godot/modules/gdscript/language_server/gdscript_language_server.cpp
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00

108 lines
4.5 KiB
C++

/*************************************************************************/
/* gdscript_language_server.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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/io/file_access.h"
#include "core/os/os.h"
#include "editor/editor_log.h"
#include "editor/editor_node.h"
GDScriptLanguageServer::GDScriptLanguageServer() {
_EDITOR_DEF("network/language_server/remote_port", port);
_EDITOR_DEF("network/language_server/enable_smart_resolve", true);
_EDITOR_DEF("network/language_server/show_native_symbols_in_editor", false);
_EDITOR_DEF("network/language_server/use_thread", use_thread);
}
void GDScriptLanguageServer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
start();
break;
case NOTIFICATION_EXIT_TREE:
stop();
break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (started && !use_thread) {
protocol.poll();
}
} break;
case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
int port = (int)_EDITOR_GET("network/language_server/remote_port");
bool use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
if (port != this->port || use_thread != this->use_thread) {
this->stop();
this->start();
}
} break;
}
}
void GDScriptLanguageServer::thread_main(void *p_userdata) {
GDScriptLanguageServer *self = static_cast<GDScriptLanguageServer *>(p_userdata);
while (self->thread_running) {
// Poll 20 times per second
self->protocol.poll();
OS::get_singleton()->delay_usec(50000);
}
}
void GDScriptLanguageServer::start() {
port = (int)_EDITOR_GET("network/language_server/remote_port");
use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
if (protocol.start(port, IPAddress("127.0.0.1")) == OK) {
EditorNode::get_log()->add_message("--- GDScript language server started ---", EditorLog::MSG_TYPE_EDITOR);
if (use_thread) {
thread_running = true;
thread.start(GDScriptLanguageServer::thread_main, this);
}
set_process_internal(!use_thread);
started = true;
}
}
void GDScriptLanguageServer::stop() {
if (use_thread) {
ERR_FAIL_COND(!thread.is_started());
thread_running = false;
thread.wait_to_finish();
}
protocol.stop();
started = false;
EditorNode::get_log()->add_message("--- GDScript language server stopped ---", EditorLog::MSG_TYPE_EDITOR);
}
void register_lsp_types() {
ClassDB::register_class<GDScriptLanguageProtocol>();
ClassDB::register_class<GDScriptTextDocument>();
ClassDB::register_class<GDScriptWorkspace>();
}