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UnitySoftDebuggerSession.cs
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UnitySoftDebuggerSession.cs
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//
// UnityDebuggerSession.cs
// based on IPhoneDebuggerSession.cs
//
// Author:
// Michael Hutchinson <mhutchinson@novell.com>
// Lucas Meijer <lucas@unity3d.com>
// Levi Bard <levi@unity3d.com>
//
// Copyright (c) 2009 Novell, Inc. (http://www.novell.com)
//
// 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.
using System;
using Mono.Debugger;
using Mono.Debugging;
using Mono.Debugging.Soft;
using Mono.Debugger.Soft;
using Mono.Debugging.Client;
using System.Threading;
using System.Diagnostics;
using System.IO;
using MonoDevelop.Core;
using System.Net.Sockets;
using System.Net;
using System.Collections;
using System.Collections.Generic;
namespace MonoDevelop.Debugger.Soft.Unity
{
/// <summary>
/// Debugger session for Unity scripting code
/// </summary>
public class UnitySoftDebuggerSession : SoftDebuggerSession
{
ConnectorRegistry connectorRegistry;
// Connector that was used to make connection for current session.
IUnityDbgConnector currentConnector;
public UnitySoftDebuggerSession (ConnectorRegistry connectorRegistry)
{
this.connectorRegistry = connectorRegistry;
Adaptor.BusyStateChanged += (object sender, BusyStateEventArgs e) => SetBusyState (e);
}
protected override string GetConnectingMessage (DebuggerStartInfo dsi)
{
Ide.DispatchService.GuiDispatch (() =>
Ide.IdeApp.Workbench.CurrentLayout = "Debug"
);
return base.GetConnectingMessage (dsi);
}
protected override void OnAttachToProcess (long processId)
{
if (connectorRegistry.Connectors.ContainsKey((uint)processId)) {
currentConnector = connectorRegistry.Connectors[(uint)processId];
StartConnecting(currentConnector.SetupConnection(), 3, 1000);
return;
} else if (UnitySoftDebuggerEngine.UnityPlayers.ContainsKey ((uint)processId)) {
PlayerConnection.PlayerInfo player = UnitySoftDebuggerEngine.UnityPlayers[(uint)processId];
int port = (0 == player.m_DebuggerPort
? (int)(56000 + (processId % 1000))
: (int)player.m_DebuggerPort);
try {
StartConnecting (new SoftDebuggerStartInfo (new SoftDebuggerConnectArgs (player.m_Id, player.m_IPEndPoint.Address, (int)port)), 3, 1000);
} catch (Exception ex) {
throw new Exception (string.Format ("Unable to attach to {0}:{1}", player.m_IPEndPoint.Address, port), ex);
}
return;
}
long defaultPort = 56000 + (processId % 1000);
StartConnecting(new SoftDebuggerStartInfo(new SoftDebuggerConnectArgs(null, IPAddress.Loopback, (int)defaultPort)), 3, 1000);
}
protected override void EndSession ()
{
Detach ();
base.EndSession ();
}
protected override void OnExit ()
{
Detach ();
base.OnExit ();
}
protected override void OnDetach()
{
try {
Ide.DispatchService.GuiDispatch(() =>
Ide.IdeApp.Workbench.CurrentLayout = UnityProjectServiceExtension.EditLayout
);
VirtualMachine.Detach();
base.EndSession();
} catch (ObjectDisposedException) {
} catch (VMDisconnectedException) {
} catch (NullReferenceException) {
}
if (currentConnector != null) {
currentConnector.OnDisconnect();
currentConnector = null;
}
}
}
}