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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
117 lines
4.7 KiB
C++
117 lines
4.7 KiB
C++
/*************************************************************************/
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/* gdscript_language_server.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "gdscript_language_server.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "editor/editor_log.h"
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#include "editor/editor_node.h"
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GDScriptLanguageServer::GDScriptLanguageServer() {
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thread = nullptr;
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thread_running = false;
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started = false;
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use_thread = false;
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port = 6008;
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_EDITOR_DEF("network/language_server/remote_port", port);
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_EDITOR_DEF("network/language_server/enable_smart_resolve", true);
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_EDITOR_DEF("network/language_server/show_native_symbols_in_editor", false);
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_EDITOR_DEF("network/language_server/use_thread", use_thread);
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}
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void GDScriptLanguageServer::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE:
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start();
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break;
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case NOTIFICATION_EXIT_TREE:
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stop();
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break;
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (started && !use_thread) {
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protocol.poll();
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}
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} break;
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case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
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int port = (int)_EDITOR_GET("network/language_server/remote_port");
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bool use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
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if (port != this->port || use_thread != this->use_thread) {
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this->stop();
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this->start();
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}
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} break;
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}
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}
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void GDScriptLanguageServer::thread_main(void *p_userdata) {
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GDScriptLanguageServer *self = static_cast<GDScriptLanguageServer *>(p_userdata);
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while (self->thread_running) {
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// Poll 20 times per second
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self->protocol.poll();
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OS::get_singleton()->delay_usec(50000);
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}
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}
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void GDScriptLanguageServer::start() {
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port = (int)_EDITOR_GET("network/language_server/remote_port");
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use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
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if (protocol.start(port, IP_Address("127.0.0.1")) == OK) {
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EditorNode::get_log()->add_message("--- GDScript language server started ---", EditorLog::MSG_TYPE_EDITOR);
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if (use_thread) {
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ERR_FAIL_COND(thread != nullptr);
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thread_running = true;
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thread = Thread::create(GDScriptLanguageServer::thread_main, this);
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}
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set_process_internal(!use_thread);
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started = true;
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}
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}
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void GDScriptLanguageServer::stop() {
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if (use_thread) {
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ERR_FAIL_COND(nullptr == thread);
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thread_running = false;
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Thread::wait_to_finish(thread);
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memdelete(thread);
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thread = nullptr;
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}
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protocol.stop();
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started = false;
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EditorNode::get_log()->add_message("--- GDScript language server stopped ---", EditorLog::MSG_TYPE_EDITOR);
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}
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void register_lsp_types() {
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ClassDB::register_class<GDScriptLanguageProtocol>();
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ClassDB::register_class<GDScriptTextDocument>();
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ClassDB::register_class<GDScriptWorkspace>();
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}
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