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Allow multiple editor instances to use different ports
Previously if more than one Godot editor was running then the debugger of one editor would not work because both editors were trying to connect on the same port. This commit attempts to fix this by allowing the debugger to change the port at runtime in such cases.
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@@ -2029,16 +2029,16 @@ void EditorNode::_run(bool p_current, const String &p_custom) {
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args = ProjectSettings::get_singleton()->get("editor/main_run_args");
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skip_breakpoints = ScriptEditor::get_singleton()->get_debugger()->is_skip_breakpoints();
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emit_signal("play_pressed");
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Error error = editor_run.run(run_filename, args, breakpoints, skip_breakpoints);
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if (error != OK) {
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emit_signal("stop_pressed");
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show_accept(TTR("Could not start subprocess!"), TTR("OK"));
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return;
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}
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emit_signal("play_pressed");
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if (p_current) {
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play_scene_button->set_pressed(true);
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play_scene_button->set_icon(gui_base->get_icon("Reload", "EditorIcons"));
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