Class reference

EditorDebuggerPlugin

Inherits RefCounted

A base class to implement debugger plugins.

Description

EditorDebuggerPlugin provides functions related to the editor side of the debugger. To interact with the debugger, an instance of this class must be added to the editor via EditorPlugin.add_debugger_plugin(). Once added, the _setup_session() callback will be called for every EditorDebuggerSession available to the plugin, and when new ones are created (the sessions may be inactive during this stage). You can retrieve the available EditorDebuggerSessions via get_sessions() or get a specific one via get_session().

		@tool
		extends EditorPlugin

		class ExampleEditorDebugger extends EditorDebuggerPlugin:

			func _has_capture(capture):
				# Return true if you wish to handle messages with the prefix "my_plugin:".
				return capture == "my_plugin"

			func _capture(message, data, session_id):
				if message == "my_plugin:ping":
					get_session(session_id).send_message("my_plugin:echo", data)
					return true
				return false

			func _setup_session(session_id):
				# Add a new tab in the debugger session UI containing a label.
				var label = Label.new()
				label.name = "Example plugin" # Will be used as the tab title.
				label.text = "Example plugin"
				var session = get_session(session_id)
				# Listens to the session started and stopped signals.
				session.started.connect(func (): print("Session started"))
				session.stopped.connect(func (): print("Session stopped"))
				session.add_session_tab(label)

		var debugger = ExampleEditorDebugger.new()

		func _enter_tree():
			add_debugger_plugin(debugger)

		func _exit_tree():
			remove_debugger_plugin(debugger)
		

To connect on the running game side, use the EngineDebugger singleton:

		extends Node

		func _ready():
			EngineDebugger.register_message_capture("my_plugin", _capture)
			EngineDebugger.send_message("my_plugin:ping", ["test"])

		func _capture(message, data):
			# Note that the "my_plugin:" prefix is not used here.
			if message == "echo":
				prints("Echo received:", data)
				return true
			return false
		

Note: While the game is running, @GlobalScope.print() and similar functions called in the editor do not print anything, the Output Log prints only game messages.

Methods

void _breakpoint_set_in_tree(Script script, int line, bool enabled) virtual

Override this method to be notified when a breakpoint is set in the editor.

void _breakpoints_cleared_in_tree() virtual

Override this method to be notified when all breakpoints are cleared in the editor.

bool _capture(String message, Array data, int session_id) virtual

Override this method to process incoming messages. The session_id is the ID of the EditorDebuggerSession that received the message. Use get_session() to retrieve the session. This method should return true if the message is recognized.

void _goto_script_line(Script script, int line) virtual

Override this method to be notified when a breakpoint line has been clicked in the debugger breakpoint panel.

bool _has_capture(String capture) virtual const

Override this method to enable receiving messages from the debugger. If capture is "my_message" then messages starting with "my_message:" will be passed to the _capture() method.

void _setup_session(int session_id) virtual

Override this method to be notified whenever a new EditorDebuggerSession is created. Note that the session may be inactive during this stage.

Source revision 4f5b14abade2
Connection interrupted. Reload×

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.