godot/core/script_debugger_remote.h
Juan Linietsky d1da2c2995 error debugger
shows the list of errors that happened during running the game, traces
can be analyzed
2015-08-04 09:47:32 -03:00

119 lines
4.0 KiB
C++

/*************************************************************************/
/* script_debugger_remote.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#ifndef SCRIPT_DEBUGGER_REMOTE_H
#define SCRIPT_DEBUGGER_REMOTE_H
#include "script_language.h"
#include "io/stream_peer_tcp.h"
#include "io/packet_peer.h"
#include "list.h"
class ScriptDebuggerRemote : public ScriptDebugger {
struct Message {
String message;
Array data;
};
Ref<StreamPeerTCP> tcp_client;
Ref<PacketPeerStream> packet_peer_stream;
uint64_t last_perf_time;
Object *performance;
bool requested_quit;
Mutex *mutex;
struct OutputError {
int hr;
int min;
int sec;
int msec;
String source_file;
String source_func;
int source_line;
String error;
String error_descr;
bool warning;
Array callstack;
};
List<String> output_strings;
List<Message> messages;
List<OutputError> errors;
int max_cps;
int char_count;
uint64_t last_msec;
uint64_t msec_count;
bool locking; //hack to avoid a deadloop
static void _print_handler(void *p_this,const String& p_string);
PrintHandlerList phl;
void _get_output();
void _poll_events();
uint32_t poll_every;
bool _parse_live_edit(const Array &p_command);
RequestSceneTreeMessageFunc request_scene_tree;
void *request_scene_tree_ud;
LiveEditFuncs *live_edit_funcs;
ErrorHandlerList eh;
static void _err_handler(void*,const char*,const char*,int p_line,const char *, const char *,ErrorHandlerType p_type);
public:
Error connect_to_host(const String& p_host,uint16_t p_port);
virtual void debug(ScriptLanguage *p_script,bool p_can_continue=true);
virtual void idle_poll();
virtual void line_poll();
virtual bool is_remote() const { return true; }
virtual void request_quit();
virtual void send_message(const String& p_message, const Array& p_args);
virtual void set_request_scene_tree_message_func(RequestSceneTreeMessageFunc p_func, void *p_udata);
virtual void set_live_edit_funcs(LiveEditFuncs *p_funcs);
ScriptDebuggerRemote();
~ScriptDebuggerRemote();
};
#endif // SCRIPT_DEBUGGER_REMOTE_H