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.
This commit is contained in:
Fabio Alessandrelli 2020-02-27 03:30:20 +01:00
parent d0009636df
commit b8ddaf9c33
48 changed files with 2748 additions and 2316 deletions

View file

@ -391,7 +391,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
#ifdef DEBUG_ENABLED
if (ScriptDebugger::get_singleton())
if (EngineDebugger::is_active())
GDScriptLanguage::get_singleton()->enter_function(p_instance, this, stack, &ip, &line);
#define GD_ERR_BREAK(m_cond) \
@ -1522,7 +1522,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
OPCODE(OPCODE_BREAKPOINT) {
#ifdef DEBUG_ENABLED
if (ScriptDebugger::get_singleton()) {
if (EngineDebugger::is_active()) {
GDScriptLanguage::get_singleton()->debug_break("Breakpoint Statement", true);
}
#endif
@ -1536,26 +1536,26 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
line = _code_ptr[ip + 1];
ip += 2;
if (ScriptDebugger::get_singleton()) {
if (EngineDebugger::is_active()) {
// line
bool do_break = false;
if (ScriptDebugger::get_singleton()->get_lines_left() > 0) {
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0) {
if (ScriptDebugger::get_singleton()->get_depth() <= 0)
ScriptDebugger::get_singleton()->set_lines_left(ScriptDebugger::get_singleton()->get_lines_left() - 1);
if (ScriptDebugger::get_singleton()->get_lines_left() <= 0)
if (EngineDebugger::get_script_debugger()->get_depth() <= 0)
EngineDebugger::get_script_debugger()->set_lines_left(EngineDebugger::get_script_debugger()->get_lines_left() - 1);
if (EngineDebugger::get_script_debugger()->get_lines_left() <= 0)
do_break = true;
}
if (ScriptDebugger::get_singleton()->is_breakpoint(line, source))
if (EngineDebugger::get_script_debugger()->is_breakpoint(line, source))
do_break = true;
if (do_break) {
GDScriptLanguage::get_singleton()->debug_break("Breakpoint", true);
}
ScriptDebugger::get_singleton()->line_poll();
EngineDebugger::get_singleton()->line_poll();
}
}
DISPATCH_OPCODE;
@ -1622,7 +1622,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
// When it's the last resume it will postpone the exit from stack,
// so the debugger knows which function triggered the resume of the next function (if any)
if (!p_state || yielded) {
if (ScriptDebugger::get_singleton())
if (EngineDebugger::is_active())
GDScriptLanguage::get_singleton()->exit_function();
#endif
@ -1884,7 +1884,7 @@ Variant GDScriptFunctionState::resume(const Variant &p_arg) {
}
#ifdef DEBUG_ENABLED
if (ScriptDebugger::get_singleton())
if (EngineDebugger::is_active())
GDScriptLanguage::get_singleton()->exit_function();
if (state.stack_size) {
//free stack