#ifndef SCRIPT_DEBUGGER_REMOTE_H #define SCRIPT_DEBUGGER_REMOTE_H /*************************************************************************/ /* script_debugger_remote.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "core/containers/list.h" #include "core/io/packet_peer.h" #include "core/io/stream_peer_tcp.h" #include "core/object/script_language.h" #include "core/os/os.h" #include "core/os/thread.h" class SceneTree; class ScriptDebuggerRemote : public ScriptDebugger { struct Message { String message; Array data; }; struct ProfileInfoSort { bool operator()(ScriptLanguage::ProfilingInfo *A, ScriptLanguage::ProfilingInfo *B) const { return A->total_time < B->total_time; } }; Vector profile_info; Vector profile_info_ptrs; Vector network_profile_info; RBMap profiler_function_signature_map; float frame_time, process_time, physics_time, physics_frame_time; bool profiling; bool profiling_network; int max_frame_functions; bool skip_profile_frame; bool reload_all_scripts; Ref tcp_client; Ref packet_peer_stream; uint64_t last_perf_time; uint64_t last_net_prof_time; uint64_t last_net_bandwidth_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; }; struct OutputString { String message; int type; Thread::ID thread; }; List output_strings; HashMap> incoming_messages; HashMap> outgoing_messages; int max_messages_per_frame; int n_messages_dropped; List errors; int max_errors_per_second; int max_warnings_per_second; int n_errors_dropped; int n_warnings_dropped; int max_cps; int char_count; int err_count; int warn_count; uint64_t last_msec; uint64_t msec_count; OS::ProcessID allow_focus_steal_pid; bool locking; //hack to avoid a deadloop static void _print_handler(void *p_this, const String &p_string, bool p_error); PrintHandlerList phl; void _poll_messages(); bool _has_incoming_messages(); Array _get_incoming_message(); bool _has_outgoing_messages(); Message _get_outgoing_message(); void _get_output(); void _poll_events(); uint32_t poll_every; SceneTree *scene_tree; bool _parse_live_edit(const Array &p_command); void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value); void _send_object_id(ObjectID p_id); void _send_video_memory(); Ref multiplayer; ErrorHandlerList eh; static void _err_handler(void *, const char *, const char *, int p_line, const char *, const char *, ErrorHandlerType p_type); void _send_profiling_data(bool p_for_frame); void _send_network_profiling_data(); void _send_network_bandwidth_usage(); struct FrameData { StringName name; Array data; }; Vector profile_frame_data; void _put_variable(const String &p_name, const Variant &p_variable); void _save_node(ObjectID id, const String &p_path); bool skip_breakpoints; public: enum MessageType { MESSAGE_TYPE_LOG, MESSAGE_TYPE_ERROR, }; struct ResourceUsage { String path; String format; String type; RID id; int vram; bool operator<(const ResourceUsage &p_img) const { return vram == p_img.vram ? id < p_img.id : vram > p_img.vram; } }; typedef void (*ResourceUsageFunc)(List *); static ResourceUsageFunc resource_usage_func; Error connect_to_host(const String &p_host, uint16_t p_port); virtual void debug(ScriptLanguage *p_script, bool p_can_continue = true, bool p_is_error_breakpoint = false); 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 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 &p_stack_info); virtual void set_multiplayer(Ref p_multiplayer); virtual bool is_profiling() const; virtual void add_profiling_frame_data(const StringName &p_name, const Array &p_data); virtual void profiling_start(); virtual void profiling_end(); virtual void profiling_set_frame_times(float p_frame_time, float p_process_time, float p_physics_time, float p_physics_frame_time); virtual void set_skip_breakpoints(bool p_skip_breakpoints); void set_scene_tree(SceneTree *p_scene_tree) { scene_tree = p_scene_tree; }; void set_allow_focus_steal_pid(OS::ProcessID p_pid); ScriptDebuggerRemote(); ~ScriptDebuggerRemote(); }; #endif // SCRIPT_DEBUGGER_REMOTE_H