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c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
178 lines
5.4 KiB
C++
178 lines
5.4 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef SCRIPT_DEBUGGER_REMOTE_H
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#define SCRIPT_DEBUGGER_REMOTE_H
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#include "script_language.h"
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#include "io/stream_peer_tcp.h"
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#include "io/packet_peer.h"
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#include "list.h"
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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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Map<StringName,int> profiler_function_signature_map;
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float frame_time,idle_time,fixed_time,fixed_frame_time;
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bool profiling;
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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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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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List<String> output_strings;
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List<Message> messages;
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List<OutputError> errors;
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int max_cps;
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int char_count;
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uint64_t last_msec;
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uint64_t msec_count;
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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);
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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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bool _parse_live_edit(const Array &p_command);
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RequestSceneTreeMessageFunc request_scene_tree;
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void *request_scene_tree_ud;
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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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LiveEditFuncs *live_edit_funcs;
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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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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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public:
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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);
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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 set_request_scene_tree_message_func(RequestSceneTreeMessageFunc p_func, void *p_udata);
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virtual void set_live_edit_funcs(LiveEditFuncs *p_funcs);
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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_fixed_time,float p_fixed_frame_time);
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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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