0 votes

I have a VSCode extension that runs GUT unit tests (https://github.com/bitwes/gut-extension). I'm trying to figure out how to use the debugger integration the VSCode plugin provides inside my own plugin.

Can you launch the debugger for a script using the VSCode plugin (instead of a scene or the project)? From the documentation and the LaunchRequestArguments, it does not appear to be able to.

If it does have this ability, would it be possible for another plugin to use the VSCode plugin to launch the debugger for a script? Can we send additional arguments?

Currently the gut-extension is a wrapper around the CLI interface for GUT. It relies on the Godot VSCode Plugin to give it document information so it can determine what to run based on the cursor position. It then constructs a command based on that information and sends it to the terminal.

Here is an example of the command used by the gut-extension to run GUT tests:

"/Applications/Godot.app/Contents/MacOS/Godot" -s res://addons/gut/gut_cmdln.gd  -d   -gselect=test_some_test_file.gd -ginner_class=TestSomeTestClass -gunit_test_name=test_some_unit_test

I would like to be able to launch the debugger with this same information, at least launching the script. I could get the other parameters to GUT another way if necessary.

Godot version 3.4.4
in Engine by (143 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.