godot/editor/debugger/editor_debugger_server.cpp

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/*************************************************************************/
/* editor_debugger_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 "editor_debugger_server.h"
#include "core/io/marshalls.h"
#include "core/io/tcp_server.h"
#include "core/os/mutex.h"
#include "core/os/thread.h"
#include "editor/editor_log.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
class EditorDebuggerServerTCP : public EditorDebuggerServer {
private:
Ref<TCP_Server> server;
public:
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static EditorDebuggerServer *create(const String &p_protocol);
virtual void poll() {}
virtual Error start();
virtual void stop();
virtual bool is_active() const;
virtual bool is_connection_available() const;
virtual Ref<RemoteDebuggerPeer> take_connection();
EditorDebuggerServerTCP();
};
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EditorDebuggerServer *EditorDebuggerServerTCP::create(const String &p_protocol) {
ERR_FAIL_COND_V(p_protocol != "tcp://", nullptr);
return memnew(EditorDebuggerServerTCP);
}
EditorDebuggerServerTCP::EditorDebuggerServerTCP() {
server.instance();
}
Error EditorDebuggerServerTCP::start() {
int remote_port = (int)EditorSettings::get_singleton()->get("network/debug/remote_port");
const Error err = server->listen(remote_port);
if (err != OK) {
EditorNode::get_log()->add_message(String("Error listening on port ") + itos(remote_port), EditorLog::MSG_TYPE_ERROR);
return err;
}
return err;
}
void EditorDebuggerServerTCP::stop() {
server->stop();
}
bool EditorDebuggerServerTCP::is_active() const {
return server->is_listening();
}
bool EditorDebuggerServerTCP::is_connection_available() const {
return server->is_listening() && server->is_connection_available();
}
Ref<RemoteDebuggerPeer> EditorDebuggerServerTCP::take_connection() {
ERR_FAIL_COND_V(!is_connection_available(), Ref<RemoteDebuggerPeer>());
return memnew(RemoteDebuggerPeerTCP(server->take_connection()));
}
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/// EditorDebuggerServer
Map<StringName, EditorDebuggerServer::CreateServerFunc> EditorDebuggerServer::protocols;
EditorDebuggerServer *EditorDebuggerServer::create(const String &p_protocol) {
ERR_FAIL_COND_V(!protocols.has(p_protocol), nullptr);
return protocols[p_protocol](p_protocol);
}
void EditorDebuggerServer::register_protocol_handler(const String &p_protocol, CreateServerFunc p_func) {
ERR_FAIL_COND(protocols.has(p_protocol));
protocols[p_protocol] = p_func;
}
void EditorDebuggerServer::initialize() {
register_protocol_handler("tcp://", EditorDebuggerServerTCP::create);
}
void EditorDebuggerServer::deinitialize() {
protocols.clear();
}