godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Editor remote debugger should allow to listen on all interfaces #99063

Open mhilbrunner opened 2 weeks ago

mhilbrunner commented 2 weeks ago

Tested versions

System information

Tested on Windows, doubt its relevant though

Issue description

As of right now (before https://github.com/godotengine/godot/pull/98282/), the docs for the editor setting network/debug/remote_host state: This can be set to 0.0.0.0 to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from localhost).

However, in the editor this is exposed as a dropdown selection of available local network interface adressses. "All" is not an option, but I'd indeed expect it to work, as the case described above makes sense (and is probably what I'd use more often rather than restricting this to, say, a specific IPv4 interface).

As this setting is a string, it may work when set from code, in which case this is more of a Editor UI issue, where we need to inject an additional wildcard/any setting for the dropdown.

Steps to reproduce

Minimal reproduction project (MRP)

N/A

Faless commented 2 weeks ago

~The "remote host" option is not for "listening" but for "connecting", i.e. it's the IP address the client will connect to (the editor address), and must thus be a valid IP (i.e. it can't be 0.0.0.0, since you can't connect to 0.0.0.0)~

EDIT: Ah, nevermind, I see this is just the editor part, so indeed, that should allow wildcards.

Faless commented 2 weeks ago

So the problem here, is that that settings is used to configure the running client (in editor/export/editor_export_platform.cpp).

Which means we would need to split this in 2 parts (one for the runtime configuration, one for the server bind address), which is IMO even more confusing.