WebSocket profiler for HTML5 platform [4.0] #37099
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Closes #33925 . Much cleaner after the refactor.
In this PR:
Can already be manually set, let's not pollute them further (and it was giving troubles with this PR due to the fact that modules project settings are inited too late).
EngineDebugger::register_uri_handler
andEditorDebuggerServer::register_protocol_handler
)EditorExportPlatform
can now specify the debug protocol (so both the editor and the exported game can match the desired protocol).RemoteDebuggerPeerWebSocket
andEditorDebuggerServerWebsocket
implementation for debugging (a bit less performant than the regular one as it does not use threads but can be used in HTML5).startGame
.@punto- this should allow to create an implementation for
iOS
as we discussed at GodotCon, let me know if you see there are still limitations.Note: to enable debug for HTML5 native run, check the
deploy with remote debug
option in thedebug
menu.