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WebSocket profiler for HTML5 platform [4.0] #37099

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merged 4 commits into from
May 12, 2020

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Faless
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@Faless Faless commented Mar 16, 2020

Closes #33925 . Much cleaner after the refactor.

In this PR:

  • Remove WebSocket defaults from project settings.
    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).
  • Platforms can now register additional URI/protocol handlers for debugging. (see EngineDebugger::register_uri_handler and EditorDebuggerServer::register_protocol_handler)
  • EditorExportPlatform can now specify the debug protocol (so both the editor and the exported game can match the desired protocol).
  • Add new RemoteDebuggerPeerWebSocket and EditorDebuggerServerWebsocket implementation for debugging (a bit less performant than the regular one as it does not use threads but can be used in HTML5).
  • HTML5 exports now support additional flags (command line) to be passed via 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 the debug menu.

@triptych
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triptych commented May 3, 2020

Can't wait for this!

Can be manually set, let's not pollute them further.
Should also be done for WebRTC.
It is now possible to register protocol handlers (default tcp://) to
support additional debugging communication layers (e.g. websocket).
@Faless
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Faless commented May 12, 2020

Rebased on current master

@akien-mga akien-mga merged commit 2231673 into godotengine:master May 12, 2020
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Thanks!

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3 participants