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Support multiple debug protocols.
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@@ -2072,9 +2072,11 @@ 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 = EditorDebuggerNode::get_singleton()->is_skip_breakpoints();
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EditorDebuggerNode::get_singleton()->start();
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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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EditorDebuggerNode::get_singleton()->stop();
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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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@@ -2096,6 +2098,24 @@ void EditorNode::_run(bool p_current, const String &p_custom) {
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_playing_edited = p_current;
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}
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void EditorNode::_run_native(const Ref<EditorExportPreset> &p_preset) {
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bool autosave = EDITOR_GET("run/auto_save/save_before_running");
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if (autosave) {
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_menu_option_confirm(FILE_SAVE_ALL_SCENES, false);
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}
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if (run_native->is_deploy_debug_remote_enabled()) {
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_menu_option_confirm(RUN_STOP, true);
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if (!call_build())
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return; // build failed
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EditorDebuggerNode::get_singleton()->start(p_preset->get_platform()->get_debug_protocol());
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emit_signal("play_pressed");
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editor_run.run_native_notify();
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}
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}
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void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
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if (!p_confirmed) //this may be a hack..
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@@ -2464,6 +2484,7 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
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}
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}
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}
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EditorDebuggerNode::get_singleton()->stop();
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emit_signal("stop_pressed");
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} break;
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@@ -2482,22 +2503,6 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
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_run(true);
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} break;
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case RUN_PLAY_NATIVE: {
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bool autosave = EDITOR_GET("run/auto_save/save_before_running");
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if (autosave) {
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_menu_option_confirm(FILE_SAVE_ALL_SCENES, false);
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}
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if (run_native->is_deploy_debug_remote_enabled()) {
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_menu_option_confirm(RUN_STOP, true);
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if (!call_build())
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break; // build failed
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emit_signal("play_pressed");
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editor_run.run_native_notify();
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}
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} break;
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case RUN_SCENE_SETTINGS: {
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run_settings_dialog->popup_run_settings();
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@@ -6346,7 +6351,7 @@ EditorNode::EditorNode() {
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run_native = memnew(EditorRunNative);
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play_hb->add_child(run_native);
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run_native->connect("native_run", callable_mp(this, &EditorNode::_menu_option), varray(RUN_PLAY_NATIVE));
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run_native->connect("native_run", callable_mp(this, &EditorNode::_run_native));
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play_scene_button = memnew(ToolButton);
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play_hb->add_child(play_scene_button);
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