godot/modules/gdscript/language_server/gdscript_language_protocol.cpp

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/*  gdscript_language_protocol.cpp                                        */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "gdscript_language_protocol.h"

#include "core/config/project_settings.h"
#include "editor/doc_tools.h"
#include "editor/editor_help.h"
#include "editor/editor_log.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"

GDScriptLanguageProtocol *GDScriptLanguageProtocol::singleton =;

Error GDScriptLanguageProtocol::LSPeer::handle_data() {}

Error GDScriptLanguageProtocol::LSPeer::send_data() {}

Error GDScriptLanguageProtocol::on_client_connected() {}

void GDScriptLanguageProtocol::on_client_disconnected(const int &p_client_id) {}

String GDScriptLanguageProtocol::process_message(const String &p_text) {}

String GDScriptLanguageProtocol::format_output(const String &p_text) {}

void GDScriptLanguageProtocol::_bind_methods() {}

Dictionary GDScriptLanguageProtocol::initialize(const Dictionary &p_params) {}

void GDScriptLanguageProtocol::initialized(const Variant &p_params) {}

void GDScriptLanguageProtocol::poll(int p_limit_usec) {}

Error GDScriptLanguageProtocol::start(int p_port, const IPAddress &p_bind_ip) {}

void GDScriptLanguageProtocol::stop() {}

void GDScriptLanguageProtocol::notify_client(const String &p_method, const Variant &p_params, int p_client_id) {}

void GDScriptLanguageProtocol::request_client(const String &p_method, const Variant &p_params, int p_client_id) {}

bool GDScriptLanguageProtocol::is_smart_resolve_enabled() const {}

bool GDScriptLanguageProtocol::is_goto_native_symbols_enabled() const {}

GDScriptLanguageProtocol::GDScriptLanguageProtocol() {}