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3b47eb51e4
Shared RemoteDebuggerPeer code between client and server. Move editor profilers inside editor/debugger folder.
91 lines
3.7 KiB
C++
91 lines
3.7 KiB
C++
/*************************************************************************/
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/* editor_debugger_server.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "editor_debugger_server.h"
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#include "core/io/marshalls.h"
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#include "core/io/tcp_server.h"
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#include "core/os/mutex.h"
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#include "core/os/thread.h"
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#include "editor/editor_log.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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class EditorDebuggerServerTCP : public EditorDebuggerServer {
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private:
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Ref<TCP_Server> server;
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public:
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virtual void poll() {}
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virtual Error start();
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virtual void stop();
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virtual bool is_active() const;
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virtual bool is_connection_available() const;
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virtual Ref<RemoteDebuggerPeer> take_connection();
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EditorDebuggerServerTCP();
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};
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EditorDebuggerServerTCP::EditorDebuggerServerTCP() {
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server.instance();
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}
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Error EditorDebuggerServerTCP::start() {
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int remote_port = (int)EditorSettings::get_singleton()->get("network/debug/remote_port");
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const Error err = server->listen(remote_port);
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if (err != OK) {
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EditorNode::get_log()->add_message(String("Error listening on port ") + itos(remote_port), EditorLog::MSG_TYPE_ERROR);
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return err;
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}
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return err;
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}
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void EditorDebuggerServerTCP::stop() {
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server->stop();
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}
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bool EditorDebuggerServerTCP::is_active() const {
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return server->is_listening();
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}
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bool EditorDebuggerServerTCP::is_connection_available() const {
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return server->is_listening() && server->is_connection_available();
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}
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Ref<RemoteDebuggerPeer> EditorDebuggerServerTCP::take_connection() {
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ERR_FAIL_COND_V(!is_connection_available(), Ref<RemoteDebuggerPeer>());
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return memnew(RemoteDebuggerPeerTCP(server->take_connection()));
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}
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EditorDebuggerServer *EditorDebuggerServer::create_default() {
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return memnew(EditorDebuggerServerTCP);
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}
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