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Make the editor change debug remote port automatically if unavailable #1335

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Tooniis opened this issue Aug 8, 2020 · 7 comments
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@Tooniis
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Tooniis commented Aug 8, 2020

Describe the project you are working on:
A multiplayer game

Describe the problem or limitation you are having in your project:
I need to launch 2 instances of the Godot editor, one for the server and one for the client, in order to work on the game. When I launch the game on both editor instances, the second instance can't use the debug remote port set in editor settings, since it's being used by the first instance. It says Error listening on port <remote debug port>.
Each time I want to work on the game, I have to manually change the debug remote port in one of the editor instances so they don't interfere with each other.

Describe the feature / enhancement and how it helps to overcome the problem or limitation:
Make the editor automatically change the port if it finds the default unavailable.

Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
Perhaps a fallback port that would also be set in editor settings, then after it throws Error listening on port <remote debug port>, it automatically changes to that port and attempts to connect.

If this enhancement will not be used often, can it be worked around with a few lines of script?:
No.

Is there a reason why this should be core and not an add-on in the asset library?:
This is a general enhancement to the editor that would better be done in core.

@Calinou
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Calinou commented Aug 8, 2020

I thought the editor already tried other ports if the default port is unavailable. cc @Faless

I need to launch 2 instances of the Godot editor, one for the server and one for the client, in order to work on the game.

This is now supported by the editor in master out of the box 🙂 godotengine/godot#36920

@Tooniis
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Tooniis commented Aug 8, 2020

This is now supported by the editor in master out of the box slightly_smiling_face godotengine/godot#36920

Actually my server and client are different, so this won't help me in this specific case. It will help me if I needed to launch 2 or more client instances though. The way I'm doing that right now is to export the client game, then run one instance of the exported game, and one instance from the editor to debug. If this would allow me to debug both instances at the same time it will be awesome.

@Faless
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Faless commented Nov 16, 2020

For reference, there is a PR implementing this: godotengine/godot#37067

@Calinou
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Calinou commented Jan 23, 2022

This was implemented by godotengine/godot#53241 (master) and godotengine/godot#37067 (3.x), closing.

@Calinou Calinou closed this as completed Jan 23, 2022
@Calinou Calinou added this to the 3.x milestone Jan 23, 2022
@Chinwe-D
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I am a beginner in godot and I encounter this error, please can someone assist?

"Invalid set index 'playing' (on base: 'null instance') with value of type 'bool'"

@Calinou
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Calinou commented Mar 28, 2023

@Chinwe-D Please don't ask support questions here, as this issue tracker is meant to be used for feature proposals only. Use one of the other community channels instead.

@Chinwe-D
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Chinwe-D commented Mar 28, 2023 via email

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