Files
Tyler Wilding eb703ee96e REPL related improvements and fixes (#3545)
Motivated by - https://github.com/open-goal/opengoal-vscode/pull/358

This addresses the following:
- Fixes #2939 spam edge-case
- Stop picking a different nREPL port based on the game mode by default,
this causes friction for tools in the average usecase (having a REPL
open for a single game, and wanting to connect to it). `goalc` spins up
fine even if the port is already bound to.
- For people that need/want this behaviour, adding per-game
configuration to the `repl-config.json` is on my todo list.
- Allows `goalc` to permit redefining symbols, including functions. This
is defaulted to off via the `repl-config.json` but it allows you to for
example, change the definition of a function without having to restart
and rebuild the entire game.
![Screenshot 2024-06-02
124558](https://github.com/open-goal/jak-project/assets/13153231/28f81f6e-b7b8-4172-9787-f96e4ab1305b)
- Updates the welcome message to include a bunch of useful metadata
up-front. Cleaned up all the startup logs that appear when starting
goalc, many of whom's information is now included in the welcome
message.
  - Before:

![image](https://github.com/open-goal/jak-project/assets/13153231/814c2374-4808-408e-9ed6-67114902a1d9)

  - After:
![Screenshot 2024-06-01
235954](https://github.com/open-goal/jak-project/assets/13153231/f3f459fb-2cbb-46ba-a90f-318243d4b3b3)
2024-06-03 00:14:52 -04:00

33 lines
688 B
C++

#pragma once
#include <optional>
#include <set>
#include "common/cross_sockets/XSocketServer.h"
enum ReplServerMessageType { PING = 0, EVAL = 10, SHUTDOWN = 20 };
struct ReplServerHeader {
u32 length;
u32 type;
};
class ReplServer : public XSocketServer {
public:
using XSocketServer::XSocketServer;
virtual ~ReplServer();
void post_init() override;
std::optional<std::string> get_msg();
private:
int max_clients = 50;
std::vector<char> header_buffer = std::vector<char>((int)sizeof(ReplServerHeader));
fd_set read_sockets;
std::set<int> client_sockets = {};
void error_response(int socket, const std::string& error);
void ping_response(int socket);
};