godot/scene/debugger/script_debugger_remote.h
Pedro J. Estébanez 633b75c9e1 Fix debugger not getting focused on break on Windows
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.
2020-07-21 01:09:17 +02:00

210 lines
6.5 KiB
C++

/*************************************************************************/
/* script_debugger_remote.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef SCRIPT_DEBUGGER_REMOTE_H
#define SCRIPT_DEBUGGER_REMOTE_H
#include "core/io/packet_peer.h"
#include "core/io/stream_peer_tcp.h"
#include "core/list.h"
#include "core/os/os.h"
#include "core/script_language.h"
class SceneTree;
class ScriptDebuggerRemote : public ScriptDebugger {
struct Message {
String message;
Array data;
};
struct ProfileInfoSort {
bool operator()(ScriptLanguage::ProfilingInfo *A, ScriptLanguage::ProfilingInfo *B) const {
return A->total_time < B->total_time;
}
};
Vector<ScriptLanguage::ProfilingInfo> profile_info;
Vector<ScriptLanguage::ProfilingInfo *> profile_info_ptrs;
Vector<MultiplayerAPI::ProfilingInfo> network_profile_info;
Map<StringName, int> profiler_function_signature_map;
float frame_time, idle_time, physics_time, physics_frame_time;
bool profiling;
bool profiling_network;
int max_frame_functions;
bool skip_profile_frame;
bool reload_all_scripts;
Ref<StreamPeerTCP> tcp_client;
Ref<PacketPeerStream> packet_peer_stream;
uint64_t last_perf_time;
uint64_t last_net_prof_time;
uint64_t last_net_bandwidth_time;
Object *performance;
bool requested_quit;
Mutex *mutex;
struct OutputError {
int hr;
int min;
int sec;
int msec;
String source_file;
String source_func;
int source_line;
String error;
String error_descr;
bool warning;
Array callstack;
};
struct OutputString {
String message;
int type;
};
List<OutputString> output_strings;
List<Message> messages;
int max_messages_per_frame;
int n_messages_dropped;
List<OutputError> errors;
int max_errors_per_second;
int max_warnings_per_second;
int n_errors_dropped;
int n_warnings_dropped;
int max_cps;
int char_count;
int err_count;
int warn_count;
uint64_t last_msec;
uint64_t msec_count;
OS::ProcessID allow_focus_steal_pid;
bool locking; //hack to avoid a deadloop
static void _print_handler(void *p_this, const String &p_string, bool p_error);
PrintHandlerList phl;
void _get_output();
void _poll_events();
uint32_t poll_every;
SceneTree *scene_tree;
bool _parse_live_edit(const Array &p_command);
void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value);
void _send_object_id(ObjectID p_id);
void _send_video_memory();
Ref<MultiplayerAPI> multiplayer;
ErrorHandlerList eh;
static void _err_handler(void *, const char *, const char *, int p_line, const char *, const char *, ErrorHandlerType p_type);
void _send_profiling_data(bool p_for_frame);
void _send_network_profiling_data();
void _send_network_bandwidth_usage();
struct FrameData {
StringName name;
Array data;
};
Vector<FrameData> profile_frame_data;
void _put_variable(const String &p_name, const Variant &p_variable);
void _save_node(ObjectID id, const String &p_path);
bool skip_breakpoints;
public:
enum MessageType {
MESSAGE_TYPE_LOG,
MESSAGE_TYPE_ERROR,
};
struct ResourceUsage {
String path;
String format;
String type;
RID id;
int vram;
bool operator<(const ResourceUsage &p_img) const { return vram == p_img.vram ? id < p_img.id : vram > p_img.vram; }
};
typedef void (*ResourceUsageFunc)(List<ResourceUsage> *);
static ResourceUsageFunc resource_usage_func;
Error connect_to_host(const String &p_host, uint16_t p_port);
virtual void debug(ScriptLanguage *p_script, bool p_can_continue = true, bool p_is_error_breakpoint = false);
virtual void idle_poll();
virtual void line_poll();
virtual bool is_remote() const { return true; }
virtual void request_quit();
virtual void send_message(const String &p_message, const Array &p_args);
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);
virtual void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
virtual bool is_profiling() const;
virtual void add_profiling_frame_data(const StringName &p_name, const Array &p_data);
virtual void profiling_start();
virtual void profiling_end();
virtual void profiling_set_frame_times(float p_frame_time, float p_idle_time, float p_physics_time, float p_physics_frame_time);
virtual void set_skip_breakpoints(bool p_skip_breakpoints);
void set_scene_tree(SceneTree *p_scene_tree) { scene_tree = p_scene_tree; };
void set_allow_focus_steal_pid(OS::ProcessID p_pid);
ScriptDebuggerRemote();
~ScriptDebuggerRemote();
};
#endif // SCRIPT_DEBUGGER_REMOTE_H