/*************************************************************************/ /* debug_adapter_server.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "debug_adapter_server.h" #include "core/os/os.h" #include "editor/editor_log.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" DebugAdapterServer::DebugAdapterServer() { _EDITOR_DEF("network/debug_adapter/remote_port", remote_port); _EDITOR_DEF("network/debug_adapter/request_timeout", protocol._request_timeout); _EDITOR_DEF("network/debug_adapter/sync_breakpoints", protocol._sync_breakpoints); } void DebugAdapterServer::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { start(); } break; case NOTIFICATION_EXIT_TREE: { stop(); } break; case NOTIFICATION_INTERNAL_PROCESS: { // The main loop can be run again during request processing, which modifies internal state of the protocol. // Thus, "polling" is needed to prevent it from parsing other requests while the current one isn't finished. if (started && !polling) { polling = true; protocol.poll(); polling = false; } } break; case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: { protocol._request_timeout = EditorSettings::get_singleton()->get("network/debug_adapter/request_timeout"); protocol._sync_breakpoints = EditorSettings::get_singleton()->get("network/debug_adapter/sync_breakpoints"); int port = (int)_EDITOR_GET("network/debug_adapter/remote_port"); if (port != remote_port) { stop(); start(); } } break; } } void DebugAdapterServer::start() { remote_port = (int)_EDITOR_GET("network/debug_adapter/remote_port"); if (protocol.start(remote_port, IPAddress("127.0.0.1")) == OK) { EditorNode::get_log()->add_message("--- Debug adapter server started ---", EditorLog::MSG_TYPE_EDITOR); set_process_internal(true); started = true; } } void DebugAdapterServer::stop() { protocol.stop(); started = false; EditorNode::get_log()->add_message("--- Debug adapter server stopped ---", EditorLog::MSG_TYPE_EDITOR); }