godot/modules/gdscript/language_server/gdscript_language_server.cpp
geequlim 72d11cd173 Add optional goto definition support for native symbols
This action will show help for target symbol in godot editor and bring the godot editor window to foreground
Improved markdown documentation for symbols.
2019-08-11 13:30:15 +08:00

89 lines
3.8 KiB
C++

/*************************************************************************/
/* gdscript_language_server.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 "gdscript_language_server.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "editor/editor_node.h"
GDScriptLanguageServer::GDScriptLanguageServer() {
thread = NULL;
thread_exit = false;
_EDITOR_DEF("network/language_server/remote_port", 6008);
_EDITOR_DEF("network/language_server/enable_smart_resolve", false);
_EDITOR_DEF("network/language_server/show_native_symbols_in_editor", false);
}
void GDScriptLanguageServer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
start();
break;
case NOTIFICATION_EXIT_TREE:
stop();
break;
}
}
void GDScriptLanguageServer::thread_main(void *p_userdata) {
GDScriptLanguageServer *self = static_cast<GDScriptLanguageServer *>(p_userdata);
while (!self->thread_exit) {
self->protocol.poll();
OS::get_singleton()->delay_usec(10);
}
}
void GDScriptLanguageServer::start() {
int port = (int)_EDITOR_GET("network/language_server/remote_port");
if (protocol.start(port) == OK) {
EditorNode::get_log()->add_message("** GDScript Language Server Started **");
ERR_FAIL_COND(thread != NULL || thread_exit);
thread_exit = false;
thread = Thread::create(GDScriptLanguageServer::thread_main, this);
}
}
void GDScriptLanguageServer::stop() {
ERR_FAIL_COND(NULL == thread || thread_exit);
thread_exit = true;
Thread::wait_to_finish(thread);
memdelete(thread);
thread = NULL;
protocol.stop();
EditorNode::get_log()->add_message("** GDScript Language Server Stopped **");
}
void register_lsp_types() {
ClassDB::register_class<GDScriptLanguageProtocol>();
ClassDB::register_class<GDScriptTextDocument>();
ClassDB::register_class<GDScriptWorkspace>();
}