b8ddaf9c33
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
81 lines
3.7 KiB
C++
81 lines
3.7 KiB
C++
/*************************************************************************/
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/* script_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 SCRIPT_DEBUGGER_H
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#define SCRIPT_DEBUGGER_H
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#include "core/map.h"
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#include "core/script_language.h"
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#include "core/set.h"
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#include "core/string_name.h"
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#include "core/vector.h"
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class ScriptDebugger {
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typedef ScriptLanguage::StackInfo StackInfo;
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int lines_left = -1;
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int depth = -1;
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bool skip_breakpoints = false;
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Map<int, Set<StringName> > breakpoints;
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ScriptLanguage *break_lang = NULL;
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Vector<StackInfo> error_stack_info;
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public:
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void set_lines_left(int p_left);
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int get_lines_left() const;
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void set_depth(int p_depth);
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int get_depth() const;
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String breakpoint_find_source(const String &p_source) const;
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void set_break_language(ScriptLanguage *p_lang) { break_lang = p_lang; }
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ScriptLanguage *get_break_language() { return break_lang; }
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void set_skip_breakpoints(bool p_skip_breakpoints);
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bool is_skipping_breakpoints();
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void insert_breakpoint(int p_line, const StringName &p_source);
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void remove_breakpoint(int p_line, const StringName &p_source);
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bool is_breakpoint(int p_line, const StringName &p_source) const;
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bool is_breakpoint_line(int p_line) const;
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void clear_breakpoints();
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const Map<int, Set<StringName> > &get_breakpoints() const { return breakpoints; }
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void debug(ScriptLanguage *p_lang, bool p_can_continue = true, bool p_is_error_breakpoint = false);
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ScriptLanguage *get_break_language() const;
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void send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, ErrorHandlerType p_type, const Vector<StackInfo> &p_stack_info);
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Vector<StackInfo> get_error_stack_info() const;
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ScriptDebugger() {}
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};
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#endif
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