0b94203a79
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
95 lines
2.3 KiB
C#
95 lines
2.3 KiB
C#
using System;
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using Path = System.IO.Path;
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namespace GodotTools.IdeConnection
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{
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public class GodotIdeBase : IDisposable
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{
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private ILogger logger;
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public ILogger Logger
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{
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get => logger ?? (logger = new ConsoleLogger());
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set => logger = value;
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}
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private readonly string projectMetadataDir;
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protected const string MetaFileName = "ide_server_meta.txt";
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protected string MetaFilePath => Path.Combine(projectMetadataDir, MetaFileName);
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private GodotIdeConnection connection;
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protected readonly object ConnectionLock = new object();
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public bool IsDisposed { get; private set; } = false;
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public bool IsConnected => connection != null && !connection.IsDisposed && connection.IsConnected;
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public event Action Connected
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{
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add
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{
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if (connection != null && !connection.IsDisposed)
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connection.Connected += value;
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}
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remove
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{
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if (connection != null && !connection.IsDisposed)
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connection.Connected -= value;
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}
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}
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protected GodotIdeConnection Connection
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{
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get => connection;
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set
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{
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connection?.Dispose();
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connection = value;
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}
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}
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protected GodotIdeBase(string projectMetadataDir)
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{
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this.projectMetadataDir = projectMetadataDir;
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}
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protected void DisposeConnection()
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{
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lock (ConnectionLock)
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{
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connection?.Dispose();
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}
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}
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~GodotIdeBase()
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{
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Dispose(disposing: false);
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}
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public void Dispose()
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{
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if (IsDisposed)
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return;
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lock (ConnectionLock)
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{
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if (IsDisposed) // lock may not be fair
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return;
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IsDisposed = true;
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}
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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connection?.Dispose();
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}
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}
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}
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}
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