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Automatic remote debugger port assignment. #37067
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While waiting for this to hit 3.2 anyone who has a similar issue can work around this as far as I can tell by adding a tailored plugin to each of their projects e.g. (with an altered range)
Managing to consistently get my client/server to connect to their respective debuggers when launching from the editor. It might be overly complex but it works for me so figured I would share in case someone is running into a similar issue. |
CC @Faless |
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Some necromancy here, should have reviewed this time ago.
I still fear this feature will be confusing, but it's good to go after removing the extra message (see above).
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Looks good to me 👍
The commit message should be amended, it doesn't say at all what the commit is about. |
And this targets 3.2, what about the master branch? |
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I'm afraid that this can not be applied to 4.0 since there has been many structural changes there. |
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Added more info about the commit in the description 👍 |
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@Faless Would you be able to do the forward-port to 4.0? |
Previously if more than one Godot editor was running then the debugger of one editor would not work because both editors were trying to connect on the same port. This commit attempts to fix this by allowing the debugger to change the port at runtime in such cases.
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Thanks! |
This is the continuation of #34651. This PR is only relevant to 3.2 as 4.0 has undergone many changes and it would require a different approach.
I'v made the changes requested by @Faless in #34651 and the game is now requesting the port from the debugger instead of saving/loading it.