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Silently stop all script debuggers if no debugging server is active#117434

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rsubtil wants to merge 1 commit intogodotengine:masterfrom
rsubtil:fix-script_debugger_stop
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Silently stop all script debuggers if no debugging server is active#117434
rsubtil wants to merge 1 commit intogodotengine:masterfrom
rsubtil:fix-script_debugger_stop

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@rsubtil
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@rsubtil rsubtil commented Mar 15, 2026

Different approach from #114457 (cc @kbieganski)

May close #111175 (awaiting user feedback since I can't replicate it myself)

Instead of the original solution of always propagating the stopped signal even when no debugger session was active (breaks DAP since it expects the signal to be emitted once and when a session is active), this approach does so only if the debug server is valid or the debugger session is active. If neither of those happen, then we still stop the debugging session but "internally", without propagating the stopped signal.

(cc @m4gr3d due to f713a20 / #108518, just to double check this doesn't reintroduce an issue you fixed)

Co-authored-by: Krzysztof Biegański <krzysztof@biegan.ski>
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tmilker commented Mar 15, 2026

I can't find an artifact for Linux to download to test?

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rsubtil commented Mar 16, 2026

I can't find an artifact for Linux to download to test?

It should appear in the header bar at https://github.com/godotengine/godot/pull/117434/checks:

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Reloading the current scene when using a separate game window doesn't reopen the game

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