A base class to implement debugger plugins.
[EditorDebuggerPlugin] provides functions related to the editor side of the debugger. To interact with the debugger, an instance of this class must be added to the editor via [method EditorPlugin.add_debugger_plugin]. Once added, the [method _setup_session] callback will be called for every [EditorDebuggerSession] available to the plugin, and when new ones are created (the sessions may be inactive during this stage). You can retrieve the available [EditorDebuggerSession]s via [method get_sessions] or get a specific one via [method get_session]. [codeblocks] [gdscript] @tool extends EditorPlugin

class ExampleEditorDebugger extends EditorDebuggerPlugin:

func _has_capture(capture): # Return true if you wish to handle messages with the prefix "my_plugin:". return capture == "my_plugin"

func _capture(message, data, session_id): if message == "my_plugin:ping": get_session(session_id).send_message("my_plugin:echo", data) return true return false

func _setup_session(session_id): # Add a new tab in the debugger session UI containing a label. var label = Label.new() label.name = "Example plugin" # Will be used as the tab title. label.text = "Example plugin" var session = get_session(session_id) # Listens to the session started and stopped signals. session.started.connect(func (): print("Session started")) session.stopped.connect(func (): print("Session stopped")) session.add_session_tab(label)

var debugger = ExampleEditorDebugger.new()

func _enter_tree(): add_debugger_plugin(debugger)

func _exit_tree(): remove_debugger_plugin(debugger) [/gdscript] [/codeblocks] To connect on the running game side, use the [EngineDebugger] singleton: [codeblocks] [gdscript] extends Node

func _ready(): EngineDebugger.register_message_capture("my_plugin", _capture) EngineDebugger.send_message("my_plugin:ping", ["test"])

func _capture(message, data): # Note that the "my_plugin:" prefix is not used here. if message == "echo": prints("Echo received:", data) return true return false [/gdscript] [/codeblocks] [b]Note:[/b] While the game is running, [method @GlobalScope.print] and similar functions [i]called in the editor[/i] do not print anything, the Output Log prints only game messages.
Override this method to be notified when a breakpoint is set in the editor.
Override this method to be notified when all breakpoints are cleared in the editor.
Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the [param message]. Use [method get_session] to retrieve the session. This method should return [code]true[/code] if the message is recognized.
Override this method to be notified when a breakpoint line has been clicked in the debugger breakpoint panel.
Override this method to enable receiving messages from the debugger. If [param capture] is "my_message" then messages starting with "my_message:" will be passed to the [method _capture] method.
Override this method to be notified whenever a new [EditorDebuggerSession] is created. Note that the session may be inactive during this stage.
Returns the [EditorDebuggerSession] with the given [param id].
Returns an array of [EditorDebuggerSession] currently available to this debugger plugin. [b]Note:[/b] Sessions in the array may be inactive, check their state via [method EditorDebuggerSession.is_active].