fix possible division by zeroRémi Verschelde
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Merge pull request #44593 from madmiraal/rename-mainloop-methodsRémi Verschelde
Rename MainLoop methods to match Node methods
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-22Rename MainLoop methods to match Node methodsMarcel Admiraal
2020-11-24Merge pull request #43730 from qarmin/core_drivers_default_valuesRémi Verschelde
Initialize class/struct variables with default values in core/ and drivers/
2020-11-23Initialize class/struct variables with default values in core/ and drivers/Rafał Mikrut
2020-11-23Fix DebuggerMarshalls errors while profilingPouleyKetchoupp
Fixed check for array size before func_size: when func_size is 0 there's only 1 entry left and not 3.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code