Closed jpcerrone closed 1 year ago
That would break the compatibility with Godot 3, which is an LTS version of Godot as of now. Ideally, automatic LSP port discovery should be a thing, with "6008" and "6005" being default options.
I'd suggest making a separate PR to fix the check_client_status()
method: that fix can easily make its way to an upstream.
That would break the compatibility with Godot 3, which is an LTS version of Godot as of now. Ideally, automatic LSP port discovery should be a thing, with "6008" and "6005" being default options.
This is exactly correct, breaking the existing behavior is not acceptable. I've already been working on this feature, but it's lower priority than finishing the big debugger PR.
Also fixes a potential bug in the
check_client_status()
function. It was wrongly getting theserverProperty
from theserverPort
configuration and viceversa.
Got it. I'm closing this PR and opening https://github.com/godotengine/godot-vscode-plugin/pull/472 to address the check_client_status()
fix.
perhaps we could check the version by running ${editor_path} --version
?
alternatively, a fallback port and have the extension try both ports in sequence?
Changes the default LSP Port from 6008 (Used in Godot 3) for 6005 (Used in Godot 4). This change was made in https://github.com/godotengine/godot/commit/de7873c2d87c3ee8af8c27e35f49767fcc384e75 .
Also fixes a potential bug in the
check_client_status()
function. It was wrongly getting theserverProperty
from theserverPort
configuration and viceversa.