[Debugger] Move servers-related behaviours to ServersDebugger.
Forcing draw during debug break is now handled by ServersDebugger, and only happens when the proper message is sent from the EditorDebugger ("servers:draw"). In a similar way, briging the window in foreground is now also handled by ServersDebugger upon receiving "servers:foreground" which is sent by the EditorDebugger when resuming from a break ("continue").
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@ -32,7 +32,6 @@
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#define DEBUGGER_MARSHARLLS_H
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#include "core/object/script_language.h"
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#include "servers/rendering_server.h"
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struct DebuggerMarshalls {
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struct ScriptStackVariable {
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@ -444,11 +444,7 @@ void RemoteDebugger::debug(bool p_can_continue, bool p_is_error_breakpoint) {
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Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
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}
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uint64_t loop_begin_usec = 0;
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uint64_t loop_time_sec = 0;
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while (is_peer_connected()) {
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loop_begin_usec = OS::get_singleton()->get_ticks_usec();
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flush_output();
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peer->poll();
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@ -475,7 +471,6 @@ void RemoteDebugger::debug(bool p_can_continue, bool p_is_error_breakpoint) {
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} else if (command == "continue") {
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script_debugger->set_depth(-1);
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script_debugger->set_lines_left(-1);
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DisplayServer::get_singleton()->window_move_to_foreground();
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break;
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} else if (command == "break") {
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@ -551,13 +546,6 @@ void RemoteDebugger::debug(bool p_can_continue, bool p_is_error_breakpoint) {
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OS::get_singleton()->delay_usec(10000);
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OS::get_singleton()->process_and_drop_events();
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}
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// This is for the camera override to stay live even when the game is paused from the editor
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loop_time_sec = (OS::get_singleton()->get_ticks_usec() - loop_begin_usec) / 1000000.0f;
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RenderingServer::get_singleton()->sync();
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if (RenderingServer::get_singleton()->has_changed()) {
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RenderingServer::get_singleton()->draw(true, loop_time_sec * Engine::get_singleton()->get_time_scale());
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}
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}
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send_message("debug_exit", Array());
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@ -129,6 +129,7 @@ void ScriptEditorDebugger::debug_continue() {
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_clear_execution();
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_put_msg("continue", Array());
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_put_msg("servers:foreground", Array());
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}
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void ScriptEditorDebugger::update_tabs() {
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@ -834,6 +835,9 @@ void ScriptEditorDebugger::_notification(int p_what) {
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msg.push_back(cam->get_far());
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_put_msg("scene:override_camera_3D:transform", msg);
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}
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if (breaked) {
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_put_msg("servers:draw", Array());
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}
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}
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const uint64_t until = OS::get_singleton()->get_ticks_msec() + 20;
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@ -395,8 +395,24 @@ void ServersDebugger::deinitialize() {
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Error ServersDebugger::_capture(void *p_user, const String &p_cmd, const Array &p_data, bool &r_captured) {
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ERR_FAIL_COND_V(!singleton, ERR_BUG);
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r_captured = true;
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if (p_cmd == "memory") {
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singleton->_send_resource_usage();
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} else if (p_cmd == "draw") { // Forced redraw.
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// For camera override to stay live when the game is paused from the editor.
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double delta = 0.0;
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if (singleton->last_draw_time) {
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delta = (OS::get_singleton()->get_ticks_usec() - singleton->last_draw_time) / 1000000.0;
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}
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singleton->last_draw_time = OS::get_singleton()->get_ticks_usec();
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RenderingServer::get_singleton()->sync();
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if (RenderingServer::get_singleton()->has_changed()) {
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RenderingServer::get_singleton()->draw(true, delta);
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}
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} else if (p_cmd == "foreground") {
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singleton->last_draw_time = 0.0;
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DisplayServer::get_singleton()->window_move_to_foreground();
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singleton->servers_profiler->skip_frame();
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} else {
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r_captured = false;
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}
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@ -33,6 +33,8 @@
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#include "core/debugger/debugger_marshalls.h"
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#include "servers/rendering_server.h"
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class ServersDebugger {
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public:
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// Memory usage
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@ -108,6 +110,7 @@ private:
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class ServersProfiler;
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class VisualProfiler;
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double last_draw_time = 0.0;
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Ref<ServersProfiler> servers_profiler;
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Ref<VisualProfiler> visual_profiler;
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