This is a revert of 9d78274e06
, which was an attempt to fix #21431, but in the end it seems a different problem was the root of the issue.
Renewing focus steal allowance every time is needed on Windows.
209 lines
6.5 KiB
C++
209 lines
6.5 KiB
C++
/*************************************************************************/
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/* script_debugger_remote.h */
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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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#ifndef SCRIPT_DEBUGGER_REMOTE_H
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#define SCRIPT_DEBUGGER_REMOTE_H
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#include "core/io/packet_peer.h"
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#include "core/io/stream_peer_tcp.h"
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#include "core/list.h"
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#include "core/os/os.h"
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#include "core/script_language.h"
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class SceneTree;
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class ScriptDebuggerRemote : public ScriptDebugger {
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struct Message {
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String message;
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Array data;
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};
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struct ProfileInfoSort {
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bool operator()(ScriptLanguage::ProfilingInfo *A, ScriptLanguage::ProfilingInfo *B) const {
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return A->total_time < B->total_time;
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}
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};
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Vector<ScriptLanguage::ProfilingInfo> profile_info;
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Vector<ScriptLanguage::ProfilingInfo *> profile_info_ptrs;
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Vector<MultiplayerAPI::ProfilingInfo> network_profile_info;
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Map<StringName, int> profiler_function_signature_map;
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float frame_time, idle_time, physics_time, physics_frame_time;
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bool profiling;
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bool profiling_network;
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int max_frame_functions;
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bool skip_profile_frame;
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bool reload_all_scripts;
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Ref<StreamPeerTCP> tcp_client;
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Ref<PacketPeerStream> packet_peer_stream;
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uint64_t last_perf_time;
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uint64_t last_net_prof_time;
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uint64_t last_net_bandwidth_time;
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Object *performance;
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bool requested_quit;
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Mutex *mutex;
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struct OutputError {
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int hr;
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int min;
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int sec;
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int msec;
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String source_file;
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String source_func;
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int source_line;
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String error;
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String error_descr;
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bool warning;
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Array callstack;
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};
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struct OutputString {
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String message;
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int type;
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};
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List<OutputString> output_strings;
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List<Message> messages;
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int max_messages_per_frame;
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int n_messages_dropped;
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List<OutputError> errors;
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int max_errors_per_second;
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int max_warnings_per_second;
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int n_errors_dropped;
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int n_warnings_dropped;
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int max_cps;
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int char_count;
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int err_count;
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int warn_count;
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uint64_t last_msec;
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uint64_t msec_count;
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OS::ProcessID allow_focus_steal_pid;
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bool locking; //hack to avoid a deadloop
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static void _print_handler(void *p_this, const String &p_string, bool p_error);
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PrintHandlerList phl;
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void _get_output();
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void _poll_events();
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uint32_t poll_every;
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SceneTree *scene_tree;
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bool _parse_live_edit(const Array &p_command);
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void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value);
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void _send_object_id(ObjectID p_id);
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void _send_video_memory();
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Ref<MultiplayerAPI> multiplayer;
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ErrorHandlerList eh;
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static void _err_handler(void *, const char *, const char *, int p_line, const char *, const char *, ErrorHandlerType p_type);
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void _send_profiling_data(bool p_for_frame);
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void _send_network_profiling_data();
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void _send_network_bandwidth_usage();
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struct FrameData {
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StringName name;
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Array data;
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};
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Vector<FrameData> profile_frame_data;
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void _put_variable(const String &p_name, const Variant &p_variable);
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void _save_node(ObjectID id, const String &p_path);
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bool skip_breakpoints;
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public:
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enum MessageType {
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MESSAGE_TYPE_LOG,
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MESSAGE_TYPE_ERROR,
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};
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struct ResourceUsage {
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String path;
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String format;
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String type;
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RID id;
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int vram;
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bool operator<(const ResourceUsage &p_img) const { return vram == p_img.vram ? id < p_img.id : vram > p_img.vram; }
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};
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typedef void (*ResourceUsageFunc)(List<ResourceUsage> *);
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static ResourceUsageFunc resource_usage_func;
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Error connect_to_host(const String &p_host, uint16_t p_port);
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virtual void debug(ScriptLanguage *p_script, bool p_can_continue = true, bool p_is_error_breakpoint = false);
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virtual void idle_poll();
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virtual void line_poll();
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virtual bool is_remote() const { return true; }
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virtual void request_quit();
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virtual void send_message(const String &p_message, const Array &p_args);
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virtual void send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, ErrorHandlerType p_type, const Vector<ScriptLanguage::StackInfo> &p_stack_info);
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virtual void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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virtual bool is_profiling() const;
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virtual void add_profiling_frame_data(const StringName &p_name, const Array &p_data);
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virtual void profiling_start();
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virtual void profiling_end();
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virtual void profiling_set_frame_times(float p_frame_time, float p_idle_time, float p_physics_time, float p_physics_frame_time);
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virtual void set_skip_breakpoints(bool p_skip_breakpoints);
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void set_scene_tree(SceneTree *p_scene_tree) { scene_tree = p_scene_tree; };
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void set_allow_focus_steal_pid(OS::ProcessID p_pid);
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ScriptDebuggerRemote();
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~ScriptDebuggerRemote();
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};
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#endif // SCRIPT_DEBUGGER_REMOTE_H
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