public int DebugLaunch(uint grfLaunch) { bool noDebug = ((__VSDBGLAUNCHFLAGS)grfLaunch & __VSDBGLAUNCHFLAGS.DBGLAUNCH_NoDebug) != 0; _ = noDebug; // TODO: Run without Debugging Microsoft.VisualStudio.Shell.ThreadHelper.ThrowIfNotOnUIThread(); var random = new Random(DateTime.Now.Millisecond); var port = 8800 + random.Next(0, 100); var startArgs = new SoftDebuggerListenArgs(_baseProject.Name, IPAddress.Loopback, port) { MaxConnectionAttempts = 3 }; var startInfo = new GodotStartInfo(startArgs, null, _baseProject) { WorkingDirectory = GodotPackage.Instance.GodotSolutionEventsListener?.SolutionDir }; var session = new GodotDebuggerSession(); var launcher = new MonoDebuggerLauncher(new Progress <string>()); launcher.StartSession(startInfo, session); return(VSConstants.S_OK); }
public int DebugLaunch(uint grfLaunch) {//if launch with debug; else just run var random = new Random(DateTime.Now.Millisecond); var port = 8800 + random.Next(0, 100); var startArgs = new SoftDebuggerListenArgs(baseProject.Name, IPAddress.Loopback, port); var startInfo = new XamarinWindowsStartInfo(startArgs, null, baseProject); var session = new XamarinWindowsDebuggerSession(); var launcher = new MonoDebuggerLauncher(new Progress <string>(), new XamarinWindowsDebugLauncher()); launcher.StartSession(startInfo, session); return(VSConstants.S_OK); }
/// <summary> /// Called when the application is run with debugging support. Otherwise it will just launch. /// </summary> /// <param name="grfLaunch"></param> /// <returns></returns> public int DebugLaunch(uint grfLaunch) { var port = NetworkHelper.GetAvailablePort(17615, 18000); var startArgs = new SoftDebuggerConnectArgs("CRYENGINE", IPAddress.Loopback, port) { MaxConnectionAttempts = 10 }; var startInfo = new CryEngineStartInfo(startArgs, null, _baseProject, CryEngineProjectData.GetProjectData(_baseProject), _launcherType); var session = new CryEngineDebuggerSession(); IDebugLauncher debugLauncher = new CryEngineDebugLauncher(); var progress = new Progress <string>(); progress.ProgressChanged += OnProgressChanged; var launcher = new MonoDebuggerLauncher(progress, debugLauncher); launcher.StartSession(startInfo, session); return(VSConstants.S_OK); }