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Add "additional options" to launch debugger with #363
Add "additional options" to launch debugger with #363
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This is just exposing functionality that the godot editor's debugger already has, right @bitwes? If that's the case, I don't see why this would be a problem. Improving interoperability is good. I don't like to nitpick, but this commit was more difficult to read than necessary because it included a bunch of pointless whitespace changes. |
Pointless? POINTLESS!? Well, let me just hop up on my soapbox and.... j/k. I don't think it's nitpicky at all. It's exactly the type of thing I would enjoy arguing about for hours. I meant to remove it before submitting the PR. When I realized I hadn't I left it in and figured it would get addressed in the review. Should I remove it? You are correct that this is just allowing other extensions to pass arguments through to the debugger. No real functionality changes. I wasn't sure if the |
Sorry @bitwes, this PR slipped my mind.
Well, I'll never tell someone not to clean up after themselves...
Do you think an end user would ever want access to this feature from in VSCode? Adding a field to the extension's settings is easy, but then that introduces a bunch of extra complexity if a the user defines For that matter, what would happen if two different extensions want to define different |
Maybe. They could manually set options to run a standalone script ( There could be a collision between plugin and user specified // in server_controller.ts
if (launch_instance) {
let godot_path: string = utils.get_configuration("editor_path", "godot");
let force_visible_collision_shapes = false;
let force_visible_nav_mesh = false;
let more_options:string = additional_options;
if(!additional_options) {
more_options = utils.get_configuration("additional_options", "");
force_visible_collision_shapes = utils.get_configuration("force_visible_collision_shapes", false);
force_visible_nav_mesh = utils.get_configuration("force_visible_nav_mesh", false);
}
...
executable_line += " " + more_options; I don't think you would want to have one set of "additional options" for the user and another for plugins. I could see this causing clashes in options which would be difficult for the user to figure out.
I don't think there can be any clashes between plugins since they are passing the values in (as opposed to changing setting values). |
I think we're all going with "not worth".
Sounds good to me. @bitwes Thank you for your patience, both in explaining this feature to me in very small words, and for tolerating the delay in this PR getting reviewed. |
This PR implements #362.
This allows other VSCode plugins to fully leverage the debugger interface that this plugin provides.
additional_options
lets any other plugin specify whatever arguments it wants to send to the debugger.Usage Example