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
35thread_local int ScriptDebugger::lines_left = -1;
36thread_local int ScriptDebugger::depth = -1;
37thread_local ScriptLanguage *ScriptDebugger::break_lang = nullptr;
38thread_local Vector<ScriptDebugger::StackInfo> ScriptDebugger::error_stack_info;
39
40void ScriptDebugger::set_lines_left(int p_left) {
41 lines_left = p_left;
42}
43
44void ScriptDebugger::set_depth(int p_depth) {
45 depth = p_depth;
46}
47
48void 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
55void 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
66String ScriptDebugger::breakpoint_find_source(const String &p_source) const {
67 return p_source;
68}
69
70void ScriptDebugger::clear_breakpoints() {
71 breakpoints.clear();
72}
73
74void ScriptDebugger::set_skip_breakpoints(bool p_skip_breakpoints) {
75 skip_breakpoints = p_skip_breakpoints;
76}
77
78bool ScriptDebugger::is_skipping_breakpoints() {
79 return skip_breakpoints;
80}
81
82void 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
89void 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
96Vector<ScriptLanguage::StackInfo> ScriptDebugger::get_error_stack_info() const {
97 return error_stack_info;
98}
99
100ScriptLanguage *ScriptDebugger::get_break_language() const {
101 return break_lang;
102}
103