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Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
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48 changed files with 2748 additions and 2316 deletions
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@ -194,7 +194,7 @@ ScriptInstance *PluginScript::instance_create(Object *p_this) {
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if (!ClassDB::is_parent_class(p_this->get_class_name(), base_type)) {
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String msg = "Script inherits from native type '" + String(base_type) + "', so it can't be instanced in object of type: '" + p_this->get_class() + "'";
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// TODO: implement PluginscriptLanguage::debug_break_parse
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// if (ScriptDebugger::get_singleton()) {
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// if (EngineDebugger::is_active()) {
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// _language->debug_break_parse(get_path(), 0, msg);
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// }
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ERR_FAIL_V_MSG(NULL, msg);
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