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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			116 lines
		
	
	
	
		
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			116 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  script_debugger.cpp                                                  */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "script_debugger.h"
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| 
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| #include "core/debugger/engine_debugger.h"
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| 
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| void ScriptDebugger::set_lines_left(int p_left) {
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| 	lines_left = p_left;
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| }
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| 
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| int ScriptDebugger::get_lines_left() const {
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| 	return lines_left;
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| }
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| 
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| void ScriptDebugger::set_depth(int p_depth) {
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| 	depth = p_depth;
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| }
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| 
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| int ScriptDebugger::get_depth() const {
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| 	return depth;
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| }
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| 
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| void ScriptDebugger::insert_breakpoint(int p_line, const StringName &p_source) {
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| 	if (!breakpoints.has(p_line)) {
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| 		breakpoints[p_line] = Set<StringName>();
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| 	}
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| 	breakpoints[p_line].insert(p_source);
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| }
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| 
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| void ScriptDebugger::remove_breakpoint(int p_line, const StringName &p_source) {
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| 	if (!breakpoints.has(p_line)) {
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| 		return;
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| 	}
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| 
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| 	breakpoints[p_line].erase(p_source);
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| 	if (breakpoints[p_line].size() == 0) {
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| 		breakpoints.erase(p_line);
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| 	}
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| }
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| 
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| bool ScriptDebugger::is_breakpoint(int p_line, const StringName &p_source) const {
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| 	if (!breakpoints.has(p_line)) {
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| 		return false;
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| 	}
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| 	return breakpoints[p_line].has(p_source);
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| }
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| 
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| bool ScriptDebugger::is_breakpoint_line(int p_line) const {
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| 	return breakpoints.has(p_line);
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| }
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| 
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| String ScriptDebugger::breakpoint_find_source(const String &p_source) const {
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| 	return p_source;
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| }
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| 
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| void ScriptDebugger::clear_breakpoints() {
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| 	breakpoints.clear();
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| }
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| 
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| void ScriptDebugger::set_skip_breakpoints(bool p_skip_breakpoints) {
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| 	skip_breakpoints = p_skip_breakpoints;
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| }
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| 
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| bool ScriptDebugger::is_skipping_breakpoints() {
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| 	return skip_breakpoints;
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| }
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| 
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| void ScriptDebugger::debug(ScriptLanguage *p_lang, bool p_can_continue, bool p_is_error_breakpoint) {
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| 	ScriptLanguage *prev = break_lang;
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| 	break_lang = p_lang;
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| 	EngineDebugger::get_singleton()->debug(p_can_continue, p_is_error_breakpoint);
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| 	break_lang = prev;
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| }
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| 
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| void ScriptDebugger::send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, ErrorHandlerType p_type, const Vector<StackInfo> &p_stack_info) {
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| 	// Store stack info, this is ugly, but allows us to separate EngineDebugger and ScriptDebugger. There might be a better way.
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| 	error_stack_info.append_array(p_stack_info);
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| 	EngineDebugger::get_singleton()->send_error(p_func, p_file, p_line, p_err, p_descr, p_type);
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| 	error_stack_info.resize(0);
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| }
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| 
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| Vector<ScriptLanguage::StackInfo> ScriptDebugger::get_error_stack_info() const {
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| 	return error_stack_info;
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| }
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| 
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| ScriptLanguage *ScriptDebugger::get_break_language() const {
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| 	return break_lang;
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| }
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