Move the remote scene tree to the scene tree dock.

Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
This commit is contained in:
Geequlim 2017-11-16 17:18:36 +08:00
parent c655fc7cd8
commit fab66af7e9
5 changed files with 47 additions and 24 deletions

View file

@ -33,7 +33,7 @@
#include "gdscript_compiler.h"
#include "global_constants.h"
#include "os/file_access.h"
#include "project_settings.h"
#include "core/engine.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_file_system.h"
@ -287,7 +287,7 @@ ScriptInstance *GDScriptLanguage::debug_get_stack_level_instance(int p_level) {
ERR_FAIL_INDEX_V(p_level, _debug_call_stack_pos, NULL);
int l = _debug_call_stack_pos - p_level - 1;
GDInstance *instance = _call_stack[l].instance;
ScriptInstance *instance = _call_stack[l].instance;
return instance;
}
@ -297,14 +297,27 @@ void GDScriptLanguage::debug_get_globals(List<String> *p_globals, List<Variant>
const Map<StringName, int> &name_idx = GDScriptLanguage::get_singleton()->get_global_map();
const Variant *globals = GDScriptLanguage::get_singleton()->get_global_array();
List<Pair<String, Variant> > cinfo;
get_public_constants(&cinfo);
for (const Map<StringName, int>::Element *E = name_idx.front(); E; E = E->next()) {
if (ClassDB::class_exists(E->key()) || ProjectSettings::get_singleton()->has_singleton(E->key()) || E->key() == "PI" || E->key() == "INF" || E->key() == "NAN")
if (ClassDB::class_exists(E->key()) || Engine::get_singleton()->has_singleton(E->key()))
continue;
bool is_script_constant = false;
for (List<Pair<String, Variant> >::Element *CE = cinfo.front(); CE; CE = CE->next()) {
if (CE->get().first == E->key()) {
is_script_constant = true;
break;
}
}
if (is_script_constant)
continue;
const Variant &var = globals[E->value()];
if (Object *obj = var) {
if (Object::cast_to<GDNativeClass>(obj))
if (Object::cast_to<GDScriptNativeClass>(obj))
continue;
}