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5e512b705e
* This implementation adds threads on the side of the client (script debugger). * Some functions of the debugger are optimized. * The profile is also now thread safe using atomics. * The editor can switch between multiple threads when debugging. This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs. This means that, now, the editor can receive multiple threads entering debug mode at the same time.
103 lines
4.4 KiB
C++
103 lines
4.4 KiB
C++
/**************************************************************************/
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/* script_debugger.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "script_debugger.h"
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#include "core/debugger/engine_debugger.h"
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thread_local int ScriptDebugger::lines_left = -1;
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thread_local int ScriptDebugger::depth = -1;
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thread_local ScriptLanguage *ScriptDebugger::break_lang = nullptr;
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thread_local Vector<ScriptDebugger::StackInfo> ScriptDebugger::error_stack_info;
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void ScriptDebugger::set_lines_left(int p_left) {
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lines_left = p_left;
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}
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void ScriptDebugger::set_depth(int p_depth) {
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depth = p_depth;
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}
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void ScriptDebugger::insert_breakpoint(int p_line, const StringName &p_source) {
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if (!breakpoints.has(p_line)) {
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breakpoints[p_line] = HashSet<StringName>();
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}
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breakpoints[p_line].insert(p_source);
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}
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void ScriptDebugger::remove_breakpoint(int p_line, const StringName &p_source) {
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if (!breakpoints.has(p_line)) {
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return;
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}
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breakpoints[p_line].erase(p_source);
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if (breakpoints[p_line].size() == 0) {
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breakpoints.erase(p_line);
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}
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}
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String ScriptDebugger::breakpoint_find_source(const String &p_source) const {
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return p_source;
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}
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void ScriptDebugger::clear_breakpoints() {
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breakpoints.clear();
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}
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void ScriptDebugger::set_skip_breakpoints(bool p_skip_breakpoints) {
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skip_breakpoints = p_skip_breakpoints;
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}
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bool ScriptDebugger::is_skipping_breakpoints() {
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return skip_breakpoints;
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}
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void ScriptDebugger::debug(ScriptLanguage *p_lang, bool p_can_continue, bool p_is_error_breakpoint) {
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ScriptLanguage *prev = break_lang;
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break_lang = p_lang;
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EngineDebugger::get_singleton()->debug(p_can_continue, p_is_error_breakpoint);
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break_lang = prev;
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}
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void ScriptDebugger::send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, bool p_editor_notify, ErrorHandlerType p_type, const Vector<StackInfo> &p_stack_info) {
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// Store stack info, this is ugly, but allows us to separate EngineDebugger and ScriptDebugger. There might be a better way.
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error_stack_info.append_array(p_stack_info);
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EngineDebugger::get_singleton()->send_error(p_func, p_file, p_line, p_err, p_descr, p_editor_notify, p_type);
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error_stack_info.clear(); // Clear because this is thread local
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}
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Vector<ScriptLanguage::StackInfo> ScriptDebugger::get_error_stack_info() const {
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return error_stack_info;
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}
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ScriptLanguage *ScriptDebugger::get_break_language() const {
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return break_lang;
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}
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