gdscript_language_server.cpp 4.7 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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. #include "editor/editor_settings.h"
  36. GDScriptLanguageServer::GDScriptLanguageServer() {
  37. _EDITOR_DEF("network/language_server/remote_host", host);
  38. _EDITOR_DEF("network/language_server/remote_port", port);
  39. _EDITOR_DEF("network/language_server/enable_smart_resolve", true);
  40. _EDITOR_DEF("network/language_server/show_native_symbols_in_editor", false);
  41. _EDITOR_DEF("network/language_server/use_thread", use_thread);
  42. }
  43. void GDScriptLanguageServer::_notification(int p_what) {
  44. switch (p_what) {
  45. case NOTIFICATION_ENTER_TREE: {
  46. start();
  47. } break;
  48. case NOTIFICATION_EXIT_TREE: {
  49. stop();
  50. } break;
  51. case NOTIFICATION_INTERNAL_PROCESS: {
  52. if (started && !use_thread) {
  53. protocol.poll();
  54. }
  55. } break;
  56. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  57. String host = String(_EDITOR_GET("network/language_server/remote_host"));
  58. int port = (int)_EDITOR_GET("network/language_server/remote_port");
  59. bool use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
  60. if (host != this->host || port != this->port || use_thread != this->use_thread) {
  61. this->stop();
  62. this->start();
  63. }
  64. } break;
  65. }
  66. }
  67. void GDScriptLanguageServer::thread_main(void *p_userdata) {
  68. GDScriptLanguageServer *self = static_cast<GDScriptLanguageServer *>(p_userdata);
  69. while (self->thread_running) {
  70. // Poll 20 times per second
  71. self->protocol.poll();
  72. OS::get_singleton()->delay_usec(50000);
  73. }
  74. }
  75. void GDScriptLanguageServer::start() {
  76. host = String(_EDITOR_GET("network/language_server/remote_host"));
  77. port = (int)_EDITOR_GET("network/language_server/remote_port");
  78. use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
  79. if (protocol.start(port, IPAddress(host)) == OK) {
  80. EditorNode::get_log()->add_message("--- GDScript language server started ---", EditorLog::MSG_TYPE_EDITOR);
  81. if (use_thread) {
  82. thread_running = true;
  83. thread.start(GDScriptLanguageServer::thread_main, this);
  84. }
  85. set_process_internal(!use_thread);
  86. started = true;
  87. }
  88. }
  89. void GDScriptLanguageServer::stop() {
  90. if (use_thread) {
  91. ERR_FAIL_COND(!thread.is_started());
  92. thread_running = false;
  93. thread.wait_to_finish();
  94. }
  95. protocol.stop();
  96. started = false;
  97. EditorNode::get_log()->add_message("--- GDScript language server stopped ---", EditorLog::MSG_TYPE_EDITOR);
  98. }
  99. void register_lsp_types() {
  100. GDREGISTER_CLASS(GDScriptLanguageProtocol);
  101. GDREGISTER_CLASS(GDScriptTextDocument);
  102. GDREGISTER_CLASS(GDScriptWorkspace);
  103. }