Fix building twice with PlayInEditor, bump to v1.1.1

This was also causing an issue where a breakpoint
source location would not be found when running
for the first time after building the project.
This commit is contained in:
Ignacio Etcheverry
2020-06-26 00:13:31 +02:00
parent 0daca48e00
commit 20c223a3de
4 changed files with 14 additions and 5 deletions

View File

@@ -92,6 +92,9 @@ namespace GodotAddinVS.Debugging
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);
@@ -99,7 +102,7 @@ namespace GodotAddinVS.Debugging
var startArgs = new SoftDebuggerListenArgs(_baseProject.Name, IPAddress.Loopback, port) {MaxConnectionAttempts = 3};
var startInfo = new GodotStartInfo(startArgs, null, _baseProject) { WorkingDirectory = GodotPackage.Instance.GodotSolutionEventsListener?.SolutionDir};
var startInfo = new GodotStartInfo(startArgs, null, _baseProject) {WorkingDirectory = GodotPackage.Instance.GodotSolutionEventsListener?.SolutionDir};
var session = new GodotDebuggerSession();
var launcher = new MonoDebuggerLauncher(new Progress<string>());

View File

@@ -98,7 +98,13 @@ namespace GodotAddinVS.Debugging
const string host = "127.0.0.1";
var playRequest = new DebugPlayRequest {DebuggerHost = host, DebuggerPort = assignedDebugPort};
var playRequest = new DebugPlayRequest
{
DebuggerHost = host,
DebuggerPort = assignedDebugPort,
BuildBeforePlaying = false
};
_ = godotMessagingClient.SendRequest<DebugPlayResponse>(playRequest)
.ContinueWith(t =>
{