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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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/os/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. thread = nullptr;
  37. thread_running = false;
  38. started = false;
  39. use_thread = false;
  40. port = 6008;
  41. _EDITOR_DEF("network/language_server/remote_port", port);
  42. _EDITOR_DEF("network/language_server/enable_smart_resolve", true);
  43. _EDITOR_DEF("network/language_server/show_native_symbols_in_editor", false);
  44. _EDITOR_DEF("network/language_server/use_thread", use_thread);
  45. }
  46. void GDScriptLanguageServer::_notification(int p_what) {
  47. switch (p_what) {
  48. case NOTIFICATION_ENTER_TREE:
  49. start();
  50. break;
  51. case NOTIFICATION_EXIT_TREE:
  52. stop();
  53. break;
  54. case NOTIFICATION_INTERNAL_PROCESS: {
  55. if (started && !use_thread) {
  56. protocol.poll();
  57. }
  58. } break;
  59. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  60. int port = (int)_EDITOR_GET("network/language_server/remote_port");
  61. bool use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
  62. if (port != this->port || use_thread != this->use_thread) {
  63. this->stop();
  64. this->start();
  65. }
  66. } break;
  67. }
  68. }
  69. void GDScriptLanguageServer::thread_main(void *p_userdata) {
  70. GDScriptLanguageServer *self = static_cast<GDScriptLanguageServer *>(p_userdata);
  71. while (self->thread_running) {
  72. // Poll 20 times per second
  73. self->protocol.poll();
  74. OS::get_singleton()->delay_usec(50000);
  75. }
  76. }
  77. void GDScriptLanguageServer::start() {
  78. port = (int)_EDITOR_GET("network/language_server/remote_port");
  79. use_thread = (bool)_EDITOR_GET("network/language_server/use_thread");
  80. if (protocol.start(port, IP_Address("127.0.0.1")) == OK) {
  81. EditorNode::get_log()->add_message("--- GDScript language server started ---", EditorLog::MSG_TYPE_EDITOR);
  82. if (use_thread) {
  83. ERR_FAIL_COND(thread != nullptr);
  84. thread_running = true;
  85. thread = Thread::create(GDScriptLanguageServer::thread_main, this);
  86. }
  87. set_process_internal(!use_thread);
  88. started = true;
  89. }
  90. }
  91. void GDScriptLanguageServer::stop() {
  92. if (use_thread) {
  93. ERR_FAIL_COND(nullptr == thread);
  94. thread_running = false;
  95. Thread::wait_to_finish(thread);
  96. memdelete(thread);
  97. thread = nullptr;
  98. }
  99. protocol.stop();
  100. started = false;
  101. EditorNode::get_log()->add_message("--- GDScript language server stopped ---", EditorLog::MSG_TYPE_EDITOR);
  102. }
  103. void register_lsp_types() {
  104. ClassDB::register_class<GDScriptLanguageProtocol>();
  105. ClassDB::register_class<GDScriptTextDocument>();
  106. ClassDB::register_class<GDScriptWorkspace>();
  107. }