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I am working on the integration of Godot and JetBrains Rider (link).
However the problem applies to all external editors, which rely on the LSP.
Describe the problem or limitation you are having in your project
Using LSP for GDScript with 2 different GodotEditor headless instances is impossible, because they would try to use the same socket address.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
LSP spec states that socket: uses a socket as the communication channel. The port is passed as next arg or with --port=. Link
Following that spec would allow IDE to start each headless GodotEditor with LSP server on a random free port.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Ideally, consider that LSP is disabled in the main Godot Editor, but enabled in the headless ones, each of those use their own port for communication.
Alternative solution might be implementing SdtIO communication channel for LSP in a headless GodotEditor. #464
If this enhancement will not be used often, can it be worked around with a few lines of script?
I don't see how this can be workarounded within the current design
Is there a reason why this should be core and not an add-on in the asset library?
The text was updated successfully, but these errors were encountered:
van800
changed the title
Using LSP for GDScript with 2 different headless GodotEditor instances is impossible
Using LSP for GDScript with 2 different projects at once is impossible
Dec 6, 2023
That will do. Thank you!
As far as I understand the change, the only missing part is that it doesn't allow overriding LSP "enabled/disabled".
So it would be either running in both headless and regular GodotEditor or not running at all.
Describe the project you are working on
I am working on the integration of Godot and JetBrains Rider (link).
However the problem applies to all external editors, which rely on the LSP.
Describe the problem or limitation you are having in your project
Using LSP for GDScript with 2 different GodotEditor headless instances is impossible, because they would try to use the same socket address.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
LSP spec states that
socket: uses a socket as the communication channel. The port is passed as next arg or with --port=.
Link
Following that spec would allow IDE to start each headless GodotEditor with LSP server on a random free port.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Ideally, consider that LSP is disabled in the main Godot Editor, but enabled in the headless ones, each of those use their own port for communication.
Alternative solution might be implementing SdtIO communication channel for LSP in a headless GodotEditor.
#464
If this enhancement will not be used often, can it be worked around with a few lines of script?
I don't see how this can be workarounded within the current design
Is there a reason why this should be core and not an add-on in the asset library?
The text was updated successfully, but these errors were encountered: