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gdscript_language_server.cpp 4.5 KB

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  1. /*************************************************************************/
  2. /* gdscript_language_server.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  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. #include "gdscript_language_server.h"
  31. #include "core/io/file_access.h"
  32. #include "core/os/os.h"
  33. #include "editor/editor_log.h"
  34. #include "editor/editor_node.h"
  35. GDScriptLanguageServer::GDScriptLanguageServer() {
  36. _EDITOR_DEF("network/language_server/remote_port", port);
  37. _EDITOR_DEF("network/language_server/enable_smart_resolve", true);
  38. _EDITOR_DEF("network/language_server/show_native_symbols_in_editor", false);
  39. _EDITOR_DEF("network/language_server/use_thread", use_thread);
  40. }
  41. void GDScriptLanguageServer::_notification(int p_what) {
  42. switch (p_what) {
  43. case NOTIFICATION_ENTER_TREE:
  44. start();
  45. break;
  46. case NOTIFICATION_EXIT_TREE:
  47. stop();
  48. break;
  49. case NOTIFICATION_INTERNAL_PROCESS: {
  50. if (started && !use_thread) {
  51. protocol.poll();
  52. }
  53. } break;
  54. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  55. int port = (int)_EDITOR_GET("network/language_server/remote_port");
  56. bool use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
  57. if (port != this->port || use_thread != this->use_thread) {
  58. this->stop();
  59. this->start();
  60. }
  61. } break;
  62. }
  63. }
  64. void GDScriptLanguageServer::thread_main(void *p_userdata) {
  65. GDScriptLanguageServer *self = static_cast<GDScriptLanguageServer *>(p_userdata);
  66. while (self->thread_running) {
  67. // Poll 20 times per second
  68. self->protocol.poll();
  69. OS::get_singleton()->delay_usec(50000);
  70. }
  71. }
  72. void GDScriptLanguageServer::start() {
  73. port = (int)_EDITOR_GET("network/language_server/remote_port");
  74. use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
  75. if (protocol.start(port, IPAddress("127.0.0.1")) == OK) {
  76. EditorNode::get_log()->add_message("--- GDScript language server started ---", EditorLog::MSG_TYPE_EDITOR);
  77. if (use_thread) {
  78. thread_running = true;
  79. thread.start(GDScriptLanguageServer::thread_main, this);
  80. }
  81. set_process_internal(!use_thread);
  82. started = true;
  83. }
  84. }
  85. void GDScriptLanguageServer::stop() {
  86. if (use_thread) {
  87. ERR_FAIL_COND(!thread.is_started());
  88. thread_running = false;
  89. thread.wait_to_finish();
  90. }
  91. protocol.stop();
  92. started = false;
  93. EditorNode::get_log()->add_message("--- GDScript language server stopped ---", EditorLog::MSG_TYPE_EDITOR);
  94. }
  95. void register_lsp_types() {
  96. ClassDB::register_class<GDScriptLanguageProtocol>();
  97. ClassDB::register_class<GDScriptTextDocument>();
  98. ClassDB::register_class<GDScriptWorkspace>();
  99. }