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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** 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 The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
****************************************************************************/
#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);
}
}
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