1 | /**************************************************************************/ |
2 | /* script_debugger.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "script_debugger.h" |
32 | |
33 | #include "core/debugger/engine_debugger.h" |
34 | |
35 | thread_local int ScriptDebugger::lines_left = -1; |
36 | thread_local int ScriptDebugger::depth = -1; |
37 | thread_local ScriptLanguage *ScriptDebugger::break_lang = nullptr; |
38 | thread_local Vector<ScriptDebugger::StackInfo> ScriptDebugger::error_stack_info; |
39 | |
40 | void ScriptDebugger::set_lines_left(int p_left) { |
41 | lines_left = p_left; |
42 | } |
43 | |
44 | void ScriptDebugger::set_depth(int p_depth) { |
45 | depth = p_depth; |
46 | } |
47 | |
48 | void ScriptDebugger::insert_breakpoint(int p_line, const StringName &p_source) { |
49 | if (!breakpoints.has(p_line)) { |
50 | breakpoints[p_line] = HashSet<StringName>(); |
51 | } |
52 | breakpoints[p_line].insert(p_source); |
53 | } |
54 | |
55 | void ScriptDebugger::remove_breakpoint(int p_line, const StringName &p_source) { |
56 | if (!breakpoints.has(p_line)) { |
57 | return; |
58 | } |
59 | |
60 | breakpoints[p_line].erase(p_source); |
61 | if (breakpoints[p_line].size() == 0) { |
62 | breakpoints.erase(p_line); |
63 | } |
64 | } |
65 | |
66 | String ScriptDebugger::breakpoint_find_source(const String &p_source) const { |
67 | return p_source; |
68 | } |
69 | |
70 | void ScriptDebugger::clear_breakpoints() { |
71 | breakpoints.clear(); |
72 | } |
73 | |
74 | void ScriptDebugger::set_skip_breakpoints(bool p_skip_breakpoints) { |
75 | skip_breakpoints = p_skip_breakpoints; |
76 | } |
77 | |
78 | bool ScriptDebugger::is_skipping_breakpoints() { |
79 | return skip_breakpoints; |
80 | } |
81 | |
82 | void ScriptDebugger::debug(ScriptLanguage *p_lang, bool p_can_continue, bool p_is_error_breakpoint) { |
83 | ScriptLanguage *prev = break_lang; |
84 | break_lang = p_lang; |
85 | EngineDebugger::get_singleton()->debug(p_can_continue, p_is_error_breakpoint); |
86 | break_lang = prev; |
87 | } |
88 | |
89 | void ScriptDebugger::send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, bool p_editor_notify, ErrorHandlerType p_type, const Vector<StackInfo> &p_stack_info) { |
90 | // Store stack info, this is ugly, but allows us to separate EngineDebugger and ScriptDebugger. There might be a better way. |
91 | error_stack_info.append_array(p_stack_info); |
92 | EngineDebugger::get_singleton()->send_error(p_func, p_file, p_line, p_err, p_descr, p_editor_notify, p_type); |
93 | error_stack_info.clear(); // Clear because this is thread local |
94 | } |
95 | |
96 | Vector<ScriptLanguage::StackInfo> ScriptDebugger::get_error_stack_info() const { |
97 | return error_stack_info; |
98 | } |
99 | |
100 | ScriptLanguage *ScriptDebugger::get_break_language() const { |
101 | return break_lang; |
102 | } |
103 | |