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Add WebSocket debugger, use it for Javascript.
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63
modules/websocket/editor_debugger_server_websocket.h
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63
modules/websocket/editor_debugger_server_websocket.h
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/*************************************************************************/
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/* script_editor_debugger_websocket.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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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_EDITOR_DEBUGGER_WEBSOCKET_H
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#define SCRIPT_EDITOR_DEBUGGER_WEBSOCKET_H
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#include "modules/websocket/websocket_server.h"
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#include "editor/debugger/editor_debugger_server.h"
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class EditorDebuggerServerWebSocket : public EditorDebuggerServer {
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GDCLASS(EditorDebuggerServerWebSocket, EditorDebuggerServer);
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private:
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Ref<WebSocketServer> server;
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List<int> pending_peers;
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public:
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static EditorDebuggerServer *create(const String &p_protocol);
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void _peer_connected(int p_peer, String p_protocol);
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void _peer_disconnected(int p_peer, bool p_was_clean);
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void poll();
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Error start();
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void stop();
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bool is_active() const;
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bool is_connection_available() const;
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Ref<RemoteDebuggerPeer> take_connection();
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EditorDebuggerServerWebSocket();
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~EditorDebuggerServerWebSocket();
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};
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#endif // SCRIPT_EDITOR_DEBUGGER_WEBSOCKET_H
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