script_debugger.h 4.1 KB

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  1. /**************************************************************************/
  2. /* script_debugger.h */
  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. #pragma once
  31. #include "core/object/script_language.h"
  32. #include "core/string/string_name.h"
  33. #include "core/templates/hash_set.h"
  34. #include "core/templates/vector.h"
  35. class ScriptDebugger {
  36. typedef ScriptLanguage::StackInfo StackInfo;
  37. bool skip_breakpoints = false;
  38. bool ignore_error_breaks = false;
  39. HashMap<int, HashSet<StringName>> breakpoints;
  40. static inline thread_local int lines_left = -1;
  41. static inline thread_local int depth = -1;
  42. static inline thread_local ScriptLanguage *break_lang = nullptr;
  43. static thread_local Vector<StackInfo> error_stack_info;
  44. public:
  45. void set_lines_left(int p_left);
  46. _ALWAYS_INLINE_ int get_lines_left() const {
  47. return lines_left;
  48. }
  49. void set_depth(int p_depth);
  50. _ALWAYS_INLINE_ int get_depth() const {
  51. return depth;
  52. }
  53. String breakpoint_find_source(const String &p_source) const;
  54. void set_break_language(ScriptLanguage *p_lang) { break_lang = p_lang; }
  55. ScriptLanguage *get_break_language() { return break_lang; }
  56. void set_skip_breakpoints(bool p_skip_breakpoints);
  57. bool is_skipping_breakpoints();
  58. void set_ignore_error_breaks(bool p_ignore);
  59. bool is_ignoring_error_breaks();
  60. void insert_breakpoint(int p_line, const StringName &p_source);
  61. void remove_breakpoint(int p_line, const StringName &p_source);
  62. _ALWAYS_INLINE_ bool is_breakpoint(int p_line, const StringName &p_source) const {
  63. if (likely(!breakpoints.has(p_line))) {
  64. return false;
  65. }
  66. return breakpoints[p_line].has(p_source);
  67. }
  68. void clear_breakpoints();
  69. const HashMap<int, HashSet<StringName>> &get_breakpoints() const { return breakpoints; }
  70. void debug(ScriptLanguage *p_lang, bool p_can_continue = true, bool p_is_error_breakpoint = false);
  71. ScriptLanguage *get_break_language() const;
  72. void 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);
  73. Vector<StackInfo> get_error_stack_info() const;
  74. ScriptDebugger() {}
  75. };