├── .gitignore ├── Godot.sln ├── Godot ├── Godot.csproj ├── GodotDebuggerEngine.cs ├── GodotDebuggerSession.cs ├── GodotDebuggerStartInfo.cs ├── GodotExecutionCommand.cs ├── GodotProjectExtension.cs ├── GodotSoftDebuggerArgs.cs ├── Options.cs ├── Options │ └── GlobalOptionsPanel.cs └── Properties │ ├── AddinInfo.cs │ └── Godot.addin.xml └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # globs 2 | Makefile.in 3 | *.userprefs 4 | *.usertasks 5 | config.make 6 | config.status 7 | aclocal.m4 8 | install-sh 9 | autom4te.cache/ 10 | *.tar.gz 11 | tarballs/ 12 | test-results/ 13 | 14 | # Mac bundle stuff 15 | *.dmg 16 | *.app 17 | 18 | # content below from: https://github.com/github/gitignore/blob/master/Global/macOS.gitignore 19 | # General 20 | .DS_Store 21 | .AppleDouble 22 | .LSOverride 23 | 24 | # Icon must end with two \r 25 | Icon 26 | 27 | 28 | # Thumbnails 29 | ._* 30 | 31 | # Files that might appear in the root of a volume 32 | .DocumentRevisions-V100 33 | .fseventsd 34 | .Spotlight-V100 35 | .TemporaryItems 36 | .Trashes 37 | .VolumeIcon.icns 38 | .com.apple.timemachine.donotpresent 39 | 40 | # Directories potentially created on remote AFP share 41 | .AppleDB 42 | .AppleDesktop 43 | Network Trash Folder 44 | Temporary Items 45 | .apdisk 46 | 47 | # content below from: https://github.com/github/gitignore/blob/master/Global/Windows.gitignore 48 | # Windows thumbnail cache files 49 | Thumbs.db 50 | ehthumbs.db 51 | ehthumbs_vista.db 52 | 53 | # Dump file 54 | *.stackdump 55 | 56 | # Folder config file 57 | [Dd]esktop.ini 58 | 59 | # Recycle Bin used on file shares 60 | $RECYCLE.BIN/ 61 | 62 | # Windows Installer files 63 | *.cab 64 | *.msi 65 | *.msix 66 | *.msm 67 | *.msp 68 | 69 | # Windows shortcuts 70 | *.lnk 71 | 72 | # content below from: https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 73 | ## Ignore Visual Studio temporary files, build results, and 74 | ## files generated by popular Visual Studio add-ons. 75 | ## 76 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 77 | 78 | # User-specific files 79 | *.suo 80 | *.user 81 | *.userosscache 82 | *.sln.docstates 83 | 84 | # User-specific files (MonoDevelop/Xamarin Studio) 85 | *.userprefs 86 | 87 | # Build results 88 | [Dd]ebug/ 89 | [Dd]ebugPublic/ 90 | [Rr]elease/ 91 | [Rr]eleases/ 92 | x64/ 93 | x86/ 94 | bld/ 95 | [Bb]in/ 96 | [Oo]bj/ 97 | [Ll]og/ 98 | 99 | # Visual Studio 2015/2017 cache/options directory 100 | .vs/ 101 | # Uncomment if you have tasks that create the project's static files in wwwroot 102 | #wwwroot/ 103 | 104 | # Visual Studio 2017 auto generated files 105 | Generated\ Files/ 106 | 107 | # MSTest test Results 108 | [Tt]est[Rr]esult*/ 109 | [Bb]uild[Ll]og.* 110 | 111 | # NUNIT 112 | *.VisualState.xml 113 | TestResult.xml 114 | 115 | # Build Results of an ATL Project 116 | [Dd]ebugPS/ 117 | [Rr]eleasePS/ 118 | dlldata.c 119 | 120 | # Benchmark Results 121 | BenchmarkDotNet.Artifacts/ 122 | 123 | # .NET Core 124 | project.lock.json 125 | project.fragment.lock.json 126 | artifacts/ 127 | 128 | # StyleCop 129 | StyleCopReport.xml 130 | 131 | # Files built by Visual Studio 132 | *_i.c 133 | *_p.c 134 | *_h.h 135 | *.ilk 136 | *.meta 137 | *.obj 138 | *.iobj 139 | *.pch 140 | *.pdb 141 | *.ipdb 142 | *.pgc 143 | *.pgd 144 | *.rsp 145 | *.sbr 146 | *.tlb 147 | *.tli 148 | *.tlh 149 | *.tmp 150 | *.tmp_proj 151 | *_wpftmp.csproj 152 | *.log 153 | *.vspscc 154 | *.vssscc 155 | .builds 156 | *.pidb 157 | *.svclog 158 | *.scc 159 | 160 | # Chutzpah Test files 161 | _Chutzpah* 162 | 163 | # Visual C++ cache files 164 | ipch/ 165 | *.aps 166 | *.ncb 167 | *.opendb 168 | *.opensdf 169 | *.sdf 170 | *.cachefile 171 | *.VC.db 172 | *.VC.VC.opendb 173 | 174 | # Visual Studio profiler 175 | *.psess 176 | *.vsp 177 | *.vspx 178 | *.sap 179 | 180 | # Visual Studio Trace Files 181 | *.e2e 182 | 183 | # TFS 2012 Local Workspace 184 | $tf/ 185 | 186 | # Guidance Automation Toolkit 187 | *.gpState 188 | 189 | # ReSharper is a .NET coding add-in 190 | _ReSharper*/ 191 | *.[Rr]e[Ss]harper 192 | *.DotSettings.user 193 | 194 | # JustCode is a .NET coding add-in 195 | .JustCode 196 | 197 | # TeamCity is a build add-in 198 | _TeamCity* 199 | 200 | # DotCover is a Code Coverage Tool 201 | *.dotCover 202 | 203 | # AxoCover is a Code Coverage Tool 204 | .axoCover/* 205 | !.axoCover/settings.json 206 | 207 | # Visual Studio code coverage results 208 | *.coverage 209 | *.coveragexml 210 | 211 | # NCrunch 212 | _NCrunch_* 213 | .*crunch*.local.xml 214 | nCrunchTemp_* 215 | 216 | # MightyMoose 217 | *.mm.* 218 | AutoTest.Net/ 219 | 220 | # Web workbench (sass) 221 | .sass-cache/ 222 | 223 | # Installshield output folder 224 | [Ee]xpress/ 225 | 226 | # DocProject is a documentation generator add-in 227 | DocProject/buildhelp/ 228 | DocProject/Help/*.HxT 229 | DocProject/Help/*.HxC 230 | DocProject/Help/*.hhc 231 | DocProject/Help/*.hhk 232 | DocProject/Help/*.hhp 233 | DocProject/Help/Html2 234 | DocProject/Help/html 235 | 236 | # Click-Once directory 237 | publish/ 238 | 239 | # Publish Web Output 240 | *.[Pp]ublish.xml 241 | *.azurePubxml 242 | # Note: Comment the next line if you want to checkin your web deploy settings, 243 | # but database connection strings (with potential passwords) will be unencrypted 244 | *.pubxml 245 | *.publishproj 246 | 247 | # Microsoft Azure Web App publish settings. Comment the next line if you want to 248 | # checkin your Azure Web App publish settings, but sensitive information contained 249 | # in these scripts will be unencrypted 250 | PublishScripts/ 251 | 252 | # NuGet Packages 253 | *.nupkg 254 | # The packages folder can be ignored because of Package Restore 255 | **/[Pp]ackages/* 256 | # except build/, which is used as an MSBuild target. 257 | !**/[Pp]ackages/build/ 258 | # Uncomment if necessary however generally it will be regenerated when needed 259 | #!**/[Pp]ackages/repositories.config 260 | # NuGet v3's project.json files produces more ignorable files 261 | *.nuget.props 262 | *.nuget.targets 263 | 264 | # Microsoft Azure Build Output 265 | csx/ 266 | *.build.csdef 267 | 268 | # Microsoft Azure Emulator 269 | ecf/ 270 | rcf/ 271 | 272 | # Windows Store app package directories and files 273 | AppPackages/ 274 | BundleArtifacts/ 275 | Package.StoreAssociation.xml 276 | _pkginfo.txt 277 | *.appx 278 | 279 | # Visual Studio cache files 280 | # files ending in .cache can be ignored 281 | *.[Cc]ache 282 | # but keep track of directories ending in .cache 283 | !*.[Cc]ache/ 284 | 285 | # Others 286 | ClientBin/ 287 | ~$* 288 | *~ 289 | *.dbmdl 290 | *.dbproj.schemaview 291 | *.jfm 292 | *.pfx 293 | *.publishsettings 294 | orleans.codegen.cs 295 | 296 | # Including strong name files can present a security risk 297 | # (https://github.com/github/gitignore/pull/2483#issue-259490424) 298 | #*.snk 299 | 300 | # Since there are multiple workflows, uncomment next line to ignore bower_components 301 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 302 | #bower_components/ 303 | 304 | # RIA/Silverlight projects 305 | Generated_Code/ 306 | 307 | # Backup & report files from converting an old project file 308 | # to a newer Visual Studio version. Backup files are not needed, 309 | # because we have git ;-) 310 | _UpgradeReport_Files/ 311 | Backup*/ 312 | UpgradeLog*.XML 313 | UpgradeLog*.htm 314 | ServiceFabricBackup/ 315 | *.rptproj.bak 316 | 317 | # SQL Server files 318 | *.mdf 319 | *.ldf 320 | *.ndf 321 | 322 | # Business Intelligence projects 323 | *.rdl.data 324 | *.bim.layout 325 | *.bim_*.settings 326 | *.rptproj.rsuser 327 | 328 | # Microsoft Fakes 329 | FakesAssemblies/ 330 | 331 | # GhostDoc plugin setting file 332 | *.GhostDoc.xml 333 | 334 | # Node.js Tools for Visual Studio 335 | .ntvs_analysis.dat 336 | node_modules/ 337 | 338 | # Visual Studio 6 build log 339 | *.plg 340 | 341 | # Visual Studio 6 workspace options file 342 | *.opt 343 | 344 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 345 | *.vbw 346 | 347 | # Visual Studio LightSwitch build output 348 | **/*.HTMLClient/GeneratedArtifacts 349 | **/*.DesktopClient/GeneratedArtifacts 350 | **/*.DesktopClient/ModelManifest.xml 351 | **/*.Server/GeneratedArtifacts 352 | **/*.Server/ModelManifest.xml 353 | _Pvt_Extensions 354 | 355 | # Paket dependency manager 356 | .paket/paket.exe 357 | paket-files/ 358 | 359 | # FAKE - F# Make 360 | .fake/ 361 | 362 | # JetBrains Rider 363 | .idea/ 364 | *.sln.iml 365 | 366 | # CodeRush personal settings 367 | .cr/personal 368 | 369 | # Python Tools for Visual Studio (PTVS) 370 | __pycache__/ 371 | *.pyc 372 | 373 | # Cake - Uncomment if you are using it 374 | # tools/** 375 | # !tools/packages.config 376 | 377 | # Tabs Studio 378 | *.tss 379 | 380 | # Telerik's JustMock configuration file 381 | *.jmconfig 382 | 383 | # BizTalk build output 384 | *.btp.cs 385 | *.btm.cs 386 | *.odx.cs 387 | *.xsd.cs 388 | 389 | # OpenCover UI analysis results 390 | OpenCover/ 391 | 392 | # Azure Stream Analytics local run output 393 | ASALocalRun/ 394 | 395 | # MSBuild Binary and Structured Log 396 | *.binlog 397 | 398 | # NVidia Nsight GPU debugger configuration file 399 | *.nvuser 400 | 401 | # MFractors (Xamarin productivity tool) working folder 402 | .mfractor/ 403 | 404 | # Local History for Visual Studio 405 | .localhistory/ -------------------------------------------------------------------------------- /Godot.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 15 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Godot", "Godot\Godot.csproj", "{AD888250-5348-41CD-BCDC-3657D377398E}" 5 | EndProject 6 | Global 7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 8 | Debug|Any CPU = Debug|Any CPU 9 | Release|Any CPU = Release|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {AD888250-5348-41CD-BCDC-3657D377398E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {AD888250-5348-41CD-BCDC-3657D377398E}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | {AD888250-5348-41CD-BCDC-3657D377398E}.Release|Any CPU.ActiveCfg = Release|Any CPU 15 | {AD888250-5348-41CD-BCDC-3657D377398E}.Release|Any CPU.Build.0 = Release|Any CPU 16 | EndGlobalSection 17 | EndGlobal 18 | -------------------------------------------------------------------------------- /Godot/Godot.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | net471 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | -------------------------------------------------------------------------------- /Godot/GodotDebuggerEngine.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Mono.Debugging.Client; 3 | using Mono.Debugging.Soft; 4 | using MonoDevelop.Core.Execution; 5 | using MonoDevelop.Debugger; 6 | using System.Net; 7 | using MonoDevelop.Ide; 8 | using MonoDevelop.Core; 9 | 10 | namespace Godot 11 | { 12 | public class GodotDebuggerEngine : DebuggerEngineBackend 13 | { 14 | public GodotDebuggerEngine() 15 | { 16 | IdeApp.ProjectOperations.EndBuild += ProjectOperations_EndBuild; 17 | } 18 | 19 | void ProjectOperations_EndBuild(object sender, MonoDevelop.Projects.BuildEventArgs args) 20 | { 21 | foreach (var session in DebuggingService.GetSessions()) 22 | { 23 | if(session is GodotDebuggerSession godotSession) 24 | { 25 | godotSession.SendReloadScipts(); 26 | } 27 | } 28 | } 29 | 30 | public override bool CanDebugCommand(ExecutionCommand cmd) 31 | { 32 | return cmd is GodotExecutionCommand; 33 | } 34 | 35 | public override DebuggerStartInfo CreateDebuggerStartInfo(ExecutionCommand cmd) 36 | { 37 | var godotCmd = (GodotExecutionCommand)cmd; 38 | var godotProjectPath = godotCmd.GodotProjectPath; 39 | //TODO: Read "mono/debugger_agent/port" under [mono] from project.godot file 40 | SoftDebuggerRemoteArgs args; 41 | if (godotCmd.ExecutionType == ExecutionType.Launch) 42 | args = new SoftDebuggerListenArgs("Godot", IPAddress.Loopback, 0); 43 | else 44 | args = new SoftDebuggerConnectArgs("Godot", IPAddress.Loopback, 23685); 45 | return new GodotDebuggerStartInfo(godotCmd, args) 46 | { 47 | WorkingDirectory = godotCmd.WorkingDirectory 48 | }; 49 | } 50 | 51 | public override DebuggerSession CreateSession() 52 | { 53 | return new GodotDebuggerSession(); 54 | } 55 | 56 | public override bool IsDefaultDebugger(ExecutionCommand cmd) 57 | { 58 | return true; 59 | } 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Godot/GodotDebuggerSession.cs: -------------------------------------------------------------------------------- 1 | using Mono.Debugging.Client; 2 | using Mono.Debugging.Soft; 3 | using System.Diagnostics; 4 | using MonoDevelop.Core; 5 | using MonoDevelop.Core.Execution; 6 | using System.Threading; 7 | using System; 8 | using System.IO; 9 | using System.Net.Sockets; 10 | using System.Net; 11 | using System.Collections.Generic; 12 | using System.Threading.Tasks; 13 | 14 | namespace Godot 15 | { 16 | class GodotDebuggerSession : SoftDebuggerSession 17 | { 18 | bool attached; 19 | public void SendReloadScipts() 20 | { 21 | //32 is length, rest after [3] is GD.Var2Bytes(new Array().Add("reload_scripts")) 22 | var arr = new byte[] { 32, 0, 0, 0, 19, 0, 0, 0, 1, 0, 0, 0, 4, 0, 0, 0, 14, 0, 0, 0, 114, 101, 108, 111, 97, 100, 95, 115, 99, 114, 105, 112, 116, 115, 0, 0 }; 23 | stream.Write(arr, 0, arr.Length); 24 | stream.Flush(); 25 | } 26 | 27 | protected override void OnRun(DebuggerStartInfo startInfo) 28 | { 29 | var godotStartInfo = (GodotDebuggerStartInfo)startInfo; 30 | if (godotStartInfo.GodotCmd.ExecutionType == ExecutionType.Launch) 31 | { 32 | attached = false; 33 | StartListening(godotStartInfo, out var assignedDebugPort); 34 | var tcpListener = new TcpListener(IPAddress.Any, 0); 35 | tcpListener.Start(); 36 | tcpListener.AcceptTcpClientAsync().ContinueWith(ProcessNewTcpClient); 37 | var psi = new ProcessStartInfo(Godot.Options.GodotExecutable) 38 | { 39 | Arguments = $"--path {startInfo.WorkingDirectory} --remote-debug 127.0.0.1:{((IPEndPoint)tcpListener.LocalEndpoint).Port}", 40 | WorkingDirectory = startInfo.WorkingDirectory, 41 | RedirectStandardOutput = true, 42 | RedirectStandardError = true, 43 | UseShellExecute = false, 44 | CreateNoWindow = true 45 | }; 46 | psi.EnvironmentVariables["GODOT_MONO_DEBUGGER_AGENT"] = $"--debugger-agent=transport=dt_socket,address=127.0.0.1:{assignedDebugPort},server=n"; 47 | var p = Process.Start(psi); 48 | var thread = new Thread(OutputReader); 49 | thread.Name = "Godot output reader"; 50 | thread.IsBackground = true; 51 | thread.Start((false, p.StandardOutput)); 52 | thread = new Thread(OutputReader); 53 | thread.Name = "Godot error reader"; 54 | thread.IsBackground = true; 55 | thread.Start((true, p.StandardError)); 56 | OnDebuggerOutput(false, $"Godot PID:{p.Id}{Environment.NewLine}"); 57 | } 58 | else if (godotStartInfo.GodotCmd.ExecutionType == ExecutionType.Attach) 59 | { 60 | attached = true; 61 | StartConnecting(godotStartInfo); 62 | } 63 | else 64 | { 65 | throw new NotImplementedException(godotStartInfo.GodotCmd.ExecutionType.ToString()); 66 | } 67 | } 68 | 69 | NetworkStream stream; 70 | private async Task ProcessNewTcpClient(Task task) 71 | { 72 | var tcp = task.Result; 73 | stream = tcp.GetStream(); 74 | byte[] buffer = new byte[1000]; 75 | while (tcp.Connected) 76 | { 77 | // There is no library to decode this messages, so 78 | // we just pump buffer so it doesn't go out of memory 79 | var readBytes = await stream.ReadAsync(buffer, 0, buffer.Length); 80 | } 81 | } 82 | 83 | protected override bool HandleException(Exception ex) 84 | { 85 | // When we attach to running Mono process it sends us AssemblyLoad, ThreadStart and other 86 | // delayed events, problem is, that we send VM_START command back since we have to do that on 87 | // every event, but in this case when Mono is sending delayed events when we attach 88 | // runtime is not really suspended, hence it's throwing this exceptions, just ignore... 89 | if (attached && ex is Mono.Debugger.Soft.VMNotSuspendedException) 90 | return true; 91 | return base.HandleException(ex); 92 | } 93 | 94 | protected override void OnExit() 95 | { 96 | if (attached) 97 | base.OnDetach(); 98 | else 99 | base.OnExit(); 100 | } 101 | 102 | void OutputReader(object args) 103 | { 104 | var (isErr, stream) = ((bool, StreamReader))args; 105 | string line; 106 | while ((line = stream.ReadLine()) != null) 107 | { 108 | try 109 | { 110 | OnTargetOutput(false, line + Environment.NewLine); 111 | } 112 | catch (Exception ex) 113 | { 114 | Console.WriteLine(ex); 115 | } 116 | } 117 | } 118 | } 119 | } -------------------------------------------------------------------------------- /Godot/GodotDebuggerStartInfo.cs: -------------------------------------------------------------------------------- 1 | using Mono.Debugging.Client; 2 | using Mono.Debugging.Soft; 3 | using System.Net; 4 | 5 | namespace Godot 6 | { 7 | class GodotDebuggerStartInfo : SoftDebuggerStartInfo 8 | { 9 | public GodotExecutionCommand GodotCmd { get; } 10 | 11 | public GodotDebuggerStartInfo(GodotExecutionCommand godotCmd, SoftDebuggerRemoteArgs softDebuggerConnectArgs) : 12 | base(softDebuggerConnectArgs) 13 | { 14 | GodotCmd = godotCmd; 15 | } 16 | } 17 | } -------------------------------------------------------------------------------- /Godot/GodotExecutionCommand.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using MonoDevelop.Core.Execution; 3 | 4 | namespace Godot 5 | { 6 | class GodotExecutionCommand : ExecutionCommand 7 | { 8 | public GodotExecutionCommand(string godotProjectPath, ExecutionType executionType, string workingDirectory) 9 | { 10 | GodotProjectPath = godotProjectPath; 11 | ExecutionType = executionType; 12 | WorkingDirectory = workingDirectory; 13 | } 14 | 15 | public string GodotProjectPath { get; } 16 | public ExecutionType ExecutionType { get; } 17 | public string WorkingDirectory { get; } 18 | } 19 | 20 | public enum ExecutionType 21 | { 22 | Launch, 23 | Attach 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Godot/GodotProjectExtension.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using MonoDevelop.Core.Execution; 5 | using MonoDevelop.Projects; 6 | using MonoDevelop.Core; 7 | using System.Threading.Tasks; 8 | 9 | namespace Godot 10 | { 11 | [ExportProjectModelExtension] 12 | class GodotProjectExtension : DotNetProjectExtension 13 | { 14 | static SolutionItemRunConfiguration[] runConfigurations = new [] 15 | { 16 | new ProjectRunConfiguration("Launch"), 17 | new ProjectRunConfiguration("Attach") 18 | }; 19 | protected override IEnumerable OnGetRunConfigurations(OperationContext ctx) 20 | { 21 | if (IsGodotProject()) 22 | return runConfigurations; 23 | return base.OnGetRunConfigurations(ctx); 24 | } 25 | 26 | protected override ExecutionCommand OnCreateExecutionCommand(ConfigurationSelector configSel, DotNetProjectConfiguration configuration, ProjectRunConfiguration runConfiguration) 27 | { 28 | if (IsGodotProject()) 29 | { 30 | var runConfigurationIndex = runConfigurations.IndexOf(runConfiguration); 31 | if (runConfigurationIndex == -1) 32 | LoggingService.LogError($"Unexpected RunConfiguration {runConfiguration.Id} {runConfiguration.GetType().FullName}"); 33 | var executionType = runConfigurations[0] == runConfiguration ? ExecutionType.Launch : ExecutionType.Attach; 34 | return new GodotExecutionCommand( 35 | GetGodotProjectPath(), 36 | executionType, 37 | Path.GetDirectoryName(GetGodotProjectPath())); 38 | } 39 | return base.OnCreateExecutionCommand(configSel, configuration, runConfiguration); 40 | } 41 | 42 | private string GetGodotProjectPath() 43 | { 44 | return Path.Combine(Path.GetDirectoryName(Project.FileName), "project.godot"); 45 | } 46 | 47 | bool? cachedIsGodotProject; 48 | private bool IsGodotProject() 49 | { 50 | if (!cachedIsGodotProject.HasValue) 51 | cachedIsGodotProject = File.Exists(GetGodotProjectPath()); 52 | return cachedIsGodotProject.Value; 53 | } 54 | 55 | protected override ProjectFeatures OnGetSupportedFeatures() 56 | { 57 | var features = base.OnGetSupportedFeatures(); 58 | if (IsGodotProject()) 59 | features |= ProjectFeatures.Execute; 60 | return features; 61 | } 62 | 63 | protected override bool OnGetCanExecute(ExecutionContext context, ConfigurationSelector configuration, SolutionItemRunConfiguration runConfiguration) 64 | { 65 | if (IsGodotProject()) 66 | return true; 67 | return base.OnGetCanExecute(context, configuration, runConfiguration); 68 | } 69 | 70 | protected override async Task OnExecuteCommand(ProgressMonitor monitor, ExecutionContext context, ConfigurationSelector configuration, ExecutionCommand executionCommand) 71 | { 72 | if (executionCommand is GodotExecutionCommand godotCmd) 73 | { 74 | if (godotCmd.ExecutionType == ExecutionType.Launch) 75 | { 76 | if (!File.Exists(Options.GodotExecutable)) 77 | { 78 | // Delay for 1 sec so it's not overriden by build message 79 | await Task.Delay(1000); 80 | monitor.ReportError(GettextCatalog.GetString($"Godot executable \"{Options.GodotExecutable.Value}\" not found. Update Godot executable setting in perferences.")); 81 | return; 82 | } 83 | } 84 | } 85 | await base.OnExecuteCommand(monitor, context, configuration, executionCommand); 86 | } 87 | } 88 | } 89 | -------------------------------------------------------------------------------- /Godot/GodotSoftDebuggerArgs.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Net; 3 | using Mono.Debugging.Soft; 4 | 5 | namespace Godot 6 | { 7 | public class GodotSoftDebuggerArgs : SoftDebuggerRemoteArgs 8 | { 9 | public GodotSoftDebuggerArgs(string appName, IPAddress address, int debugPort, int outputPort) : base(appName, address, debugPort, outputPort) 10 | { 11 | } 12 | 13 | public override ISoftDebuggerConnectionProvider ConnectionProvider => null; 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Godot/Options.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using MonoDevelop.Core; 3 | 4 | namespace Godot 5 | { 6 | static class Options 7 | { 8 | public static readonly ConfigurationProperty GodotExecutable = ConfigurationProperty.Create("Godot.GodotExecutable", "/Applications/Godot_mono.app/Contents/MacOS/Godot"); 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /Godot/Options/GlobalOptionsPanel.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using MonoDevelop.Ide.Gui.Dialogs; 3 | using MonoDevelop.Components; 4 | using MonoDevelop.Core; 5 | 6 | namespace Godot 7 | { 8 | public class GlobalOptionsPanel : OptionsPanel 9 | { 10 | FileEntry fileEntry = new FileEntry(); 11 | 12 | public override Control CreatePanelWidget() 13 | { 14 | var vbox = new Gtk.VBox(); 15 | vbox.Spacing = 6; 16 | 17 | var generalSectionLabel = new Gtk.Label("" + GettextCatalog.GetString("General") + ""); 18 | generalSectionLabel.UseMarkup = true; 19 | generalSectionLabel.Xalign = 0; 20 | vbox.PackStart(generalSectionLabel, false, false, 0); 21 | 22 | var godotExecutableHBox = new Gtk.HBox(); 23 | godotExecutableHBox.BorderWidth = 10; 24 | godotExecutableHBox.Spacing = 6; 25 | var outputDirectoryLabel = new Gtk.Label(GettextCatalog.GetString("Godot executable:")); 26 | outputDirectoryLabel.Xalign = 0; 27 | godotExecutableHBox.PackStart(outputDirectoryLabel, false, false, 0); 28 | fileEntry.Path = Options.GodotExecutable.Value; 29 | godotExecutableHBox.PackStart(fileEntry, true, true, 0); 30 | 31 | vbox.PackStart(godotExecutableHBox, false, false, 0); 32 | 33 | vbox.ShowAll(); 34 | return vbox; 35 | } 36 | 37 | public override void ApplyChanges() 38 | { 39 | Options.GodotExecutable.Value = fileEntry.Path; 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Godot/Properties/AddinInfo.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Mono.Addins; 3 | using Mono.Addins.Description; 4 | 5 | [assembly: Addin( 6 | "Godot", 7 | Namespace = "Godot", 8 | Version = "1.0" 9 | )] 10 | 11 | [assembly: AddinName("Godot")] 12 | [assembly: AddinCategory("IDE extensions")] 13 | [assembly: AddinDescription("Godot")] 14 | [assembly: AddinAuthor("David Karlaš")] 15 | -------------------------------------------------------------------------------- /Godot/Properties/Godot.addin.xml: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 8 | 9 | 10 |
13 |
17 |
18 | 19 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Godot Extension 2 | MonoDevelop/Visual Studio for Mac Godot integration 3 | 4 | At this moment extension only has 3 basic functionalities: 5 | * Launching game: https://youtu.be/vj-75tZjwz4
6 | The way this works it start `/Applications/Godot_mono.app/Contents/MacOS/Godot`(can be modified in preferences) inside same working directory as .csproj file. It also adds `--remote-debug` parameter which allows sending "reload_scripts". 7 | * Attaching to existing game, launched from Godot Editor: https://youtu.be/3IsDl__Cpnk
8 | If game was started inside GodotEditor, it's listening on port `23685` or whatever is written in `project.godot` `[mono] "mono/debugger_agent/port"` so we just connect to that port with debugger. `--remote-debug` is connected to Godot Editor, hence "reload_scripts" is not woring. 9 | * When game started by Launching from IDE and source code is re-built inside IDE it sends "reload_scritpts", aka. hot reloading: https://youtu.be/Krx1FhB68zs
10 | Godot Mono integration does rest of the magic of reloading new .dll from hard drive and keeping existing values. 11 | --------------------------------------------------------------------------------