public int Detach(IDebugSession2 pSession) { if (pSession == attachedSession) { attachedSession = null; } return(Microsoft.VisualStudio.VSConstants.S_OK); }
public int Attach(IDebugSession2 pSession) { attachedSession = pSession; ctx = new SquirrelDebugContext(DebugContextHandler, FileContexts); thread.SetContext(ctx); // temporary hack: if you try to connect when there's nothing to connect to, // it can put Visual Studio in an unstable state. This is because here, the DebugProcess, // is too late to attempt (and fail) to connect to the remote debugging port. // That should really have been done earlier, in the engine or program launch. // VS isn't capable of dealing with a failure in this function. bool bRetryConnect = false; do { bRetryConnect = false; engineCallback.OnOutputString("Connecting to" + IpAddress + ":" + IpPort); if (!ctx.Connect(IpAddress, IpPort)) { engineCallback.OnOutputString("ERROR: Cannot Connect to " + IpAddress + ":" + IpPort); engineCallback.OnError(null, "Cannot Connect to debugee"); switch (MessageBox.Show("Could not find a Squirrel VM to connect the debugger to.\n" + "You can either launch the game, run script_debug, and hit 'retry',\n" + "or cancel, 'stop debugging' and try again later.", "Temporary Failsafe", MessageBoxButtons.RetryCancel, MessageBoxIcon.Hand)) { case DialogResult.Retry: bRetryConnect = true; break; /* // This code path, although apparently correct, will actually cause Visual Studio to fail with a "could not detach from process" error. * // It's some cryptic COM error to do with the invoked process object having disconnected from its clients. * case DialogResult.Abort: * port.SendProcessCreateEvent(); * return Microsoft.VisualStudio.VSConstants.E_FAIL; */ case DialogResult.Ignore: case DialogResult.Cancel: default: break; } /* * ctx = null; * // attachedSession = null; * return Microsoft.VisualStudio.VSConstants.E_FAIL; */ } } while (bRetryConnect); port.SendProcessCreateEvent(); return(Microsoft.VisualStudio.VSConstants.S_OK); }
int IDebugProcessEx2.Detach(IDebugSession2 pSession) { _program = null; return HR.S_OK; }
int IDebugProcessEx2.Attach(IDebugSession2 pSession) { return HR.S_OK; }
public int OnSessionDestroy(IDebugSession2 pSession) { SessionDestroyed(this, EventArgs.Empty); return(VSConstants.S_OK); }
/// <summary> /// Informs the process that a session is no longer debugging the process. (http://msdn.microsoft.com/en-us/library/bb146313.aspx) /// </summary> /// <param name="pSession"> A value that uniquely identifies the session to detach this process from. </param> /// <returns> VSConstants.S_OK. </returns> public int Detach(IDebugSession2 pSession) { session = pSession; return(VSConstants.S_OK); }
int IDebugProcessEx2.Detach(IDebugSession2 pSession) { _program = null; return(HR.S_OK); }
/// <summary> /// Informs the process that a session is no longer debugging the process. (http://msdn.microsoft.com/en-us/library/bb146313.aspx) /// </summary> /// <param name="pSession"> A value that uniquely identifies the session to detach this process from. </param> /// <returns> VSConstants.S_OK. </returns> public int Detach(IDebugSession2 pSession) { session = pSession; return VSConstants.S_OK; }
int Microsoft.VisualStudio.Debugger.Interop.IDebugProgramEx2.Attach(IDebugEventCallback2 pCallback, uint dwReason, IDebugSession2 pSession) { //This needs to return false to allow cpde to do the attach return(COM_HResults.S_FALSE); }
int IDebugProcessEx2.Detach(IDebugSession2 pSession) { throw new NotImplementedException(); }
public int Attach(IDebugEventCallback2 pCallback, uint dwReason, IDebugSession2 pSession) { throw new NotImplementedException(); }
int IDebugProcessEx2.Attach(IDebugSession2 pSession) { return(Constants.S_OK); }
public int OnSessionDestroy(IDebugSession2 pSession) { SessionDestroyed(this, EventArgs.Empty); return VSConstants.S_OK; }
public int OnSessionCreate(IDebugSession2 pSession) { SessionCreated(this, EventArgs.Empty); return VSConstants.S_OK; }
public int Detach(IDebugSession2 pSession) { throw new NotImplementedException(); }
int Microsoft.VisualStudio.Debugger.Interop.IDebugProcessEx2.Detach(IDebugSession2 pSession) { return Utility.COM_HResults.S_OK; }
int Microsoft.VisualStudio.Debugger.Interop.IDebugProgramEx2.Attach(IDebugEventCallback2 pCallback, uint dwReason, IDebugSession2 pSession) { //This needs to return false to allow cpde to do the attach return Utility.COM_HResults.S_FALSE; }
int Microsoft.VisualStudio.Debugger.Interop.IDebugProcessEx2.Attach(IDebugSession2 pSession) { int hr = Utility.COM_HResults.S_OK; //check if the process is still alive. For emulator, if the process is still alive. if (!m_port.ContainsProcess(this)) { hr = Utility.COM_HResults.E_PROCESS_DESTROYED; } return hr; }
int IDebugProcessEx2.Attach(IDebugSession2 pSession) { return(HR.S_OK); }
public int Detach(IDebugSession2 pSession) { DLog.Debug(DContext.VSDebuggerComCall, "DebugProcess.Detach"); return VSConstants.S_OK; }
public int Detach(IDebugSession2 pSession) { DLog.Debug(DContext.VSDebuggerComCall, "DebugProcess.Detach"); return(VSConstants.S_OK); }