Split general debugging and architecture diagram documentation

Co-authored-by: CalebJohn <git@calebjohn.ca>
This commit is contained in:
Yuri Sizov
2023-01-10 03:26:04 +03:00
parent f79f748f55
commit 6c08ab05d2
6 changed files with 52 additions and 43 deletions

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/content/3d/making_trees.html,/tutorials/content/making_trees.html
/contributing/_contributing.html,/community/contributing/
/contributing/bug_triage_guidelines.html,/community/contributing/bug_triage_guidelines.html
/contributing/development/core_and_modules/introduction_to_godot_development.html,/contributing/development/core_and_modules/index.html
/contributing/doc_and_l10n_guidelines.html,/community/contributing/doc_and_l10n_guidelines.html
/contributing/updating_the_class_reference.html,/community/contributing/updating_the_class_reference.html
/development/compiling/compiling_for_android.html,/contributing/development/compiling/compiling_for_android.html
1 source destination
25 /content/3d/making_trees.html /tutorials/content/making_trees.html
26 /contributing/_contributing.html /community/contributing/
27 /contributing/bug_triage_guidelines.html /community/contributing/bug_triage_guidelines.html
28 /contributing/development/core_and_modules/introduction_to_godot_development.html /contributing/development/core_and_modules/index.html
29 /contributing/doc_and_l10n_guidelines.html /community/contributing/doc_and_l10n_guidelines.html
30 /contributing/updating_the_class_reference.html /community/contributing/updating_the_class_reference.html
31 /development/compiling/compiling_for_android.html /contributing/development/compiling/compiling_for_android.html

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.. _doc_configuring_an_ide:
Configuring an IDE
==================

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.. _doc_godot_architecture_diagram:
Godot's architecture diagram
============================
The following diagram describes the architecture used by Godot, from the
core components down to the abstracted drivers, via the scene
structure and the servers.
.. image:: img/architecture_diagram.jpg

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Engine core and modules
=======================
The following pages are meant to introduce the global organization of Godot Engine's
source code, and give useful tips for extending and fixing the engine on the C++ side.
Getting started with Godot's source code
----------------------------------------
@@ -10,7 +13,7 @@ This section covers the basics that you will encounter in (almost) every source
:maxdepth: 1
:name: toc-devel-cpp-source-beginner
introduction_to_godot_development
godot_architecture_diagram
common_engine_methods_and_macros
core_types
variant_class

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.. _doc_introduction_to_godot_development:
Introduction to Godot development
=================================
This page is meant to introduce the global organization of Godot Engine's
source code, and give useful tips for extending/fixing the engine on the
C++ side.
Architecture diagram
--------------------
The following diagram describes the architecture used by Godot, from the
core components down to the abstracted drivers, via the scene
structure and the servers.
.. image:: img/architecture_diagram.jpg
Debugging the editor with gdb
-----------------------------
If you are writing or correcting bugs affecting Godot Engine's editor,
remember that the binary will by default run the project manager first,
and then only run the editor in another process once you've selected a
project. To launch a project directly, you need to run the editor by
passing the ``-e`` argument to Godot Engine's binary from within your
project's folder. Typically:
.. code-block:: none
$ cd ~/myproject
$ gdb godot
> run -e
Or:
.. code-block:: none
$ gdb godot
> run -e --path ~/myproject

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Debugging and profiling
=======================
This section is about finding spots to optimize in the engine code when you need it in your project.
This section contains pages that provide guidance if you're looking at the
engine code trying to find an underlying issue or an optimization possibility.
.. toctree::
:maxdepth: 1
:name: toc-devel-cpp-debug-profiling
macos_debug
using_cpp_profilers
macos_debug
vulkan/index
Debugging the editor
--------------------
When working on the Godot editor keep in mind that by default the executable
will start in the project manager mode. Opening a project from the project
manager spawns a new process, which stops the debugging session. To avoid that
you should launch directly into the project using ``-e`` and ``--path`` launch
options.
For example, using ``gdb`` directly, you may do this:
.. code-block:: none
$ gdb godot
> run -e --path ~/myproject
You can also run the editor directly from your project's folder. In that case,
only the ``-e`` option is required.
.. code-block:: none
$ cd ~/myproject
$ gdb godot
> run -e
You can learn more about these launch options and other command line arguments
in the :ref:`command line tutorial <doc_command_line_tutorial>`.
If you're using a code editor or an IDE to debug Godot, check out our
:ref:`configuration guides <doc_configuring_an_ide>`, which cover the setup
process for building and debugging with your particular editor.