C#: Fix editor unable to play game after IDE PlayRequest

The editor wasn't clearing the debugger agent
settings properly after a processing a play
request from an IDE. This caused consequent play
attempts to fail if not launched from the IDE,
as the game would still attempt and fail to
connect to the debugger.

The concrete cause: Forgetting to clear the
`GODOT_MONO_DEBUGGER_AGENT` environment variable.
This commit is contained in:
Ignacio Etcheverry 2020-08-19 00:14:52 +02:00
parent 65730ab9f6
commit 6e7da72648
3 changed files with 21 additions and 23 deletions

View File

@ -205,23 +205,8 @@ namespace GodotTools
if (File.Exists(editorScriptsMetadataPath)) if (File.Exists(editorScriptsMetadataPath))
File.Copy(editorScriptsMetadataPath, playerScriptsMetadataPath); File.Copy(editorScriptsMetadataPath, playerScriptsMetadataPath);
var currentPlayRequest = GodotSharpEditor.Instance.CurrentPlaySettings; if (GodotSharpEditor.Instance.SkipBuildBeforePlaying)
if (currentPlayRequest != null)
{
if (currentPlayRequest.Value.HasDebugger)
{
// Set the environment variable that will tell the player to connect to the IDE debugger
// TODO: We should probably add a better way to do this
Environment.SetEnvironmentVariable("GODOT_MONO_DEBUGGER_AGENT",
"--debugger-agent=transport=dt_socket" +
$",address={currentPlayRequest.Value.DebuggerHost}:{currentPlayRequest.Value.DebuggerPort}" +
",server=n");
}
if (!currentPlayRequest.Value.BuildBeforePlaying)
return true; // Requested play from an external editor/IDE which already built the project return true; // Requested play from an external editor/IDE which already built the project
}
return BuildProjectBlocking("Debug"); return BuildProjectBlocking("Debug");
} }

View File

@ -38,7 +38,7 @@ namespace GodotTools
public BottomPanel BottomPanel { get; private set; } public BottomPanel BottomPanel { get; private set; }
public PlaySettings? CurrentPlaySettings { get; set; } public bool SkipBuildBeforePlaying { get; set; } = false;
public static string ProjectAssemblyName public static string ProjectAssemblyName
{ {

View File

@ -330,9 +330,10 @@ namespace GodotTools.Ides
{ {
DispatchToMainThread(() => DispatchToMainThread(() =>
{ {
GodotSharpEditor.Instance.CurrentPlaySettings = new PlaySettings(); // TODO: Add BuildBeforePlaying flag to PlayRequest
// Run the game
Internal.EditorRunPlay(); Internal.EditorRunPlay();
GodotSharpEditor.Instance.CurrentPlaySettings = null;
}); });
return Task.FromResult<Response>(new PlayResponse()); return Task.FromResult<Response>(new PlayResponse());
} }
@ -341,10 +342,22 @@ namespace GodotTools.Ides
{ {
DispatchToMainThread(() => DispatchToMainThread(() =>
{ {
GodotSharpEditor.Instance.CurrentPlaySettings = // Tell the build callback whether the editor already built the solution or not
new PlaySettings(request.DebuggerHost, request.DebuggerPort, request.BuildBeforePlaying ?? true); GodotSharpEditor.Instance.SkipBuildBeforePlaying = !(request.BuildBeforePlaying ?? true);
// Pass the debugger agent settings to the player via an environment variables
// TODO: It would be better if this was an argument in EditorRunPlay instead
Environment.SetEnvironmentVariable("GODOT_MONO_DEBUGGER_AGENT",
"--debugger-agent=transport=dt_socket" +
$",address={request.DebuggerHost}:{request.DebuggerPort}" +
",server=n");
// Run the game
Internal.EditorRunPlay(); Internal.EditorRunPlay();
GodotSharpEditor.Instance.CurrentPlaySettings = null;
// Restore normal settings
Environment.SetEnvironmentVariable("GODOT_MONO_DEBUGGER_AGENT", "");
GodotSharpEditor.Instance.SkipBuildBeforePlaying = false;
}); });
return Task.FromResult<Response>(new DebugPlayResponse()); return Task.FromResult<Response>(new DebugPlayResponse());
} }