5e512b705e
* This implementation adds threads on the side of the client (script debugger). * Some functions of the debugger are optimized. * The profile is also now thread safe using atomics. * The editor can switch between multiple threads when debugging. This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs. This means that, now, the editor can receive multiple threads entering debug mode at the same time.
146 lines
6.1 KiB
C++
146 lines
6.1 KiB
C++
/**************************************************************************/
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/* engine_debugger.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef ENGINE_DEBUGGER_H
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#define ENGINE_DEBUGGER_H
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#include "core/string/string_name.h"
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#include "core/string/ustring.h"
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#include "core/templates/hash_map.h"
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#include "core/templates/vector.h"
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#include "core/variant/array.h"
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#include "core/variant/variant.h"
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class RemoteDebuggerPeer;
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class ScriptDebugger;
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class EngineDebugger {
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public:
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typedef void (*ProfilingToggle)(void *p_user, bool p_enable, const Array &p_opts);
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typedef void (*ProfilingTick)(void *p_user, double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
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typedef void (*ProfilingAdd)(void *p_user, const Array &p_arr);
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typedef Error (*CaptureFunc)(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured);
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typedef RemoteDebuggerPeer *(*CreatePeerFunc)(const String &p_uri);
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class Profiler {
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friend class EngineDebugger;
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ProfilingToggle toggle = nullptr;
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ProfilingAdd add = nullptr;
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ProfilingTick tick = nullptr;
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void *data = nullptr;
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bool active = false;
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public:
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Profiler() {}
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Profiler(void *p_data, ProfilingToggle p_toggle, ProfilingAdd p_add, ProfilingTick p_tick) {
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data = p_data;
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toggle = p_toggle;
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add = p_add;
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tick = p_tick;
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}
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};
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class Capture {
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friend class EngineDebugger;
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CaptureFunc capture = nullptr;
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void *data = nullptr;
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public:
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Capture() {}
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Capture(void *p_data, CaptureFunc p_capture) {
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data = p_data;
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capture = p_capture;
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}
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};
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private:
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double frame_time = 0.0;
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double process_time = 0.0;
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double physics_time = 0.0;
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double physics_frame_time = 0.0;
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uint32_t poll_every = 0;
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protected:
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static EngineDebugger *singleton;
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static ScriptDebugger *script_debugger;
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static HashMap<StringName, Profiler> profilers;
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static HashMap<StringName, Capture> captures;
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static HashMap<String, CreatePeerFunc> protocols;
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static void (*allow_focus_steal_fn)();
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public:
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_FORCE_INLINE_ static EngineDebugger *get_singleton() { return singleton; }
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_FORCE_INLINE_ static bool is_active() { return singleton != nullptr && script_debugger != nullptr; }
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_FORCE_INLINE_ static ScriptDebugger *get_script_debugger() { return script_debugger; };
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static void initialize(const String &p_uri, bool p_skip_breakpoints, Vector<String> p_breakpoints, void (*p_allow_focus_steal_fn)());
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static void deinitialize();
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static void register_profiler(const StringName &p_name, const Profiler &p_profiler);
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static void unregister_profiler(const StringName &p_name);
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static bool is_profiling(const StringName &p_name);
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static bool has_profiler(const StringName &p_name);
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static void profiler_add_frame_data(const StringName &p_name, const Array &p_data);
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static void register_message_capture(const StringName &p_name, Capture p_func);
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static void unregister_message_capture(const StringName &p_name);
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static bool has_capture(const StringName &p_name);
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static void register_uri_handler(const String &p_protocol, CreatePeerFunc p_func);
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void iteration(uint64_t p_frame_ticks, uint64_t p_process_ticks, uint64_t p_physics_ticks, double p_physics_frame_time);
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void profiler_enable(const StringName &p_name, bool p_enabled, const Array &p_opts = Array());
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Error capture_parse(const StringName &p_name, const String &p_msg, const Array &p_args, bool &r_captured);
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void line_poll() {
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// The purpose of this is just processing events every now and then when the script might get too busy otherwise bugs like infinite loops can't be caught.
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if (unlikely(poll_every % 2048) == 0) {
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poll_events(false);
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}
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poll_every++;
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}
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virtual void poll_events(bool p_is_idle) {}
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virtual void send_message(const String &p_msg, const Array &p_data) = 0;
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virtual void send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, bool p_editor_notify, ErrorHandlerType p_type) = 0;
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virtual void debug(bool p_can_continue = true, bool p_is_error_breakpoint = false) = 0;
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virtual ~EngineDebugger();
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};
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#endif // ENGINE_DEBUGGER_H
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