gdscript_language_server.cpp 3.7 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 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_node.h"
  34. GDScriptLanguageServer::GDScriptLanguageServer() {
  35. thread = NULL;
  36. thread_exit = false;
  37. _EDITOR_DEF("network/language_server/remote_port", 6008);
  38. }
  39. void GDScriptLanguageServer::_notification(int p_what) {
  40. switch (p_what) {
  41. case NOTIFICATION_ENTER_TREE:
  42. start();
  43. break;
  44. case NOTIFICATION_EXIT_TREE:
  45. stop();
  46. break;
  47. }
  48. }
  49. void GDScriptLanguageServer::thread_main(void *p_userdata) {
  50. GDScriptLanguageServer *self = static_cast<GDScriptLanguageServer *>(p_userdata);
  51. while (!self->thread_exit) {
  52. self->protocol.poll();
  53. OS::get_singleton()->delay_usec(10);
  54. }
  55. }
  56. void GDScriptLanguageServer::start() {
  57. int port = (int)_EDITOR_GET("network/language_server/remote_port");
  58. if (protocol.start(port) == OK) {
  59. EditorNode::get_log()->add_message("** GDScript Language Server Started **");
  60. ERR_FAIL_COND(thread != NULL || thread_exit);
  61. thread_exit = false;
  62. thread = Thread::create(GDScriptLanguageServer::thread_main, this);
  63. }
  64. }
  65. void GDScriptLanguageServer::stop() {
  66. ERR_FAIL_COND(NULL == thread || thread_exit);
  67. thread_exit = true;
  68. Thread::wait_to_finish(thread);
  69. memdelete(thread);
  70. thread = NULL;
  71. protocol.stop();
  72. EditorNode::get_log()->add_message("** GDScript Language Server Stopped **");
  73. }
  74. void register_lsp_types() {
  75. ClassDB::register_class<GDScriptLanguageProtocol>();
  76. ClassDB::register_class<GDScriptTextDocument>();
  77. ClassDB::register_class<GDScriptWorkspace>();
  78. }