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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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@@ -121,6 +121,7 @@ private:
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int last_warning_count;
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bool hide_on_stop;
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int remote_port;
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bool enable_external_editor;
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bool skip_breakpoints_value = false;
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@@ -275,6 +276,7 @@ public:
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void set_hide_on_stop(bool p_hide);
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bool get_debug_with_external_editor() const;
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String get_connection_string() const;
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void set_debug_with_external_editor(bool p_enabled);
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Ref<Script> get_dump_stack_script() const;
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