Merge pull request #41362 from neikeq/fix-play-issues-after-ide-play-request
C#: Fix editor unable to play game after IDE PlayRequest
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commit
f568cede8d
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@ -205,23 +205,8 @@ namespace GodotTools
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if (File.Exists(editorScriptsMetadataPath))
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File.Copy(editorScriptsMetadataPath, playerScriptsMetadataPath);
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var currentPlayRequest = GodotSharpEditor.Instance.CurrentPlaySettings;
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if (currentPlayRequest != null)
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{
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if (currentPlayRequest.Value.HasDebugger)
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{
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// Set the environment variable that will tell the player to connect to the IDE debugger
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// TODO: We should probably add a better way to do this
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Environment.SetEnvironmentVariable("GODOT_MONO_DEBUGGER_AGENT",
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"--debugger-agent=transport=dt_socket" +
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$",address={currentPlayRequest.Value.DebuggerHost}:{currentPlayRequest.Value.DebuggerPort}" +
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",server=n");
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}
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if (!currentPlayRequest.Value.BuildBeforePlaying)
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if (GodotSharpEditor.Instance.SkipBuildBeforePlaying)
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return true; // Requested play from an external editor/IDE which already built the project
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}
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return BuildProjectBlocking("Debug");
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}
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@ -38,7 +38,7 @@ namespace GodotTools
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public BottomPanel BottomPanel { get; private set; }
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public PlaySettings? CurrentPlaySettings { get; set; }
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public bool SkipBuildBeforePlaying { get; set; } = false;
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public static string ProjectAssemblyName
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{
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@ -330,9 +330,10 @@ namespace GodotTools.Ides
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{
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DispatchToMainThread(() =>
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{
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GodotSharpEditor.Instance.CurrentPlaySettings = new PlaySettings();
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// TODO: Add BuildBeforePlaying flag to PlayRequest
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// Run the game
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Internal.EditorRunPlay();
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GodotSharpEditor.Instance.CurrentPlaySettings = null;
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});
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return Task.FromResult<Response>(new PlayResponse());
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}
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@ -341,10 +342,22 @@ namespace GodotTools.Ides
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{
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DispatchToMainThread(() =>
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{
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GodotSharpEditor.Instance.CurrentPlaySettings =
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new PlaySettings(request.DebuggerHost, request.DebuggerPort, request.BuildBeforePlaying ?? true);
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// Tell the build callback whether the editor already built the solution or not
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GodotSharpEditor.Instance.SkipBuildBeforePlaying = !(request.BuildBeforePlaying ?? true);
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// Pass the debugger agent settings to the player via an environment variables
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// TODO: It would be better if this was an argument in EditorRunPlay instead
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Environment.SetEnvironmentVariable("GODOT_MONO_DEBUGGER_AGENT",
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"--debugger-agent=transport=dt_socket" +
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$",address={request.DebuggerHost}:{request.DebuggerPort}" +
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",server=n");
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// Run the game
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Internal.EditorRunPlay();
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GodotSharpEditor.Instance.CurrentPlaySettings = null;
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// Restore normal settings
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Environment.SetEnvironmentVariable("GODOT_MONO_DEBUGGER_AGENT", "");
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GodotSharpEditor.Instance.SkipBuildBeforePlaying = false;
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});
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return Task.FromResult<Response>(new DebugPlayResponse());
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}
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