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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.
This commit is contained in:
Zak
2020-03-15 12:45:39 +02:00
parent 809dc1a12a
commit c3cfb87548
4 changed files with 40 additions and 11 deletions

View File

@@ -2029,16 +2029,16 @@ void EditorNode::_run(bool p_current, const String &p_custom) {
args = ProjectSettings::get_singleton()->get("editor/main_run_args");
skip_breakpoints = ScriptEditor::get_singleton()->get_debugger()->is_skip_breakpoints();
emit_signal("play_pressed");
Error error = editor_run.run(run_filename, args, breakpoints, skip_breakpoints);
if (error != OK) {
emit_signal("stop_pressed");
show_accept(TTR("Could not start subprocess!"), TTR("OK"));
return;
}
emit_signal("play_pressed");
if (p_current) {
play_scene_button->set_pressed(true);
play_scene_button->set_icon(gui_base->get_icon("Reload", "EditorIcons"));