/**************************************************************************/ /* gdscript_language_protocol.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #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() { … }