/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of Qt Creator. ** ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://www.qt.io/licensing. For further information ** use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ****************************************************************************/ #include "qmlenginecontrolclient.h" #include "utils/qtcassert.h" namespace QmlDebug { QmlEngineControlClient::QmlEngineControlClient(QmlDebugConnection *client) : QmlDebugClient(QLatin1String("EngineControl"), client) { } /*! * Block the starting or stopping of the engine with id \a engineId for now. By calling * releaseEngine later the block can be lifted again. In the debugged application the engine control * server waits until a message is received before continuing. So by not sending a message here we * delay the process. Blocks add up. You have to call releaseEngine() as often as you've called * blockEngine before. The intention of that is to allow different debug clients to use the same * engine control and communicate with their respective counterparts before the QML engine starts or * shuts down. */ void QmlEngineControlClient::blockEngine(int engineId) { QTC_ASSERT(m_blockedEngines.contains(engineId), return); m_blockedEngines[engineId].blockers++; } /*! * Release the engine with id \a engineId. If no other blocks are present, depending on what the * engine is waiting for, the start or stop command is sent to the process being debugged. */ void QmlEngineControlClient::releaseEngine(int engineId) { QTC_ASSERT(m_blockedEngines.contains(engineId), return); EngineState &state = m_blockedEngines[engineId]; if (--state.blockers == 0) { QTC_ASSERT(state.releaseCommand != InvalidCommand, return); sendCommand(state.releaseCommand, engineId); m_blockedEngines.remove(engineId); } } void QmlEngineControlClient::messageReceived(const QByteArray &data) { QDataStream stream(data); int message; int id; QString name; stream >> message >> id; if (!stream.atEnd()) stream >> name; EngineState &state = m_blockedEngines[id]; QTC_ASSERT(state.blockers == 0 && state.releaseCommand == InvalidCommand, /**/); switch (message) { case EngineAboutToBeAdded: state.releaseCommand = StartWaitingEngine; emit engineAboutToBeAdded(id, name); break; case EngineAdded: emit engineAdded(id, name); break; case EngineAboutToBeRemoved: state.releaseCommand = StopWaitingEngine; emit engineAboutToBeRemoved(id, name); break; case EngineRemoved: emit engineRemoved(id, name); break; } if (state.blockers == 0 && state.releaseCommand != InvalidCommand) { sendCommand(state.releaseCommand, id); m_blockedEngines.remove(id); } } void QmlEngineControlClient::sendCommand(QmlEngineControlClient::CommandType command, int engineId) { QByteArray data; QDataStream stream(&data, QIODevice::WriteOnly); stream << command << engineId; QmlDebugClient::sendMessage(data); } }