diff --git a/addons/godot_ai/LICENSE b/addons/godot_ai/LICENSE
new file mode 100644
index 0000000..7806d22
--- /dev/null
+++ b/addons/godot_ai/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2025 Godot AI contributors
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/addons/godot_ai/README.md b/addons/godot_ai/README.md
new file mode 100644
index 0000000..c8efadb
--- /dev/null
+++ b/addons/godot_ai/README.md
@@ -0,0 +1,53 @@
+# Godot AI
+
+Connect AI assistants to a live Godot editor via the [Model Context Protocol](https://modelcontextprotocol.io/introduction) (MCP).
+
+Godot AI bridges Claude Code, Codex, Antigravity, and other MCP clients with your editor — inspect scenes, create nodes, modify properties, run tests, search project files, and more, all from a prompt.
+
+## Quick Start
+
+1. Copy `addons/godot_ai/` into your project's `addons/` folder
+2. Enable the plugin: **Project > Project Settings > Plugins > Godot AI**
+3. Pick your MCP client in the **Godot AI** dock and press **Configure**
+
+The plugin auto-starts the MCP server and connects over WebSocket. No manual configuration required.
+
+## Requirements
+
+- Godot 4.3+ (4.4+ recommended)
+- [uv](https://docs.astral.sh/uv/) (used to install the Python server)
+
+ Install uv
+
+ **macOS / Linux:**
+ ```bash
+ curl -LsSf https://astral.sh/uv/install.sh | sh
+ ```
+
+ **Windows (PowerShell):**
+ ```powershell
+ powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"
+ ```
+
+ **Homebrew (macOS / Linux):**
+ ```bash
+ brew install uv
+ ```
+
+ **pipx:**
+ ```bash
+ pipx install uv
+ ```
+
+ See the [uv install docs](https://docs.astral.sh/uv/getting-started/installation/) for more options.
+
+
+- An MCP client ([Claude Code](https://docs.anthropic.com/en/docs/claude-code) | [Codex](https://openai.com/index/codex/) | [Antigravity](https://www.antigravity.dev/))
+
+## Documentation
+
+Full documentation, contributing guide, and source code: [github.com/hi-godot/godot-ai](https://github.com/hi-godot/godot-ai)
+
+## License
+
+[MIT](LICENSE)
diff --git a/addons/godot_ai/client_configurator.gd b/addons/godot_ai/client_configurator.gd
new file mode 100644
index 0000000..6d1e7cd
--- /dev/null
+++ b/addons/godot_ai/client_configurator.gd
@@ -0,0 +1,620 @@
+@tool
+class_name McpClientConfigurator
+extends RefCounted
+
+## Public facade for the MCP client configuration system.
+##
+## Per-client logic lives in clients/*.gd (one descriptor per client) and is
+## dispatched through clients/_registry.gd. This file:
+## - owns server-side identifiers (SERVER_NAME, HTTP/WS port helpers)
+## - registers the EditorSettings port overrides and resolves the live
+## port/URL via `http_port()` / `ws_port()` / `http_url()`
+## - keeps server-launch discovery (.venv → uvx → system godot-ai)
+## - exposes string-id wrappers around configure / check_status / remove /
+## manual_command so callers don't need to touch the registry directly
+##
+## To add a new client: drop a file in clients/, then preload it in
+## clients/_registry.gd. No edits required here.
+
+const Client := preload("res://addons/godot_ai/clients/_base.gd")
+const ClientRegistry := preload("res://addons/godot_ai/clients/_registry.gd")
+const JsonStrategy := preload("res://addons/godot_ai/clients/_json_strategy.gd")
+const TomlStrategy := preload("res://addons/godot_ai/clients/_toml_strategy.gd")
+const CliStrategy := preload("res://addons/godot_ai/clients/_cli_strategy.gd")
+const ManualCommand := preload("res://addons/godot_ai/clients/_manual_command.gd")
+const CliFinder := preload("res://addons/godot_ai/clients/_cli_finder.gd")
+const WindowsPortReservation := preload("res://addons/godot_ai/utils/windows_port_reservation.gd")
+
+const SERVER_NAME := "godot-ai"
+
+## Fallback ports. Live port selection goes through `http_port()` / `ws_port()`,
+## which read overrides from EditorSettings first. Users on Windows whose 8000
+## is grabbed by Hyper-V / WSL2 / Docker can pick a different port in
+## Editor Settings > Plugins > godot_ai without touching code. See #146 for
+## the Windows-reservation diagnostics this is the escape hatch for.
+const DEFAULT_HTTP_PORT := 8000
+const DEFAULT_WS_PORT := 9500
+const STARTUP_TRACE_ENV := "GODOT_AI_STARTUP_TRACE"
+const MIN_PORT := 1024
+const MAX_PORT := 65535
+const SETTING_WS_PORT := "godot_ai/ws_port"
+const SETTING_STARTUP_TRACE := "godot_ai/log_startup_timing"
+
+
+## Active HTTP port: user override (if in range) or `DEFAULT_HTTP_PORT`.
+static func http_port() -> int:
+ return _read_port_setting(McpSettings.SETTING_HTTP_PORT, DEFAULT_HTTP_PORT)
+
+
+## Active WebSocket port: user override (if in range) or `DEFAULT_WS_PORT`.
+static func ws_port() -> int:
+ return _read_port_setting(SETTING_WS_PORT, DEFAULT_WS_PORT)
+
+
+static func http_url() -> String:
+ return "http://127.0.0.1:%d/mcp" % http_port()
+
+
+static func _read_port_setting(key: String, default_port: int) -> int:
+ var es := EditorInterface.get_editor_settings()
+ if es == null or not es.has_setting(key):
+ return default_port
+ var value: int = int(es.get_setting(key))
+ if value < MIN_PORT or value > MAX_PORT:
+ return default_port
+ return value
+
+
+## Register the port overrides in EditorSettings so they show up in the
+## editor's Settings > Plugins section with a range hint. Called once from
+## `plugin.gd._enter_tree` before `_start_server` so spawn args see the
+## configured values. Safe to call repeatedly — `add_property_info` is
+## idempotent and `set_initial_value` only seeds the default.
+static func ensure_settings_registered() -> void:
+ var es := EditorInterface.get_editor_settings()
+ if es == null:
+ return
+ _register_port_setting(es, McpSettings.SETTING_HTTP_PORT, DEFAULT_HTTP_PORT)
+ _register_port_setting(es, SETTING_WS_PORT, DEFAULT_WS_PORT)
+ _register_bool_setting(es, SETTING_STARTUP_TRACE, false)
+
+
+static func _register_port_setting(es: EditorSettings, key: String, default_port: int) -> void:
+ if not es.has_setting(key):
+ es.set_setting(key, default_port)
+ es.set_initial_value(key, default_port, false)
+ es.add_property_info({
+ "name": key,
+ "type": TYPE_INT,
+ "hint": PROPERTY_HINT_RANGE,
+ "hint_string": "%d,%d,1" % [MIN_PORT, MAX_PORT],
+ })
+
+
+static func _register_bool_setting(es: EditorSettings, key: String, default_value: bool) -> void:
+ if not es.has_setting(key):
+ es.set_setting(key, default_value)
+ es.set_initial_value(key, default_value, false)
+ es.add_property_info({
+ "name": key,
+ "type": TYPE_BOOL,
+ })
+
+
+static func startup_trace_enabled() -> bool:
+ var raw := OS.get_environment(STARTUP_TRACE_ENV).strip_edges().to_lower()
+ if raw == "1" or raw == "true" or raw == "yes" or raw == "on":
+ return true
+ if Engine.is_editor_hint():
+ var es := EditorInterface.get_editor_settings()
+ if es != null and es.has_setting(SETTING_STARTUP_TRACE):
+ return bool(es.get_setting(SETTING_STARTUP_TRACE))
+ return false
+
+
+## Read the `godot_ai/excluded_domains` EditorSetting as a canonicalized
+## comma-separated list (sorted, deduplicated, whitespace-stripped). Returns
+## "" when the setting is missing or resolves to an empty set — callers can
+## skip appending the flag in that case so older servers that don't know
+## `--exclude-domains` don't see an empty argument.
+static func excluded_domains() -> String:
+ var es := EditorInterface.get_editor_settings()
+ if es == null or not es.has_setting(McpSettings.SETTING_EXCLUDED_DOMAINS):
+ return ""
+ var raw := str(es.get_setting(McpSettings.SETTING_EXCLUDED_DOMAINS))
+ var parts := PackedStringArray()
+ for p in raw.split(","):
+ var t := p.strip_edges()
+ if not t.is_empty() and parts.find(t) == -1:
+ parts.append(t)
+ parts.sort()
+ return ",".join(parts)
+
+
+## Clamp `start` into the legal port range, then walk
+## `candidate`..`candidate+span-1` and return the first port that is NOT
+## currently excluded by Windows' winnat reservation table. Falls back to the
+## clamped candidate if nothing clears (caller can apply anyway — user may
+## just retry). On non-Windows this is a no-op: all ports pass, returns the
+## clamped candidate.
+static func suggest_free_port(start: int, span: int = 2048) -> int:
+ var candidate := clampi(start, MIN_PORT, MAX_PORT - span + 1)
+ return WindowsPortReservation.suggest_non_excluded_port(candidate, span, MAX_PORT)
+
+
+# --- Client operations (string id) ---------------------------------------
+
+static func client_ids() -> PackedStringArray:
+ return ClientRegistry.ids()
+
+
+static func has_client(id: String) -> bool:
+ return ClientRegistry.has_id(id)
+
+
+static func client_display_name(id: String) -> String:
+ var c := ClientRegistry.get_by_id(id)
+ return c.display_name if c != null else id
+
+
+## Pass an explicit `url` when calling from a worker thread: `http_url()`
+## reads `EditorInterface.get_editor_settings()`, which is main-thread-only.
+## Empty defaults to the live server URL — appropriate for MCP-tool callers
+## that always run on main.
+static func configure(id: String, url: String = "") -> Dictionary:
+ var client := ClientRegistry.get_by_id(id)
+ if client == null:
+ return {"status": "error", "message": "Unknown client: %s" % id}
+ ## Capture `url` once so a port flip in EditorSettings between write and
+ ## verify can't trigger a spurious CONFIGURED_MISMATCH against an entry
+ ## that just landed correctly.
+ if url.is_empty():
+ url = http_url()
+ var result := _dispatch_configure(client, url)
+ ## Trust-but-verify: a strategy may report ok and have actually written the
+ ## file, yet the entry is missing/stale on the read-back path — most often
+ ## because the user's installed client is reading a different file than
+ ## `path_template` resolves to (issue #201). Re-read the live state and
+ ## surface a clear error before the dock reports a bogus green dot.
+ return _verify_post_state(client, result, Client.Status.CONFIGURED, url, "configure")
+
+
+static func check_status(id: String) -> Client.Status:
+ var client := ClientRegistry.get_by_id(id)
+ if client == null:
+ return Client.Status.NOT_CONFIGURED
+ return _dispatch_check_status(client, http_url())
+
+
+static func check_status_for_url(id: String, url: String) -> Client.Status:
+ var client := ClientRegistry.get_by_id(id)
+ if client == null:
+ return Client.Status.NOT_CONFIGURED
+ return _dispatch_check_status(client, url)
+
+
+static func check_status_for_url_with_cli_path(id: String, url: String, cli_path: String) -> Client.Status:
+ return check_status_details_for_url_with_cli_path(id, url, cli_path).get("status", Client.Status.NOT_CONFIGURED)
+
+
+## Detailed variant used by the dock refresh worker. Returns
+## `{"status": Status, "error_msg": String}` so the worker can surface
+## "probe timed out" on the row instead of silently flipping it to
+## NOT_CONFIGURED. Callers that only need the status can use the simpler
+## helper above.
+static func check_status_details_for_url_with_cli_path(id: String, url: String, cli_path: String) -> Dictionary:
+ var client := ClientRegistry.get_by_id(id)
+ if client == null:
+ return {"status": Client.Status.NOT_CONFIGURED, "error_msg": ""}
+ # A cli client with no resolved binary normally reads as NOT_CONFIGURED.
+ # Skip that shortcut when the client has a JSON fallback (#463): the
+ # dispatch below reads its config file directly so the status dot reflects
+ # a fallback-configured entry instead of always showing red.
+ if client.config_type == "cli" and cli_path.is_empty() and not client.has_json_fallback():
+ return {"status": Client.Status.NOT_CONFIGURED, "error_msg": ""}
+ return _dispatch_check_status_with_cli_path_details(client, url, cli_path)
+
+
+static func client_status_probe_snapshot(id: String) -> Dictionary:
+ var client := ClientRegistry.get_by_id(id)
+ if client == null:
+ return {}
+ var cli_path := ""
+ var installed := false
+ if client.config_type == "cli":
+ cli_path = CliStrategy.resolve_cli_path(client)
+ # #463: a JSON-fallback cli client (Claude Code as a VS Code extension)
+ # is "installed" when its fallback config exists, even with no binary.
+ installed = not cli_path.is_empty() or client.is_installed()
+ else:
+ installed = client.is_installed()
+ return {"id": id, "cli_path": cli_path, "installed": installed}
+
+
+## Pass an explicit `url` when calling from a worker thread — see
+## `configure()` above for why. The url is only used to format the
+## verify-after-write diagnostic message; the remove itself doesn't need it.
+static func remove(id: String, url: String = "") -> Dictionary:
+ var client := ClientRegistry.get_by_id(id)
+ if client == null:
+ return {"status": "error", "message": "Unknown client: %s" % id}
+ if url.is_empty():
+ url = http_url()
+ var result := _dispatch_remove(client)
+ return _verify_post_state(client, result, Client.Status.NOT_CONFIGURED, url, "remove")
+
+
+# --- Strategy dispatch + verify (testable seam) --------------------------
+
+static func _dispatch_configure(client: Client, url: String) -> Dictionary:
+ match client.config_type:
+ "json":
+ return JsonStrategy.configure(client, SERVER_NAME, url)
+ "toml":
+ return TomlStrategy.configure(client, SERVER_NAME, url)
+ "cli":
+ # #463: fall back to writing the config file directly when the CLI
+ # binary isn't on PATH (Claude Code as a VS Code/Cursor extension).
+ if client.has_json_fallback() and CliStrategy.resolve_cli_path(client).is_empty():
+ return JsonStrategy.configure(client, SERVER_NAME, url)
+ return CliStrategy.configure(client, SERVER_NAME, url)
+ return {"status": "error", "message": "Unknown config_type for %s: %s" % [client.id, client.config_type]}
+
+
+static func _dispatch_remove(client: Client) -> Dictionary:
+ match client.config_type:
+ "json":
+ return JsonStrategy.remove(client, SERVER_NAME)
+ "toml":
+ return TomlStrategy.remove(client, SERVER_NAME)
+ "cli":
+ # #463: mirror the configure fallback so Remove also works without
+ # the CLI binary — otherwise a fallback-written entry is unremovable.
+ if client.has_json_fallback() and CliStrategy.resolve_cli_path(client).is_empty():
+ return JsonStrategy.remove(client, SERVER_NAME)
+ return CliStrategy.remove(client, SERVER_NAME)
+ return {"status": "error", "message": "Unknown config_type for %s: %s" % [client.id, client.config_type]}
+
+
+static func _dispatch_check_status(client: Client, url: String) -> Client.Status:
+ return _dispatch_check_status_with_cli_path(client, url, "")
+
+
+static func _dispatch_check_status_with_cli_path(client: Client, url: String, cli_path: String) -> Client.Status:
+ return _dispatch_check_status_with_cli_path_details(client, url, cli_path).get("status", Client.Status.NOT_CONFIGURED)
+
+
+static func _dispatch_check_status_with_cli_path_details(client: Client, url: String, cli_path: String) -> Dictionary:
+ match client.config_type:
+ "json":
+ return {"status": JsonStrategy.check_status(client, SERVER_NAME, url), "error_msg": ""}
+ "toml":
+ return {"status": TomlStrategy.check_status(client, SERVER_NAME, url), "error_msg": ""}
+ "cli":
+ var resolved_cli := cli_path if not cli_path.is_empty() else CliStrategy.resolve_cli_path(client)
+ # #463: with no CLI binary, read the JSON fallback config so a
+ # fallback-configured entry reports CONFIGURED instead of red.
+ if resolved_cli.is_empty() and client.has_json_fallback():
+ return {"status": JsonStrategy.check_status(client, SERVER_NAME, url), "error_msg": ""}
+ return CliStrategy.check_status_details(client, SERVER_NAME, url, resolved_cli)
+ return {"status": Client.Status.NOT_CONFIGURED, "error_msg": ""}
+
+
+## After a configure/remove returns ok, re-read the live status. If it doesn't
+## match `expected`, replace the result with an error that names the actual
+## status and the resolved config path so the user can self-diagnose. The
+## strategy's own error path is left untouched — already actionable.
+static func _verify_post_state(
+ client: Client,
+ result: Dictionary,
+ expected: Client.Status,
+ url: String,
+ action: String,
+) -> Dictionary:
+ if result.get("status") != "ok":
+ return result
+ var actual := _dispatch_check_status(client, url)
+ if actual == expected:
+ return result
+ var path := client.resolved_config_path()
+ var path_hint := "" if path.is_empty() else " Inspect %s and remove the godot-ai entry by hand if needed." % path
+ return {
+ "status": "error",
+ "message": "%s reported %s ok but verification still reads %s (expected %s).%s" % [
+ client.display_name, action,
+ Client.status_label(actual), Client.status_label(expected),
+ path_hint,
+ ],
+ }
+
+
+static func manual_command(id: String) -> String:
+ var client := ClientRegistry.get_by_id(id)
+ if client == null:
+ return ""
+ return ManualCommand.build(client, SERVER_NAME, http_url(), client.resolved_config_path())
+
+
+static func is_installed(id: String) -> bool:
+ var client := ClientRegistry.get_by_id(id)
+ return client != null and client.is_installed()
+
+
+# --- Server command discovery --------------------------------------------
+#
+# Three-tier resolution:
+# 1. .venv python — dev checkout, source code
+# 2. uvx — user install, published package from PyPI
+# 3. godot-ai CLI — system-wide pip/pipx/uv install
+
+static func get_plugin_version() -> String:
+ var cfg := ConfigFile.new()
+ if cfg.load("res://addons/godot_ai/plugin.cfg") == OK:
+ return cfg.get_value("plugin", "version", "0.0.1")
+ return "0.0.1"
+
+
+## Override for the dev-vs-user heuristic. Accepted values:
+## "dev" — force dev-checkout mode (skip update check + self-install)
+## "user" — force user-install mode (run update check, allow self-install)
+## as long as the data-safety guard (addons_dir_is_symlink) passes
+## other / unset — "auto": fall back to the .venv-proximity heuristic
+##
+## Use `user` to test the AssetLib self-update flow from inside a dev
+## checkout (there's a .venv nearby but `addons/godot_ai` is a plain copy —
+## e.g. after unpacking a release zip into `test_project/`).
+##
+## Two ways to set it, resolved in priority order:
+## 1. EditorSettings → `godot_ai/mode_override` — UI dropdown in the dock,
+## persists per-editor-install. Wins over the env var so a UI action
+## always takes effect without relaunching the editor.
+## 2. Env var `GODOT_AI_MODE` — useful for CLI launches and CI.
+const MODE_OVERRIDE_ENV := "GODOT_AI_MODE"
+const MODE_OVERRIDE_SETTING := "godot_ai/mode_override"
+
+
+static func mode_override() -> String:
+ # 1. EditorSetting wins — the user explicitly chose via the dock dropdown.
+ # Guarded on `Engine.is_editor_hint()` so this is a no-op when the
+ # plugin code runs inside the game subprocess (where EditorInterface
+ # isn't available). See CLAUDE.md "Game-side code: gate on
+ # Engine.is_editor_hint(), not OS.has_feature("editor")".
+ if Engine.is_editor_hint():
+ var es := EditorInterface.get_editor_settings()
+ if es != null and es.has_setting(MODE_OVERRIDE_SETTING):
+ var setting_val := str(es.get_setting(MODE_OVERRIDE_SETTING)).strip_edges().to_lower()
+ if setting_val == "dev" or setting_val == "user":
+ return setting_val
+ # 2. Env var fallback.
+ var raw := OS.get_environment(MODE_OVERRIDE_ENV).strip_edges().to_lower()
+ if raw == "dev" or raw == "user":
+ return raw
+ return ""
+
+
+static func is_dev_checkout() -> bool:
+ match mode_override():
+ "dev":
+ return true
+ "user":
+ return false
+ return not _find_venv_python().is_empty()
+
+
+## Data-safety check for self-install: is `res://addons/godot_ai` a symbolic
+## link? In a dev checkout this points at the canonical `plugin/` source
+## tree, and writing files into it would clobber tracked source. This check
+## is independent of `is_dev_checkout()` so a forced-user mode override
+## still cannot extract a release zip over the symlink.
+static func addons_dir_is_symlink() -> bool:
+ return _is_symlink(ProjectSettings.globalize_path("res://addons/godot_ai"))
+
+
+## Mirrors the idiom used in `mcp_dock.gd::_resolve_plugin_symlink_target` —
+## open the parent dir and ask Godot via `DirAccess.is_link()`, which
+## handles symlinks on POSIX and reparse points on Windows natively.
+static func _is_symlink(path: String) -> bool:
+ if path.is_empty():
+ return false
+ var dir := DirAccess.open(path.get_base_dir())
+ return dir != null and dir.is_link(path)
+
+
+## `refresh` forces uvx to re-fetch PyPI index metadata on spawn — used by
+## `_start_server`'s one-shot retry when the first attempt exited fast with
+## no pid-file on the uvx tier (stale-index-cache failure mode). No-op on
+## other tiers: dev_venv and system resolve locally, so the flag has nowhere
+## to go. See plugin.gd::_should_retry_with_refresh.
+static func get_server_command(refresh: bool = false) -> Array[String]:
+ ## `mode_override() == "user"` skips the dev_venv tier even when a nearby
+ ## .venv exists — the UI dropdown then becomes an actual workaround for
+ ## the "user venv misidentified as dev checkout" bug, not just a
+ ## cosmetic relabel.
+ if mode_override() != "user":
+ var venv_python := _cached_venv_python()
+ if not venv_python.is_empty():
+ print("MCP | using dev venv: %s" % venv_python)
+ return [venv_python, "-m", "godot_ai"]
+
+ var uvx := find_uvx()
+ if not uvx.is_empty():
+ var version := get_plugin_version()
+ ## Pin to the EXACT plugin version rather than `~=`. Under the
+ ## tilde form, uvx was happy to reuse a cached tool env that matched
+ ## the minor constraint — so an install that first spawned 1.2.0 kept
+ ## using 1.2.0 even after 1.2.1/1.2.2 landed. Exact pinning makes the
+ ## cache key version-specific: if the cached env matches, fast hit;
+ ## otherwise uvx installs the exact version fresh. Keeps plugin and
+ ## server version in lockstep without needing `--refresh-package` on
+ ## every spawn. See issue #133.
+ print("MCP | using uvx (godot-ai==%s)%s" % [version, " [refresh]" if refresh else ""])
+ var cmd: Array[String] = [uvx]
+ if refresh:
+ cmd.append("--refresh")
+ cmd.append_array(["--from", "godot-ai==%s" % version, "godot-ai"])
+ return cmd
+
+ var system_cmd := _find_system_install()
+ if not system_cmd.is_empty():
+ print("MCP | using system install: %s" % system_cmd)
+ return [system_cmd]
+
+ push_warning("MCP | no server found — install uv or run: pip install godot-ai")
+ return []
+
+
+## Which tier `get_server_command` would resolve to, without side-effects.
+## Returned as a stable string so handshakes and session_list can expose it
+## to MCP callers. Values track the `Literal` on the Python side.
+static func get_server_launch_mode() -> String:
+ if mode_override() != "user" and not _cached_venv_python().is_empty():
+ return "dev_venv"
+ if not find_uvx().is_empty():
+ return "uvx"
+ if not _find_system_install().is_empty():
+ return "system"
+ return "unknown"
+
+
+static func find_uvx() -> String:
+ return CliFinder.find(_uvx_cli_names())
+
+
+static func _uvx_cli_names() -> Array[String]:
+ var names: Array[String] = []
+ names.append("uvx.exe" if OS.get_name() == "Windows" else "uvx")
+ return names
+
+
+## Drop the `CliFinder` cache for the platform-specific uvx binary
+## name. Pairs with `invalidate_uv_version_cache()` so the dock's
+## `_on_install_uv` can refresh both caches with one call each. The
+## OS-specific name matters: Windows caches under `uvx.exe`, every
+## other platform under `uvx`; hard-coding `"uvx"` here would leave
+## the CLI-path cache stale on Windows after a fresh install and the
+## dock would keep showing "uv: not found" for the rest of the session.
+static func invalidate_uvx_cli_cache() -> void:
+ for name in _uvx_cli_names():
+ CliFinder.invalidate(name)
+
+
+## Drop the entire `CliFinder` cache. Called from any explicit-user-action
+## refresh path (`force=true` in `_request_client_status_refresh` — manual
+## Refresh button, popup-open, compat wrapper, future external API) so a
+## freshly-installed CLI (claude, codex, gemini, …) gets detected without
+## an editor restart. Per-CLI invalidation (`invalidate_uvx_cli_cache`) is
+## preferred when the dock knows which binary changed; this catch-all
+## handles the "any CLI may have been installed since the last sweep" case.
+##
+## Thread safety: `CliFinder.invalidate()` guards `_cache` / `_searched`
+## with a mutex so it can race safely against worker threads calling
+## `find()` from `_run_client_action_worker`. The mutex is held only
+## across the dictionary clear, never across `OS.execute`, so this call
+## can never block the main thread on a subprocess.
+static func invalidate_cli_cache() -> void:
+ CliFinder.invalidate()
+
+
+static var _uv_version_cache: String = ""
+static var _uv_version_searched: bool = false
+
+
+## Cached for the editor session. The dock's `_refresh_setup_status`
+## (called via `call_deferred` from `_build_ui`) calls this on the
+## main thread in user mode, so a single cold `OS.execute(uvx,
+## ["--version"])` adds ~80 ms to the dock's first paint on Linux and
+## more on Windows. Subsequent calls (focus-in refresh, manual Refresh
+## clicks) reuse the cached string.
+##
+## Invalidate via `invalidate_uv_version_cache()` when the user
+## installs / reinstalls uv via the dock so the next refresh reflects
+## the new install. The dock's `_on_install_uv` calls this alongside
+## `CliFinder.invalidate("uvx")` to clear both the path cache and
+## the version cache in one place.
+static func check_uv_version() -> String:
+ if _uv_version_searched:
+ return _uv_version_cache
+ var uvx := find_uvx()
+ if uvx.is_empty():
+ _uv_version_searched = true
+ _uv_version_cache = ""
+ return ""
+ var output: Array = []
+ if OS.execute(uvx, ["--version"], output, true) == 0 and output.size() > 0:
+ _uv_version_cache = output[0].strip_edges()
+ else:
+ _uv_version_cache = ""
+ _uv_version_searched = true
+ return _uv_version_cache
+
+
+static func invalidate_uv_version_cache() -> void:
+ _uv_version_searched = false
+ _uv_version_cache = ""
+
+
+static var _venv_python_cache: String = ""
+static var _venv_python_searched: bool = false
+
+
+static func _cached_venv_python() -> String:
+ if not _venv_python_searched:
+ _venv_python_cache = _find_venv_python()
+ _venv_python_searched = true
+ return _venv_python_cache
+
+
+static func _find_venv_python() -> String:
+ return _find_venv_python_in(ProjectSettings.globalize_path("res://").rstrip("/"))
+
+
+## Pure path-based lookup so tests can drive it with a scratch dir instead of
+## monkey-patching `res://`. Only treats a `.venv/bin/python` as a godot-ai dev
+## venv if a sibling `src/godot_ai/` exists in the same parent dir — otherwise
+## an unrelated user venv (e.g. `~/.venv` from a data-science side project)
+## gets picked up and `python -m godot_ai` fails with ModuleNotFoundError about
+## 5s into startup, cascading into an infinite reconnect loop. The retry-with-
+## refresh recovery in `plugin.gd::_should_retry_with_refresh` only fires on
+## the uvx tier, so the dev_venv misidentification has no escape hatch — the
+## detection has to be right the first time.
+static func _find_venv_python_in(start_dir: String) -> String:
+ var dir := start_dir.rstrip("/")
+ var python_name := "python" if OS.get_name() != "Windows" else "python.exe"
+ var venv_dir := ".venv/bin/" if OS.get_name() != "Windows" else ".venv/Scripts/"
+ for i in 5:
+ var venv_path := dir.path_join(venv_dir + python_name)
+ if FileAccess.file_exists(venv_path) and DirAccess.dir_exists_absolute(dir.path_join("src/godot_ai")):
+ return venv_path
+ var parent := dir.get_base_dir()
+ if parent == dir:
+ break
+ dir = parent
+ return ""
+
+
+## Walk up from `start_dir` looking for a sibling `src/godot_ai/` — returns
+## the absolute path of the enclosing `src/` dir, or "". Used by the dev
+## server launcher to prepend the caller's own source to PYTHONPATH so a
+## worktree-launched editor serves the worktree's Python, not the root
+## repo's editable install. See #84.
+static func find_worktree_src_dir(start_dir: String) -> String:
+ var dir := start_dir.rstrip("/")
+ for i in 5:
+ var candidate := dir.path_join("src/godot_ai")
+ if DirAccess.dir_exists_absolute(candidate):
+ return dir.path_join("src")
+ var parent := dir.get_base_dir()
+ if parent == dir:
+ break
+ dir = parent
+ return ""
+
+
+static func _find_system_install() -> String:
+ var cmd := "which" if OS.get_name() != "Windows" else "where"
+ var output: Array = []
+ if OS.execute(cmd, ["godot-ai"], output, true) == 0 and output.size() > 0:
+ var found: String = output[0].strip_edges()
+ if not found.is_empty():
+ return found
+ return ""
diff --git a/addons/godot_ai/client_configurator.gd.uid b/addons/godot_ai/client_configurator.gd.uid
new file mode 100644
index 0000000..9182096
--- /dev/null
+++ b/addons/godot_ai/client_configurator.gd.uid
@@ -0,0 +1 @@
+uid://1kiy8hqyymyj
diff --git a/addons/godot_ai/clients/_atomic_write.gd b/addons/godot_ai/clients/_atomic_write.gd
new file mode 100644
index 0000000..68ba723
--- /dev/null
+++ b/addons/godot_ai/clients/_atomic_write.gd
@@ -0,0 +1,161 @@
+@tool
+class_name McpAtomicWrite
+extends RefCounted
+
+## Write text to a file via temp + rename so a crash mid-write never leaves
+## the user's MCP config truncated. Creates the parent dir if needed and
+## keeps a one-shot `.backup` of the prior file.
+##
+## On filesystems where rename-over-existing fails (Windows under AV / lock
+## pressure, some SMB shares), falls back to overwrite-copy plus a
+## backup-restore on failure. The original file is never removed before the
+## new bytes are verified on disk — if both the rename and the copy fail,
+## the user's prior config is restored from the `.backup` snapshot. See
+## issue #297 finding #10 for the data-loss scenario this guards against.
+
+
+static func write(path: String, content: String) -> bool:
+ var dir_path := path.get_base_dir()
+ if not DirAccess.dir_exists_absolute(dir_path):
+ if DirAccess.make_dir_recursive_absolute(dir_path) != OK:
+ return false
+
+ # Decide the permission mode the final file (and its backup) must carry
+ # BEFORE we replace anything. A rewrite must preserve the prior file's
+ # mode: the Claude CLI creates ~/.claude.json as 0600 (it holds OAuth
+ # creds + history), and a naive FileAccess write + DirAccess copy would
+ # silently relax that to the umask default (0644) and leak it on shared
+ # machines. A brand-new config defaults to owner-only 0600 since these
+ # files routinely carry tokens. On platforms without POSIX permissions
+ # (Windows) the get/set calls no-op and this logic is inert. See #297
+ # finding TC-1.
+ var had_original := FileAccess.file_exists(path)
+ var target_mode := _resolve_target_mode(path, had_original)
+
+ var tmp_path := path + ".tmp"
+ var file := FileAccess.open(tmp_path, FileAccess.WRITE)
+ if file == null:
+ return false
+ # Lock the temp inode down BEFORE writing any bytes. FileAccess.open creates
+ # it at the umask default (often 0644); chmod'ing the still-empty file first
+ # means the config contents are never on disk under a world-readable mode in
+ # the create->chmod gap. rename preserves the inode mode, so the swapped-in
+ # file lands correct and is never briefly world-readable under the target name.
+ _apply_mode(tmp_path, target_mode)
+ file.store_string(content)
+ # Push Godot's internal buffer out to the OS before the rename. Godot
+ # exposes no fsync, so the bytes aren't guaranteed durable on the physical
+ # disk until the OS flushes its own cache — a power loss in that window can
+ # still lose the data. But flush() ensures the rename can't be ordered ahead
+ # of the write at the application layer, which is the failure this guards.
+ file.flush()
+ file.close()
+ # Re-assert the mode on the closed inode. The pre-write chmod above closes
+ # the world-readable window; this second apply is the authoritative one
+ # (a chmod issued while the FileAccess handle is still open doesn't reliably
+ # stick inside the editor) and guarantees the final mode before the rename,
+ # which preserves it.
+ _apply_mode(tmp_path, target_mode)
+
+ # Best-effort: snapshot the prior file before we touch the target so we
+ # can restore on a failed swap. The backup is also kept on success as a
+ # one-shot rollback aid for the user — give it the same (preserved) mode
+ # so a 0600 config's backup isn't itself a world-readable copy.
+ #
+ # copy_absolute creates the backup at the umask default and we can only
+ # chmod it afterward, so there's a sub-millisecond window where the backup
+ # carries default perms. Accepted: it duplicates bytes already sitting at
+ # `path` (which the caller created 0600) inside the user's own config dir,
+ # and Godot exposes no API to create the copy pre-chmod'd. Not worth
+ # reimplementing copy by hand to shave that window.
+ var backup_path := path + ".backup"
+ var backup_made := false
+ if had_original:
+ DirAccess.remove_absolute(backup_path)
+ if DirAccess.copy_absolute(path, backup_path) == OK:
+ backup_made = true
+ _apply_mode(backup_path, target_mode)
+
+ if DirAccess.rename_absolute(tmp_path, path) == OK:
+ return true
+
+ # Rename-over-existing rejected (Windows + AV / lock timing, some SMB
+ # shares). Use overwrite-copy as the recovery path: copy_absolute never
+ # removes the original before writing the new bytes, so a failure here
+ # leaves the user's prior config in place rather than nuking it.
+ if DirAccess.copy_absolute(tmp_path, path) == OK and _written_size_matches(path, content):
+ # copy_absolute creates the destination with the default mode, so
+ # re-apply the preserved/owner-only mode after the copy lands.
+ _apply_mode(path, target_mode)
+ DirAccess.remove_absolute(tmp_path)
+ return true
+
+ # Copy didn't land cleanly. Restore the destination to its pre-call state.
+ if backup_made:
+ # Restore the snapshot we took before the swap. `copy_absolute`
+ # overwrites the destination, so we don't pre-remove `path` — the
+ # pre-remove created a window where `path` was gone if the
+ # subsequent copy itself failed. If the restore copy fails now the
+ # user's prior bytes are still in `.backup` for manual recovery
+ # and the false return value tells the caller the swap didn't
+ # complete.
+ DirAccess.copy_absolute(backup_path, path)
+ _apply_mode(path, target_mode)
+ elif not had_original and FileAccess.file_exists(path):
+ # No prior file existed but copy_absolute landed partial bytes at
+ # `path`. Remove them so the failure leaves nothing on disk rather
+ # than a truncated/invalid new file. The `file_exists` guard keeps
+ # us off non-file destinations (a path that points at a directory
+ # yields `had_original=false` too, but we must not try to delete
+ # the directory). Issue #297 PR review.
+ DirAccess.remove_absolute(path)
+ # (If `had_original` is true but the snapshot couldn't be taken, the
+ # original on disk is whatever copy_absolute managed to write before
+ # failing. This is a best-effort path — the false return value tells the
+ # caller the swap didn't complete; recovery beyond that requires a
+ # backup we couldn't take.)
+ DirAccess.remove_absolute(tmp_path)
+ return false
+
+
+static func _resolve_target_mode(path: String, had_original: bool) -> int:
+ # Preserve the prior file's POSIX mode on a rewrite; default a brand-new
+ # config (or any case we can't read a mode for) to owner read+write (0600).
+ #
+ # get_unix_permissions returns 0 both on Windows (no POSIX perms) and for a
+ # genuine 0000 file. Treating 0 as "use the 0600 floor" is deliberate, not a
+ # missed case: these are config files the plugin must read and write, 0000 is
+ # unusable, and re-applying 0000 would lock the owner out next run. 0600 is
+ # still owner-only so this never widens access. (A genuinely-0000 file can't
+ # reach a rewrite through the config strategies anyway — their read-first
+ # guard fails to open it and refuses the write before we get here.)
+ if had_original:
+ var existing := FileAccess.get_unix_permissions(path)
+ if existing > 0:
+ return existing
+ return FileAccess.UNIX_READ_OWNER | FileAccess.UNIX_WRITE_OWNER
+
+
+static func _apply_mode(path: String, mode: int) -> void:
+ # Best-effort. set_unix_permissions returns ERR_UNAVAILABLE on platforms
+ # without POSIX permissions (Windows); that's expected and ignored so the
+ # write still works there. mode <= 0 should never happen (resolve always
+ # returns >0) but is guarded so a future caller can't chmod a file to nothing.
+ if mode <= 0:
+ return
+ var err := FileAccess.set_unix_permissions(path, mode)
+ # Surface a real chmod failure (not the Windows no-op) so permission
+ # hardening on a sensitive config doesn't fail completely silently.
+ if err != OK and err != ERR_UNAVAILABLE:
+ push_warning("MCP | could not set permissions on %s (error %d)" % [path, err])
+
+
+static func _written_size_matches(path: String, content: String) -> bool:
+ # `store_string` writes UTF-8 bytes with no BOM and no newline translation,
+ # so the byte length on disk must match `to_utf8_buffer().size()` exactly.
+ var f := FileAccess.open(path, FileAccess.READ)
+ if f == null:
+ return false
+ var on_disk := f.get_length()
+ f.close()
+ return on_disk == content.to_utf8_buffer().size()
diff --git a/addons/godot_ai/clients/_atomic_write.gd.uid b/addons/godot_ai/clients/_atomic_write.gd.uid
new file mode 100644
index 0000000..add9f7f
--- /dev/null
+++ b/addons/godot_ai/clients/_atomic_write.gd.uid
@@ -0,0 +1 @@
+uid://6fkb5uau0r4h
diff --git a/addons/godot_ai/clients/_base.gd b/addons/godot_ai/clients/_base.gd
new file mode 100644
index 0000000..e5a9532
--- /dev/null
+++ b/addons/godot_ai/clients/_base.gd
@@ -0,0 +1,211 @@
+@tool
+class_name McpClient
+extends RefCounted
+
+## Descriptor for one MCP client (Cursor, Claude Desktop, Codex, ...).
+##
+## Subclasses set fields in `_init()` and MUST NOT carry Callables — strategies
+## (json/toml/cli) interpret the data. Enforced by
+## `test_clients.gd::test_descriptors_are_data_only`.
+##
+## Why no Callables: per-client `.gd` files get hot-reloaded on disk-mtime
+## change. A worker thread mid-call into a descriptor lambda races the
+## bytecode swap and SEGVs (issue #229). Bonus: also obsoletes the stale-
+## Callable workaround from #192.
+
+## CONFIGURED_MISMATCH = an entry with our `SERVER_NAME` exists in the user's
+## client config, but its URL doesn't match `http_url()` — typical after the
+## user changes `godot_ai/http_port` and reloads. Distinguishing this from
+## `NOT_CONFIGURED` lets the dock surface a "your saved client URLs are stale"
+## banner instead of conflating it with "you never configured this client".
+enum Status { NOT_CONFIGURED, CONFIGURED, CONFIGURED_MISMATCH, ERROR }
+
+
+## Lowercase string label for a `Status` value. Single source of truth so the
+## MCP `client_status` tool, the dock, and the verify-after-write diagnostic
+## in `McpClientConfigurator` all emit the same names — agents pattern-match
+## against this set, so a fifth value being silently introduced would break
+## them.
+static func status_label(status: McpClient.Status) -> String:
+ match status:
+ Status.CONFIGURED:
+ return "configured"
+ Status.NOT_CONFIGURED:
+ return "not_configured"
+ Status.CONFIGURED_MISMATCH:
+ return "configured_mismatch"
+ return "error"
+
+var id: String = "" ## stable key, e.g. "cursor"
+var display_name: String = "" ## "Cursor"
+var config_type: String = "" ## "json" | "toml" | "cli"
+var doc_url: String = ""
+
+# JSON / TOML clients ------------------------------------------------------
+## {"darwin": "~/...", "windows": "$APPDATA/...", "linux": "$XDG_CONFIG_HOME/..."}
+## Keys may also use "unix" as a shorthand for darwin+linux.
+var path_template: Dictionary = {}
+
+## Path inside the config object where the per-server map lives.
+## Cursor / Claude Desktop / most others: ["mcpServers"]
+## VS Code: ["servers"]
+## OpenCode: ["mcp"]
+var server_key_path: PackedStringArray = PackedStringArray()
+
+## Field inside the entry dict that holds our server URL.
+## "url" by default; some clients use "serverUrl" or "httpUrl".
+var entry_url_field: String = "url"
+
+## Required entry fields — written on every Configure AND verified by the
+## default verifier. Use this for transport pins (e.g. `type:
+## "streamable-http"`) where a missing/wrong value breaks negotiation: a
+## legacy entry without the pin fails verification and surfaces as drift.
+##
+## DO NOT put user-mutable state here (auto-approval lists, `disabled`
+## flags, opt-in toggles). Verifying those treats every user customisation
+## as drift, and Configure-All-Mismatched then silently overwrites them
+## back to defaults — see the `entry_initial_fields` doc below.
+var entry_extra_fields: Dictionary = {}
+
+## Default fields written ONLY when the entry doesn't yet exist. Reconfigure
+## preserves whatever the user (or the client itself) has set; the verifier
+## ignores these keys entirely. Use for opt-in flags and user-state arrays —
+## e.g. Roo / Cline / Kilo `alwaysAllow` / `autoApprove` lists, `disabled:
+## false`, `isActive: true`. The pre-#229 behaviour was equivalent: per-
+## client `entry_builder` lambdas seeded these as defaults but the
+## per-client `verify_entry` lambdas only checked transport pins, so a
+## user-customised array was `CONFIGURED`, not drift. Splitting the field
+## restores that contract under the data-only descriptor model.
+var entry_initial_fields: Dictionary = {}
+
+## stdio→HTTP bridge mode for clients that don't speak HTTP natively.
+## NONE — entry is `{[entry_url_field]: url, **entry_extra_fields,
+## ...entry_initial_fields (only for new entries)}`
+## FLAT — Claude Desktop shape: `{"command": , "args": [...bridge...]}`
+## Verifier ALSO accepts a future url-style entry.
+##
+## Enum (vs. String) so a typo in a descriptor fails at parse time instead of
+## silently falling through `match` to the non-bridge path.
+enum UvxBridge { NONE, FLAT }
+var entry_uvx_bridge: UvxBridge = UvxBridge.NONE
+
+## Paths whose existence implies the user has this client installed.
+## Used purely for the dock's "installed" badge.
+var detect_paths: PackedStringArray = PackedStringArray()
+
+# CLI clients --------------------------------------------------------------
+var cli_names: PackedStringArray = PackedStringArray()
+## Argument templates with `{name}` and `{url}` tokens; the strategy
+## substitutes them at call time. Tokens are matched verbatim — no escaping
+## semantics, no shell expansion. Today only `claude_code` populates these.
+var cli_register_template: PackedStringArray = PackedStringArray()
+var cli_unregister_template: PackedStringArray = PackedStringArray()
+## Args run to read current state; stdout is scanned for the server name and
+## URL. Presence of `name` AND `url` → CONFIGURED, name only → MISMATCH,
+## neither → NOT_CONFIGURED.
+var cli_status_args: PackedStringArray = PackedStringArray()
+
+# Codex / TOML clients -----------------------------------------------------
+## Dotted TOML path under which our entry lives, e.g. ["mcp_servers", "godot-ai"].
+## Strategies build the [section."name"] header from this.
+var toml_section_path: PackedStringArray = PackedStringArray()
+var toml_legacy_section_aliases: PackedStringArray = PackedStringArray()
+## Lines (without the [header]) emitted under the section, with `{url}`
+## tokens. Substituted at call time.
+var toml_body_template: PackedStringArray = PackedStringArray()
+
+
+## Resolved absolute config path for this client on the current OS.
+func resolved_config_path() -> String:
+ return McpPathTemplate.resolve(path_template)
+
+
+## True when a CLI client also declares where its config file lives, so it can
+## fall back to writing that file directly when the CLI binary isn't on PATH.
+## #463: Claude Code installed only as a VS Code / Cursor extension exposes no
+## `claude` binary, but `claude mcp add --scope user` just writes `mcpServers`
+## into ~/.claude.json — so we can produce the same entry ourselves.
+func has_json_fallback() -> bool:
+ return config_type == "cli" and not path_template.is_empty() and not server_key_path.is_empty()
+
+
+## True if the user appears to have this client installed locally.
+func is_installed() -> bool:
+ if config_type == "cli":
+ if not McpCliFinder.find(_array_from_packed(cli_names)).is_empty():
+ return true
+ # CLI not on PATH. A cli client with a JSON fallback (Claude Code as a
+ # VS Code/Cursor extension, #463) still counts as installed if its
+ # fallback config file already exists.
+ if has_json_fallback():
+ var cfg := resolved_config_path()
+ return not cfg.is_empty() and FileAccess.file_exists(cfg)
+ return false
+ for p in detect_paths:
+ var resolved := McpPathTemplate.expand(p)
+ if not resolved.is_empty() and (FileAccess.file_exists(resolved) or DirAccess.dir_exists_absolute(resolved)):
+ return true
+ # Fall back to "config file already exists" — usually means installed at some point.
+ var cfg := resolved_config_path()
+ return not cfg.is_empty() and FileAccess.file_exists(cfg)
+
+
+static func _array_from_packed(packed: PackedStringArray) -> Array[String]:
+ var out: Array[String] = []
+ for s in packed:
+ out.append(s)
+ return out
+
+
+## Slice a PackedStringArray into a new PackedStringArray over [from, to).
+## Used by `_toml_strategy` and `_manual_command` to peel the section path
+## apart for `[a.b."c"]` header rendering.
+static func _packed_slice(packed: PackedStringArray, from: int, to: int) -> PackedStringArray:
+ var out := PackedStringArray()
+ for i in range(from, to):
+ out.append(packed[i])
+ return out
+
+
+# ---------- stdio→http bridge helpers (Claude Desktop) --------------------
+
+## Pinned mcp-proxy release used by every stdio-only client's bridge. uvx's
+## cache key is version-specific, so pinning guarantees all users run the
+## same vetted bridge — a malicious or broken future release on PyPI can't
+## silently break everyone's Configure flow. Bump deliberately when the
+## upstream publishes something we want.
+const MCP_PROXY_VERSION := "0.11.0"
+
+
+## Resolve `uvx` to an absolute path. GUI-launched apps (Claude Desktop)
+## often run with a minimal PATH that excludes ~/.local/bin on macOS /
+## Linux, so a bare "uvx" string in the config would fail at spawn time
+## with the same "Server disconnected" symptom we're trying to cure. The
+## shared three-tier McpCliFinder covers the well-known install dirs;
+## returns bare "uvx" as a last-resort fallback so the entry is still
+## well-formed even if the lookup failed.
+static func resolve_uvx_path() -> String:
+ var names: Array[String] = []
+ names.append("uvx.exe" if OS.get_name() == "Windows" else "uvx")
+ var resolved := McpCliFinder.find(names)
+ return resolved if not resolved.is_empty() else "uvx"
+
+
+## Build the `mcp-proxy` bridge argv (without the leading uvx command).
+## Callers splice this into the client-specific command shape.
+static func mcp_proxy_bridge_args(url: String) -> Array:
+ return ["mcp-proxy==" + MCP_PROXY_VERSION, "--transport", "streamablehttp", url]
+
+
+## Environment overrides written alongside every auto-configured uvx-bridge
+## entry. `UV_LINK_MODE=copy` tells uv to copy shared C extensions into each
+## `builds-v0\.tmpXXXXXX\` build venv instead of hard-linking them from
+## `archive-v0\`. On Windows that breaks the lock race documented in
+## `utils/uv_cache_cleanup.gd` and the README — the running godot-ai server
+## holds `_pydantic_core.pyd` mapped, the build venv's hard-linked copy
+## inherits the lock, uv's post-install cleanup fails, and the MCP launcher
+## reports "pywin32 wheel invalid / file in use" with no working transport.
+## Cost on macOS/Linux is a few extra MB in the uvx cache — well worth it
+## to keep one config shape across platforms.
+static func bridge_env_for_uvx() -> Dictionary:
+ return {"UV_LINK_MODE": "copy"}
diff --git a/addons/godot_ai/clients/_base.gd.uid b/addons/godot_ai/clients/_base.gd.uid
new file mode 100644
index 0000000..5ea77d3
--- /dev/null
+++ b/addons/godot_ai/clients/_base.gd.uid
@@ -0,0 +1 @@
+uid://cyowqr1x12ilg
diff --git a/addons/godot_ai/clients/_cli_exec.gd b/addons/godot_ai/clients/_cli_exec.gd
new file mode 100644
index 0000000..3ea83ac
--- /dev/null
+++ b/addons/godot_ai/clients/_cli_exec.gd
@@ -0,0 +1,143 @@
+@tool
+class_name McpCliExec
+extends RefCounted
+
+## Wall-clock-bounded CLI invocation. Every dock shell-out to a per-client
+## CLI (`claude mcp list`, `claude mcp add ...`, etc.) goes through here so
+## a hung subprocess can't trap the calling thread forever.
+##
+## Without the timeout, a contended `claude mcp list` has been observed to
+## hang for 6+ minutes (issues #238, #239) — wedging the dock's status
+## refresh worker, and on the Configure / Remove paths the editor main
+## thread itself.
+##
+## Why poll/kill instead of `OS.execute(..., true)`: GDScript can't
+## interrupt a blocking `OS.execute`, so a hung CLI takes its caller's
+## thread with it. `OS.execute_with_pipe` returns immediately with a PID;
+## we drive the wait ourselves and `OS.kill` the orphan if budget
+## expires. CLI registry commands have bounded output (a few hundred
+## bytes), so we don't bother draining the pipe during the poll loop —
+## the kernel buffer absorbs it.
+##
+## Returns a Dictionary with:
+## exit_code: process exit code (0 = success). -1 on timeout / spawn failure.
+## stdout: captured stdout text. May be partial on timeout.
+## stderr: captured stderr text. May be partial on timeout. Empty when
+## `capture_stderr` is false.
+## output: stdout + (newline + stderr if non-empty). Convenience for
+## the common case of "show whatever the CLI said when it
+## failed" — `claude mcp add` writes its real diagnostics to
+## stderr, so callers that only read `stdout` would surface
+## a generic "exit code 1" instead.
+## timed_out: true if we killed the process at the wall-clock budget.
+## spawn_failed: true if `OS.execute_with_pipe` didn't return a usable PID.
+
+const DEFAULT_TIMEOUT_MS := 8000
+const _POLL_INTERVAL_MS := 50
+
+
+static func run(
+ exe: String,
+ args: Array,
+ timeout_ms: int = DEFAULT_TIMEOUT_MS,
+ capture_stderr: bool = true
+) -> Dictionary:
+ if exe.is_empty():
+ return _spawn_failed_result()
+
+ var spawn_exe := exe
+ var spawn_args := args
+ if OS.get_name() == "Windows":
+ var lower := exe.to_lower()
+ if lower.ends_with(".cmd") or lower.ends_with(".bat"):
+ ## CreateProcessW can't launch `.cmd` / `.bat` scripts on its
+ ## own — they're cmd.exe input, not PE binaries. Without this
+ ## wrap, the moment `McpCliFinder` resolves a Node-style shim
+ ## (npm's `claude.cmd`, pnpm's wrappers, …) the next
+ ## `OS.execute_with_pipe` surfaces "Could not create child
+ ## process: ..." in Godot's output log (#251). Passing
+ ## `exe` as a separate argv element keeps spaces in the path
+ ## quoted by Godot's standard quoter — no manual escaping.
+ spawn_exe = "cmd.exe"
+ spawn_args = ["/c", exe]
+ spawn_args.append_array(args)
+
+ var info := OS.execute_with_pipe(spawn_exe, spawn_args)
+ if info.is_empty():
+ return _spawn_failed_result()
+
+ var pid: int = int(info.get("pid", -1))
+ var stdio: Variant = info.get("stdio", null)
+ var stderr_pipe: Variant = info.get("stderr", null)
+ if pid <= 0:
+ _close_pipes(stdio, stderr_pipe)
+ return _spawn_failed_result()
+
+ var deadline := Time.get_ticks_msec() + maxi(timeout_ms, _POLL_INTERVAL_MS)
+ while OS.is_process_running(pid):
+ if Time.get_ticks_msec() >= deadline:
+ ## Read whatever made it to the pipes before we kill the
+ ## process — partial output beats blank "timed out" when the
+ ## CLI was emitting useful diagnostics on its way to hanging.
+ var partial_stdout := _drain_pipe(stdio)
+ var partial_stderr := _drain_pipe(stderr_pipe) if capture_stderr else ""
+ OS.kill(pid)
+ _close_pipes(stdio, stderr_pipe)
+ return {
+ "exit_code": -1,
+ "stdout": partial_stdout,
+ "stderr": partial_stderr,
+ "output": _join_streams(partial_stdout, partial_stderr),
+ "timed_out": true,
+ "spawn_failed": false,
+ }
+ OS.delay_msec(_POLL_INTERVAL_MS)
+
+ var stdout := _drain_pipe(stdio)
+ var stderr_text := _drain_pipe(stderr_pipe) if capture_stderr else ""
+ _close_pipes(stdio, stderr_pipe)
+
+ return {
+ "exit_code": OS.get_process_exit_code(pid),
+ "stdout": stdout,
+ "stderr": stderr_text,
+ "output": _join_streams(stdout, stderr_text),
+ "timed_out": false,
+ "spawn_failed": false,
+ }
+
+
+static func _spawn_failed_result() -> Dictionary:
+ return {
+ "exit_code": -1,
+ "stdout": "",
+ "stderr": "",
+ "output": "",
+ "timed_out": false,
+ "spawn_failed": true,
+ }
+
+
+static func _drain_pipe(pipe: Variant) -> String:
+ if pipe is FileAccess:
+ return (pipe as FileAccess).get_as_text()
+ return ""
+
+
+static func _join_streams(stdout: String, stderr_text: String) -> String:
+ ## Most CLIs write their actionable diagnostics to one stream or the
+ ## other, never both — so concatenation gives "the message" without
+ ## the caller having to guess which key to read. Newline-separate so
+ ## callers that grep don't see two lines run together.
+ if stderr_text.is_empty():
+ return stdout
+ if stdout.is_empty():
+ return stderr_text
+ return "%s\n%s" % [stdout, stderr_text]
+
+
+static func _close_pipes(stdio: Variant, stderr_pipe: Variant) -> void:
+ if stdio is FileAccess:
+ (stdio as FileAccess).close()
+ if stderr_pipe is FileAccess:
+ (stderr_pipe as FileAccess).close()
diff --git a/addons/godot_ai/clients/_cli_exec.gd.uid b/addons/godot_ai/clients/_cli_exec.gd.uid
new file mode 100644
index 0000000..4a97a2c
--- /dev/null
+++ b/addons/godot_ai/clients/_cli_exec.gd.uid
@@ -0,0 +1 @@
+uid://dhoe3ypkhm12v
diff --git a/addons/godot_ai/clients/_cli_finder.gd b/addons/godot_ai/clients/_cli_finder.gd
new file mode 100644
index 0000000..5c6c7af
--- /dev/null
+++ b/addons/godot_ai/clients/_cli_finder.gd
@@ -0,0 +1,175 @@
+@tool
+class_name McpCliFinder
+extends RefCounted
+
+## Generic three-tier CLI resolution for clients whose binary lives somewhere
+## a GUI-launched Godot's minimal PATH won't see:
+## 1. Well-known install locations (~/.local/bin, /opt/homebrew/bin, ...)
+## 2. Login shell lookup (`bash -lc 'command -v '`) — picks up .zshrc / .bashrc
+## 3. Plain `which` / `where` against the inherited PATH
+## Caches per-exe so repeated dock refreshes don't fork a shell every frame.
+##
+## Thread safety: `find()` runs on action-worker threads
+## (`_run_client_action_worker` in `mcp_dock.gd`), and `invalidate()` runs on
+## the main thread (manual Refresh path). Godot `Dictionary` is not safe for
+## concurrent mutation, so `_cache` / `_searched` access is guarded by
+## `_mutex`. The mutex is held only across dictionary read/write — the slow
+## `_resolve()` path (FileAccess + `OS.execute`) runs unlocked, so a
+## main-thread `invalidate()` can never block on a worker's subprocess.
+## Two workers racing the same exe both call `_resolve()` and both write
+## back the same answer; that's wasted work, not corruption.
+
+
+static var _mutex: Mutex = Mutex.new()
+static var _cache: Dictionary = {} # exe_name -> resolved path (or "")
+static var _searched: Dictionary = {}
+
+
+## Find any of the supplied exe names; returns the first hit.
+## On Windows pass the .exe variant in `exe_names` if relevant.
+static func find(exe_names: Array[String]) -> String:
+ for name in exe_names:
+ var hit := _find_one(name)
+ if not hit.is_empty():
+ return hit
+ return ""
+
+
+## Drop cache for one exe (call after the user installs / reinstalls).
+static func invalidate(exe_name: String = "") -> void:
+ _mutex.lock()
+ if exe_name.is_empty():
+ _cache.clear()
+ _searched.clear()
+ else:
+ _cache.erase(exe_name)
+ _searched.erase(exe_name)
+ _mutex.unlock()
+
+
+static func _find_one(exe_name: String) -> String:
+ _mutex.lock()
+ var already_searched: bool = _searched.get(exe_name, false)
+ var cached: String = _cache.get(exe_name, "")
+ _mutex.unlock()
+ if already_searched:
+ return cached
+ # `_resolve()` does FileAccess + `OS.execute` (forks `bash -lc` /
+ # `which`), which can take 100ms-1s. Holding the mutex across that
+ # would let a concurrent `invalidate()` on the main thread freeze the
+ # editor for the duration of the subprocess — which defeats the whole
+ # point of running CLI lookup off the main thread.
+ var hit := _resolve(exe_name)
+ _mutex.lock()
+ _cache[exe_name] = hit
+ _searched[exe_name] = true
+ _mutex.unlock()
+ return hit
+
+
+static func _resolve(exe_name: String) -> String:
+ var is_windows := OS.get_name() == "Windows"
+
+ # 1. Well-known locations
+ for dir in _well_known_dirs():
+ var full := dir.path_join(exe_name)
+ if FileAccess.file_exists(full):
+ return full
+
+ # 2. Login shell lookup (Unix only)
+ if not is_windows:
+ var shell := OS.get_environment("SHELL")
+ if shell.is_empty():
+ shell = "/bin/bash"
+ var login_output: Array = []
+ var stripped := exe_name.trim_suffix(".exe")
+ var login_exit := OS.execute(shell, ["-lc", "command -v %s" % stripped], login_output, true)
+ if login_exit == 0 and login_output.size() > 0:
+ var login_found: String = login_output[0].strip_edges()
+ if not login_found.is_empty() and FileAccess.file_exists(login_found):
+ return login_found
+
+ # 3. which / where with inherited PATH
+ var lookup := "where" if is_windows else "which"
+ var output: Array = []
+ var exit_code := OS.execute(lookup, [exe_name], output, true)
+ if exit_code == 0 and output.size() > 0:
+ var lines := PackedStringArray(output[0].split("\n"))
+ var found := _pick_best_path(lines) if is_windows else lines[0].strip_edges()
+ if not found.is_empty():
+ return found
+ return ""
+
+
+## Executable extensions Windows' CreateProcessW can launch from a path
+## (after the cmd.exe wrap in `_cli_exec.gd`). Order is preference: `.exe`
+## is a native PE binary; `.cmd` / `.bat` go through the shell; `.com` is
+## the legacy COM-format executable that some shims still ship.
+const _WINDOWS_EXEC_EXTS := [".exe", ".cmd", ".bat", ".com"]
+
+
+## Pick the best path from `where` output on Windows.
+##
+## npm-installed Node CLIs ship as BOTH `/` (a POSIX bash shim
+## for WSL / Git Bash users) AND `/.cmd` (the actual Windows
+## wrapper). `where ` lists both. CreateProcessW — the underlying
+## syscall behind `OS.execute_with_pipe` — refuses to launch the
+## extensionless POSIX shim, surfacing as
+## `ERROR: Could not create child process: "...\claude" mcp list`
+## in Godot's output log (#251). Picking a path with a real executable
+## extension dodges that entirely.
+##
+## Extension scan is the OUTER loop so the order in `_WINDOWS_EXEC_EXTS`
+## drives preference — `.exe` wins over `.cmd` even when the `.cmd` shows
+## up first in `where` output (one fewer process per shell-out). Falls
+## back to the first non-empty line when no entry has a recognised
+## extension, so we never come up empty when `where` returned *something*.
+static func _pick_best_path(lines: PackedStringArray) -> String:
+ var stripped := PackedStringArray()
+ for raw in lines:
+ var line := raw.strip_edges()
+ if not line.is_empty():
+ stripped.append(line)
+ if stripped.is_empty():
+ return ""
+ for ext in _WINDOWS_EXEC_EXTS:
+ for candidate in stripped:
+ if candidate.to_lower().ends_with(ext):
+ return candidate
+ return stripped[0]
+
+
+static func _well_known_dirs() -> Array[String]:
+ var home := OS.get_environment("HOME")
+ if home.is_empty():
+ home = OS.get_environment("USERPROFILE")
+ match OS.get_name():
+ "macOS":
+ return [
+ home.path_join(".local/bin"),
+ home.path_join(".claude/local"),
+ home.path_join(".cargo/bin"),
+ "/opt/homebrew/bin",
+ "/usr/local/bin",
+ ]
+ "Windows":
+ var local := OS.get_environment("LOCALAPPDATA")
+ var prog := OS.get_environment("ProgramFiles")
+ var paths: Array[String] = []
+ if not home.is_empty():
+ paths.append(home.path_join(".claude/local"))
+ paths.append(home.path_join(".local/bin"))
+ paths.append(home.path_join(".cargo/bin"))
+ paths.append(home.path_join("AppData/Local/Programs/uv"))
+ if not local.is_empty():
+ paths.append(local.path_join("Programs/uv"))
+ if not prog.is_empty():
+ paths.append(prog.path_join("uv"))
+ return paths
+ _:
+ return [
+ home.path_join(".local/bin"),
+ home.path_join(".claude/local"),
+ home.path_join(".cargo/bin"),
+ "/usr/local/bin",
+ ]
diff --git a/addons/godot_ai/clients/_cli_finder.gd.uid b/addons/godot_ai/clients/_cli_finder.gd.uid
new file mode 100644
index 0000000..9985270
--- /dev/null
+++ b/addons/godot_ai/clients/_cli_finder.gd.uid
@@ -0,0 +1 @@
+uid://cnp5b6fcwou2y
diff --git a/addons/godot_ai/clients/_cli_strategy.gd b/addons/godot_ai/clients/_cli_strategy.gd
new file mode 100644
index 0000000..6067a0e
--- /dev/null
+++ b/addons/godot_ai/clients/_cli_strategy.gd
@@ -0,0 +1,152 @@
+@tool
+class_name McpCliStrategy
+extends RefCounted
+
+## Strategy for MCP clients that own their own state via a CLI (e.g.
+## `claude mcp add`). Reads `cli_register_template` / `cli_unregister_template`
+## / `cli_status_args` from the descriptor and substitutes `{name}` / `{url}`
+## tokens. No descriptor-supplied Callables — see `_base.gd` for why.
+##
+## Every shell-out goes through `McpCliExec.run`, which wraps the call in a
+## wall-clock timeout. A hung CLI (e.g. `claude mcp list` under
+## inter-Claude-Code contention) gets killed at the budget instead of
+## locking up the caller forever — see issues #238 / #239.
+
+const _CONFIGURE_TIMEOUT_MS := 10000
+const _REMOVE_TIMEOUT_MS := 10000
+const _STATUS_TIMEOUT_MS := 6000
+
+
+static func configure(client: McpClient, server_name: String, server_url: String) -> Dictionary:
+ var cli := _resolve_cli(client)
+ if cli.is_empty():
+ return {"status": "error", "message": "%s not found" % client.display_name}
+
+ # Best-effort prior cleanup so re-configure is idempotent. Bounded to
+ # the same budget — a hung unregister shouldn't block the configure
+ # that follows.
+ if not client.cli_unregister_template.is_empty():
+ var pre_args := _format_args(client.cli_unregister_template, server_name, server_url)
+ McpCliExec.run(cli, pre_args, _REMOVE_TIMEOUT_MS)
+
+ if client.cli_register_template.is_empty():
+ return {"status": "error", "message": "%s descriptor missing cli_register_template" % client.display_name}
+ var args := _format_args(client.cli_register_template, server_name, server_url)
+ var result := McpCliExec.run(cli, args, _CONFIGURE_TIMEOUT_MS)
+ if result.get("timed_out", false):
+ return {
+ "status": "error",
+ "message": "Configure %s timed out after %ds — see 'Run this manually' below to retry by hand" % [
+ client.display_name, _CONFIGURE_TIMEOUT_MS / 1000,
+ ],
+ }
+ if result.get("spawn_failed", false):
+ return {"status": "error", "message": "Failed to spawn %s" % client.display_name}
+ if int(result.get("exit_code", -1)) == 0:
+ return {"status": "ok", "message": "%s configured (HTTP: %s)" % [client.display_name, server_url]}
+ ## `claude mcp add` writes its real failure diagnostics to stderr, so
+ ## prefer `output` (stdout + stderr) over `stdout` alone — otherwise
+ ## the user sees "exit code 1" instead of the actual error.
+ var combined := str(result.get("output", "")).strip_edges()
+ var err := combined if not combined.is_empty() else "exit code %d" % int(result.get("exit_code", -1))
+ return {"status": "error", "message": "Failed to configure %s: %s" % [client.display_name, err]}
+
+
+## Run the descriptor's `cli_status_args`, scan stdout for `server_name` and
+## `server_url`. The matching rule is the only sensible one for "list MCP
+## entries" output across CLI clients we currently support: name AND url
+## present → CONFIGURED; name only → MISMATCH; neither → NOT_CONFIGURED.
+static func check_status(client: McpClient, server_name: String, server_url: String) -> McpClient.Status:
+ return check_status_with_cli_path(client, server_name, server_url, _resolve_cli(client))
+
+
+static func check_status_with_cli_path(client: McpClient, server_name: String, server_url: String, cli: String) -> McpClient.Status:
+ return check_status_details(client, server_name, server_url, cli).get("status", McpClient.Status.NOT_CONFIGURED)
+
+
+## Detailed variant used by the dock's refresh worker so it can surface a
+## "probe timed out" badge on the affected row instead of silently
+## conflating the timeout with NOT_CONFIGURED. Returns
+## `{"status": Status, "error_msg": String}`. The caller plumbs
+## `error_msg` straight into `_apply_row_status`.
+static func check_status_details(client: McpClient, server_name: String, server_url: String, cli: String) -> Dictionary:
+ if cli.is_empty():
+ return _status_details(McpClient.Status.NOT_CONFIGURED)
+ if client.cli_status_args.is_empty():
+ return _status_details(McpClient.Status.NOT_CONFIGURED)
+ var result := McpCliExec.run(
+ cli,
+ McpClient._array_from_packed(client.cli_status_args),
+ _STATUS_TIMEOUT_MS,
+ false
+ )
+ if result.get("timed_out", false):
+ return _status_details(McpClient.Status.ERROR, "probe timed out")
+ if result.get("spawn_failed", false):
+ return _status_details(McpClient.Status.NOT_CONFIGURED)
+ if int(result.get("exit_code", -1)) != 0:
+ return _status_details(McpClient.Status.NOT_CONFIGURED)
+ var text := str(result.get("stdout", ""))
+ if text.find(server_name) < 0:
+ return _status_details(McpClient.Status.NOT_CONFIGURED)
+ ## Server registered, but pointing somewhere else — drift after a
+ ## port change. Surface as mismatch so the dock offers Reconfigure.
+ if text.find(server_url) < 0:
+ return _status_details(McpClient.Status.CONFIGURED_MISMATCH)
+ return _status_details(McpClient.Status.CONFIGURED)
+
+
+static func _status_details(status: McpClient.Status, error_msg: String = "") -> Dictionary:
+ return {"status": status, "error_msg": error_msg}
+
+
+static func remove(client: McpClient, server_name: String) -> Dictionary:
+ var cli := _resolve_cli(client)
+ if cli.is_empty():
+ return {"status": "error", "message": "%s not found" % client.display_name}
+ if client.cli_unregister_template.is_empty():
+ return {"status": "error", "message": "%s descriptor missing cli_unregister_template" % client.display_name}
+ var args := _format_args(client.cli_unregister_template, server_name, "")
+ var result := McpCliExec.run(cli, args, _REMOVE_TIMEOUT_MS)
+ if result.get("timed_out", false):
+ return {
+ "status": "error",
+ "message": "Remove %s timed out after %ds — see 'Run this manually' below to retry by hand" % [
+ client.display_name, _REMOVE_TIMEOUT_MS / 1000,
+ ],
+ }
+ if result.get("spawn_failed", false):
+ return {"status": "error", "message": "Failed to spawn %s" % client.display_name}
+ if int(result.get("exit_code", -1)) == 0:
+ return {"status": "ok", "message": "%s configuration removed" % client.display_name}
+ ## `claude mcp add` writes its real failure diagnostics to stderr, so
+ ## prefer `output` (stdout + stderr) over `stdout` alone — otherwise
+ ## the user sees "exit code 1" instead of the actual error.
+ var combined := str(result.get("output", "")).strip_edges()
+ var err := combined if not combined.is_empty() else "exit code %d" % int(result.get("exit_code", -1))
+ return {"status": "error", "message": "Failed to remove %s: %s" % [client.display_name, err]}
+
+
+## Substitute `{name}` and `{url}` tokens in every template entry.
+## Tokens match verbatim — `{name_suffix}` is NOT touched, so callers don't
+## have to worry about partial-token collisions in their argv.
+static func format_args(template: PackedStringArray, server_name: String, server_url: String) -> Array[String]:
+ return _format_args(template, server_name, server_url)
+
+
+static func _format_args(template: PackedStringArray, server_name: String, server_url: String) -> Array[String]:
+ var out: Array[String] = []
+ for arg in template:
+ var s := String(arg)
+ s = s.replace("{name}", server_name)
+ s = s.replace("{url}", server_url)
+ out.append(s)
+ return out
+
+
+static func _resolve_cli(client: McpClient) -> String:
+ return McpCliFinder.find(McpClient._array_from_packed(client.cli_names))
+
+
+static func resolve_cli_path(client: McpClient) -> String:
+ return _resolve_cli(client)
diff --git a/addons/godot_ai/clients/_cli_strategy.gd.uid b/addons/godot_ai/clients/_cli_strategy.gd.uid
new file mode 100644
index 0000000..f84a92b
--- /dev/null
+++ b/addons/godot_ai/clients/_cli_strategy.gd.uid
@@ -0,0 +1 @@
+uid://bvib7d8eabbcm
diff --git a/addons/godot_ai/clients/_json_strategy.gd b/addons/godot_ai/clients/_json_strategy.gd
new file mode 100644
index 0000000..1e3fdba
--- /dev/null
+++ b/addons/godot_ai/clients/_json_strategy.gd
@@ -0,0 +1,263 @@
+@tool
+class_name McpJsonStrategy
+extends RefCounted
+
+## Read–merge–write strategy for JSON-backed MCP clients.
+## All knobs come from the McpClient descriptor as plain data — no Callables.
+## See `_base.gd` for why descriptors are data-only.
+
+
+static func configure(client: McpClient, server_name: String, server_url: String) -> Dictionary:
+ var path := client.resolved_config_path()
+ if path.is_empty():
+ return {"status": "error", "message": "Could not resolve config path for %s on this OS" % client.display_name}
+
+ var read := _read_or_init(path)
+ if not read["ok"]:
+ return {"status": "error", "message": "Refusing to overwrite %s: %s. Fix or move the file, then re-run Configure." % [path, read["error"]]}
+ var config: Dictionary = read["data"]
+ var holder := _ensure_path(config, client.server_key_path)
+ ## Pass the existing entry through so `build_entry` can preserve user-mutable
+ ## state (auto-approval lists, `disabled` toggles) instead of resetting it
+ ## to descriptor defaults on every Configure click. See `entry_initial_fields`
+ ## docs in `_base.gd`.
+ var existing: Variant = holder.get(server_name, null)
+ holder[server_name] = build_entry(client, server_url, existing)
+
+ if not McpAtomicWrite.write(path, JSON.stringify(_narrow_integral_numbers(config), "\t", false)):
+ return {"status": "error", "message": "Cannot write to %s" % path}
+ return {"status": "ok", "message": "%s configured (HTTP: %s)" % [client.display_name, server_url]}
+
+
+static func check_status(client: McpClient, server_name: String, server_url: String) -> McpClient.Status:
+ var path := client.resolved_config_path()
+ if path.is_empty() or not FileAccess.file_exists(path):
+ return McpClient.Status.NOT_CONFIGURED
+ var read := _read_or_init(path)
+ if not read["ok"]:
+ return McpClient.Status.NOT_CONFIGURED
+ var config: Dictionary = read["data"]
+ var holder := _walk_path(config, client.server_key_path)
+ if not (holder is Dictionary) or not holder.has(server_name):
+ return McpClient.Status.NOT_CONFIGURED
+ var entry = holder[server_name]
+ if not (entry is Dictionary):
+ return McpClient.Status.NOT_CONFIGURED
+ ## An entry under `server_name` exists — if the URL doesn't match,
+ ## that's drift (the user changed the port and the client config is stale),
+ ## not "never configured". The dock surfaces that as an amber banner.
+ return McpClient.Status.CONFIGURED if verify_entry(client, entry, server_url) else McpClient.Status.CONFIGURED_MISMATCH
+
+
+static func remove(client: McpClient, server_name: String) -> Dictionary:
+ var path := client.resolved_config_path()
+ if path.is_empty() or not FileAccess.file_exists(path):
+ return {"status": "ok", "message": "Not configured"}
+ var read := _read_or_init(path)
+ if not read["ok"]:
+ return {"status": "error", "message": "Refusing to rewrite %s: %s." % [path, read["error"]]}
+ var config: Dictionary = read["data"]
+ var holder := _walk_path(config, client.server_key_path)
+ if holder is Dictionary and holder.has(server_name):
+ holder.erase(server_name)
+ if not McpAtomicWrite.write(path, JSON.stringify(_narrow_integral_numbers(config), "\t", false)):
+ return {"status": "error", "message": "Cannot write to %s" % path}
+ return {"status": "ok", "message": "%s configuration removed" % client.display_name}
+
+
+## Synthesize the entry dict the strategy will write under
+## `server_key_path[server_name]`. For non-bridge clients this is the
+## existing entry (if any) with `entry_url_field` + every
+## `entry_extra_fields` key force-set (the verified type pins) and every
+## `entry_initial_fields` key set ONLY when absent (preserves user state
+## like `alwaysAllow`/`autoApprove` arrays). For bridge clients (Claude
+## Desktop) it composes the uvx + mcp-proxy command shape unconditionally
+## — the bridge form has no user-mutable surface.
+static func build_entry(client: McpClient, server_url: String, existing: Variant = null) -> Dictionary:
+ match client.entry_uvx_bridge:
+ McpClient.UvxBridge.FLAT:
+ return {
+ "command": McpClient.resolve_uvx_path(),
+ "args": McpClient.mcp_proxy_bridge_args(server_url),
+ "env": _merge_bridge_env(existing),
+ }
+ var entry: Dictionary = (existing as Dictionary).duplicate() if existing is Dictionary else {}
+ entry[client.entry_url_field] = server_url
+ for k in client.entry_extra_fields:
+ entry[k] = client.entry_extra_fields[k]
+ for k in client.entry_initial_fields:
+ if not entry.has(k):
+ entry[k] = client.entry_initial_fields[k]
+ return entry
+
+
+## Default verifier for a stored entry. For bridge clients, recognise the
+## bridge form (and, for `flat`, the future url-style form too — keeps the
+## tolerance Claude Desktop has had since the npx-bridge migration).
+##
+## For non-bridge clients: assert `entry[entry_url_field] == url` AND every
+## key in `entry_extra_fields` matches verbatim. Type-pinning for Cline /
+## Roo / Kilo (`type: "streamable-http"` etc.) falls out of this — pre-fix
+## entries that lack the type field fail verification and surface as drift.
+static func verify_entry(client: McpClient, entry: Dictionary, server_url: String) -> bool:
+ match client.entry_uvx_bridge:
+ McpClient.UvxBridge.FLAT:
+ # Future url-style entry: accept if Claude Desktop ever speaks HTTP natively.
+ if entry.get(client.entry_url_field, "") == server_url:
+ return true
+ var cmd = entry.get("command", "")
+ if not (cmd is String and _command_is_uvx_like(cmd as String)):
+ return false
+ if not _bridge_args_are_valid(entry.get("args", []), server_url):
+ return false
+ return _bridge_env_matches(entry)
+ if entry.get(client.entry_url_field, "") != server_url:
+ return false
+ for k in client.entry_extra_fields:
+ if entry.get(k) != client.entry_extra_fields[k]:
+ return false
+ return true
+
+
+## Pre-fix entries lack `env.UV_LINK_MODE=copy` and hit the Windows uvx
+## hard-link race documented in `utils/uv_cache_cleanup.gd`. Flag them as
+## drift so the dock surfaces an amber banner and a Configure-click
+## rewrites the entry with the env pin. Every key in `bridge_env_for_uvx()`
+## must match verbatim — extra user keys are tolerated so a hand-added
+## `PYTHONUNBUFFERED=1` etc. doesn't trigger drift forever.
+static func _bridge_env_matches(entry: Dictionary) -> bool:
+ var env = entry.get("env", null)
+ if not (env is Dictionary):
+ return false
+ var pin := McpClient.bridge_env_for_uvx()
+ for k in pin:
+ if env.get(k) != pin[k]:
+ return false
+ return true
+
+
+## Configure rewrites the bridge entry wholesale (the bridge form is
+## identity-defined by command+args+env), but the verifier tolerates extra
+## user-added env keys like `HTTP_PROXY` / `PYTHONUNBUFFERED`. Without
+## merging, a Configure click on a CONFIGURED_MISMATCH entry would silently
+## drop those keys — so layer the UV_LINK_MODE pin over whatever env block
+## already exists on disk. New entries with no prior env get just the pin.
+static func _merge_bridge_env(existing: Variant) -> Dictionary:
+ var pin := McpClient.bridge_env_for_uvx()
+ if not (existing is Dictionary):
+ return pin
+ var existing_env = (existing as Dictionary).get("env", null)
+ if not (existing_env is Dictionary):
+ return pin
+ var merged: Dictionary = (existing_env as Dictionary).duplicate()
+ for k in pin:
+ merged[k] = pin[k]
+ return merged
+
+
+## Basename match for `uvx` / `uvx.exe`, accepting both the bare-name
+## fallback and an absolute path resolved by `McpCliFinder`. Used by the
+## FLAT bridge verifier — the only place we ever inspect a stored bridge
+## command/path.
+static func _command_is_uvx_like(cmd: String) -> bool:
+ var basename := cmd.get_file()
+ return basename == "uvx" or basename == "uvx.exe"
+
+
+## Strict bridge-argv check: the args array must include the pinned
+## `mcp-proxy` package spec, the `--transport streamablehttp` selector, and
+## the expected URL. Pre-fix `args.has(url)` was lenient — entries with the
+## wrong transport (`--transport sse`) or a different package would still
+## verify CONFIGURED, hiding the broken bridge. Match `mcp-proxy` by prefix
+## so a future MCP_PROXY_VERSION bump doesn't churn the verifier.
+static func _bridge_args_are_valid(args: Variant, server_url: String) -> bool:
+ if not (args is Array):
+ return false
+ var has_mcp_proxy := false
+ for a in args:
+ if a is String and (a as String).begins_with("mcp-proxy"):
+ has_mcp_proxy = true
+ break
+ if not has_mcp_proxy:
+ return false
+ if not (args.has("--transport") and args.has("streamablehttp") and args.has(server_url)):
+ return false
+ return true
+
+
+## Returns {"ok": true, "data": Dictionary} when the file is absent or parses
+## cleanly, and {"ok": false, "error": String} when the file exists with
+## non-empty content we cannot safely round-trip. Callers must NOT fall back
+## to an empty dict on the error path — doing so blows away the user's other
+## MCP entries on the next write.
+static func _read_or_init(path: String) -> Dictionary:
+ if not FileAccess.file_exists(path):
+ return {"ok": true, "data": {}}
+ var file := FileAccess.open(path, FileAccess.READ)
+ if file == null:
+ var err := FileAccess.get_open_error()
+ return {"ok": false, "error": "could not open for reading (error %d)" % err}
+ var content := file.get_as_text()
+ file.close()
+ # Strip a UTF-8 BOM if present — some editors (notably on Windows) save
+ # JSON with a leading , which Godot's JSON.parse rejects outright.
+ # Previously this landed on the "unparseable → wipe" path.
+ if content.begins_with(""):
+ content = content.substr(1)
+ if content.strip_edges().is_empty():
+ return {"ok": true, "data": {}}
+ var json := JSON.new()
+ if json.parse(content) != OK:
+ var msg := "JSON parse error on line %d: %s" % [json.get_error_line(), json.get_error_message()]
+ push_warning("MCP | %s in %s" % [msg, path])
+ return {"ok": false, "error": msg}
+ if not (json.data is Dictionary):
+ return {"ok": false, "error": "top-level value is %s, expected object" % type_string(typeof(json.data))}
+ return {"ok": true, "data": json.data}
+
+
+## Walk a key path, creating intermediate Dicts as needed. Returns the leaf Dict.
+static func _ensure_path(root: Dictionary, key_path: PackedStringArray) -> Dictionary:
+ var cur := root
+ for key in key_path:
+ var next = cur.get(key)
+ if not (next is Dictionary):
+ next = {}
+ cur[key] = next
+ cur = next
+ return cur
+
+
+## Walk a key path, returning the leaf Dict if all hops exist; else null.
+static func _walk_path(root: Dictionary, key_path: PackedStringArray) -> Variant:
+ var cur: Variant = root
+ for key in key_path:
+ if not (cur is Dictionary) or not cur.has(key):
+ return null
+ cur = cur[key]
+ return cur
+
+
+## Godot's JSON.parse turns every JSON number into a float, so a later
+## JSON.stringify re-emits the user's integer fields as "8080.0" — which strict
+## consumers (Go's encoding/json into an int field, etc.) reject, and which
+## needlessly rewrites every number across the user's *other* entries. Re-narrow
+## exactly-representable integral floats back to int so they serialize without
+## the ".0". Walks dicts/arrays in place and returns the (same) value.
+##
+## Integers above 2^53 already lost precision when Godot parsed them to double,
+## so they're left as the float Godot produced rather than faking exactness —
+## byte-perfect preservation would require not parsing the file at all, and such
+## magnitudes don't occur in MCP client configs.
+static func _narrow_integral_numbers(value: Variant) -> Variant:
+ match typeof(value):
+ TYPE_FLOAT:
+ if is_finite(value) and value == floor(value) and absf(value) <= 9007199254740992.0:
+ return int(value)
+ TYPE_DICTIONARY:
+ for k in value:
+ value[k] = _narrow_integral_numbers(value[k])
+ TYPE_ARRAY:
+ for i in value.size():
+ value[i] = _narrow_integral_numbers(value[i])
+ return value
diff --git a/addons/godot_ai/clients/_json_strategy.gd.uid b/addons/godot_ai/clients/_json_strategy.gd.uid
new file mode 100644
index 0000000..5e41fbb
--- /dev/null
+++ b/addons/godot_ai/clients/_json_strategy.gd.uid
@@ -0,0 +1 @@
+uid://g8a4iijpk22w
diff --git a/addons/godot_ai/clients/_manual_command.gd b/addons/godot_ai/clients/_manual_command.gd
new file mode 100644
index 0000000..f0d7c13
--- /dev/null
+++ b/addons/godot_ai/clients/_manual_command.gd
@@ -0,0 +1,113 @@
+@tool
+class_name McpManualCommand
+extends RefCounted
+
+## Synthesize the "Run this manually" string the dock surfaces when
+## auto-configure can't find a CLI / write a file. Generated from the
+## descriptor's declarative fields — there is no per-client builder
+## Callable. See `_base.gd` for why descriptors are data-only.
+
+
+static func build(client: McpClient, server_name: String, server_url: String, resolved_path: String) -> String:
+ match client.config_type:
+ "cli":
+ return _build_cli(client, server_name, server_url, resolved_path)
+ "json":
+ return _build_json(client, server_name, server_url, resolved_path)
+ "toml":
+ return _build_toml(client, server_name, server_url, resolved_path)
+ return ""
+
+
+## CLI clients: format the register template against the *short* CLI name so
+## the user can paste it into a terminal regardless of where their binary
+## lives. (The auto-configure path resolves to an absolute uvx-style path;
+## that's noise for a paste-into-terminal hint.)
+static func _build_cli(client: McpClient, server_name: String, server_url: String, resolved_path: String = "") -> String:
+ if client.cli_register_template.is_empty() or client.cli_names.is_empty():
+ return ""
+ var short_name: String = String(client.cli_names[0])
+ # Prefer the non-.exe form for a cross-platform-looking command line.
+ for n in client.cli_names:
+ if not String(n).ends_with(".exe"):
+ short_name = String(n)
+ break
+ var args := McpCliStrategy.format_args(client.cli_register_template, server_name, server_url)
+ var parts: Array[String] = [short_name]
+ parts.append_array(args)
+ var cmd := " ".join(parts)
+ # #463: a CLI client with a JSON fallback (Claude Code) may have no `claude`
+ # binary at all — e.g. installed only as a VS Code/Cursor extension. The CLI
+ # line above is useless to that user, so also show the config-file edit that
+ # auto-configure falls back to writing.
+ if client.has_json_fallback() and not resolved_path.is_empty():
+ return "%s\n\nNo `%s` CLI (e.g. installed as a VS Code/Cursor extension)? %s" % [
+ cmd, short_name, _build_json(client, server_name, server_url, resolved_path),
+ ]
+ return cmd
+
+
+static func _build_json(client: McpClient, server_name: String, server_url: String, resolved_path: String) -> String:
+ var entry := McpJsonStrategy.build_entry(client, server_url)
+ var entry_text := _format_entry_inline(entry)
+ var key := client.server_key_path[0] if client.server_key_path.size() > 0 else "mcpServers"
+ return "Edit %s and add under \"%s\":\n \"%s\": %s" % [resolved_path, key, server_name, entry_text]
+
+
+static func _build_toml(client: McpClient, _server_name: String, server_url: String, resolved_path: String) -> String:
+ var header := _toml_header(client)
+ var body := McpTomlStrategy.format_body(client.toml_body_template, server_url)
+ var lines: Array[String] = ["Edit %s and add:" % resolved_path, " %s" % header]
+ for b in body:
+ lines.append(" %s" % String(b))
+ return "\n".join(lines)
+
+
+## Mirrors the [section."name"] header `_toml_strategy._primary_header`
+## emits, kept here so the manual-command text matches the file we'd write.
+static func _toml_header(client: McpClient) -> String:
+ var parts := client.toml_section_path
+ if parts.size() < 2:
+ return "[%s]" % ".".join(parts)
+ var section := ".".join(McpClient._array_from_packed(McpClient._packed_slice(parts, 0, parts.size() - 1)))
+ var name := parts[parts.size() - 1]
+ return "[%s.\"%s\"]" % [section, name]
+
+
+## Format an entry dict as a single inline JSON-ish string, matching the
+## pre-refactor manual-command style: `{ "k": v, "k": v }` with spaces.
+## Pre-existing manual-command tests assert the exact substring shape; this
+## keeps them stable.
+##
+## Uses `JSON.stringify` for every leaf String (key OR value) so paths
+## containing backslashes / quotes / newlines render as syntactically valid
+## JSON. A Windows uvx path like `C:\Users\foo\uvx.exe` would otherwise be
+## emitted as `"C:\Users\foo\uvx.exe"` — invalid JSON, unsafe to paste.
+static func _format_entry_inline(entry: Dictionary) -> String:
+ var parts: Array[String] = []
+ for k in entry:
+ parts.append("%s: %s" % [JSON.stringify(String(k)), _format_value(entry[k])])
+ if parts.is_empty():
+ return "{}"
+ return "{ %s }" % ", ".join(parts)
+
+
+static func _format_value(value: Variant) -> String:
+ # Strings, bools, numbers, null all round-trip correctly through JSON.stringify
+ # without spurious quoting of non-string scalars (true → `true`, 5 → `5`).
+ # Arrays and Dictionaries are formatted manually so the inline ` { k: v } `
+ # spacing matches the pre-refactor manual-command output shape that tests
+ # pin with assert_contains.
+ if value is Array:
+ var arr_parts: Array[String] = []
+ for v in value:
+ arr_parts.append(_format_value(v))
+ return "[%s]" % ", ".join(arr_parts)
+ if value is Dictionary:
+ var d_parts: Array[String] = []
+ for k in value:
+ d_parts.append("%s: %s" % [JSON.stringify(String(k)), _format_value(value[k])])
+ if d_parts.is_empty():
+ return "{}"
+ return "{ %s }" % ", ".join(d_parts)
+ return JSON.stringify(value)
diff --git a/addons/godot_ai/clients/_manual_command.gd.uid b/addons/godot_ai/clients/_manual_command.gd.uid
new file mode 100644
index 0000000..07a96f4
--- /dev/null
+++ b/addons/godot_ai/clients/_manual_command.gd.uid
@@ -0,0 +1 @@
+uid://ct1wmgfk408x0
diff --git a/addons/godot_ai/clients/_path_template.gd b/addons/godot_ai/clients/_path_template.gd
new file mode 100644
index 0000000..b89205d
--- /dev/null
+++ b/addons/godot_ai/clients/_path_template.gd
@@ -0,0 +1,62 @@
+@tool
+class_name McpPathTemplate
+extends RefCounted
+
+## Expands ~ / $HOME / $APPDATA / $XDG_CONFIG_HOME / $LOCALAPPDATA / $USERPROFILE
+## inside path templates so per-client descriptors can declare paths declaratively
+## without hand-rolling per-OS lookups.
+
+
+## Pick the right entry from a {"darwin": ..., "windows": ..., "linux": ...} map.
+static func resolve(template_map: Dictionary) -> String:
+ var key := _os_key()
+ if not template_map.has(key):
+ # Allow "unix" as a shorthand for both macOS and Linux.
+ if (key == "darwin" or key == "linux") and template_map.has("unix"):
+ key = "unix"
+ else:
+ return ""
+ var template: String = template_map[key]
+ return expand(template)
+
+
+## Substitute env vars and ~ in a single template string.
+static func expand(template: String) -> String:
+ if template.is_empty():
+ return ""
+ var out := template
+ if out.begins_with("~/") or out == "~":
+ var home := _home()
+ out = home if out == "~" else home.path_join(out.substr(2))
+ # $HOME, $APPDATA, $LOCALAPPDATA, $USERPROFILE, $XDG_CONFIG_HOME
+ for var_name in ["XDG_CONFIG_HOME", "LOCALAPPDATA", "USERPROFILE", "APPDATA", "HOME"]:
+ var token := "$%s" % var_name
+ if out.find(token) >= 0:
+ var value := OS.get_environment(var_name)
+ if value.is_empty() and var_name == "XDG_CONFIG_HOME":
+ value = _home().path_join(".config")
+ if value.is_empty() and var_name == "APPDATA":
+ value = _home().path_join("AppData/Roaming")
+ if value.is_empty() and var_name == "LOCALAPPDATA":
+ value = _home().path_join("AppData/Local")
+ if value.is_empty() and var_name == "HOME":
+ value = _home()
+ out = out.replace(token, value)
+ return out
+
+
+static func _os_key() -> String:
+ match OS.get_name():
+ "macOS":
+ return "darwin"
+ "Windows":
+ return "windows"
+ _:
+ return "linux"
+
+
+static func _home() -> String:
+ var h := OS.get_environment("HOME")
+ if h.is_empty():
+ h = OS.get_environment("USERPROFILE")
+ return h
diff --git a/addons/godot_ai/clients/_path_template.gd.uid b/addons/godot_ai/clients/_path_template.gd.uid
new file mode 100644
index 0000000..f2403d7
--- /dev/null
+++ b/addons/godot_ai/clients/_path_template.gd.uid
@@ -0,0 +1 @@
+uid://5pd418va35ms
diff --git a/addons/godot_ai/clients/_registry.gd b/addons/godot_ai/clients/_registry.gd
new file mode 100644
index 0000000..5be8bba
--- /dev/null
+++ b/addons/godot_ai/clients/_registry.gd
@@ -0,0 +1,71 @@
+@tool
+class_name McpClientRegistry
+extends RefCounted
+
+## Central enumeration of every supported MCP client. Adding a new client
+## means: drop a file in clients/, then append one preload below.
+
+const _CLIENT_SCRIPTS := [
+ preload("res://addons/godot_ai/clients/claude_code.gd"),
+ preload("res://addons/godot_ai/clients/claude_desktop.gd"),
+ preload("res://addons/godot_ai/clients/codex.gd"),
+ preload("res://addons/godot_ai/clients/antigravity.gd"),
+ preload("res://addons/godot_ai/clients/cursor.gd"),
+ preload("res://addons/godot_ai/clients/windsurf.gd"),
+ preload("res://addons/godot_ai/clients/vscode.gd"),
+ preload("res://addons/godot_ai/clients/vscode_insiders.gd"),
+ preload("res://addons/godot_ai/clients/zed.gd"),
+ preload("res://addons/godot_ai/clients/gemini_cli.gd"),
+ preload("res://addons/godot_ai/clients/cline.gd"),
+ preload("res://addons/godot_ai/clients/kilo_code.gd"),
+ preload("res://addons/godot_ai/clients/roo_code.gd"),
+ preload("res://addons/godot_ai/clients/kiro.gd"),
+ preload("res://addons/godot_ai/clients/trae.gd"),
+ preload("res://addons/godot_ai/clients/cherry_studio.gd"),
+ preload("res://addons/godot_ai/clients/opencode.gd"),
+ preload("res://addons/godot_ai/clients/qwen_code.gd"),
+ preload("res://addons/godot_ai/clients/kimi_code.gd"),
+]
+
+static var _instances: Array[McpClient] = []
+static var _by_id: Dictionary = {}
+
+
+static func all() -> Array[McpClient]:
+ if _instances.is_empty():
+ _load()
+ return _instances
+
+
+static func get_by_id(id: String) -> McpClient:
+ if _instances.is_empty():
+ _load()
+ return _by_id.get(id, null)
+
+
+static func ids() -> PackedStringArray:
+ var out := PackedStringArray()
+ for c in all():
+ out.append(c.id)
+ return out
+
+
+static func has_id(id: String) -> bool:
+ if _instances.is_empty():
+ _load()
+ return _by_id.has(id)
+
+
+static func _load() -> void:
+ _instances.clear()
+ _by_id.clear()
+ for script in _CLIENT_SCRIPTS:
+ var inst: McpClient = script.new()
+ if inst.id.is_empty():
+ push_warning("MCP | client descriptor %s has empty id" % script.resource_path)
+ continue
+ if _by_id.has(inst.id):
+ push_warning("MCP | duplicate client id: %s" % inst.id)
+ continue
+ _instances.append(inst)
+ _by_id[inst.id] = inst
diff --git a/addons/godot_ai/clients/_registry.gd.uid b/addons/godot_ai/clients/_registry.gd.uid
new file mode 100644
index 0000000..57edcf7
--- /dev/null
+++ b/addons/godot_ai/clients/_registry.gd.uid
@@ -0,0 +1 @@
+uid://bxougoq8xwg1
diff --git a/addons/godot_ai/clients/_toml_strategy.gd b/addons/godot_ai/clients/_toml_strategy.gd
new file mode 100644
index 0000000..8458d41
--- /dev/null
+++ b/addons/godot_ai/clients/_toml_strategy.gd
@@ -0,0 +1,269 @@
+@tool
+class_name McpTomlStrategy
+extends RefCounted
+
+## Minimal TOML upsert: replace or insert one [section."name"] block whose body
+## comes from substituting `{url}` in `client.toml_body_template`. No
+## descriptor-supplied Callables — see `_base.gd`.
+
+
+static func configure(client: McpClient, _server_name: String, server_url: String) -> Dictionary:
+ var path := client.resolved_config_path()
+ if path.is_empty():
+ return {"status": "error", "message": "Could not resolve config path for %s" % client.display_name}
+
+ var read := _read_or_init(path)
+ if not read["ok"]:
+ return {"status": "error", "message": "Refusing to overwrite %s: %s. Fix or move the file, then re-run Configure." % [path, read["error"]]}
+ if client.toml_body_template.is_empty():
+ return {"status": "error", "message": "%s descriptor missing toml_body_template" % client.display_name}
+ var lines: Array[String] = _split_lines(String(read["data"]))
+ var body: PackedStringArray = format_body(client.toml_body_template, server_url)
+
+ var section := _find_section(lines, _all_headers(client))
+ var header := _primary_header(client)
+ var new_lines: Array[String] = [header]
+ for b in body:
+ new_lines.append(b)
+
+ var output: Array[String] = []
+ if section.is_empty():
+ output.append_array(lines)
+ if not output.is_empty() and not output[-1].strip_edges().is_empty():
+ output.append("")
+ output.append_array(new_lines)
+ else:
+ output.append_array(_slice(lines, 0, section["start"]))
+ output.append_array(new_lines)
+ output.append_array(_slice(lines, section["end"], lines.size()))
+
+ if not McpAtomicWrite.write(path, "\n".join(output)):
+ return {"status": "error", "message": "Cannot write to %s" % path}
+ return {"status": "ok", "message": "%s configured (HTTP: %s)" % [client.display_name, server_url]}
+
+
+static func check_status(client: McpClient, _server_name: String, server_url: String) -> McpClient.Status:
+ var path := client.resolved_config_path()
+ if path.is_empty() or not FileAccess.file_exists(path):
+ return McpClient.Status.NOT_CONFIGURED
+ var read := _read_or_init(path)
+ if not read["ok"]:
+ return McpClient.Status.NOT_CONFIGURED
+ var lines: Array[String] = _split_lines(String(read["data"]))
+ var section := _find_section(lines, _all_headers(client))
+ if section.is_empty():
+ return McpClient.Status.NOT_CONFIGURED
+
+ var configured_url := ""
+ var enabled := true
+ for i in range(section["start"] + 1, section["end"]):
+ var trimmed := lines[i].strip_edges()
+ if trimmed.begins_with("url ="):
+ var first := trimmed.find("\"")
+ var last := trimmed.rfind("\"")
+ if first >= 0 and last > first:
+ configured_url = trimmed.substr(first + 1, last - first - 1)
+ elif trimmed.begins_with("enabled ="):
+ enabled = trimmed.to_lower().find("false") < 0
+ ## Section exists with our `SERVER_NAME` header — a URL mismatch (or a
+ ## disabled entry) is drift, not "never configured". See `_base.gd`.
+ if configured_url != server_url or not enabled:
+ return McpClient.Status.CONFIGURED_MISMATCH
+ return McpClient.Status.CONFIGURED
+
+
+static func remove(client: McpClient, _server_name: String) -> Dictionary:
+ var path := client.resolved_config_path()
+ if path.is_empty() or not FileAccess.file_exists(path):
+ return {"status": "ok", "message": "Not configured"}
+ var read := _read_or_init(path)
+ if not read["ok"]:
+ return {"status": "error", "message": "Refusing to rewrite %s: %s." % [path, read["error"]]}
+ var lines: Array[String] = _split_lines(String(read["data"]))
+ var headers := _all_headers(client)
+ ## Subtables in the namespace (e.g. [mcp_servers.godot-ai.tools.session_list]
+ ## that codex users add to set per-tool approval_mode) must be removed
+ ## too. Leaving them behind keeps `mcp_servers.godot-ai` implicitly
+ ## defined, so a later configure that writes [mcp_servers."godot-ai"]
+ ## produces a duplicate-key TOML error.
+ var subtable_prefixes := _subtable_prefixes(headers)
+
+ var output: Array[String] = []
+ var i := 0
+ while i < lines.size():
+ if _matches_any_header(lines[i], headers) or _matches_subtable_prefix(lines[i], subtable_prefixes):
+ i += 1
+ while i < lines.size():
+ if _is_any_section_header(lines[i]):
+ break
+ i += 1
+ continue
+ output.append(lines[i])
+ i += 1
+
+ if not McpAtomicWrite.write(path, "\n".join(output)):
+ return {"status": "error", "message": "Cannot write to %s" % path}
+ return {"status": "ok", "message": "%s configuration removed" % client.display_name}
+
+
+## Substitute `{url}` in every body-template line.
+static func format_body(template: PackedStringArray, server_url: String) -> PackedStringArray:
+ var out := PackedStringArray()
+ for line in template:
+ out.append(String(line).replace("{url}", server_url))
+ return out
+
+
+# --- helpers --------------------------------------------------------------
+
+## Returns {"ok": true, "data": String} when the file is absent or readable,
+## and {"ok": false, "error": String} when the file exists but cannot be
+## opened. Callers must NOT fall back to an empty string on the error path —
+## doing so blows away the user's other MCP entries on the next write.
+static func _read_or_init(path: String) -> Dictionary:
+ if not FileAccess.file_exists(path):
+ return {"ok": true, "data": ""}
+ var f := FileAccess.open(path, FileAccess.READ)
+ if f == null:
+ var err := FileAccess.get_open_error()
+ return {"ok": false, "error": "could not open for reading (error %d)" % err}
+ var t := f.get_as_text()
+ f.close()
+ return {"ok": true, "data": t}
+
+
+static func _split_lines(content: String) -> Array[String]:
+ var out: Array[String] = []
+ for line in content.split("\n"):
+ out.append(line)
+ return out
+
+
+static func _slice(lines: Array[String], from: int, to: int) -> Array[String]:
+ var out: Array[String] = []
+ for i in range(from, to):
+ out.append(lines[i])
+ return out
+
+
+static func _primary_header(client: McpClient) -> String:
+ # Quoted form: [section."name"] for ids that contain hyphens.
+ var parts := client.toml_section_path
+ if parts.size() < 2:
+ return "[%s]" % ".".join(parts)
+ var section := ".".join(McpClient._packed_slice(parts, 0, parts.size() - 1))
+ var name := parts[parts.size() - 1]
+ return "[%s.\"%s\"]" % [section, name]
+
+
+static func _all_headers(client: McpClient) -> Array[String]:
+ var primary := _primary_header(client)
+ var out: Array[String] = [primary]
+ ## TOML accepts bare keys ([A-Za-z0-9_-]+) unquoted in section headers,
+ ## so [mcp_servers.godot-ai] is a valid hand-written form of the same
+ ## logical key we emit as [mcp_servers."godot-ai"]. Match both during
+ ## reconfigure / status / remove or a hand-edited (or older-plugin)
+ ## bare-key file gets a duplicate quoted section appended that breaks
+ ## the user's TOML parser.
+ var bare := _bare_key_header(client)
+ if not bare.is_empty() and bare != primary:
+ out.append(bare)
+ for legacy in client.toml_legacy_section_aliases:
+ out.append("[%s]" % legacy)
+ return out
+
+
+static func _bare_key_header(client: McpClient) -> String:
+ var parts := client.toml_section_path
+ if parts.is_empty():
+ return ""
+ for p in parts:
+ if not _is_bare_key(String(p)):
+ return ""
+ return "[%s]" % ".".join(parts)
+
+
+static func _is_bare_key(s: String) -> bool:
+ if s.is_empty():
+ return false
+ for i in range(s.length()):
+ var c := s.unicode_at(i)
+ var alpha := (c >= 65 and c <= 90) or (c >= 97 and c <= 122)
+ var digit := c >= 48 and c <= 57
+ var dash_or_under := c == 45 or c == 95 # '-' or '_'
+ if not (alpha or digit or dash_or_under):
+ return false
+ return true
+
+
+## Subtable prefixes derived from each header in `headers`. Strips the
+## closing `]` and appends `.` so a header `[a.b]` becomes the prefix
+## `[a.b.` — matching subtables `[a.b.]` but NOT siblings like
+## `[a.b-other]` (next char must be a dot, not anything bare-key-valid).
+static func _subtable_prefixes(headers: Array[String]) -> Array[String]:
+ var out: Array[String] = []
+ for h in headers:
+ if h.length() > 2 and h.ends_with("]"):
+ out.append(h.substr(0, h.length() - 1) + ".")
+ return out
+
+
+## Mirror of `_matches_any_header` for subtable prefixes — line must
+## start with `[a.b.` and have a closing `]` followed only by whitespace
+## or a comment.
+static func _matches_subtable_prefix(line: String, prefixes: Array[String]) -> bool:
+ var trimmed := line.strip_edges()
+ for p in prefixes:
+ if not trimmed.begins_with(p):
+ continue
+ var rest := trimmed.substr(p.length())
+ var bracket := rest.find("]")
+ if bracket < 0:
+ continue
+ var remainder := rest.substr(bracket + 1).strip_edges()
+ if remainder.is_empty() or remainder.begins_with("#"):
+ return true
+ return false
+
+
+## Exact-header match. We cannot use a simple prefix check because
+## `[mcp_servers."godot-ai"` is a prefix of `[mcp_servers."godot-ai-dev"]`,
+## which would silently delete unrelated sections during remove().
+static func _matches_any_header(line: String, headers: Array[String]) -> bool:
+ var trimmed := line.strip_edges()
+ for h in headers:
+ if not trimmed.begins_with(h):
+ continue
+ var remainder := trimmed.substr(h.length()).strip_edges()
+ if remainder.is_empty() or remainder.begins_with("#"):
+ return true
+ return false
+
+
+static func _find_section(lines: Array[String], headers: Array[String]) -> Dictionary:
+ for i in range(lines.size()):
+ if _matches_any_header(lines[i], headers):
+ var end := lines.size()
+ for j in range(i + 1, lines.size()):
+ if _is_any_section_header(lines[j]):
+ end = j
+ break
+ return {"start": i, "end": end}
+ return {}
+
+
+## Generic "is this line a TOML section header" check that tolerates an
+## inline comment after the closing `]`, e.g. `[next_section] # note`.
+## The pre-fix `nt.begins_with("[") and nt.ends_with("]")` rejected those
+## lines, so a hand-written comment after a header would let the
+## section-deletion / section-end loops walk straight through into the
+## following section and clobber unrelated content.
+static func _is_any_section_header(line: String) -> bool:
+ var trimmed := line.strip_edges()
+ if not trimmed.begins_with("["):
+ return false
+ var bracket := trimmed.find("]")
+ if bracket < 0:
+ return false
+ var remainder := trimmed.substr(bracket + 1).strip_edges()
+ return remainder.is_empty() or remainder.begins_with("#")
diff --git a/addons/godot_ai/clients/_toml_strategy.gd.uid b/addons/godot_ai/clients/_toml_strategy.gd.uid
new file mode 100644
index 0000000..723cb79
--- /dev/null
+++ b/addons/godot_ai/clients/_toml_strategy.gd.uid
@@ -0,0 +1 @@
+uid://cwdvxgn0aurqv
diff --git a/addons/godot_ai/clients/antigravity.gd b/addons/godot_ai/clients/antigravity.gd
new file mode 100644
index 0000000..0d75d31
--- /dev/null
+++ b/addons/godot_ai/clients/antigravity.gd
@@ -0,0 +1,19 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "antigravity"
+ display_name = "Antigravity"
+ config_type = "json"
+ doc_url = "https://www.antigravity.dev/"
+ path_template = {
+ "unix": "~/.gemini/antigravity/mcp_config.json",
+ "windows": "$USERPROFILE/.gemini/antigravity/mcp_config.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ entry_url_field = "serverUrl"
+ ## `disabled` is user-state (they may have flipped the entry off in the
+ ## UI); seeded on first Configure but preserved across reconfigure.
+ entry_initial_fields = {"disabled": false}
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/antigravity.gd.uid b/addons/godot_ai/clients/antigravity.gd.uid
new file mode 100644
index 0000000..0721a2f
--- /dev/null
+++ b/addons/godot_ai/clients/antigravity.gd.uid
@@ -0,0 +1 @@
+uid://b4l1g0apa2hch
diff --git a/addons/godot_ai/clients/cherry_studio.gd b/addons/godot_ai/clients/cherry_studio.gd
new file mode 100644
index 0000000..ed5c78e
--- /dev/null
+++ b/addons/godot_ai/clients/cherry_studio.gd
@@ -0,0 +1,20 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "cherry_studio"
+ display_name = "Cherry Studio"
+ config_type = "json"
+ doc_url = "https://docs.cherry-ai.com/advanced-basic/mcp"
+ path_template = {
+ "darwin": "~/Library/Application Support/CherryStudio/mcp_servers.json",
+ "windows": "$APPDATA/CherryStudio/mcp_servers.json",
+ "linux": "$XDG_CONFIG_HOME/CherryStudio/mcp_servers.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ entry_extra_fields = {"type": "streamableHttp"}
+ ## `isActive` is user-state (they may have toggled the server off in the UI).
+ ## Seed on first Configure but preserve across reconfigure.
+ entry_initial_fields = {"isActive": true}
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/cherry_studio.gd.uid b/addons/godot_ai/clients/cherry_studio.gd.uid
new file mode 100644
index 0000000..7ada8cd
--- /dev/null
+++ b/addons/godot_ai/clients/cherry_studio.gd.uid
@@ -0,0 +1 @@
+uid://dwbuykxvbv5f7
diff --git a/addons/godot_ai/clients/claude_code.gd b/addons/godot_ai/clients/claude_code.gd
new file mode 100644
index 0000000..54f9755
--- /dev/null
+++ b/addons/godot_ai/clients/claude_code.gd
@@ -0,0 +1,24 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "claude_code"
+ display_name = "Claude Code"
+ config_type = "cli"
+ doc_url = "https://docs.anthropic.com/en/docs/claude-code"
+ cli_names = PackedStringArray(["claude", "claude.exe"] if OS.get_name() == "Windows" else ["claude"])
+ cli_register_template = PackedStringArray(
+ ["mcp", "add", "--scope", "user", "--transport", "http", "{name}", "{url}"]
+ )
+ cli_unregister_template = PackedStringArray(["mcp", "remove", "{name}"])
+ cli_status_args = PackedStringArray(["mcp", "list"])
+ ## #463: JSON fallback for when the `claude` binary isn't on PATH — e.g.
+ ## Claude Code installed only as a VS Code / Cursor extension. The CLI is
+ ## still preferred whenever it resolves; this is what gets written
+ ## otherwise. `claude mcp add --scope user --transport http` produces
+ ## exactly this shape under `mcpServers` in ~/.claude.json:
+ ## "godot-ai": { "type": "http", "url": "" }
+ path_template = {"unix": "~/.claude.json", "windows": "~/.claude.json"}
+ server_key_path = PackedStringArray(["mcpServers"])
+ entry_extra_fields = {"type": "http"}
diff --git a/addons/godot_ai/clients/claude_code.gd.uid b/addons/godot_ai/clients/claude_code.gd.uid
new file mode 100644
index 0000000..3d3335f
--- /dev/null
+++ b/addons/godot_ai/clients/claude_code.gd.uid
@@ -0,0 +1 @@
+uid://cp1u1hdpa6f8d
diff --git a/addons/godot_ai/clients/claude_desktop.gd b/addons/godot_ai/clients/claude_desktop.gd
new file mode 100644
index 0000000..658e006
--- /dev/null
+++ b/addons/godot_ai/clients/claude_desktop.gd
@@ -0,0 +1,24 @@
+@tool
+extends McpClient
+
+## Claude Desktop's mcpServers entries are stdio-only, so we bridge our HTTP
+## server through `uvx mcp-proxy --transport streamablehttp `. `uvx` is
+## already a plugin prereq, so this works without requiring Node.js.
+
+
+func _init() -> void:
+ id = "claude_desktop"
+ display_name = "Claude Desktop"
+ config_type = "json"
+ doc_url = "https://claude.ai/download"
+ path_template = {
+ "darwin": "~/Library/Application Support/Claude/claude_desktop_config.json",
+ "windows": "$APPDATA/Claude/claude_desktop_config.json",
+ "linux": "$XDG_CONFIG_HOME/Claude/claude_desktop_config.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ ## FLAT bridge: `{"command": "", "args": [...]}`. The default
+ ## verifier ALSO accepts a future url-style entry (Claude Desktop has
+ ## been tolerant of both forms since the npx→uvx bridge migration).
+ entry_uvx_bridge = McpClient.UvxBridge.FLAT
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/claude_desktop.gd.uid b/addons/godot_ai/clients/claude_desktop.gd.uid
new file mode 100644
index 0000000..9759a1a
--- /dev/null
+++ b/addons/godot_ai/clients/claude_desktop.gd.uid
@@ -0,0 +1 @@
+uid://bilntn5n8oqe3
diff --git a/addons/godot_ai/clients/cline.gd b/addons/godot_ai/clients/cline.gd
new file mode 100644
index 0000000..3ef7fc3
--- /dev/null
+++ b/addons/godot_ai/clients/cline.gd
@@ -0,0 +1,29 @@
+@tool
+extends McpClient
+
+## Cline is a VS Code extension. Its MCP settings live in VS Code's
+## globalStorage under the extension id `saoudrizwan.claude-dev`.
+
+
+func _init() -> void:
+ id = "cline"
+ display_name = "Cline"
+ config_type = "json"
+ doc_url = "https://github.com/cline/cline"
+ path_template = {
+ "darwin": "~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json",
+ "windows": "$APPDATA/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json",
+ "linux": "$XDG_CONFIG_HOME/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ ## Cline (like Roo) defaults a typeless entry to SSE transport, which
+ ## returns HTTP 400 against our streamable-http endpoint on `/mcp`. Pin
+ ## the type explicitly. Cline's schema uses "streamableHttp" (camelCase,
+ ## see src/services/mcp/schemas.ts in the cline repo) — distinct from
+ ## Roo's "streamable-http" string. Parallel to the Roo fix in #190.
+ entry_extra_fields = {"type": "streamableHttp"}
+ ## `disabled` and `autoApprove` are user-state (they may have flipped the
+ ## entry off, or auto-approved specific tools). Seed on first Configure
+ ## but preserve across reconfigure — see `entry_initial_fields` in `_base.gd`.
+ entry_initial_fields = {"disabled": false, "autoApprove": []}
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/cline.gd.uid b/addons/godot_ai/clients/cline.gd.uid
new file mode 100644
index 0000000..95e20f1
--- /dev/null
+++ b/addons/godot_ai/clients/cline.gd.uid
@@ -0,0 +1 @@
+uid://d36nywn2nkgts
diff --git a/addons/godot_ai/clients/codex.gd b/addons/godot_ai/clients/codex.gd
new file mode 100644
index 0000000..c64e6bb
--- /dev/null
+++ b/addons/godot_ai/clients/codex.gd
@@ -0,0 +1,18 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "codex"
+ display_name = "Codex"
+ config_type = "toml"
+ doc_url = "https://openai.com/index/codex/"
+ path_template = {"unix": "~/.codex/config.toml", "windows": "$USERPROFILE/.codex/config.toml"}
+ toml_section_path = PackedStringArray(["mcp_servers", "godot-ai"])
+ # Older Codex builds used the unquoted form with underscore-substituted ids.
+ toml_legacy_section_aliases = PackedStringArray(["mcp_servers.godot_ai"])
+ toml_body_template = PackedStringArray([
+ "url = \"{url}\"",
+ "enabled = true",
+ ])
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/codex.gd.uid b/addons/godot_ai/clients/codex.gd.uid
new file mode 100644
index 0000000..1e1c3ae
--- /dev/null
+++ b/addons/godot_ai/clients/codex.gd.uid
@@ -0,0 +1 @@
+uid://hdlwcfdr8mdk
diff --git a/addons/godot_ai/clients/cursor.gd b/addons/godot_ai/clients/cursor.gd
new file mode 100644
index 0000000..dbd5d9f
--- /dev/null
+++ b/addons/godot_ai/clients/cursor.gd
@@ -0,0 +1,12 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "cursor"
+ display_name = "Cursor"
+ config_type = "json"
+ doc_url = "https://docs.cursor.com/context/model-context-protocol"
+ path_template = {"unix": "~/.cursor/mcp.json", "windows": "$USERPROFILE/.cursor/mcp.json"}
+ server_key_path = PackedStringArray(["mcpServers"])
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/cursor.gd.uid b/addons/godot_ai/clients/cursor.gd.uid
new file mode 100644
index 0000000..e0c7ddf
--- /dev/null
+++ b/addons/godot_ai/clients/cursor.gd.uid
@@ -0,0 +1 @@
+uid://bvpbssfanukef
diff --git a/addons/godot_ai/clients/gemini_cli.gd b/addons/godot_ai/clients/gemini_cli.gd
new file mode 100644
index 0000000..bcaa6f9
--- /dev/null
+++ b/addons/godot_ai/clients/gemini_cli.gd
@@ -0,0 +1,16 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "gemini_cli"
+ display_name = "Gemini CLI"
+ config_type = "json"
+ doc_url = "https://github.com/google-gemini/gemini-cli"
+ path_template = {
+ "unix": "~/.gemini/settings.json",
+ "windows": "$USERPROFILE/.gemini/settings.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ entry_url_field = "httpUrl"
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/gemini_cli.gd.uid b/addons/godot_ai/clients/gemini_cli.gd.uid
new file mode 100644
index 0000000..2d4e85a
--- /dev/null
+++ b/addons/godot_ai/clients/gemini_cli.gd.uid
@@ -0,0 +1 @@
+uid://b8288pxninajy
diff --git a/addons/godot_ai/clients/kilo_code.gd b/addons/godot_ai/clients/kilo_code.gd
new file mode 100644
index 0000000..9ff0869
--- /dev/null
+++ b/addons/godot_ai/clients/kilo_code.gd
@@ -0,0 +1,24 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "kilo_code"
+ display_name = "Kilo Code"
+ config_type = "json"
+ doc_url = "https://kilocode.ai/docs/features/mcp/using-mcp-in-kilo-code"
+ path_template = {
+ "darwin": "~/Library/Application Support/Code/User/globalStorage/kilocode.kilo-code/settings/mcp_settings.json",
+ "windows": "$APPDATA/Code/User/globalStorage/kilocode.kilo-code/settings/mcp_settings.json",
+ "linux": "$XDG_CONFIG_HOME/Code/User/globalStorage/kilocode.kilo-code/settings/mcp_settings.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ ## Kilo Code (like Roo) defaults a typeless entry to SSE transport, which
+ ## returns HTTP 400 against our streamable-http endpoint on `/mcp`. Pin
+ ## the type explicitly. Parallel to the Roo fix in #190.
+ entry_extra_fields = {"type": "streamable-http"}
+ ## `disabled` and `alwaysAllow` are user-state (they may have flipped the
+ ## entry off, or auto-approved specific tools). Seed on first Configure
+ ## but preserve across reconfigure — see `entry_initial_fields` in `_base.gd`.
+ entry_initial_fields = {"disabled": false, "alwaysAllow": []}
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/kilo_code.gd.uid b/addons/godot_ai/clients/kilo_code.gd.uid
new file mode 100644
index 0000000..3ee5152
--- /dev/null
+++ b/addons/godot_ai/clients/kilo_code.gd.uid
@@ -0,0 +1 @@
+uid://dc1x77i1cmb6w
diff --git a/addons/godot_ai/clients/kimi_code.gd b/addons/godot_ai/clients/kimi_code.gd
new file mode 100644
index 0000000..8f412e7
--- /dev/null
+++ b/addons/godot_ai/clients/kimi_code.gd
@@ -0,0 +1,15 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "kimi_code"
+ display_name = "Kimi Code"
+ config_type = "cli"
+ doc_url = "https://moonshotai.github.io/kimi-cli/"
+ cli_names = PackedStringArray(["kimi", "kimi.exe"] if OS.get_name() == "Windows" else ["kimi"])
+ cli_register_template = PackedStringArray(
+ ["mcp", "add", "--transport", "http", "{name}", "{url}"]
+ )
+ cli_unregister_template = PackedStringArray(["mcp", "remove", "{name}"])
+ cli_status_args = PackedStringArray(["mcp", "list"])
diff --git a/addons/godot_ai/clients/kimi_code.gd.uid b/addons/godot_ai/clients/kimi_code.gd.uid
new file mode 100644
index 0000000..5a05a0e
--- /dev/null
+++ b/addons/godot_ai/clients/kimi_code.gd.uid
@@ -0,0 +1 @@
+uid://d2whd6a5fofhg
diff --git a/addons/godot_ai/clients/kiro.gd b/addons/godot_ai/clients/kiro.gd
new file mode 100644
index 0000000..3cb3159
--- /dev/null
+++ b/addons/godot_ai/clients/kiro.gd
@@ -0,0 +1,17 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "kiro"
+ display_name = "Kiro"
+ config_type = "json"
+ doc_url = "https://kiro.dev/docs/mcp"
+ path_template = {
+ "unix": "~/.kiro/settings/mcp.json",
+ "windows": "$USERPROFILE/.kiro/settings/mcp.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ ## `disabled` is user-state — preserved across reconfigure.
+ entry_initial_fields = {"disabled": false}
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/kiro.gd.uid b/addons/godot_ai/clients/kiro.gd.uid
new file mode 100644
index 0000000..dde3e87
--- /dev/null
+++ b/addons/godot_ai/clients/kiro.gd.uid
@@ -0,0 +1 @@
+uid://dqdmd2jw5qen7
diff --git a/addons/godot_ai/clients/opencode.gd b/addons/godot_ai/clients/opencode.gd
new file mode 100644
index 0000000..aa72c8c
--- /dev/null
+++ b/addons/godot_ai/clients/opencode.gd
@@ -0,0 +1,21 @@
+@tool
+extends McpClient
+
+## OpenCode stores MCP servers under `mcp.` (not the typical mcpServers
+## map) and uses `type: "remote"` for HTTP servers.
+
+
+func _init() -> void:
+ id = "opencode"
+ display_name = "OpenCode"
+ config_type = "json"
+ doc_url = "https://opencode.ai/docs/mcp-servers"
+ path_template = {
+ "unix": "~/.config/opencode/opencode.json",
+ "windows": "$HOME/.config/opencode/opencode.json",
+ }
+ server_key_path = PackedStringArray(["mcp"])
+ entry_extra_fields = {"type": "remote"}
+ ## `enabled` is user-state (they may have toggled the server off).
+ entry_initial_fields = {"enabled": true}
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/opencode.gd.uid b/addons/godot_ai/clients/opencode.gd.uid
new file mode 100644
index 0000000..dc2ad00
--- /dev/null
+++ b/addons/godot_ai/clients/opencode.gd.uid
@@ -0,0 +1 @@
+uid://s8n0vfirf2pj
diff --git a/addons/godot_ai/clients/qwen_code.gd b/addons/godot_ai/clients/qwen_code.gd
new file mode 100644
index 0000000..608f237
--- /dev/null
+++ b/addons/godot_ai/clients/qwen_code.gd
@@ -0,0 +1,16 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "qwen_code"
+ display_name = "Qwen Code"
+ config_type = "json"
+ doc_url = "https://github.com/QwenLM/qwen-code"
+ path_template = {
+ "unix": "~/.qwen/settings.json",
+ "windows": "$USERPROFILE/.qwen/settings.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ entry_url_field = "httpUrl"
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/qwen_code.gd.uid b/addons/godot_ai/clients/qwen_code.gd.uid
new file mode 100644
index 0000000..5f2eb1a
--- /dev/null
+++ b/addons/godot_ai/clients/qwen_code.gd.uid
@@ -0,0 +1 @@
+uid://qwb5udkf423q
diff --git a/addons/godot_ai/clients/roo_code.gd b/addons/godot_ai/clients/roo_code.gd
new file mode 100644
index 0000000..789c028
--- /dev/null
+++ b/addons/godot_ai/clients/roo_code.gd
@@ -0,0 +1,29 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "roo_code"
+ display_name = "Roo Code"
+ config_type = "json"
+ doc_url = "https://docs.roocode.com/features/mcp/using-mcp-in-roo"
+ path_template = {
+ "darwin": "~/Library/Application Support/Code/User/globalStorage/rooveterinaryinc.roo-cline/settings/mcp_settings.json",
+ "windows": "$APPDATA/Code/User/globalStorage/rooveterinaryinc.roo-cline/settings/mcp_settings.json",
+ "linux": "$XDG_CONFIG_HOME/Code/User/globalStorage/rooveterinaryinc.roo-cline/settings/mcp_settings.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ ## Roo defaults an entry with no "type" to SSE transport — which returns
+ ## HTTP 400 against our streamable-http endpoint on `/mcp`. Pin the type
+ ## explicitly so Roo negotiates streamable-http (the current MCP spec's
+ ## recommended remote transport). See issue #189. The default verifier
+ ## requires every entry_extra_fields key to match, so a pre-#189 typeless
+ ## entry surfaces as drift instead of silently passing as configured.
+ entry_extra_fields = {"type": "streamable-http"}
+ ## `disabled` and `alwaysAllow` are user-state (they may have flipped the
+ ## entry off, or auto-approved specific tools like `session_manage`).
+ ## Seed on first Configure but preserve across reconfigure — without this
+ ## split, the Configure-All-Mismatched sweep silently wipes the user's
+ ## auto-approval list every time the type pin or URL drifts.
+ entry_initial_fields = {"disabled": false, "alwaysAllow": []}
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/roo_code.gd.uid b/addons/godot_ai/clients/roo_code.gd.uid
new file mode 100644
index 0000000..1dcae84
--- /dev/null
+++ b/addons/godot_ai/clients/roo_code.gd.uid
@@ -0,0 +1 @@
+uid://denjdf50qrf66
diff --git a/addons/godot_ai/clients/trae.gd b/addons/godot_ai/clients/trae.gd
new file mode 100644
index 0000000..5f6ba37
--- /dev/null
+++ b/addons/godot_ai/clients/trae.gd
@@ -0,0 +1,16 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "trae"
+ display_name = "Trae"
+ config_type = "json"
+ doc_url = "https://docs.trae.ai/ide/model-context-protocol"
+ path_template = {
+ "darwin": "~/Library/Application Support/Trae/User/mcp.json",
+ "windows": "$APPDATA/Trae/User/mcp.json",
+ "linux": "$XDG_CONFIG_HOME/Trae/User/mcp.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/trae.gd.uid b/addons/godot_ai/clients/trae.gd.uid
new file mode 100644
index 0000000..f10046e
--- /dev/null
+++ b/addons/godot_ai/clients/trae.gd.uid
@@ -0,0 +1 @@
+uid://cwpu48772vfj1
diff --git a/addons/godot_ai/clients/vscode.gd b/addons/godot_ai/clients/vscode.gd
new file mode 100644
index 0000000..169e515
--- /dev/null
+++ b/addons/godot_ai/clients/vscode.gd
@@ -0,0 +1,20 @@
+@tool
+extends McpClient
+
+## VS Code (stable) reads MCP servers from per-user mcp.json under
+## `servers.` with `{ "type": "http", "url": ... }`.
+
+
+func _init() -> void:
+ id = "vscode"
+ display_name = "VS Code"
+ config_type = "json"
+ doc_url = "https://code.visualstudio.com/docs/copilot/chat/mcp-servers"
+ path_template = {
+ "darwin": "~/Library/Application Support/Code/User/mcp.json",
+ "windows": "$APPDATA/Code/User/mcp.json",
+ "linux": "$XDG_CONFIG_HOME/Code/User/mcp.json",
+ }
+ server_key_path = PackedStringArray(["servers"])
+ entry_extra_fields = {"type": "http"}
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/vscode.gd.uid b/addons/godot_ai/clients/vscode.gd.uid
new file mode 100644
index 0000000..1c79881
--- /dev/null
+++ b/addons/godot_ai/clients/vscode.gd.uid
@@ -0,0 +1 @@
+uid://dl6cm044pihub
diff --git a/addons/godot_ai/clients/vscode_insiders.gd b/addons/godot_ai/clients/vscode_insiders.gd
new file mode 100644
index 0000000..7304983
--- /dev/null
+++ b/addons/godot_ai/clients/vscode_insiders.gd
@@ -0,0 +1,17 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "vscode_insiders"
+ display_name = "VS Code Insiders"
+ config_type = "json"
+ doc_url = "https://code.visualstudio.com/docs/copilot/chat/mcp-servers"
+ path_template = {
+ "darwin": "~/Library/Application Support/Code - Insiders/User/mcp.json",
+ "windows": "$APPDATA/Code - Insiders/User/mcp.json",
+ "linux": "$XDG_CONFIG_HOME/Code - Insiders/User/mcp.json",
+ }
+ server_key_path = PackedStringArray(["servers"])
+ entry_extra_fields = {"type": "http"}
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/vscode_insiders.gd.uid b/addons/godot_ai/clients/vscode_insiders.gd.uid
new file mode 100644
index 0000000..c763703
--- /dev/null
+++ b/addons/godot_ai/clients/vscode_insiders.gd.uid
@@ -0,0 +1 @@
+uid://cad5w4ofyg8a2
diff --git a/addons/godot_ai/clients/windsurf.gd b/addons/godot_ai/clients/windsurf.gd
new file mode 100644
index 0000000..8963ded
--- /dev/null
+++ b/addons/godot_ai/clients/windsurf.gd
@@ -0,0 +1,16 @@
+@tool
+extends McpClient
+
+
+func _init() -> void:
+ id = "windsurf"
+ display_name = "Windsurf"
+ config_type = "json"
+ doc_url = "https://docs.codeium.com/windsurf/mcp"
+ path_template = {
+ "unix": "~/.codeium/windsurf/mcp_config.json",
+ "windows": "$USERPROFILE/.codeium/windsurf/mcp_config.json",
+ }
+ server_key_path = PackedStringArray(["mcpServers"])
+ entry_url_field = "serverUrl"
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/windsurf.gd.uid b/addons/godot_ai/clients/windsurf.gd.uid
new file mode 100644
index 0000000..af34b60
--- /dev/null
+++ b/addons/godot_ai/clients/windsurf.gd.uid
@@ -0,0 +1 @@
+uid://b6pqiok2mlsmg
diff --git a/addons/godot_ai/clients/zed.gd b/addons/godot_ai/clients/zed.gd
new file mode 100644
index 0000000..8c5cf48
--- /dev/null
+++ b/addons/godot_ai/clients/zed.gd
@@ -0,0 +1,19 @@
+@tool
+extends McpClient
+
+## Zed registers MCP servers under `context_servers.` and supports both
+## stdio and streamable http transports.
+
+
+func _init() -> void:
+ id = "zed"
+ display_name = "Zed"
+ config_type = "json"
+ doc_url = "https://zed.dev/docs/assistant/model-context-protocol"
+ path_template = {
+ "darwin": "~/.config/zed/settings.json",
+ "linux": "$XDG_CONFIG_HOME/zed/settings.json",
+ "windows": "$APPDATA/Zed/settings.json",
+ }
+ server_key_path = PackedStringArray(["context_servers"])
+ detect_paths = PackedStringArray(path_template.values())
diff --git a/addons/godot_ai/clients/zed.gd.uid b/addons/godot_ai/clients/zed.gd.uid
new file mode 100644
index 0000000..b9b313a
--- /dev/null
+++ b/addons/godot_ai/clients/zed.gd.uid
@@ -0,0 +1 @@
+uid://d152l0u0r6fsc
diff --git a/addons/godot_ai/connection.gd b/addons/godot_ai/connection.gd
new file mode 100644
index 0000000..2f09536
--- /dev/null
+++ b/addons/godot_ai/connection.gd
@@ -0,0 +1,492 @@
+@tool
+class_name McpConnection
+extends Node
+
+## WebSocket transport to the Godot AI Python server.
+## Only handles connect, reconnect, send, and receive.
+## Command dispatch is owned by McpDispatcher.
+
+const RECONNECT_DELAYS: Array[float] = [1.0, 2.0, 4.0, 8.0, 16.0, 30.0, 60.0]
+const RECONNECT_VERBOSE_ATTEMPTS := 5
+const RECONNECT_LOG_EVERY_N_ATTEMPTS := 10
+## Backpressure policy: do not queue responses once the WebSocket's current
+## outbound buffer plus the next payload would exceed this cap. Command
+## responses get a compact structured error when that can still be sent;
+## state events report failure so their callers can retry on a later tick.
+const OUTBOUND_BUFFER_LIMIT_BYTES := 4 * 1024 * 1024
+## Cap the inbound packet drain per `_process` tick. A flooding peer or a
+## fast batch could otherwise saturate `_handle_message` in one frame and
+## blow the documented 4ms budget. Packets beyond this cap spill to the
+## next frame; the cumulative spill counter is logged so flood patterns
+## are observable in `logs_read`. See audit-v2 finding #12 (issue #356).
+const PACKET_DRAIN_CAP_PER_TICK := 32
+const ClientConfigurator := preload("res://addons/godot_ai/client_configurator.gd")
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Emitted whenever the underlying WebSocket open/closed state flips.
+## Subscribers (e.g. the plugin-side telemetry helper) use this to drain
+## events that were enqueued before the socket was ready. Emitted with
+## ``true`` on first OPEN per connect, ``false`` on transition to CLOSED
+## (including ``disconnect_from_server()``).
+signal connection_state_changed(is_open: bool)
+
+var _peer := WebSocketPeer.new()
+## Set by plugin.gd after resolving the configured WebSocket port once for the
+## server spawn. Reconnects reuse this cached value so they keep dialing the
+## same port the Python server was asked to bind.
+var ws_port := ClientConfigurator.DEFAULT_WS_PORT
+var _url := ""
+var _connected := false
+var _reconnect_attempt := 0
+var _reconnect_timer := 0.0
+var _session_id := ""
+## Godot-AI Python package version reported by the server in its `handshake_ack`
+## reply. Empty until the ack lands. Older servers (pre-handshake_ack) leave
+## this empty forever — callers that gate on it (the dock's mismatch banner)
+## must treat empty as "unknown, don't raise a false alarm".
+var server_version := ""
+
+var dispatcher
+var log_buffer
+## Set by plugin.gd when the HTTP port is occupied by an incompatible or
+## unverified server. Keeping the Connection node alive lets handlers and the
+## dock share one object, but no WebSocket is opened to the wrong server.
+var connect_blocked := false
+var connect_block_reason := ""
+var _blocked_notice_logged := false
+## Compatibility property used by existing handlers. Setting true increments
+## the pause depth; setting false decrements it. Processing stays paused until
+## every nested pause has resumed.
+var pause_processing: bool:
+ get: return _pause_depth > 0
+ set(value):
+ if value:
+ pause()
+ else:
+ resume()
+var _pause_depth := 0
+## Cumulative count of inbound packets that didn't fit in their tick's drain
+## budget and got deferred to a subsequent tick. Reset on disconnect so each
+## connection starts with a clean spillover history. Logged whenever new
+## spillover occurs so flood patterns surface in `logs_read`.
+var _packet_spillover_total := 0
+
+
+func _ready() -> void:
+ _session_id = _make_session_id(ProjectSettings.globalize_path("res://"))
+ ## Increase outbound buffer for large messages (e.g. screenshot base64).
+ ## Default is 64 KB; screenshots can be several MB.
+ _peer.outbound_buffer_size = OUTBOUND_BUFFER_LIMIT_BYTES
+ if connect_blocked:
+ _log_blocked_notice_once()
+ set_process(false)
+ return
+ _connect_to_server()
+ _hook_editor_signals()
+
+
+func _process(delta: float) -> void:
+ if pause_processing:
+ return
+ _peer.poll()
+
+ match _peer.get_ready_state():
+ WebSocketPeer.STATE_OPEN:
+ if not _connected:
+ _connected = true
+ _reconnect_attempt = 0
+ log_buffer.log("connected to server")
+ _send_handshake()
+ connection_state_changed.emit(true)
+
+ _drain_inbound_packets(_peer)
+
+ _check_state_changes()
+
+ if dispatcher:
+ for response in dispatcher.tick():
+ _send_json(response)
+
+ WebSocketPeer.STATE_CLOSED:
+ if _connected:
+ _connected = false
+ _clear_on_disconnect()
+ var code := _peer.get_close_code()
+ log_buffer.log("disconnected (code %d)" % code)
+ connection_state_changed.emit(false)
+ _reconnect_timer -= delta
+ if _reconnect_timer <= 0.0:
+ _attempt_reconnect()
+
+ WebSocketPeer.STATE_CLOSING:
+ pass
+ WebSocketPeer.STATE_CONNECTING:
+ pass
+
+
+## Drain up to PACKET_DRAIN_CAP_PER_TICK inbound packets and dispatch each
+## via `_handle_message`. Anything past the cap stays in the peer's queue
+## and gets picked up next tick. The cumulative spillover count is logged
+## (via `log_buffer`) only when the cap was actually hit AND packets remain
+## — sustained flood thus emits one log line per tick with the running
+## total, while a normal-traffic frame stays silent.
+##
+## `peer` is untyped (Variant) so tests can inject a duck-typed fake with
+## `get_available_packet_count()` + `get_packet()`. Production passes the
+## real `_peer: WebSocketPeer`.
+func _drain_inbound_packets(peer) -> Dictionary:
+ var drained := 0
+ while peer.get_available_packet_count() > 0 and drained < PACKET_DRAIN_CAP_PER_TICK:
+ var raw: String = peer.get_packet().get_string_from_utf8()
+ _handle_message(raw)
+ drained += 1
+
+ var spilled := 0
+ if drained >= PACKET_DRAIN_CAP_PER_TICK and peer.get_available_packet_count() > 0:
+ spilled = peer.get_available_packet_count()
+ _packet_spillover_total += spilled
+ if log_buffer:
+ log_buffer.log(
+ (
+ "[backpressure] inbound drain capped at %d/tick;"
+ + " %d packets spilled to next frame (cumulative %d)"
+ )
+ % [PACKET_DRAIN_CAP_PER_TICK, spilled, _packet_spillover_total]
+ )
+
+ return {"drained": drained, "spilled": spilled}
+
+
+var is_connected: bool:
+ get: return _connected
+
+
+func disconnect_from_server() -> void:
+ if _connected:
+ _peer.close(1000, "Plugin unloading")
+ _connected = false
+ connection_state_changed.emit(false)
+
+
+## Reset per-connection state that was filled in by the previous server
+## and must NOT bleed into the next one. `force_restart_server` swaps
+## servers without reloading the plugin, so without this reset the dock
+## would keep showing the killed server's version until the next ack.
+## Also fires on plain reconnect-loop drops — correct either way.
+func _clear_on_disconnect() -> void:
+ server_version = ""
+ ## Reset the spillover counter so a flood pattern from the previous
+ ## connection doesn't pollute the next one's `logs_read` baseline.
+ _packet_spillover_total = 0
+ if dispatcher:
+ dispatcher.clear_deferred_responses()
+
+
+## Full pre-free cleanup for plugin unload: stop _process, close the
+## socket, and drop dispatcher/log_buffer refs so their Callable-held
+## RefCounted handlers decref before plugin.gd clears _handlers.
+## See issue #46 and plugin.gd::_exit_tree.
+func teardown() -> void:
+ set_process(false)
+ disconnect_from_server()
+ dispatcher = null
+ log_buffer = null
+
+
+func _connect_to_server() -> void:
+ _url = "ws://127.0.0.1:%d" % ws_port
+ var err := _peer.connect_to_url(_url)
+ if err != OK:
+ log_buffer.log("failed to initiate connection (error %d)" % err)
+
+
+func _attempt_reconnect() -> void:
+ if connect_blocked:
+ _log_blocked_notice_once()
+ set_process(false)
+ return
+ var delay := _reconnect_delay_for_attempt(_reconnect_attempt)
+ _reconnect_attempt += 1
+ _reconnect_timer = delay
+ if _should_log_reconnect_attempt(_reconnect_attempt):
+ log_buffer.log(
+ "reconnecting (attempt %d; next retry in %.0fs if needed)"
+ % [_reconnect_attempt, delay]
+ )
+ ## Always create a fresh WebSocketPeer before reconnecting. A peer that has
+ ## reached STATE_CLOSED is terminal; reusing it can leave the editor stuck in
+ ## a quiet reconnect loop after the Python server restarts.
+ _peer = WebSocketPeer.new()
+ _peer.outbound_buffer_size = OUTBOUND_BUFFER_LIMIT_BYTES
+ _connect_to_server()
+
+
+func pause() -> void:
+ _pause_depth += 1
+
+
+func resume() -> void:
+ _pause_depth = maxi(0, _pause_depth - 1)
+
+
+func pause_depth() -> int:
+ return _pause_depth
+
+
+static func _reconnect_delay_for_attempt(attempt_index: int) -> float:
+ var delay_idx := mini(attempt_index, RECONNECT_DELAYS.size() - 1)
+ return RECONNECT_DELAYS[delay_idx]
+
+
+static func _should_log_reconnect_attempt(attempt_number: int) -> bool:
+ ## Log the first few failures for immediate diagnostics, then only periodic
+ ## progress markers. Reconnect continues indefinitely; the log should not.
+ return (
+ attempt_number <= RECONNECT_VERBOSE_ATTEMPTS
+ or attempt_number % RECONNECT_LOG_EVERY_N_ATTEMPTS == 0
+ )
+
+
+func _log_blocked_notice_once() -> void:
+ if _blocked_notice_logged:
+ return
+ _blocked_notice_logged = true
+ if log_buffer and not connect_block_reason.is_empty():
+ log_buffer.log(connect_block_reason)
+
+
+func _send_handshake() -> void:
+ _last_readiness = get_readiness()
+ _send_json({
+ "type": "handshake",
+ "session_id": _session_id,
+ "godot_version": Engine.get_version_info().get("string", "unknown"),
+ "project_path": ProjectSettings.globalize_path("res://"),
+ "plugin_version": ClientConfigurator.get_plugin_version(),
+ "protocol_version": 1,
+ "readiness": _last_readiness,
+ "editor_pid": OS.get_process_id(),
+ "server_launch_mode": ClientConfigurator.get_server_launch_mode(),
+ })
+
+
+func _handle_message(raw: String) -> void:
+ var parsed = JSON.parse_string(raw)
+ if parsed == null:
+ push_warning("MCP: failed to parse message: %s" % raw)
+ return
+ if not (parsed is Dictionary):
+ return
+ if parsed.get("type", "") == "handshake_ack":
+ server_version = str(parsed.get("server_version", ""))
+ return
+ if parsed.has("request_id") and parsed.has("command"):
+ if dispatcher:
+ dispatcher.enqueue(parsed)
+
+
+## Send a state event to the server (not a command response).
+func send_event(event_name: String, data: Dictionary = {}) -> bool:
+ return _send_json({"type": "event", "event": event_name, "data": data})
+
+
+## Push a command response for a request_id whose handler deferred its reply
+## (see McpDispatcher.DEFERRED_RESPONSE). `payload` must carry either a `data`
+## or `error` field in the same shape handlers normally return.
+func send_deferred_response(request_id: String, payload: Dictionary) -> void:
+ if dispatcher != null and not dispatcher.has_pending_deferred_response(request_id):
+ if log_buffer:
+ log_buffer.log("[defer] dropped late response for expired request %s" % request_id)
+ return
+ var response := payload.duplicate()
+ response["request_id"] = request_id
+ if not response.has("status"):
+ response["status"] = "ok" if payload.has("data") else "error"
+ ## Symmetric with McpDispatcher::_dispatch — stamp live readiness on the
+ ## deferred reply so the server's session cache self-heals from any
+ ## response, not just the synchronous ones. Lets `project_stop` (the
+ ## main deferred-response producer) stay correct even if its bespoke
+ ## `readiness_after` payload field were ever dropped.
+ if not response.has("readiness"):
+ response["readiness"] = get_readiness()
+ if _send_json(response) and dispatcher != null:
+ dispatcher.complete_deferred_response(request_id)
+
+
+func _hook_editor_signals() -> void:
+ # Scene change: poll in _process since there's no direct signal for scene switch
+ # Play state: EditorInterface signals
+ EditorInterface.get_editor_settings() # ensure interface is ready
+ _last_scene_path = _get_current_scene_path()
+ _last_play_state = EditorInterface.is_playing_scene()
+
+
+var _last_scene_path := ""
+var _last_play_state := false
+var _last_readiness := ""
+
+
+## Compute current editor readiness from live Godot state.
+static func get_readiness() -> String:
+ if EditorInterface.get_resource_filesystem().is_scanning():
+ return "importing"
+ if EditorInterface.is_playing_scene():
+ return "playing"
+ if EditorInterface.get_edited_scene_root() == null:
+ return "no_scene"
+ return "ready"
+
+
+## Check for scene/play state changes each frame (lightweight polling).
+func _check_state_changes() -> void:
+ var scene_path := _get_current_scene_path()
+ if scene_path != _last_scene_path:
+ if send_event("scene_changed", {"current_scene": scene_path}):
+ _last_scene_path = scene_path
+ if log_buffer:
+ log_buffer.log("[event] scene_changed -> %s" % scene_path)
+
+ var playing := EditorInterface.is_playing_scene()
+ if playing != _last_play_state:
+ var state := "playing" if playing else "stopped"
+ if send_event("play_state_changed", {"play_state": state}):
+ _last_play_state = playing
+ if log_buffer:
+ log_buffer.log("[event] play_state_changed -> %s" % state)
+
+ var readiness := get_readiness()
+ if readiness != _last_readiness:
+ if send_event("readiness_changed", {"readiness": readiness}):
+ _last_readiness = readiness
+ if log_buffer:
+ log_buffer.log("[event] readiness -> %s" % readiness)
+
+
+func _get_current_scene_path() -> String:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ return scene_root.scene_file_path if scene_root else ""
+
+
+func _send_json(data: Dictionary) -> bool:
+ if not _connected:
+ return false
+ var text := JSON.stringify(data)
+ var message_bytes := text.to_utf8_buffer().size()
+ var buffered_bytes := _peer.get_current_outbound_buffered_amount()
+ if _would_exceed_outbound_backpressure(buffered_bytes, message_bytes):
+ return _handle_outbound_backpressure(data, buffered_bytes, message_bytes)
+ var err := _peer.send_text(text)
+ if err != OK:
+ if log_buffer:
+ log_buffer.log("[send] websocket send_text failed: %s" % error_string(err))
+ return false
+ return true
+
+
+static func _would_exceed_outbound_backpressure(buffered_bytes: int, message_bytes: int) -> bool:
+ return buffered_bytes + message_bytes > OUTBOUND_BUFFER_LIMIT_BYTES
+
+
+func _handle_outbound_backpressure(
+ data: Dictionary,
+ buffered_bytes: int,
+ message_bytes: int,
+) -> bool:
+ var request_id: String = data.get("request_id", "")
+ if request_id.is_empty():
+ if log_buffer:
+ log_buffer.log(
+ "[send] requestless payload blocked by websocket backpressure "
+ + "(buffered=%d, message=%d, limit=%d)"
+ % [buffered_bytes, message_bytes, OUTBOUND_BUFFER_LIMIT_BYTES]
+ )
+ return false
+
+ var err_response := _make_backpressure_error(request_id, buffered_bytes, message_bytes)
+ var err_text := JSON.stringify(err_response)
+ var err_bytes := err_text.to_utf8_buffer().size()
+ if _would_exceed_outbound_backpressure(buffered_bytes, err_bytes):
+ if log_buffer:
+ log_buffer.log(
+ "[send] dropped response for request %s due to websocket backpressure "
+ + "(buffered=%d, message=%d, limit=%d)"
+ % [request_id, buffered_bytes, message_bytes, OUTBOUND_BUFFER_LIMIT_BYTES]
+ )
+ return false
+
+ var send_err := _peer.send_text(err_text)
+ if send_err != OK:
+ if log_buffer:
+ log_buffer.log("[send] websocket backpressure error send failed: %s" % error_string(send_err))
+ return false
+ if log_buffer:
+ log_buffer.log(
+ "[send] %s -> error: outbound websocket backpressure"
+ % data.get("command", "response")
+ )
+ return true
+
+
+static func _make_backpressure_error(
+ request_id: String,
+ buffered_bytes: int,
+ message_bytes: int,
+) -> Dictionary:
+ return {
+ "request_id": request_id,
+ "status": "error",
+ "data": {},
+ ## Stamp readiness on the backpressure error too — the server's
+ ## per-response self-heal applies to every response shape the
+ ## plugin emits, and the next legitimate reply may already be
+ ## queued behind this one.
+ "readiness": get_readiness(),
+ "error": {
+ "code": ErrorCodes.INTERNAL_ERROR,
+ "message": (
+ "Outbound WebSocket buffer is full; dropped response before queueing "
+ + "more data. Retry with a smaller payload (for screenshots, lower "
+ + "max_resolution or set include_image=false)."
+ ),
+ "data": {
+ "buffered_bytes": buffered_bytes,
+ "message_bytes": message_bytes,
+ "limit_bytes": OUTBOUND_BUFFER_LIMIT_BYTES,
+ },
+ },
+ }
+
+
+## Build a human-readable session ID of form "@<4hex>" from the project path.
+## The slug is derived from the project directory name so agents can recognize
+## which editor they're targeting; the hex suffix disambiguates same-project twins.
+static func _make_session_id(project_path: String) -> String:
+ var base := project_path.rstrip("/\\").get_file()
+ if base == "":
+ base = "project"
+ var slug := _slugify(base)
+ if slug == "":
+ slug = "project"
+ var suffix := _rand_hex(4)
+ return "%s@%s" % [slug, suffix]
+
+
+static func _slugify(s: String) -> String:
+ var out := ""
+ var prev_dash := false
+ for c in s.to_lower():
+ if (c >= "a" and c <= "z") or (c >= "0" and c <= "9"):
+ out += c
+ prev_dash = false
+ elif not prev_dash and out != "":
+ out += "-"
+ prev_dash = true
+ return out.trim_suffix("-")
+
+
+static func _rand_hex(n: int) -> String:
+ var bytes := PackedByteArray()
+ var byte_count := int(ceil(float(n) / 2.0))
+ for i in byte_count:
+ bytes.append(randi() % 256)
+ return bytes.hex_encode().substr(0, n)
diff --git a/addons/godot_ai/connection.gd.uid b/addons/godot_ai/connection.gd.uid
new file mode 100644
index 0000000..ff78405
--- /dev/null
+++ b/addons/godot_ai/connection.gd.uid
@@ -0,0 +1 @@
+uid://bmnk8rsotiks2
diff --git a/addons/godot_ai/debugger/mcp_debugger_plugin.gd b/addons/godot_ai/debugger/mcp_debugger_plugin.gd
new file mode 100644
index 0000000..7863f7a
--- /dev/null
+++ b/addons/godot_ai/debugger/mcp_debugger_plugin.gd
@@ -0,0 +1,790 @@
+@tool
+class_name McpDebuggerPlugin
+extends EditorDebuggerPlugin
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Editor-side half of the game-process capture bridge.
+##
+## The game-side counterpart (`plugin/addons/godot_ai/runtime/game_helper.gd`,
+## registered as autoload `_mcp_game_helper`) listens on EngineDebugger's
+## message channel. This plugin sends "mcp:take_screenshot" requests and
+## routes the replies back through the WebSocket McpConnection using the
+## request_id the MCP dispatcher threaded through params.
+##
+## Why this exists: the game always runs as a separate OS process. Even
+## "Embed Game Mode" on Windows/Linux (and macOS 4.5+) just reparents the
+## game's window into the editor — the game's framebuffer is never reachable
+## from the editor's Viewport. The debugger channel is the engine's own
+## supported IPC and works identically regardless of embed mode.
+
+const CAPTURE_PREFIX := "mcp"
+## CI runners under xvfb can be slow to spin up the game subprocess and
+## register the autoload's capture. 8s keeps the message responsive for
+## interactive users while still covering slow-CI startup.
+const DEFAULT_TIMEOUT_SEC := 8.0
+## How long to wait for the game-side autoload to beacon mcp:hello
+## before sending the screenshot request. Godot's debugger drops
+## messages whose prefix has no registered capture, so sending
+## take_screenshot before the game registers its "mcp" capture is a
+## silent black hole. On CI the game subprocess has been observed
+## taking ~15s to boot + register.
+const GAME_READY_WAIT_SEC := 20.0
+## #500: how long to wait for the game-side autoload to beacon mcp:hello before
+## issuing a game_eval. This is deliberately MUCH shorter than the 20s
+## screenshot wait above: the eval path's total editor-side budget is this wait
+## plus the 10s eval backstop (request_game_eval's timeout_sec), and that total
+## MUST stay below the 15s game_eval timeout enforced at two layers: the Python
+## server's send_command budget (src/godot_ai/handlers/editor.py::game_eval) and
+## this plugin's own deferred budget (dispatcher.gd's 15000ms game_eval entry,
+## editor/plugin-side — not server-side). Either firing produces the opaque tail.
+## With the 20s screenshot wait, a not-yet-ready game made the editor poll past
+## the 15s deadline, so the server gave up first with an opaque
+## ~15s TimeoutError instead of the actionable "Is the game actually running?"
+## error below ever reaching the client (#500's residual TimeoutError bucket).
+## 3s wait + 10s backstop = 13s, comfortably under the 15s server timeout, so
+## the actionable error always wins. A game launched moments before the eval
+## still has the 3s grace to register; if it needs longer, the user gets a fast,
+## clear "is it running?" rather than a 15s hang.
+const EVAL_READY_WAIT_SEC := 3.0
+## #490: how long to wait for the game's mcp:eval_compiled beacon before
+## concluding the eval source failed to compile. A parse error aborts the
+## game-side handler before it can reply, so without this we'd wait the
+## full eval timeout for a syntax mistake. reload() of valid source is
+## sub-millisecond, so 3s is comfortably clear of false positives.
+const EVAL_COMPILE_GRACE_SEC := 3.0
+## #490: once an eval compiles, the editor polls the game every this many
+## seconds with mcp:eval_check. A backgrounded play-in-editor game has a
+## frozen idle loop (no _process / SceneTreeTimer ticks) so it can't
+## self-report a runtime error that aborted the eval — but its debugger
+## capture callback still answers a probe. The editor's own loop keeps
+## ticking, so it drives the poll. 0.35s keeps detection well under a second
+## without flooding the channel; most evals reply before the first probe.
+const EVAL_PROBE_INTERVAL_SEC := 0.35
+
+var _log_buffer: McpLogBuffer
+var _game_log_buffer: McpGameLogBuffer
+
+## Pending request_id -> {connection, timer, timeout_callable}.
+## We retain the bound timeout lambda so `_clear_pending` can disconnect
+## it on success/error; otherwise the SceneTreeTimer pins the captured
+## request_id until `timeout_sec` elapses (8s default).
+var _pending: Dictionary = {}
+
+## Flipped true when the game-side autoload sends its "mcp:hello" boot
+## beacon for the current project_run. Reset as soon as a new run is
+## requested, before Godot has attached the fresh debugger session, so
+## editor_state cannot leak readiness from the previous game process.
+var _game_ready := false
+var _game_run_token := 0
+var _ready_run_token := -1
+var _game_session_id := -1
+var _game_run_active := false
+signal game_ready
+
+
+func _init(log_buffer: McpLogBuffer = null, game_log_buffer: McpGameLogBuffer = null) -> void:
+ _log_buffer = log_buffer
+ _game_log_buffer = game_log_buffer
+
+
+func _has_capture(prefix: String) -> bool:
+ return prefix == CAPTURE_PREFIX
+
+
+## Fires when a debugger session attaches — once for the editor's own
+## self-session at startup, and again each time the user hits Play and a
+## new game subprocess connects. Reset _game_ready so the next capture
+## request waits for the (new) game's mcp:hello beacon before sending,
+## avoiding stale-flag timeouts across Play→Stop→Play cycles.
+##
+## Do NOT log here: add_debugger_plugin() triggers this virtual before
+## plugin.gd's _enter_tree logs "plugin loaded", and ci-reload-test
+## asserts "plugin loaded" is the first line after a plugin reload.
+func _setup_session(session_id: int) -> void:
+ _game_ready = false
+ _ready_run_token = -1
+ _game_session_id = session_id
+
+
+func begin_game_run() -> void:
+ _game_run_token += 1
+ _game_run_active = true
+ _game_ready = false
+ _ready_run_token = -1
+ _game_session_id = -1
+ if _log_buffer:
+ _log_buffer.log("[debug] game capture pending run token %d" % _game_run_token)
+
+
+func end_game_run() -> void:
+ _game_run_active = false
+ _game_ready = false
+ _ready_run_token = -1
+ _game_session_id = -1
+
+
+func is_game_capture_ready() -> bool:
+ return _game_run_active and _game_ready and _ready_run_token == _game_run_token
+
+
+func _capture(message: String, data: Array, session_id: int) -> bool:
+ ## Godot passes the full "prefix:tail" string as `message`.
+ match message:
+ "mcp:screenshot_response":
+ _on_screenshot_response(data)
+ return true
+ "mcp:screenshot_error":
+ _on_screenshot_error(data)
+ return true
+ "mcp:log_batch":
+ _on_log_batch(data)
+ return true
+ "mcp:hello":
+ if not _game_run_active:
+ if _log_buffer:
+ _log_buffer.log("[debug] ignored mcp:hello with no active game run")
+ return true
+ if _game_session_id != -1 and session_id != _game_session_id:
+ if _log_buffer:
+ _log_buffer.log("[debug] ignored stale mcp:hello from debugger session %d (current %d)" % [session_id, _game_session_id])
+ return true
+ ## Boot beacon from the game-side autoload. Tells us the
+ ## game has registered its "mcp" capture and is safe to send
+ ## take_screenshot to — before this, Godot's debugger would
+ ## drop our message silently. Also marks a fresh play
+ ## cycle: rotate the game-log buffer so each run starts
+ ## clean and gets a new run_id.
+ _game_ready = true
+ _ready_run_token = _game_run_token
+ game_ready.emit()
+ if _game_log_buffer:
+ var run_id := _game_log_buffer.clear_for_new_run()
+ if _log_buffer:
+ _log_buffer.log("[debug] <- mcp:hello from game_helper (run %s)" % run_id)
+ elif _log_buffer:
+ _log_buffer.log("[debug] <- mcp:hello from game_helper")
+ return true
+ "mcp:eval_response":
+ _on_eval_response(data)
+ return true
+ "mcp:eval_error":
+ _on_eval_error(data)
+ return true
+ "mcp:eval_ack":
+ _on_eval_ack(data)
+ return true
+ "mcp:eval_compiled":
+ _on_eval_compiled(data)
+ return true
+ "mcp:eval_runtime_error":
+ _on_eval_runtime_error(data)
+ return true
+ "mcp:game_command_response":
+ _on_game_command_response(data)
+ return true
+ "mcp:game_command_error":
+ _on_game_command_error(data)
+ return true
+ return false
+
+
+func _on_log_batch(data: Array) -> void:
+ if _game_log_buffer == null:
+ return
+ ## data layout: [[[level, text, details?], ...]]
+ if data.is_empty() or not (data[0] is Array):
+ return
+ var entries: Array = data[0]
+ for entry in entries:
+ if entry is Dictionary:
+ var dict_details: Dictionary = {}
+ var raw_dict_details = entry.get("details", {})
+ if raw_dict_details is Dictionary:
+ dict_details = raw_dict_details
+ _game_log_buffer.append(str(entry.get("level", "info")), str(entry.get("text", "")), dict_details)
+ continue
+ if not (entry is Array) or entry.size() < 2:
+ continue
+ var details: Dictionary = {}
+ if entry.size() > 2 and entry[2] is Dictionary:
+ details = entry[2]
+ _game_log_buffer.append(str(entry[0]), str(entry[1]), details)
+
+
+## Request a game-process framebuffer capture over the debugger channel.
+## Reply is pushed back through `connection` out-of-band because the MCP
+## dispatcher has already returned a deferred-response marker for this
+## request_id. Synchronous from the caller's perspective — if the
+## game-side autoload hasn't beaconed yet, the wait + send run as a
+## fire-and-forget coroutine kicked off from here. Structured this way
+## so the call site in EditorHandler stays a plain non-await invocation.
+func request_game_screenshot(
+ request_id: String,
+ max_resolution: int,
+ connection: McpConnection,
+ timeout_sec: float = DEFAULT_TIMEOUT_SEC,
+) -> void:
+ if request_id.is_empty():
+ push_warning("MCP debugger: screenshot request missing request_id")
+ return
+
+ var tree := Engine.get_main_loop() as SceneTree
+ if tree == null:
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
+ "Editor main loop is not a SceneTree — cannot schedule capture")
+ return
+
+ if is_game_capture_ready():
+ _send_take_screenshot(tree, request_id, max_resolution, connection, timeout_sec)
+ return
+
+ ## Not ready yet — run the wait-then-send flow as a detached
+ ## coroutine. It keeps itself alive via the signal subscription on
+ ## tree.process_frame; the caller doesn't need to (and shouldn't)
+ ## await this entrypoint.
+ if _log_buffer:
+ _log_buffer.log("[debug] waiting for game_helper hello (%s)" % request_id)
+ _wait_then_send(tree, request_id, max_resolution, connection, timeout_sec)
+
+
+## Coroutine: poll each editor frame until the mcp:hello beacon arrives
+## (flipping _game_ready true) or the deadline elapses. Once resolved,
+## either dispatch the capture or return an actionable timeout error.
+func _wait_then_send(
+ tree: SceneTree,
+ request_id: String,
+ max_resolution: int,
+ connection: McpConnection,
+ timeout_sec: float,
+) -> void:
+ var deadline := Time.get_ticks_msec() + int(GAME_READY_WAIT_SEC * 1000.0)
+ while not is_game_capture_ready() and Time.get_ticks_msec() < deadline:
+ await tree.process_frame
+ if not is_game_capture_ready():
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
+ "Game-side autoload never registered its debugger capture within %ds. Is the game actually running? Check Project Settings → Autoload for _mcp_game_helper." % int(GAME_READY_WAIT_SEC))
+ return
+ _send_take_screenshot(tree, request_id, max_resolution, connection, timeout_sec)
+
+
+## Send the mcp:take_screenshot message and arm the reply timeout.
+## Assumes _game_ready is true.
+func _send_take_screenshot(
+ tree: SceneTree,
+ request_id: String,
+ max_resolution: int,
+ connection: McpConnection,
+ timeout_sec: float,
+) -> void:
+ var session: EditorDebuggerSession = _first_active_session()
+ if session == null:
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
+ "No active debugger session — is the game actually running and started from this editor?")
+ return
+
+ var timer: SceneTreeTimer = tree.create_timer(timeout_sec)
+ var timeout_callable := func() -> void: _on_timeout(request_id)
+ timer.timeout.connect(timeout_callable)
+ _pending[request_id] = {
+ "connection": connection,
+ "timer": timer,
+ "timeout_callable": timeout_callable,
+ }
+
+ session.send_message("mcp:take_screenshot", [request_id, max_resolution])
+ if _log_buffer:
+ _log_buffer.log("[debug] -> mcp:take_screenshot (%s)" % request_id)
+
+
+func _first_active_session() -> EditorDebuggerSession:
+ for s in get_sessions():
+ if s is EditorDebuggerSession and s.is_active():
+ return s
+ return null
+
+
+func _on_screenshot_response(data: Array) -> void:
+ if data.size() < 6:
+ push_warning("MCP debugger: malformed screenshot response (expected 6 fields, got %d)" % data.size())
+ return
+ var request_id: String = data[0]
+ var pending = _pending.get(request_id)
+ if pending == null:
+ ## Timed out or unknown — silently drop.
+ return
+ _clear_pending(request_id)
+
+ var connection: McpConnection = pending.connection
+ if connection == null or not is_instance_valid(connection):
+ return
+
+ connection.send_deferred_response(request_id, {
+ "data": {
+ "source": "game",
+ "width": int(data[2]),
+ "height": int(data[3]),
+ "original_width": int(data[4]),
+ "original_height": int(data[5]),
+ "format": "png",
+ "image_base64": data[1],
+ }
+ })
+ if _log_buffer:
+ _log_buffer.log("[debug] <- mcp:screenshot_response (%s)" % request_id)
+
+
+func _on_screenshot_error(data: Array) -> void:
+ if data.size() < 2:
+ return
+ var request_id: String = data[0]
+ var message: String = data[1]
+ var pending = _pending.get(request_id)
+ if pending == null:
+ return
+ _clear_pending(request_id)
+ var connection: McpConnection = pending.connection
+ if connection == null or not is_instance_valid(connection):
+ return
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR, message)
+
+
+func _on_timeout(request_id: String) -> void:
+ var pending = _pending.get(request_id)
+ if pending == null:
+ return
+ _pending.erase(request_id)
+ var connection: McpConnection = pending.connection
+ if connection == null or not is_instance_valid(connection):
+ return
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
+ "Game screenshot timed out. The running game must include the _mcp_game_helper autoload (added automatically when the plugin is enabled — check Project Settings → Autoload). If the autoload is missing, re-enable the plugin and relaunch the game. For headless or custom-main-loop builds, use source='viewport' instead.")
+ if _log_buffer:
+ _log_buffer.log("[debug] !! screenshot timeout (%s)" % request_id)
+
+
+func _send_error(connection: McpConnection, request_id: String, code: String, message: String) -> void:
+ if connection == null or not is_instance_valid(connection):
+ return
+ var err := ErrorCodes.make(code, message)
+ connection.send_deferred_response(request_id, err)
+
+
+func _clear_pending(request_id: String) -> void:
+ var pending: Dictionary = _pending.get(request_id, {})
+ var timer: SceneTreeTimer = pending.get("timer")
+ var cb: Callable = pending.get("timeout_callable", Callable())
+ if timer != null and timer.timeout.is_connected(cb):
+ timer.timeout.disconnect(cb)
+ ## #490: eval requests also carry a compile-grace timer and a runtime probe.
+ var grace: SceneTreeTimer = pending.get("grace_timer")
+ var gcb: Callable = pending.get("grace_callable", Callable())
+ if grace != null and grace.timeout.is_connected(gcb):
+ grace.timeout.disconnect(gcb)
+ var probe: SceneTreeTimer = pending.get("probe_timer")
+ var pcb: Callable = pending.get("probe_callable", Callable())
+ if probe != null and probe.timeout.is_connected(pcb):
+ probe.timeout.disconnect(pcb)
+ _pending.erase(request_id)
+
+
+## --- game_eval: execute arbitrary GDScript in the running game ---
+
+## Editor-side fallback timer for game_eval. MUST stay above the game-side
+## EVAL_TIMEOUT_SEC (8.0) in runtime/game_helper.gd and below the dispatcher's
+## game_eval budget (15000 ms) in dispatcher.gd — i.e. game 8s < editor 10s <
+## dispatcher 15s. This timer only fires when the game never replies at all,
+## and its message (the timeout_callable below) is intentionally generic. Drop
+## timeout_sec at/below 8s and it pre-empts the game's actionable "Eval
+## exceeded 8s" message — see the TIMEOUT ORDERING note on EVAL_TIMEOUT_SEC.
+##
+## #500: the *not-ready* path adds EVAL_READY_WAIT_SEC (3s) on top of this 10s
+## backstop. That sum (13s) must also stay below the dispatcher/server 15s
+## budget, or a not-yet-ready game makes the server time out opaquely before
+## the editor's actionable error returns — which is exactly the residual ~15s
+## TimeoutError bucket #500 tracked down. Keep EVAL_READY_WAIT_SEC + timeout_sec
+## < 15s if you tune either.
+func request_game_eval(
+ code: String,
+ request_id: String,
+ connection: McpConnection,
+ timeout_sec: float = 10.0,
+) -> void:
+ if request_id.is_empty():
+ push_warning("MCP debugger: eval request missing request_id")
+ return
+
+ var tree := Engine.get_main_loop() as SceneTree
+ if tree == null:
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
+ "Editor main loop is not a SceneTree — cannot schedule eval")
+ return
+
+ if is_game_capture_ready():
+ _send_eval(tree, code, request_id, connection, timeout_sec)
+ return
+
+ if _log_buffer:
+ _log_buffer.log("[debug] waiting for game_helper hello before eval (%s)" % request_id)
+ _wait_then_eval(tree, code, request_id, connection, timeout_sec)
+
+
+func _wait_then_eval(
+ tree: SceneTree,
+ code: String,
+ request_id: String,
+ connection: McpConnection,
+ timeout_sec: float,
+) -> void:
+ ## #500: eval uses EVAL_READY_WAIT_SEC (not the 20s GAME_READY_WAIT_SEC) so
+ ## the not-ready path returns its actionable error before the 15s server-side
+ ## command timeout fires an opaque TimeoutError. See EVAL_READY_WAIT_SEC.
+ var deadline := Time.get_ticks_msec() + int(EVAL_READY_WAIT_SEC * 1000.0)
+ while not is_game_capture_ready() and Time.get_ticks_msec() < deadline:
+ await tree.process_frame
+ if not is_game_capture_ready():
+ ## #518: EVAL_GAME_NOT_READY (not INTERNAL_ERROR) — the play session is up
+ ## but the game-side capture didn't register within the short wait. Fast
+ ## and caller-actionable; classifying it apart from the opaque 10s hang
+ ## keeps the INTERNAL_ERROR telemetry bucket meaning "the eval truly hung".
+ _send_error(connection, request_id, ErrorCodes.EVAL_GAME_NOT_READY,
+ "Game-side capture didn't register within %ds. The play session is already running, so the game is most likely still booting — wait a moment and retry. If it persists, the _mcp_game_helper autoload is missing or disabled (Project Settings → Autoload; added automatically when the plugin is enabled), or the game uses a custom main loop." % int(EVAL_READY_WAIT_SEC))
+ return
+ _send_eval(tree, code, request_id, connection, timeout_sec)
+
+
+func _send_eval(
+ tree: SceneTree,
+ code: String,
+ request_id: String,
+ connection: McpConnection,
+ timeout_sec: float,
+) -> void:
+ var session: EditorDebuggerSession = _first_active_session()
+ if session == null:
+ ## #518: capture reported ready but the debugger session is no longer live
+ ## (the game just stopped / is restarting) — a not-ready race, so the same
+ ## caller-actionable EVAL_GAME_NOT_READY rather than the opaque hang bucket.
+ _send_error(connection, request_id, ErrorCodes.EVAL_GAME_NOT_READY,
+ "Game-side capture registered but its debugger session is no longer active — the game likely just stopped or is restarting. Confirm it's running and retry.")
+ return
+
+ var timer: SceneTreeTimer = tree.create_timer(timeout_sec)
+ var timeout_callable := func() -> void:
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ _clear_pending(request_id)
+ var conn: McpConnection = pending_entry.connection
+ if conn == null or not is_instance_valid(conn):
+ return
+ _send_error(conn, request_id, ErrorCodes.INTERNAL_ERROR,
+ "Game eval compiled and started running but never returned within %.0fs — the code is likely stuck in an infinite loop or awaiting a signal/timer that never fires. Check logs_read(source='game')." % timeout_sec)
+ if _log_buffer:
+ _log_buffer.log("[debug] !! eval timeout (%s)" % request_id)
+ timer.timeout.connect(timeout_callable)
+
+ ## #490: arm the compile-grace timer. _on_eval_grace concludes a parse error
+ ## only when the game acked the eval (it received the message and started
+ ## reload()) but never sent mcp:eval_compiled — see there for why a missing
+ ## ack must NOT be read as a compile error.
+ var grace: SceneTreeTimer = tree.create_timer(EVAL_COMPILE_GRACE_SEC)
+ var grace_callable := func() -> void: _on_eval_grace(request_id)
+ grace.timeout.connect(grace_callable)
+
+ _pending[request_id] = {
+ "connection": connection,
+ "timer": timer,
+ "timeout_callable": timeout_callable,
+ "grace_timer": grace,
+ "grace_callable": grace_callable,
+ "acked": false,
+ "compiled": false,
+ }
+
+ session.send_message("mcp:eval", [request_id, code])
+ if _log_buffer:
+ _log_buffer.log("[debug] -> mcp:eval (%s)" % request_id)
+
+
+func _on_eval_response(data: Array) -> void:
+ if data.size() < 2:
+ push_warning("MCP debugger: malformed eval response (expected 2 fields, got %d)" % data.size())
+ return
+ var request_id: String = data[0]
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ _clear_pending(request_id)
+
+ var connection: McpConnection = pending_entry.connection
+ if connection == null or not is_instance_valid(connection):
+ return
+
+ var result_json: String = data[1] if data.size() > 1 else "null"
+ var json := JSON.new()
+ var parse_err := json.parse(result_json)
+ connection.send_deferred_response(request_id, {
+ "data": {
+ "result": json.data if parse_err == OK else result_json,
+ "source": "game",
+ }
+ })
+ if _log_buffer:
+ _log_buffer.log("[debug] <- mcp:eval_response (%s)" % request_id)
+
+
+func _on_eval_error(data: Array) -> void:
+ if data.size() < 2:
+ return
+ var request_id: String = data[0]
+ var message: String = data[1]
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ _clear_pending(request_id)
+ var connection: McpConnection = pending_entry.connection
+ if connection == null or not is_instance_valid(connection):
+ return
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR, message)
+ if _log_buffer:
+ _log_buffer.log("[debug] <- mcp:eval_error (%s): %s" % [request_id, message])
+
+
+## #490: the game sends this at the top of _handle_eval, BEFORE reload() (so it
+## survives a parse-error abort). It positively signals "the game received this
+## eval and started compiling it" — letting _on_eval_grace tell a real parse
+## error (acked, never compiled) apart from a message the game hasn't serviced
+## yet (never acked — main thread blocked by a long frame/load or a CPU-bound
+## prior eval).
+func _on_eval_ack(data: Array) -> void:
+ if data.is_empty():
+ return
+ var request_id: String = data[0]
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ pending_entry["acked"] = true
+ if _log_buffer:
+ _log_buffer.log("[debug] <- mcp:eval_ack (%s)" % request_id)
+
+
+## #490: compile-grace timer fired. Conclude a parse error ONLY when the game
+## acked the eval (started reload()) but never sent mcp:eval_compiled. If it
+## never acked, the game simply hasn't serviced the message yet — NOT a parse
+## error — so leave _pending intact and let the normal eval timeout handle it
+## rather than false-failing a valid eval and dropping its eventual real reply.
+func _on_eval_grace(request_id: String) -> void:
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null or pending_entry.get("compiled", false):
+ return
+ if not pending_entry.get("acked", false):
+ if _log_buffer:
+ _log_buffer.log("[debug] eval grace: no ack yet, deferring to timeout (%s)" % request_id)
+ return
+ _clear_pending(request_id)
+ var conn: McpConnection = pending_entry.connection
+ if conn == null or not is_instance_valid(conn):
+ return
+ _send_error(conn, request_id, ErrorCodes.EVAL_COMPILE_ERROR,
+ "Game eval failed to compile — likely a GDScript syntax/parse error. The parse error text is in the editor's Output/Debugger panel; it is not capturable from the running game. Check your eval code's syntax.")
+ if _log_buffer:
+ _log_buffer.log("[debug] !! eval compile error (%s)" % request_id)
+
+
+## #490: the game sends this the instant reload() of the eval source
+## succeeds. Flips the pending entry's `compiled` flag so the compile-grace
+## timer won't fire a false EVAL_COMPILE_ERROR.
+func _on_eval_compiled(data: Array) -> void:
+ if data.is_empty():
+ return
+ var request_id: String = data[0]
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ pending_entry["compiled"] = true
+ if _log_buffer:
+ _log_buffer.log("[debug] <- mcp:eval_compiled (%s)" % request_id)
+ ## #490: compiled OK — start polling for a runtime error that may have
+ ## aborted execute(). A backgrounded game can't self-report it, so the
+ ## editor probes via mcp:eval_check until the eval resolves.
+ _arm_eval_probe(request_id)
+
+
+## #490: the game reported a runtime error that aborted the eval — either
+## from its _process fast path (focused game) or in answer to an editor
+## eval_check probe (backgrounded game). Reply fast with the real error text
+## instead of waiting for the hang timeout.
+func _on_eval_runtime_error(data: Array) -> void:
+ if data.size() < 2:
+ return
+ var request_id: String = data[0]
+ var message: String = data[1]
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ _clear_pending(request_id)
+ var connection: McpConnection = pending_entry.connection
+ if connection == null or not is_instance_valid(connection):
+ return
+ var msg := "Game eval raised a runtime error: %s" % message if not message.is_empty() else "Game eval raised a runtime error (no message captured). Check logs_read(source='game')."
+ _send_error(connection, request_id, ErrorCodes.EVAL_RUNTIME_ERROR, msg)
+ if _log_buffer:
+ _log_buffer.log("[debug] <- mcp:eval_runtime_error (%s): %s" % [request_id, message])
+
+
+## #490: arm one probe tick for an in-flight eval. Re-arms itself each tick
+## until the request resolves — eval_response / eval_runtime_error /
+## eval_compile_error / hang-timeout all call _clear_pending, which erases the
+## entry and stops the chain. Uses the editor's own SceneTreeTimer because the
+## editor loop keeps ticking even while a backgrounded game's loop is frozen.
+func _arm_eval_probe(request_id: String) -> void:
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ var tree := Engine.get_main_loop() as SceneTree
+ if tree == null:
+ return
+ var probe_timer: SceneTreeTimer = tree.create_timer(EVAL_PROBE_INTERVAL_SEC)
+ var probe_callable := func() -> void: _on_eval_probe_tick(request_id)
+ pending_entry["probe_timer"] = probe_timer
+ pending_entry["probe_callable"] = probe_callable
+ probe_timer.timeout.connect(probe_callable)
+
+
+## #490: poke the game for a runtime-error verdict, then re-arm. The game's
+## _handle_eval_check answers with mcp:eval_runtime_error if a script error
+## aborted this eval, else stays silent and we poll again next interval.
+func _on_eval_probe_tick(request_id: String) -> void:
+ if not _pending.has(request_id):
+ return ## resolved — stop probing
+ var session: EditorDebuggerSession = _first_active_session()
+ if session != null and session.is_active():
+ session.send_message("mcp:eval_check", [request_id])
+ _arm_eval_probe(request_id)
+
+
+## --- game_command: curated runtime game operations ---
+
+func request_game_command(
+ op: String,
+ params: Dictionary,
+ request_id: String,
+ connection: McpConnection,
+ timeout_sec: float = 10.0,
+) -> void:
+ if request_id.is_empty():
+ push_warning("MCP debugger: game command request missing request_id")
+ return
+
+ var tree := Engine.get_main_loop() as SceneTree
+ if tree == null:
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
+ "Editor main loop is not a SceneTree — cannot schedule game command")
+ return
+
+ if is_game_capture_ready():
+ _send_game_command(tree, op, params, request_id, connection, timeout_sec)
+ return
+
+ if _log_buffer:
+ _log_buffer.log("[debug] waiting for game_helper hello before game_command (%s)" % request_id)
+ _wait_then_game_command(tree, op, params, request_id, connection, timeout_sec)
+
+
+func _wait_then_game_command(
+ tree: SceneTree,
+ op: String,
+ params: Dictionary,
+ request_id: String,
+ connection: McpConnection,
+ timeout_sec: float,
+) -> void:
+ var deadline := Time.get_ticks_msec() + int(GAME_READY_WAIT_SEC * 1000.0)
+ while not is_game_capture_ready() and Time.get_ticks_msec() < deadline:
+ await tree.process_frame
+ if not is_game_capture_ready():
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
+ "Game-side autoload never registered its debugger capture within %ds. Is the game actually running?" % int(GAME_READY_WAIT_SEC))
+ return
+ _send_game_command(tree, op, params, request_id, connection, timeout_sec)
+
+
+func _send_game_command(
+ tree: SceneTree,
+ op: String,
+ params: Dictionary,
+ request_id: String,
+ connection: McpConnection,
+ timeout_sec: float,
+) -> void:
+ var session: EditorDebuggerSession = _first_active_session()
+ if session == null:
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
+ "No active debugger session — is the game actually running?")
+ return
+
+ var timer: SceneTreeTimer = tree.create_timer(timeout_sec)
+ var timeout_callable := func() -> void:
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ _pending.erase(request_id)
+ var conn: McpConnection = pending_entry.connection
+ if conn == null or not is_instance_valid(conn):
+ return
+ _send_error(conn, request_id, ErrorCodes.INTERNAL_ERROR,
+ "Game command '%s' timed out after %.0fs" % [op, timeout_sec])
+ if _log_buffer:
+ _log_buffer.log("[debug] !! game_command timeout (%s)" % request_id)
+ timer.timeout.connect(timeout_callable)
+ _pending[request_id] = {
+ "connection": connection,
+ "timer": timer,
+ "timeout_callable": timeout_callable,
+ }
+
+ session.send_message("mcp:game_command", [request_id, op, JSON.stringify(params)])
+ if _log_buffer:
+ _log_buffer.log("[debug] -> mcp:game_command %s (%s)" % [op, request_id])
+
+
+func _on_game_command_response(data: Array) -> void:
+ if data.size() < 2:
+ push_warning("MCP debugger: malformed game_command response (expected 2 fields, got %d)" % data.size())
+ return
+ var request_id: String = data[0]
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ _clear_pending(request_id)
+
+ var connection: McpConnection = pending_entry.connection
+ if connection == null or not is_instance_valid(connection):
+ return
+
+ var result_json: String = data[1] if data.size() > 1 else "{}"
+ var json := JSON.new()
+ var parse_err := json.parse(result_json)
+ connection.send_deferred_response(request_id, {
+ "data": json.data if parse_err == OK else {"source": "game", "result": result_json}
+ })
+ if _log_buffer:
+ _log_buffer.log("[debug] <- mcp:game_command_response (%s)" % request_id)
+
+
+func _on_game_command_error(data: Array) -> void:
+ if data.size() < 2:
+ return
+ var request_id: String = data[0]
+ var message: String = data[1]
+ var pending_entry = _pending.get(request_id)
+ if pending_entry == null:
+ return
+ _clear_pending(request_id)
+ var connection: McpConnection = pending_entry.connection
+ if connection == null or not is_instance_valid(connection):
+ return
+ _send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR, message)
+ if _log_buffer:
+ _log_buffer.log("[debug] <- mcp:game_command_error (%s): %s" % [request_id, message])
diff --git a/addons/godot_ai/debugger/mcp_debugger_plugin.gd.uid b/addons/godot_ai/debugger/mcp_debugger_plugin.gd.uid
new file mode 100644
index 0000000..1d5c148
--- /dev/null
+++ b/addons/godot_ai/debugger/mcp_debugger_plugin.gd.uid
@@ -0,0 +1 @@
+uid://bd1k63iye1bsl
diff --git a/addons/godot_ai/dispatcher.gd b/addons/godot_ai/dispatcher.gd
new file mode 100644
index 0000000..baf2f12
--- /dev/null
+++ b/addons/godot_ai/dispatcher.gd
@@ -0,0 +1,293 @@
+@tool
+class_name McpDispatcher
+extends RefCounted
+
+## Routes incoming commands to handlers and manages the command queue
+## with a per-frame time budget.
+
+var _command_queue: Array[Dictionary] = []
+var _handlers: Dictionary = {} # command_name -> Callable
+var _pending_deferred: Dictionary = {} # request_id -> {command, started_ms, timeout_ms}
+var _log_buffer
+var mcp_logging := true
+var deferred_timeout_overrides_ms: Dictionary = {}
+
+const DEFAULT_DEFERRED_TIMEOUT_MS := 4500
+const DEFERRED_TIMEOUT_MS_BY_COMMAND := {
+ "create_script": 4500,
+ "stop_project": 4500,
+ "take_screenshot": 30000,
+ "game_eval": 15000,
+ "game_command": 15000,
+}
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+const FuzzySuggestions := preload("res://addons/godot_ai/utils/fuzzy_suggestions.gd")
+
+
+func _init(log_buffer: McpLogBuffer) -> void:
+ _log_buffer = log_buffer
+
+
+## Register a command handler. The callable receives (params: Dictionary) -> Dictionary.
+func register(command_name: String, handler: Callable) -> void:
+ _handlers[command_name] = handler
+
+
+## Drop registered handlers, queued commands, and the log buffer ref so
+## plugin.gd can release RefCounted handlers before Godot reloads their
+## class_name scripts (issue #46). After clear(), the dispatcher is inert.
+func clear() -> void:
+ _handlers.clear()
+ _command_queue.clear()
+ _pending_deferred.clear()
+ _log_buffer = null
+
+
+## Invoke a registered handler directly by name. Returns the handler's raw
+## response dict (no request_id or status wrapping). Returns an UNKNOWN_COMMAND
+## error dict if the command is not registered. Used by batch_execute.
+func dispatch_direct(command: String, params: Dictionary) -> Dictionary:
+ if not _handlers.has(command):
+ return ErrorCodes.make(ErrorCodes.UNKNOWN_COMMAND, "Unknown command: %s" % command)
+ return _call_handler(command, params)
+
+
+## Whether a command is registered.
+func has_command(command: String) -> bool:
+ return _handlers.has(command)
+
+
+## Rank registered commands by similarity to `cmd_name` and return the top `limit`
+## matches. Uses Godot's built-in String.similarity() (0.0–1.0). Returns an empty
+## array if no candidates clear the threshold. Used by batch_execute to surface
+## "did you mean" suggestions when an unknown command is passed.
+func suggest_similar(cmd_name: String, limit: int = 3, threshold: float = 0.5) -> Array[String]:
+ return FuzzySuggestions.rank(cmd_name, _handlers.keys(), limit, threshold, 0.0, 0.0)
+
+
+## Enqueue a raw command dict received from the WebSocket.
+func enqueue(cmd: Dictionary) -> void:
+ _command_queue.append(cmd)
+
+
+func pending_deferred_count() -> int:
+ return _pending_deferred.size()
+
+
+func clear_deferred_responses() -> void:
+ _pending_deferred.clear()
+
+
+func has_pending_deferred_response(request_id: String) -> bool:
+ return request_id.is_empty() or _pending_deferred.has(request_id)
+
+
+func complete_deferred_response(request_id: String) -> bool:
+ if request_id.is_empty():
+ return true
+ if not _pending_deferred.has(request_id):
+ return false
+ _pending_deferred.erase(request_id)
+ return true
+
+
+## Handlers whose response flows out-of-band (e.g. debugger-channel capture)
+## return this marker so tick() skips auto-sending a response. The handler is
+## responsible for pushing the final response via McpConnection._send_json when
+## the async operation completes. The dispatcher tracks the request_id and emits
+## DEFERRED_TIMEOUT if the out-of-band response never arrives. The request_id is
+## threaded through params under the "_request_id" key so the handler can
+## correlate the response.
+const DEFERRED_RESPONSE := {"_deferred": true}
+
+
+## Process queued commands within a frame budget (milliseconds).
+## Returns an array of response dictionaries to send back.
+func tick(budget_ms: float = 4.0) -> Array[Dictionary]:
+ var responses: Array[Dictionary] = _collect_deferred_timeouts()
+ var start := Time.get_ticks_msec()
+ var idx := 0
+
+ while idx < _command_queue.size() and (Time.get_ticks_msec() - start) < budget_ms:
+ var cmd: Dictionary = _command_queue[idx]
+ var response := _dispatch(cmd)
+ if not response.get("_deferred", false):
+ responses.append(response)
+ idx += 1
+
+ if idx > 0:
+ _command_queue = _command_queue.slice(idx)
+
+ return responses
+
+
+func _dispatch(cmd: Dictionary) -> Dictionary:
+ var request_id: String = cmd.get("request_id", "")
+ var command: String = cmd.get("command", "")
+ var raw_params: Dictionary = cmd.get("params", {})
+ ## Duplicate so the internal _request_id key we thread through doesn't
+ ## mutate the queued command's params (which is the same dict we're
+ ## about to JSON-log below, and which later readers like batch_execute
+ ## shouldn't see dispatcher-internal metadata from).
+ var params: Dictionary = raw_params.duplicate()
+ params["_request_id"] = request_id
+
+ if mcp_logging:
+ _log_buffer.log("[recv] %s(%s)" % [command, JSON.stringify(raw_params)])
+
+ var result: Dictionary
+
+ if _handlers.has(command):
+ result = _call_handler(command, params)
+ else:
+ result = ErrorCodes.make(ErrorCodes.UNKNOWN_COMMAND, "Unknown command: %s" % command)
+
+ if result.get("_deferred", false):
+ _register_deferred(request_id, command)
+ if mcp_logging:
+ _log_buffer.log("[defer] %s (request %s)" % [command, request_id])
+ return result
+
+ result["request_id"] = request_id
+ if not result.has("status"):
+ result["status"] = "ok"
+ ## Stamp live editor readiness onto every command-response envelope so
+ ## the server's `Session.readiness` cache self-heals on the very next
+ ## tool call. Without this, a single dropped `readiness_changed` event
+ ## (or a one-frame race around `pause_processing`) leaves the cache
+ ## stuck at "playing" / "importing" long after the editor has settled,
+ ## and write tools fail with EDITOR_NOT_READY against a writable editor.
+ ## See connection.gd::send_deferred_response for the deferred-response
+ ## counterpart, which stamps the same field.
+ result["readiness"] = McpConnection.get_readiness()
+
+ if mcp_logging:
+ var status: String = result.get("status", "ok")
+ if status == "ok":
+ _log_buffer.log("[send] %s -> ok" % command)
+ else:
+ var err_msg: String = result.get("error", {}).get("message", "unknown")
+ _log_buffer.log("[send] %s -> error: %s" % [command, err_msg])
+
+ return result
+
+
+## Truncate JSON-stringified args at this many chars when stuffing them into
+## a malformed-result error message — large dicts shouldn't bloat the
+## response, but a few hundred chars usually pinpoints which param was the
+## wrong shape.
+const _MALFORMED_ARGS_MAX := 400
+
+
+func _call_handler(command: String, params: Dictionary) -> Dictionary:
+ var result: Dictionary = _handlers[command].call(params)
+ ## Handlers must return {"data": ...} on success or {"error": ...} on failure.
+ ## Anything else (null, empty, missing keys) means the handler crashed
+ ## mid-call — GDScript swallows the error and returns an empty dict.
+ if result == null or not (result.has("data") or result.has("error") or result.has("_deferred")):
+ var safe_params := params.duplicate()
+ safe_params.erase("_request_id")
+ var args_json := JSON.stringify(safe_params)
+ if args_json.length() > _MALFORMED_ARGS_MAX:
+ args_json = args_json.substr(0, _MALFORMED_ARGS_MAX) + "..."
+ var backtrace := _capture_compact_backtrace()
+ var msg := (
+ "Handler '%s' returned malformed result — likely a runtime error in the handler "
+ + "(e.g. param type mismatch). Args received: %s"
+ ) % [command, args_json]
+ if not backtrace.is_empty():
+ msg += "\nBacktrace:\n%s" % backtrace
+ if mcp_logging and _log_buffer != null:
+ var compact_backtrace := backtrace.replace("\n", " | ")
+ _log_buffer.log(
+ "[error] %s -> malformed result; args=%s; backtrace=%s"
+ % [command, args_json, compact_backtrace]
+ )
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, msg)
+ return result
+
+
+func _register_deferred(request_id: String, command: String) -> void:
+ if request_id.is_empty():
+ return
+ _pending_deferred[request_id] = {
+ "command": command,
+ "started_ms": Time.get_ticks_msec(),
+ "timeout_ms": _deferred_timeout_ms_for_command(command),
+ }
+
+
+func _deferred_timeout_ms_for_command(command: String) -> int:
+ if deferred_timeout_overrides_ms.has(command):
+ return int(deferred_timeout_overrides_ms[command])
+ return int(DEFERRED_TIMEOUT_MS_BY_COMMAND.get(command, DEFAULT_DEFERRED_TIMEOUT_MS))
+
+
+func _collect_deferred_timeouts() -> Array[Dictionary]:
+ var responses: Array[Dictionary] = []
+ if _pending_deferred.is_empty():
+ return responses
+ var now := Time.get_ticks_msec()
+ for request_id in _pending_deferred.keys():
+ var entry: Dictionary = _pending_deferred[request_id]
+ var timeout_ms: int = entry.get("timeout_ms", DEFAULT_DEFERRED_TIMEOUT_MS)
+ var elapsed_ms := now - int(entry.get("started_ms", now))
+ if elapsed_ms < timeout_ms:
+ continue
+ _pending_deferred.erase(request_id)
+ var command: String = entry.get("command", "")
+ var response := ErrorCodes.make(
+ ErrorCodes.DEFERRED_TIMEOUT,
+ "Deferred response for '%s' timed out after %dms" % [command, timeout_ms]
+ )
+ response["request_id"] = request_id
+ response["error"]["data"] = {
+ "command": command,
+ "elapsed_ms": elapsed_ms,
+ "timeout_ms": timeout_ms,
+ }
+ ## Same envelope-level readiness stamp as `_dispatch` — keep the
+ ## self-heal channel symmetric across every reply shape the
+ ## dispatcher emits so the server cache can't drift just because
+ ## the editor happened to time out a deferred command.
+ response["readiness"] = McpConnection.get_readiness()
+ responses.append(response)
+ if mcp_logging and _log_buffer != null:
+ _log_buffer.log("[defer] %s (request %s) -> timeout" % [command, request_id])
+ return responses
+
+
+static func _capture_compact_backtrace(max_frames: int = 8) -> String:
+ # Use Engine.call() instead of a direct Engine.capture_script_backtraces()
+ # reference: the method is Godot 4.4+, and 4.3's GDScript parser type-checks
+ # the static call against GDScriptNativeClass at parse time and rejects the
+ # whole script even when guarded by has_method() at runtime.
+ if Engine.has_method("capture_script_backtraces"):
+ var traces: Array = Engine.call("capture_script_backtraces", false)
+ for bt in traces:
+ if bt != null and not bt.is_empty():
+ return _trim_backtrace_string(bt.format(0, 2), max_frames)
+ return _format_stack_frames(get_stack(), max_frames)
+
+
+static func _trim_backtrace_string(text: String, max_frames: int) -> String:
+ var lines := text.strip_edges().split("\n")
+ var kept: Array[String] = []
+ for i in range(min(lines.size(), max_frames)):
+ kept.append(lines[i].strip_edges())
+ return "\n".join(kept)
+
+
+static func _format_stack_frames(frames: Array, max_frames: int) -> String:
+ var lines: Array[String] = []
+ for i in range(min(frames.size(), max_frames)):
+ var frame: Dictionary = frames[i]
+ lines.append(
+ "%s:%s in %s"
+ % [
+ frame.get("source", "?"),
+ frame.get("line", 0),
+ frame.get("function", "?"),
+ ]
+ )
+ return "\n".join(lines)
diff --git a/addons/godot_ai/dispatcher.gd.uid b/addons/godot_ai/dispatcher.gd.uid
new file mode 100644
index 0000000..25a05bd
--- /dev/null
+++ b/addons/godot_ai/dispatcher.gd.uid
@@ -0,0 +1 @@
+uid://ctldk7ivsoo3i
diff --git a/addons/godot_ai/dock_panels/log_viewer.gd b/addons/godot_ai/dock_panels/log_viewer.gd
new file mode 100644
index 0000000..9149394
--- /dev/null
+++ b/addons/godot_ai/dock_panels/log_viewer.gd
@@ -0,0 +1,95 @@
+@tool
+extends VBoxContainer
+
+## Dock subpanel — renders the MCP request/response log buffer. Owns its own
+## UI subtree, the line-count cursor, and the display-visibility toggle. Emits
+## `logging_enabled_changed` so the dock can route the flag onto the
+## connection dispatcher without the panel knowing the routing exists.
+##
+## Extracted from mcp_dock.gd as part of audit-v2 #360 — see the comment at
+## the top of mcp_dock.gd for the broader extraction story.
+
+signal logging_enabled_changed(enabled: bool)
+
+const Dock := preload("res://addons/godot_ai/mcp_dock.gd")
+
+## Untyped: a `: McpLogBuffer` annotation hits the class_name registry at
+## script-load and trips the self-update parse hazard (#398). The type fence
+## stays on the `setup(log_buffer: McpLogBuffer)` parameter.
+var _log_buffer
+var _log_display: RichTextLabel
+var _log_toggle: CheckButton
+## Last `McpLogBuffer.total_logged()` value painted into the display. Tracking
+## the buffer's monotonic sequence (rather than its bounded `total_count()`)
+## keeps the viewer painting once the ring fills — a size-based cursor would
+## freeze at MAX_LINES on every subsequent append. See PR #392 for the bug.
+var _last_log_seq := 0
+
+
+## Build the UI synchronously here so callers (and detached-tree tests that
+## instantiate the dock with `McpDockScript.new()` and never enter the tree)
+## can interact with the panel's controls right after `setup()`. Mirrors the
+## pre-extraction inline-build behavior that test_dock.gd relies on.
+##
+## Idempotent: `_log_display == null` covers an unlikely double-`setup()` call
+## without rebuilding (which would orphan the prior controls).
+func setup(log_buffer: McpLogBuffer) -> void:
+ _log_buffer = log_buffer
+ if _log_display == null:
+ _build_ui()
+
+
+func _build_ui() -> void:
+ size_flags_vertical = Control.SIZE_EXPAND_FILL
+ add_child(HSeparator.new())
+
+ var log_header_row := HBoxContainer.new()
+ var log_header := Dock._make_header("MCP Log")
+ log_header.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ log_header_row.add_child(log_header)
+
+ _log_toggle = CheckButton.new()
+ _log_toggle.text = "Log"
+ _log_toggle.button_pressed = true
+ _log_toggle.toggled.connect(_on_log_toggled)
+ log_header_row.add_child(_log_toggle)
+
+ add_child(log_header_row)
+
+ _log_display = RichTextLabel.new()
+ _log_display.size_flags_vertical = Control.SIZE_EXPAND_FILL
+ _log_display.custom_minimum_size = Vector2(0, 120)
+ _log_display.scroll_following = true
+ _log_display.bbcode_enabled = false
+ _log_display.selection_enabled = true
+ add_child(_log_display)
+
+
+## Called from McpDock._process when the panel is visible. Appends any new
+## log lines since the last tick.
+func tick() -> void:
+ if _log_buffer == null or _log_display == null:
+ return
+ var seq: int = _log_buffer.total_logged()
+ if seq == _last_log_seq:
+ return
+ if seq < _last_log_seq:
+ ## Buffer cleared via `McpLogBuffer.clear()` (the `clear_logs` MCP
+ ## tool / `logs_clear` handler). The buffer resets `_total_logged`
+ ## to 0, flipping the sequence backward. Without this branch the
+ ## display would keep showing pre-clear lines forever — the viewer
+ ## drifts permanently out of sync with the buffer. Reset display +
+ ## cursor so the next append paints over a clean slate.
+ _log_display.clear()
+ _last_log_seq = 0
+ if seq == 0:
+ return
+ var new_lines: Array[String] = _log_buffer.get_recent(seq - _last_log_seq)
+ for line in new_lines:
+ _log_display.add_text(line + "\n")
+ _last_log_seq = seq
+
+
+func _on_log_toggled(enabled: bool) -> void:
+ _log_display.visible = enabled
+ logging_enabled_changed.emit(enabled)
diff --git a/addons/godot_ai/dock_panels/log_viewer.gd.uid b/addons/godot_ai/dock_panels/log_viewer.gd.uid
new file mode 100644
index 0000000..c261627
--- /dev/null
+++ b/addons/godot_ai/dock_panels/log_viewer.gd.uid
@@ -0,0 +1 @@
+uid://cr5nbnd6vj3b8
diff --git a/addons/godot_ai/dock_panels/port_picker_panel.gd b/addons/godot_ai/dock_panels/port_picker_panel.gd
new file mode 100644
index 0000000..30c3ed3
--- /dev/null
+++ b/addons/godot_ai/dock_panels/port_picker_panel.gd
@@ -0,0 +1,78 @@
+@tool
+extends VBoxContainer
+
+## Dock subpanel — port-change escape hatch surfaced inside the spawn-failure
+## crash panel when the HTTP port is contested (PORT_EXCLUDED, FOREIGN_PORT).
+## Emits `port_apply_requested(new_port)` after range-validation; the dock
+## handles writing the EditorSetting and reloading the plugin.
+##
+## Extracted from mcp_dock.gd as part of audit-v2 #360 — see the comment at
+## the top of mcp_dock.gd for the broader extraction story.
+
+const ClientConfigurator := preload("res://addons/godot_ai/client_configurator.gd")
+
+signal port_apply_requested(new_port: int)
+
+var _spinbox: SpinBox
+
+
+## Build the UI synchronously here so callers (and detached-tree tests that
+## instantiate the dock with `McpDockScript.new()` and never enter the tree)
+## can interact with the panel's controls right after `setup()`. Mirrors the
+## pre-extraction inline-build behavior that test_dock.gd relies on.
+##
+## Idempotent: `_spinbox == null` covers an unlikely double-`setup()` call
+## without rebuilding (which would orphan the prior controls).
+func setup() -> void:
+ if _spinbox == null:
+ _build_ui()
+
+
+func _build_ui() -> void:
+ add_theme_constant_override("separation", 4)
+ visible = false
+
+ var picker_row := HBoxContainer.new()
+ picker_row.add_theme_constant_override("separation", 6)
+
+ _spinbox = SpinBox.new()
+ _spinbox.min_value = ClientConfigurator.MIN_PORT
+ _spinbox.max_value = ClientConfigurator.MAX_PORT
+ _spinbox.step = 1
+ _spinbox.value = ClientConfigurator.http_port()
+ _spinbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ picker_row.add_child(_spinbox)
+
+ var apply_btn := Button.new()
+ apply_btn.text = "Apply + Reload"
+ apply_btn.tooltip_text = (
+ "Saves godot_ai/http_port to Editor Settings and reloads the plugin so"
+ + " the server spawns on the new port."
+ )
+ apply_btn.pressed.connect(_on_apply_pressed)
+ picker_row.add_child(apply_btn)
+
+ add_child(picker_row)
+
+
+## Re-seed the spinbox with a fresh suggestion every time the panel surfaces,
+## so a stale value from a previous spawn-failure round can't carry over. Note
+## that this OVERWRITES any unsaved user input — fine in practice because the
+## dock's `_update_crash_panel` only calls this on `server_status` transitions
+## (`if server_status == _last_server_status: return` short-circuit), so a
+## user typing into the spinbox between transitions keeps their value. If the
+## state flips while the picker is visible (e.g. `PORT_EXCLUDED` → `FOREIGN_PORT`),
+## the in-flight edit is clobbered — accept that, the suggestion is more current.
+func seed_suggested_port() -> void:
+ if _spinbox == null:
+ return
+ _spinbox.value = ClientConfigurator.suggest_free_port(
+ ClientConfigurator.http_port() + 1
+ )
+
+
+func _on_apply_pressed() -> void:
+ var new_port: int = int(_spinbox.value)
+ if new_port < ClientConfigurator.MIN_PORT or new_port > ClientConfigurator.MAX_PORT:
+ return
+ port_apply_requested.emit(new_port)
diff --git a/addons/godot_ai/dock_panels/port_picker_panel.gd.uid b/addons/godot_ai/dock_panels/port_picker_panel.gd.uid
new file mode 100644
index 0000000..38b6320
--- /dev/null
+++ b/addons/godot_ai/dock_panels/port_picker_panel.gd.uid
@@ -0,0 +1 @@
+uid://hlggbo1q65eq
diff --git a/addons/godot_ai/handlers/_node_validator.gd b/addons/godot_ai/handlers/_node_validator.gd
new file mode 100644
index 0000000..61bbe10
--- /dev/null
+++ b/addons/godot_ai/handlers/_node_validator.gd
@@ -0,0 +1,71 @@
+@tool
+class_name McpNodeValidator
+extends RefCounted
+
+## Shared resolve-or-error helper that subsumes the 38+ sites where
+## handlers each rolled their own "is the editor ready, does the path
+## resolve, otherwise return EDITOR_NOT_READY / NODE_NOT_FOUND" guard.
+##
+## audit-v2 #20 (issue #364). Uses the audit-v2 #21 (issue #365) error
+## vocabulary.
+
+## Local const names alias the preloaded scripts. The naming choice is
+## stylistic, not an upgrade-safety boundary: bare `McpErrorCodes.MEMBER`
+## and `ErrorCodes.MEMBER` both depend on the Script object Godot has for
+## `error_codes.gd`. The transient #398 parse errors were caused by the
+## old runner scanning a mixed old/new plugin snapshot and seeing stale
+## Script-object content; the runner now writes one v(N+1) snapshot before
+## its scan.
+const ScenePath := preload("res://addons/godot_ai/utils/scene_path.gd")
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+
+## Resolve a scene-relative path to the live Node, or return a structured
+## error dict.
+##
+## Success shape: `{"node": Node, "scene_root": Node, "path": String}`.
+## Error shape: matches `ErrorCodes.make(...)` so callers can
+## `return resolved` to propagate.
+##
+## Errors (in order checked):
+## - `MISSING_REQUIRED_PARAM`: `node_path` is empty
+## - `EDITOR_NOT_READY`: no scene open
+## - `EDITED_SCENE_MISMATCH`: caller pinned `scene_file` and the open
+## scene's path doesn't match
+## - `NODE_NOT_FOUND`: `node_path` doesn't resolve under the scene root
+##
+## `param_name` is the agent-facing name reported in the
+## `MISSING_REQUIRED_PARAM` message — handlers pass "node_path",
+## "player_path", "target_path", etc. so the error reads like the
+## hand-written messages it replaces.
+static func resolve_or_error(
+ node_path: String,
+ param_name: String = "path",
+ scene_file: String = "",
+) -> Dictionary:
+ if node_path.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM,
+ "Missing required param: %s" % param_name,
+ )
+ var scene_check := ScenePath.require_edited_scene(scene_file)
+ if scene_check.has("error"):
+ return scene_check
+ var scene_root: Node = scene_check.node
+ var node := ScenePath.resolve(node_path, scene_root)
+ if node == null:
+ return ErrorCodes.make(
+ ErrorCodes.NODE_NOT_FOUND,
+ ScenePath.format_node_error(node_path, scene_root),
+ )
+ return {"node": node, "scene_root": scene_root, "path": node_path}
+
+
+## When the caller needs the scene root but no specific node yet — e.g.
+## handlers that walk children or filter by group. Returns either
+## `{"scene_root": Node}` or an `ErrorCodes.make(...)` error dict.
+static func require_scene_or_error(scene_file: String = "") -> Dictionary:
+ var scene_check := ScenePath.require_edited_scene(scene_file)
+ if scene_check.has("error"):
+ return scene_check
+ return {"scene_root": scene_check.node}
diff --git a/addons/godot_ai/handlers/_node_validator.gd.uid b/addons/godot_ai/handlers/_node_validator.gd.uid
new file mode 100644
index 0000000..b3153a6
--- /dev/null
+++ b/addons/godot_ai/handlers/_node_validator.gd.uid
@@ -0,0 +1 @@
+uid://dn75jifad0ghx
diff --git a/addons/godot_ai/handlers/_param_validators.gd b/addons/godot_ai/handlers/_param_validators.gd
new file mode 100644
index 0000000..713a1c4
--- /dev/null
+++ b/addons/godot_ai/handlers/_param_validators.gd
@@ -0,0 +1,48 @@
+@tool
+class_name McpParamValidators
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Type-check a JSON-decoded param Variant before assigning it into a typed
+## GDScript local. The dispatcher only catches handler crashes as an opaque
+## "malformed result" (issue #210), so a typed assignment like
+## var group: String = params.get("group", "")
+## will runtime-error and bubble up without telling the caller which param
+## was the wrong shape. Handlers should guard untrusted values with one of
+## the require_*() helpers below and return its error dict on mismatch.
+
+
+## Returns null iff `value` is a String or StringName. On any other type
+## returns an INVALID_PARAMS error dict whose message names both `name` and
+## the actual Variant type (via Godot's built-in `type_string`).
+static func require_string(name: String, value: Variant) -> Variant:
+ var t := typeof(value)
+ if t == TYPE_STRING or t == TYPE_STRING_NAME:
+ return null
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Param '%s' must be a String, got %s" % [name, type_string(t)],
+ )
+
+
+## Returns null iff `value` is an int. Floats are rejected — JSON decoders
+## that emit `1.0` for an integer slot will surface a clear error here
+## rather than silently truncating downstream.
+static func require_int(name: String, value: Variant) -> Variant:
+ if typeof(value) == TYPE_INT:
+ return null
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Param '%s' must be an int, got %s" % [name, type_string(typeof(value))],
+ )
+
+
+## Returns null iff `value` is a bool.
+static func require_bool(name: String, value: Variant) -> Variant:
+ if typeof(value) == TYPE_BOOL:
+ return null
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Param '%s' must be a bool, got %s" % [name, type_string(typeof(value))],
+ )
diff --git a/addons/godot_ai/handlers/_param_validators.gd.uid b/addons/godot_ai/handlers/_param_validators.gd.uid
new file mode 100644
index 0000000..cd2061e
--- /dev/null
+++ b/addons/godot_ai/handlers/_param_validators.gd.uid
@@ -0,0 +1 @@
+uid://difa877m8dsla
diff --git a/addons/godot_ai/handlers/_property_errors.gd b/addons/godot_ai/handlers/_property_errors.gd
new file mode 100644
index 0000000..316b941
--- /dev/null
+++ b/addons/godot_ai/handlers/_property_errors.gd
@@ -0,0 +1,82 @@
+@tool
+class_name McpPropertyErrors
+extends RefCounted
+
+## Shared helper for building "Property not found" error messages that include
+## "did you mean" suggestions and a tail of available property names. All
+## handlers that validate user-supplied property names against a target Object
+## (Node, Resource, …) should route through build_message() so agents get
+## consistent, actionable errors on typos.
+##
+## Ranking combines Godot's built-in String.similarity() with a substring
+## bonus so both "radus" → "radius" (edit distance) and "top" → "top_radius"
+## (substring) surface naturally.
+
+const _SIMILARITY_THRESHOLD: float = 0.4
+const _SUBSTRING_BONUS: float = 0.5
+const _MAX_SUGGESTIONS: int = 5
+const _MAX_TAIL: int = 10
+
+
+static func build_message(target: Object, bad_name: String) -> String:
+ if target == null:
+ return "Property '%s' not found" % bad_name
+ var class_label := _class_label(target)
+ var available := _available_property_names(target)
+ if available.is_empty():
+ return "Property '%s' not found on %s" % [bad_name, class_label]
+
+ var msg := "Property '%s' not found on %s" % [bad_name, class_label]
+ var suggestions := _rank_suggestions(bad_name, available)
+ if not suggestions.is_empty():
+ msg += ". Did you mean: %s?" % ", ".join(suggestions)
+
+ var tail_names := available.slice(0, min(_MAX_TAIL, available.size()))
+ msg += " (available: %s" % ", ".join(tail_names)
+ if available.size() > tail_names.size():
+ msg += ", ..."
+ msg += ")"
+ return msg
+
+
+## Prefer a scripted class_name if the target has one, else the engine class.
+static func _class_label(target: Object) -> String:
+ var scr := target.get_script()
+ if scr != null and scr.has_method("get_global_name"):
+ var gcn: String = scr.get_global_name()
+ if not gcn.is_empty():
+ return gcn
+ return target.get_class()
+
+
+## Editor-visible properties, alphabetised, with internal/category entries dropped.
+static func _available_property_names(target: Object) -> Array:
+ var names: Array = []
+ for p in target.get_property_list():
+ var usage: int = int(p.get("usage", 0))
+ if (usage & PROPERTY_USAGE_EDITOR) == 0:
+ continue
+ var name: String = p.get("name", "")
+ if name.is_empty() or name.begins_with("_"):
+ continue
+ names.append(name)
+ names.sort()
+ return names
+
+
+static func _rank_suggestions(bad: String, available: Array) -> Array:
+ if bad.is_empty():
+ return []
+ var bad_lower := bad.to_lower()
+ var scored: Array = []
+ for n in available:
+ var score: float = bad.similarity(n)
+ if n.to_lower().find(bad_lower) != -1 or bad_lower.find(n.to_lower()) != -1:
+ score += _SUBSTRING_BONUS
+ if score >= _SIMILARITY_THRESHOLD:
+ scored.append([score, n])
+ scored.sort_custom(func(a, b): return a[0] > b[0])
+ var result: Array = []
+ for i in range(min(_MAX_SUGGESTIONS, scored.size())):
+ result.append(scored[i][1])
+ return result
diff --git a/addons/godot_ai/handlers/_property_errors.gd.uid b/addons/godot_ai/handlers/_property_errors.gd.uid
new file mode 100644
index 0000000..c29d21c
--- /dev/null
+++ b/addons/godot_ai/handlers/_property_errors.gd.uid
@@ -0,0 +1 @@
+uid://c74d560g4l86b
diff --git a/addons/godot_ai/handlers/animation_handler.gd b/addons/godot_ai/handlers/animation_handler.gd
new file mode 100644
index 0000000..700ad75
--- /dev/null
+++ b/addons/godot_ai/handlers/animation_handler.gd
@@ -0,0 +1,825 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles AnimationPlayer authoring: creating players, animations, tracks,
+## keyframes, autoplay, and dev-ergonomics playback.
+##
+## Animations live inside an AnimationLibrary attached to an AnimationPlayer
+## node in the scene. They save with the .tscn — no separate resource file
+## needed. Undo callables hold direct Animation references (not paths).
+##
+## Split (issue #342, audit finding #13):
+## - animation_presets.gd → preset_fade / slide / shake / pulse + helpers
+## - animation_values.gd → animation_list / get / validate + shared
+## value coercion / serialization
+## Both submodules hold a WeakRef back to this handler. The handler's
+## preset_* / list / get / validate methods are thin proxies so existing
+## dispatcher registrations and test fixtures don't change.
+
+const AnimationPresets := preload("res://addons/godot_ai/handlers/animation_presets.gd")
+const AnimationValues := preload("res://addons/godot_ai/handlers/animation_values.gd")
+
+var _undo_redo: EditorUndoRedoManager
+var _presets
+var _values
+
+const _LOOP_MODES := {
+ "none": Animation.LOOP_NONE,
+ "linear": Animation.LOOP_LINEAR,
+ "pingpong": Animation.LOOP_PINGPONG,
+}
+
+const _INTERP_MODES := {
+ "nearest": Animation.INTERPOLATION_NEAREST,
+ "linear": Animation.INTERPOLATION_LINEAR,
+ "cubic": Animation.INTERPOLATION_CUBIC,
+}
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+ _presets = AnimationPresets.new(self)
+ _values = AnimationValues.new(self)
+
+
+# ============================================================================
+# animation_player_create
+# ============================================================================
+
+func create_player(params: Dictionary) -> Dictionary:
+ var parent_path: String = params.get("parent_path", "")
+ var node_name: String = params.get("name", "AnimationPlayer")
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var parent: Node = scene_root
+ if not parent_path.is_empty():
+ parent = McpScenePath.resolve(parent_path, scene_root)
+ if parent == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_parent_error(parent_path, scene_root))
+
+ var player := AnimationPlayer.new()
+ if not node_name.is_empty():
+ player.name = node_name
+
+ # Attach the default library before adding to tree — it persists on redo.
+ var library := AnimationLibrary.new()
+ player.add_animation_library("", library)
+
+ _undo_redo.create_action("MCP: Create AnimationPlayer %s" % player.name)
+ _undo_redo.add_do_method(parent, "add_child", player, true)
+ _undo_redo.add_do_method(player, "set_owner", scene_root)
+ _undo_redo.add_do_reference(player)
+ _undo_redo.add_do_reference(library)
+ _undo_redo.add_undo_method(parent, "remove_child", player)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(player, scene_root),
+ "parent_path": McpScenePath.from_node(parent, scene_root),
+ "name": String(player.name),
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# animation_create
+# ============================================================================
+
+func create_animation(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var anim_name: String = params.get("name", "")
+ var length: float = float(params.get("length", 1.0))
+ var loop_mode_str: String = params.get("loop_mode", "none")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if anim_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: name")
+ if length <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "length must be > 0 (got %s)" % length)
+
+ if not _LOOP_MODES.has(loop_mode_str):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid loop_mode '%s'. Valid: %s" % [loop_mode_str, ", ".join(_LOOP_MODES.keys())])
+
+ var resolved := _resolve_player(player_path, true)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+ var library: AnimationLibrary = resolved.library
+ var created_player: bool = resolved.get("player_created", false)
+ var player_parent: Node = resolved.get("player_parent", null)
+ var created_library := false
+ if library == null:
+ library = AnimationLibrary.new()
+ created_library = true
+
+ var overwrite: bool = params.get("overwrite", false)
+ var old_anim: Animation = null
+ if library.has_animation(anim_name):
+ if not overwrite:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Animation '%s' already exists. Pass overwrite=true or delete it first." % anim_name)
+ old_anim = library.get_animation(anim_name)
+
+ var anim := Animation.new()
+ anim.length = length
+ anim.loop_mode = _LOOP_MODES[loop_mode_str]
+
+ _commit_animation_add("MCP: Create animation %s" % anim_name,
+ player, library, created_library, anim_name, anim, old_anim,
+ created_player, player_parent)
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "name": anim_name,
+ "length": length,
+ "loop_mode": loop_mode_str,
+ "library_created": created_library or created_player,
+ "animation_player_created": created_player,
+ "overwritten": old_anim != null,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# animation_delete
+# ============================================================================
+
+func delete_animation(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var anim_name: String = params.get("animation_name", "")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if anim_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: animation_name")
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+
+ # Use _resolve_animation so we can delete from ANY library, not just the
+ # default. Mirrors the read-side symmetry with animation_get / animation_play
+ # which already search all libraries via _resolve_animation.
+ var anim_resolved := _resolve_animation(player, anim_name)
+ if anim_resolved.has("error"):
+ return anim_resolved
+ var old_anim: Animation = anim_resolved.animation
+ var library: AnimationLibrary = anim_resolved.library
+ # Clip key within the owning library — strips the "libname/" prefix if the
+ # caller passed a qualified name.
+ var clip_key: String = anim_name
+ var slash := anim_name.find("/")
+ if slash >= 0:
+ clip_key = anim_name.substr(slash + 1)
+
+ _undo_redo.create_action("MCP: Delete animation %s" % anim_name)
+ _undo_redo.add_do_method(library, "remove_animation", clip_key)
+ _undo_redo.add_undo_method(library, "add_animation", clip_key, old_anim)
+ _undo_redo.add_do_reference(old_anim) # prevent GC so undo→redo works
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "library_key": anim_resolved.get("library_key", ""),
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# animation_add_property_track
+# ============================================================================
+
+func add_property_track(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var anim_name: String = params.get("animation_name", "")
+ var track_path: String = params.get("track_path", "")
+ var keyframes = params.get("keyframes", [])
+ var interp_str: String = params.get("interpolation", "linear")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if anim_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: animation_name")
+ if track_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM,
+ "Missing required param: track_path (format: 'NodeName:property', e.g. 'Panel:modulate')")
+ if not track_path.contains(":"):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "track_path must include ':property' suffix (e.g. 'Panel:modulate', '.:position')")
+ if not _INTERP_MODES.has(interp_str):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid interpolation '%s'. Valid: %s" % [interp_str, ", ".join(_INTERP_MODES.keys())])
+ if typeof(keyframes) != TYPE_ARRAY or keyframes.is_empty():
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "keyframes must be a non-empty array")
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+
+ var anim_resolved := _resolve_animation(player, anim_name)
+ if anim_resolved.has("error"):
+ return anim_resolved
+ var anim: Animation = anim_resolved.animation
+
+ # Validate + pre-coerce keyframes before mutating. Coercion errors
+ # surface as INVALID_PARAMS rather than silently inserting garbage keys.
+ # Resolve the target property's type ONCE — dense clips used to re-walk
+ # get_property_list() per keyframe.
+ var ctx := AnimationValues.resolve_track_prop_context(track_path, player)
+ if ctx.has("error"):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, ctx.error)
+ var coerced_keyframes: Array = []
+ for kf in keyframes:
+ if typeof(kf) != TYPE_DICTIONARY:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Each keyframe must be a dictionary")
+ if not "time" in kf:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Each keyframe must have a 'time' field")
+ if not "value" in kf:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Each keyframe must have a 'value' field")
+ var coerce_result := AnimationValues.coerce_with_context(kf.get("value"), ctx)
+ if coerce_result.has("error"):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, coerce_result.error)
+ coerced_keyframes.append({
+ "time": kf.get("time"),
+ "value": coerce_result.ok,
+ "transition": kf.get("transition", "linear"),
+ })
+
+ _create_scene_pinned_action("MCP: Add property track %s to %s" % [track_path, anim_name])
+ _undo_redo.add_do_method(self, "_do_add_property_track", anim, track_path, interp_str, coerced_keyframes)
+ # Undo locates the track by (path, type) at undo time rather than caching
+ # an index captured at do time. Cached indices go stale if any other track
+ # mutation lands between do and undo (Godot editor, another MCP call, etc.)
+ _undo_redo.add_undo_method(self, "_undo_remove_track_by_path", anim, track_path, Animation.TYPE_VALUE)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "track_path": track_path,
+ "interpolation": interp_str,
+ "keyframe_count": keyframes.size(),
+ "undoable": true,
+ }
+ }
+
+
+## Insert a pre-coerced track into the animation. Callers must coerce
+## values against the target property before calling this (see
+## AnimationValues.coerce_value_for_track) — this method runs inside the
+## undo do-method path where error propagation isn't possible.
+func _do_add_property_track(
+ anim: Animation,
+ track_path: String,
+ interp_str: String,
+ keyframes: Array,
+) -> void:
+ var idx := anim.add_track(Animation.TYPE_VALUE)
+ anim.track_set_path(idx, NodePath(track_path))
+ anim.track_set_interpolation_type(idx, _INTERP_MODES.get(interp_str, Animation.INTERPOLATION_LINEAR))
+ for kf in keyframes:
+ var t: float = float(kf.get("time", 0.0))
+ var trans: float = AnimationValues.parse_transition(kf.get("transition", "linear"))
+ anim.track_insert_key(idx, t, kf.get("value"), trans)
+
+
+# ============================================================================
+# animation_add_method_track
+# ============================================================================
+
+func add_method_track(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var anim_name: String = params.get("animation_name", "")
+ var target_path: String = params.get("target_node_path", "")
+ var keyframes = params.get("keyframes", [])
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if anim_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: animation_name")
+ if target_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: target_node_path")
+ if target_path.contains(":"):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "target_node_path is a bare NodePath without ':property' (got '%s'). " % target_path +
+ "Method name goes in each keyframe's 'method' field, not the path.")
+ if typeof(keyframes) != TYPE_ARRAY or keyframes.is_empty():
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "keyframes must be a non-empty array")
+
+ for kf in keyframes:
+ if typeof(kf) != TYPE_DICTIONARY:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Each keyframe must be a dictionary")
+ if not "time" in kf:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Each keyframe must have a 'time' field")
+ if not "method" in kf:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Each keyframe must have a 'method' field")
+ var method_field = kf.get("method")
+ if typeof(method_field) != TYPE_STRING or (method_field as String).is_empty():
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "'method' must be a non-empty string")
+ if kf.has("args") and typeof(kf.get("args")) != TYPE_ARRAY:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "'args' must be an array if provided (got %s)" % type_string(typeof(kf.get("args"))))
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+
+ var anim_resolved := _resolve_animation(player, anim_name)
+ if anim_resolved.has("error"):
+ return anim_resolved
+ var anim: Animation = anim_resolved.animation
+
+ _create_scene_pinned_action("MCP: Add method track %s to %s" % [target_path, anim_name])
+ _undo_redo.add_do_method(self, "_do_add_method_track", anim, target_path, keyframes)
+ # Undo locates the track by (path, type) at undo time — see add_property_track.
+ _undo_redo.add_undo_method(self, "_undo_remove_track_by_path", anim, target_path, Animation.TYPE_METHOD)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "target_node_path": target_path,
+ "keyframe_count": keyframes.size(),
+ "undoable": true,
+ }
+ }
+
+
+## Remove a track identified by (path, type) at undo time. Robust to
+## history interleaving: if another track was added since the do, the
+## find_track call still resolves to the correct index. Returns silently
+## if the track is no longer present (e.g. a prior undo already removed it).
+func _undo_remove_track_by_path(anim: Animation, track_path: String, track_type: int) -> void:
+ var idx := anim.find_track(NodePath(track_path), track_type)
+ if idx >= 0:
+ anim.remove_track(idx)
+
+
+func _do_add_method_track(anim: Animation, target_path: String, keyframes: Array) -> void:
+ var idx := anim.add_track(Animation.TYPE_METHOD)
+ anim.track_set_path(idx, NodePath(target_path))
+ for kf in keyframes:
+ var t: float = float(kf.get("time", 0.0))
+ var method_name: String = str(kf.get("method", ""))
+ var args: Array = kf.get("args", [])
+ anim.track_insert_key(idx, t, {"method": method_name, "args": args})
+
+
+# ============================================================================
+# animation_set_autoplay
+# ============================================================================
+
+func set_autoplay(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var anim_name: String = params.get("animation_name", "")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+
+ # Allow empty string to clear autoplay; otherwise validate the name exists.
+ if not anim_name.is_empty() and not player.has_animation(anim_name):
+ return ErrorCodes.make(ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Animation '%s' not found on player at %s" % [anim_name, player_path])
+
+ var old_autoplay: String = player.autoplay
+
+ _undo_redo.create_action("MCP: Set autoplay %s on %s" % [anim_name, player_path])
+ _undo_redo.add_do_property(player, "autoplay", anim_name)
+ _undo_redo.add_undo_property(player, "autoplay", old_autoplay)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "previous_autoplay": old_autoplay,
+ "cleared": anim_name.is_empty(),
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# animation_play (dev ergonomics — not saved with scene)
+# ============================================================================
+
+func play(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var anim_name: String = params.get("animation_name", "")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+
+ if not anim_name.is_empty() and not player.has_animation(anim_name):
+ return ErrorCodes.make(ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Animation '%s' not found on player at %s" % [anim_name, player_path])
+
+ player.play(anim_name)
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "undoable": false,
+ "reason": "Runtime playback state — not saved with scene",
+ }
+ }
+
+
+# ============================================================================
+# animation_stop (dev ergonomics — not saved with scene)
+# ============================================================================
+
+func stop(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+
+ player.stop()
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "undoable": false,
+ "reason": "Runtime playback state — not saved with scene",
+ }
+ }
+
+
+# ============================================================================
+# animation_create_simple (composer)
+# ============================================================================
+
+func create_simple(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var anim_name: String = params.get("name", "")
+ var tweens = params.get("tweens", [])
+ var loop_mode_str: String = params.get("loop_mode", "none")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if anim_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: name")
+ if typeof(tweens) != TYPE_ARRAY or tweens.is_empty():
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "tweens must be a non-empty array")
+ if not _LOOP_MODES.has(loop_mode_str):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid loop_mode '%s'. Valid: %s" % [loop_mode_str, ", ".join(_LOOP_MODES.keys())])
+
+ # Validate all tween specs before touching the scene.
+ var seen_paths := {}
+ for spec in tweens:
+ if typeof(spec) != TYPE_DICTIONARY:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Each tween spec must be a dictionary")
+ for field in ["target", "property", "from", "to", "duration"]:
+ if not field in spec:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM,
+ "Each tween spec must have '%s'" % field)
+ if float(spec.get("duration", 0.0)) <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "tween 'duration' must be > 0")
+ var dup_key: String = str(spec.target) + ":" + str(spec.property)
+ if seen_paths.has(dup_key):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Duplicate tween target '%s' — merge keyframes into a single track " % dup_key +
+ "via animation_add_property_track instead of two separate tweens.")
+ seen_paths[dup_key] = true
+
+ # Compute/validate length before resolving the player — a fresh auto-created
+ # AnimationPlayer is a detached Node that leaks if we return after creation.
+ var has_length: bool = params.has("length") and params.get("length") != null
+ var computed_length: float = 0.0
+ if has_length:
+ computed_length = float(params.get("length"))
+ if computed_length <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "'length' must be > 0 when provided (got %s)" % str(params.get("length")))
+ else:
+ for spec in tweens:
+ var end_time: float = float(spec.get("delay", 0.0)) + float(spec.get("duration", 0.0))
+ if end_time > computed_length:
+ computed_length = end_time
+ if computed_length <= 0.0:
+ computed_length = 1.0
+
+ var resolved := _resolve_player(player_path, true)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+ var library: AnimationLibrary = resolved.library
+ var created_player: bool = resolved.get("player_created", false)
+ var player_parent: Node = resolved.get("player_parent", null)
+ var created_library := false
+ if library == null:
+ library = AnimationLibrary.new()
+ created_library = true
+
+ var overwrite: bool = params.get("overwrite", false)
+ var old_anim: Animation = null
+ if library.has_animation(anim_name):
+ if not overwrite:
+ if created_player:
+ player.queue_free()
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Animation '%s' already exists. Pass overwrite=true or delete it first." % anim_name)
+ old_anim = library.get_animation(anim_name)
+
+ # Pre-coerce all tween values before touching the anim — coercion errors
+ # surface as INVALID_PARAMS, not silent garbage keyframes.
+ # When the player was auto-created, it isn't in the tree yet — pass its
+ # future parent so the coercer can still resolve target property types.
+ var coerce_root: Node = player_parent if created_player else null
+ var per_track_keyframes: Array = []
+ for spec in tweens:
+ var target: String = str(spec.get("target", ""))
+ var property: String = str(spec.get("property", ""))
+ var track_path: String = target + ":" + property
+ var duration: float = float(spec.get("duration", 1.0))
+ var delay: float = float(spec.get("delay", 0.0))
+ var trans_str = spec.get("transition", "linear")
+ var from_result := AnimationValues.coerce_value_for_track(spec.get("from"), track_path, player, coerce_root)
+ if from_result.has("error"):
+ if created_player:
+ player.queue_free()
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "tween '%s': %s" % [track_path, from_result.error])
+ var to_result := AnimationValues.coerce_value_for_track(spec.get("to"), track_path, player, coerce_root)
+ if to_result.has("error"):
+ if created_player:
+ player.queue_free()
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "tween '%s': %s" % [track_path, to_result.error])
+ per_track_keyframes.append({
+ "track_path": track_path,
+ "keyframes": [
+ {"time": delay, "value": from_result.ok, "transition": trans_str},
+ {"time": delay + duration, "value": to_result.ok, "transition": trans_str},
+ ],
+ })
+
+ # Build the animation fully in memory before touching the undo stack.
+ var anim := Animation.new()
+ anim.length = computed_length
+ anim.loop_mode = _LOOP_MODES[loop_mode_str]
+
+ for entry in per_track_keyframes:
+ _do_add_property_track(anim, entry.track_path, "linear", entry.keyframes)
+
+ # One atomic undo action — bundles player creation (if any), library
+ # creation (if any), and the animation add. A single Ctrl-Z rolls back all.
+ _commit_animation_add("MCP: Create animation %s (%d tracks)" % [anim_name, anim.get_track_count()],
+ player, library, created_library, anim_name, anim, old_anim,
+ created_player, player_parent)
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "name": anim_name,
+ "length": computed_length,
+ "loop_mode": loop_mode_str,
+ "track_count": anim.get_track_count(),
+ "library_created": created_library or created_player,
+ "animation_player_created": created_player,
+ "overwritten": old_anim != null,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# Proxies — preset_* and read methods live in the submodules. Kept here so
+# the dispatcher registrations and `_handler.method(...)` test fixtures stay
+# unchanged across the split.
+# ============================================================================
+
+func preset_fade(params: Dictionary) -> Dictionary:
+ return _presets.preset_fade(params)
+
+
+func preset_slide(params: Dictionary) -> Dictionary:
+ return _presets.preset_slide(params)
+
+
+func preset_shake(params: Dictionary) -> Dictionary:
+ return _presets.preset_shake(params)
+
+
+func preset_pulse(params: Dictionary) -> Dictionary:
+ return _presets.preset_pulse(params)
+
+
+func list_animations(params: Dictionary) -> Dictionary:
+ return _values.list_animations(params)
+
+
+func get_animation(params: Dictionary) -> Dictionary:
+ return _values.get_animation(params)
+
+
+func validate_animation(params: Dictionary) -> Dictionary:
+ return _values.validate_animation(params)
+
+
+# ============================================================================
+# Helpers — undo
+# ============================================================================
+
+## Shared undo setup for create_animation and create_simple. Handles fresh-
+## create, overwrite, library auto-create, and player auto-create in a single
+## atomic action. When `created_player` is true, the player already has the
+## library attached (eagerly, from `_instantiate_player`) and the library
+## doesn't need its own undo bookkeeping — it rides along with the add_child.
+func _commit_animation_add(
+ action_label: String,
+ player: AnimationPlayer,
+ library: AnimationLibrary,
+ created_library: bool,
+ anim_name: String,
+ anim: Animation,
+ old_anim: Animation, ## null when not overwriting
+ created_player: bool = false,
+ player_parent: Node = null,
+) -> void:
+ _undo_redo.create_action(action_label)
+ if created_player:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ _undo_redo.add_do_method(player_parent, "add_child", player, true)
+ _undo_redo.add_do_method(player, "set_owner", scene_root)
+ _undo_redo.add_do_reference(player)
+ _undo_redo.add_do_reference(library)
+ _undo_redo.add_undo_method(player_parent, "remove_child", player)
+ elif created_library:
+ _undo_redo.add_do_method(player, "add_animation_library", "", library)
+ _undo_redo.add_undo_method(player, "remove_animation_library", "")
+ _undo_redo.add_do_reference(library)
+ if old_anim != null:
+ _undo_redo.add_do_method(library, "remove_animation", anim_name)
+ _undo_redo.add_do_method(library, "add_animation", anim_name, anim)
+ if old_anim != null:
+ _undo_redo.add_undo_method(library, "remove_animation", anim_name)
+ _undo_redo.add_undo_method(library, "add_animation", anim_name, old_anim)
+ _undo_redo.add_do_reference(old_anim)
+ else:
+ _undo_redo.add_undo_method(library, "remove_animation", anim_name)
+ _undo_redo.add_do_reference(anim)
+ _undo_redo.commit_action()
+
+
+## Open a `create_action` pinned to the edited scene's history.
+##
+## Without an explicit context, `add_do_method(self, ...)` against a
+## RefCounted handler lands in GLOBAL_HISTORY while sibling actions whose
+## first do-target is a Resource (e.g. AnimationLibrary) land in the scene's
+## history. Mismatched histories make the test-side `editor_undo` helper
+## (walks scene first) undo the wrong action, and break batch_handler's
+## rollback. Mirrors `camera_handler.gd`'s identical pinning rationale.
+func _create_scene_pinned_action(action_label: String) -> void:
+ _undo_redo.create_action(
+ action_label, UndoRedo.MERGE_DISABLE, EditorInterface.get_edited_scene_root(),
+ )
+
+
+# ============================================================================
+# Helpers — resolution
+# ============================================================================
+
+## Resolve an AnimationPlayer and its default library for write operations.
+## Returns {player, library, player_created, player_parent} on success, or an
+## error dict. library is null if the player exists but has no default library
+## yet — callers bundle an `add_animation_library` step into their undo action.
+##
+## When `create_if_missing` is true and `player_path` resolves to nothing, a
+## fresh AnimationPlayer is instantiated (with an empty default library attached
+## eagerly) but is NOT added to the scene tree — callers must bundle the
+## add_child step into their undo action via `_commit_animation_add`.
+## If the resolved node exists but isn't an AnimationPlayer, that's still an
+## error — we don't clobber an existing node of a different type.
+func _resolve_player(player_path: String, create_if_missing: bool = false) -> Dictionary:
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+ var node := McpScenePath.resolve(player_path, scene_root)
+ if node == null:
+ if not create_if_missing:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_node_error(player_path, scene_root))
+ return _instantiate_player(player_path, scene_root)
+ if not node is AnimationPlayer:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE,
+ "Node at %s is not an AnimationPlayer (got %s)" % [player_path, node.get_class()])
+ var player := node as AnimationPlayer
+ var lib: AnimationLibrary = null
+ if player.has_animation_library(""):
+ lib = player.get_animation_library("")
+ return {"player": player, "library": lib, "player_created": false, "player_parent": null}
+
+
+## Build a new AnimationPlayer (with empty default library) for insertion under
+## the parent implied by `player_path`. Returns an error dict if the parent
+## can't be resolved or the path has no usable leaf name.
+func _instantiate_player(player_path: String, scene_root: Node) -> Dictionary:
+ var slash := player_path.rfind("/")
+ var parent_path: String
+ var player_name: String
+ if slash < 0:
+ parent_path = ""
+ player_name = player_path
+ else:
+ parent_path = player_path.substr(0, slash)
+ player_name = player_path.substr(slash + 1)
+ if player_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Cannot auto-create AnimationPlayer: player_path '%s' has no leaf name" % player_path)
+ var parent: Node
+ if parent_path.is_empty():
+ parent = scene_root
+ else:
+ parent = McpScenePath.resolve(parent_path, scene_root)
+ if parent == null:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Cannot auto-create AnimationPlayer at %s: %s" % [
+ player_path, McpScenePath.format_parent_error(parent_path, scene_root)])
+ var new_player := AnimationPlayer.new()
+ new_player.name = player_name
+ var lib := AnimationLibrary.new()
+ new_player.add_animation_library("", lib)
+ return {
+ "player": new_player,
+ "library": lib,
+ "player_created": true,
+ "player_parent": parent,
+ }
+
+
+## Resolve for read operations (no library requirement).
+func _resolve_player_read(player_path: String) -> Dictionary:
+ var resolved := McpNodeValidator.resolve_or_error(player_path, "player_path")
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ if not node is AnimationPlayer:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE,
+ "Node at %s is not an AnimationPlayer (got %s)" % [player_path, node.get_class()])
+ return {"player": node as AnimationPlayer}
+
+
+## Resolve an animation by name, searching all libraries.
+## Accepts bare clip names ("idle") and library-qualified names ("moves/idle")
+## as returned by `list_animations` for non-default libraries.
+func _resolve_animation(player: AnimationPlayer, anim_name: String) -> Dictionary:
+ if not player.has_animation(anim_name):
+ return ErrorCodes.make(ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Animation '%s' not found on player. Available: %s" % [
+ anim_name,
+ ", ".join(Array(player.get_animation_list()))
+ ])
+ # If the caller passed "library/clip", look up in that specific library.
+ var slash := anim_name.find("/")
+ if slash >= 0:
+ var lib_key := anim_name.substr(0, slash)
+ var clip_key := anim_name.substr(slash + 1)
+ if player.has_animation_library(lib_key):
+ var lib: AnimationLibrary = player.get_animation_library(lib_key)
+ if lib.has_animation(clip_key):
+ return {"animation": lib.get_animation(clip_key), "library": lib, "library_key": lib_key}
+ # Otherwise scan libraries for a bare clip name.
+ for lib_name in player.get_animation_library_list():
+ var lib2: AnimationLibrary = player.get_animation_library(lib_name)
+ if lib2.has_animation(anim_name):
+ return {"animation": lib2.get_animation(anim_name), "library": lib2, "library_key": lib_name}
+ # Fallback — shouldn't happen if has_animation returned true.
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Animation found by player but not in any library")
diff --git a/addons/godot_ai/handlers/animation_handler.gd.uid b/addons/godot_ai/handlers/animation_handler.gd.uid
new file mode 100644
index 0000000..934f665
--- /dev/null
+++ b/addons/godot_ai/handlers/animation_handler.gd.uid
@@ -0,0 +1 @@
+uid://c0jrius46xsd4
diff --git a/addons/godot_ai/handlers/animation_presets.gd b/addons/godot_ai/handlers/animation_presets.gd
new file mode 100644
index 0000000..3feacdc
--- /dev/null
+++ b/addons/godot_ai/handlers/animation_presets.gd
@@ -0,0 +1,528 @@
+@tool
+extends RefCounted
+
+## Curated motion presets for the AnimationPlayer surface.
+##
+## Each preset_* method:
+## 1. Validates params + resolves the player (auto-creating its default lib).
+## 2. Resolves the target node + classifies it as control / 2d / 3d.
+## 3. Builds a single-track Animation with shape-appropriate keyframes.
+## 4. Commits the add through the handler's shared `_commit_animation_add`
+## so a single Ctrl-Z rolls back any auto-created library + the animation.
+##
+## Holds a WeakRef back to the AnimationHandler instance so the handler can
+## continue to own this module strongly via `_presets` without forming a
+## RefCounted cycle. Resolution / undo helpers live on the handler — keeping
+## the `_undo_redo` member single-source there avoids drift.
+
+
+const AnimationValues := preload("res://addons/godot_ai/handlers/animation_values.gd")
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+const ScenePath := preload("res://addons/godot_ai/utils/scene_path.gd")
+
+
+var _handler_weak: WeakRef
+
+
+func _init(handler) -> void:
+ _handler_weak = weakref(handler)
+
+
+func _h():
+ return _handler_weak.get_ref()
+
+
+# ============================================================================
+# animation_preset_fade
+# ============================================================================
+
+func preset_fade(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var target_path: String = params.get("target_path", "")
+ var mode: String = params.get("mode", "in")
+ var duration: float = float(params.get("duration", 0.5))
+ var anim_name: String = params.get("animation_name", "")
+ var overwrite: bool = params.get("overwrite", false)
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if target_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: target_path")
+ if mode != "in" and mode != "out":
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid mode '%s'. Valid: 'in', 'out'" % mode)
+ if duration <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "'duration' must be > 0")
+
+ var handler = _h()
+ if handler == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "AnimationHandler not available")
+ var resolved: Dictionary = handler._resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+ var library: AnimationLibrary = resolved.library
+ var created_library := false
+ if library == null:
+ library = AnimationLibrary.new()
+ created_library = true
+
+ var target_resolved := _resolve_preset_target(player, target_path)
+ if target_resolved.has("error"):
+ return target_resolved
+ var target: Node = target_resolved.node
+ var track_target: String = target_resolved.track_path_root
+
+ # Fade requires a `modulate` property (CanvasItem/Control/Node2D/Sprite3D/etc).
+ var has_modulate := false
+ for p in target.get_property_list():
+ if p.name == "modulate":
+ has_modulate = true
+ break
+ if not has_modulate:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE,
+ "Target '%s' (class %s) has no 'modulate' property — fade requires a CanvasItem, Control, Node2D, or Sprite3D"
+ % [target_path, target.get_class()])
+
+ if anim_name.is_empty():
+ anim_name = "fade_%s" % mode
+
+ var old_anim: Animation = null
+ if library.has_animation(anim_name):
+ if not overwrite:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Animation '%s' already exists. Pass overwrite=true or delete it first." % anim_name)
+ old_anim = library.get_animation(anim_name)
+
+ var start_a: float = 0.0 if mode == "in" else 1.0
+ var end_a: float = 1.0 if mode == "in" else 0.0
+
+ var anim := Animation.new()
+ anim.length = duration
+ anim.loop_mode = Animation.LOOP_NONE
+
+ var track_path := "%s:modulate:a" % track_target
+ handler._do_add_property_track(anim, track_path, "linear", [
+ {"time": 0.0, "value": start_a, "transition": "linear"},
+ {"time": duration, "value": end_a, "transition": "linear"},
+ ])
+
+ handler._commit_animation_add(
+ "MCP: Create animation %s" % anim_name,
+ player, library, created_library, anim_name, anim, old_anim,
+ )
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "mode": mode,
+ "length": duration,
+ "track_count": anim.get_track_count(),
+ "library_created": created_library,
+ "overwritten": old_anim != null,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# animation_preset_slide
+# ============================================================================
+
+func preset_slide(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var target_path: String = params.get("target_path", "")
+ var direction: String = params.get("direction", "left")
+ var mode: String = params.get("mode", "in")
+ var duration: float = float(params.get("duration", 0.4))
+ var anim_name: String = params.get("animation_name", "")
+ var overwrite: bool = params.get("overwrite", false)
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if target_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: target_path")
+ if not ["left", "right", "up", "down"].has(direction):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid direction '%s'. Valid: 'left', 'right', 'up', 'down'" % direction)
+ if mode != "in" and mode != "out":
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid mode '%s'. Valid: 'in', 'out'" % mode)
+ if duration <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "'duration' must be > 0")
+
+ var handler = _h()
+ if handler == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "AnimationHandler not available")
+ var resolved: Dictionary = handler._resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+ var library: AnimationLibrary = resolved.library
+ var created_library := false
+ if library == null:
+ library = AnimationLibrary.new()
+ created_library = true
+
+ var target_resolved := _resolve_preset_target(player, target_path)
+ if target_resolved.has("error"):
+ return target_resolved
+ var target = target_resolved.node
+ var kind: String = target_resolved.kind
+ var track_target: String = target_resolved.track_path_root
+
+ # Default distance picks 3D units vs screen pixels based on target kind.
+ var default_distance: float = 1.0 if kind == "3d" else 100.0
+ var distance: float = float(params.get("distance", default_distance))
+ if distance == 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "'distance' must be non-zero")
+
+ var offset: Variant = _direction_offset(kind, direction, distance)
+ var current_pos: Variant = target.position
+ var start_pos: Variant
+ var end_pos: Variant
+ if mode == "in":
+ start_pos = current_pos + offset
+ end_pos = current_pos
+ else:
+ start_pos = current_pos
+ end_pos = current_pos + offset
+
+ if anim_name.is_empty():
+ anim_name = "slide_%s_%s" % [mode, direction]
+
+ var old_anim: Animation = null
+ if library.has_animation(anim_name):
+ if not overwrite:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Animation '%s' already exists. Pass overwrite=true or delete it first." % anim_name)
+ old_anim = library.get_animation(anim_name)
+
+ var anim := Animation.new()
+ anim.length = duration
+ anim.loop_mode = Animation.LOOP_NONE
+
+ var track_path := "%s:position" % track_target
+ handler._do_add_property_track(anim, track_path, "linear", [
+ {"time": 0.0, "value": start_pos, "transition": "linear"},
+ {"time": duration, "value": end_pos, "transition": "linear"},
+ ])
+
+ handler._commit_animation_add(
+ "MCP: Create animation %s" % anim_name,
+ player, library, created_library, anim_name, anim, old_anim,
+ )
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "direction": direction,
+ "mode": mode,
+ "distance": distance,
+ "length": duration,
+ "track_count": anim.get_track_count(),
+ "library_created": created_library,
+ "overwritten": old_anim != null,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# animation_preset_shake
+# ============================================================================
+
+func preset_shake(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var target_path: String = params.get("target_path", "")
+ var duration: float = float(params.get("duration", 0.3))
+ var frequency: float = float(params.get("frequency", 30.0))
+ var rng_seed: int = int(params.get("seed", 0))
+ var anim_name: String = params.get("animation_name", "")
+ var overwrite: bool = params.get("overwrite", false)
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if target_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: target_path")
+ if duration <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "'duration' must be > 0")
+ if frequency <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "'frequency' must be > 0")
+
+ var handler = _h()
+ if handler == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "AnimationHandler not available")
+ var resolved: Dictionary = handler._resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+ var library: AnimationLibrary = resolved.library
+ var created_library := false
+ if library == null:
+ library = AnimationLibrary.new()
+ created_library = true
+
+ var target_resolved := _resolve_preset_target(player, target_path)
+ if target_resolved.has("error"):
+ return target_resolved
+ var target = target_resolved.node
+ var kind: String = target_resolved.kind
+ var track_target: String = target_resolved.track_path_root
+
+ var default_intensity: float = 0.1 if kind == "3d" else 10.0
+ var intensity: float = float(params.get("intensity", default_intensity))
+ if intensity <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "'intensity' must be > 0")
+
+ if anim_name.is_empty():
+ anim_name = "shake"
+
+ var old_anim: Animation = null
+ if library.has_animation(anim_name):
+ if not overwrite:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Animation '%s' already exists. Pass overwrite=true or delete it first." % anim_name)
+ old_anim = library.get_animation(anim_name)
+
+ var rng := RandomNumberGenerator.new()
+ if rng_seed != 0:
+ rng.seed = rng_seed
+ else:
+ rng.randomize()
+
+ # Samples between t=0 and t=duration (exclusive); bookended by at-rest keys.
+ var sample_count: int = int(ceil(frequency * duration))
+ if sample_count < 2:
+ sample_count = 2
+
+ var current_pos: Variant = target.position
+ var kfs: Array = []
+ kfs.append({"time": 0.0, "value": current_pos, "transition": "linear"})
+ for i in range(1, sample_count):
+ var t: float = (float(i) / float(sample_count)) * duration
+ var jx: float = rng.randf_range(-intensity, intensity)
+ var jy: float = rng.randf_range(-intensity, intensity)
+ var jittered: Variant
+ if kind == "3d":
+ var jz: float = rng.randf_range(-intensity, intensity)
+ jittered = current_pos + Vector3(jx, jy, jz)
+ else:
+ jittered = current_pos + Vector2(jx, jy)
+ kfs.append({"time": t, "value": jittered, "transition": "linear"})
+ kfs.append({"time": duration, "value": current_pos, "transition": "linear"})
+
+ var anim := Animation.new()
+ anim.length = duration
+ anim.loop_mode = Animation.LOOP_NONE
+
+ var track_path := "%s:position" % track_target
+ handler._do_add_property_track(anim, track_path, "linear", kfs)
+
+ handler._commit_animation_add(
+ "MCP: Create animation %s" % anim_name,
+ player, library, created_library, anim_name, anim, old_anim,
+ )
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "length": duration,
+ "frequency": frequency,
+ "intensity": intensity,
+ "keyframe_count": kfs.size(),
+ "track_count": anim.get_track_count(),
+ "library_created": created_library,
+ "overwritten": old_anim != null,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# animation_preset_pulse
+# ============================================================================
+
+func preset_pulse(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var target_path: String = params.get("target_path", "")
+ var from_scale: float = float(params.get("from_scale", 1.0))
+ var to_scale: float = float(params.get("to_scale", 1.1))
+ var duration: float = float(params.get("duration", 0.4))
+ var anim_name: String = params.get("animation_name", "")
+ var overwrite: bool = params.get("overwrite", false)
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if target_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: target_path")
+ if duration <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "'duration' must be > 0")
+ if from_scale <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "'from_scale' must be > 0")
+ if to_scale <= 0.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "'to_scale' must be > 0")
+
+ var handler = _h()
+ if handler == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "AnimationHandler not available")
+ var resolved: Dictionary = handler._resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+ var library: AnimationLibrary = resolved.library
+ var created_library := false
+ if library == null:
+ library = AnimationLibrary.new()
+ created_library = true
+
+ var target_resolved := _resolve_preset_target(player, target_path)
+ if target_resolved.has("error"):
+ return target_resolved
+ var kind: String = target_resolved.kind
+ var track_target: String = target_resolved.track_path_root
+
+ if anim_name.is_empty():
+ anim_name = "pulse"
+
+ var old_anim: Animation = null
+ if library.has_animation(anim_name):
+ if not overwrite:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Animation '%s' already exists. Pass overwrite=true or delete it first." % anim_name)
+ old_anim = library.get_animation(anim_name)
+
+ var from_vec: Variant
+ var to_vec: Variant
+ if kind == "3d":
+ from_vec = Vector3(from_scale, from_scale, from_scale)
+ to_vec = Vector3(to_scale, to_scale, to_scale)
+ else:
+ from_vec = Vector2(from_scale, from_scale)
+ to_vec = Vector2(to_scale, to_scale)
+
+ var anim := Animation.new()
+ anim.length = duration
+ anim.loop_mode = Animation.LOOP_NONE
+
+ var track_path := "%s:scale" % track_target
+ handler._do_add_property_track(anim, track_path, "linear", [
+ {"time": 0.0, "value": from_vec, "transition": "linear"},
+ {"time": duration * 0.5, "value": to_vec, "transition": "linear"},
+ {"time": duration, "value": from_vec, "transition": "linear"},
+ ])
+
+ handler._commit_animation_add(
+ "MCP: Create animation %s" % anim_name,
+ player, library, created_library, anim_name, anim, old_anim,
+ )
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "from_scale": from_scale,
+ "to_scale": to_scale,
+ "length": duration,
+ "track_count": anim.get_track_count(),
+ "library_created": created_library,
+ "overwritten": old_anim != null,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# Helpers — preset resolution
+# ============================================================================
+
+## Resolve a preset target node and classify its transform kind.
+##
+## Accepts two `target_path` shapes:
+## * Scene-absolute (starts with "/") — resolved through `ScenePath.resolve`,
+## matching the convention used by every other scene-mutating tool. Targets
+## outside the player's `root_node` subtree are converted to `..`-prefixed
+## paths via `root_node.get_path_to(target)`, mirroring what the relative
+## form accepts and how Godot stores track paths.
+## * Relative — used as-is against the player's `root_node`, matching how
+## animation tracks themselves are stored.
+##
+## Returns `{node, kind, track_path_root}` where `track_path_root` is the path
+## (relative to `root_node`) that callers should embed in the track path. For
+## scene-absolute inputs this is the converted relative path; for relative
+## inputs it equals the input. `kind` ∈ {"control", "2d", "3d"}.
+##
+## Mirrors the same root-node fallback that
+## `AnimationValues.resolve_track_prop_context` uses so tool inputs match how
+## the track path will resolve at playback.
+func _resolve_preset_target(player: AnimationPlayer, target_path: String) -> Dictionary:
+ var root_node := AnimationValues.player_root_node(player)
+ if root_node == null:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "AnimationPlayer at %s has no resolvable root_node (is the scene open?)" % str(player.get_path()))
+
+ var target: Node = null
+ var track_path_root: String = target_path
+ if target_path.begins_with("/"):
+ var scene_root := EditorInterface.get_edited_scene_root()
+ if scene_root == null:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Cannot resolve scene-absolute target_path '%s': no scene open" % target_path)
+ target = ScenePath.resolve(target_path, scene_root)
+ if target == null:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ ScenePath.format_node_error(target_path, scene_root))
+ # Convert to a root_node-relative path. For targets outside the
+ # subtree this yields a `..`-prefixed path, matching what the
+ # relative form already accepts (root_node.get_node_or_null
+ # resolves `..` segments) and what Godot's animation engine
+ # stores natively.
+ track_path_root = str(root_node.get_path_to(target))
+ else:
+ target = root_node.get_node_or_null(target_path)
+ if target == null:
+ # root_node.get_path() leaks the editor's SubViewport-wrapped
+ # path; use the clean scene-relative form so the hint is
+ # actionable.
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var root_hint := ScenePath.from_node(root_node, scene_root) if scene_root != null else str(root_node.name)
+ var abs_example := "/%s/path/to/target" % scene_root.name if scene_root != null else "/SceneRoot/path/to/target"
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ ("Target node not found at '%s' (resolved relative to AnimationPlayer's root_node '%s'). "
+ + "Pass a path relative to root_node (e.g. \"path/to/target\") or a scene-absolute path (e.g. \"%s\").")
+ % [target_path, root_hint, abs_example])
+
+ var kind: String
+ if target is Control:
+ kind = "control"
+ elif target is Node2D:
+ kind = "2d"
+ elif target is Node3D:
+ kind = "3d"
+ else:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE,
+ "Target '%s' must be a Control, Node2D, or Node3D (got %s)" % [target_path, target.get_class()])
+ return {"node": target, "kind": kind, "track_path_root": track_path_root}
+
+
+## Build a directional offset for slide presets.
+## Axis conventions:
+## Control + Node2D (screen-space, y-down): left/right = ∓x, up = -y, down = +y
+## Node3D (world-up): left/right = ∓x, up = +y, down = -y
+static func _direction_offset(kind: String, direction: String, distance: float) -> Variant:
+ if kind == "3d":
+ match direction:
+ "left": return Vector3(-distance, 0.0, 0.0)
+ "right": return Vector3(distance, 0.0, 0.0)
+ "up": return Vector3(0.0, distance, 0.0)
+ "down": return Vector3(0.0, -distance, 0.0)
+ else:
+ match direction:
+ "left": return Vector2(-distance, 0.0)
+ "right": return Vector2(distance, 0.0)
+ "up": return Vector2(0.0, -distance)
+ "down": return Vector2(0.0, distance)
+ return null
diff --git a/addons/godot_ai/handlers/animation_presets.gd.uid b/addons/godot_ai/handlers/animation_presets.gd.uid
new file mode 100644
index 0000000..f463501
--- /dev/null
+++ b/addons/godot_ai/handlers/animation_presets.gd.uid
@@ -0,0 +1 @@
+uid://c4s3h78bwvr6w
diff --git a/addons/godot_ai/handlers/animation_values.gd b/addons/godot_ai/handlers/animation_values.gd
new file mode 100644
index 0000000..05c4a1f
--- /dev/null
+++ b/addons/godot_ai/handlers/animation_values.gd
@@ -0,0 +1,465 @@
+@tool
+extends RefCounted
+
+## Read-only animation introspection + shared value-coercion / serialization.
+##
+## Holds:
+## - Static helpers used by both the write handler (track building, simple
+## composer) and the preset module (target/property resolution).
+## - Instance methods that back the read MCP ops: animation_list,
+## animation_get, animation_validate.
+##
+## The instance methods need the handler to resolve players / animations.
+## To keep that without introducing a RefCounted cycle (the handler holds a
+## strong ref to this module via `_values`), the back-pointer is a WeakRef.
+## When the handler is freed during plugin teardown, _h() returns null and
+## the (no-longer-routable) calls short-circuit to a generic editor-not-ready
+## error — matches the dispatcher already being torn down at that point.
+
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+const PropertyErrors := preload("res://addons/godot_ai/handlers/_property_errors.gd")
+
+
+const _NAMED_TRANSITIONS := {
+ "linear": 1.0,
+ "ease_in": 2.0,
+ "ease_out": 0.5,
+ "ease_in_out": -2.0,
+}
+
+## Component letters accepted on each aggregate base type, paired with the
+## scalar Variant type the component resolves to. A subpath like `position:y`
+## on a Vector3 maps to TYPE_FLOAT; on a Vector3i it maps to TYPE_INT.
+const _SUBPATH_COMPONENTS := {
+ TYPE_VECTOR2: ["xy", TYPE_FLOAT],
+ TYPE_VECTOR3: ["xyz", TYPE_FLOAT],
+ TYPE_VECTOR4: ["xyzw", TYPE_FLOAT],
+ TYPE_QUATERNION: ["xyzw", TYPE_FLOAT],
+ TYPE_COLOR: ["rgba", TYPE_FLOAT],
+ TYPE_VECTOR2I: ["xy", TYPE_INT],
+ TYPE_VECTOR3I: ["xyz", TYPE_INT],
+ TYPE_VECTOR4I: ["xyzw", TYPE_INT],
+}
+
+
+var _handler_weak: WeakRef
+
+
+func _init(handler) -> void:
+ _handler_weak = weakref(handler)
+
+
+func _h():
+ return _handler_weak.get_ref()
+
+
+# ============================================================================
+# animation_list (read)
+# ============================================================================
+
+func list_animations(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+
+ var handler = _h()
+ if handler == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "AnimationHandler not available")
+ var resolved: Dictionary = handler._resolve_player_read(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+
+ var animations: Array[Dictionary] = []
+ for lib_name in player.get_animation_library_list():
+ var lib: AnimationLibrary = player.get_animation_library(lib_name)
+ for anim_name in lib.get_animation_list():
+ var anim: Animation = lib.get_animation(anim_name)
+ var display_name: String = anim_name if lib_name == "" else "%s/%s" % [lib_name, anim_name]
+ animations.append({
+ "name": display_name,
+ "length": anim.length,
+ "loop_mode": loop_mode_to_string(anim.loop_mode),
+ "track_count": anim.get_track_count(),
+ })
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animations": animations,
+ "count": animations.size(),
+ }
+ }
+
+
+# ============================================================================
+# animation_get (read)
+# ============================================================================
+
+func get_animation(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var anim_name: String = params.get("animation_name", "")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if anim_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: animation_name")
+
+ var handler = _h()
+ if handler == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "AnimationHandler not available")
+ var resolved: Dictionary = handler._resolve_player_read(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+
+ var anim_resolved: Dictionary = handler._resolve_animation(player, anim_name)
+ if anim_resolved.has("error"):
+ return anim_resolved
+ var anim: Animation = anim_resolved.animation
+
+ var tracks: Array[Dictionary] = []
+ for i in anim.get_track_count():
+ var track_type := anim.track_get_type(i)
+ var type_name := track_type_to_string(track_type)
+ var keys: Array[Dictionary] = []
+ for k in anim.track_get_key_count(i):
+ var key_val = anim.track_get_key_value(i, k)
+ keys.append({
+ "time": anim.track_get_key_time(i, k),
+ "value": serialize_value(key_val),
+ "transition": anim.track_get_key_transition(i, k),
+ })
+ tracks.append({
+ "index": i,
+ "type": type_name,
+ "path": str(anim.track_get_path(i)),
+ "interpolation": interp_to_string(anim.track_get_interpolation_type(i)),
+ "key_count": keys.size(),
+ "keys": keys,
+ })
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "name": anim_name,
+ "length": anim.length,
+ "loop_mode": loop_mode_to_string(anim.loop_mode),
+ "track_count": anim.get_track_count(),
+ "tracks": tracks,
+ }
+ }
+
+
+# ============================================================================
+# animation_validate (read-only)
+# ============================================================================
+
+func validate_animation(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var anim_name: String = params.get("animation_name", "")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if anim_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: animation_name")
+
+ var handler = _h()
+ if handler == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "AnimationHandler not available")
+ var resolved: Dictionary = handler._resolve_player_read(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: AnimationPlayer = resolved.player
+
+ if not player.has_animation(anim_name):
+ return ErrorCodes.make(ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Animation '%s' not found on player at %s" % [anim_name, player_path])
+
+ var anim: Animation = player.get_animation(anim_name)
+
+ var root_node := player_root_node(player)
+
+ var broken_tracks: Array[Dictionary] = []
+ var valid_count := 0
+
+ for i in anim.get_track_count():
+ var track_path_str := str(anim.track_get_path(i))
+ # Split on the FIRST colon (node↔property boundary), not the last.
+ # Godot's get_node_or_null strips the ":property" tail natively, so
+ # the valid/broken classification is the same either way — but for
+ # BROKEN tracks the broken_tracks[].node_path field is what callers
+ # read to diagnose the missing node, and rfind would surface
+ # "MissingTarget:modulate" instead of "MissingTarget" for subpath
+ # tracks like the "Target:modulate:a" shape preset_fade emits.
+ var colon := track_path_str.find(":")
+ var node_part: String
+ if colon >= 0:
+ node_part = track_path_str.substr(0, colon)
+ else:
+ node_part = track_path_str
+
+ var target_node: Node = null
+ if root_node != null:
+ target_node = root_node.get_node_or_null(node_part)
+
+ if target_node == null:
+ broken_tracks.append({
+ "index": i,
+ "path": track_path_str,
+ "type": track_type_to_string(anim.track_get_type(i)),
+ "issue": "node_not_found",
+ "node_path": node_part,
+ })
+ else:
+ valid_count += 1
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "animation_name": anim_name,
+ "track_count": anim.get_track_count(),
+ "valid_count": valid_count,
+ "broken_count": broken_tracks.size(),
+ "broken_tracks": broken_tracks,
+ "valid": broken_tracks.is_empty(),
+ }
+ }
+
+
+# ============================================================================
+# Static helpers — shared with handler + presets
+# ============================================================================
+
+## Resolve the effective root node an AnimationPlayer animates against.
+## Falls back to the player's parent when the explicit root_node NodePath is
+## empty or unresolvable. Returns null when the player isn't in the tree.
+##
+## Mirrors the resolution Godot does at playback time so the validator,
+## preset target resolver, and track-property coercer all see the same root.
+static func player_root_node(player: AnimationPlayer) -> Node:
+ if not player.is_inside_tree():
+ return null
+ var rn := player.root_node
+ if rn != NodePath():
+ var n := player.get_node_or_null(rn)
+ if n != null:
+ return n
+ return player.get_parent()
+
+
+## Coerce a JSON value to match the expected Godot type for the given
+## track_path. Returns {"ok": value} or {"error": msg}.
+## Passes the raw value through when the target node isn't in the scene
+## yet (authoring-time path). Errors when the target exists but the
+## property doesn't, or when parsing a typed value (Color/Vector2/Vector3)
+## clearly fails — better to reject than silently store garbage.
+## `override_root_node` lets callers supply the root to resolve target paths
+## against when the player isn't in the tree yet (auto-create flow) — the
+## player's future parent stands in for the root the AnimationPlayer will
+## eventually use.
+static func coerce_value_for_track(value: Variant, track_path: String, player: AnimationPlayer, override_root_node: Node = null) -> Dictionary:
+ var ctx := resolve_track_prop_context(track_path, player, override_root_node)
+ if ctx.has("error"):
+ return {"error": ctx.error}
+ return coerce_with_context(value, ctx)
+
+
+## Resolve a track_path's target property type once, so callers coercing many
+## keyframes avoid walking `get_property_list()` on every one. Returns:
+## {pass_through: true} — no resolution / authoring-time
+## {pass_through: false, prop_type, prop_name} — coerce against this type
+## {error: msg} — property not found on target
+##
+## Supports Godot's native NodePath subpath form `property:sub` (e.g.
+## `position:y`, `modulate:a`) — splits on the FIRST colon (node↔property
+## boundary), resolves the base property on the target, and for known
+## scalar subpaths (x/y/z/w on vectors, r/g/b/a on Color) narrows the
+## coerce target to TYPE_FLOAT so JSON numbers land as floats, not dicts.
+static func resolve_track_prop_context(track_path: String, player: AnimationPlayer, override_root_node: Node = null) -> Dictionary:
+ var colon := track_path.find(":")
+ if colon < 0:
+ return {"pass_through": true}
+
+ var node_part := track_path.substr(0, colon)
+ var prop_full := track_path.substr(colon + 1)
+
+ # Property may include a subpath: "position:y", "modulate:a", etc.
+ var sub_colon := prop_full.find(":")
+ var prop_base := prop_full if sub_colon < 0 else prop_full.substr(0, sub_colon)
+ var prop_sub := "" if sub_colon < 0 else prop_full.substr(sub_colon + 1)
+
+ var root_node: Node = override_root_node
+ if root_node == null:
+ root_node = player_root_node(player)
+ if root_node == null:
+ return {"pass_through": true}
+
+ var target: Node = root_node.get_node_or_null(node_part)
+ if target == null:
+ # Target node isn't in the scene yet — authoring-time path. Pass through.
+ return {"pass_through": true}
+
+ for p in target.get_property_list():
+ if p.name == prop_base:
+ var base_type: int = p.get("type", TYPE_NIL)
+ var coerce_type := base_type
+ if not prop_sub.is_empty():
+ var sub_type := subpath_component_type(base_type, prop_sub)
+ if sub_type == TYPE_NIL:
+ # Unknown subpath component — pass through so Godot's own
+ # NodePath resolution raises at playback if it's truly bogus,
+ # rather than fabricating a coerce error for a valid-but-
+ # uncommon form (e.g. Transform3D subpaths).
+ return {"pass_through": true}
+ coerce_type = sub_type
+ return {
+ "pass_through": false,
+ "prop_type": coerce_type,
+ "prop_name": prop_full,
+ }
+
+ # Target exists but the property doesn't. Reject loudly — silently storing
+ # the raw value here produces garbage keyframes at playback time.
+ return {"error":
+ "%s (target path: '%s')" %
+ [PropertyErrors.build_message(target, prop_base), node_part]}
+
+
+## Map a `property:sub` subpath to its scalar component type. Returns
+## TYPE_NIL when the base type / subkey pair isn't one we recognise —
+## callers pass-through in that case rather than mis-coerce.
+static func subpath_component_type(base_type: int, sub: String) -> int:
+ var entry = _SUBPATH_COMPONENTS.get(base_type)
+ if entry == null or sub.length() != 1:
+ return TYPE_NIL
+ return entry[1] if (entry[0] as String).contains(sub) else TYPE_NIL
+
+
+static func coerce_with_context(value: Variant, ctx: Dictionary) -> Dictionary:
+ if ctx.get("pass_through", false):
+ return {"ok": value}
+ return coerce_for_type(value, ctx.prop_type, ctx.prop_name)
+
+
+## Coerce a single value to the given Godot variant type. Returns
+## {"ok": coerced} or {"error": msg}. Unknown types pass through.
+static func coerce_for_type(value: Variant, prop_type: int, prop_name: String) -> Dictionary:
+ match prop_type:
+ TYPE_COLOR:
+ if value is Color:
+ return {"ok": value}
+ if value is String:
+ var s := value as String
+ var a := Color.from_string(s, Color(0, 0, 0, 0))
+ var b := Color.from_string(s, Color(1, 1, 1, 1))
+ if a == b:
+ return {"ok": a}
+ return {"error": "Cannot parse '%s' as Color for property '%s'" % [s, prop_name]}
+ if value is Dictionary and value.has("r") and value.has("g") and value.has("b"):
+ return {"ok": Color(float(value.r), float(value.g), float(value.b), float(value.get("a", 1.0)))}
+ return {"error": "Cannot coerce value to Color for property '%s' (expected string, {r,g,b}, or Color)" % prop_name}
+ TYPE_VECTOR2:
+ if value is Vector2:
+ return {"ok": value}
+ if value is Dictionary and value.has("x") and value.has("y"):
+ return {"ok": Vector2(float(value.x), float(value.y))}
+ if value is Array and value.size() >= 2:
+ return {"ok": Vector2(float(value[0]), float(value[1]))}
+ return {"error": "Cannot coerce value to Vector2 for property '%s' (expected {x,y}, [x,y], or Vector2)" % prop_name}
+ TYPE_VECTOR3:
+ if value is Vector3:
+ return {"ok": value}
+ if value is Dictionary and value.has("x") and value.has("y") and value.has("z"):
+ return {"ok": Vector3(float(value.x), float(value.y), float(value.z))}
+ return {"error": "Cannot coerce value to Vector3 for property '%s' (expected {x,y,z} or Vector3)" % prop_name}
+ TYPE_FLOAT:
+ if value is int or value is float:
+ return {"ok": float(value)}
+ TYPE_INT:
+ if value is float or value is int:
+ return {"ok": int(value)}
+ TYPE_BOOL:
+ if value is int or value is float or value is bool:
+ return {"ok": bool(value)}
+ return {"ok": value}
+
+
+# ============================================================================
+# Static helpers — parsing + serializing
+# ============================================================================
+
+## Parse a transition value: named string or raw float.
+## Named values live in `_NAMED_TRANSITIONS` so the mapping has a single source.
+static func parse_transition(v: Variant) -> float:
+ if v is float or v is int:
+ return float(v)
+ if v is String:
+ var key: String = (v as String).to_lower()
+ if _NAMED_TRANSITIONS.has(key):
+ return float(_NAMED_TRANSITIONS[key])
+ return 1.0
+
+
+## Map an Animation.TrackType enum to a stable string. Unknown types report
+## as "unknown" rather than being silently coerced to "method" — callers that
+## only produce value/method tracks can ignore the others; clients that want
+## to round-trip bezier/audio/etc. get an honest label to key off.
+static func track_type_to_string(track_type: int) -> String:
+ match track_type:
+ Animation.TYPE_VALUE: return "value"
+ Animation.TYPE_METHOD: return "method"
+ Animation.TYPE_POSITION_3D: return "position_3d"
+ Animation.TYPE_ROTATION_3D: return "rotation_3d"
+ Animation.TYPE_SCALE_3D: return "scale_3d"
+ Animation.TYPE_BLEND_SHAPE: return "blend_shape"
+ Animation.TYPE_BEZIER: return "bezier"
+ Animation.TYPE_AUDIO: return "audio"
+ Animation.TYPE_ANIMATION: return "animation"
+ _: return "unknown"
+
+
+static func loop_mode_to_string(mode: int) -> String:
+ match mode:
+ Animation.LOOP_LINEAR: return "linear"
+ Animation.LOOP_PINGPONG: return "pingpong"
+ _: return "none"
+
+
+static func interp_to_string(mode: int) -> String:
+ match mode:
+ Animation.INTERPOLATION_NEAREST: return "nearest"
+ Animation.INTERPOLATION_CUBIC: return "cubic"
+ _: return "linear"
+
+
+## Convert a Godot Variant to a JSON-safe value.
+static func serialize_value(value: Variant) -> Variant:
+ if value == null:
+ return null
+ match typeof(value):
+ TYPE_BOOL, TYPE_INT, TYPE_FLOAT, TYPE_STRING:
+ return value
+ TYPE_STRING_NAME:
+ return str(value)
+ TYPE_VECTOR2:
+ return {"x": value.x, "y": value.y}
+ TYPE_VECTOR3:
+ return {"x": value.x, "y": value.y, "z": value.z}
+ TYPE_COLOR:
+ return {"r": value.r, "g": value.g, "b": value.b, "a": value.a}
+ TYPE_NODE_PATH:
+ return str(value)
+ TYPE_ARRAY:
+ var arr: Array = []
+ for item in value:
+ arr.append(serialize_value(item))
+ return arr
+ TYPE_DICTIONARY:
+ var out := {}
+ for k in value:
+ out[str(k)] = serialize_value(value[k])
+ return out
+ return str(value)
diff --git a/addons/godot_ai/handlers/animation_values.gd.uid b/addons/godot_ai/handlers/animation_values.gd.uid
new file mode 100644
index 0000000..5d2a8b7
--- /dev/null
+++ b/addons/godot_ai/handlers/animation_values.gd.uid
@@ -0,0 +1 @@
+uid://bguta2eb8blgf
diff --git a/addons/godot_ai/handlers/api_handler.gd b/addons/godot_ai/handlers/api_handler.gd
new file mode 100644
index 0000000..1610347
--- /dev/null
+++ b/addons/godot_ai/handlers/api_handler.gd
@@ -0,0 +1,89 @@
+@tool
+extends RefCounted
+
+## Read-only access to version-correct Godot class metadata.
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+const ClassIntrospection := preload("res://addons/godot_ai/utils/class_introspection.gd")
+const FuzzySuggestions := preload("res://addons/godot_ai/utils/fuzzy_suggestions.gd")
+
+func get_class_info(params: Dictionary) -> Dictionary:
+ var requested_class: String = params.get("class_name", "")
+ if requested_class.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM,
+ "Missing required param: class_name"
+ )
+ if not ClassDB.class_exists(requested_class):
+ var script_class := _global_script_class(requested_class)
+ if not script_class.is_empty():
+ return _script_class_error(requested_class, script_class)
+ return _unknown_class_error(requested_class)
+ if params.has("limit") and int(params.get("limit")) < 0:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "limit must be >= 0; use limit=0 only when an unlimited section is needed"
+ )
+ var section_check := ClassIntrospection.validate_sections(
+ params.get("sections", ClassIntrospection.DEFAULT_SECTIONS)
+ )
+ if not section_check.invalid.is_empty():
+ return _invalid_sections_error(section_check.invalid)
+ return {"data": ClassIntrospection.build(requested_class, params)}
+
+
+static func _unknown_class_error(requested_class: String) -> Dictionary:
+ var suggestions := _suggest_classes(requested_class)
+ var message := "Unknown Godot class: %s" % requested_class
+ if not suggestions.is_empty():
+ message += ". Did you mean: %s?" % ", ".join(suggestions)
+ var result := ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, message)
+ result["error"]["data"] = {"suggestions": suggestions}
+ return result
+
+
+static func _suggest_classes(requested_class: String) -> Array[String]:
+ return FuzzySuggestions.rank(requested_class, ClassDB.get_class_list())
+
+
+static func _global_script_class(requested_class: String) -> Dictionary:
+ for raw_info in ProjectSettings.get_global_class_list():
+ var info: Dictionary = raw_info
+ if info.get("class", "") == requested_class:
+ return info
+ return {}
+
+
+static func _script_class_error(requested_class: String, script_class: Dictionary) -> Dictionary:
+ var path := str(script_class.get("path", ""))
+ var base := str(script_class.get("base", ""))
+ var message := (
+ "%s is a project script class, not a ClassDB class. "
+ + "Use script_manage(op=\"find_symbols\", params={\"path\": \"%s\"}) for script symbols."
+ ) % [requested_class, path]
+ var result := ErrorCodes.make(ErrorCodes.WRONG_TYPE, message)
+ result["error"]["data"] = {
+ "script_class": true,
+ "class_name": requested_class,
+ "base_class": base,
+ "path": path,
+ }
+ return result
+
+
+static func _invalid_sections_error(invalid_sections: Array[String]) -> Dictionary:
+ var suggestions := {}
+ for section in invalid_sections:
+ suggestions[section] = FuzzySuggestions.rank(
+ section,
+ ClassIntrospection.KNOWN_SECTIONS,
+ 3,
+ 0.3
+ )
+ var message := "Unknown class-info section(s): %s. Valid sections: %s" % [
+ ", ".join(invalid_sections),
+ ", ".join(ClassIntrospection.KNOWN_SECTIONS),
+ ]
+ var result := ErrorCodes.make(ErrorCodes.INVALID_PARAMS, message)
+ result["error"]["data"] = {"suggestions": suggestions}
+ return result
diff --git a/addons/godot_ai/handlers/api_handler.gd.uid b/addons/godot_ai/handlers/api_handler.gd.uid
new file mode 100644
index 0000000..f519c48
--- /dev/null
+++ b/addons/godot_ai/handlers/api_handler.gd.uid
@@ -0,0 +1 @@
+uid://v3rkd7ueunii
diff --git a/addons/godot_ai/handlers/audio_handler.gd b/addons/godot_ai/handlers/audio_handler.gd
new file mode 100644
index 0000000..1e3428f
--- /dev/null
+++ b/addons/godot_ai/handlers/audio_handler.gd
@@ -0,0 +1,359 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles AudioStreamPlayer / 2D / 3D authoring — node creation, stream
+## assignment, playback-property edits, and real editor preview playback.
+##
+## Stream assignment loads a Godot-imported AudioStream resource from
+## res:// (the editor's import step converts .ogg / .wav / .mp3 into a
+## streamable AudioStream subclass before we ever see it).
+##
+## play() / stop() call the live node method directly — no undo, no
+## persistence; they match what the inspector's play button does.
+
+
+const _VALID_TYPES := {
+ "1d": "AudioStreamPlayer",
+ "2d": "AudioStreamPlayer2D",
+ "3d": "AudioStreamPlayer3D",
+}
+
+## Whitelist of playback properties settable via audio_player_set_playback.
+## Each value is the expected Variant type of the param dict value.
+const _PLAYBACK_KEYS := {
+ "volume_db": TYPE_FLOAT,
+ "pitch_scale": TYPE_FLOAT,
+ "autoplay": TYPE_BOOL,
+ "bus": TYPE_STRING,
+}
+
+
+var _undo_redo: EditorUndoRedoManager
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+# ============================================================================
+# audio_player_create
+# ============================================================================
+
+func create_player(params: Dictionary) -> Dictionary:
+ var parent_path: String = params.get("parent_path", "")
+ var node_name: String = params.get("name", "AudioStreamPlayer")
+ var type_str: String = params.get("type", "1d")
+
+ if not _VALID_TYPES.has(type_str):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid audio player type '%s'. Valid: %s" % [type_str, ", ".join(_VALID_TYPES.keys())]
+ )
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var parent: Node = scene_root
+ if not parent_path.is_empty():
+ parent = McpScenePath.resolve(parent_path, scene_root)
+ if parent == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_parent_error(parent_path, scene_root))
+
+ var node := _instantiate_player(type_str)
+ if node == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate audio player")
+ if not node_name.is_empty():
+ node.name = node_name
+
+ _undo_redo.create_action("MCP: Create %s '%s'" % [_VALID_TYPES[type_str], node.name])
+ _undo_redo.add_do_method(parent, "add_child", node, true)
+ _undo_redo.add_do_method(node, "set_owner", scene_root)
+ _undo_redo.add_do_reference(node)
+ _undo_redo.add_undo_method(parent, "remove_child", node)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "parent_path": McpScenePath.from_node(parent, scene_root),
+ "name": String(node.name),
+ "type": type_str,
+ "class": _VALID_TYPES[type_str],
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# audio_player_set_stream
+# ============================================================================
+
+func set_stream(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var stream_path: String = params.get("stream_path", "")
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+ if stream_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: stream_path")
+
+ var stream_path_err = McpPathValidator.loadable_error(stream_path, "stream_path")
+ if stream_path_err != null:
+ return stream_path_err
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: Node = resolved.player
+
+ if not ResourceLoader.exists(stream_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "AudioStream not found: %s" % stream_path)
+ var loaded := ResourceLoader.load(stream_path)
+ if loaded == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to load AudioStream: %s" % stream_path)
+ if not (loaded is AudioStream):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Resource at %s is not an AudioStream (got %s)" % [stream_path, loaded.get_class()]
+ )
+
+ var old_stream: AudioStream = player.stream
+
+ _undo_redo.create_action("MCP: Set audio stream on %s" % player.name)
+ _undo_redo.add_do_property(player, "stream", loaded)
+ _undo_redo.add_undo_property(player, "stream", old_stream)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "stream_path": stream_path,
+ "stream_class": loaded.get_class(),
+ "duration_seconds": float(loaded.get_length()),
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# audio_player_set_playback
+# ============================================================================
+
+func set_playback(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: Node = resolved.player
+
+ var updates: Dictionary = {}
+ for key in _PLAYBACK_KEYS:
+ if params.has(key):
+ var expected_type: int = _PLAYBACK_KEYS[key]
+ var value = params.get(key)
+ var coerced = _coerce_playback_value(value, expected_type)
+ if coerced == null:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Invalid value for %s: expected %s, got %s" % [
+ key, type_string(expected_type), type_string(typeof(value))
+ ]
+ )
+ updates[key] = coerced
+
+ if updates.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM,
+ "At least one of %s is required" % ", ".join(_PLAYBACK_KEYS.keys())
+ )
+
+ var old_values: Dictionary = {}
+ for key in updates:
+ old_values[key] = player.get(key)
+
+ _undo_redo.create_action("MCP: Update playback on %s" % player.name)
+ for key in updates:
+ _undo_redo.add_do_property(player, key, updates[key])
+ _undo_redo.add_undo_property(player, key, old_values[key])
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "applied": updates.keys(),
+ "values": updates,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# audio_play (runtime preview — not saved with scene)
+# ============================================================================
+
+func play(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ var from_position: float = float(params.get("from_position", 0.0))
+
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: Node = resolved.player
+
+ if player.stream == null:
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM,
+ "Player has no stream assigned — call audio_player_set_stream first"
+ )
+
+ player.play(from_position)
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "from_position": from_position,
+ "playing": bool(player.playing),
+ "undoable": false,
+ "reason": "Runtime playback state — not saved with scene",
+ }
+ }
+
+
+# ============================================================================
+# audio_stop (runtime preview — not saved with scene)
+# ============================================================================
+
+func stop(params: Dictionary) -> Dictionary:
+ var player_path: String = params.get("player_path", "")
+ if player_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: player_path")
+
+ var resolved := _resolve_player(player_path)
+ if resolved.has("error"):
+ return resolved
+ var player: Node = resolved.player
+
+ player.stop()
+
+ return {
+ "data": {
+ "player_path": player_path,
+ "playing": bool(player.playing),
+ "undoable": false,
+ "reason": "Runtime playback state — not saved with scene",
+ }
+ }
+
+
+# ============================================================================
+# audio_list (read — scan project for AudioStream resources)
+# ============================================================================
+
+func list_streams(params: Dictionary) -> Dictionary:
+ var root: String = params.get("root", "res://")
+ var include_duration: bool = bool(params.get("include_duration", true))
+
+ var root_err = McpPathValidator.path_error(root, "root")
+ if root_err != null:
+ return root_err
+
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "EditorFileSystem not available")
+
+ var results: Array[Dictionary] = []
+ var start_dir := efs.get_filesystem_path(root)
+ if start_dir == null:
+ start_dir = efs.get_filesystem()
+ _scan_audio(start_dir, root, include_duration, results)
+ return {
+ "data": {
+ "root": root,
+ "streams": results,
+ "count": results.size(),
+ }
+ }
+
+
+func _scan_audio(dir: EditorFileSystemDirectory, root: String, include_duration: bool, out: Array[Dictionary]) -> void:
+ if dir == null:
+ return
+ for i in dir.get_file_count():
+ var file_path := dir.get_file_path(i)
+ if not file_path.begins_with(root):
+ continue
+ var file_type := dir.get_file_type(i)
+ var is_audio := file_type == "AudioStream" or ClassDB.is_parent_class(file_type, "AudioStream")
+ if not is_audio:
+ continue
+ var entry: Dictionary = {
+ "path": file_path,
+ "class": file_type,
+ }
+ if include_duration:
+ var res := ResourceLoader.load(file_path)
+ if res is AudioStream:
+ entry["duration_seconds"] = float((res as AudioStream).get_length())
+ else:
+ entry["duration_seconds"] = 0.0
+ out.append(entry)
+ for i in dir.get_subdir_count():
+ _scan_audio(dir.get_subdir(i), root, include_duration, out)
+
+
+# ============================================================================
+# Helpers
+# ============================================================================
+
+static func _instantiate_player(type_str: String) -> Node:
+ match type_str:
+ "1d":
+ return AudioStreamPlayer.new()
+ "2d":
+ return AudioStreamPlayer2D.new()
+ "3d":
+ return AudioStreamPlayer3D.new()
+ return null
+
+
+func _resolve_player(player_path: String) -> Dictionary:
+ var resolved := McpNodeValidator.resolve_or_error(player_path, "player_path")
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var is_player := node is AudioStreamPlayer \
+ or node is AudioStreamPlayer2D \
+ or node is AudioStreamPlayer3D
+ if not is_player:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Node at %s is not an AudioStreamPlayer/2D/3D (got %s)" % [player_path, node.get_class()]
+ )
+ return {"player": node}
+
+
+## Coerce a playback param value to the expected type. int→float is allowed
+## so JSON integers pass through; everything else requires the exact type.
+## Returns the coerced value, or null on type mismatch.
+static func _coerce_playback_value(value: Variant, expected_type: int) -> Variant:
+ match expected_type:
+ TYPE_FLOAT:
+ if value is float or value is int:
+ return float(value)
+ TYPE_BOOL:
+ if value is bool:
+ return value
+ TYPE_STRING:
+ if value is String:
+ return value
+ return null
diff --git a/addons/godot_ai/handlers/audio_handler.gd.uid b/addons/godot_ai/handlers/audio_handler.gd.uid
new file mode 100644
index 0000000..2510ee7
--- /dev/null
+++ b/addons/godot_ai/handlers/audio_handler.gd.uid
@@ -0,0 +1 @@
+uid://cjtvod52xxocs
diff --git a/addons/godot_ai/handlers/autoload_handler.gd b/addons/godot_ai/handlers/autoload_handler.gd
new file mode 100644
index 0000000..22e7764
--- /dev/null
+++ b/addons/godot_ai/handlers/autoload_handler.gd
@@ -0,0 +1,91 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles autoload listing, adding, and removing via ProjectSettings.
+
+
+func list_autoloads(_params: Dictionary) -> Dictionary:
+ var autoloads: Array[Dictionary] = []
+ for prop in ProjectSettings.get_property_list():
+ var key: String = prop.get("name", "")
+ if not key.begins_with("autoload/"):
+ continue
+ var name := key.substr("autoload/".length())
+ var raw_value: String = ProjectSettings.get_setting(key, "")
+ var is_singleton := raw_value.begins_with("*")
+ var path := raw_value.substr(1) if is_singleton else raw_value
+ autoloads.append({
+ "name": name,
+ "path": path,
+ "singleton": is_singleton,
+ })
+ return {"data": {"autoloads": autoloads, "count": autoloads.size()}}
+
+
+func add_autoload(params: Dictionary) -> Dictionary:
+ var name: String = params.get("name", "")
+ var path: String = params.get("path", "")
+ var singleton: bool = params.get("singleton", true)
+
+ if name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: name")
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+ var path_err = McpPathValidator.path_error(path, "path")
+ if path_err != null:
+ return path_err
+ if not FileAccess.file_exists(path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "File not found: %s" % path)
+
+ var key := "autoload/%s" % name
+ if ProjectSettings.has_setting(key):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Autoload '%s' already exists" % name)
+
+ var value := ("*" if singleton else "") + path
+ ProjectSettings.set_setting(key, value)
+ ProjectSettings.set_initial_value(key, "")
+ ProjectSettings.set_as_basic(key, true)
+ var err := ProjectSettings.save()
+ if err != OK:
+ ProjectSettings.clear(key)
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ "Failed to save project settings while adding autoload '%s': %s (error %d)" % [name, error_string(err), err])
+
+ return {
+ "data": {
+ "name": name,
+ "path": path,
+ "singleton": singleton,
+ "undoable": false,
+ "reason": "Autoload changes are saved to project.godot",
+ }
+ }
+
+
+func remove_autoload(params: Dictionary) -> Dictionary:
+ var name: String = params.get("name", "")
+ if name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: name")
+
+ var key := "autoload/%s" % name
+ if not ProjectSettings.has_setting(key):
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, "Autoload '%s' not found" % name)
+
+ var old_value: String = ProjectSettings.get_setting(key, "")
+ ProjectSettings.clear(key)
+ var err := ProjectSettings.save()
+ if err != OK:
+ ProjectSettings.set_setting(key, old_value)
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ "Failed to save project settings while removing autoload '%s': %s (error %d)" % [name, error_string(err), err])
+
+ return {
+ "data": {
+ "name": name,
+ "removed": true,
+ "undoable": false,
+ "reason": "Autoload changes are saved to project.godot",
+ }
+ }
diff --git a/addons/godot_ai/handlers/autoload_handler.gd.uid b/addons/godot_ai/handlers/autoload_handler.gd.uid
new file mode 100644
index 0000000..921ed4e
--- /dev/null
+++ b/addons/godot_ai/handlers/autoload_handler.gd.uid
@@ -0,0 +1 @@
+uid://bb0inov044jn6
diff --git a/addons/godot_ai/handlers/batch_handler.gd b/addons/godot_ai/handlers/batch_handler.gd
new file mode 100644
index 0000000..2525aa2
--- /dev/null
+++ b/addons/godot_ai/handlers/batch_handler.gd
@@ -0,0 +1,131 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Executes a list of sub-commands through the dispatcher with stop-on-first-error
+## semantics. When undo=true (default), any successful sub-commands are rolled
+## back via the scene's UndoRedo history if a later sub-command fails.
+
+const FORBIDDEN_SUBCOMMANDS := ["batch_execute"]
+
+var _dispatcher: McpDispatcher
+var _undo_redo: EditorUndoRedoManager
+
+
+func _init(dispatcher: McpDispatcher, undo_redo: EditorUndoRedoManager) -> void:
+ _dispatcher = dispatcher
+ _undo_redo = undo_redo
+
+
+func batch_execute(params: Dictionary) -> Dictionary:
+ var commands = params.get("commands", null)
+ if typeof(commands) != TYPE_ARRAY:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "commands must be a list")
+ if commands.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "commands must not be empty")
+
+ var undo: bool = params.get("undo", true)
+
+ for idx in range(commands.size()):
+ var item = commands[idx]
+ if typeof(item) != TYPE_DICTIONARY:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "commands[%d] must be a dict" % idx)
+ var cmd_name: String = item.get("command", "")
+ if cmd_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "commands[%d] missing 'command' field" % idx)
+ if cmd_name in FORBIDDEN_SUBCOMMANDS:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "commands[%d]: '%s' is not allowed as a sub-command" % [idx, cmd_name])
+ if not _dispatcher.has_command(cmd_name):
+ return _unknown_command_error(idx, cmd_name)
+
+ var results: Array = []
+ var succeeded := 0
+ var stopped_at = null
+ var all_undoable := true
+ # Captured after the first successful commit — get_history_undo_redo()
+ # errors if called before any action exists in the history_map.
+ var histories: Array = []
+
+ for idx in range(commands.size()):
+ var item: Dictionary = commands[idx]
+ var cmd_name: String = item["command"]
+ var sub_params: Dictionary = item.get("params", {})
+
+ var raw_result: Dictionary = _dispatcher.dispatch_direct(cmd_name, sub_params)
+ var status: String = raw_result.get("status", "ok")
+
+ var result_entry: Dictionary = {"command": cmd_name, "status": status}
+ if status == "error":
+ result_entry["error"] = raw_result.get("error", {})
+ results.append(result_entry)
+ stopped_at = idx
+ break
+ else:
+ var data: Dictionary = raw_result.get("data", raw_result)
+ result_entry["data"] = data
+ if typeof(data) == TYPE_DICTIONARY and data.get("undoable", false) != true:
+ all_undoable = false
+ results.append(result_entry)
+ succeeded += 1
+ _capture_histories(histories)
+
+ var rolled_back := false
+ if stopped_at != null and undo and succeeded > 0:
+ rolled_back = _rollback(succeeded, histories)
+
+ var response_data: Dictionary = {
+ "succeeded": succeeded,
+ "stopped_at": stopped_at,
+ "results": results,
+ "undo": undo,
+ "rolled_back": rolled_back,
+ "undoable": stopped_at == null and all_undoable and not rolled_back,
+ }
+ if stopped_at != null:
+ response_data["error"] = results[-1]["error"]
+ return {"data": response_data}
+
+
+## Capture the scene's UndoRedo reference for batch rollback. Safe to call
+## multiple times; appends only the new reference. MCP write handlers all pin
+## their actions to the scene history, so the scene UndoRedo is the only one
+## rollback needs. Must be called only after at least one action has been
+## committed to the scene history.
+func _capture_histories(histories: Array) -> void:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ if scene_root == null:
+ return
+ var scene_id := _undo_redo.get_object_history_id(scene_root)
+ var scene_ur := _undo_redo.get_history_undo_redo(scene_id)
+ if scene_ur != null and not scene_ur in histories:
+ histories.append(scene_ur)
+
+
+## Build the unknown-command error for a sub-command. Clarifies that
+## batch_execute expects plugin command names (not MCP tool names) and
+## surfaces fuzzy suggestions in both the message and structured data.
+func _unknown_command_error(idx: int, cmd_name: String) -> Dictionary:
+ var suggestions := _dispatcher.suggest_similar(cmd_name)
+ var msg := "commands[%d]: unknown plugin command '%s'. batch_execute expects plugin command names (e.g. 'create_node'), not MCP tool names (e.g. 'node_create')." % [idx, cmd_name]
+ if not suggestions.is_empty():
+ msg += " Did you mean: %s?" % ", ".join(suggestions)
+ var err := ErrorCodes.make(ErrorCodes.UNKNOWN_COMMAND, msg)
+ err["error"]["data"] = {"suggestions": suggestions}
+ return err
+
+
+## Undo `count` actions by calling undo() on captured histories in LIFO order.
+## Returns true iff all undo calls succeeded.
+func _rollback(count: int, histories: Array) -> bool:
+ if histories.is_empty():
+ return false
+ for _i in range(count):
+ var undone := false
+ for ur in histories:
+ if ur.undo():
+ undone = true
+ break
+ if not undone:
+ return false
+ return true
diff --git a/addons/godot_ai/handlers/batch_handler.gd.uid b/addons/godot_ai/handlers/batch_handler.gd.uid
new file mode 100644
index 0000000..630a596
--- /dev/null
+++ b/addons/godot_ai/handlers/batch_handler.gd.uid
@@ -0,0 +1 @@
+uid://dt7um75oofdrh
diff --git a/addons/godot_ai/handlers/camera_handler.gd b/addons/godot_ai/handlers/camera_handler.gd
new file mode 100644
index 0000000..98a26cc
--- /dev/null
+++ b/addons/godot_ai/handlers/camera_handler.gd
@@ -0,0 +1,1151 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles Camera2D / Camera3D authoring — create, configure, bounds, damping,
+## node-parent-based follow, presets.
+##
+## All writes are bundled into a single EditorUndoRedoManager action.
+## Setting current=true auto-unmarks previously-current cameras of the same
+## class in the same action so one Ctrl-Z reverts the switch.
+
+const CameraValues := preload("res://addons/godot_ai/handlers/camera_values.gd")
+const CameraPresets := preload("res://addons/godot_ai/handlers/camera_presets.gd")
+
+const _VALID_TYPES := {
+ "2d": "Camera2D",
+ "3d": "Camera3D",
+}
+
+const _KEYS_2D := [
+ "zoom",
+ "offset",
+ "anchor_mode",
+ "ignore_rotation",
+ "enabled",
+ "current",
+ "process_callback",
+ "position_smoothing_enabled",
+ "position_smoothing_speed",
+ "rotation_smoothing_enabled",
+ "rotation_smoothing_speed",
+ "drag_horizontal_enabled",
+ "drag_vertical_enabled",
+ "drag_horizontal_offset",
+ "drag_vertical_offset",
+ "drag_left_margin",
+ "drag_top_margin",
+ "drag_right_margin",
+ "drag_bottom_margin",
+ "limit_left",
+ "limit_right",
+ "limit_top",
+ "limit_bottom",
+ "limit_smoothed",
+]
+
+const _KEYS_3D := [
+ "fov",
+ "near",
+ "far",
+ "size",
+ "projection",
+ "keep_aspect",
+ "cull_mask",
+ "doppler_tracking",
+ "h_offset",
+ "v_offset",
+ "current",
+]
+
+# Transform-shaped keys live on Node2D / Node3D, not in the camera-specific
+# schema — rejecting them without a hint sends agents searching for the wrong
+# tool.
+const _NODE_TRANSFORM_KEYS := [
+ "position", "rotation", "scale", "transform",
+ "global_position", "global_rotation", "global_scale", "global_transform",
+]
+
+const _DAMPING_MARGIN_KEYS := ["left", "top", "right", "bottom"]
+const _CURRENT_SETTLE_ATTEMPTS := 8
+const _CURRENT_SETTLE_DELAY_MSEC := 10
+
+
+var _undo_redo: EditorUndoRedoManager
+
+# Per-scene logical-current bookkeeping. Keys are scene-root InstanceIDs;
+# values are { "2d": NodePath-as-String, "3d": NodePath-as-String } with
+# missing keys meaning "no logical current for that class."
+#
+# Stored on the handler instance (NOT as Node metadata on the scene root)
+# because set_meta() persists into the .tscn on save, contaminating user
+# scene files with MCP-internal sidecar state that lingers across reloads
+# and travels in commits.
+var _logical_current: Dictionary = {}
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+# Camera2D doesn't expose `current` as a settable property in Godot 4 —
+# only is_current() / make_current() / clear_current(). Camera3D exposes
+# both, but using methods uniformly avoids per-class branching.
+static func _is_current(cam: Node) -> bool:
+ if cam == null:
+ return false
+ return bool(cam.is_current())
+
+
+static func _viewport_current_camera(scene_root: Node) -> Node:
+ if scene_root == null:
+ return null
+ var viewport := scene_root.get_viewport()
+ if viewport == null:
+ return null
+ var current_2d := viewport.get_camera_2d()
+ if current_2d != null and scene_root.is_ancestor_of(current_2d):
+ return current_2d
+ var current_3d := viewport.get_camera_3d()
+ if current_3d != null and scene_root.is_ancestor_of(current_3d):
+ return current_3d
+ return null
+
+
+static func _is_effective_current(cam: Node) -> bool:
+ if _is_current(cam):
+ return true
+ if cam is Camera2D:
+ var viewport_2d := cam.get_viewport()
+ return viewport_2d != null and viewport_2d.get_camera_2d() == cam
+ if cam is Camera3D:
+ var viewport_3d := cam.get_viewport()
+ return viewport_3d != null and viewport_3d.get_camera_3d() == cam
+ return false
+
+
+# Logical-current bookkeeping. Updated from inside _apply_make_current /
+# _apply_clear_current so DO and UNDO callables stamp the same logical
+# slot they touch in the viewport. Reads consult the logical slot first
+# and treat it as authoritative when set — the viewport read is the
+# fallback for "MCP never touched this scene's cameras."
+
+func _set_logical_current(cam: Node) -> void:
+ if cam == null or not is_instance_valid(cam) or not cam.is_inside_tree():
+ return
+ var type_str := _camera_type_str(cam)
+ if type_str.is_empty():
+ return
+ var scene_root := EditorInterface.get_edited_scene_root()
+ if scene_root == null or not scene_root.is_ancestor_of(cam):
+ return
+ var slot: Dictionary = _logical_current.get(scene_root.get_instance_id(), {})
+ slot[type_str] = McpScenePath.from_node(cam, scene_root)
+ _logical_current[scene_root.get_instance_id()] = slot
+
+
+func _clear_logical_current(cam: Node) -> void:
+ if cam == null:
+ return
+ var type_str := _camera_type_str(cam)
+ if type_str.is_empty():
+ return
+ var scene_root := EditorInterface.get_edited_scene_root()
+ if scene_root == null:
+ return
+ var key := scene_root.get_instance_id()
+ if not _logical_current.has(key):
+ return
+ var slot: Dictionary = _logical_current[key]
+ if not slot.has(type_str):
+ return
+ # Only clear if the logical slot still points at this camera; otherwise
+ # a later make_current already took the slot and we'd stomp it.
+ var current_path := ""
+ if is_instance_valid(cam) and cam.is_inside_tree() and scene_root.is_ancestor_of(cam):
+ current_path = McpScenePath.from_node(cam, scene_root)
+ if String(slot[type_str]) == current_path:
+ slot.erase(type_str)
+ if slot.is_empty():
+ _logical_current.erase(key)
+ else:
+ _logical_current[key] = slot
+
+
+func _logical_current_camera(scene_root: Node, type_str: String = "") -> Node:
+ if scene_root == null:
+ return null
+ var key := scene_root.get_instance_id()
+ if not _logical_current.has(key):
+ return null
+ var slot: Dictionary = _logical_current[key]
+ var types: Array[String] = []
+ if type_str == "2d" or type_str == "3d":
+ types = [type_str]
+ else:
+ types = ["2d", "3d"]
+ for t in types:
+ if not slot.has(t):
+ continue
+ var path := String(slot[t])
+ if path.is_empty():
+ slot.erase(t)
+ continue
+ var node := McpScenePath.resolve(path, scene_root)
+ if node == null or not _is_camera(node) or _camera_type_str(node) != t:
+ slot.erase(t)
+ continue
+ return node
+ if slot.is_empty():
+ _logical_current.erase(key)
+ else:
+ _logical_current[key] = slot
+ return null
+
+
+func _is_logical_current(scene_root: Node, cam: Node) -> bool:
+ if scene_root == null or cam == null:
+ return false
+ var logical := _logical_current_camera(scene_root, _camera_type_str(cam))
+ return logical != null and logical == cam
+
+
+# Public introspection for tests that need to distinguish "handler has a
+# logical marker" from "handler is falling back to engine state". `get_camera`
+# / `list_cameras` both use `_resolve_current` which falls through to
+# `_is_effective_current` when no marker is set — that's correct for callers
+# but masks the marker presence from anyone trying to gate on
+# "did the handler actually record this state?". Returns the logical-current
+# Camera2D / Camera3D for the given type ("2d" / "3d" / "" for either), or
+# null when no marker is set. See #316 PR #372 review feedback.
+func peek_logical_current(scene_root: Node, type_str: String = "") -> Node:
+ return _logical_current_camera(scene_root, type_str)
+
+
+# Authoritative answer for "is `cam` the current camera of its class?"
+#
+# When a logical marker exists for the camera's class, it is the single
+# source of truth — only the marker's referenced camera reports current,
+# every other camera of that class reports false even if the viewport
+# slot still points at one of them (the headless-CI lag in #140 / #278 /
+# #301). Without a logical marker, fall through to the viewport read so
+# scenes MCP never touched still answer correctly.
+func _resolve_current(scene_root: Node, cam: Node) -> bool:
+ if scene_root == null or cam == null:
+ return false
+ var logical := _logical_current_camera(scene_root, _camera_type_str(cam))
+ if logical != null:
+ return logical == cam
+ return _is_effective_current(cam)
+
+
+# list_cameras pre-fetches the per-class logical pointers once; this
+# variant takes those pointers to avoid an O(n²) walk over the meta
+# bookkeeping for each camera in the scene.
+func _resolve_current_with_logicals(cam: Node, logical_2d: Node, logical_3d: Node) -> bool:
+ if cam == null:
+ return false
+ if cam is Camera2D:
+ if logical_2d != null:
+ return logical_2d == cam
+ elif cam is Camera3D:
+ if logical_3d != null:
+ return logical_3d == cam
+ return _is_effective_current(cam)
+
+
+# Register a current=true switch on `node` in the open undo action,
+# unmarking previously-current siblings of the same class so a single
+# Ctrl-Z reverts the whole switch.
+#
+# Both DO and UNDO route through `_apply_make_current` / `_apply_clear_current`
+# on the handler itself rather than calling Camera.make_current() directly.
+# The helpers do the make_current (or clear_current) call plus bounded sync
+# settling when the viewport hasn't yet reflected the change — headless CI
+# occasionally reports `is_current() == false` immediately after a committed
+# make_current (observed CI run 24682342469) and symmetrically still reports
+# the displaced camera as current immediately after an undo (observed CI runs
+# 24682342469, 24692250322, 24696571517, 25079965242 — tracked in #140).
+# Later #278 runs broadened the same current-camera timing flake across more
+# platforms and assertions, so the settle budget is deliberately above one
+# fast local frame.
+#
+# Because those callables bind to `self` (a RefCounted handler, not a scene
+# node), every action that calls this helper must pin its history via
+# `create_action(name, MERGE_DISABLE, scene_root)` — otherwise the
+# handler-bound ops land in GLOBAL_HISTORY while the scene-node ops land in
+# the scene's history, and a single editor_undo reverts only half the action.
+#
+# Both DO and UNDO use a single make_current() call — never a
+# clear_current() + make_current() pair. make_current() takes over the
+# viewport slot atomically (Godot enforces one current camera per class
+# per viewport), so the displaced camera naturally returns
+# is_current() == false without an explicit clear. The two-step approach
+# leaves the viewport temporarily with no current camera between the
+# clear and the make, which races with editor cleanup on macOS headless
+# (observed flaking CI runs 24674252085, 24675424785).
+func _add_make_current_to_action(node: Node, type_str: String, scene_root: Node) -> void:
+ var prev_current: Node = null
+ for cam in _list_cameras_in_scene(scene_root, type_str):
+ if cam == node:
+ continue
+ if _resolve_current(scene_root, cam):
+ prev_current = cam
+ break
+ _undo_redo.add_do_method(self, "_apply_make_current", node)
+ if prev_current != null:
+ _undo_redo.add_undo_method(self, "_apply_make_current", prev_current)
+ else:
+ _undo_redo.add_undo_method(self, "_apply_clear_current", node)
+
+
+# Apply make_current on `cam` with bounded synchronous settling. Registered as the
+# do/undo callable by `_add_make_current_to_action`. See that function's
+# comment for why the undo path needs the retry inside the action itself.
+# Safe against a freed camera node — short-circuits if the node is gone
+# or not in the tree.
+func _apply_make_current(cam: Node) -> void:
+ if cam == null or not is_instance_valid(cam) or not cam.is_inside_tree():
+ return
+ _set_logical_current(cam)
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var type_str := _camera_type_str(cam)
+ for attempt in range(_CURRENT_SETTLE_ATTEMPTS):
+ cam.make_current()
+ _force_camera_refresh(cam)
+ # Godot's make_current is supposed to atomically displace siblings,
+ # but on macOS headless the displaced camera occasionally still
+ # answers is_current() == true after this returns (#140 / #278 / #301).
+ # Sweep same-class siblings and clear any that lag.
+ _force_clear_other_currents(cam, type_str, scene_root)
+ if not _is_current_settled(cam):
+ _displace_stale_camera_2d(cam)
+ _force_clear_other_currents(cam, type_str, scene_root)
+ var waited_this_attempt := false
+ if _is_current_settled(cam):
+ if not (cam is Camera2D):
+ return
+ OS.delay_msec(_CURRENT_SETTLE_DELAY_MSEC)
+ waited_this_attempt = true
+ _force_camera_refresh(cam)
+ _force_clear_other_currents(cam, type_str, scene_root)
+ if _is_current_settled(cam):
+ return
+ if attempt < _CURRENT_SETTLE_ATTEMPTS - 1 and not waited_this_attempt:
+ OS.delay_msec(_CURRENT_SETTLE_DELAY_MSEC)
+
+
+# Walk same-class siblings and force-clear any that still report is_current().
+# Best-effort: clear_current errors when called on a non-current camera, so
+# guard. Camera2D's clear_current path also flushes the viewport slot, which
+# is the one we actually care about settling for #301.
+func _force_clear_other_currents(target: Node, type_str: String, scene_root: Node) -> void:
+ if scene_root == null or type_str.is_empty():
+ return
+ for sibling in _list_cameras_in_scene(scene_root, type_str):
+ if sibling == target:
+ continue
+ if not is_instance_valid(sibling) or not sibling.is_inside_tree():
+ continue
+ if not _is_current(sibling):
+ # Even if is_current() reports false, the viewport slot can
+ # still point at this sibling on macOS — re-make target to
+ # take it back. Cheap (idempotent) when the slot is fine.
+ if sibling is Camera2D:
+ var vp_other: Viewport = (sibling as Camera2D).get_viewport()
+ if vp_other != null and vp_other.get_camera_2d() == sibling:
+ target.make_current()
+ _force_camera_refresh(target)
+ continue
+ sibling.clear_current()
+ if sibling is Camera2D:
+ (sibling as Camera2D).force_update_scroll()
+
+
+# Call after commit_action() whenever the action registered a make_current DO.
+# The undo path cannot use a post-undo hook, so it relies on `_apply_make_current`
+# directly; create/configure/apply_preset get this extra post-commit verifier.
+func _verify_current_after_commit(node: Node) -> void:
+ _apply_make_current(node)
+
+
+func _force_camera_refresh(cam: Node) -> void:
+ if cam is Camera2D:
+ (cam as Camera2D).force_update_scroll()
+
+
+func _is_current_settled(cam: Node) -> bool:
+ if not _is_current(cam):
+ return false
+ if cam is Camera2D:
+ var viewport := cam.get_viewport()
+ if viewport != null and viewport.get_camera_2d() != cam:
+ return false
+ return true
+
+
+func _displace_stale_camera_2d(target: Node) -> void:
+ if not (target is Camera2D):
+ return
+ var viewport := target.get_viewport()
+ if viewport == null:
+ return
+ var stale := viewport.get_camera_2d()
+ if stale == null or stale == target or not is_instance_valid(stale):
+ _nudge_camera_2d_current(target)
+ return
+ var was_enabled := stale.enabled
+ if was_enabled:
+ stale.enabled = false
+ target.make_current()
+ _force_camera_refresh(target)
+ if was_enabled:
+ stale.enabled = true
+ target.make_current()
+ _force_camera_refresh(target)
+
+
+func _nudge_camera_2d_current(target: Node) -> void:
+ if not (target is Camera2D):
+ return
+ var cam := target as Camera2D
+ if not cam.enabled:
+ return
+ cam.enabled = false
+ _force_camera_refresh(cam)
+ cam.enabled = true
+ cam.make_current()
+ _force_camera_refresh(cam)
+
+
+# Symmetric counterpart to `_apply_make_current` for the "no previous
+# current camera" branch (create_camera with make_current=true and no
+# sibling was current). clear_current errors in Godot if called on a
+# non-current camera, so guard on is_current first.
+func _apply_clear_current(cam: Node) -> void:
+ if cam == null or not is_instance_valid(cam) or not cam.is_inside_tree():
+ return
+ _clear_logical_current(cam)
+ for attempt in range(_CURRENT_SETTLE_ATTEMPTS):
+ if _is_clear_settled(cam):
+ return
+ if _is_current(cam):
+ cam.clear_current()
+ _force_camera_refresh(cam)
+ # Camera2D-only: is_current() may answer false while the viewport
+ # slot still points at cam. Toggle enabled to force the viewport
+ # to release, then restore.
+ if cam is Camera2D:
+ var vp := cam.get_viewport()
+ if vp != null and vp.get_camera_2d() == cam:
+ var was_enabled := (cam as Camera2D).enabled
+ if was_enabled:
+ (cam as Camera2D).enabled = false
+ _force_camera_refresh(cam)
+ if was_enabled:
+ (cam as Camera2D).enabled = true
+ if _is_clear_settled(cam):
+ return
+ if attempt < _CURRENT_SETTLE_ATTEMPTS - 1:
+ OS.delay_msec(_CURRENT_SETTLE_DELAY_MSEC)
+
+
+func _is_clear_settled(cam: Node) -> bool:
+ if cam == null:
+ return true
+ if _is_current(cam):
+ return false
+ if cam is Camera2D:
+ var vp := cam.get_viewport()
+ if vp != null and vp.get_camera_2d() == cam:
+ return false
+ return true
+
+
+# ============================================================================
+# camera_create
+# ============================================================================
+
+func create_camera(params: Dictionary) -> Dictionary:
+ var parent_path: String = params.get("parent_path", "")
+ var node_name: String = params.get("name", "Camera")
+ var type_str: String = params.get("type", "2d")
+ var make_current: bool = bool(params.get("make_current", false))
+
+ if not _VALID_TYPES.has(type_str):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid camera type '%s'. Valid: %s" % [type_str, ", ".join(_VALID_TYPES.keys())]
+ )
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var parent: Node = scene_root
+ if not parent_path.is_empty():
+ parent = McpScenePath.resolve(parent_path, scene_root)
+ if parent == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_parent_error(parent_path, scene_root))
+
+ var node := _instantiate_camera(type_str)
+ if node == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate camera")
+ if not node_name.is_empty():
+ node.name = node_name
+
+ _undo_redo.create_action(
+ "MCP: Create %s '%s'" % [_VALID_TYPES[type_str], node.name],
+ UndoRedo.MERGE_DISABLE, scene_root
+ )
+ _undo_redo.add_do_method(parent, "add_child", node, true)
+ _undo_redo.add_do_method(node, "set_owner", scene_root)
+ _undo_redo.add_do_reference(node)
+ if make_current:
+ # Must land AFTER add_child: making current before the node is in the
+ # tree is a silent no-op on the viewport.
+ _add_make_current_to_action(node, type_str, scene_root)
+ _undo_redo.add_undo_method(parent, "remove_child", node)
+ _undo_redo.commit_action()
+ if make_current:
+ _verify_current_after_commit(node)
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "parent_path": McpScenePath.from_node(parent, scene_root),
+ "name": String(node.name),
+ "type": type_str,
+ "class": _VALID_TYPES[type_str],
+ "current": bool(make_current),
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# camera_configure
+# ============================================================================
+
+func configure(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_camera(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var type_str: String = resolved.type
+ var scene_root: Node = resolved.scene_root
+
+ var properties: Dictionary = params.get("properties", {})
+ if properties.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "properties dict is empty")
+
+ var valid_keys: Array = _KEYS_2D if type_str == "2d" else _KEYS_3D
+ var prop_types := _property_type_map(node)
+ var coerced: Dictionary = {}
+ var old_values: Dictionary = {}
+ # `current` is special-cased via methods (Camera2D doesn't expose it as a property).
+ var current_request: Variant = null
+
+ for property in properties:
+ var prop_name: String = String(property)
+ if not (prop_name in valid_keys):
+ var msg := "Property '%s' not valid for %s. Valid: %s" % [
+ prop_name, _VALID_TYPES[type_str], ", ".join(valid_keys)
+ ]
+ if prop_name in _NODE_TRANSFORM_KEYS:
+ msg += (
+ ". Transforms live on the Node, not on the camera config — "
+ + "use node_set_property(path=%s, property=\"%s\", value=...)" % [node_path, prop_name]
+ )
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, msg)
+ if prop_name == "current":
+ current_request = bool(properties[prop_name])
+ continue
+ var prop_type: int = prop_types.get(prop_name, TYPE_NIL)
+ if prop_type == TYPE_NIL:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' not present on %s" % [prop_name, node.get_class()]
+ )
+ var coerce_result := CameraValues.coerce(prop_name, properties[prop_name], prop_type)
+ if not coerce_result.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerce_result.error))
+ coerced[prop_name] = coerce_result.value
+ old_values[prop_name] = node.get(prop_name)
+
+ _undo_redo.create_action(
+ "MCP: Configure camera %s" % node.name,
+ UndoRedo.MERGE_DISABLE, scene_root
+ )
+ for prop_name in coerced:
+ _undo_redo.add_do_property(node, prop_name, coerced[prop_name])
+ _undo_redo.add_undo_property(node, prop_name, old_values[prop_name])
+ var verify_current_after := false
+ if current_request != null:
+ var want_on: bool = bool(current_request)
+ var was_on: bool = _resolve_current(scene_root, node)
+ if want_on and not was_on:
+ _add_make_current_to_action(node, type_str, scene_root)
+ verify_current_after = true
+ elif not want_on and was_on:
+ _undo_redo.add_do_method(self, "_apply_clear_current", node)
+ _undo_redo.add_undo_method(self, "_apply_make_current", node)
+ _undo_redo.commit_action()
+ if verify_current_after:
+ _verify_current_after_commit(node)
+
+ var applied: Array[String] = []
+ var serialized: Dictionary = {}
+ for prop_name in coerced:
+ applied.append(prop_name)
+ serialized[prop_name] = CameraValues.serialize(coerced[prop_name])
+ if current_request != null:
+ applied.append("current")
+ serialized["current"] = bool(current_request)
+
+ return {
+ "data": {
+ "path": node_path,
+ "type": type_str,
+ "class": node.get_class(),
+ "applied": applied,
+ "values": serialized,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# camera_set_limits_2d
+# ============================================================================
+
+func set_limits_2d(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_camera(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var type_str: String = resolved.type
+
+ if type_str != "2d":
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "camera_set_limits_2d requires a Camera2D (got %s)" % node.get_class()
+ )
+
+ var applied: Dictionary = {}
+ var old_values: Dictionary = {}
+ var edges := {
+ "left": "limit_left",
+ "right": "limit_right",
+ "top": "limit_top",
+ "bottom": "limit_bottom",
+ }
+ for edge in edges:
+ var v = params.get(edge)
+ if v != null:
+ var prop_name: String = edges[edge]
+ applied[prop_name] = int(v)
+ old_values[prop_name] = node.get(prop_name)
+
+ var smoothed = params.get("smoothed")
+ if smoothed != null:
+ applied["limit_smoothed"] = bool(smoothed)
+ old_values["limit_smoothed"] = node.get("limit_smoothed")
+
+ if applied.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM,
+ "No limits specified; provide at least one of left, right, top, bottom, smoothed"
+ )
+
+ _undo_redo.create_action("MCP: Set camera limits on %s" % node.name)
+ for prop_name in applied:
+ _undo_redo.add_do_property(node, prop_name, applied[prop_name])
+ _undo_redo.add_undo_property(node, prop_name, old_values[prop_name])
+ _undo_redo.commit_action()
+
+ var values: Dictionary = {}
+ for prop_name in applied:
+ values[prop_name] = applied[prop_name]
+
+ return {
+ "data": {
+ "path": node_path,
+ "applied": applied.keys(),
+ "values": values,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# camera_set_damping_2d
+# ============================================================================
+
+func set_damping_2d(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_camera(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var type_str: String = resolved.type
+
+ if type_str != "2d":
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "camera_set_damping_2d requires a Camera2D (got %s)" % node.get_class()
+ )
+
+ var applied: Dictionary = {}
+ var old_values: Dictionary = {}
+
+ # position_speed: set position_smoothing_speed AND toggle position_smoothing_enabled.
+ var pos_v = params.get("position_speed")
+ if pos_v != null:
+ var pos_speed := float(pos_v)
+ var pos_enable := pos_speed > 0.0
+ applied["position_smoothing_enabled"] = pos_enable
+ old_values["position_smoothing_enabled"] = node.get("position_smoothing_enabled")
+ if pos_enable:
+ applied["position_smoothing_speed"] = pos_speed
+ old_values["position_smoothing_speed"] = node.get("position_smoothing_speed")
+
+ # rotation_speed: same pattern for rotation_smoothing_*.
+ var rot_v = params.get("rotation_speed")
+ if rot_v != null:
+ var rot_speed := float(rot_v)
+ var rot_enable := rot_speed > 0.0
+ applied["rotation_smoothing_enabled"] = rot_enable
+ old_values["rotation_smoothing_enabled"] = node.get("rotation_smoothing_enabled")
+ if rot_enable:
+ applied["rotation_smoothing_speed"] = rot_speed
+ old_values["rotation_smoothing_speed"] = node.get("rotation_smoothing_speed")
+
+ for flag in ["drag_horizontal_enabled", "drag_vertical_enabled"]:
+ var flag_v = params.get(flag)
+ if flag_v != null:
+ applied[flag] = bool(flag_v)
+ old_values[flag] = node.get(flag)
+
+ # drag_margins: dict {left, top, right, bottom} floats in [0,1]; null/missing keys untouched.
+ var margins_v = params.get("drag_margins")
+ if margins_v != null:
+ if not (margins_v is Dictionary):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "drag_margins must be a dict with optional keys left/top/right/bottom"
+ )
+ var margins: Dictionary = margins_v
+ for edge in _DAMPING_MARGIN_KEYS:
+ var margin_v = margins.get(edge)
+ if margin_v == null:
+ continue
+ var v := float(margin_v)
+ if v < 0.0 or v > 1.0:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "drag_margins.%s must be in [0, 1] (got %s)" % [edge, v]
+ )
+ var prop_name: String = "drag_%s_margin" % edge
+ applied[prop_name] = v
+ old_values[prop_name] = node.get(prop_name)
+
+ if applied.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM,
+ "No damping params specified; provide at least one of position_speed, rotation_speed, drag_margins, drag_horizontal_enabled, drag_vertical_enabled"
+ )
+
+ _undo_redo.create_action("MCP: Set camera damping on %s" % node.name)
+ for prop_name in applied:
+ _undo_redo.add_do_property(node, prop_name, applied[prop_name])
+ _undo_redo.add_undo_property(node, prop_name, old_values[prop_name])
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "applied": applied.keys(),
+ "values": applied,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# camera_follow_2d
+# ============================================================================
+
+func follow_2d(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_camera(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var type_str: String = resolved.type
+ var scene_root: Node = resolved.scene_root
+
+ if type_str != "2d":
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "camera_follow_2d requires a Camera2D (got %s)" % node.get_class()
+ )
+
+ var target_path: String = params.get("target_path", "")
+ if target_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: target_path")
+ var target := McpScenePath.resolve(target_path, scene_root)
+ if target == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, "Target not found: %s" % target_path)
+ if not (target is Node2D) and target != scene_root:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Follow target must be a Node2D (got %s)" % target.get_class()
+ )
+ if target == node:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Camera cannot follow itself")
+ if target.is_ancestor_of(node) and node.get_parent() != target:
+ # A non-parent ancestor — still valid to reparent under (direct parent).
+ pass
+ if node.is_ancestor_of(target):
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Cannot follow a descendant of the camera"
+ )
+
+ var smoothing_speed := float(params.get("smoothing_speed", 5.0))
+ var zero_transform: bool = bool(params.get("zero_transform", true))
+
+ var old_parent := node.get_parent()
+ var old_idx: int = node.get_index() if old_parent != null else 0
+ var old_position = node.get("position")
+ var old_rotation = node.get("rotation")
+ var old_smoothing_enabled: bool = bool(node.get("position_smoothing_enabled"))
+ var old_smoothing_speed: float = float(node.get("position_smoothing_speed"))
+
+ var already_child: bool = old_parent == target
+ var reparented: bool = not already_child
+
+ _undo_redo.create_action("MCP: Camera follow %s" % target.name)
+ if reparented:
+ _undo_redo.add_do_method(old_parent, "remove_child", node)
+ _undo_redo.add_do_method(target, "add_child", node, true)
+ _undo_redo.add_do_method(node, "set_owner", scene_root)
+ _undo_redo.add_do_reference(node)
+ if zero_transform:
+ if target is Node2D:
+ _undo_redo.add_do_property(node, "position", Vector2.ZERO)
+ _undo_redo.add_undo_property(node, "position", old_position)
+ _undo_redo.add_do_property(node, "rotation", 0.0)
+ _undo_redo.add_undo_property(node, "rotation", old_rotation)
+ _undo_redo.add_do_property(node, "position_smoothing_enabled", true)
+ _undo_redo.add_undo_property(node, "position_smoothing_enabled", old_smoothing_enabled)
+ if smoothing_speed > 0.0:
+ _undo_redo.add_do_property(node, "position_smoothing_speed", smoothing_speed)
+ _undo_redo.add_undo_property(node, "position_smoothing_speed", old_smoothing_speed)
+ if reparented:
+ _undo_redo.add_undo_method(target, "remove_child", node)
+ _undo_redo.add_undo_method(old_parent, "add_child", node, true)
+ _undo_redo.add_undo_method(old_parent, "move_child", node, old_idx)
+ _undo_redo.add_undo_method(node, "set_owner", scene_root)
+ _undo_redo.add_undo_reference(node)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "target_path": McpScenePath.from_node(target, scene_root),
+ "reparented": reparented,
+ "smoothing_speed": smoothing_speed,
+ "zero_transform": zero_transform and (target is Node2D),
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# camera_get
+# ============================================================================
+
+func get_camera(params: Dictionary) -> Dictionary:
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var camera_path: String = params.get("camera_path", "")
+ var node: Node = null
+ var resolved_via: String = ""
+ if camera_path.is_empty():
+ # Empty: prefer the viewport's active camera. In headless editor CI,
+ # Camera2D.is_current() can lag make_current() briefly even after the
+ # viewport slot has switched; falling through to "first" during that
+ # window makes camera_get("") nondeterministic.
+ var all_cams := _list_cameras_in_scene(scene_root, "")
+ var logical_current := _logical_current_camera(scene_root)
+ if logical_current != null and all_cams.has(logical_current):
+ node = logical_current
+ resolved_via = "current"
+ var viewport_current := _viewport_current_camera(scene_root)
+ if node == null and viewport_current != null and all_cams.has(viewport_current):
+ node = viewport_current
+ resolved_via = "current"
+ for cam in all_cams:
+ if node != null:
+ break
+ if _is_current(cam):
+ node = cam
+ resolved_via = "current"
+ break
+ if node == null and not all_cams.is_empty():
+ node = all_cams[0]
+ resolved_via = "first"
+ else:
+ node = McpScenePath.resolve(camera_path, scene_root)
+ if node == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_node_error(camera_path, scene_root))
+ if not _is_camera(node):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Node %s is not a camera (got %s)" % [camera_path, node.get_class()]
+ )
+ resolved_via = "path"
+
+ if node == null:
+ return {
+ "data": {
+ "path": "",
+ "type": "",
+ "class": "",
+ "current": false,
+ "properties": {},
+ "resolved_via": "not_found",
+ }
+ }
+
+ var type_str := _camera_type_str(node)
+ var keys: Array = _KEYS_2D if type_str == "2d" else _KEYS_3D
+ var prop_types := _property_type_map(node)
+ var props: Dictionary = {}
+ var is_current_effective := _resolve_current(scene_root, node)
+ for key in keys:
+ if key == "current":
+ props[key] = is_current_effective
+ continue
+ if prop_types.has(key):
+ props[key] = CameraValues.serialize(node.get(key))
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "type": type_str,
+ "class": node.get_class(),
+ "current": is_current_effective,
+ "properties": props,
+ "resolved_via": resolved_via,
+ }
+ }
+
+
+# ============================================================================
+# camera_list
+# ============================================================================
+
+func list_cameras(_params: Dictionary) -> Dictionary:
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var cams := _list_cameras_in_scene(scene_root, "")
+ var out: Array[Dictionary] = []
+ var logical_2d := _logical_current_camera(scene_root, "2d")
+ var logical_3d := _logical_current_camera(scene_root, "3d")
+ for cam in cams:
+ out.append({
+ "path": McpScenePath.from_node(cam, scene_root),
+ "class": cam.get_class(),
+ "type": _camera_type_str(cam),
+ "current": _resolve_current_with_logicals(cam, logical_2d, logical_3d),
+ })
+ return {"data": {"cameras": out}}
+
+
+# ============================================================================
+# camera_apply_preset
+# ============================================================================
+
+func apply_preset(params: Dictionary) -> Dictionary:
+ var preset_name: String = params.get("preset", "")
+ if preset_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: preset")
+
+ var overrides: Dictionary = params.get("overrides", {})
+ var blueprint = CameraPresets.build(preset_name, overrides)
+ if blueprint == null:
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Unknown preset '%s'. Valid: %s" % [preset_name, ", ".join(CameraPresets.list_presets())]
+ )
+
+ var parent_path: String = params.get("parent_path", "")
+ var node_name: String = params.get("name", "")
+ var type_str: String = params.get("type", String(blueprint.get("default_type", "2d")))
+ var make_current: bool = bool(params.get("make_current", true))
+ if node_name.is_empty():
+ node_name = preset_name.capitalize()
+ if not _VALID_TYPES.has(type_str):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid camera type '%s'. Valid: %s" % [type_str, ", ".join(_VALID_TYPES.keys())]
+ )
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var parent: Node = scene_root
+ if not parent_path.is_empty():
+ parent = McpScenePath.resolve(parent_path, scene_root)
+ if parent == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_parent_error(parent_path, scene_root))
+
+ var node := _instantiate_camera(type_str)
+ node.name = node_name
+
+ var preset_props: Dictionary = blueprint.get("properties", {})
+ var valid_keys: Array = _KEYS_2D if type_str == "2d" else _KEYS_3D
+ var prop_types := _property_type_map(node)
+ var applied: Array[String] = []
+ for prop in preset_props:
+ var prop_name := String(prop)
+ if not (prop_name in valid_keys):
+ continue # Silently skip preset keys that don't apply to this camera class.
+ # `current` lives on methods, not as a writable property on Camera2D —
+ # always handled via the make_current path below.
+ if prop_name == "current":
+ continue
+ var prop_type: int = prop_types.get(prop_name, TYPE_NIL)
+ if prop_type == TYPE_NIL:
+ continue
+ var coerce_result := CameraValues.coerce(prop_name, preset_props[prop_name], prop_type)
+ if not coerce_result.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerce_result.error))
+ node.set(prop_name, coerce_result.value)
+ applied.append(prop_name)
+
+ _undo_redo.create_action(
+ "MCP: Apply camera preset %s" % preset_name,
+ UndoRedo.MERGE_DISABLE, scene_root
+ )
+ _undo_redo.add_do_method(parent, "add_child", node, true)
+ _undo_redo.add_do_method(node, "set_owner", scene_root)
+ _undo_redo.add_do_reference(node)
+ if make_current:
+ _add_make_current_to_action(node, type_str, scene_root)
+ _undo_redo.add_undo_method(parent, "remove_child", node)
+ _undo_redo.commit_action()
+ if make_current:
+ _verify_current_after_commit(node)
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "parent_path": McpScenePath.from_node(parent, scene_root),
+ "name": node_name,
+ "preset": preset_name,
+ "type": type_str,
+ "class": _VALID_TYPES[type_str],
+ "applied": applied,
+ "current": bool(make_current),
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# Helpers
+# ============================================================================
+
+static func _instantiate_camera(type_str: String) -> Node:
+ match type_str:
+ "2d":
+ return Camera2D.new()
+ "3d":
+ return Camera3D.new()
+ return null
+
+
+static func _is_camera(node: Node) -> bool:
+ return node is Camera2D or node is Camera3D
+
+
+static func _camera_type_str(node: Node) -> String:
+ if node is Camera2D:
+ return "2d"
+ if node is Camera3D:
+ return "3d"
+ return ""
+
+
+func _resolve_camera(params: Dictionary) -> Dictionary:
+ var resolved := McpNodeValidator.resolve_or_error(
+ params.get("camera_path", ""), "camera_path",
+ )
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var scene_root: Node = resolved.scene_root
+ if not _is_camera(node):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Node %s is not a camera (got %s)" % [node_path, node.get_class()]
+ )
+ return {
+ "node": node,
+ "path": node_path,
+ "type": _camera_type_str(node),
+ "scene_root": scene_root,
+ }
+
+
+## Walk the edited scene for cameras. class_filter: "2d", "3d", or "" for all.
+static func _list_cameras_in_scene(scene_root: Node, class_filter: String) -> Array:
+ var result: Array = []
+ if scene_root == null:
+ return result
+ _collect_cameras(scene_root, class_filter, result)
+ return result
+
+
+static func _collect_cameras(node: Node, class_filter: String, out: Array) -> void:
+ var matches := false
+ match class_filter:
+ "2d":
+ matches = node is Camera2D
+ "3d":
+ matches = node is Camera3D
+ _:
+ matches = node is Camera2D or node is Camera3D
+ if matches:
+ out.append(node)
+ for child in node.get_children():
+ _collect_cameras(child, class_filter, out)
+
+
+## Build a name -> property-type dict from the object's property list.
+## Single walk of get_property_list() amortizes lookups across a batch of
+## properties in configure / apply_preset.
+static func _property_type_map(obj: Object) -> Dictionary:
+ var out: Dictionary = {}
+ if obj == null:
+ return out
+ for prop in obj.get_property_list():
+ out[prop.name] = int(prop.get("type", TYPE_NIL))
+ return out
diff --git a/addons/godot_ai/handlers/camera_handler.gd.uid b/addons/godot_ai/handlers/camera_handler.gd.uid
new file mode 100644
index 0000000..86d2aae
--- /dev/null
+++ b/addons/godot_ai/handlers/camera_handler.gd.uid
@@ -0,0 +1 @@
+uid://c0lcviccrlrl8
diff --git a/addons/godot_ai/handlers/camera_presets.gd b/addons/godot_ai/handlers/camera_presets.gd
new file mode 100644
index 0000000..a1922c2
--- /dev/null
+++ b/addons/godot_ai/handlers/camera_presets.gd
@@ -0,0 +1,81 @@
+@tool
+extends RefCounted
+
+## Opinionated Camera2D / Camera3D presets.
+##
+## build(preset_name, overrides) -> {default_type, properties} | null
+## properties are merged with caller overrides (overrides win).
+
+
+const _PRESETS := {
+ # Top-down roguelite / arena — damped follow feel, drag deadzone.
+ "topdown_2d": {
+ "default_type": "2d",
+ "properties": {
+ "zoom": {"x": 2.0, "y": 2.0},
+ "anchor_mode": "drag_center",
+ "position_smoothing_enabled": true,
+ "position_smoothing_speed": 5.0,
+ "rotation_smoothing_enabled": false,
+ "drag_horizontal_enabled": true,
+ "drag_vertical_enabled": true,
+ "drag_left_margin": 0.2,
+ "drag_right_margin": 0.2,
+ "drag_top_margin": 0.2,
+ "drag_bottom_margin": 0.2,
+ },
+ },
+ # Platformer — tight horizontal follow, vertical snap with smoothing on.
+ "platformer_2d": {
+ "default_type": "2d",
+ "properties": {
+ "zoom": {"x": 1.5, "y": 1.5},
+ "anchor_mode": "drag_center",
+ "position_smoothing_enabled": true,
+ "position_smoothing_speed": 8.0,
+ "drag_horizontal_enabled": true,
+ "drag_vertical_enabled": false,
+ "drag_left_margin": 0.15,
+ "drag_right_margin": 0.15,
+ },
+ },
+ # Cinematic 3D — narrow FOV, long range. Good for dramatic wide shots.
+ "cinematic_3d": {
+ "default_type": "3d",
+ "properties": {
+ "fov": 40.0,
+ "near": 0.1,
+ "far": 500.0,
+ "projection": "perspective",
+ },
+ },
+ # Action 3D — wider FOV for first/third-person action gameplay.
+ "action_3d": {
+ "default_type": "3d",
+ "properties": {
+ "fov": 70.0,
+ "near": 0.1,
+ "far": 200.0,
+ "projection": "perspective",
+ },
+ },
+}
+
+
+static func list_presets() -> Array:
+ return _PRESETS.keys()
+
+
+## Build a preset blueprint. Returns null if preset_name is unknown.
+## overrides is merged on top of preset defaults (caller values win).
+static func build(preset_name: String, overrides: Dictionary) -> Variant:
+ if not _PRESETS.has(preset_name):
+ return null
+ var preset: Dictionary = _PRESETS[preset_name]
+ var properties: Dictionary = (preset.get("properties", {}) as Dictionary).duplicate(true)
+ for key in overrides:
+ properties[key] = overrides[key]
+ return {
+ "default_type": preset.get("default_type", "2d"),
+ "properties": properties,
+ }
diff --git a/addons/godot_ai/handlers/camera_presets.gd.uid b/addons/godot_ai/handlers/camera_presets.gd.uid
new file mode 100644
index 0000000..9f9f839
--- /dev/null
+++ b/addons/godot_ai/handlers/camera_presets.gd.uid
@@ -0,0 +1 @@
+uid://bl3rfy72o3wy5
diff --git a/addons/godot_ai/handlers/camera_values.gd b/addons/godot_ai/handlers/camera_values.gd
new file mode 100644
index 0000000..7d68019
--- /dev/null
+++ b/addons/godot_ai/handlers/camera_values.gd
@@ -0,0 +1,143 @@
+@tool
+extends RefCounted
+
+## Value coercion helpers for camera authoring.
+##
+## Handles:
+## - enum-by-name (keep_aspect="keep_height" -> Camera3D.KEEP_HEIGHT)
+## - {x, y} dict -> Vector2 (zoom, offset, drag_*_offset)
+## - serialization back to JSON-friendly shapes
+
+
+const _ENUM_TABLES := {
+ "projection": {
+ "perspective": Camera3D.PROJECTION_PERSPECTIVE,
+ "orthogonal": Camera3D.PROJECTION_ORTHOGONAL,
+ "frustum": Camera3D.PROJECTION_FRUSTUM,
+ },
+ "keep_aspect": {
+ "keep_width": Camera3D.KEEP_WIDTH,
+ "keep_height": Camera3D.KEEP_HEIGHT,
+ },
+ "anchor_mode": {
+ "fixed_top_left": Camera2D.ANCHOR_MODE_FIXED_TOP_LEFT,
+ "drag_center": Camera2D.ANCHOR_MODE_DRAG_CENTER,
+ },
+ "doppler_tracking": {
+ "disabled": Camera3D.DOPPLER_TRACKING_DISABLED,
+ "idle_step": Camera3D.DOPPLER_TRACKING_IDLE_STEP,
+ "physics_step": Camera3D.DOPPLER_TRACKING_PHYSICS_STEP,
+ },
+ "process_callback": {
+ "physics": Camera2D.CAMERA2D_PROCESS_PHYSICS,
+ "idle": Camera2D.CAMERA2D_PROCESS_IDLE,
+ },
+}
+
+
+## Return the enum int for (property, string_name), or null if not a known enum string.
+static func resolve_enum(property: String, value: Variant) -> Variant:
+ if not (value is String):
+ return null
+ if not _ENUM_TABLES.has(property):
+ return null
+ var table: Dictionary = _ENUM_TABLES[property]
+ var key: String = String(value).to_lower()
+ if table.has(key):
+ return table[key]
+ return null
+
+
+## Valid enum names for a property, for error messages.
+static func enum_keys(property: String) -> Array:
+ if not _ENUM_TABLES.has(property):
+ return []
+ return (_ENUM_TABLES[property] as Dictionary).keys()
+
+
+static func parse_vector2(value: Variant) -> Variant:
+ if value is Vector2:
+ return value
+ if value is Dictionary:
+ var d: Dictionary = value
+ return Vector2(float(d.get("x", 0)), float(d.get("y", 0)))
+ if value is Array and value.size() >= 2:
+ return Vector2(float(value[0]), float(value[1]))
+ if value is int or value is float:
+ return Vector2(float(value), float(value))
+ return null
+
+
+static func parse_vector3(value: Variant) -> Variant:
+ if value is Vector3:
+ return value
+ if value is Dictionary:
+ var d: Dictionary = value
+ return Vector3(float(d.get("x", 0)), float(d.get("y", 0)), float(d.get("z", 0)))
+ if value is Array and value.size() >= 3:
+ return Vector3(float(value[0]), float(value[1]), float(value[2]))
+ return null
+
+
+## Coerce a JSON-shaped value for a camera property against the declared type.
+## Returns {ok: true, value: ...} or {ok: false, error: "..."}.
+static func coerce(property: String, value: Variant, target_type: int) -> Dictionary:
+ # Enum-by-name: must match before generic TYPE_INT coercion.
+ if _ENUM_TABLES.has(property):
+ if value is String:
+ var enum_val = resolve_enum(property, value)
+ if enum_val == null:
+ return {
+ "ok": false,
+ "error": "Invalid %s value: '%s'. Valid: %s" % [
+ property, value, ", ".join(enum_keys(property))
+ ],
+ }
+ return {"ok": true, "value": int(enum_val)}
+ if value is int or value is float:
+ return {"ok": true, "value": int(value)}
+
+ match target_type:
+ TYPE_VECTOR2:
+ var v2 = parse_vector2(value)
+ if v2 == null:
+ return {"ok": false, "error": "Invalid vector2 for %s: %s" % [property, value]}
+ return {"ok": true, "value": v2}
+ TYPE_VECTOR3:
+ var v3 = parse_vector3(value)
+ if v3 == null:
+ return {"ok": false, "error": "Invalid vector3 for %s: %s" % [property, value]}
+ return {"ok": true, "value": v3}
+ TYPE_BOOL:
+ if value is bool:
+ return {"ok": true, "value": value}
+ if value is int or value is float:
+ return {"ok": true, "value": bool(value)}
+ return {"ok": false, "error": "Expected bool for %s" % property}
+ TYPE_INT:
+ if value is int:
+ return {"ok": true, "value": value}
+ if value is float:
+ return {"ok": true, "value": int(value)}
+ return {"ok": false, "error": "Expected int for %s" % property}
+ TYPE_FLOAT:
+ if value is float:
+ return {"ok": true, "value": value}
+ if value is int:
+ return {"ok": true, "value": float(value)}
+ return {"ok": false, "error": "Expected number for %s" % property}
+ TYPE_STRING:
+ return {"ok": true, "value": String(value)}
+
+ return {"ok": true, "value": value}
+
+
+## Serialize a Variant into a JSON-friendly shape for responses.
+static func serialize(value: Variant) -> Variant:
+ if value == null:
+ return null
+ if value is Vector2:
+ return {"x": value.x, "y": value.y}
+ if value is Vector3:
+ return {"x": value.x, "y": value.y, "z": value.z}
+ return value
diff --git a/addons/godot_ai/handlers/camera_values.gd.uid b/addons/godot_ai/handlers/camera_values.gd.uid
new file mode 100644
index 0000000..45e3c09
--- /dev/null
+++ b/addons/godot_ai/handlers/camera_values.gd.uid
@@ -0,0 +1 @@
+uid://bgjnubgnv6ses
diff --git a/addons/godot_ai/handlers/client_handler.gd b/addons/godot_ai/handlers/client_handler.gd
new file mode 100644
index 0000000..27841be
--- /dev/null
+++ b/addons/godot_ai/handlers/client_handler.gd
@@ -0,0 +1,43 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles MCP client configuration commands.
+
+
+func configure_client(params: Dictionary) -> Dictionary:
+ var client_id: String = params.get("client", "")
+ if not McpClientConfigurator.has_client(client_id):
+ var valid := ", ".join(McpClientConfigurator.client_ids())
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown client: %s. Use one of: %s" % [client_id, valid])
+ var result := McpClientConfigurator.configure(client_id)
+ if result.get("status") == "error":
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ result.get("message", "Configuration failed for '%s'" % client_id))
+ return {"data": result}
+
+
+func remove_client(params: Dictionary) -> Dictionary:
+ var client_id: String = params.get("client", "")
+ if not McpClientConfigurator.has_client(client_id):
+ var valid := ", ".join(McpClientConfigurator.client_ids())
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown client: %s. Use one of: %s" % [client_id, valid])
+ var result := McpClientConfigurator.remove(client_id)
+ if result.get("status") == "error":
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ result.get("message", "Removal failed for '%s'" % client_id))
+ return {"data": result}
+
+
+func check_client_status(_params: Dictionary) -> Dictionary:
+ var clients := []
+ for client_id in McpClientConfigurator.client_ids():
+ var status := McpClientConfigurator.check_status(client_id)
+ clients.append({
+ "id": client_id,
+ "display_name": McpClientConfigurator.client_display_name(client_id),
+ "status": McpClient.status_label(status),
+ "installed": McpClientConfigurator.is_installed(client_id),
+ })
+ return {"data": {"clients": clients}}
diff --git a/addons/godot_ai/handlers/client_handler.gd.uid b/addons/godot_ai/handlers/client_handler.gd.uid
new file mode 100644
index 0000000..25687f5
--- /dev/null
+++ b/addons/godot_ai/handlers/client_handler.gd.uid
@@ -0,0 +1 @@
+uid://bmo4foc5fq75c
diff --git a/addons/godot_ai/handlers/control_draw_recipe_handler.gd b/addons/godot_ai/handlers/control_draw_recipe_handler.gd
new file mode 100644
index 0000000..e480a9d
--- /dev/null
+++ b/addons/godot_ai/handlers/control_draw_recipe_handler.gd
@@ -0,0 +1,325 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles the control_draw_recipe MCP command. Attaches a shared DrawRecipe
+## script to a Control and stores the caller's ordered draw ops in node
+## metadata under "_ops". The DrawRecipe script dispatches each op to a
+## CanvasItem draw_* call in _draw(). One Ctrl+Z reverts script + meta as a
+## single undo step.
+
+const DRAW_RECIPE_SCRIPT := preload("res://addons/godot_ai/runtime/draw_recipe.gd")
+const UiHandler := preload("res://addons/godot_ai/handlers/ui_handler.gd")
+
+var _undo_redo: EditorUndoRedoManager
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+func control_draw_recipe(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+ var ops_raw: Variant = params.get("ops", null)
+ var clear_existing: bool = bool(params.get("clear_existing", true))
+
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+ if typeof(ops_raw) != TYPE_ARRAY:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "ops must be an Array")
+
+ var _resolved := McpNodeValidator.resolve_or_error(path, "path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var scene_root: Node = _resolved.scene_root
+ if not node is Control:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "control_draw_recipe requires a Control node, got %s" % node.get_class()
+ )
+
+ var coerced := _coerce_ops(ops_raw)
+ if coerced.has("error"):
+ return coerced
+ var coerced_ops: Array = coerced.ops
+
+ var old_script: Variant = node.get_script()
+ if old_script != null and old_script != DRAW_RECIPE_SCRIPT:
+ if not clear_existing:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ (
+ "Node %s already has a script. Pass clear_existing=true to replace."
+ % path
+ )
+ )
+
+ var had_meta := node.has_meta("_ops")
+ var old_ops: Variant = node.get_meta("_ops") if had_meta else null
+
+ _undo_redo.create_action("MCP: Draw recipe on %s" % node.name)
+ _undo_redo.add_do_method(node, "set_script", DRAW_RECIPE_SCRIPT)
+ _undo_redo.add_do_method(node, "set_meta", "_ops", coerced_ops)
+ _undo_redo.add_do_method(node, "queue_redraw")
+ _undo_redo.add_undo_method(node, "set_script", old_script)
+ if had_meta:
+ _undo_redo.add_undo_method(node, "set_meta", "_ops", old_ops)
+ else:
+ _undo_redo.add_undo_method(node, "remove_meta", "_ops")
+ _undo_redo.add_undo_method(node, "queue_redraw")
+ _undo_redo.commit_action()
+
+ return {
+ "data":
+ {
+ "path": McpScenePath.from_node(node, scene_root),
+ "ops_count": coerced_ops.size(),
+ "script_attached": old_script == null,
+ "script_replaced": old_script != null and old_script != DRAW_RECIPE_SCRIPT,
+ "undoable": true,
+ }
+ }
+
+
+## Populate a freshly-instantiated Control with the draw recipe in memory
+## (no undo action). Used by PR2's pattern_corner_brackets, which wraps the
+## node-add + set_script/set_meta in its own create_action.
+static func attach_recipe_to(node: Control, coerced_ops: Array) -> void:
+ node.set_script(DRAW_RECIPE_SCRIPT)
+ node.set_meta("_ops", coerced_ops)
+
+
+## Validate and coerce every op dict. Returns {"ops": Array} or an error dict.
+func _coerce_ops(ops: Array) -> Dictionary:
+ var result: Array = []
+ for i in ops.size():
+ var op: Variant = ops[i]
+ if typeof(op) != TYPE_DICTIONARY:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE, "ops[%d] must be a dictionary" % i
+ )
+ var coerced := _coerce_single_op(op, i)
+ if coerced.has("error"):
+ return coerced
+ result.append(coerced.op)
+ return {"ops": result}
+
+
+func _coerce_single_op(op: Dictionary, idx: int) -> Dictionary:
+ var draw_type: String = op.get("draw", "")
+ if draw_type.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM, "ops[%d]: missing 'draw' field" % idx
+ )
+ match draw_type:
+ "line":
+ return _coerce_line(op, idx)
+ "rect":
+ return _coerce_rect(op, idx)
+ "arc":
+ return _coerce_arc(op, idx)
+ "circle":
+ return _coerce_circle(op, idx)
+ "polyline":
+ return _coerce_polyline_or_polygon(op, idx, "polyline")
+ "polygon":
+ return _coerce_polyline_or_polygon(op, idx, "polygon")
+ "string":
+ return _coerce_string(op, idx)
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "ops[%d]: unknown draw type '%s'" % [idx, draw_type]
+ )
+
+
+func _require_fields(op: Dictionary, idx: int, kind: String, fields: Array) -> Dictionary:
+ for f in fields:
+ if not op.has(f):
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "ops[%d] (%s): missing '%s'" % [idx, kind, f]
+ )
+ return {}
+
+
+func _coerce_typed(value: Variant, prop_type: int, idx: int, kind: String, field: String) -> Dictionary:
+ var r := UiHandler._coerce_for_type(value, prop_type)
+ if r.ok:
+ return {"ok": true, "value": r.value}
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE, "ops[%d] (%s): invalid '%s'" % [idx, kind, field]
+ )
+
+
+func _coerce_line(op: Dictionary, idx: int) -> Dictionary:
+ var missing := _require_fields(op, idx, "line", ["from", "to", "color"])
+ if missing.has("error"):
+ return missing
+ var frm := _coerce_typed(op.from, TYPE_VECTOR2, idx, "line", "from")
+ if frm.has("error"):
+ return frm
+ var to_ := _coerce_typed(op.to, TYPE_VECTOR2, idx, "line", "to")
+ if to_.has("error"):
+ return to_
+ var c := _coerce_typed(op.color, TYPE_COLOR, idx, "line", "color")
+ if c.has("error"):
+ return c
+ var out := {"draw": "line", "from": frm.value, "to": to_.value, "color": c.value}
+ if op.has("width"):
+ out["width"] = float(op.width)
+ if op.has("antialiased"):
+ out["antialiased"] = bool(op.antialiased)
+ return {"op": out}
+
+
+func _coerce_rect(op: Dictionary, idx: int) -> Dictionary:
+ var missing := _require_fields(op, idx, "rect", ["rect", "color"])
+ if missing.has("error"):
+ return missing
+ var r := _coerce_typed(op.rect, TYPE_RECT2, idx, "rect", "rect")
+ if r.has("error"):
+ return r
+ var c := _coerce_typed(op.color, TYPE_COLOR, idx, "rect", "color")
+ if c.has("error"):
+ return c
+ var out := {"draw": "rect", "rect": r.value, "color": c.value}
+ if op.has("filled"):
+ out["filled"] = bool(op.filled)
+ if op.has("width"):
+ out["width"] = float(op.width)
+ return {"op": out}
+
+
+func _coerce_arc(op: Dictionary, idx: int) -> Dictionary:
+ var missing := _require_fields(
+ op, idx, "arc", ["center", "radius", "start_angle", "end_angle", "color"]
+ )
+ if missing.has("error"):
+ return missing
+ var center := _coerce_typed(op.center, TYPE_VECTOR2, idx, "arc", "center")
+ if center.has("error"):
+ return center
+ var c := _coerce_typed(op.color, TYPE_COLOR, idx, "arc", "color")
+ if c.has("error"):
+ return c
+ var out := {
+ "draw": "arc",
+ "center": center.value,
+ "radius": float(op.radius),
+ "start_angle": float(op.start_angle),
+ "end_angle": float(op.end_angle),
+ "color": c.value,
+ }
+ if op.has("point_count"):
+ out["point_count"] = int(op.point_count)
+ if op.has("width"):
+ out["width"] = float(op.width)
+ if op.has("antialiased"):
+ out["antialiased"] = bool(op.antialiased)
+ return {"op": out}
+
+
+func _coerce_circle(op: Dictionary, idx: int) -> Dictionary:
+ var missing := _require_fields(op, idx, "circle", ["center", "radius", "color"])
+ if missing.has("error"):
+ return missing
+ var center := _coerce_typed(op.center, TYPE_VECTOR2, idx, "circle", "center")
+ if center.has("error"):
+ return center
+ var c := _coerce_typed(op.color, TYPE_COLOR, idx, "circle", "color")
+ if c.has("error"):
+ return c
+ return {
+ "op":
+ {
+ "draw": "circle",
+ "center": center.value,
+ "radius": float(op.radius),
+ "color": c.value,
+ }
+ }
+
+
+func _coerce_polyline_or_polygon(op: Dictionary, idx: int, kind: String) -> Dictionary:
+ if not op.has("points"):
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM, "ops[%d] (%s): missing 'points'" % [idx, kind]
+ )
+ if typeof(op.points) != TYPE_ARRAY:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "ops[%d] (%s): 'points' must be an Array" % [idx, kind]
+ )
+ var points := PackedVector2Array()
+ for j in op.points.size():
+ var p := UiHandler._coerce_for_type(op.points[j], TYPE_VECTOR2)
+ if not p.ok:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "ops[%d] (%s): points[%d] invalid" % [idx, kind, j]
+ )
+ points.append(p.value)
+
+ var out := {"draw": kind, "points": points}
+
+ if op.has("colors"):
+ if typeof(op.colors) != TYPE_ARRAY:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "ops[%d] (%s): 'colors' must be an Array" % [idx, kind]
+ )
+ var colors := PackedColorArray()
+ for k in op.colors.size():
+ var ck := UiHandler._coerce_for_type(op.colors[k], TYPE_COLOR)
+ if not ck.ok:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "ops[%d] (%s): colors[%d] invalid" % [idx, kind, k]
+ )
+ colors.append(ck.value)
+ out["colors"] = colors
+ elif op.has("color"):
+ var c := UiHandler._coerce_for_type(op.color, TYPE_COLOR)
+ if not c.ok:
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE, "ops[%d] (%s): invalid 'color'" % [idx, kind]
+ )
+ out["color"] = c.value
+ else:
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM,
+ "ops[%d] (%s): missing 'color' or 'colors'" % [idx, kind]
+ )
+
+ if op.has("width"):
+ out["width"] = float(op.width)
+ if op.has("antialiased"):
+ out["antialiased"] = bool(op.antialiased)
+ return {"op": out}
+
+
+func _coerce_string(op: Dictionary, idx: int) -> Dictionary:
+ var missing := _require_fields(op, idx, "string", ["position", "text", "color"])
+ if missing.has("error"):
+ return missing
+ var pos := _coerce_typed(op.position, TYPE_VECTOR2, idx, "string", "position")
+ if pos.has("error"):
+ return pos
+ var c := _coerce_typed(op.color, TYPE_COLOR, idx, "string", "color")
+ if c.has("error"):
+ return c
+ var out := {
+ "draw": "string",
+ "position": pos.value,
+ "text": str(op.text),
+ "color": c.value,
+ }
+ if op.has("font_size"):
+ out["font_size"] = int(op.font_size)
+ if op.has("align"):
+ out["align"] = int(op.align)
+ if op.has("max_width"):
+ out["max_width"] = float(op.max_width)
+ return {"op": out}
diff --git a/addons/godot_ai/handlers/control_draw_recipe_handler.gd.uid b/addons/godot_ai/handlers/control_draw_recipe_handler.gd.uid
new file mode 100644
index 0000000..da0aaf9
--- /dev/null
+++ b/addons/godot_ai/handlers/control_draw_recipe_handler.gd.uid
@@ -0,0 +1 @@
+uid://buat1mt0fjlqb
diff --git a/addons/godot_ai/handlers/curve_handler.gd b/addons/godot_ai/handlers/curve_handler.gd
new file mode 100644
index 0000000..b4b71b8
--- /dev/null
+++ b/addons/godot_ai/handlers/curve_handler.gd
@@ -0,0 +1,243 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Replaces all points on a Curve / Curve2D / Curve3D resource. The point
+## list shape depends on resource type (see `set_points` for the schemas).
+##
+## Dedicated tool rather than a property set because Curve2D/Curve3D.add_point
+## is a method call, not a property — resource_create's `properties` dict can't
+## reach it.
+
+const NodeHandler := preload("res://addons/godot_ai/handlers/node_handler.gd")
+
+var _undo_redo: EditorUndoRedoManager
+var _connection: McpConnection
+
+
+func _init(undo_redo: EditorUndoRedoManager, connection: McpConnection = null) -> void:
+ _undo_redo = undo_redo
+ _connection = connection
+
+
+func set_points(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("path", "")
+ var property: String = params.get("property", "")
+ var resource_path: String = params.get("resource_path", "")
+ var new_points: Array = params.get("points", [])
+
+ var home_err := McpResourceIO.validate_home(params)
+ if home_err != null:
+ return home_err
+ var has_file_target := not resource_path.is_empty()
+ if not (new_points is Array):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "points must be an array")
+
+ var curve: Resource
+ var node: Node = null
+ var curve_created := false
+ if has_file_target:
+ var rpath_err = McpPathValidator.loadable_error(resource_path, "resource_path")
+ if rpath_err != null:
+ return rpath_err
+ if not ResourceLoader.exists(resource_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Resource not found: %s" % resource_path)
+ # ResourceLoader.load() returns Godot's cached Resource. Duplicate
+ # before mutating so: (a) open scenes holding a reference to this
+ # .tres don't silently see the new points outside any undo action,
+ # and (b) if ResourceSaver.save() fails we haven't corrupted the
+ # in-memory cache (cache/disk divergence). Also guard against
+ # ResourceLoader.exists() succeeding but load() returning null
+ # (corrupt .tres, unregistered class) — otherwise curve.get_class()
+ # on the response line below would crash the plugin.
+ var loaded_curve: Resource = ResourceLoader.load(resource_path)
+ if loaded_curve == null:
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Failed to load curve from %s (file exists but load returned null — may be corrupt)" % resource_path
+ )
+ curve = loaded_curve.duplicate()
+ else:
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+ node = McpScenePath.resolve(node_path, scene_root)
+ if node == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_node_error(node_path, scene_root))
+ if not (property in node):
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' not found on %s" % [property, node.get_class()]
+ )
+ curve = node.get(property)
+ # Auto-create a fresh Curve subclass if the slot is empty. Infer the
+ # concrete class from the property's hint_string (e.g. Path3D.curve's
+ # hint is "Curve3D"). Creation is bundled into the same undo action
+ # as the point-set below, so Ctrl-Z rolls back both.
+ if curve == null:
+ var inferred := _infer_curve_class(node, property)
+ if inferred.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Curve slot on %s.%s is null and the Curve class can't be inferred from the property hint — create one first with resource_create (type=Curve3D/Curve2D/Curve)" % [node.get_class(), property]
+ )
+ curve = ClassDB.instantiate(inferred)
+ if curve == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % inferred)
+ curve_created = true
+
+ if not (curve is Curve or curve is Curve2D or curve is Curve3D):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Resource is %s — must be Curve, Curve2D, or Curve3D" % curve.get_class()
+ )
+
+ var coerced := _coerce_points(curve, new_points)
+ if coerced.has("error"):
+ return coerced.error
+
+ var new_snapshot: Array = coerced.snapshot
+
+ if has_file_target:
+ _apply_snapshot_to_curve(curve, new_snapshot)
+ # curve_set_points EDITS an existing .tres, so override the default
+ # "delete to revert" message via extra_fields.
+ return McpResourceIO.save_to_disk(curve, resource_path, true, "Curve", {
+ "curve_class": curve.get_class(),
+ "point_count": new_snapshot.size(),
+ "reason": "File save is persistent; edit the .tres file manually to revert",
+ }, _connection)
+
+ # Inline (node-attached) path: swap the curve property so the action lands
+ # cleanly in scene history, mirroring the resource-swap pattern used by
+ # material_handler::assign_material. When curve_created is true the
+ # "old" value is null — undo clears the slot back to empty.
+ var new_curve: Resource = curve if curve_created else curve.duplicate()
+ _apply_snapshot_to_curve(new_curve, new_snapshot)
+ var old_curve: Resource = null if curve_created else curve
+
+ _undo_redo.create_action("MCP: Set %d points on %s.%s" % [new_snapshot.size(), node.name, property])
+ _undo_redo.add_do_property(node, property, new_curve)
+ _undo_redo.add_undo_property(node, property, old_curve)
+ _undo_redo.add_do_reference(new_curve)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "property": property,
+ "curve_class": new_curve.get_class(),
+ "point_count": new_snapshot.size(),
+ "curve_created": curve_created,
+ "undoable": true,
+ }
+ }
+
+
+## Infer the concrete Curve class to instantiate for a null property slot.
+## Reads the property's hint_string (set by Godot on resource-typed exports)
+## to get the exact accepted class name (e.g. "Curve3D" for Path3D.curve).
+## Returns empty string if no viable curve class can be determined.
+static func _infer_curve_class(node: Node, property: String) -> String:
+ for prop in node.get_property_list():
+ if prop.name != property:
+ continue
+ var hint_string: String = prop.get("hint_string", "")
+ if hint_string.is_empty():
+ return ""
+ if not ClassDB.class_exists(hint_string):
+ return ""
+ if hint_string == "Curve" or hint_string == "Curve2D" or hint_string == "Curve3D":
+ return hint_string
+ # Some custom properties may list a parent class; require an exact
+ # match against our three supported types to avoid surprises.
+ return ""
+ return ""
+
+
+## Convert input `points` into a normalized snapshot of typed values for
+## the given curve type. Returns {snapshot: Array} on success or
+## {error: ...} on failure.
+static func _coerce_points(curve: Resource, points: Array) -> Dictionary:
+ var snapshot: Array = []
+ if curve is Curve:
+ for i in range(points.size()):
+ var p = points[i]
+ if not (p is Dictionary) or not p.has("offset") or not p.has("value"):
+ return {"error": ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Curve points[%d] must be {offset, value, [left_tangent, right_tangent]}" % i
+ )}
+ snapshot.append({
+ "offset": float(p["offset"]),
+ "value": float(p["value"]),
+ "left_tangent": float(p.get("left_tangent", 0.0)),
+ "right_tangent": float(p.get("right_tangent", 0.0)),
+ })
+ elif curve is Curve2D:
+ var zero2 := {"x": 0, "y": 0}
+ for i in range(points.size()):
+ var p2 = points[i]
+ if not (p2 is Dictionary) or not p2.has("position"):
+ return {"error": ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Curve2D points[%d] must have 'position' (and optional 'in', 'out')" % i
+ )}
+ var axes2 := {
+ "position": p2["position"],
+ "in": p2.get("in", zero2),
+ "out": p2.get("out", zero2),
+ }
+ var coerced2 := {}
+ for field in ["position", "in", "out"]:
+ var v = NodeHandler._coerce_value(axes2[field], TYPE_VECTOR2)
+ var err := NodeHandler._check_coerced(v, TYPE_VECTOR2, "Curve2D points[%d].%s" % [i, field])
+ if err != null:
+ return {"error": err}
+ coerced2[field] = v
+ snapshot.append(coerced2)
+ else: # Curve3D
+ var zero3 := {"x": 0, "y": 0, "z": 0}
+ for i in range(points.size()):
+ var p3 = points[i]
+ if not (p3 is Dictionary) or not p3.has("position"):
+ return {"error": ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Curve3D points[%d] must have 'position' (and optional 'in', 'out', 'tilt')" % i
+ )}
+ var axes3 := {
+ "position": p3["position"],
+ "in": p3.get("in", zero3),
+ "out": p3.get("out", zero3),
+ }
+ var coerced3 := {}
+ for field in ["position", "in", "out"]:
+ var v = NodeHandler._coerce_value(axes3[field], TYPE_VECTOR3)
+ var err := NodeHandler._check_coerced(v, TYPE_VECTOR3, "Curve3D points[%d].%s" % [i, field])
+ if err != null:
+ return {"error": err}
+ coerced3[field] = v
+ coerced3["tilt"] = float(p3.get("tilt", 0.0))
+ snapshot.append(coerced3)
+ return {"snapshot": snapshot}
+
+
+func _apply_snapshot_to_curve(curve: Resource, snapshot: Array) -> void:
+ curve.clear_points()
+ if curve is Curve:
+ for p: Dictionary in snapshot:
+ curve.add_point(
+ Vector2(p.offset, p.value),
+ p.left_tangent,
+ p.right_tangent
+ )
+ elif curve is Curve2D:
+ for p: Dictionary in snapshot:
+ curve.add_point(p.position, p["in"], p.out)
+ elif curve is Curve3D:
+ for i in range(snapshot.size()):
+ var p: Dictionary = snapshot[i]
+ curve.add_point(p.position, p["in"], p.out)
+ curve.set_point_tilt(i, p.tilt)
diff --git a/addons/godot_ai/handlers/curve_handler.gd.uid b/addons/godot_ai/handlers/curve_handler.gd.uid
new file mode 100644
index 0000000..8eb5b25
--- /dev/null
+++ b/addons/godot_ai/handlers/curve_handler.gd.uid
@@ -0,0 +1 @@
+uid://dboqr06a1fvqx
diff --git a/addons/godot_ai/handlers/editor_handler.gd b/addons/godot_ai/handlers/editor_handler.gd
new file mode 100644
index 0000000..5da340c
--- /dev/null
+++ b/addons/godot_ai/handlers/editor_handler.gd
@@ -0,0 +1,1098 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+const Telemetry := preload("res://addons/godot_ai/telemetry.gd")
+
+## Handles editor state, selection, log, screenshot, and performance commands.
+
+const UpdateMixedState := preload("res://addons/godot_ai/utils/update_mixed_state.gd")
+
+var _log_buffer: McpLogBuffer
+var _connection: McpConnection
+var _debugger_plugin: McpDebuggerPlugin
+var _game_log_buffer: McpGameLogBuffer
+var _editor_log_buffer: McpEditorLogBuffer
+var _debugger_errors_root: Node
+var _debugger_search_root_cache: Node
+
+
+func _init(log_buffer: McpLogBuffer, connection: McpConnection = null, debugger_plugin: McpDebuggerPlugin = null, game_log_buffer: McpGameLogBuffer = null, editor_log_buffer: McpEditorLogBuffer = null, debugger_errors_root: Node = null) -> void:
+ _log_buffer = log_buffer
+ _connection = connection
+ _debugger_plugin = debugger_plugin
+ _game_log_buffer = game_log_buffer
+ _editor_log_buffer = editor_log_buffer
+ _debugger_errors_root = debugger_errors_root
+
+
+func get_editor_state(_params: Dictionary) -> Dictionary:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var data := {
+ "godot_version": Engine.get_version_info().get("string", "unknown"),
+ "project_name": ProjectSettings.get_setting("application/config/name", ""),
+ "current_scene": scene_root.scene_file_path if scene_root else "",
+ "is_playing": EditorInterface.is_playing_scene(),
+ "readiness": McpConnection.get_readiness(),
+ ## True once the game subprocess autoload has beaconed mcp:hello;
+ ## false between Play→Stop cycles. Lets capture-source=game callers
+ ## poll for a real ready signal instead of guessing with sleep().
+ "game_capture_ready": _debugger_plugin != null and _debugger_plugin.is_game_capture_ready(),
+ }
+ ## Half-installed addon tree from a failed self-update rollback. When
+ ## non-empty, the agent / dock paint the operator-facing recovery copy
+ ## from `update_mixed_state.gd::diagnose`. Field omitted when the
+ ## addons tree is clean so editor_state's normal payload stays small.
+ ## See issue #354 / audit-v2 #10.
+ var mixed_state := UpdateMixedState.diagnose()
+ if not mixed_state.is_empty():
+ data["mixed_state"] = mixed_state
+ return {"data": data}
+
+
+func get_selection(_params: Dictionary) -> Dictionary:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var selected := EditorInterface.get_selection().get_selected_nodes()
+ var paths: Array[String] = []
+ for node in selected:
+ paths.append(McpScenePath.from_node(node, scene_root))
+ return {"data": {"selected_paths": paths, "count": paths.size()}}
+
+
+const VALID_LOG_SOURCES := ["plugin", "game", "editor", "all"]
+
+
+func get_logs(params: Dictionary) -> Dictionary:
+ ## Coerce defensively — MCP clients can send JSON numbers as floats or
+ ## stray `null` values that would otherwise fail the typed locals
+ ## before we ever reach the INVALID_PARAMS return below.
+ var count: int = maxi(0, int(params.get("count", 50)))
+ var offset: int = maxi(0, int(params.get("offset", 0)))
+ var source: String = str(params.get("source", "plugin"))
+ var include_details: bool = bool(params.get("include_details", false))
+ if not source in VALID_LOG_SOURCES:
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid source '%s' — use 'plugin', 'game', 'editor', or 'all'" % source,
+ )
+
+ match source:
+ "plugin":
+ return _get_plugin_logs(count, offset)
+ "game":
+ return _get_game_logs(count, offset, include_details)
+ "editor":
+ return _get_editor_logs(count, offset, include_details)
+ "all":
+ return _get_all_logs(count, offset, include_details)
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Unreachable")
+
+
+func _get_plugin_logs(count: int, offset: int) -> Dictionary:
+ var all_lines := _log_buffer.get_recent(_log_buffer.total_count())
+ var page: Array[Dictionary] = []
+ var stop := mini(all_lines.size(), offset + count)
+ for i in range(mini(offset, all_lines.size()), stop):
+ page.append({"source": "plugin", "level": "info", "text": all_lines[i]})
+ return {
+ "data": {
+ "source": "plugin",
+ "lines": page,
+ "total_count": all_lines.size(),
+ "returned_count": page.size(),
+ "offset": offset,
+ }
+ }
+
+
+func _get_game_logs(count: int, offset: int, include_details: bool) -> Dictionary:
+ if _game_log_buffer == null:
+ return {
+ "data": {
+ "source": "game",
+ "lines": [],
+ "total_count": 0,
+ "returned_count": 0,
+ "offset": offset,
+ "run_id": "",
+ "is_running": false,
+ "dropped_count": 0,
+ }
+ }
+ var page := _entries_for_response(_game_log_buffer.get_range(offset, count), include_details)
+ return {
+ "data": {
+ "source": "game",
+ "lines": page,
+ "total_count": _game_log_buffer.total_count(),
+ "returned_count": page.size(),
+ "offset": offset,
+ "run_id": _game_log_buffer.run_id(),
+ "is_running": EditorInterface.is_playing_scene(),
+ "dropped_count": _game_log_buffer.dropped_count(),
+ }
+ }
+
+
+func _get_editor_logs(count: int, offset: int, include_details: bool) -> Dictionary:
+ ## Editor-process script errors (parse errors, @tool runtime errors,
+ ## EditorPlugin errors, push_error/push_warning). Captured by
+ ## editor_logger.gd via OS.add_logger and gated on Godot 4.5+; on older
+ ## engines the buffer can be null. Godot also sends GDScript reload
+ ## warnings/errors straight to the Debugger dock's Errors tab; those do
+ ## not flow through OS.add_logger, so merge the visible tree rows here.
+ var all_entries := _collect_editor_log_entries()
+ var page := _entries_for_response(_slice_entries(all_entries, offset, count), include_details)
+ return {
+ "data": {
+ "source": "editor",
+ "lines": page,
+ "total_count": all_entries.size(),
+ "returned_count": page.size(),
+ "offset": offset,
+ "dropped_count": _editor_log_buffer.dropped_count() if _editor_log_buffer != null else 0,
+ }
+ }
+
+
+func _get_all_logs(count: int, offset: int, include_details: bool) -> Dictionary:
+ ## Plugin lines have no timestamp, so we can't merge chronologically.
+ ## Concatenate plugin → editor → game and apply the offset/count window
+ ## over the combined list. The per-line `source` field tells callers
+ ## where each entry came from. Editor goes between plugin and game so
+ ## script errors stay grouped near the plugin recv/send traffic that
+ ## triggered them, with game runtime logs at the end.
+ var combined: Array[Dictionary] = []
+ for line in _log_buffer.get_recent(_log_buffer.total_count()):
+ combined.append({"source": "plugin", "level": "info", "text": line})
+ for entry in _collect_editor_log_entries():
+ combined.append(entry)
+ if _game_log_buffer != null:
+ for entry in _game_log_buffer.get_range(0, _game_log_buffer.total_count()):
+ combined.append(entry)
+ var stop := mini(combined.size(), offset + count)
+ var page: Array[Dictionary] = []
+ for i in range(mini(offset, combined.size()), stop):
+ page.append(combined[i])
+ page = _entries_for_response(page, include_details)
+ var run_id := ""
+ var dropped := 0
+ if _game_log_buffer != null:
+ run_id = _game_log_buffer.run_id()
+ dropped = _game_log_buffer.dropped_count()
+ if _editor_log_buffer != null:
+ dropped += _editor_log_buffer.dropped_count()
+ return {
+ "data": {
+ "source": "all",
+ "lines": page,
+ "total_count": combined.size(),
+ "returned_count": page.size(),
+ "offset": offset,
+ "run_id": run_id,
+ "is_running": EditorInterface.is_playing_scene(),
+ "dropped_count": dropped,
+ }
+ }
+
+
+func _entries_for_response(entries: Array[Dictionary], include_details: bool) -> Array[Dictionary]:
+ ## Compact responses only drop the top-level "details" key, so a shallow
+ ## copy is enough; the deep copy is reserved for the opt-in details path
+ ## where nested dicts leave the buffer.
+ var out: Array[Dictionary] = []
+ for entry in entries:
+ if include_details:
+ out.append(entry.duplicate(true))
+ else:
+ var copy: Dictionary = entry.duplicate(false)
+ copy.erase("details")
+ out.append(copy)
+ return out
+
+
+func _collect_editor_log_entries() -> Array[Dictionary]:
+ var entries: Array[Dictionary] = []
+ if _editor_log_buffer != null:
+ for entry in _editor_log_buffer.get_range(0, _editor_log_buffer.total_count()):
+ entries.append(entry)
+ for entry in _read_debugger_error_entries():
+ if not _has_equivalent_log_entry(entries, entry):
+ entries.append(entry)
+ return entries
+
+
+func _read_debugger_error_entries() -> Array[Dictionary]:
+ var entries: Array[Dictionary] = []
+ for tree in _locate_debugger_error_trees():
+ for entry in _entries_from_debugger_error_tree(tree):
+ if not _has_equivalent_log_entry(entries, entry):
+ entries.append(entry)
+ return entries
+
+
+func _locate_debugger_error_trees() -> Array[Tree]:
+ var trees: Array[Tree] = []
+ if _debugger_plugin == null and _debugger_errors_root == null:
+ return trees
+ var root: Node = _debugger_errors_root
+ if root == null:
+ root = _debugger_search_root()
+ if root == null:
+ return trees
+ _collect_debugger_error_trees(root, trees)
+ return trees
+
+
+func _debugger_search_root() -> Node:
+ ## logs_read is a polling tool, so per-call discovery must not recurse the
+ ## entire editor UI. EditorDebuggerNode is the bottom-panel container that
+ ## owns every ScriptEditorDebugger session tab and lives for the editor's
+ ## lifetime — find it once from the base control, then scan only its
+ ## subtree on later calls. The error Trees themselves can't be cached:
+ ## they are identified by their content, and an emptied tree is
+ ## indistinguishable from any other Tree.
+ if is_instance_valid(_debugger_search_root_cache):
+ return _debugger_search_root_cache
+ _debugger_search_root_cache = null
+ var base := EditorInterface.get_base_control()
+ if base == null:
+ return null
+ _debugger_search_root_cache = _find_first_of_class(base, "EditorDebuggerNode")
+ if _debugger_search_root_cache == null:
+ return base
+ return _debugger_search_root_cache
+
+
+static func _find_first_of_class(node: Node, klass: String) -> Node:
+ if node.get_class() == klass:
+ return node
+ for child in node.get_children():
+ var found := _find_first_of_class(child, klass)
+ if found != null:
+ return found
+ return null
+
+
+static func _collect_debugger_error_trees(node: Node, out: Array[Tree]) -> void:
+ if node is Tree and _tree_has_debugger_errors(node as Tree):
+ out.append(node as Tree)
+ for child in node.get_children():
+ if child is Node:
+ _collect_debugger_error_trees(child as Node, out)
+
+
+static func _tree_has_debugger_errors(tree: Tree) -> bool:
+ var root := tree.get_root()
+ if root == null:
+ return false
+ var item := root.get_first_child()
+ while item != null:
+ if _is_debugger_error_item(item):
+ return true
+ item = item.get_next()
+ return false
+
+
+static func _entries_from_debugger_error_tree(tree: Tree) -> Array[Dictionary]:
+ var entries: Array[Dictionary] = []
+ var root := tree.get_root()
+ if root == null:
+ return entries
+ var item := root.get_first_child()
+ while item != null:
+ if _is_debugger_error_item(item):
+ entries.append(_entry_from_debugger_error_item(item))
+ item = item.get_next()
+ return entries
+
+
+static func _entry_from_debugger_error_item(item: TreeItem) -> Dictionary:
+ var title := item.get_text(1)
+ var loc := _location_from_metadata(item.get_metadata(0))
+ var function := _function_from_title(title)
+ return {
+ "source": "editor",
+ "level": "warn" if item.has_meta("_is_warning") else "error",
+ "text": title,
+ "path": str(loc.get("path", "")),
+ "line": int(loc.get("line", 0)),
+ "function": function,
+ "details": _details_from_debugger_error_item(item, loc, function),
+ }
+
+
+static func _details_from_debugger_error_item(item: TreeItem, loc: Dictionary, function: String) -> Dictionary:
+ var children: Array[Dictionary] = []
+ var child := item.get_first_child()
+ while child != null:
+ var child_loc := _location_from_metadata(child.get_metadata(0))
+ children.append({
+ "label": child.get_text(0),
+ "text": child.get_text(1),
+ "path": str(child_loc.get("path", "")),
+ "line": int(child_loc.get("line", 0)),
+ })
+ child = child.get_next()
+ return {
+ "debugger_tab": "Errors",
+ "time": item.get_text(0),
+ "message": item.get_text(1),
+ "error_type_name": "warning" if item.has_meta("_is_warning") else "error",
+ "source": {
+ "path": str(loc.get("path", "")),
+ "line": int(loc.get("line", 0)),
+ "function": function,
+ },
+ "resolved": {
+ "path": str(loc.get("path", "")),
+ "line": int(loc.get("line", 0)),
+ "function": function,
+ },
+ "children": children,
+ "frames": _frames_from_error_children(children),
+ }
+
+
+static func _is_debugger_error_item(item: TreeItem) -> bool:
+ return item.has_meta("_is_warning") or item.has_meta("_is_error")
+
+
+## ScriptEditorDebugger lays out an error item's children flat, in order: an
+## optional "" row, one "" row, then one row per stack
+## frame. Only frame 0 carries the "" label (TTR-translated);
+## later frames have an empty label. Every frame row carries [path, line]
+## metadata, but so can the Error/Source rows, so metadata alone can't
+## identify frames — the frame run has to be found first.
+static func _frames_from_error_children(children: Array[Dictionary]) -> Array[Dictionary]:
+ var start := -1
+ for i in children.size():
+ if str(children[i].label).contains("Stack Trace"):
+ start = i
+ break
+ if start < 0:
+ ## Non-English editor locale: the "" label is translated.
+ ## Frames past the first are the only rows with an empty label and a
+ ## real location; back up one row to recover the labeled first frame
+ ## (rows before the frame run always have a non-empty label).
+ for i in children.size():
+ if str(children[i].label).is_empty() and not str(children[i].path).is_empty():
+ start = maxi(i - 1, 0)
+ break
+ if start < 0:
+ return []
+ var frames: Array[Dictionary] = []
+ for i in range(start, children.size()):
+ if str(children[i].path).is_empty():
+ continue
+ frames.append({
+ "path": children[i].path,
+ "line": children[i].line,
+ "function": _function_from_frame_text(children[i].text),
+ })
+ return frames
+
+
+static func _location_from_metadata(meta: Variant) -> Dictionary:
+ if meta is Array and meta.size() >= 2:
+ return {"path": str(meta[0]), "line": int(meta[1])}
+ return {"path": "", "line": 0}
+
+
+static func _function_from_title(title: String) -> String:
+ var colon := title.find(": ")
+ if colon <= 0:
+ return ""
+ return title.substr(0, colon)
+
+
+static func _function_from_frame_text(text: String) -> String:
+ var marker := text.find(" @ ")
+ if marker < 0:
+ return ""
+ var fn := text.substr(marker + 3).strip_edges()
+ if fn.ends_with("()"):
+ fn = fn.substr(0, fn.length() - 2)
+ return fn
+
+
+static func _slice_entries(entries: Array[Dictionary], offset: int, count: int) -> Array[Dictionary]:
+ var page: Array[Dictionary] = []
+ var stop := mini(entries.size(), offset + count)
+ for i in range(mini(offset, entries.size()), stop):
+ page.append(entries[i])
+ return page
+
+
+static func _has_equivalent_log_entry(entries: Array[Dictionary], candidate: Dictionary) -> bool:
+ var key := _log_entry_key(candidate)
+ for entry in entries:
+ if _log_entry_key(entry) == key:
+ return true
+ return false
+
+
+static func _log_entry_key(entry: Dictionary) -> String:
+ return "%s|%s|%s|%s" % [
+ str(entry.get("level", "")),
+ str(entry.get("text", "")),
+ str(entry.get("path", "")),
+ str(entry.get("line", 0)),
+ ]
+
+
+## Map of human-readable monitor names to Performance.Monitor enum values.
+const MONITORS := {
+ "time/fps": Performance.TIME_FPS,
+ "time/process": Performance.TIME_PROCESS,
+ "time/physics_process": Performance.TIME_PHYSICS_PROCESS,
+ "time/navigation_process": Performance.TIME_NAVIGATION_PROCESS,
+ "memory/static": Performance.MEMORY_STATIC,
+ "memory/static_max": Performance.MEMORY_STATIC_MAX,
+ "memory/message_buffer_max": Performance.MEMORY_MESSAGE_BUFFER_MAX,
+ "object/count": Performance.OBJECT_COUNT,
+ "object/resource_count": Performance.OBJECT_RESOURCE_COUNT,
+ "object/node_count": Performance.OBJECT_NODE_COUNT,
+ "object/orphan_node_count": Performance.OBJECT_ORPHAN_NODE_COUNT,
+ "render/total_objects_in_frame": Performance.RENDER_TOTAL_OBJECTS_IN_FRAME,
+ "render/total_primitives_in_frame": Performance.RENDER_TOTAL_PRIMITIVES_IN_FRAME,
+ "render/total_draw_calls_in_frame": Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME,
+ "render/video_mem_used": Performance.RENDER_VIDEO_MEM_USED,
+ "physics_2d/active_objects": Performance.PHYSICS_2D_ACTIVE_OBJECTS,
+ "physics_2d/collision_pairs": Performance.PHYSICS_2D_COLLISION_PAIRS,
+ "physics_2d/island_count": Performance.PHYSICS_2D_ISLAND_COUNT,
+ "physics_3d/active_objects": Performance.PHYSICS_3D_ACTIVE_OBJECTS,
+ "physics_3d/collision_pairs": Performance.PHYSICS_3D_COLLISION_PAIRS,
+ "physics_3d/island_count": Performance.PHYSICS_3D_ISLAND_COUNT,
+ "navigation/active_maps": Performance.NAVIGATION_ACTIVE_MAPS,
+ "navigation/region_count": Performance.NAVIGATION_REGION_COUNT,
+ "navigation/agent_count": Performance.NAVIGATION_AGENT_COUNT,
+ "navigation/link_count": Performance.NAVIGATION_LINK_COUNT,
+ "navigation/polygon_count": Performance.NAVIGATION_POLYGON_COUNT,
+ "navigation/edge_count": Performance.NAVIGATION_EDGE_COUNT,
+ "navigation/edge_merge_count": Performance.NAVIGATION_EDGE_MERGE_COUNT,
+ "navigation/edge_connection_count": Performance.NAVIGATION_EDGE_CONNECTION_COUNT,
+ "navigation/edge_free_count": Performance.NAVIGATION_EDGE_FREE_COUNT,
+}
+
+
+## Compute coverage angles from the target's AABB geometry.
+## Returns an establishing perspective shot (faces the longest ground axis)
+## and an orthographic top-down for spatial layout. The AI iterates from
+## there with explicit elevation/azimuth/fov for closeups and detail shots.
+func _compute_coverage_angles(aabb: AABB) -> Array[Dictionary]:
+ var size := aabb.size
+ var ground_x := maxf(size.x, 0.01)
+ var ground_z := maxf(size.z, 0.01)
+
+ ## Face the longest ground axis — establishing shot shows maximum extent
+ var estab_azimuth: float
+ if ground_x >= ground_z:
+ estab_azimuth = 0.0 # face along Z, showing X width
+ else:
+ estab_azimuth = 90.0 # face along X, showing Z width
+
+ ## FOV: wider for spread-out subjects, narrower for compact ones
+ var ground_ratio := maxf(ground_x, ground_z) / minf(ground_x, ground_z)
+ var estab_fov := clampf(40.0 + ground_ratio * 5.0, 45.0, 65.0)
+
+ return [
+ {"label": "establishing", "elevation": 25.0, "azimuth": estab_azimuth + 20.0,
+ "fov": estab_fov, "ortho": false, "padding": 1.8},
+ {"label": "top", "elevation": 90.0, "azimuth": 0.0,
+ "fov": 0.0, "ortho": true},
+ ]
+
+
+func take_screenshot(params: Dictionary) -> Dictionary:
+ var source: String = params.get("source", "viewport")
+ var max_resolution: int = params.get("max_resolution", 0)
+ var view_target: String = params.get("view_target", "")
+ var coverage: bool = params.get("coverage", false)
+ var custom_elevation = params.get("elevation", null)
+ var custom_azimuth = params.get("azimuth", null)
+ var custom_fov = params.get("fov", null)
+
+ var viewport: Viewport
+ match source:
+ "viewport":
+ viewport = EditorInterface.get_editor_viewport_3d()
+ if viewport == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "No 3D viewport available")
+ ## The 3D viewport's texture is empty when the edited scene
+ ## has no Node3D content (2D-only scene, or no scene open),
+ ## and the empty-image guard further down used to surface
+ ## that as INTERNAL_ERROR — leaving callers with no signal
+ ## that the failure was caller-side. Reject up front with a
+ ## structured hint so the LLM can pick a sensible next step
+ ## (open a 3D scene, switch to source="cinematic", etc.).
+ var precheck := viewport_screenshot_precheck(EditorInterface.get_edited_scene_root())
+ if precheck.has("error"):
+ return precheck
+ "game":
+ if not EditorInterface.is_playing_scene():
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Game is not running — use source='viewport' or start the project first")
+ ## The game is always a separate OS process (embedded mode just
+ ## reparents its window into the editor). Reach the framebuffer
+ ## via the debugger channel: the `_mcp_game_helper` autoload
+ ## inside the game process replies with a PNG, and
+ ## McpDebuggerPlugin pushes the response back through our
+ ## WebSocket with the same request_id via McpConnection.send_deferred_response.
+ if _debugger_plugin == null or _connection == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Debugger bridge unavailable — plugin may not be fully initialised")
+ var request_id: String = params.get("_request_id", "")
+ if request_id.is_empty():
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Missing request_id — cannot correlate deferred response")
+ _debugger_plugin.request_game_screenshot(request_id, max_resolution, _connection)
+ return McpDispatcher.DEFERRED_RESPONSE
+ "cinematic":
+ return _take_cinematic_screenshot(max_resolution)
+ _:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid source '%s' — use 'viewport', 'cinematic', or 'game'" % source)
+
+ ## Handle view_target: temporarily reposition the editor's own camera to
+ ## frame one or more target nodes, force a render, capture, then restore.
+ if not view_target.is_empty() and source == "viewport":
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ ## Parse comma-separated paths, deduplicate
+ var raw_paths := view_target.split(",")
+ var seen := {}
+ var unique_paths: Array[String] = []
+ for rp in raw_paths:
+ var p := rp.strip_edges()
+ if not p.is_empty() and not seen.has(p):
+ seen[p] = true
+ unique_paths.append(p)
+
+ ## Resolve each path, collect valid Node3D targets
+ var targets: Array[Node3D] = []
+ var not_found: Array[String] = []
+ for p in unique_paths:
+ var node := McpScenePath.resolve(p, scene_root)
+ if node == null:
+ not_found.append(p)
+ elif not node is Node3D:
+ not_found.append(p)
+ else:
+ targets.append(node as Node3D)
+
+ if targets.is_empty():
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, "No valid Node3D targets found: %s" % ", ".join(not_found))
+
+ var cam := viewport.get_camera_3d()
+ if cam == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "No camera in 3D viewport")
+
+ ## Merge AABBs from all targets
+ var combined_aabb := _get_visual_aabb(targets[0])
+ for i in range(1, targets.size()):
+ combined_aabb = combined_aabb.merge(_get_visual_aabb(targets[i]))
+
+ var cam_rid := cam.get_camera_rid()
+ var saved_xform := cam.global_transform
+ var saved_fov := cam.fov
+ var saved_near := cam.near
+ var saved_far := cam.far
+
+ ## --- Coverage path: multi-angle sweep ---
+ if coverage:
+ var images: Array[Dictionary] = []
+ for preset in _compute_coverage_angles(combined_aabb):
+ if preset.get("ortho", false):
+ ## Orthographic top-down view
+ var ortho_size := combined_aabb.size.length() * 1.8
+ var cam_height := maxf(combined_aabb.size.length() * 3.0, 10.0)
+ var center := combined_aabb.get_center()
+ var xform := Transform3D(Basis.IDENTITY, center + Vector3.UP * cam_height)
+ xform = xform.looking_at(center, Vector3.FORWARD)
+ RenderingServer.camera_set_orthogonal(cam_rid, ortho_size, saved_near, maxf(saved_far, cam_height * 2.0))
+ RenderingServer.camera_set_transform(cam_rid, xform)
+ else:
+ ## Perspective view — padding per preset (wide for establishing, tight for detail)
+ var pad: float = preset.get("padding", 2.5)
+ var xform := _frame_transform_for_aabb(combined_aabb, preset.fov, preset.elevation, preset.azimuth, pad)
+ RenderingServer.camera_set_perspective(cam_rid, preset.fov, saved_near, saved_far)
+ RenderingServer.camera_set_transform(cam_rid, xform)
+ RenderingServer.force_draw(false)
+ var img: Image = viewport.get_texture().get_image()
+ if img != null and not img.is_empty():
+ var entry := _finalize_image(img, "viewport", max_resolution)
+ entry.data["label"] = preset.label
+ entry.data["elevation"] = preset.elevation
+ entry.data["azimuth"] = preset.azimuth
+ entry.data["fov"] = preset.fov
+ entry.data["ortho"] = preset.get("ortho", false)
+ images.append(entry.data)
+
+ ## Restore camera state (back to perspective + original transform)
+ RenderingServer.camera_set_perspective(cam_rid, saved_fov, saved_near, saved_far)
+ RenderingServer.camera_set_transform(cam_rid, saved_xform)
+
+ ## Consistent with single-shot path: error if no frames rendered
+ ## (e.g. headless mode where force_draw produces no output).
+ if images.is_empty():
+ return _empty_image_error(
+ "viewport",
+ "Coverage sweep rendered no images. The 3D viewport produced no output across any of the preset angles — typically because the editor is in headless mode (force_draw has no rendered output) or the 3D viewport has not drawn a frame yet."
+ )
+
+ var aabb_center := combined_aabb.get_center()
+ var aabb_size := combined_aabb.size
+ var result_data := {
+ "source": "viewport",
+ "view_target": view_target,
+ "view_target_count": targets.size(),
+ "coverage": true,
+ "images": images,
+ "aabb_center": [aabb_center.x, aabb_center.y, aabb_center.z],
+ "aabb_size": [aabb_size.x, aabb_size.y, aabb_size.z],
+ "aabb_longest_ground_axis": "x" if aabb_size.x >= aabb_size.z else "z",
+ }
+ if not not_found.is_empty():
+ result_data["view_target_not_found"] = not_found
+ return {"data": result_data}
+
+ ## --- Custom angle / FOV path ---
+ var use_elev: float = 25.0 if custom_elevation == null else float(custom_elevation)
+ var use_azim: float = 30.0 if custom_azimuth == null else float(custom_azimuth)
+ var use_fov: float = saved_fov if custom_fov == null else float(custom_fov)
+
+ var cam_xform := _frame_transform_for_aabb(combined_aabb, use_fov, use_elev, use_azim)
+
+ if custom_fov != null:
+ RenderingServer.camera_set_perspective(cam_rid, use_fov, saved_near, saved_far)
+ RenderingServer.camera_set_transform(cam_rid, cam_xform)
+ RenderingServer.force_draw(false)
+
+ var image: Image = viewport.get_texture().get_image()
+
+ ## Restore camera state
+ if custom_fov != null:
+ RenderingServer.camera_set_perspective(cam_rid, saved_fov, saved_near, saved_far)
+ RenderingServer.camera_set_transform(cam_rid, saved_xform)
+
+ if image == null or image.is_empty():
+ return _empty_image_error(
+ "viewport",
+ "Framed viewport rendered an empty image after repositioning the camera onto the view_target. The 3D viewport produced no output — typically headless mode or the 3D viewport has not drawn a frame yet."
+ )
+
+ var result := _finalize_image(image, "viewport", max_resolution)
+ result.data["view_target"] = view_target
+ result.data["view_target_count"] = targets.size()
+ var aabb_c := combined_aabb.get_center()
+ var aabb_s := combined_aabb.size
+ result.data["aabb_center"] = [aabb_c.x, aabb_c.y, aabb_c.z]
+ result.data["aabb_size"] = [aabb_s.x, aabb_s.y, aabb_s.z]
+ result.data["aabb_longest_ground_axis"] = "x" if aabb_s.x >= aabb_s.z else "z"
+ if custom_elevation != null or custom_azimuth != null:
+ result.data["elevation"] = use_elev
+ result.data["azimuth"] = use_azim
+ if custom_fov != null:
+ result.data["fov"] = use_fov
+ if not not_found.is_empty():
+ result.data["view_target_not_found"] = not_found
+ return result
+
+ var image: Image = viewport.get_texture().get_image()
+
+ if image == null or image.is_empty():
+ return _empty_image_error(
+ source,
+ "Captured an empty image from %s. The 3D viewport produced no output — typically headless mode or the 3D viewport has not drawn a frame yet." % source
+ )
+
+ return _finalize_image(image, source, max_resolution)
+
+
+## Render the edited scene through its active Camera3D without running the
+## game. Mirrors Godot's "Cinematic Preview" display mode but via a
+## throwaway SubViewport, so the output has no editor gizmos, selection
+## outlines, or grid lines.
+func _take_cinematic_screenshot(max_resolution: int) -> Dictionary:
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var scene_camera := _find_current_camera_3d(scene_root)
+ if scene_camera == null:
+ return ErrorCodes.make(
+ ErrorCodes.NODE_NOT_FOUND,
+ "No current Camera3D in scene — mark a Camera3D as `current` or add one to the scene",
+ )
+
+ ## Default to a 16:9 HD capture; size is overridden by _finalize_image's
+ ## `max_resolution` downscale step when requested.
+ var render_size := Vector2i(1920, 1080)
+ var edit_vp := EditorInterface.get_editor_viewport_3d()
+ if edit_vp != null:
+ var vs := edit_vp.get_visible_rect().size
+ if vs.x >= 1.0 and vs.y >= 1.0:
+ render_size = Vector2i(int(vs.x), int(vs.y))
+
+ var sub_vp := SubViewport.new()
+ sub_vp.size = render_size
+ sub_vp.own_world_3d = false
+ sub_vp.transparent_bg = false
+ sub_vp.render_target_update_mode = SubViewport.UPDATE_ONCE
+
+ var cam := Camera3D.new()
+ cam.fov = scene_camera.fov
+ cam.near = scene_camera.near
+ cam.far = scene_camera.far
+ cam.projection = scene_camera.projection
+ cam.size = scene_camera.size
+ cam.keep_aspect = scene_camera.keep_aspect
+ cam.cull_mask = scene_camera.cull_mask
+ cam.environment = scene_camera.environment
+ cam.attributes = scene_camera.attributes
+ cam.current = true
+
+ sub_vp.add_child(cam)
+ scene_root.add_child(sub_vp)
+ ## global_transform is resolved against the ancestor Node3D chain, so it
+ ## must be set after parenting — otherwise the camera ends up at origin.
+ cam.global_transform = scene_camera.global_transform
+
+ RenderingServer.force_draw(false)
+ var image: Image = sub_vp.get_texture().get_image()
+
+ scene_root.remove_child(sub_vp)
+ sub_vp.queue_free()
+
+ if image == null or image.is_empty():
+ return _empty_image_error(
+ "cinematic",
+ "Cinematic render produced an empty image. The SubViewport returned no texture — typically headless mode (force_draw has no rendered output) or the scene's Camera3D is positioned so nothing visible is in frame."
+ )
+
+ var result := _finalize_image(image, "cinematic", max_resolution)
+ result.data["camera_path"] = McpScenePath.from_node(scene_camera, scene_root)
+ return result
+
+
+## Reject a `source="viewport"` screenshot before we ever pull the
+## texture if the edited scene has no Node3D content. The 3D viewport
+## returns an empty (or stale) image in that case; surfacing it as
+## INTERNAL_ERROR ("Failed to capture image from viewport") gave LLM
+## callers no signal that the right move is to switch source or open a
+## 3D scene. 152 hits / 63 uuids in 24h across plugin versions 2.5.0 ->
+## 2.5.6 traced back to this. Returns `{}` on success.
+##
+## Caller passes `EditorInterface.get_edited_scene_root()`; the static
+## form lets tests exercise the branches with a synthetic scene root
+## without driving the editor.
+static func viewport_screenshot_precheck(scene_root: Node) -> Dictionary:
+ if scene_root == null:
+ return _make_viewport_not_3d_error(
+ "",
+ "The editor 3D viewport is empty because no scene is open. Open a scene with `scene_open` first."
+ )
+ ## A scene with any Node3D content — root or descendant — has
+ ## something the 3D viewport can render. Walking the tree (rather
+ ## than only checking the root type) avoids a false reject on the
+ ## common `Node` / `Node2D` root + Node3D descendant pattern.
+ if _scene_has_node3d_content(scene_root):
+ return {}
+ var root_type := scene_root.get_class()
+ var hint: String
+ if scene_root is Node2D or scene_root is Control:
+ hint = (
+ "The 3D viewport is empty because the current scene is 2D (%s root) with no Node3D descendants. "
+ + "Options: (a) open a 3D scene, "
+ + "(b) use source=\"cinematic\" if a Camera3D exists in the scene, "
+ + "(c) call scene_get_hierarchy first to inspect what's available."
+ ) % root_type
+ else:
+ hint = (
+ "The 3D viewport is empty because the current scene (%s root) has no Node3D content anywhere in the tree. "
+ + "Options: (a) open or add a Node3D, "
+ + "(b) use source=\"cinematic\" if a Camera3D exists in the scene, "
+ + "(c) call scene_get_hierarchy first to inspect what's available."
+ ) % root_type
+ return _make_viewport_not_3d_error(root_type, hint)
+
+
+## True if scene_root is itself a Node3D or owns any Node3D descendant.
+## DFS short-circuits on the first hit so empty 2D scenes stay cheap.
+static func _scene_has_node3d_content(scene_root: Node) -> bool:
+ if scene_root is Node3D:
+ return true
+ var stack: Array[Node] = [scene_root]
+ while not stack.is_empty():
+ var node: Node = stack.pop_back()
+ for child in node.get_children():
+ if child is Node3D:
+ return true
+ stack.append(child)
+ return false
+
+
+static func _make_viewport_not_3d_error(scene_root_type: String, hint: String) -> Dictionary:
+ ## `hint` becomes `error.message`; not duplicated into `data` because
+ ## `GodotCommandError`'s string form already appends every `data` key
+ ## as a suffix on the agent-visible error.
+ var err := ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, hint)
+ err["error"]["data"] = {
+ "editor_state": "viewport_not_3d",
+ "scene_root_type": scene_root_type,
+ }
+ return err
+
+
+## Reached only when the precheck passed but the texture still came
+## back empty — headless rendering, a freshly opened editor whose 3D
+## viewport hasn't drawn a frame, or a SubViewport that lost its target.
+static func _empty_image_error(source: String, hint: String) -> Dictionary:
+ var err := ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, hint)
+ err["error"]["data"] = {
+ "editor_state": "viewport_empty",
+ "source": source,
+ }
+ return err
+
+
+## Return the Camera3D that would be active if the scene were running.
+## Preference: a descendant with `current=true`, else the first Camera3D
+## found in a depth-first walk.
+func _find_current_camera_3d(root: Node) -> Camera3D:
+ var first: Camera3D = null
+ var stack: Array[Node] = [root]
+ while not stack.is_empty():
+ var node: Node = stack.pop_back()
+ if node is Camera3D:
+ if node.current:
+ return node
+ if first == null:
+ first = node
+ for child in node.get_children():
+ stack.append(child)
+ return first
+
+
+func _finalize_image(image: Image, source: String, max_resolution: int) -> Dictionary:
+ var original_width := image.get_width()
+ var original_height := image.get_height()
+
+ if max_resolution > 0:
+ var longest := maxi(original_width, original_height)
+ if longest > max_resolution:
+ var scale := float(max_resolution) / float(longest)
+ ## Clamp to 1px min: extreme aspect ratios at very small max_resolution
+ ## could otherwise compute a zero dimension and crash image.resize().
+ var new_w := maxi(1, int(original_width * scale))
+ var new_h := maxi(1, int(original_height * scale))
+ image.resize(new_w, new_h, Image.INTERPOLATE_LANCZOS)
+
+ var img_bytes := image.save_png_to_buffer()
+ var base64_str := Marshalls.raw_to_base64(img_bytes)
+
+ return {
+ "data": {
+ "source": source,
+ "width": image.get_width(),
+ "height": image.get_height(),
+ "original_width": original_width,
+ "original_height": original_height,
+ "format": "png",
+ "image_base64": base64_str,
+ }
+ }
+
+
+## Recursively compute the visual bounding box of a Node3D and its children.
+func _get_visual_aabb(node: Node3D) -> AABB:
+ var aabb := AABB()
+ var found := false
+ if node is VisualInstance3D:
+ aabb = node.global_transform * node.get_aabb()
+ found = true
+ for child in node.get_children():
+ if child is Node3D:
+ var child_aabb := _get_visual_aabb(child)
+ if child_aabb.size != Vector3.ZERO:
+ if found:
+ aabb = aabb.merge(child_aabb)
+ else:
+ aabb = child_aabb
+ found = true
+ if not found:
+ aabb = AABB(node.global_position - Vector3(0.5, 0.5, 0.5), Vector3(1, 1, 1))
+ return aabb
+
+
+## Calculate a camera Transform3D that frames the given AABB nicely.
+## elevation_deg: camera elevation (0 = level, 90 = directly above). Default 25.
+## azimuth_deg: camera azimuth (0 = front, 90 = right side). Default 30.
+## padding: distance multiplier for breathing room (1.2 = tight, 2.5 = context). Default 1.8.
+func _frame_transform_for_aabb(aabb: AABB, fov_degrees: float = 75.0, elevation_deg: float = 25.0, azimuth_deg: float = 30.0, padding: float = 1.8) -> Transform3D:
+ var center := aabb.get_center()
+ var radius := aabb.size.length() * 0.5
+ var fov_rad := deg_to_rad(fov_degrees)
+ var distance := radius / tan(fov_rad * 0.5) * padding
+ ## Floor with an absolute offset so unit-scale AABBs don't place the camera
+ ## inside or against the target. `radius * 2.0` alone scales to zero as the
+ ## AABB shrinks; the +1.0 guarantees a minimum of ~1 world-unit of standoff.
+ distance = maxf(distance, radius * 2.0 + 1.0)
+ var elev := deg_to_rad(elevation_deg)
+ var azim := deg_to_rad(azimuth_deg)
+ var cam_pos := center + Vector3(
+ distance * cos(elev) * sin(azim),
+ distance * sin(elev),
+ distance * cos(elev) * cos(azim),
+ )
+ var xform := Transform3D(Basis.IDENTITY, cam_pos)
+ ## At ~90° elevation the view direction is parallel to Vector3.UP — use
+ ## FORWARD as the up hint so looking_at doesn't degenerate.
+ var up := Vector3.FORWARD if elevation_deg > 85.0 else Vector3.UP
+ return xform.looking_at(center, up)
+
+
+func get_performance_monitors(params: Dictionary) -> Dictionary:
+ var filter: Array = params.get("monitors", [])
+ var result := {}
+
+ if filter.is_empty():
+ for key in MONITORS:
+ result[key] = Performance.get_monitor(MONITORS[key])
+ else:
+ for key in filter:
+ if MONITORS.has(key):
+ result[key] = Performance.get_monitor(MONITORS[key])
+
+ return {
+ "data": {
+ "monitors": result,
+ "monitor_count": result.size(),
+ }
+ }
+
+
+func clear_logs(params: Dictionary) -> Dictionary:
+ var count := _log_buffer.total_count()
+ _log_buffer.clear()
+ var data := {"cleared_count": count}
+ ## The Debugger Errors panel is user-visible editor UI, not an MCP-owned
+ ## buffer — wiping it stays behind an explicit opt-in.
+ if bool(params.get("clear_debugger_errors", false)):
+ data["debugger_errors_cleared"] = _clear_debugger_error_trees()
+ return {"data": data}
+
+
+func _clear_debugger_error_trees() -> int:
+ var cleared := 0
+ for tree in _locate_debugger_error_trees():
+ cleared += _entries_from_debugger_error_tree(tree).size()
+ if not _press_debugger_clear_button(tree):
+ ## No Clear button near this tree (synthetic roots in tests).
+ ## A raw clear is acceptable there; the real panel always routes
+ ## through the button below.
+ tree.clear()
+ return cleared
+
+
+## Clear via ScriptEditorDebugger's own Clear button so the engine runs
+## _clear_errors_list() — clearing the Tree directly leaves error_count/
+## warning_count, the "Errors (N)" tab badge, the errors_cleared signal, and
+## the toolbar button states out of sync with the emptied tree. The button is
+## identified by its pressed-connection target, not its (translated) label.
+static func _press_debugger_clear_button(tree: Tree) -> bool:
+ var parent := tree.get_parent()
+ if parent == null:
+ return false
+ var stack: Array[Node] = [parent]
+ while not stack.is_empty():
+ var node: Node = stack.pop_back()
+ if node is BaseButton:
+ for conn in node.get_signal_connection_list("pressed"):
+ if str(conn.get("callable", "")).contains("_clear_errors_list"):
+ node.emit_signal("pressed")
+ return true
+ for child in node.get_children():
+ stack.push_back(child)
+ return false
+
+
+func reload_plugin(_params: Dictionary) -> Dictionary:
+ _log_buffer.log("reload_plugin requested, reloading next frame")
+ ## Persist a pending plugin_reload telemetry event *before* the
+ ## disable kills the live WebSocket. The re-enabled plugin's
+ ## _enter_tree flushes via `_telemetry.flush_pending_plugin_reload()`.
+ Telemetry.record_pending_plugin_reload("mcp_tool")
+ _do_reload_plugin.call_deferred()
+ return {"data": {"status": "reloading", "message": "Plugin reload initiated"}}
+
+
+## Force a filesystem rescan before toggling the plugin, so Godot's
+## class-name registry picks up any .gd files added since the last scan
+## (e.g. via git pull or an agent-driven sync). Without this, re-enable can
+## fail with "Could not find type X" when new class_name scripts are on disk
+## but not yet registered, leaving the plugin disabled with no recovery path
+## short of killing the editor. See issue #83.
+func _do_reload_plugin() -> void:
+ var fs := EditorInterface.get_resource_filesystem()
+ fs.scan()
+ var tree := Engine.get_main_loop() as SceneTree
+ # Cap the wait so a long scan (huge project) doesn't hang reload.
+ var deadline_ms := Time.get_ticks_msec() + 5000
+ while fs.is_scanning() and Time.get_ticks_msec() < deadline_ms:
+ await tree.process_frame
+ EditorInterface.set_plugin_enabled("res://addons/godot_ai/plugin.cfg", false)
+ EditorInterface.set_plugin_enabled("res://addons/godot_ai/plugin.cfg", true)
+
+
+func quit_editor(_params: Dictionary) -> Dictionary:
+ _log_buffer.log("quit_editor requested, quitting next frame")
+ ## Defer the quit so the response is sent back before the editor exits.
+ EditorInterface.get_base_control().get_tree().call_deferred("quit")
+ return {"data": {"status": "quitting", "message": "Editor quit initiated"}}
+
+
+func game_eval(params: Dictionary) -> Dictionary:
+ var code: String = params.get("code", "")
+ if code.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "code is required")
+
+ if _debugger_plugin == null or _connection == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ "Debugger bridge unavailable — plugin may not be fully initialised")
+
+ if not EditorInterface.is_playing_scene():
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY,
+ "Game is not running — start the project first")
+
+ var request_id: String = params.get("_request_id", "")
+ if request_id.is_empty():
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ "Missing request_id — cannot correlate deferred response")
+
+ _debugger_plugin.request_game_eval(code, request_id, _connection)
+ return McpDispatcher.DEFERRED_RESPONSE
+
+
+func game_command(params: Dictionary) -> Dictionary:
+ var op: String = str(params.get("op", ""))
+ if op.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "op is required")
+
+ if _debugger_plugin == null or _connection == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ "Debugger bridge unavailable — plugin may not be fully initialised")
+
+ if not EditorInterface.is_playing_scene():
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY,
+ "Game is not running — start the project first")
+
+ var request_id: String = params.get("_request_id", "")
+ if request_id.is_empty():
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ "Missing request_id — cannot correlate deferred response")
+
+ var command_params: Dictionary = params.get("params", {})
+ _debugger_plugin.request_game_command(op, command_params, request_id, _connection)
+ return McpDispatcher.DEFERRED_RESPONSE
diff --git a/addons/godot_ai/handlers/editor_handler.gd.uid b/addons/godot_ai/handlers/editor_handler.gd.uid
new file mode 100644
index 0000000..16d785f
--- /dev/null
+++ b/addons/godot_ai/handlers/editor_handler.gd.uid
@@ -0,0 +1 @@
+uid://dcro7yc8bor6v
diff --git a/addons/godot_ai/handlers/environment_handler.gd b/addons/godot_ai/handlers/environment_handler.gd
new file mode 100644
index 0000000..6729f1e
--- /dev/null
+++ b/addons/godot_ai/handlers/environment_handler.gd
@@ -0,0 +1,181 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Creates an Environment (+ optional Sky + ProceduralSkyMaterial) chain and
+## either assigns it to a WorldEnvironment node or saves it to a .tres file.
+## Bundles sub-resource creation + assignment in a single undo action.
+
+const ResourceHandler := preload("res://addons/godot_ai/handlers/resource_handler.gd")
+
+var _undo_redo: EditorUndoRedoManager
+var _connection: McpConnection
+
+
+func _init(undo_redo: EditorUndoRedoManager, connection: McpConnection = null) -> void:
+ _undo_redo = undo_redo
+ _connection = connection
+
+
+const _PRESETS := {
+ "default": {"sky": true, "fog": false},
+ "clear": {"sky": true, "fog": false},
+ "sunset": {"sky": true, "fog": false},
+ "night": {"sky": true, "fog": false},
+ "fog": {"sky": true, "fog": true},
+}
+
+
+func create_environment(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("path", "")
+ var resource_path: String = params.get("resource_path", "")
+ var overwrite: bool = params.get("overwrite", false)
+ var preset: String = params.get("preset", "default")
+ var properties: Dictionary = params.get("properties", {})
+ var sky_param = params.get("sky", null) # nullable — falls back to preset default
+
+ # environment_create targets the whole WorldEnvironment node (no separate
+ # `property` param) — pass require_property=false.
+ var home_err := McpResourceIO.validate_home(params, false)
+ if home_err != null:
+ return home_err
+
+ if not _PRESETS.has(preset):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid preset '%s'. Valid: %s" % [preset, ", ".join(_PRESETS.keys())]
+ )
+
+ var preset_config: Dictionary = _PRESETS[preset]
+ var want_sky: bool = preset_config.sky
+ var sky_properties: Dictionary = {}
+ if sky_param != null:
+ if sky_param is bool:
+ want_sky = sky_param
+ elif sky_param is Dictionary:
+ var sky_config: Dictionary = (sky_param as Dictionary).duplicate()
+ var material_type: String = String(sky_config.get("sky_material", "procedural")).to_lower()
+ if material_type != "procedural":
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "sky.sky_material must be 'procedural' when sky is a dictionary"
+ )
+ sky_config.erase("sky_material")
+ sky_properties = sky_config
+ want_sky = true
+ else:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "sky must be a bool, null, or dictionary of ProceduralSkyMaterial properties"
+ )
+
+ var env := Environment.new()
+ var sky: Sky = null
+ var sky_material: ProceduralSkyMaterial = null
+ if want_sky:
+ sky_material = ProceduralSkyMaterial.new()
+ sky = Sky.new()
+ sky.sky_material = sky_material
+ env.background_mode = Environment.BG_SKY
+ env.sky = sky
+ else:
+ env.background_mode = Environment.BG_CLEAR_COLOR
+
+ _apply_preset(env, sky_material, preset)
+ if not sky_properties.is_empty():
+ var sky_apply_err := ResourceHandler._apply_resource_properties(sky_material, sky_properties)
+ if sky_apply_err != null:
+ return sky_apply_err
+ if preset_config.fog:
+ env.volumetric_fog_enabled = true
+ env.volumetric_fog_density = 0.03
+
+ if not properties.is_empty():
+ var apply_err := ResourceHandler._apply_resource_properties(env, properties)
+ if apply_err != null:
+ return apply_err
+
+ if not resource_path.is_empty():
+ return _save_environment(env, sky, sky_material, resource_path, overwrite, preset)
+ return _assign_environment(env, sky, sky_material, node_path, preset)
+
+
+static func _apply_preset(env: Environment, sky_material: ProceduralSkyMaterial, preset: String) -> void:
+ match preset:
+ "default", "clear":
+ if sky_material != null:
+ sky_material.sky_top_color = Color(0.38, 0.45, 0.55)
+ sky_material.sky_horizon_color = Color(0.65, 0.67, 0.7)
+ sky_material.ground_horizon_color = Color(0.65, 0.67, 0.7)
+ sky_material.ground_bottom_color = Color(0.2, 0.17, 0.13)
+ sky_material.sun_angle_max = 30.0
+ env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
+ env.ambient_light_energy = 1.0
+ "sunset":
+ if sky_material != null:
+ sky_material.sky_top_color = Color(0.25, 0.3, 0.55)
+ sky_material.sky_horizon_color = Color(1.0, 0.55, 0.3)
+ sky_material.ground_horizon_color = Color(0.85, 0.4, 0.25)
+ sky_material.ground_bottom_color = Color(0.2, 0.12, 0.1)
+ env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
+ env.ambient_light_color = Color(1.0, 0.75, 0.55)
+ env.ambient_light_energy = 0.8
+ "night":
+ if sky_material != null:
+ sky_material.sky_top_color = Color(0.02, 0.02, 0.07)
+ sky_material.sky_horizon_color = Color(0.05, 0.07, 0.15)
+ sky_material.ground_horizon_color = Color(0.04, 0.05, 0.1)
+ sky_material.ground_bottom_color = Color(0.0, 0.0, 0.02)
+ env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
+ env.ambient_light_color = Color(0.2, 0.22, 0.35)
+ env.ambient_light_energy = 0.4
+ "fog":
+ if sky_material != null:
+ sky_material.sky_top_color = Color(0.65, 0.65, 0.7)
+ sky_material.sky_horizon_color = Color(0.8, 0.8, 0.82)
+ sky_material.ground_horizon_color = Color(0.7, 0.7, 0.72)
+ sky_material.ground_bottom_color = Color(0.3, 0.3, 0.32)
+ env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
+ env.ambient_light_energy = 0.7
+
+
+func _assign_environment(env: Environment, sky: Sky, sky_material: ProceduralSkyMaterial, node_path: String, preset: String) -> Dictionary:
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+ if not (node is WorldEnvironment):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Node at %s is %s — must be WorldEnvironment" % [node_path, node.get_class()]
+ )
+
+ var old_env = (node as WorldEnvironment).environment
+
+ _undo_redo.create_action("MCP: Create Environment (%s) for %s" % [preset, node.name])
+ _undo_redo.add_do_property(node, "environment", env)
+ _undo_redo.add_undo_property(node, "environment", old_env)
+ _undo_redo.add_do_reference(env)
+ if sky != null:
+ _undo_redo.add_do_reference(sky)
+ if sky_material != null:
+ _undo_redo.add_do_reference(sky_material)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "preset": preset,
+ "sky_created": sky != null,
+ "sky_material_class": sky_material.get_class() if sky_material != null else "",
+ "undoable": true,
+ }
+ }
+
+
+func _save_environment(env: Environment, _sky: Sky, _sky_material: ProceduralSkyMaterial, resource_path: String, overwrite: bool, preset: String) -> Dictionary:
+ return McpResourceIO.save_to_disk(env, resource_path, overwrite, "Environment", {
+ "preset": preset,
+ }, _connection)
diff --git a/addons/godot_ai/handlers/environment_handler.gd.uid b/addons/godot_ai/handlers/environment_handler.gd.uid
new file mode 100644
index 0000000..f495f8f
--- /dev/null
+++ b/addons/godot_ai/handlers/environment_handler.gd.uid
@@ -0,0 +1 @@
+uid://b1k7jldwjp5jt
diff --git a/addons/godot_ai/handlers/filesystem_handler.gd b/addons/godot_ai/handlers/filesystem_handler.gd
new file mode 100644
index 0000000..483798b
--- /dev/null
+++ b/addons/godot_ai/handlers/filesystem_handler.gd
@@ -0,0 +1,112 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles file read/write operations and reimport within the Godot project.
+
+
+func read_file(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+
+ var path_err = McpPathValidator.path_error(path, "path")
+ if path_err != null:
+ return path_err
+
+ if not FileAccess.file_exists(path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "File not found: %s" % path)
+
+ var file := FileAccess.open(path, FileAccess.READ)
+ if file == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to open file: %s" % path)
+
+ var content := file.get_as_text()
+ file.close()
+
+ return {
+ "data": {
+ "path": path,
+ "content": content,
+ "size": content.length(),
+ "line_count": content.count("\n") + (1 if not content.is_empty() else 0),
+ }
+ }
+
+
+func write_file(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+ var content: String = params.get("content", "")
+
+ var path_err = McpPathValidator.path_error(path, "path", true)
+ if path_err != null:
+ return path_err
+
+ # Ensure parent directory exists
+ var dir_path := path.get_base_dir()
+ if not DirAccess.dir_exists_absolute(dir_path):
+ var err := DirAccess.make_dir_recursive_absolute(dir_path)
+ if err != OK:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path)
+
+ var existed_before := FileAccess.file_exists(path)
+
+ var file := FileAccess.open(path, FileAccess.WRITE)
+ if file == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to open file for writing: %s" % path)
+
+ file.store_string(content)
+ file.close()
+
+ # Single-file register, not a full scan() — a scan() per write stacks
+ # filesystem WorkerThreadPool tasks under concurrent writes and can SIGABRT
+ # in the global-class update (see dsarno/godot#6 and create_script in
+ # script_handler.gd). update_file() is what reimport()/material/theme use.
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs != null:
+ efs.update_file(path)
+
+ var data := {
+ "path": path,
+ "size": content.length(),
+ "undoable": false,
+ "reason": "File system operations cannot be undone via editor undo",
+ }
+ McpResourceIO.attach_cleanup_hint(data, existed_before, [path])
+ return {"data": data}
+
+
+func reimport(params: Dictionary) -> Dictionary:
+ var paths: Array = params.get("paths", [])
+
+ if paths.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: paths (non-empty array)")
+
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "EditorFileSystem not available")
+
+ var reimported: Array[String] = []
+ var not_found: Array[String] = []
+
+ for path_variant in paths:
+ var path: String = str(path_variant)
+ var path_err := McpPathValidator.validate_resource_path(path)
+ if not path_err.is_empty():
+ not_found.append("%s (%s)" % [path, path_err])
+ continue
+ if not FileAccess.file_exists(path):
+ not_found.append("%s (file does not exist)" % path)
+ continue
+ efs.update_file(path)
+ reimported.append(path)
+
+ return {
+ "data": {
+ "reimported": reimported,
+ "not_found": not_found,
+ "reimported_count": reimported.size(),
+ "not_found_count": not_found.size(),
+ "undoable": false,
+ "reason": "Reimport is a file system operation",
+ }
+ }
diff --git a/addons/godot_ai/handlers/filesystem_handler.gd.uid b/addons/godot_ai/handlers/filesystem_handler.gd.uid
new file mode 100644
index 0000000..94135a4
--- /dev/null
+++ b/addons/godot_ai/handlers/filesystem_handler.gd.uid
@@ -0,0 +1 @@
+uid://c7ovtpdiumtju
diff --git a/addons/godot_ai/handlers/input_handler.gd b/addons/godot_ai/handlers/input_handler.gd
new file mode 100644
index 0000000..196f0db
--- /dev/null
+++ b/addons/godot_ai/handlers/input_handler.gd
@@ -0,0 +1,278 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles input action listing, creation, removal, and event binding.
+## Actions are persisted via ProjectSettings so they survive editor restarts.
+
+
+func list_actions(params: Dictionary) -> Dictionary:
+ var include_builtin: bool = params.get("include_builtin", false)
+ ## Authoritative source for user-authored actions is the ``[input]``
+ ## section of ``project.godot``. ``ProjectSettings.has_setting`` is not
+ ## reliable here because Godot registers ``ui_*`` defaults via
+ ## ``GLOBAL_DEF_BASIC``, which makes ``has_setting`` return true for
+ ## them. Reading the file via ``ConfigFile`` distinguishes the user's
+ ## entries from engine-registered defaults regardless of namespace.
+ ## See #213.
+ var user_authored := _read_user_authored_actions()
+ var actions: Array[Dictionary] = []
+ for action_name in InputMap.get_actions():
+ var name_str := str(action_name)
+ var is_user_action := user_authored.has(name_str)
+ if not include_builtin and not is_user_action:
+ continue
+ var events: Array[Dictionary] = []
+ for event in InputMap.action_get_events(action_name):
+ events.append(_serialize_event(event))
+ actions.append({
+ "name": name_str,
+ "events": events,
+ "event_count": events.size(),
+ "is_builtin": not is_user_action,
+ })
+ return {"data": {"actions": actions, "count": actions.size()}}
+
+
+func _read_user_authored_actions() -> Dictionary:
+ var cfg := ConfigFile.new()
+ if cfg.load("res://project.godot") != OK:
+ return {}
+ if not cfg.has_section("input"):
+ return {}
+ var result: Dictionary = {}
+ for key in cfg.get_section_keys("input"):
+ result[key] = true
+ return result
+
+
+func add_action(params: Dictionary) -> Dictionary:
+ var action: String = params.get("action", "")
+ var deadzone: float = params.get("deadzone", 0.5)
+
+ if action.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: action")
+
+ if deadzone < 0.0 or deadzone > 1.0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "deadzone must be in [0.0, 1.0] (got %s). Typical values are 0.2-0.5; default is 0.5." % deadzone)
+
+ if InputMap.has_action(action):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Action '%s' already exists" % action)
+
+ InputMap.add_action(action, deadzone)
+
+ var key := "input/%s" % action
+ ProjectSettings.set_setting(key, {
+ "deadzone": deadzone,
+ "events": [],
+ })
+ var err := ProjectSettings.save()
+ if err != OK:
+ InputMap.erase_action(action)
+ ProjectSettings.clear(key)
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ "Failed to save project settings while adding action '%s': %s (error %d)" % [action, error_string(err), err])
+
+ return {
+ "data": {
+ "action": action,
+ "deadzone": deadzone,
+ "undoable": false,
+ "reason": "Input actions are saved to project.godot",
+ }
+ }
+
+
+func remove_action(params: Dictionary) -> Dictionary:
+ var action: String = params.get("action", "")
+ if action.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: action")
+
+ if not InputMap.has_action(action):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Action '%s' not found" % action)
+
+ var key := "input/%s" % action
+ var old_setting = ProjectSettings.get_setting(key) if ProjectSettings.has_setting(key) else null
+ InputMap.erase_action(action)
+
+ if old_setting != null:
+ ProjectSettings.clear(key)
+ var err := ProjectSettings.save()
+ if err != OK:
+ var dz: float = old_setting.get("deadzone", 0.5) if old_setting is Dictionary else 0.5
+ InputMap.add_action(action, dz)
+ if old_setting is Dictionary:
+ for ev in old_setting.get("events", []):
+ if ev is InputEvent:
+ InputMap.action_add_event(action, ev)
+ ProjectSettings.set_setting(key, old_setting)
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ "Failed to save project settings while removing action '%s': %s (error %d)" % [action, error_string(err), err])
+
+ return {
+ "data": {
+ "action": action,
+ "removed": true,
+ "undoable": false,
+ "reason": "Input actions are saved to project.godot",
+ }
+ }
+
+
+func bind_event(params: Dictionary) -> Dictionary:
+ var action: String = params.get("action", "")
+ var event_type: String = params.get("event_type", "")
+
+ if action.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: action")
+ if event_type.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: event_type")
+
+ if not InputMap.has_action(action):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Action '%s' not found. Call input_map_manage(op='add_action', params={action: '%s'}) first." % [action, action])
+
+ var event_or_error = _create_event(event_type, params)
+ if event_or_error is Dictionary:
+ return event_or_error
+ var event: InputEvent = event_or_error
+
+ InputMap.action_add_event(action, event)
+
+ var err := _save_action_events(action)
+ if err != OK:
+ InputMap.action_erase_event(action, event)
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
+ "Failed to save project settings while binding event to action '%s': %s (error %d)" % [action, error_string(err), err])
+
+ return {
+ "data": {
+ "action": action,
+ "event": _serialize_event(event),
+ "undoable": false,
+ "reason": "Input bindings are saved to project.godot",
+ }
+ }
+
+
+## Returns an InputEvent on success, or a Dictionary error on failure.
+## Caller must check ``result is Dictionary`` before treating it as an event.
+func _create_event(event_type: String, params: Dictionary):
+ match event_type:
+ "key":
+ var ev := InputEventKey.new()
+ var keycode_str: String = params.get("keycode", "")
+ if keycode_str.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM,
+ "event_type='key' requires keycode (e.g. 'Space', 'A', 'Enter', 'Escape', 'F1').")
+ ev.keycode = OS.find_keycode_from_string(keycode_str)
+ if ev.keycode == KEY_NONE:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid keycode '%s'. Use Godot keycode names like 'A', 'Space', 'Enter', 'Escape', 'F1', 'Left', 'Right'." % keycode_str)
+ ev.ctrl_pressed = params.get("ctrl", false)
+ ev.alt_pressed = params.get("alt", false)
+ ev.shift_pressed = params.get("shift", false)
+ ev.meta_pressed = params.get("meta", false)
+ return ev
+ "mouse_button":
+ if not params.has("button"):
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM,
+ "event_type='mouse_button' requires button (1=left, 2=right, 3=middle, 4=wheel up, 5=wheel down).")
+ var button: int = int(params.get("button", 0))
+ if button <= 0:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "mouse_button button must be > 0 (got %d). Use 1=left, 2=right, 3=middle, 4=wheel up, 5=wheel down." % button)
+ var ev := InputEventMouseButton.new()
+ ev.button_index = button
+ return ev
+ "joy_button":
+ if not params.has("button"):
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM,
+ "event_type='joy_button' requires button (JoyButton index, e.g. 0=A/Cross, 1=B/Circle).")
+ var ev := InputEventJoypadButton.new()
+ ev.button_index = int(params.get("button", 0))
+ return ev
+ "joy_axis":
+ var axis_param = params.get("axis", null)
+ if axis_param == null:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM,
+ "event_type='joy_axis' requires axis (JoyAxis index, e.g. 0=left stick X, 1=left stick Y).")
+ var axis: int
+ match typeof(axis_param):
+ TYPE_INT:
+ axis = axis_param
+ TYPE_FLOAT:
+ if axis_param != floor(axis_param):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "joy_axis axis must be an integer JoyAxis index (got %s)." % str(axis_param))
+ axis = int(axis_param)
+ TYPE_STRING:
+ var axis_text := str(axis_param)
+ if not axis_text.is_valid_int():
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE,
+ "joy_axis axis must be an integer JoyAxis index (got '%s')." % axis_text)
+ axis = int(axis_text)
+ _:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE,
+ "joy_axis axis must be an integer JoyAxis index (got %s)." % type_string(typeof(axis_param)))
+ var ev := InputEventJoypadMotion.new()
+ ev.axis = axis
+ ev.axis_value = float(params.get("axis_value", 1.0))
+ return ev
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Unsupported event_type: '%s'. Use 'key', 'mouse_button', 'joy_button', or 'joy_axis'." % event_type)
+
+
+func _serialize_event(event: InputEvent) -> Dictionary:
+ if event is InputEventKey:
+ return {
+ "type": "key",
+ "keycode": OS.get_keycode_string(event.keycode),
+ "physical_keycode": OS.get_keycode_string(event.physical_keycode),
+ "ctrl": event.ctrl_pressed,
+ "alt": event.alt_pressed,
+ "shift": event.shift_pressed,
+ "meta": event.meta_pressed,
+ }
+ if event is InputEventMouseButton:
+ return {
+ "type": "mouse_button",
+ "button": event.button_index,
+ }
+ if event is InputEventJoypadButton:
+ return {
+ "type": "joy_button",
+ "button": event.button_index,
+ }
+ if event is InputEventJoypadMotion:
+ return {
+ "type": "joy_axis",
+ "axis": event.axis,
+ "axis_value": event.axis_value,
+ }
+ return {"type": event.get_class(), "string": str(event)}
+
+
+func _save_action_events(action: String) -> int:
+ var events: Array = []
+ for event in InputMap.action_get_events(action):
+ events.append(event)
+ var key := "input/%s" % action
+ var had_setting := ProjectSettings.has_setting(key)
+ var old_setting = ProjectSettings.get_setting(key) if had_setting else null
+ var deadzone: float = 0.5
+ if old_setting is Dictionary:
+ deadzone = old_setting.get("deadzone", 0.5)
+ ProjectSettings.set_setting(key, {
+ "deadzone": deadzone,
+ "events": events,
+ })
+ var err := ProjectSettings.save()
+ if err != OK:
+ if had_setting:
+ ProjectSettings.set_setting(key, old_setting)
+ else:
+ ProjectSettings.clear(key)
+ return err
diff --git a/addons/godot_ai/handlers/input_handler.gd.uid b/addons/godot_ai/handlers/input_handler.gd.uid
new file mode 100644
index 0000000..7d509f4
--- /dev/null
+++ b/addons/godot_ai/handlers/input_handler.gd.uid
@@ -0,0 +1 @@
+uid://buk68rbwssqwp
diff --git a/addons/godot_ai/handlers/material_handler.gd b/addons/godot_ai/handlers/material_handler.gd
new file mode 100644
index 0000000..3086f09
--- /dev/null
+++ b/addons/godot_ai/handlers/material_handler.gd
@@ -0,0 +1,788 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles Material authoring: creating .tres files, setting BaseMaterial3D
+## properties / shader uniforms, assigning to nodes, high-level presets.
+##
+## File-resource lifecycle mirrors ThemeHandler (create/load/mutate/save).
+## Undo pattern mirrors AnimationHandler (single create_action bundles
+## every dependency spawn).
+
+const MaterialValues := preload("res://addons/godot_ai/handlers/material_values.gd")
+const MaterialPresets := preload("res://addons/godot_ai/handlers/material_presets.gd")
+
+const _TYPE_TO_CLASS := {
+ "standard": "StandardMaterial3D",
+ "orm": "ORMMaterial3D",
+ "canvas_item": "CanvasItemMaterial",
+ "shader": "ShaderMaterial",
+}
+
+const _SUPPORTED_SUFFIXES := [".tres", ".material", ".res"]
+
+
+var _undo_redo: EditorUndoRedoManager
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+# ============================================================================
+# material_create
+# ============================================================================
+
+func create_material(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+ var type_str: String = params.get("type", "standard")
+ var shader_path: String = params.get("shader_path", "")
+ var overwrite: bool = params.get("overwrite", false)
+
+ var err := _validate_material_path(path, "path", true)
+ if err != null:
+ return err
+
+ if not _TYPE_TO_CLASS.has(type_str):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid material type '%s'. Valid: %s" % [type_str, ", ".join(_TYPE_TO_CLASS.keys())]
+ )
+
+ var existed_before := FileAccess.file_exists(path)
+ if existed_before and not overwrite:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Material already exists at %s (pass overwrite=true to replace)" % path
+ )
+
+ var mat := _instantiate_material(type_str)
+ if mat == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate material")
+
+ if type_str == "shader":
+ if shader_path.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "ShaderMaterial requires shader_path (res:// / uid:// / user:// path to a .gdshader)"
+ )
+ var shader_path_err = McpPathValidator.loadable_error(shader_path, "shader_path")
+ if shader_path_err != null:
+ return shader_path_err
+ if not ResourceLoader.exists(shader_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Shader not found: %s" % shader_path)
+ var shader_res := ResourceLoader.load(shader_path)
+ if not (shader_res is Shader):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a Shader" % shader_path)
+ (mat as ShaderMaterial).shader = shader_res
+
+ var dir_path := path.get_base_dir()
+ var mkdir_err := DirAccess.make_dir_recursive_absolute(dir_path)
+ if mkdir_err != OK and mkdir_err != ERR_ALREADY_EXISTS:
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Failed to create directory: %s (error %d)" % [dir_path, mkdir_err]
+ )
+
+ var save_err := ResourceSaver.save(mat, path)
+ if save_err != OK:
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Failed to save material to %s (error %d)" % [path, save_err]
+ )
+
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs != null:
+ efs.update_file(path)
+
+ return {
+ "data": {
+ "path": path,
+ "type": type_str,
+ "class": mat.get_class(),
+ "shader_path": shader_path,
+ "overwritten": existed_before,
+ "undoable": false,
+ "reason": "File creation is persistent; delete the file manually to revert",
+ }
+ }
+
+
+# ============================================================================
+# material_set_param
+# ============================================================================
+
+func set_param(params: Dictionary) -> Dictionary:
+ var load_result := _load_material_from_path(params.get("path", ""), true)
+ if load_result.has("error"):
+ return load_result
+ var mat: Material = load_result.material
+ var mat_path: String = load_result.path
+
+ var property: String = params.get("param", "")
+ if property.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: param")
+
+ if not ("value" in params):
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: value")
+
+ var raw_value = params.get("value")
+
+ # Probe the property. We allow any property present in get_property_list,
+ # plus `shader` on ShaderMaterial.
+ var prop_type: int = TYPE_NIL
+ var property_exists := false
+ for prop in mat.get_property_list():
+ if prop.name == property:
+ property_exists = true
+ prop_type = prop.get("type", TYPE_NIL)
+ break
+ if not property_exists:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ McpPropertyErrors.build_message(mat, property)
+ )
+
+ var coerced := MaterialValues.coerce_material_value(property, raw_value, prop_type)
+ if not coerced.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerced.error))
+ var new_value = coerced.value
+
+ var old_value = mat.get(property)
+
+ _undo_redo.create_action("MCP: Set material %s.%s" % [mat_path.get_file(), property])
+ _undo_redo.add_do_method(self, "_apply_param", mat_path, property, new_value, false)
+ _undo_redo.add_undo_method(self, "_apply_param", mat_path, property, old_value, false)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": mat_path,
+ "property": property,
+ "value": MaterialValues.serialize_value(new_value),
+ "previous_value": MaterialValues.serialize_value(old_value),
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# material_set_shader_param
+# ============================================================================
+
+func set_shader_param(params: Dictionary) -> Dictionary:
+ var load_result := _load_material_from_path(params.get("path", ""), true)
+ if load_result.has("error"):
+ return load_result
+ var mat: Material = load_result.material
+ var mat_path: String = load_result.path
+
+ if not (mat is ShaderMaterial):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Material at %s is %s, not ShaderMaterial" % [mat_path, mat.get_class()]
+ )
+ var shader_mat := mat as ShaderMaterial
+ if shader_mat.shader == null:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "ShaderMaterial at %s has no shader assigned" % mat_path
+ )
+
+ var param_name: String = params.get("param", "")
+ if param_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: param")
+
+ if not ("value" in params):
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: value")
+
+ # Verify the uniform exists in the shader.
+ var uniform_type := _shader_uniform_type(shader_mat.shader, param_name)
+ if uniform_type == TYPE_NIL:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Shader uniform '%s' not declared on shader at %s" % [param_name, shader_mat.shader.resource_path]
+ )
+
+ var raw_value = params.get("value")
+ var coerced := MaterialValues.coerce_material_value(param_name, raw_value, uniform_type)
+ if not coerced.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerced.error))
+ var new_value = coerced.value
+
+ var old_value = shader_mat.get_shader_parameter(param_name)
+
+ _undo_redo.create_action("MCP: Set shader param %s.%s" % [mat_path.get_file(), param_name])
+ _undo_redo.add_do_method(self, "_apply_shader_param", mat_path, param_name, new_value)
+ _undo_redo.add_undo_method(self, "_apply_shader_param", mat_path, param_name, old_value)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": mat_path,
+ "param": param_name,
+ "value": MaterialValues.serialize_value(new_value),
+ "previous_value": MaterialValues.serialize_value(old_value),
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# material_get
+# ============================================================================
+
+func get_material(params: Dictionary) -> Dictionary:
+ var load_result := _load_material_from_path(params.get("path", ""))
+ if load_result.has("error"):
+ return load_result
+ var mat: Material = load_result.material
+ var mat_path: String = load_result.path
+
+ var properties: Array[Dictionary] = []
+ for prop in mat.get_property_list():
+ var usage: int = prop.get("usage", 0)
+ if not (usage & PROPERTY_USAGE_EDITOR):
+ continue
+ var name: String = prop.name
+ if name.begins_with("shader_parameter/"):
+ continue # handled below
+ var value = mat.get(name)
+ if value == null and prop.type != TYPE_NIL:
+ continue
+ properties.append({
+ "name": name,
+ "type": type_string(prop.type),
+ "value": MaterialValues.serialize_value(value),
+ })
+
+ var shader_params: Array[Dictionary] = []
+ if mat is ShaderMaterial:
+ var shader_mat := mat as ShaderMaterial
+ if shader_mat.shader != null:
+ for u in shader_mat.shader.get_shader_uniform_list():
+ var u_name: String = u.get("name", "")
+ if u_name.is_empty():
+ continue
+ shader_params.append({
+ "name": u_name,
+ "type": type_string(u.get("type", TYPE_NIL)),
+ "value": MaterialValues.serialize_value(shader_mat.get_shader_parameter(u_name)),
+ })
+
+ var reverse_type_map := _reverse_type_map()
+
+ var shader_path_str := ""
+ if mat is ShaderMaterial:
+ var sm := mat as ShaderMaterial
+ if sm.shader != null:
+ shader_path_str = sm.shader.resource_path
+
+ return {
+ "data": {
+ "path": mat_path,
+ "class": mat.get_class(),
+ "type": reverse_type_map.get(mat.get_class(), ""),
+ "properties": properties,
+ "property_count": properties.size(),
+ "shader_parameters": shader_params,
+ "shader_path": shader_path_str,
+ }
+ }
+
+
+# ============================================================================
+# material_list
+# ============================================================================
+
+func list_materials(params: Dictionary) -> Dictionary:
+ var root: String = params.get("root", "res://")
+ var type_filter: String = params.get("type", "")
+
+ var root_err = McpPathValidator.path_error(root, "root")
+ if root_err != null:
+ return root_err
+
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "EditorFileSystem not available")
+
+ var results: Array[Dictionary] = []
+ var start_dir := efs.get_filesystem_path(root)
+ if start_dir == null:
+ start_dir = efs.get_filesystem()
+ _scan_materials(start_dir, type_filter, root, results)
+
+ return {"data": {"materials": results, "count": results.size()}}
+
+
+func _scan_materials(dir: EditorFileSystemDirectory, type_filter: String, root: String, out: Array[Dictionary]) -> void:
+ if dir == null:
+ return
+ for i in dir.get_file_count():
+ var file_path := dir.get_file_path(i)
+ if not file_path.begins_with(root):
+ continue
+ var file_type := dir.get_file_type(i)
+ var is_material := file_type == "Material" or ClassDB.is_parent_class(file_type, "Material")
+ if not is_material:
+ # Some material variants serialize as specific classes.
+ if not (file_type in _TYPE_TO_CLASS.values()):
+ continue
+
+ if not type_filter.is_empty():
+ if file_type != type_filter and not ClassDB.is_parent_class(file_type, type_filter):
+ continue
+
+ out.append({"path": file_path, "class": file_type})
+
+ for i in dir.get_subdir_count():
+ _scan_materials(dir.get_subdir(i), type_filter, root, out)
+
+
+# ============================================================================
+# material_assign
+# ============================================================================
+
+func assign_material(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("node_path", "")
+ if node_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: node_path")
+
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+
+ var slot: String = params.get("slot", "override")
+ var resource_path: String = params.get("resource_path", "")
+ var create_if_missing: bool = params.get("create_if_missing", false)
+ var type_str: String = params.get("type", "standard")
+
+ var slot_result := _resolve_slot_property(node, slot)
+ if slot_result.has("error"):
+ return slot_result
+ var property: String = slot_result.property
+
+ # Load or create the material.
+ var mat: Material = null
+ var material_created := false
+ if not resource_path.is_empty():
+ var rpath_err = McpPathValidator.loadable_error(resource_path, "resource_path")
+ if rpath_err != null:
+ return rpath_err
+ if not ResourceLoader.exists(resource_path):
+ if create_if_missing:
+ # We'd need to create a new file here — refuse; callers should
+ # use material_create first or omit resource_path to get an
+ # inline material.
+ return ErrorCodes.make(
+ ErrorCodes.RESOURCE_NOT_FOUND,
+ "Resource not found: %s. Create it first with material_create or omit resource_path for an inline material." % resource_path
+ )
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Resource not found: %s" % resource_path)
+ var loaded := ResourceLoader.load(resource_path)
+ if not (loaded is Material):
+ var loaded_class := "null"
+ if loaded != null:
+ loaded_class = loaded.get_class()
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Resource at %s is not a Material (got %s)" % [resource_path, loaded_class]
+ )
+ mat = loaded
+ else:
+ if not create_if_missing:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Missing resource_path (pass create_if_missing=true to create a new inline material)"
+ )
+ if not _TYPE_TO_CLASS.has(type_str):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid material type '%s'" % type_str
+ )
+ mat = _instantiate_material(type_str)
+ material_created = true
+
+ var old_value = node.get(property)
+
+ _undo_redo.create_action("MCP: Assign material to %s.%s" % [node.name, property])
+ _undo_redo.add_do_property(node, property, mat)
+ _undo_redo.add_undo_property(node, property, old_value)
+ if material_created:
+ _undo_redo.add_do_reference(mat)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "node_path": node_path,
+ "property": property,
+ "slot": slot,
+ "resource_path": resource_path,
+ "material_class": mat.get_class(),
+ "material_created": material_created,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# material_apply_to_node
+# ============================================================================
+
+func apply_to_node(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("node_path", "")
+ if node_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: node_path")
+
+ var type_str: String = params.get("type", "standard")
+ if not _TYPE_TO_CLASS.has(type_str):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid material type '%s'. Valid: %s" % [type_str, ", ".join(_TYPE_TO_CLASS.keys())]
+ )
+
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+
+ var slot: String = params.get("slot", "override")
+ var slot_result := _resolve_slot_property(node, slot)
+ if slot_result.has("error"):
+ return slot_result
+ var property: String = slot_result.property
+
+ var mat := _instantiate_material(type_str)
+
+ var props_to_set: Dictionary = params.get("params", {})
+ var applied: Array[String] = []
+ for prop_name in props_to_set:
+ var apply_err := _apply_one_param_on_instance(mat, String(prop_name), props_to_set[prop_name])
+ if apply_err != null:
+ return apply_err
+ applied.append(String(prop_name))
+
+ var save_to: String = params.get("save_to", "")
+ var saved := false
+ if not save_to.is_empty():
+ var save_err_validation := _validate_material_path(save_to, "save_to", true)
+ if save_err_validation != null:
+ return save_err_validation
+ var dir_path := save_to.get_base_dir()
+ var mkdir_err := DirAccess.make_dir_recursive_absolute(dir_path)
+ if mkdir_err != OK and mkdir_err != ERR_ALREADY_EXISTS:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path)
+ var save_err := ResourceSaver.save(mat, save_to)
+ if save_err != OK:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to save material to %s (error %d)" % [save_to, save_err])
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs != null:
+ efs.update_file(save_to)
+ # Prefer the on-disk reference (keeps the scene ref small), but fall
+ # back to the in-memory material if the reload fails — otherwise a null
+ # would clear the slot and crash mat.get_class() below.
+ var reloaded := ResourceLoader.load(save_to)
+ if reloaded != null:
+ mat = reloaded
+ saved = true
+
+ var old_value = node.get(property)
+
+ _undo_redo.create_action("MCP: Apply %s material to %s" % [type_str, node.name])
+ _undo_redo.add_do_property(node, property, mat)
+ _undo_redo.add_undo_property(node, property, old_value)
+ _undo_redo.add_do_reference(mat)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "node_path": node_path,
+ "property": property,
+ "slot": slot,
+ "type": type_str,
+ "class": mat.get_class(),
+ "applied_params": applied,
+ "material_created": true,
+ "saved_to": save_to if saved else "",
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# material_apply_preset
+# ============================================================================
+
+func apply_preset(params: Dictionary) -> Dictionary:
+ var preset_name: String = params.get("preset", "")
+ if preset_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: preset")
+
+ var overrides: Dictionary = params.get("overrides", {})
+ var blueprint = MaterialPresets.build(preset_name, overrides)
+ if blueprint == null:
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Unknown preset '%s'. Valid: %s" % [preset_name, ", ".join(MaterialPresets.list())]
+ )
+
+ var type_str: String = blueprint.get("type", "standard")
+ var preset_params: Dictionary = blueprint.get("params", {})
+
+ var path: String = params.get("path", "")
+ var node_path: String = params.get("node_path", "")
+
+ if path.is_empty() and node_path.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.MISSING_REQUIRED_PARAM,
+ "Pass at least one of: path (save to disk), node_path (assign to node)"
+ )
+
+ # If both path and node_path, save to disk, then assign the saved resource.
+ # If only path, save to disk.
+ # If only node_path, inline material via apply_to_node.
+
+ if not node_path.is_empty() and path.is_empty():
+ # Inline
+ var inline_result := apply_to_node({
+ "node_path": node_path,
+ "type": type_str,
+ "params": preset_params,
+ "slot": params.get("slot", "override"),
+ })
+ if inline_result.has("data"):
+ inline_result.data["preset"] = preset_name
+ inline_result.data["assigned"] = true
+ inline_result.data["path"] = ""
+ inline_result.data["saved_to_disk"] = false
+ inline_result.data["reason"] = "Inline material assigned to node"
+ return inline_result
+
+ # Save-to-disk path.
+ var existed_before := FileAccess.file_exists(path)
+ if existed_before and not params.get("overwrite", false):
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Material already exists at %s (pass overwrite=true to replace)" % path
+ )
+
+ var path_err := _validate_material_path(path, "path", true)
+ if path_err != null:
+ return path_err
+
+ var mat := _instantiate_material(type_str)
+ for prop_name in preset_params:
+ var apply_err := _apply_one_param_on_instance(mat, String(prop_name), preset_params[prop_name])
+ if apply_err != null:
+ return apply_err
+
+ var dir_path := path.get_base_dir()
+ var mkdir_err := DirAccess.make_dir_recursive_absolute(dir_path)
+ if mkdir_err != OK and mkdir_err != ERR_ALREADY_EXISTS:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path)
+
+ var save_err := ResourceSaver.save(mat, path)
+ if save_err != OK:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to save material: %s" % path)
+
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs != null:
+ efs.update_file(path)
+
+ var assigned := false
+ if not node_path.is_empty():
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+ var slot_result := _resolve_slot_property(node, params.get("slot", "override"))
+ if slot_result.has("error"):
+ return slot_result
+ var property: String = slot_result.property
+ var saved_mat := ResourceLoader.load(path)
+ var old_value = node.get(property)
+ _undo_redo.create_action("MCP: Apply preset %s to %s" % [preset_name, node.name])
+ _undo_redo.add_do_property(node, property, saved_mat)
+ _undo_redo.add_undo_property(node, property, old_value)
+ _undo_redo.commit_action()
+ assigned = true
+
+ return {
+ "data": {
+ "preset": preset_name,
+ "type": type_str,
+ "path": path,
+ "node_path": node_path,
+ "material_created": true,
+ "assigned": assigned,
+ "saved_to_disk": true,
+ "undoable": assigned, # assign is undoable; save is not
+ "reason": "" if assigned else "File save is not undoable",
+ }
+ }
+
+
+# ============================================================================
+# Undo-callable: applies a param on the loaded resource and saves.
+# ============================================================================
+
+func _apply_param(mat_path: String, property: String, value: Variant, _is_shader: bool) -> void:
+ var mat: Material = ResourceLoader.load(mat_path)
+ if mat == null:
+ return
+ mat.set(property, value)
+ ResourceSaver.save(mat, mat_path)
+
+
+func _apply_shader_param(mat_path: String, param_name: String, value: Variant) -> void:
+ var mat: Material = ResourceLoader.load(mat_path)
+ if mat == null or not (mat is ShaderMaterial):
+ return
+ (mat as ShaderMaterial).set_shader_parameter(param_name, value)
+ ResourceSaver.save(mat, mat_path)
+
+
+# ============================================================================
+# Helpers
+# ============================================================================
+
+static func _instantiate_material(type_str: String) -> Material:
+ match type_str:
+ "standard":
+ return StandardMaterial3D.new()
+ "orm":
+ return ORMMaterial3D.new()
+ "canvas_item":
+ return CanvasItemMaterial.new()
+ "shader":
+ return ShaderMaterial.new()
+ return null
+
+
+static func _reverse_type_map() -> Dictionary:
+ var out := {}
+ for k in _TYPE_TO_CLASS:
+ out[_TYPE_TO_CLASS[k]] = k
+ return out
+
+
+static func _validate_material_path(path: String, param_name: String, for_write: bool = false) -> Variant:
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: %s" % param_name)
+ var path_err := McpPathValidator.validate_resource_path(path, for_write)
+ if not path_err.is_empty():
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "%s: %s" % [param_name, path_err])
+ var has_suffix := false
+ for s in _SUPPORTED_SUFFIXES:
+ if path.ends_with(s):
+ has_suffix = true
+ break
+ if not has_suffix:
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "%s must end with one of %s (got %s)" % [param_name, ", ".join(_SUPPORTED_SUFFIXES), path]
+ )
+ return null
+
+
+func _load_material_from_path(path: String, for_write: bool = false) -> Dictionary:
+ var err := _validate_material_path(path, "path", for_write)
+ if err != null:
+ return err
+ if not ResourceLoader.exists(path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Material not found: %s" % path)
+ var res := ResourceLoader.load(path)
+ if res == null or not (res is Material):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a Material" % path)
+ return {"material": res, "path": path}
+
+
+## Map a slot name to a Godot property name on the given node.
+## Returns {property: "..."} or an error dict.
+func _resolve_slot_property(node: Node, slot: String) -> Dictionary:
+ if slot == "override":
+ if node is MeshInstance3D or node is CSGShape3D:
+ return {"property": "material_override"}
+ if node is CanvasItem:
+ return {"property": "material"}
+ if node is GPUParticles3D or node is GPUParticles2D or node is CPUParticles3D or node is CPUParticles2D:
+ return {"property": "material_override"} if node is GeometryInstance3D else {"property": "material"}
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Slot 'override' not supported on %s" % node.get_class()
+ )
+ if slot == "canvas":
+ if node is CanvasItem:
+ return {"property": "material"}
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Slot 'canvas' requires a CanvasItem (got %s)" % node.get_class()
+ )
+ if slot == "process":
+ if node is GPUParticles3D or node is GPUParticles2D:
+ return {"property": "process_material"}
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Slot 'process' requires a GPUParticles2D/3D (got %s)" % node.get_class()
+ )
+ if slot.begins_with("surface_"):
+ if not (node is MeshInstance3D):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Slot '%s' requires a MeshInstance3D (got %s)" % [slot, node.get_class()]
+ )
+ var idx_str := slot.substr(len("surface_"))
+ if not idx_str.is_valid_int():
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid surface slot: %s" % slot)
+ var idx := int(idx_str)
+ var mi := node as MeshInstance3D
+ var surf_count := mi.mesh.get_surface_count() if mi.mesh != null else 0
+ if idx < 0 or idx >= surf_count:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Surface index %d out of range (mesh has %d surfaces)" % [idx, surf_count]
+ )
+ return {"property": "surface_material_override/%d" % idx}
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Unknown slot '%s'. Valid: override, canvas, process, surface_N" % slot
+ )
+
+
+## Apply one property to an in-memory material instance; returns null on
+## success or an error dict on failure.
+func _apply_one_param_on_instance(mat: Material, property: String, raw_value: Variant) -> Variant:
+ var prop_type: int = TYPE_NIL
+ var property_exists := false
+ for prop in mat.get_property_list():
+ if prop.name == property:
+ property_exists = true
+ prop_type = prop.get("type", TYPE_NIL)
+ break
+ if not property_exists:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ McpPropertyErrors.build_message(mat, property)
+ )
+ var coerced := MaterialValues.coerce_material_value(property, raw_value, prop_type)
+ if not coerced.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerced.error))
+ mat.set(property, coerced.value)
+ return null
+
+
+## Inspect a shader to get the Variant type of a uniform. Returns TYPE_NIL if
+## the uniform is not declared.
+static func _shader_uniform_type(shader: Shader, name: String) -> int:
+ if shader == null:
+ return TYPE_NIL
+ for u in shader.get_shader_uniform_list():
+ if u.get("name", "") == name:
+ return int(u.get("type", TYPE_NIL))
+ return TYPE_NIL
diff --git a/addons/godot_ai/handlers/material_handler.gd.uid b/addons/godot_ai/handlers/material_handler.gd.uid
new file mode 100644
index 0000000..fdf789a
--- /dev/null
+++ b/addons/godot_ai/handlers/material_handler.gd.uid
@@ -0,0 +1 @@
+uid://blh4norn3rjga
diff --git a/addons/godot_ai/handlers/material_presets.gd b/addons/godot_ai/handlers/material_presets.gd
new file mode 100644
index 0000000..db48036
--- /dev/null
+++ b/addons/godot_ai/handlers/material_presets.gd
@@ -0,0 +1,92 @@
+@tool
+extends RefCounted
+
+## Curated material preset blueprints.
+##
+## Each preset returns {type, params}. Handler applies them through the
+## normal material build path so they get undo + validation for free.
+
+
+const _PRESETS := {
+ "metal": {
+ "type": "orm",
+ "params": {
+ "metallic": 1.0,
+ "roughness": 0.25,
+ "albedo_color": {"r": 0.85, "g": 0.85, "b": 0.88, "a": 1.0},
+ },
+ },
+ "glass": {
+ "type": "standard",
+ "params": {
+ "transparency": "alpha",
+ "albedo_color": {"r": 0.9, "g": 0.95, "b": 1.0, "a": 0.3},
+ "metallic": 0.0,
+ "metallic_specular": 0.5,
+ "roughness": 0.05,
+ "refraction_enabled": true,
+ "refraction_scale": 0.05,
+ },
+ },
+ "emissive": {
+ "type": "standard",
+ "params": {
+ "emission_enabled": true,
+ "emission_energy_multiplier": 3.0,
+ "emission": {"r": 1.0, "g": 1.0, "b": 1.0, "a": 1.0},
+ "albedo_color": {"r": 1.0, "g": 1.0, "b": 1.0, "a": 1.0},
+ },
+ },
+ "unlit": {
+ "type": "standard",
+ "params": {
+ "shading_mode": "unshaded",
+ "albedo_color": {"r": 1.0, "g": 1.0, "b": 1.0, "a": 1.0},
+ },
+ },
+ "matte": {
+ "type": "standard",
+ "params": {
+ "roughness": 1.0,
+ "metallic": 0.0,
+ "albedo_color": {"r": 0.7, "g": 0.7, "b": 0.7, "a": 1.0},
+ },
+ },
+ "ceramic": {
+ "type": "standard",
+ "params": {
+ "roughness": 0.4,
+ "metallic": 0.0,
+ "clearcoat_enabled": true,
+ "clearcoat": 0.7,
+ "clearcoat_roughness": 0.15,
+ "albedo_color": {"r": 0.95, "g": 0.95, "b": 0.95, "a": 1.0},
+ },
+ },
+}
+
+
+static func list() -> Array:
+ return _PRESETS.keys()
+
+
+static func has(preset_name: String) -> bool:
+ return _PRESETS.has(preset_name)
+
+
+## Returns a deep-copied {type, params} blueprint for the named preset, or
+## null if the preset is unknown. Overrides are merged into params.
+static func build(preset_name: String, overrides: Dictionary) -> Variant:
+ if not _PRESETS.has(preset_name):
+ return null
+ var entry: Dictionary = _PRESETS[preset_name].duplicate(true)
+ var params: Dictionary = entry.get("params", {})
+ # Allow overrides to change type, too.
+ if overrides.has("type"):
+ entry["type"] = overrides["type"]
+ for key in overrides:
+ if key == "type":
+ continue
+ params[key] = overrides[key]
+ entry["params"] = params
+ return entry
diff --git a/addons/godot_ai/handlers/material_presets.gd.uid b/addons/godot_ai/handlers/material_presets.gd.uid
new file mode 100644
index 0000000..2f46051
--- /dev/null
+++ b/addons/godot_ai/handlers/material_presets.gd.uid
@@ -0,0 +1 @@
+uid://bnuwye1r8ow7g
diff --git a/addons/godot_ai/handlers/material_values.gd b/addons/godot_ai/handlers/material_values.gd
new file mode 100644
index 0000000..56a2040
--- /dev/null
+++ b/addons/godot_ai/handlers/material_values.gd
@@ -0,0 +1,255 @@
+@tool
+extends RefCounted
+
+## Value coercion helpers for material authoring.
+##
+## Extends node_handler._coerce_value with material-specific cases:
+## - enum-by-name (transparency="alpha" → TRANSPARENCY_ALPHA)
+## - texture path → Texture2D
+## - {r,g,b,a} dict → Color (also handled by node coerce, but we want it inline)
+
+
+const _ENUM_TABLES := {
+ "transparency": {
+ "disabled": BaseMaterial3D.TRANSPARENCY_DISABLED,
+ "alpha": BaseMaterial3D.TRANSPARENCY_ALPHA,
+ "alpha_scissor": BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR,
+ "alpha_hash": BaseMaterial3D.TRANSPARENCY_ALPHA_HASH,
+ "alpha_depth_pre_pass": BaseMaterial3D.TRANSPARENCY_ALPHA_DEPTH_PRE_PASS,
+ },
+ "shading_mode": {
+ "unshaded": BaseMaterial3D.SHADING_MODE_UNSHADED,
+ "per_pixel": BaseMaterial3D.SHADING_MODE_PER_PIXEL,
+ "per_vertex": BaseMaterial3D.SHADING_MODE_PER_VERTEX,
+ },
+ "blend_mode": {
+ "mix": BaseMaterial3D.BLEND_MODE_MIX,
+ "add": BaseMaterial3D.BLEND_MODE_ADD,
+ "sub": BaseMaterial3D.BLEND_MODE_SUB,
+ "mul": BaseMaterial3D.BLEND_MODE_MUL,
+ },
+ "cull_mode": {
+ "back": BaseMaterial3D.CULL_BACK,
+ "front": BaseMaterial3D.CULL_FRONT,
+ "disabled": BaseMaterial3D.CULL_DISABLED,
+ },
+ "depth_draw_mode": {
+ "opaque_only": BaseMaterial3D.DEPTH_DRAW_OPAQUE_ONLY,
+ "always": BaseMaterial3D.DEPTH_DRAW_ALWAYS,
+ "disabled": BaseMaterial3D.DEPTH_DRAW_DISABLED,
+ },
+ "diffuse_mode": {
+ "burley": BaseMaterial3D.DIFFUSE_BURLEY,
+ "lambert": BaseMaterial3D.DIFFUSE_LAMBERT,
+ "lambert_wrap": BaseMaterial3D.DIFFUSE_LAMBERT_WRAP,
+ "toon": BaseMaterial3D.DIFFUSE_TOON,
+ },
+ "specular_mode": {
+ "schlick_ggx": BaseMaterial3D.SPECULAR_SCHLICK_GGX,
+ "toon": BaseMaterial3D.SPECULAR_TOON,
+ "disabled": BaseMaterial3D.SPECULAR_DISABLED,
+ },
+ "billboard_mode": {
+ "disabled": BaseMaterial3D.BILLBOARD_DISABLED,
+ "enabled": BaseMaterial3D.BILLBOARD_ENABLED,
+ "fixed_y": BaseMaterial3D.BILLBOARD_FIXED_Y,
+ "particles": BaseMaterial3D.BILLBOARD_PARTICLES,
+ },
+ "texture_filter": {
+ "nearest": BaseMaterial3D.TEXTURE_FILTER_NEAREST,
+ "linear": BaseMaterial3D.TEXTURE_FILTER_LINEAR,
+ "nearest_mipmap": BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
+ "linear_mipmap": BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
+ },
+}
+
+
+## Return the enum int for (property, string_name), or null if not a known enum string.
+static func resolve_enum(property: String, value: Variant) -> Variant:
+ if not (value is String):
+ return null
+ if not _ENUM_TABLES.has(property):
+ return null
+ var table: Dictionary = _ENUM_TABLES[property]
+ var key: String = String(value).to_lower()
+ if table.has(key):
+ return table[key]
+ return null
+
+
+## Parse a color from Color, "#rrggbb", "#rrggbbaa", named (red/blue/...) or dict.
+## Returns null if the input cannot be parsed.
+static func parse_color(value: Variant) -> Variant:
+ if value is Color:
+ return value
+ if value is String:
+ var s: String = value
+ var sentinel_a := Color(0, 0, 0, 0)
+ var sentinel_b := Color(1, 1, 1, 1)
+ var a := Color.from_string(s, sentinel_a)
+ var b := Color.from_string(s, sentinel_b)
+ if a != b:
+ return null
+ return a
+ if value is Dictionary:
+ var d: Dictionary = value
+ if d.has("r") and d.has("g") and d.has("b"):
+ return Color(float(d.r), float(d.g), float(d.b), float(d.get("a", 1.0)))
+ if value is Array and value.size() >= 3:
+ var arr: Array = value
+ var alpha := float(arr[3]) if arr.size() >= 4 else 1.0
+ return Color(float(arr[0]), float(arr[1]), float(arr[2]), alpha)
+ return null
+
+
+static func parse_vector3(value: Variant) -> Variant:
+ if value is Vector3:
+ return value
+ if value is Dictionary:
+ var d: Dictionary = value
+ return Vector3(float(d.get("x", 0)), float(d.get("y", 0)), float(d.get("z", 0)))
+ if value is Array and value.size() >= 3:
+ return Vector3(float(value[0]), float(value[1]), float(value[2]))
+ return null
+
+
+static func parse_vector2(value: Variant) -> Variant:
+ if value is Vector2:
+ return value
+ if value is Dictionary:
+ var d: Dictionary = value
+ return Vector2(float(d.get("x", 0)), float(d.get("y", 0)))
+ if value is Array and value.size() >= 2:
+ return Vector2(float(value[0]), float(value[1]))
+ return null
+
+
+## Parse a {stops: [{time, color}]} gradient dict into a Gradient resource.
+static func parse_gradient(value: Variant) -> Variant:
+ if value is Gradient:
+ return value
+ if not (value is Dictionary):
+ return null
+ var d: Dictionary = value
+ if not d.has("stops"):
+ return null
+ var stops_array = d.get("stops")
+ if not (stops_array is Array):
+ return null
+ var offsets: PackedFloat32Array = PackedFloat32Array()
+ var colors: PackedColorArray = PackedColorArray()
+ for stop in stops_array:
+ if not (stop is Dictionary):
+ return null
+ var t := float(stop.get("time", 0.0))
+ var c = parse_color(stop.get("color"))
+ if c == null:
+ return null
+ offsets.append(t)
+ colors.append(c)
+ var grad := Gradient.new()
+ grad.offsets = offsets
+ grad.colors = colors
+ return grad
+
+
+## Load a Texture2D from a res:// / uid:// / user:// path (validate_loadable_path).
+## Returns null on failure (including a path that fails confinement / traversal).
+static func load_texture(path: String) -> Texture2D:
+ if not McpPathValidator.validate_loadable_path(path).is_empty():
+ return null
+ if not ResourceLoader.exists(path):
+ return null
+ var res := ResourceLoader.load(path)
+ if res is Texture2D:
+ return res
+ return null
+
+
+## Coerce a JSON-shaped value for a material property.
+## Returns a dict {ok: true, value: ...} on success, or {ok: false, error: "..."} on failure.
+## For properties the coercer doesn't have special logic for, falls back to target_type.
+static func coerce_material_value(property: String, value: Variant, target_type: int) -> Dictionary:
+ # Enum-by-name: must match before generic TYPE_INT coercion.
+ if _ENUM_TABLES.has(property):
+ if value is String:
+ var enum_val = resolve_enum(property, value)
+ if enum_val == null:
+ return {
+ "ok": false,
+ "error": "Invalid %s value: '%s'. Valid: %s" % [
+ property, value, ", ".join(_ENUM_TABLES[property].keys())
+ ],
+ }
+ return {"ok": true, "value": int(enum_val)}
+ if value is int or value is float:
+ return {"ok": true, "value": int(value)}
+
+ match target_type:
+ TYPE_COLOR:
+ var c = parse_color(value)
+ if c == null:
+ return {"ok": false, "error": "Invalid color for %s: %s" % [property, value]}
+ return {"ok": true, "value": c}
+ TYPE_VECTOR3:
+ var v3 = parse_vector3(value)
+ if v3 == null:
+ return {"ok": false, "error": "Invalid vector3 for %s: %s" % [property, value]}
+ return {"ok": true, "value": v3}
+ TYPE_VECTOR2:
+ var v2 = parse_vector2(value)
+ if v2 == null:
+ return {"ok": false, "error": "Invalid vector2 for %s: %s" % [property, value]}
+ return {"ok": true, "value": v2}
+ TYPE_BOOL:
+ if value is bool:
+ return {"ok": true, "value": value}
+ if value is int or value is float:
+ return {"ok": true, "value": bool(value)}
+ return {"ok": false, "error": "Expected bool for %s" % property}
+ TYPE_INT:
+ if value is int:
+ return {"ok": true, "value": value}
+ if value is float:
+ return {"ok": true, "value": int(value)}
+ return {"ok": false, "error": "Expected int for %s" % property}
+ TYPE_FLOAT:
+ if value is float:
+ return {"ok": true, "value": value}
+ if value is int:
+ return {"ok": true, "value": float(value)}
+ return {"ok": false, "error": "Expected number for %s" % property}
+ TYPE_OBJECT:
+ if value == null:
+ return {"ok": true, "value": null}
+ if value is Object:
+ return {"ok": true, "value": value}
+ if value is String:
+ var tex := load_texture(value)
+ if tex == null:
+ return {"ok": false, "error": "Resource not found or wrong type: %s" % value}
+ return {"ok": true, "value": tex}
+ return {"ok": false, "error": "Expected resource path (string) for %s" % property}
+ TYPE_STRING:
+ return {"ok": true, "value": String(value)}
+
+ # Unknown target type — pass through.
+ return {"ok": true, "value": value}
+
+
+## Serialize a Variant into JSON-friendly shape for responses.
+static func serialize_value(value: Variant) -> Variant:
+ if value == null:
+ return null
+ if value is Color:
+ return {"r": value.r, "g": value.g, "b": value.b, "a": value.a}
+ if value is Vector3:
+ return {"x": value.x, "y": value.y, "z": value.z}
+ if value is Vector2:
+ return {"x": value.x, "y": value.y}
+ if value is Resource:
+ var path := (value as Resource).resource_path
+ if path.is_empty():
+ return {"type": value.get_class(), "path": ""}
+ return {"type": value.get_class(), "path": path}
+ return value
diff --git a/addons/godot_ai/handlers/material_values.gd.uid b/addons/godot_ai/handlers/material_values.gd.uid
new file mode 100644
index 0000000..7f8bbe9
--- /dev/null
+++ b/addons/godot_ai/handlers/material_values.gd.uid
@@ -0,0 +1 @@
+uid://daqgjkflia8nk
diff --git a/addons/godot_ai/handlers/node_handler.gd b/addons/godot_ai/handlers/node_handler.gd
new file mode 100644
index 0000000..55dc662
--- /dev/null
+++ b/addons/godot_ai/handlers/node_handler.gd
@@ -0,0 +1,866 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+const VariantSerializer := preload("res://addons/godot_ai/utils/variant_serializer.gd")
+
+## Handles node creation and manipulation with undo/redo support.
+
+const ResourceHandler := preload("res://addons/godot_ai/handlers/resource_handler.gd")
+
+var _undo_redo: EditorUndoRedoManager
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+func create_node(params: Dictionary) -> Dictionary:
+ var node_type: String = params.get("type", "")
+ var node_name: String = params.get("name", "")
+ var parent_path: String = params.get("parent_path", "")
+ var scene_path: String = params.get("scene_path", "")
+
+ var scene_check := McpScenePath.require_edited_scene(params.get("scene_file", ""))
+ if scene_check.has("error"):
+ return scene_check
+ var scene_root: Node = scene_check.node
+
+ var parent: Node = scene_root
+ if not parent_path.is_empty():
+ parent = McpScenePath.resolve(parent_path, scene_root)
+ if parent == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_parent_error(parent_path, scene_root))
+
+ var new_node: Node
+
+ if not scene_path.is_empty():
+ # Scene instancing path — load and instantiate a PackedScene.
+ # GEN_EDIT_STATE_INSTANCE makes the editor treat the result as a real
+ # scene instance (foldout icon, the .tscn stores a reference instead of
+ # an exploded subtree). Descendants remain owned by their sub-scene;
+ # setting their owner to our scene_root would break the instance link.
+ var scene_path_err = McpPathValidator.loadable_error(scene_path, "scene_path")
+ if scene_path_err != null:
+ return scene_path_err
+ if not ResourceLoader.exists(scene_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Scene not found: %s" % scene_path)
+ var packed_scene = ResourceLoader.load(scene_path)
+ if packed_scene == null or not packed_scene is PackedScene:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a PackedScene" % scene_path)
+ new_node = packed_scene.instantiate(PackedScene.GEN_EDIT_STATE_INSTANCE)
+ if new_node == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate scene: %s" % scene_path)
+ else:
+ # ClassDB path — create by type.
+ if node_type.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: type (or provide scene_path)")
+ if not ClassDB.class_exists(node_type):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown node type: %s" % node_type)
+ if not ClassDB.is_parent_class(node_type, "Node"):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s is not a Node type" % node_type)
+ new_node = ClassDB.instantiate(node_type)
+ if new_node == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % node_type)
+
+ if not node_name.is_empty():
+ new_node.name = node_name
+
+ _undo_redo.create_action("MCP: Create %s" % new_node.name)
+ _undo_redo.add_do_method(parent, "add_child", new_node, true)
+ _undo_redo.add_do_method(new_node, "set_owner", scene_root)
+ _undo_redo.add_do_reference(new_node)
+ _undo_redo.add_undo_method(parent, "remove_child", new_node)
+ _undo_redo.commit_action()
+
+ var response := {
+ "name": new_node.name,
+ "type": new_node.get_class(),
+ "path": McpScenePath.from_node(new_node, scene_root),
+ "parent_path": McpScenePath.from_node(parent, scene_root),
+ "undoable": true,
+ }
+ if not scene_path.is_empty():
+ response["scene_path"] = scene_path
+ return {"data": response}
+
+
+func delete_node(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var scene_root: Node = resolved.scene_root
+
+ var root_err := _reject_if_scene_root(node, scene_root, "delete")
+ if root_err != null:
+ return root_err
+
+ var parent := node.get_parent()
+ var idx := node.get_index()
+
+ _undo_redo.create_action("MCP: Delete %s" % node.name)
+ _undo_redo.add_do_method(parent, "remove_child", node)
+ _undo_redo.add_undo_method(parent, "add_child", node, true)
+ _undo_redo.add_undo_method(parent, "move_child", node, idx)
+ _undo_redo.add_undo_method(node, "set_owner", scene_root)
+ _undo_redo.add_undo_reference(node)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "undoable": true,
+ }
+ }
+
+
+func reparent_node(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var scene_root: Node = resolved.scene_root
+
+ var new_parent_path: String = params.get("new_parent", "")
+ if new_parent_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: new_parent")
+
+ var new_parent := McpScenePath.resolve(new_parent_path, scene_root)
+ if new_parent == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_parent_error(new_parent_path, scene_root))
+
+ var root_err := _reject_if_scene_root(node, scene_root, "reparent")
+ if root_err != null:
+ return root_err
+
+ # Prevent reparenting a node to itself or to one of its own descendants.
+ # Godot's `A.is_ancestor_of(B)` returns true iff B is a descendant of A, so
+ # the direction here matters: we want `node.is_ancestor_of(new_parent)` to
+ # catch "new_parent is below node in the tree" and thus would create a
+ # cycle. The previous direction (`new_parent.is_ancestor_of(node)`) asked
+ # the opposite question — whether we were trying to move a node to one of
+ # its own ancestors — which is a perfectly valid operation. See issue #121.
+ if node == new_parent or node.is_ancestor_of(new_parent):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Cannot reparent a node to itself or its descendant")
+
+ var old_parent := node.get_parent()
+ var old_idx := node.get_index()
+
+ _undo_redo.create_action("MCP: Reparent %s" % node.name)
+ _undo_redo.add_do_method(old_parent, "remove_child", node)
+ _undo_redo.add_do_method(new_parent, "add_child", node, true)
+ _undo_redo.add_do_method(node, "set_owner", scene_root)
+ _undo_redo.add_do_reference(node)
+ _undo_redo.add_undo_method(new_parent, "remove_child", node)
+ _undo_redo.add_undo_method(old_parent, "add_child", node, true)
+ _undo_redo.add_undo_method(old_parent, "move_child", node, old_idx)
+ _undo_redo.add_undo_method(node, "set_owner", scene_root)
+ _undo_redo.add_undo_reference(node)
+ _undo_redo.commit_action()
+
+ # Re-set owner for all descendants (reparent can break ownership chain)
+ _set_owner_recursive(node, scene_root)
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "old_parent": McpScenePath.from_node(old_parent, scene_root),
+ "new_parent": McpScenePath.from_node(new_parent, scene_root),
+ "undoable": true,
+ }
+ }
+
+
+func set_property(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var scene_root: Node = resolved.scene_root
+
+ var property: String = params.get("property", "")
+ if property.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: property")
+
+ if not "value" in params:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: value")
+
+ var value = params.get("value")
+
+ var found := false
+ var prop_type: int = TYPE_NIL
+ for prop in node.get_property_list():
+ if prop.name == property:
+ found = true
+ prop_type = prop.get("type", TYPE_NIL)
+ break
+ if not found:
+ return ErrorCodes.make(ErrorCodes.PROPERTY_NOT_ON_CLASS, McpPropertyErrors.build_message(node, property))
+
+ var old_value = node.get(property)
+ # Prefer declared property type; fall back to runtime type for dynamic props
+ # (scripted @export vars can report TYPE_NIL in the property list).
+ var target_type: int = prop_type if prop_type != TYPE_NIL else typeof(old_value)
+
+ var instantiated_resource := false
+
+ # Some MCP clients (Cline) stringify the documented {"__class__": "BoxMesh", ...}
+ # value before sending. Promote that string back to a Dictionary here so the
+ # `__class__` branch below handles it, instead of the next branch treating
+ # the JSON blob as a res:// path and emitting "Resource not found: {...}".
+ # See #206.
+ if target_type == TYPE_OBJECT and value is String and value.begins_with("{"):
+ var json := JSON.new()
+ if json.parse(value) == OK and json.data is Dictionary and (json.data as Dictionary).has("__class__"):
+ value = json.data
+
+ var nil_resource_string: bool = target_type == TYPE_NIL and (value == "" or (value is String and value.begins_with("res://")))
+ var resource_string_value: bool = value is String and (target_type == TYPE_OBJECT or nil_resource_string)
+ if resource_string_value:
+ if value == "":
+ value = null
+ else:
+ var value_path_err = McpPathValidator.loadable_error(value, "value")
+ if value_path_err != null:
+ return value_path_err
+ if not ResourceLoader.exists(value):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Resource not found: %s" % value)
+ var loaded := ResourceLoader.load(value)
+ if loaded == null:
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Resource not found: %s" % value)
+ value = loaded
+ elif target_type == TYPE_OBJECT and value is Dictionary and value.has("__class__"):
+ # Shortcut: {"__class__": "BoxMesh", "size": {...}} instantiates a
+ # fresh Resource subclass and applies the remaining keys as
+ # properties. Mirrors resource_create's inline-assign path but
+ # avoids a separate tool call for the common case.
+ var type_str: String = value.get("__class__", "")
+ var class_err := ResourceHandler._validate_resource_class(type_str)
+ if class_err != null:
+ return class_err
+ var instance := ClassDB.instantiate(type_str)
+ if instance == null or not (instance is Resource):
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Failed to instantiate %s as a Resource" % type_str
+ )
+ var res: Resource = instance
+ var remaining: Dictionary = (value as Dictionary).duplicate()
+ remaining.erase("__class__")
+ if not remaining.is_empty():
+ var apply_err := ResourceHandler._apply_resource_properties(res, remaining)
+ if apply_err != null:
+ return apply_err
+ value = res
+ instantiated_resource = true
+ else:
+ value = _coerce_value(value, target_type)
+ ## Refuse any value that didn't land as the target compound Variant
+ ## — wrong-shape dict (#123) or non-dict input like list / JSON string
+ ## that used to silently default-construct Vector3.ZERO (#191).
+ var coerce_err := _check_coerced(value, target_type)
+ if coerce_err != null:
+ return coerce_err
+
+ _undo_redo.create_action("MCP: Set %s.%s" % [node.name, property])
+ _undo_redo.add_do_property(node, property, value)
+ _undo_redo.add_undo_property(node, property, old_value)
+ if instantiated_resource:
+ _undo_redo.add_do_reference(value)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "property": property,
+ "value": _serialize_value(node.get(property)),
+ "old_value": _serialize_value(old_value),
+ "undoable": true,
+ }
+ }
+
+
+func rename_node(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var scene_root: Node = resolved.scene_root
+
+ var new_name: String = params.get("new_name", "")
+ if new_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: new_name")
+
+ ## The scene root's name is baked into the .tscn serialization and is
+ ## referenced by every NodePath that starts with `/` (AnimationPlayer
+ ## tracks, RemoteTransform3D targets, exported NodePath @vars, etc.).
+ ## Renaming it silently breaks those references. The MCP tool's docstring
+ ## has always promised "Cannot rename the scene root" — enforce it. #122
+ if node == scene_root:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Cannot rename the scene root")
+
+ if new_name.validate_node_name() != new_name:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid characters in name: %s" % new_name)
+
+ var old_name := String(node.name)
+ if old_name == new_name:
+ return {
+ "data": {
+ "path": node_path,
+ "name": new_name,
+ "old_name": old_name,
+ "unchanged": true,
+ "undoable": false,
+ "reason": "Name unchanged",
+ }
+ }
+
+ var parent := node.get_parent()
+ for sibling in parent.get_children():
+ if sibling != node and String(sibling.name) == new_name:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "A sibling already has the name '%s'" % new_name)
+
+ _undo_redo.create_action("MCP: Rename %s to %s" % [old_name, new_name])
+ _undo_redo.add_do_property(node, "name", new_name)
+ _undo_redo.add_undo_property(node, "name", old_name)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "old_path": node_path,
+ "name": String(node.name),
+ "old_name": old_name,
+ "undoable": true,
+ }
+ }
+
+
+func duplicate_node(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var scene_root: Node = resolved.scene_root
+
+ var root_err := _reject_if_scene_root(node, scene_root, "duplicate")
+ if root_err != null:
+ return root_err
+
+ var parent := node.get_parent()
+ var dup: Node = node.duplicate()
+ if dup == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to duplicate node")
+
+ # Apply optional name
+ var new_name: String = params.get("name", "")
+ if not new_name.is_empty():
+ dup.name = new_name
+
+ _undo_redo.create_action("MCP: Duplicate %s" % node.name)
+ _undo_redo.add_do_method(parent, "add_child", dup, true)
+ _undo_redo.add_do_method(dup, "set_owner", scene_root)
+ _undo_redo.add_do_reference(dup)
+ _undo_redo.add_undo_method(parent, "remove_child", dup)
+ _undo_redo.commit_action()
+
+ # Set owner for all descendants of the duplicate
+ _set_owner_recursive(dup, scene_root)
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(dup, scene_root),
+ "original_path": node_path,
+ "name": dup.name,
+ "type": dup.get_class(),
+ "undoable": true,
+ }
+ }
+
+
+func move_node(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var scene_root: Node = resolved.scene_root
+
+ var root_err := _reject_if_scene_root(node, scene_root, "reorder")
+ if root_err != null:
+ return root_err
+
+ if not "index" in params:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: index")
+
+ var new_index: int = params.get("index", 0)
+ var parent := node.get_parent()
+ var old_index := node.get_index()
+ var sibling_count := parent.get_child_count()
+
+ if new_index < 0 or new_index >= sibling_count:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Index %d out of range (0..%d)" % [new_index, sibling_count - 1])
+
+ _undo_redo.create_action("MCP: Move %s to index %d" % [node.name, new_index])
+ _undo_redo.add_do_method(parent, "move_child", node, new_index)
+ _undo_redo.add_undo_method(parent, "move_child", node, old_index)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "old_index": old_index,
+ "new_index": new_index,
+ "undoable": true,
+ }
+ }
+
+
+func add_to_group(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+
+ var group_value: Variant = params.get("group", "")
+ var type_err := McpParamValidators.require_string("group", group_value)
+ if type_err != null:
+ return type_err
+ var group := String(group_value)
+ if group.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: group")
+
+ if node.is_in_group(group):
+ return {"data": {"path": node_path, "group": group, "already_member": true, "undoable": false, "reason": "No change made"}}
+
+ _undo_redo.create_action("MCP: Add %s to group %s" % [node.name, group])
+ _undo_redo.add_do_method(node, "add_to_group", group, true)
+ _undo_redo.add_undo_method(node, "remove_from_group", group)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "group": group,
+ "undoable": true,
+ }
+ }
+
+
+func remove_from_group(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+
+ var group_value: Variant = params.get("group", "")
+ var type_err := McpParamValidators.require_string("group", group_value)
+ if type_err != null:
+ return type_err
+ var group := String(group_value)
+ if group.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: group")
+
+ if not node.is_in_group(group):
+ return {"data": {"path": node_path, "group": group, "not_member": true, "undoable": false, "reason": "Node not in group"}}
+
+ _undo_redo.create_action("MCP: Remove %s from group %s" % [node.name, group])
+ _undo_redo.add_do_method(node, "remove_from_group", group)
+ _undo_redo.add_undo_method(node, "add_to_group", group, true)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "group": group,
+ "undoable": true,
+ }
+ }
+
+
+func set_selection(params: Dictionary) -> Dictionary:
+ var paths: Array = params.get("paths", [])
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var selection := EditorInterface.get_selection()
+ selection.clear()
+
+ var selected: Array[String] = []
+ var not_found: Array[String] = []
+ for path_variant in paths:
+ var path: String = str(path_variant)
+ var node := McpScenePath.resolve(path, scene_root)
+ if node:
+ selection.add_node(node)
+ selected.append(path)
+ else:
+ not_found.append(path)
+
+ return {
+ "data": {
+ "selected": selected,
+ "not_found": not_found,
+ "count": selected.size(),
+ "undoable": false,
+ "reason": "Selection changes are not tracked in undo history",
+ }
+ }
+
+
+func _set_owner_recursive(node: Node, owner: Node) -> void:
+ for child in node.get_children():
+ child.set_owner(owner)
+ _set_owner_recursive(child, owner)
+
+
+## Canonical dict-key sets for dict→Variant coercion. Alpha on `COLOR_KEYS`
+## is optional — the coercer defaults it to 1.0 when absent.
+const VECTOR2_KEYS: Array[String] = ["x", "y"]
+const VECTOR3_KEYS: Array[String] = ["x", "y", "z"]
+const COLOR_KEYS: Array[String] = ["r", "g", "b"]
+
+
+## End-to-end coerce check for compound JSON-shaped targets
+## (Vector2/Vector3/Color). Returns a full `make(...)`-shaped error dict
+## if `value` didn't land as the target Variant after `_coerce_value`,
+## else null. Wrong-shape dicts get the `_check_dict_coerce_failed`
+## message (expected-vs-got keys); non-dict inputs (Array, String,
+## primitive) name the received type and a JSON shape hint. No-op for
+## non-compound targets — Godot's setter handles those.
+##
+## Used by set_property, resource_handler, and validation handlers
+## (curve, texture). Issue #191 — passing a list, JSON string, or
+## anything else to a Vector3 property used to silently store
+## Vector3.ZERO; this gates that path.
+static func _check_coerced(value: Variant, target_type: int, prefix: String = "") -> Variant:
+ var ok := false
+ match target_type:
+ TYPE_VECTOR2:
+ ok = value is Vector2
+ TYPE_VECTOR3:
+ ok = value is Vector3
+ TYPE_COLOR:
+ ok = value is Color
+ TYPE_PACKED_VECTOR2_ARRAY:
+ ok = value is PackedVector2Array
+ TYPE_PACKED_VECTOR3_ARRAY:
+ ok = value is PackedVector3Array
+ TYPE_PACKED_COLOR_ARRAY:
+ ok = value is PackedColorArray
+ TYPE_PACKED_INT32_ARRAY:
+ ok = value is PackedInt32Array
+ TYPE_PACKED_INT64_ARRAY:
+ ok = value is PackedInt64Array
+ TYPE_PACKED_FLOAT32_ARRAY:
+ ok = value is PackedFloat32Array
+ TYPE_PACKED_FLOAT64_ARRAY:
+ ok = value is PackedFloat64Array
+ TYPE_PACKED_STRING_ARRAY:
+ ok = value is PackedStringArray
+ _:
+ return null
+ if ok:
+ return null
+ var dict_err := _check_dict_coerce_failed(value, target_type)
+ if dict_err != null:
+ return ErrorCodes.prefix_message(dict_err, prefix)
+ ## Wording stays neutral on shape — `_shape_hint` already produces a
+ ## dict-shaped string for Vector2/3/Color and a list-shaped one for
+ ## the Packed*Array slots. The old "expected a dict like [...]" phrasing
+ ## read self-contradictory for packed targets (PR #424 review).
+ var err := ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Cannot coerce %s to %s; expected %s" % [
+ type_string(typeof(value)), type_string(target_type), _shape_hint(target_type),
+ ],
+ )
+ return ErrorCodes.prefix_message(err, prefix)
+
+
+## Build a "{\"x\":1,...}" hint string from the canonical key constants
+## so adding a key (e.g. Vector4) only touches VECTORN_KEYS. Packed*Array
+## targets short-circuit to a literal list-shaped hint.
+static func _shape_hint(target_type: int) -> String:
+ match target_type:
+ TYPE_PACKED_VECTOR2_ARRAY:
+ return "[{\"x\":0,\"y\":0}, ...]"
+ TYPE_PACKED_VECTOR3_ARRAY:
+ return "[{\"x\":0,\"y\":0,\"z\":0}, ...]"
+ TYPE_PACKED_COLOR_ARRAY:
+ return "[{\"r\":0,\"g\":0,\"b\":0,\"a\":1}, ...]"
+ TYPE_PACKED_INT32_ARRAY, TYPE_PACKED_INT64_ARRAY:
+ return "[int, ...]"
+ TYPE_PACKED_FLOAT32_ARRAY, TYPE_PACKED_FLOAT64_ARRAY:
+ return "[float, ...]"
+ TYPE_PACKED_STRING_ARRAY:
+ return "[\"...\", ...]"
+ var keys: Array[String] = []
+ match target_type:
+ TYPE_VECTOR2: keys = VECTOR2_KEYS
+ TYPE_VECTOR3: keys = VECTOR3_KEYS
+ TYPE_COLOR: keys = COLOR_KEYS
+ var pairs: Array[String] = []
+ for k in keys:
+ pairs.append("\"%s\":0" % k)
+ return "{" + ",".join(pairs) + "}"
+
+
+## Detect a failed dict→typed-Variant coercion. Returns an INVALID_PARAMS
+## error dict if `value` is still a Dictionary after a coercion attempt
+## targeting a Vector2/Vector3/Color slot, else null. Message names the
+## expected keys and the keys actually received so agents self-correct
+## on the next retry.
+static func _check_dict_coerce_failed(value: Variant, target_type: int) -> Variant:
+ if not (value is Dictionary):
+ return null
+ var expected: Array[String] = []
+ var type_name := ""
+ match target_type:
+ TYPE_VECTOR2:
+ expected = VECTOR2_KEYS
+ type_name = "Vector2"
+ TYPE_VECTOR3:
+ expected = VECTOR3_KEYS
+ type_name = "Vector3"
+ TYPE_COLOR:
+ expected = COLOR_KEYS
+ type_name = "Color"
+ _:
+ return null
+ var got_keys: Array = (value as Dictionary).keys()
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Cannot coerce dict to %s: expected keys %s; got %s" % [type_name, str(expected), str(got_keys)]
+ )
+
+
+## Coerce JSON-shaped values into Godot Variants when the target property
+## type is known. Returns the coerced value on success, or the input
+## unchanged on failure — callers detect the type mismatch via an
+## `is ` check (curve_handler, texture_handler) or via the
+## `_check_dict_coerce_failed` helper (set_property, resource_handler).
+##
+## Dictionary→Vector2/Vector3/Color cases REQUIRE all canonical keys;
+## wrong-shape dicts flow through unchanged. See issue #123 — previous
+## `dict.get(key, 0)` defaults silently zero-filled missing axes.
+static func _coerce_value(value: Variant, target_type: int) -> Variant:
+ match target_type:
+ TYPE_VECTOR2:
+ if value is Dictionary and value.has_all(VECTOR2_KEYS):
+ return Vector2(value["x"], value["y"])
+ TYPE_VECTOR3:
+ if value is Dictionary and value.has_all(VECTOR3_KEYS):
+ return Vector3(value["x"], value["y"], value["z"])
+ TYPE_COLOR:
+ if value is Dictionary and value.has_all(COLOR_KEYS):
+ return Color(value["r"], value["g"], value["b"], value.get("a", 1.0))
+ if value is String:
+ return Color(value)
+ TYPE_BOOL:
+ if value is float or value is int:
+ return bool(value)
+ TYPE_INT:
+ if value is float:
+ return int(value)
+ TYPE_FLOAT:
+ if value is int:
+ return float(value)
+ TYPE_STRING_NAME:
+ if value is String:
+ return StringName(value)
+ TYPE_NODE_PATH:
+ if value is String:
+ return NodePath(value)
+ if value == null:
+ return NodePath()
+ TYPE_OBJECT:
+ # Resource loading is handled in set_property so we can return a
+ # typed error; here we only pass through cleared values.
+ if value == null:
+ return null
+ TYPE_ARRAY:
+ if value is Array:
+ return value
+ TYPE_DICTIONARY:
+ if value is Dictionary:
+ return value
+ TYPE_PACKED_VECTOR2_ARRAY:
+ if value is Array:
+ var out := PackedVector2Array()
+ for item in value:
+ if item is Vector2:
+ out.append(item)
+ elif item is Dictionary and item.has_all(VECTOR2_KEYS):
+ out.append(Vector2(item["x"], item["y"]))
+ else:
+ return value # leave for _check_coerced to flag
+ return out
+ TYPE_PACKED_VECTOR3_ARRAY:
+ if value is Array:
+ var out := PackedVector3Array()
+ for item in value:
+ if item is Vector3:
+ out.append(item)
+ elif item is Dictionary and item.has_all(VECTOR3_KEYS):
+ out.append(Vector3(item["x"], item["y"], item["z"]))
+ else:
+ return value
+ return out
+ TYPE_PACKED_COLOR_ARRAY:
+ if value is Array:
+ var out := PackedColorArray()
+ for item in value:
+ if item is Color:
+ out.append(item)
+ elif item is Dictionary and item.has_all(COLOR_KEYS):
+ out.append(Color(item["r"], item["g"], item["b"], item.get("a", 1.0)))
+ elif item is String:
+ out.append(Color(item))
+ else:
+ return value
+ return out
+ TYPE_PACKED_INT32_ARRAY, TYPE_PACKED_INT64_ARRAY:
+ if value is Array:
+ var out: Variant = PackedInt32Array() if target_type == TYPE_PACKED_INT32_ARRAY else PackedInt64Array()
+ for item in value:
+ if item is int or item is float:
+ out.append(int(item))
+ else:
+ return value
+ return out
+ TYPE_PACKED_FLOAT32_ARRAY, TYPE_PACKED_FLOAT64_ARRAY:
+ if value is Array:
+ var out: Variant = PackedFloat32Array() if target_type == TYPE_PACKED_FLOAT32_ARRAY else PackedFloat64Array()
+ for item in value:
+ if item is float or item is int:
+ out.append(float(item))
+ else:
+ return value
+ return out
+ TYPE_PACKED_STRING_ARRAY:
+ if value is Array:
+ var out := PackedStringArray()
+ for item in value:
+ if item is String:
+ out.append(item)
+ else:
+ return value
+ return out
+ # PackedByteArray intentionally unhandled — needs design decision
+ # (base64 string vs. raw int list); JSON has no native byte type.
+ return value
+
+
+func get_node_properties(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var scene_root: Node = resolved.scene_root
+
+ var properties: Array[Dictionary] = []
+ for prop in node.get_property_list():
+ var usage: int = prop.get("usage", 0)
+ if not (usage & PROPERTY_USAGE_EDITOR):
+ continue
+ # Safe read: custom script getters can error; skip bad properties
+ # rather than letting one bad read timeout the entire request.
+ var value = node.get(prop.name)
+ if value == null and prop.type != TYPE_NIL:
+ continue
+ properties.append({
+ "name": prop.name,
+ "type": type_string(prop.type),
+ "value": _serialize_value(value),
+ })
+ return {
+ "data": {
+ "path": node_path,
+ "node_type": node.get_class(),
+ "properties": properties,
+ "count": properties.size(),
+ }
+ }
+
+
+func get_children(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var scene_root: Node = resolved.scene_root
+
+ var children: Array[Dictionary] = []
+ for child in node.get_children():
+ children.append({
+ "name": child.name,
+ "type": child.get_class(),
+ "path": McpScenePath.from_node(child, scene_root),
+ "children_count": child.get_child_count(),
+ })
+ return {
+ "data": {
+ "parent_path": node_path,
+ "children": children,
+ "count": children.size(),
+ }
+ }
+
+
+func get_groups(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_node(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+
+ var groups: Array[String] = []
+ for group in node.get_groups():
+ # Skip internal groups (start with underscore)
+ if not str(group).begins_with("_"):
+ groups.append(str(group))
+ return {
+ "data": {
+ "path": node_path,
+ "groups": groups,
+ "count": groups.size(),
+ }
+ }
+
+
+## Validate path param, resolve to node. Returns dict with node/path/scene_root
+## on success, or an error dict (has "error" key) on failure. Thin wrapper
+## around the shared `McpNodeValidator.resolve_or_error` helper (audit-v2 #20).
+func _resolve_node(params: Dictionary) -> Dictionary:
+ return McpNodeValidator.resolve_or_error(
+ params.get("path", ""), "path", params.get("scene_file", ""),
+ )
+
+
+## Reject operations targeting the scene root. Returns an INVALID_PARAMS error
+## dict with "Cannot the scene root", or null if `node` is not the root.
+static func _reject_if_scene_root(node: Node, scene_root: Node, op: String) -> Variant:
+ if node == scene_root:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Cannot %s the scene root" % op)
+ return null
+
+
+## Convert a Godot Variant to a JSON-safe value. Compound geometry types
+## (AABB, Rect2, Transforms, …) and packed arrays serialize as structured
+## dicts/arrays so agents can inspect fields instead of parsing Godot's
+## debug repr — see issue #214.
+static func _serialize_value(value: Variant) -> Variant:
+ return VariantSerializer.serialize(value)
diff --git a/addons/godot_ai/handlers/node_handler.gd.uid b/addons/godot_ai/handlers/node_handler.gd.uid
new file mode 100644
index 0000000..86149b4
--- /dev/null
+++ b/addons/godot_ai/handlers/node_handler.gd.uid
@@ -0,0 +1 @@
+uid://qhhd5mm5awym
diff --git a/addons/godot_ai/handlers/particle_handler.gd b/addons/godot_ai/handlers/particle_handler.gd
new file mode 100644
index 0000000..323a624
--- /dev/null
+++ b/addons/godot_ai/handlers/particle_handler.gd
@@ -0,0 +1,761 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles particle emitter authoring (GPU + CPU, 2D + 3D).
+##
+## All write operations bundle node creation and sub-resource spawns
+## (ParticleProcessMaterial, default QuadMesh) in a single create_action
+## so Ctrl-Z rolls back the whole effect atomically.
+
+const ParticleValues := preload("res://addons/godot_ai/handlers/particle_values.gd")
+const ParticlePresets := preload("res://addons/godot_ai/handlers/particle_presets.gd")
+
+const _VALID_TYPES := {
+ "gpu_3d": "GPUParticles3D",
+ "gpu_2d": "GPUParticles2D",
+ "cpu_3d": "CPUParticles3D",
+ "cpu_2d": "CPUParticles2D",
+}
+
+const _MAIN_KEYS := [
+ "amount",
+ "lifetime",
+ "one_shot",
+ "explosiveness",
+ "preprocess",
+ "speed_scale",
+ "randomness",
+ "fixed_fps",
+ "emitting",
+ "local_coords",
+ "interp_to_end",
+]
+
+
+var _undo_redo: EditorUndoRedoManager
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+# ============================================================================
+# particle_create
+# ============================================================================
+
+func create_particle(params: Dictionary) -> Dictionary:
+ var parent_path: String = params.get("parent_path", "")
+ var node_name: String = params.get("name", "Particles")
+ var type_str: String = params.get("type", "gpu_3d")
+
+ if not _VALID_TYPES.has(type_str):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid particle type '%s'. Valid: %s" % [type_str, ", ".join(_VALID_TYPES.keys())]
+ )
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var parent: Node = scene_root
+ if not parent_path.is_empty():
+ parent = McpScenePath.resolve(parent_path, scene_root)
+ if parent == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_parent_error(parent_path, scene_root))
+
+ var node := _instantiate_particle(type_str)
+ if node == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate particle node")
+ if not node_name.is_empty():
+ node.name = node_name
+
+ var process_mat: ParticleProcessMaterial = null
+ var process_material_created := false
+ var draw_mesh: Mesh = null
+ var draw_material: StandardMaterial3D = null
+ var draw_pass_mesh_created := false
+ var draw_material_created := false
+
+ if type_str == "gpu_3d" or type_str == "gpu_2d":
+ process_mat = ParticleProcessMaterial.new()
+ process_material_created = true
+ if type_str == "gpu_3d":
+ draw_mesh = QuadMesh.new()
+ (draw_mesh as QuadMesh).size = Vector2(0.25, 0.25)
+ # Without a material, the mesh renders flat white — ignoring
+ # ParticleProcessMaterial.color_ramp entirely. Give it the standard
+ # billboard + vertex-color-as-albedo setup so color_ramp works.
+ draw_material = ParticleValues.build_draw_material({})
+ (draw_mesh as QuadMesh).material = draw_material
+ draw_pass_mesh_created = true
+ draw_material_created = true
+
+ _undo_redo.create_action("MCP: Create %s '%s'" % [_VALID_TYPES[type_str], node.name])
+ _undo_redo.add_do_method(parent, "add_child", node, true)
+ _undo_redo.add_do_method(node, "set_owner", scene_root)
+ if process_mat != null:
+ _undo_redo.add_do_property(node, "process_material", process_mat)
+ _undo_redo.add_do_reference(process_mat)
+ if draw_mesh != null:
+ _undo_redo.add_do_property(node, "draw_pass_1", draw_mesh)
+ _undo_redo.add_do_reference(draw_mesh)
+ if draw_material != null:
+ _undo_redo.add_do_reference(draw_material)
+ _undo_redo.add_do_reference(node)
+ _undo_redo.add_undo_method(parent, "remove_child", node)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "parent_path": McpScenePath.from_node(parent, scene_root),
+ "name": String(node.name),
+ "type": type_str,
+ "class": _VALID_TYPES[type_str],
+ "process_material_created": process_material_created,
+ "draw_pass_mesh_created": draw_pass_mesh_created,
+ "draw_material_created": draw_material_created,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# particle_set_main
+# ============================================================================
+
+func set_main(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_particle(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+
+ var properties: Dictionary = params.get("properties", {})
+ if properties.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "properties dict is empty")
+
+ var coerced: Dictionary = {}
+ var old_values: Dictionary = {}
+ for property in properties:
+ var prop_name: String = String(property)
+ if not (prop_name in _MAIN_KEYS):
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Unknown main property '%s'. Valid: %s" % [prop_name, ", ".join(_MAIN_KEYS)]
+ )
+ var prop_type := _node_property_type(node, prop_name)
+ if prop_type == TYPE_NIL:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' not present on %s" % [prop_name, node.get_class()]
+ )
+ var coerce_result := ParticleValues.coerce(prop_name, properties[prop_name], prop_type)
+ if not coerce_result.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerce_result.error))
+ coerced[prop_name] = coerce_result.value
+ old_values[prop_name] = node.get(prop_name)
+
+ _undo_redo.create_action("MCP: Set particle main on %s" % node.name)
+ for prop_name in coerced:
+ _undo_redo.add_do_property(node, prop_name, coerced[prop_name])
+ _undo_redo.add_undo_property(node, prop_name, old_values[prop_name])
+ _undo_redo.commit_action()
+
+ var applied: Array[String] = []
+ var serialized_values: Dictionary = {}
+ for prop_name in coerced:
+ applied.append(prop_name)
+ serialized_values[prop_name] = ParticleValues.serialize(coerced[prop_name])
+
+ return {
+ "data": {
+ "path": node_path,
+ "applied": applied,
+ "values": serialized_values,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# particle_set_process
+# ============================================================================
+
+func set_process(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_particle(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+
+ var properties: Dictionary = params.get("properties", {})
+ if properties.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "properties dict is empty")
+
+ # GPU: work through process_material; CPU: properties live on node directly.
+ if node is GPUParticles3D or node is GPUParticles2D:
+ return _set_process_gpu(node, node_path, properties)
+ return _set_process_cpu(node, node_path, properties)
+
+
+func _set_process_gpu(node: Node, node_path: String, properties: Dictionary) -> Dictionary:
+ var existing_mat: ParticleProcessMaterial = node.process_material as ParticleProcessMaterial
+ var process_material_created := false
+ var mat: ParticleProcessMaterial = existing_mat
+ if mat == null:
+ mat = ParticleProcessMaterial.new()
+ process_material_created = true
+
+ var coerced: Dictionary = {}
+ for property in properties:
+ var prop_name: String = String(property)
+ var prop_type := _object_property_type(mat, prop_name)
+ if prop_type == TYPE_NIL:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' not present on ParticleProcessMaterial" % prop_name
+ )
+ var coerce_result := ParticleValues.coerce(prop_name, properties[prop_name], prop_type)
+ if not coerce_result.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerce_result.error))
+ coerced[prop_name] = coerce_result.value
+
+ _undo_redo.create_action("MCP: Set particle process on %s" % node.name)
+ if process_material_created:
+ _undo_redo.add_do_property(node, "process_material", mat)
+ _undo_redo.add_undo_property(node, "process_material", null)
+ _undo_redo.add_do_reference(mat)
+ # Apply new values directly on the (newly created) material. No old values to restore.
+ for prop_name in coerced:
+ mat.set(prop_name, coerced[prop_name])
+ else:
+ # Use the reusable apply/restore pattern for existing material.
+ var old_values: Dictionary = {}
+ for prop_name in coerced:
+ old_values[prop_name] = mat.get(prop_name)
+ for prop_name in coerced:
+ _undo_redo.add_do_property(mat, prop_name, coerced[prop_name])
+ _undo_redo.add_undo_property(mat, prop_name, old_values[prop_name])
+ _undo_redo.commit_action()
+
+ var applied: Array[String] = []
+ var serialized: Dictionary = {}
+ for prop_name in coerced:
+ applied.append(prop_name)
+ serialized[prop_name] = ParticleValues.serialize(mat.get(prop_name))
+
+ return {
+ "data": {
+ "path": node_path,
+ "applied": applied,
+ "values": serialized,
+ "process_material_created": process_material_created,
+ "undoable": true,
+ }
+ }
+
+
+func _set_process_cpu(node: Node, node_path: String, properties: Dictionary) -> Dictionary:
+ # CPU particles expose the same property vocabulary directly on the node,
+ # so property names pass through unchanged.
+ var coerced: Dictionary = {}
+ var old_values: Dictionary = {}
+
+ for property in properties:
+ var prop_name: String = String(property)
+ var prop_type := _node_property_type(node, prop_name)
+ if prop_type == TYPE_NIL:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' not present on %s" % [prop_name, node.get_class()]
+ )
+ var coerce_result := ParticleValues.coerce(prop_name, properties[property], prop_type)
+ if not coerce_result.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerce_result.error))
+ coerced[prop_name] = coerce_result.value
+ old_values[prop_name] = node.get(prop_name)
+
+ _undo_redo.create_action("MCP: Set particle process on %s" % node.name)
+ for prop_name in coerced:
+ _undo_redo.add_do_property(node, prop_name, coerced[prop_name])
+ _undo_redo.add_undo_property(node, prop_name, old_values[prop_name])
+ _undo_redo.commit_action()
+
+ var applied: Array[String] = []
+ var serialized: Dictionary = {}
+ for prop_name in coerced:
+ applied.append(prop_name)
+ serialized[prop_name] = ParticleValues.serialize(coerced[prop_name])
+
+ return {
+ "data": {
+ "path": node_path,
+ "applied": applied,
+ "values": serialized,
+ "process_material_created": false,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# particle_set_draw_pass
+# ============================================================================
+
+func set_draw_pass(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_particle(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+
+ var pass_idx: int = int(params.get("pass", 1))
+ var mesh_path: String = params.get("mesh", "")
+ var texture_path: String = params.get("texture", "")
+ var material_path: String = params.get("material", "")
+
+ if node is GPUParticles3D:
+ return _set_draw_pass_gpu_3d(node, node_path, pass_idx, mesh_path, material_path)
+ if node is CPUParticles3D:
+ return _set_draw_pass_cpu_3d(node, node_path, mesh_path, material_path)
+ if node is GPUParticles2D or node is CPUParticles2D:
+ return _set_draw_pass_2d(node, node_path, texture_path)
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Node %s is not a particle node" % node.get_class())
+
+
+func _set_draw_pass_gpu_3d(node: GPUParticles3D, node_path: String, pass_idx: int, mesh_path: String, material_path: String) -> Dictionary:
+ if pass_idx < 1 or pass_idx > 4:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "pass must be 1..4 (got %d)" % pass_idx)
+
+ var mesh: Mesh = null
+ var mesh_created := false
+ var property_name := "draw_pass_%d" % pass_idx
+ # draw_pass_N is only a live property when draw_passes >= N. Probe via
+ # get_property_list so we don't read a ghost value.
+ var existing_mesh: Mesh = null
+ if int(node.draw_passes) >= pass_idx:
+ existing_mesh = node.get(property_name) as Mesh
+ if not mesh_path.is_empty():
+ var mesh_path_err = McpPathValidator.loadable_error(mesh_path, "mesh_path")
+ if mesh_path_err != null:
+ return mesh_path_err
+ if not ResourceLoader.exists(mesh_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Mesh not found: %s" % mesh_path)
+ var loaded := ResourceLoader.load(mesh_path)
+ if not (loaded is Mesh):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a Mesh" % mesh_path)
+ mesh = loaded
+ else:
+ if existing_mesh == null:
+ mesh = QuadMesh.new()
+ (mesh as QuadMesh).size = Vector2(0.25, 0.25)
+ mesh_created = true
+ else:
+ mesh = existing_mesh
+
+ var material: Material = null
+ if not material_path.is_empty():
+ var material_path_err = McpPathValidator.loadable_error(material_path, "material_path")
+ if material_path_err != null:
+ return material_path_err
+ if not ResourceLoader.exists(material_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Material not found: %s" % material_path)
+ var loaded_mat := ResourceLoader.load(material_path)
+ if not (loaded_mat is Material):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a Material" % material_path)
+ material = loaded_mat
+
+ var old_draw_passes: int = int(node.draw_passes)
+ var new_draw_passes: int = max(old_draw_passes, pass_idx)
+ var old_value = existing_mesh # Null if draw_passes < pass_idx
+ var old_material: Material = null
+ if material != null:
+ old_material = node.material_override
+
+ _undo_redo.create_action("MCP: Set %s.draw_pass_%d" % [node.name, pass_idx])
+ # Grow draw_passes first so draw_pass_N property exists before we set it.
+ if new_draw_passes != old_draw_passes:
+ _undo_redo.add_do_property(node, "draw_passes", new_draw_passes)
+ _undo_redo.add_undo_property(node, "draw_passes", old_draw_passes)
+ if not mesh_path.is_empty() or mesh_created:
+ _undo_redo.add_do_property(node, property_name, mesh)
+ _undo_redo.add_undo_property(node, property_name, old_value)
+ if mesh_created:
+ _undo_redo.add_do_reference(mesh)
+ if material != null:
+ _undo_redo.add_do_property(node, "material_override", material)
+ _undo_redo.add_undo_property(node, "material_override", old_material)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "pass": pass_idx,
+ "mesh_path": mesh_path,
+ "mesh_class": mesh.get_class() if mesh else "",
+ "material_path": material_path,
+ "draw_pass_mesh_created": mesh_created,
+ "draw_passes_grown": new_draw_passes != old_draw_passes,
+ "undoable": true,
+ }
+ }
+
+
+func _set_draw_pass_cpu_3d(node: CPUParticles3D, node_path: String, mesh_path: String, material_path: String) -> Dictionary:
+ if mesh_path.is_empty() and material_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "CPUParticles3D requires mesh or material param")
+
+ var mesh: Mesh = node.mesh
+ var old_mesh: Mesh = mesh
+ if not mesh_path.is_empty():
+ var mesh_path_err = McpPathValidator.loadable_error(mesh_path, "mesh_path")
+ if mesh_path_err != null:
+ return mesh_path_err
+ if not ResourceLoader.exists(mesh_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Mesh not found: %s" % mesh_path)
+ var loaded := ResourceLoader.load(mesh_path)
+ if not (loaded is Mesh):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a Mesh" % mesh_path)
+ mesh = loaded
+
+ var material: Material = null
+ var old_material: Material = node.material_override
+ if not material_path.is_empty():
+ var material_path_err = McpPathValidator.loadable_error(material_path, "material_path")
+ if material_path_err != null:
+ return material_path_err
+ if not ResourceLoader.exists(material_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Material not found: %s" % material_path)
+ var loaded_mat := ResourceLoader.load(material_path)
+ if not (loaded_mat is Material):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a Material" % material_path)
+ material = loaded_mat
+
+ _undo_redo.create_action("MCP: Set CPU particle draw on %s" % node.name)
+ if not mesh_path.is_empty():
+ _undo_redo.add_do_property(node, "mesh", mesh)
+ _undo_redo.add_undo_property(node, "mesh", old_mesh)
+ if material != null:
+ _undo_redo.add_do_property(node, "material_override", material)
+ _undo_redo.add_undo_property(node, "material_override", old_material)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "mesh_path": mesh_path,
+ "material_path": material_path,
+ "draw_pass_mesh_created": false,
+ "undoable": true,
+ }
+ }
+
+
+func _set_draw_pass_2d(node: Node, node_path: String, texture_path: String) -> Dictionary:
+ if texture_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "2D particles require texture param")
+ var texture_path_err = McpPathValidator.loadable_error(texture_path, "texture_path")
+ if texture_path_err != null:
+ return texture_path_err
+ if not ResourceLoader.exists(texture_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Texture not found: %s" % texture_path)
+ var tex := ResourceLoader.load(texture_path)
+ if not (tex is Texture2D):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a Texture2D" % texture_path)
+
+ var old_texture: Texture2D = node.get("texture")
+
+ _undo_redo.create_action("MCP: Set 2D particle texture on %s" % node.name)
+ _undo_redo.add_do_property(node, "texture", tex)
+ _undo_redo.add_undo_property(node, "texture", old_texture)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "texture_path": texture_path,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# particle_restart
+# ============================================================================
+
+func restart_particle(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_particle(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ if node.has_method("restart"):
+ node.restart()
+ return {
+ "data": {
+ "path": node_path,
+ "undoable": false,
+ "reason": "Restart is a runtime operation, not tracked in undo history",
+ }
+ }
+
+
+# ============================================================================
+# particle_get
+# ============================================================================
+
+func get_particle(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_particle(params)
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+
+ var type_str := ""
+ for key in _VALID_TYPES:
+ if node.get_class() == _VALID_TYPES[key]:
+ type_str = key
+ break
+
+ var main_values: Dictionary = {}
+ var node_prop_names := _property_names(node)
+ for key in _MAIN_KEYS:
+ if node_prop_names.has(key):
+ main_values[key] = ParticleValues.serialize(node.get(key))
+
+ var process_data: Dictionary = {}
+ if node is GPUParticles3D or node is GPUParticles2D:
+ var mat: ParticleProcessMaterial = node.process_material as ParticleProcessMaterial
+ if mat != null:
+ var process_props: Dictionary = {}
+ for prop in mat.get_property_list():
+ var usage: int = prop.get("usage", 0)
+ if not (usage & PROPERTY_USAGE_EDITOR):
+ continue
+ var v = mat.get(prop.name)
+ if v == null:
+ continue
+ process_props[prop.name] = ParticleValues.serialize(v)
+ process_data = {
+ "class": "ParticleProcessMaterial",
+ "properties": process_props,
+ }
+
+ var draw_passes: Array[Dictionary] = []
+ if node is GPUParticles3D:
+ var active_draw_pass_count: int = min(int(node.draw_passes), 4)
+ for i in range(1, active_draw_pass_count + 1):
+ var prop_name := "draw_pass_%d" % i
+ var m: Mesh = node.get(prop_name) as Mesh
+ draw_passes.append({
+ "pass": i,
+ "mesh_class": m.get_class() if m != null else "",
+ })
+
+ var texture_path := ""
+ if node is GPUParticles2D or node is CPUParticles2D:
+ var t: Texture2D = node.get("texture")
+ if t != null:
+ texture_path = t.resource_path
+
+ return {
+ "data": {
+ "path": node_path,
+ "type": type_str,
+ "class": node.get_class(),
+ "main": main_values,
+ "process": process_data,
+ "draw_passes": draw_passes,
+ "texture_path": texture_path,
+ }
+ }
+
+
+# ============================================================================
+# particle_apply_preset
+# ============================================================================
+
+func apply_preset(params: Dictionary) -> Dictionary:
+ var preset_name: String = params.get("preset", "")
+ if preset_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: preset")
+
+ var overrides: Dictionary = params.get("overrides", {})
+ var blueprint = ParticlePresets.build(preset_name, overrides)
+ if blueprint == null:
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Unknown preset '%s'. Valid: %s" % [preset_name, ", ".join(ParticlePresets.list())]
+ )
+
+ var parent_path: String = params.get("parent_path", "")
+ var node_name: String = params.get("name", "")
+ var type_str: String = params.get("type", "gpu_3d")
+ if node_name.is_empty():
+ node_name = preset_name.capitalize()
+ if not _VALID_TYPES.has(type_str):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid particle type '%s'. Valid: %s" % [type_str, ", ".join(_VALID_TYPES.keys())]
+ )
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var parent: Node = scene_root
+ if not parent_path.is_empty():
+ parent = McpScenePath.resolve(parent_path, scene_root)
+ if parent == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_parent_error(parent_path, scene_root))
+
+ var node := _instantiate_particle(type_str)
+ node.name = node_name
+
+ var is_gpu := type_str == "gpu_3d" or type_str == "gpu_2d"
+ var is_3d := type_str == "gpu_3d" or type_str == "cpu_3d"
+
+ var process_mat: ParticleProcessMaterial = null
+ var process_material_created := false
+ if is_gpu:
+ process_mat = ParticleProcessMaterial.new()
+ process_material_created = true
+
+ var draw_mesh: Mesh = null
+ var draw_material: StandardMaterial3D = null
+ var draw_pass_mesh_created := false
+ var draw_material_created := false
+ if type_str == "gpu_3d":
+ draw_mesh = QuadMesh.new()
+ (draw_mesh as QuadMesh).size = Vector2(0.25, 0.25)
+ var draw_config: Dictionary = blueprint.get("draw", {})
+ draw_material = ParticleValues.build_draw_material(draw_config)
+ (draw_mesh as QuadMesh).material = draw_material
+ draw_pass_mesh_created = true
+ draw_material_created = true
+
+ # Pre-apply preset values to in-memory targets (no undo needed; nodes not in tree yet).
+ var main_values: Dictionary = blueprint.get("main", {})
+ var process_values: Dictionary = blueprint.get("process", {})
+ var applied_main: Array[String] = []
+ var applied_process: Array[String] = []
+
+ for prop in main_values:
+ var prop_name := String(prop)
+ var prop_type := _object_property_type(node, prop_name)
+ if prop_type == TYPE_NIL:
+ continue # Silently skip: not all main keys apply to all types.
+ var coerce_result := ParticleValues.coerce(prop_name, main_values[prop_name], prop_type)
+ if not coerce_result.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerce_result.error))
+ node.set(prop_name, coerce_result.value)
+ applied_main.append(prop_name)
+
+ # Apply process: GPU targets the ParticleProcessMaterial; CPU targets the node.
+ var process_target: Object = process_mat if is_gpu else node
+ for prop in process_values:
+ var prop_name := String(prop)
+ var prop_type := _object_property_type(process_target, prop_name)
+ if prop_type == TYPE_NIL:
+ continue # Silently skip: preset property doesn't apply to this variant.
+ var coerce_result := ParticleValues.coerce(prop_name, process_values[prop_name], prop_type)
+ if not coerce_result.ok:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, String(coerce_result.error))
+ process_target.set(prop_name, coerce_result.value)
+ applied_process.append(prop_name)
+
+ _undo_redo.create_action("MCP: Apply preset %s" % preset_name)
+ _undo_redo.add_do_method(parent, "add_child", node, true)
+ _undo_redo.add_do_method(node, "set_owner", scene_root)
+ _undo_redo.add_do_reference(node)
+ if process_mat != null:
+ _undo_redo.add_do_property(node, "process_material", process_mat)
+ _undo_redo.add_do_reference(process_mat)
+ if draw_mesh != null:
+ _undo_redo.add_do_property(node, "draw_pass_1", draw_mesh)
+ _undo_redo.add_do_reference(draw_mesh)
+ if draw_material != null:
+ _undo_redo.add_do_reference(draw_material)
+ _undo_redo.add_undo_method(parent, "remove_child", node)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "parent_path": McpScenePath.from_node(parent, scene_root),
+ "name": node_name,
+ "preset": preset_name,
+ "type": type_str,
+ "class": _VALID_TYPES[type_str],
+ "applied_main": applied_main,
+ "applied_process": applied_process,
+ "process_material_created": process_material_created,
+ "draw_pass_mesh_created": draw_pass_mesh_created,
+ "draw_material_created": draw_material_created,
+ "is_3d": is_3d,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# Helpers
+# ============================================================================
+
+static func _instantiate_particle(type_str: String) -> Node:
+ match type_str:
+ "gpu_3d":
+ return GPUParticles3D.new()
+ "gpu_2d":
+ return GPUParticles2D.new()
+ "cpu_3d":
+ return CPUParticles3D.new()
+ "cpu_2d":
+ return CPUParticles2D.new()
+ return null
+
+
+func _resolve_particle(params: Dictionary) -> Dictionary:
+ var resolved := McpNodeValidator.resolve_or_error(
+ params.get("node_path", ""), "node_path",
+ )
+ if resolved.has("error"):
+ return resolved
+ var node: Node = resolved.node
+ var node_path: String = resolved.path
+ var is_particle := node is GPUParticles3D or node is GPUParticles2D \
+ or node is CPUParticles3D or node is CPUParticles2D
+ if not is_particle:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Node %s is not a particle node (got %s)" % [node_path, node.get_class()]
+ )
+ return {"node": node, "path": node_path}
+
+
+static func _node_property_type(node: Object, name: String) -> int:
+ return _object_property_type(node, name)
+
+
+static func _object_property_type(obj: Object, name: String) -> int:
+ if obj == null:
+ return TYPE_NIL
+ for prop in obj.get_property_list():
+ if prop.name == name:
+ return int(prop.get("type", TYPE_NIL))
+ return TYPE_NIL
+
+
+static func _property_names(obj: Object) -> Dictionary:
+ var out: Dictionary = {}
+ if obj == null:
+ return out
+ for prop in obj.get_property_list():
+ out[prop.name] = true
+ return out
diff --git a/addons/godot_ai/handlers/particle_handler.gd.uid b/addons/godot_ai/handlers/particle_handler.gd.uid
new file mode 100644
index 0000000..ead3722
--- /dev/null
+++ b/addons/godot_ai/handlers/particle_handler.gd.uid
@@ -0,0 +1 @@
+uid://byfc0pnyb5qww
diff --git a/addons/godot_ai/handlers/particle_presets.gd b/addons/godot_ai/handlers/particle_presets.gd
new file mode 100644
index 0000000..6948f2c
--- /dev/null
+++ b/addons/godot_ai/handlers/particle_presets.gd
@@ -0,0 +1,282 @@
+@tool
+extends RefCounted
+
+## Curated particle effect blueprints.
+##
+## Each preset returns {main, process, draw}. The handler applies them
+## through the normal write path (one undo action wraps all spawns).
+
+
+## Each preset has {main, process, draw}. `draw` configures the StandardMaterial3D
+## attached to the auto-created QuadMesh in draw_pass_1 (GPU 3D only); if
+## omitted, the handler falls back to a sensible billboard-particles default.
+## `blend_mode: "add"` is what makes fire/magic/explosion glow — without
+## additive blending, additively-layered particles just stack to gray.
+const _PRESETS := {
+ "fire": {
+ "main": {
+ "amount": 80,
+ "lifetime": 1.2,
+ "one_shot": false,
+ "explosiveness": 0.0,
+ "preprocess": 0.5,
+ "local_coords": false,
+ },
+ "process": {
+ "emission_shape": "sphere",
+ "emission_sphere_radius": 0.3,
+ "direction": {"x": 0.0, "y": 1.0, "z": 0.0},
+ "spread": 15.0,
+ "initial_velocity_min": 2.0,
+ "initial_velocity_max": 4.0,
+ "gravity": {"x": 0.0, "y": 1.0, "z": 0.0}, # buoyancy
+ "scale_min": 0.4,
+ "scale_max": 0.8,
+ "color_ramp": {
+ "stops": [
+ {"time": 0.0, "color": [1.0, 1.0, 0.9, 1.0]},
+ {"time": 0.3, "color": [1.0, 0.6, 0.1, 1.0]},
+ {"time": 0.7, "color": [0.8, 0.1, 0.05, 0.7]},
+ {"time": 1.0, "color": [0.2, 0.05, 0.05, 0.0]},
+ ]
+ },
+ },
+ "draw": {"blend_mode": "add"},
+ },
+ "smoke": {
+ "main": {
+ "amount": 40,
+ "lifetime": 3.0,
+ "one_shot": false,
+ "explosiveness": 0.0,
+ "local_coords": false,
+ },
+ "process": {
+ "emission_shape": "sphere",
+ "emission_sphere_radius": 0.4,
+ "direction": {"x": 0.0, "y": 1.0, "z": 0.0},
+ "spread": 20.0,
+ "initial_velocity_min": 0.5,
+ "initial_velocity_max": 1.5,
+ "gravity": {"x": 0.0, "y": 0.2, "z": 0.0},
+ "scale_min": 0.6,
+ "scale_max": 1.4,
+ "color_ramp": {
+ "stops": [
+ {"time": 0.0, "color": [0.3, 0.3, 0.3, 0.0]},
+ {"time": 0.25, "color": [0.35, 0.35, 0.35, 0.7]},
+ {"time": 0.75, "color": [0.2, 0.2, 0.2, 0.5]},
+ {"time": 1.0, "color": [0.1, 0.1, 0.1, 0.0]},
+ ]
+ },
+ },
+ # Smoke uses regular alpha blending so it darkens the background.
+ "draw": {"blend_mode": "mix"},
+ },
+ "spark_burst": {
+ "main": {
+ "amount": 60,
+ "lifetime": 0.8,
+ "one_shot": true,
+ "explosiveness": 1.0,
+ "local_coords": false,
+ },
+ "process": {
+ "emission_shape": "point",
+ "direction": {"x": 0.0, "y": 1.0, "z": 0.0},
+ "spread": 180.0,
+ "initial_velocity_min": 5.0,
+ "initial_velocity_max": 12.0,
+ "gravity": {"x": 0.0, "y": -9.8, "z": 0.0},
+ "scale_min": 0.05,
+ "scale_max": 0.12,
+ "color": {"r": 1.0, "g": 0.9, "b": 0.2, "a": 1.0},
+ },
+ "draw": {
+ "blend_mode": "add",
+ "emission_enabled": true,
+ "emission": {"r": 1.0, "g": 0.8, "b": 0.2, "a": 1.0},
+ "emission_energy_multiplier": 2.0,
+ },
+ },
+ "magic_swirl": {
+ "main": {
+ "amount": 120,
+ "lifetime": 2.0,
+ "one_shot": false,
+ "explosiveness": 0.0,
+ "local_coords": false,
+ },
+ "process": {
+ "emission_shape": "ring",
+ "emission_ring_radius": 0.8,
+ "emission_ring_inner_radius": 0.6,
+ "emission_ring_height": 0.0,
+ "direction": {"x": 0.0, "y": 1.0, "z": 0.0},
+ "spread": 30.0,
+ "initial_velocity_min": 1.0,
+ "initial_velocity_max": 2.0,
+ "gravity": {"x": 0.0, "y": 0.0, "z": 0.0},
+ "angular_velocity_min": 90.0,
+ "angular_velocity_max": 180.0,
+ "scale_min": 0.1,
+ "scale_max": 0.2,
+ "color_ramp": {
+ "stops": [
+ {"time": 0.0, "color": [0.4, 0.9, 1.0, 0.0]},
+ {"time": 0.3, "color": [0.5, 0.7, 1.0, 1.0]},
+ {"time": 0.7, "color": [1.0, 0.4, 0.9, 1.0]},
+ {"time": 1.0, "color": [0.8, 0.2, 0.7, 0.0]},
+ ]
+ },
+ },
+ "draw": {"blend_mode": "add"},
+ },
+ "rain": {
+ "main": {
+ "amount": 500,
+ "lifetime": 1.5,
+ "one_shot": false,
+ "explosiveness": 0.0,
+ "local_coords": false,
+ },
+ "process": {
+ "emission_shape": "box",
+ "emission_box_extents": {"x": 10.0, "y": 0.1, "z": 10.0},
+ "direction": {"x": 0.0, "y": -1.0, "z": 0.0},
+ "spread": 2.0,
+ "initial_velocity_min": 15.0,
+ "initial_velocity_max": 18.0,
+ "gravity": {"x": 0.0, "y": -2.0, "z": 0.0},
+ "scale_min": 0.02,
+ "scale_max": 0.04,
+ "color": {"r": 0.7, "g": 0.85, "b": 1.0, "a": 0.5},
+ },
+ # Rain drops render as streaks; fixed_y aligns them vertically.
+ "draw": {"billboard_mode": "fixed_y", "blend_mode": "mix"},
+ },
+ "explosion": {
+ "main": {
+ "amount": 200,
+ "lifetime": 1.5,
+ "one_shot": true,
+ "explosiveness": 1.0,
+ "local_coords": false,
+ },
+ "process": {
+ "emission_shape": "sphere",
+ "emission_sphere_radius": 0.1,
+ "direction": {"x": 0.0, "y": 1.0, "z": 0.0},
+ "spread": 180.0,
+ "initial_velocity_min": 6.0,
+ "initial_velocity_max": 10.0,
+ "gravity": {"x": 0.0, "y": -4.0, "z": 0.0},
+ "scale_min": 0.3,
+ "scale_max": 0.7,
+ "color_ramp": {
+ "stops": [
+ {"time": 0.0, "color": [1.0, 0.95, 0.5, 1.0]},
+ {"time": 0.2, "color": [1.0, 0.4, 0.1, 1.0]},
+ {"time": 0.7, "color": [0.3, 0.15, 0.1, 0.7]},
+ {"time": 1.0, "color": [0.1, 0.1, 0.1, 0.0]},
+ ]
+ },
+ },
+ "draw": {
+ "blend_mode": "add",
+ "emission_enabled": true,
+ "emission": {"r": 1.0, "g": 0.5, "b": 0.1, "a": 1.0},
+ "emission_energy_multiplier": 1.5,
+ },
+ },
+ "lightning": {
+ # Short, bright, electric-blue spark burst. One-shot — call
+ # particle_restart to re-trigger. Pairs well with a scene-wide flash.
+ "main": {
+ "amount": 40,
+ "lifetime": 0.35,
+ "one_shot": true,
+ "explosiveness": 1.0,
+ "local_coords": false,
+ },
+ "process": {
+ "emission_shape": "box",
+ "emission_box_extents": {"x": 0.1, "y": 1.5, "z": 0.1},
+ "direction": {"x": 0.0, "y": -1.0, "z": 0.0},
+ "spread": 8.0,
+ "initial_velocity_min": 18.0,
+ "initial_velocity_max": 28.0,
+ "gravity": {"x": 0.0, "y": 0.0, "z": 0.0},
+ "scale_min": 0.08,
+ "scale_max": 0.18,
+ "color_ramp": {
+ "stops": [
+ {"time": 0.0, "color": [1.0, 1.0, 1.0, 1.0]},
+ {"time": 0.2, "color": [0.6, 0.85, 1.0, 1.0]},
+ {"time": 0.6, "color": [0.3, 0.5, 1.0, 0.9]},
+ {"time": 1.0, "color": [0.1, 0.2, 0.7, 0.0]},
+ ]
+ },
+ },
+ "draw": {
+ "blend_mode": "add",
+ "emission_enabled": true,
+ "emission": {"r": 0.5, "g": 0.8, "b": 1.0, "a": 1.0},
+ "emission_energy_multiplier": 4.0,
+ },
+ },
+}
+
+
+static func list() -> Array:
+ return _PRESETS.keys()
+
+
+static func has(preset_name: String) -> bool:
+ return _PRESETS.has(preset_name)
+
+
+## Return deep-copied {main, process, draw} blueprint with overrides merged in.
+## Overrides may include top-level "main" / "process" / "draw" dicts, or bare
+## keys that get routed based on which group they belong to.
+static func build(preset_name: String, overrides: Dictionary) -> Variant:
+ if not _PRESETS.has(preset_name):
+ return null
+ var entry: Dictionary = _PRESETS[preset_name].duplicate(true)
+ var main: Dictionary = entry.get("main", {})
+ var process: Dictionary = entry.get("process", {})
+ var draw: Dictionary = entry.get("draw", {})
+ for key in overrides:
+ var val = overrides[key]
+ if key == "main" and val is Dictionary:
+ for k in val:
+ main[k] = val[k]
+ elif key == "process" and val is Dictionary:
+ for k in val:
+ process[k] = val[k]
+ elif key == "draw" and val is Dictionary:
+ for k in val:
+ draw[k] = val[k]
+ elif _MAIN_KEYS.has(key):
+ main[key] = val
+ else:
+ process[key] = val
+ entry["main"] = main
+ entry["process"] = process
+ entry["draw"] = draw
+ return entry
+
+
+const _MAIN_KEYS := {
+ "amount": true,
+ "lifetime": true,
+ "one_shot": true,
+ "explosiveness": true,
+ "preprocess": true,
+ "speed_scale": true,
+ "randomness": true,
+ "fixed_fps": true,
+ "emitting": true,
+ "local_coords": true,
+ "interp_to_end": true,
+}
diff --git a/addons/godot_ai/handlers/particle_presets.gd.uid b/addons/godot_ai/handlers/particle_presets.gd.uid
new file mode 100644
index 0000000..7c1aac9
--- /dev/null
+++ b/addons/godot_ai/handlers/particle_presets.gd.uid
@@ -0,0 +1 @@
+uid://bss2ccpmsxo4p
diff --git a/addons/godot_ai/handlers/particle_values.gd b/addons/godot_ai/handlers/particle_values.gd
new file mode 100644
index 0000000..9099a81
--- /dev/null
+++ b/addons/godot_ai/handlers/particle_values.gd
@@ -0,0 +1,228 @@
+@tool
+extends RefCounted
+
+## Value coercion + gradient/curve builders for particle properties.
+
+const MaterialValues := preload("res://addons/godot_ai/handlers/material_values.gd")
+
+const _EMISSION_SHAPES := {
+ "point": ParticleProcessMaterial.EMISSION_SHAPE_POINT,
+ "sphere": ParticleProcessMaterial.EMISSION_SHAPE_SPHERE,
+ "sphere_surface": ParticleProcessMaterial.EMISSION_SHAPE_SPHERE_SURFACE,
+ "box": ParticleProcessMaterial.EMISSION_SHAPE_BOX,
+ "points": ParticleProcessMaterial.EMISSION_SHAPE_POINTS,
+ "directed_points": ParticleProcessMaterial.EMISSION_SHAPE_DIRECTED_POINTS,
+ "ring": ParticleProcessMaterial.EMISSION_SHAPE_RING,
+}
+
+
+## Resolve a shape name to the int enum, or return null.
+static func resolve_emission_shape(value: Variant) -> Variant:
+ if value is int:
+ return value
+ if value is float:
+ return int(value)
+ if value is String:
+ var key := String(value).to_lower()
+ if _EMISSION_SHAPES.has(key):
+ return _EMISSION_SHAPES[key]
+ return null
+
+
+static func emission_shape_names() -> Array:
+ return _EMISSION_SHAPES.keys()
+
+
+## Build a Gradient from {stops: [{time, color}]} dict.
+static func build_gradient(value: Variant) -> Variant:
+ if value is Gradient:
+ return value
+ if value is GradientTexture1D:
+ return (value as GradientTexture1D).gradient
+ if not (value is Dictionary):
+ return null
+ var d: Dictionary = value
+ if not d.has("stops"):
+ return null
+ var stops_array = d.get("stops")
+ if not (stops_array is Array):
+ return null
+ var offsets := PackedFloat32Array()
+ var colors := PackedColorArray()
+ for stop in stops_array:
+ if not (stop is Dictionary):
+ return null
+ offsets.append(float(stop.get("time", 0.0)))
+ var c = MaterialValues.parse_color(stop.get("color"))
+ if c == null:
+ return null
+ colors.append(c)
+ var grad := Gradient.new()
+ grad.offsets = offsets
+ grad.colors = colors
+ return grad
+
+
+## Build a GradientTexture1D wrapping a Gradient (what ParticleProcessMaterial.color_ramp wants).
+static func build_gradient_texture(value: Variant) -> Variant:
+ if value is GradientTexture1D:
+ return value
+ var grad = build_gradient(value)
+ if grad == null:
+ return null
+ var tex := GradientTexture1D.new()
+ tex.gradient = grad
+ return tex
+
+
+## Build a Curve from [{time, value}] or {points: [...]} (float-over-time).
+static func build_curve(value: Variant) -> Variant:
+ if value is Curve:
+ return value
+ if value is CurveTexture:
+ return (value as CurveTexture).curve
+ var points_array: Variant = null
+ if value is Array:
+ points_array = value
+ elif value is Dictionary and value.has("points"):
+ points_array = value["points"]
+ if not (points_array is Array):
+ return null
+ var curve := Curve.new()
+ for pt in points_array:
+ if not (pt is Dictionary):
+ return null
+ var t := float(pt.get("time", 0.0))
+ var v := float(pt.get("value", 0.0))
+ curve.add_point(Vector2(t, v))
+ return curve
+
+
+static func build_curve_texture(value: Variant) -> Variant:
+ if value is CurveTexture:
+ return value
+ var curve = build_curve(value)
+ if curve == null:
+ return null
+ var tex := CurveTexture.new()
+ tex.curve = curve
+ return tex
+
+
+## Coerce a particle property value to the appropriate type.
+## Handles: Vector3/gravity/direction, Color, float, int, bool, enum strings.
+## For color_ramp returns a GradientTexture1D; for *_curve returns CurveTexture.
+static func coerce(property: String, value: Variant, target_type: int) -> Dictionary:
+ # Special-cased properties.
+ if property == "emission_shape":
+ var shape = resolve_emission_shape(value)
+ if shape == null:
+ return {
+ "ok": false,
+ "error": "Invalid emission_shape '%s'. Valid: %s" % [
+ value, ", ".join(emission_shape_names())
+ ],
+ }
+ return {"ok": true, "value": int(shape)}
+
+ if property == "color_ramp" or property == "color_initial_ramp":
+ var tex = build_gradient_texture(value)
+ if tex == null:
+ return {"ok": false, "error": "Invalid gradient for %s (expected {stops: [{time, color}]})" % property}
+ return {"ok": true, "value": tex}
+
+ if property == "color" and value is Dictionary and not (value as Dictionary).has("stops"):
+ # color is a single Color, not a ramp.
+ var c = MaterialValues.parse_color(value)
+ if c == null:
+ return {"ok": false, "error": "Invalid color"}
+ return {"ok": true, "value": c}
+
+ if property.ends_with("_curve"):
+ var tex = build_curve_texture(value)
+ if tex == null:
+ return {"ok": false, "error": "Invalid curve for %s (expected [{time, value}])" % property}
+ return {"ok": true, "value": tex}
+
+ # Fall through to the material coercer (handles Color/Vec3/Vec2/float/int/bool/enum).
+ return MaterialValues.coerce_material_value(property, value, target_type)
+
+
+## Build a StandardMaterial3D suitable for GPUParticles3D draw-pass rendering.
+##
+## Godot's default Mesh has no material, which means ParticleProcessMaterial's
+## color_ramp (which drives the COLOR varying) gets ignored and particles
+## render as flat white squares that don't face the camera. A correct default
+## must have vertex_color_use_as_albedo=true, billboard=particles, unshaded,
+## and alpha transparency so the gradient actually modulates the pixels.
+##
+## Config is an optional dict that overrides individual properties. Supported
+## keys match BaseMaterial3D properties (plus enum-by-name via MaterialValues):
+## blend_mode: "mix" | "add" | "sub" | "mul"
+## transparency: "disabled" | "alpha" | "alpha_scissor" | "alpha_hash" | "alpha_depth_pre_pass"
+## shading_mode: "unshaded" | "per_pixel" | "per_vertex"
+## billboard_mode: "disabled" | "enabled" | "fixed_y" | "particles"
+## vertex_color_use_as_albedo: bool
+## emission_enabled: bool
+## emission: Color
+## emission_energy_multiplier: float
+## albedo_color: Color
+## albedo_texture: res:// path
+## (anything else accepted by BaseMaterial3D.set())
+static func build_draw_material(config: Dictionary) -> StandardMaterial3D:
+ var mat := StandardMaterial3D.new()
+ # Sensible defaults for particle draw-pass rendering.
+ mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
+ mat.vertex_color_use_as_albedo = true
+ mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
+ mat.billboard_mode = BaseMaterial3D.BILLBOARD_PARTICLES
+ mat.billboard_keep_scale = true
+ # Configure from dict overrides.
+ for key in config:
+ var prop_name := String(key)
+ var prop_type := _object_property_type(mat, prop_name)
+ if prop_type == TYPE_NIL:
+ continue
+ var coerce_result := MaterialValues.coerce_material_value(
+ prop_name, config[prop_name], prop_type
+ )
+ if coerce_result.ok:
+ mat.set(prop_name, coerce_result.value)
+ return mat
+
+
+static func _object_property_type(obj: Object, name: String) -> int:
+ if obj == null:
+ return TYPE_NIL
+ for prop in obj.get_property_list():
+ if prop.name == name:
+ return int(prop.get("type", TYPE_NIL))
+ return TYPE_NIL
+
+
+## Serialize for response.
+static func serialize(value: Variant) -> Variant:
+ if value == null:
+ return null
+ if value is GradientTexture1D:
+ var grad := (value as GradientTexture1D).gradient
+ if grad == null:
+ return {"type": "GradientTexture1D", "stops": []}
+ var stops: Array = []
+ for i in grad.offsets.size():
+ var c: Color = grad.colors[i]
+ stops.append({
+ "time": grad.offsets[i],
+ "color": {"r": c.r, "g": c.g, "b": c.b, "a": c.a},
+ })
+ return {"type": "GradientTexture1D", "stops": stops}
+ if value is CurveTexture:
+ var curve := (value as CurveTexture).curve
+ if curve == null:
+ return {"type": "CurveTexture", "points": []}
+ var points: Array = []
+ for i in curve.get_point_count():
+ var p := curve.get_point_position(i)
+ points.append({"time": p.x, "value": p.y})
+ return {"type": "CurveTexture", "points": points}
+ return MaterialValues.serialize_value(value)
diff --git a/addons/godot_ai/handlers/particle_values.gd.uid b/addons/godot_ai/handlers/particle_values.gd.uid
new file mode 100644
index 0000000..71f6adc
--- /dev/null
+++ b/addons/godot_ai/handlers/particle_values.gd.uid
@@ -0,0 +1 @@
+uid://bnnnjq06dmclc
diff --git a/addons/godot_ai/handlers/physics_shape_handler.gd b/addons/godot_ai/handlers/physics_shape_handler.gd
new file mode 100644
index 0000000..f7f7785
--- /dev/null
+++ b/addons/godot_ai/handlers/physics_shape_handler.gd
@@ -0,0 +1,337 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Sizes a CollisionShape2D/CollisionShape3D to match a visual sibling's
+## bounds. Auto-creates the concrete Shape subclass when the slot is empty
+## or the requested type differs — bundling creation and sizing in a single
+## undo action.
+##
+## Shape type defaults: Box for 3D, Rectangle for 2D.
+
+var _undo_redo: EditorUndoRedoManager
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+const _SHAPE_3D_CLASSES := {
+ "box": "BoxShape3D",
+ "sphere": "SphereShape3D",
+ "capsule": "CapsuleShape3D",
+ "cylinder": "CylinderShape3D",
+}
+
+const _SHAPE_2D_CLASSES := {
+ "rectangle": "RectangleShape2D",
+ "circle": "CircleShape2D",
+ "capsule": "CapsuleShape2D",
+}
+
+
+func autofit(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("path", "")
+ if node_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var scene_root: Node = _resolved.scene_root
+
+ var is_3d := node is CollisionShape3D
+ var is_2d := node is CollisionShape2D
+ if not (is_3d or is_2d):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Node at %s is %s — must be CollisionShape3D or CollisionShape2D" % [node_path, node.get_class()]
+ )
+
+ var source_path: String = params.get("source_path", "")
+ var source: Node = null
+ if source_path.is_empty():
+ var search := _find_bounds_visual(node, is_3d, scene_root)
+ if search.has("error"):
+ return search.error
+ source = search.source
+ else:
+ source = McpScenePath.resolve(source_path, scene_root)
+ if source == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, "Source node not found: %s" % source_path)
+
+ var shape_type: String = params.get("shape_type", "box" if is_3d else "rectangle")
+ var type_map := _SHAPE_3D_CLASSES if is_3d else _SHAPE_2D_CLASSES
+ # Accept either the short form ("box") or the matching Godot class name
+ # ("BoxShape3D") — every other tool in the server takes class names, and
+ # resource_get_info(type="Shape3D") surfaces concrete_subclasses by class.
+ if not type_map.has(shape_type):
+ for short_form in type_map:
+ if type_map[short_form] == shape_type:
+ shape_type = short_form
+ break
+ if not type_map.has(shape_type):
+ var valid_pairs: Array[String] = []
+ for short_form in type_map:
+ valid_pairs.append("%s (%s)" % [short_form, type_map[short_form]])
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid shape_type '%s' for %s. Valid: %s" % [shape_type, node.get_class(), ", ".join(valid_pairs)]
+ )
+ var shape_class: String = type_map[shape_type]
+
+ # Measure the visual.
+ var bounds := _measure_bounds(source, is_3d)
+ if bounds.has("error"):
+ return bounds.error
+
+ # Reuse the existing shape if it already matches the requested class;
+ # otherwise create a fresh one of the right type in the same undo action.
+ var existing_shape: Shape3D = null
+ var existing_shape_2d: Shape2D = null
+ if is_3d:
+ existing_shape = node.shape
+ else:
+ existing_shape_2d = node.shape
+
+ var needs_new_shape := false
+ if is_3d:
+ needs_new_shape = existing_shape == null or existing_shape.get_class() != shape_class
+ else:
+ needs_new_shape = existing_shape_2d == null or existing_shape_2d.get_class() != shape_class
+
+ var target_shape: Resource
+ if needs_new_shape:
+ var instance := ClassDB.instantiate(shape_class)
+ if instance == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % shape_class)
+ target_shape = instance
+ else:
+ target_shape = existing_shape if is_3d else existing_shape_2d
+
+ # Compute and apply size.
+ var size_info := _apply_shape_size(target_shape, shape_type, bounds, is_3d)
+ var old_shape = existing_shape if is_3d else existing_shape_2d
+
+ _undo_redo.create_action("MCP: Autofit %s on %s" % [shape_class, node.name])
+ if needs_new_shape:
+ _undo_redo.add_do_property(node, "shape", target_shape)
+ _undo_redo.add_undo_property(node, "shape", old_shape)
+ _undo_redo.add_do_reference(target_shape)
+ else:
+ # Existing shape stays, but its size changes — snapshot size for undo.
+ for key in size_info.applied:
+ var new_val = target_shape.get(key)
+ var old_val = size_info.previous.get(key)
+ _undo_redo.add_do_property(target_shape, key, new_val)
+ _undo_redo.add_undo_property(target_shape, key, old_val)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "source_path": McpScenePath.from_node(source, scene_root) if source_path.is_empty() else source_path,
+ "shape_type": shape_type,
+ "shape_class": shape_class,
+ "shape_created": needs_new_shape,
+ "size": size_info.size_response,
+ "undoable": true,
+ }
+ }
+
+
+## Returns `{source: Node}` on success, `{error: }` on failure.
+## Ambiguous tier-2 matches put candidate scene paths in
+## `error.data.candidates` so callers can pick one explicitly.
+static func _find_bounds_visual(collision_node: Node, is_3d: bool, scene_root: Node) -> Dictionary:
+ var parent := collision_node.get_parent()
+ if parent == null:
+ return {"error": _no_visual_error(is_3d)}
+
+ # Tier 1: direct siblings of the collision shape. Uses the broad
+ # VisualInstance3D filter for backwards compatibility — callers who put
+ # the visual directly next to the collision picked it on purpose.
+ var siblings := _measurable_visuals(parent.get_children(), collision_node, is_3d, false)
+ if not siblings.is_empty():
+ return {"source": siblings[0]}
+
+ # Tier 2: parent siblings (uncles). Tighten the filter to
+ # GeometryInstance3D so we don't auto-pick a Light3D / DirectionalLight3D
+ # as a collision source. Auto-pick only when unambiguous; surface
+ # multiple candidates so the agent chooses.
+ var grandparent := parent.get_parent()
+ if grandparent == null:
+ return {"error": _no_visual_error(is_3d)}
+ var uncles := _measurable_visuals(grandparent.get_children(), parent, is_3d, true)
+ if uncles.size() == 1:
+ return {"source": uncles[0]}
+ if uncles.size() > 1:
+ var paths: Array[String] = []
+ for n in uncles:
+ paths.append(McpScenePath.from_node(n, scene_root))
+ var msg := "Multiple visual candidates near %s — pass source_path explicitly. Candidates: %s" % [
+ McpScenePath.from_node(collision_node, scene_root),
+ ", ".join(paths),
+ ]
+ var err := ErrorCodes.make(ErrorCodes.INVALID_PARAMS, msg)
+ err["error"]["data"] = {"candidates": paths}
+ return {"error": err}
+ return {"error": _no_visual_error(is_3d)}
+
+
+## Filter `nodes` for ones we can measure as a collision source. When
+## `strict` is true (tier 2 / uncles) only GeometryInstance3D counts in 3D —
+## avoids picking up lights as accidental sources. 2D filter is already
+## narrow enough that strictness doesn't change behavior.
+static func _measurable_visuals(nodes: Array, exclude: Node, is_3d: bool, strict: bool) -> Array[Node]:
+ var out: Array[Node] = []
+ for n in nodes:
+ if n == exclude:
+ continue
+ if is_3d:
+ if strict:
+ if n is GeometryInstance3D:
+ out.append(n)
+ elif n is VisualInstance3D:
+ out.append(n)
+ elif n is Sprite2D or n is TextureRect:
+ out.append(n)
+ return out
+
+
+static func _no_visual_error(is_3d: bool) -> Dictionary:
+ var hint := "MeshInstance3D" if is_3d else "Sprite2D"
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "No visual found near collision shape — searched siblings and parent-siblings. Pass source_path explicitly (e.g. a %s)" % hint,
+ )
+
+
+## Measure the visual bounds of `source`. Returns {aabb: AABB} for 3D or
+## {rect: Rect2} for 2D on success, or {error: ...} on failure.
+## Bounds are returned in world-ish size (local extents scaled by the source
+## node's own transform scale) so a MeshInstance3D at scale=(2,2,2) gives an
+## 8× volume collider, not a unit collider.
+static func _measure_bounds(source: Node, is_3d: bool) -> Dictionary:
+ if is_3d:
+ if source is VisualInstance3D:
+ var aabb: AABB = (source as VisualInstance3D).get_aabb()
+ # get_aabb() is local-space; pre-multiply by the source's scale
+ # so the collider tracks what you actually see in the viewport.
+ var scale_3d: Vector3 = (source as Node3D).transform.basis.get_scale()
+ aabb.position = aabb.position * scale_3d
+ aabb.size = aabb.size * scale_3d
+ return {"aabb": aabb}
+ return {"error": ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Source %s has no measurable 3D bounds (must be VisualInstance3D subclass)" % source.get_class()
+ )}
+ # 2D
+ if source is Sprite2D:
+ var s: Sprite2D = source
+ var srect: Rect2 = s.get_rect()
+ # get_rect() reports the local texture rect and ignores scale.
+ srect.position = srect.position * s.scale
+ srect.size = srect.size * s.scale
+ return {"rect": srect}
+ if source is TextureRect:
+ var tr: TextureRect = source
+ # tr.size is the Control's laid-out size, which is Vector2.ZERO
+ # before the first layout pass (e.g. just after the node was created
+ # via MCP). Fall back to the texture's own size when that happens,
+ # so autofit doesn't silently produce a zero-sized shape.
+ var tr_size: Vector2 = tr.size
+ if tr_size.is_zero_approx():
+ if tr.texture != null:
+ tr_size = tr.texture.get_size() * tr.scale
+ else:
+ return {"error": ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "TextureRect at %s has zero layout size and no texture to fall back to — autofit would produce a zero-sized shape" % source.name
+ )}
+ return {"rect": Rect2(Vector2.ZERO, tr_size)}
+ return {"error": ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Source %s has no measurable 2D bounds (must be Sprite2D or TextureRect)" % source.get_class()
+ )}
+
+
+## Apply size to `shape` based on `bounds` and the requested shape_type.
+## Returns {applied: [property_names], previous: {name: old_value}, size_response: dict}.
+static func _apply_shape_size(shape: Resource, shape_type: String, bounds: Dictionary, is_3d: bool) -> Dictionary:
+ var applied: Array[String] = []
+ var previous := {}
+ var size_response := {}
+
+ if is_3d:
+ var aabb: AABB = bounds.aabb
+ var size_v: Vector3 = aabb.size
+ match shape_type:
+ "box":
+ previous["size"] = shape.get("size")
+ (shape as BoxShape3D).size = size_v
+ applied.append("size")
+ size_response = {"x": size_v.x, "y": size_v.y, "z": size_v.z}
+ "sphere":
+ var r := maxf(maxf(size_v.x, size_v.y), size_v.z) * 0.5
+ previous["radius"] = shape.get("radius")
+ (shape as SphereShape3D).radius = r
+ applied.append("radius")
+ size_response = {"radius": r}
+ "capsule":
+ var cap := shape as CapsuleShape3D
+ var r2 := maxf(size_v.x, size_v.z) * 0.5
+ var h := size_v.y
+ previous["radius"] = cap.radius
+ previous["height"] = cap.height
+ # CapsuleShape3D enforces height >= 2*radius and silently
+ # clamps setters that would violate it. Read back the
+ # stored values so the response reflects reality.
+ cap.radius = r2
+ cap.height = h
+ applied.append("radius")
+ applied.append("height")
+ size_response = {"radius": cap.radius, "height": cap.height}
+ "cylinder":
+ var cyl := shape as CylinderShape3D
+ var r3 := maxf(size_v.x, size_v.z) * 0.5
+ var ch := size_v.y
+ previous["radius"] = cyl.radius
+ previous["height"] = cyl.height
+ cyl.radius = r3
+ cyl.height = ch
+ applied.append("radius")
+ applied.append("height")
+ size_response = {"radius": cyl.radius, "height": cyl.height}
+ else:
+ var rect: Rect2 = bounds.rect
+ var sz: Vector2 = rect.size
+ match shape_type:
+ "rectangle":
+ previous["size"] = shape.get("size")
+ (shape as RectangleShape2D).size = sz
+ applied.append("size")
+ size_response = {"x": sz.x, "y": sz.y}
+ "circle":
+ var cr := maxf(sz.x, sz.y) * 0.5
+ previous["radius"] = shape.get("radius")
+ (shape as CircleShape2D).radius = cr
+ applied.append("radius")
+ size_response = {"radius": cr}
+ "capsule":
+ var cap2 := shape as CapsuleShape2D
+ var cr2 := sz.x * 0.5
+ var ch2 := sz.y
+ previous["radius"] = cap2.radius
+ previous["height"] = cap2.height
+ # CapsuleShape2D has the same height >= 2*radius invariant
+ # as its 3D counterpart; read back what Godot actually kept.
+ cap2.radius = cr2
+ cap2.height = ch2
+ applied.append("radius")
+ applied.append("height")
+ size_response = {"radius": cap2.radius, "height": cap2.height}
+
+ return {"applied": applied, "previous": previous, "size_response": size_response}
diff --git a/addons/godot_ai/handlers/physics_shape_handler.gd.uid b/addons/godot_ai/handlers/physics_shape_handler.gd.uid
new file mode 100644
index 0000000..09acb4a
--- /dev/null
+++ b/addons/godot_ai/handlers/physics_shape_handler.gd.uid
@@ -0,0 +1 @@
+uid://cdg8kthqla1cj
diff --git a/addons/godot_ai/handlers/project_handler.gd b/addons/godot_ai/handlers/project_handler.gd
new file mode 100644
index 0000000..9511bac
--- /dev/null
+++ b/addons/godot_ai/handlers/project_handler.gd
@@ -0,0 +1,262 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles project settings and filesystem search commands.
+
+const NodeHandler := preload("res://addons/godot_ai/handlers/node_handler.gd")
+
+var _connection: McpConnection
+var _debugger_plugin
+
+
+func _init(connection: McpConnection = null, debugger_plugin = null) -> void:
+ _connection = connection
+ _debugger_plugin = debugger_plugin
+
+
+func get_project_setting(params: Dictionary) -> Dictionary:
+ var key: String = params.get("key", "")
+ if key.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: key")
+
+ if not ProjectSettings.has_setting(key):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Setting not found: %s" % key)
+
+ var value = ProjectSettings.get_setting(key)
+ return {
+ "data": {
+ "key": key,
+ "value": NodeHandler._serialize_value(value),
+ "type": type_string(typeof(value)),
+ }
+ }
+
+
+func set_project_setting(params: Dictionary) -> Dictionary:
+ var key: String = params.get("key", "")
+ if key.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: key")
+
+ if not params.has("value"):
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: value")
+
+ var value = params.get("value")
+ var had_setting := ProjectSettings.has_setting(key)
+ var old_value = ProjectSettings.get_setting(key) if had_setting else null
+ # JSON has no distinct int type: Godot parses `1920` as float. If the
+ # existing setting is TYPE_INT, coerce whole-number floats back to int so
+ # we don't silently flip typed-int settings (viewport_width, etc.) to
+ # floats on disk. See issue #31.
+ if had_setting and typeof(old_value) == TYPE_INT and typeof(value) == TYPE_FLOAT and float(int(value)) == value:
+ value = int(value)
+ ProjectSettings.set_setting(key, value)
+ var err := ProjectSettings.save()
+ if err != OK:
+ if had_setting:
+ ProjectSettings.set_setting(key, old_value)
+ else:
+ ProjectSettings.clear(key)
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to save project settings (error %d)" % err)
+
+ return {
+ "data": {
+ "key": key,
+ "value": NodeHandler._serialize_value(value),
+ "old_value": NodeHandler._serialize_value(old_value),
+ "type": type_string(typeof(value)),
+ "undoable": false,
+ "reason": "ProjectSettings changes are saved to disk",
+ }
+ }
+
+
+func run_project(params: Dictionary) -> Dictionary:
+ var mode: String = params.get("mode", "main")
+ var autosave: bool = params.get("autosave", true)
+ # Idempotent: a project that's already running satisfies the caller's intent.
+ # Returning INVALID_PARAMS here punished agents that legitimately called run
+ # to ensure the project is playing (87+ installs/day hit the matching
+ # stop-not-running case in telemetry). Surface state via was_already_running
+ # so a caller wanting a *different* scene can detect and stop+restart.
+ if EditorInterface.is_playing_scene():
+ return {
+ "data": {
+ "mode": mode,
+ "scene": params.get("scene", ""),
+ "autosave": autosave,
+ "was_already_running": true,
+ "undoable": false,
+ "reason": "Project was already running; no action taken",
+ }
+ }
+
+ var validation_error: Variant = null
+ if mode == "custom":
+ var custom_scene: String = params.get("scene", "")
+ if custom_scene.is_empty():
+ validation_error = ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: scene (required when mode='custom')")
+ elif mode != "main" and mode != "current":
+ validation_error = ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid mode '%s' — use 'main', 'current', or 'custom'" % mode)
+ if validation_error != null:
+ return validation_error
+
+ # play_*_scene internally triggers try_autosave() → _save_scene_with_preview()
+ # which renders a preview thumbnail and calls frame processing. If our
+ # WebSocket connection's _process() re-enters during that render, the
+ # engine crashes (SIGABRT in _save_scene_with_preview). Pause processing
+ # around the play call — same pattern as SceneHandler.save_scene.
+ if _connection:
+ _connection.pause_processing = true
+
+ # try_autosave() reads run/auto_save/save_before_running every call, so
+ # toggling it off around the play call suppresses the save without
+ # touching the user's persisted preference. Issue #81.
+ var autosave_key := "run/auto_save/save_before_running"
+ var editor_settings: EditorSettings = null
+ if not autosave:
+ editor_settings = EditorInterface.get_editor_settings()
+ var prior_autosave: bool = true
+ var restore_setting := false
+ if editor_settings != null and editor_settings.has_setting(autosave_key):
+ prior_autosave = bool(editor_settings.get_setting(autosave_key))
+ editor_settings.set_setting(autosave_key, false)
+ restore_setting = true
+
+ if _debugger_plugin != null:
+ _debugger_plugin.begin_game_run()
+
+ match mode:
+ "main":
+ EditorInterface.play_main_scene()
+ "current":
+ EditorInterface.play_current_scene()
+ "custom":
+ var scene_path: String = params.get("scene", "")
+ EditorInterface.play_custom_scene(scene_path)
+
+ if restore_setting:
+ editor_settings.set_setting(autosave_key, prior_autosave)
+
+ if _connection:
+ _connection.pause_processing = false
+
+ return {
+ "data": {
+ "mode": mode,
+ "scene": params.get("scene", ""),
+ "autosave": autosave,
+ "was_already_running": false,
+ "undoable": false,
+ "reason": "Play/stop is a runtime action",
+ }
+ }
+
+
+func stop_project(params: Dictionary) -> Dictionary:
+ # Idempotent: a project that's already stopped satisfies the caller's intent.
+ # Returning INVALID_PARAMS here was the largest single source of fleet-wide
+ # project_manage failures (87 installs/24h). was_running=false lets callers
+ # distinguish a no-op stop from one that actually halted a running session.
+ if not EditorInterface.is_playing_scene():
+ return {
+ "data": {
+ "stopped": true,
+ "was_running": false,
+ "undoable": false,
+ "reason": "Project was not running; no action taken",
+ }
+ }
+
+ if _debugger_plugin != null:
+ _debugger_plugin.end_game_run()
+ EditorInterface.stop_playing_scene()
+
+ # stop_playing_scene() is async — is_playing_scene() only flips to false on
+ # the next frame, and readiness_changed follows in _process. Defer the
+ # response so we can reply with authoritative readiness instead of letting
+ # the server poll for the event. Issue #29.
+ var request_id: String = params.get("_request_id", "")
+ if _connection != null and not request_id.is_empty():
+ _finish_stop_project_deferred(request_id)
+ return McpDispatcher.DEFERRED_RESPONSE
+
+ # Fallback for contexts without a connection (e.g. batch_execute via
+ # dispatch_direct, or unit tests that instantiate the handler with null).
+ return {
+ "data": {
+ "stopped": true,
+ "was_running": true,
+ "undoable": false,
+ "reason": "Play/stop is a runtime action",
+ }
+ }
+
+
+func _finish_stop_project_deferred(request_id: String) -> void:
+ # Wait two frames so Godot can tick the stop-play state change. After this
+ # is_playing_scene() reflects truth and get_readiness() is authoritative.
+ # If the plugin tears down (_exit_tree frees _connection) during the await,
+ # is_instance_valid() goes false and we drop the response silently — the
+ # server's 5s request timeout will surface the failure to the caller.
+ var tree := _connection.get_tree()
+ await tree.process_frame
+ await tree.process_frame
+ if not is_instance_valid(_connection):
+ return
+ _connection.send_deferred_response(request_id, {
+ "data": {
+ "stopped": true,
+ "was_running": true,
+ "undoable": false,
+ "reason": "Play/stop is a runtime action",
+ "readiness_after": McpConnection.get_readiness(),
+ }
+ })
+
+
+func search_filesystem(params: Dictionary) -> Dictionary:
+ var name_filter: String = params.get("name", "")
+ var type_filter: String = params.get("type", "")
+ var path_filter: String = params.get("path", "")
+
+ if name_filter.is_empty() and type_filter.is_empty() and path_filter.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "At least one filter (name, type, path) is required")
+
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "EditorFileSystem not available")
+
+ var results: Array[Dictionary] = []
+ _scan_directory(efs.get_filesystem(), name_filter, type_filter, path_filter, results)
+ return {"data": {"files": results, "count": results.size()}}
+
+
+func _scan_directory(dir: EditorFileSystemDirectory, name_filter: String, type_filter: String, path_filter: String, out: Array[Dictionary]) -> void:
+ for i in dir.get_file_count():
+ var file_path := dir.get_file_path(i)
+ var file_type := dir.get_file_type(i)
+
+ var matches := true
+
+ if not name_filter.is_empty():
+ if file_path.get_file().to_lower().find(name_filter.to_lower()) == -1:
+ matches = false
+
+ if matches and not type_filter.is_empty():
+ if file_type != type_filter:
+ matches = false
+
+ if matches and not path_filter.is_empty():
+ if file_path.to_lower().find(path_filter.to_lower()) == -1:
+ matches = false
+
+ if matches:
+ out.append({
+ "path": file_path,
+ "type": file_type,
+ })
+
+ for i in dir.get_subdir_count():
+ _scan_directory(dir.get_subdir(i), name_filter, type_filter, path_filter, out)
diff --git a/addons/godot_ai/handlers/project_handler.gd.uid b/addons/godot_ai/handlers/project_handler.gd.uid
new file mode 100644
index 0000000..ec2b5d7
--- /dev/null
+++ b/addons/godot_ai/handlers/project_handler.gd.uid
@@ -0,0 +1 @@
+uid://brf8u32hvha68
diff --git a/addons/godot_ai/handlers/resource_handler.gd b/addons/godot_ai/handlers/resource_handler.gd
new file mode 100644
index 0000000..4cb8253
--- /dev/null
+++ b/addons/godot_ai/handlers/resource_handler.gd
@@ -0,0 +1,398 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+const ClassIntrospection := preload("res://addons/godot_ai/utils/class_introspection.gd")
+
+## Handles resource search, inspection, and assignment to nodes.
+
+const NodeHandler := preload("res://addons/godot_ai/handlers/node_handler.gd")
+
+var _undo_redo: EditorUndoRedoManager
+var _connection: McpConnection
+
+
+func _init(undo_redo: EditorUndoRedoManager, connection: McpConnection = null) -> void:
+ _undo_redo = undo_redo
+ _connection = connection
+
+
+func search_resources(params: Dictionary) -> Dictionary:
+ var type_filter: String = params.get("type", "")
+ var path_filter: String = params.get("path", "")
+
+ if type_filter.is_empty() and path_filter.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "At least one filter (type, path) is required")
+
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs == null:
+ return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "EditorFileSystem not available")
+
+ var results: Array[Dictionary] = []
+ _scan_resources(efs.get_filesystem(), type_filter, path_filter, results)
+ return {"data": {"resources": results, "count": results.size()}}
+
+
+func _scan_resources(dir: EditorFileSystemDirectory, type_filter: String, path_filter: String, out: Array[Dictionary]) -> void:
+ for i in dir.get_file_count():
+ var file_path := dir.get_file_path(i)
+ var file_type := dir.get_file_type(i)
+
+ var matches := true
+
+ if not type_filter.is_empty():
+ # Check if the file type matches or is a subclass of the requested type
+ if file_type != type_filter and not ClassDB.is_parent_class(file_type, type_filter):
+ matches = false
+
+ if matches and not path_filter.is_empty():
+ if file_path.to_lower().find(path_filter.to_lower()) == -1:
+ matches = false
+
+ if matches:
+ out.append({
+ "path": file_path,
+ "type": file_type,
+ })
+
+ for i in dir.get_subdir_count():
+ _scan_resources(dir.get_subdir(i), type_filter, path_filter, out)
+
+
+func load_resource(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ var path_err = McpPathValidator.loadable_error(path, "path")
+ if path_err != null:
+ return path_err
+
+ if not ResourceLoader.exists(path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Resource not found: %s" % path)
+
+ var res: Resource = load(path)
+ if res == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to load resource: %s" % path)
+
+ var properties: Array[Dictionary] = []
+ for prop in res.get_property_list():
+ var usage: int = prop.get("usage", 0)
+ if not (usage & PROPERTY_USAGE_EDITOR):
+ continue
+ var value = res.get(prop.name)
+ if value == null and prop.type != TYPE_NIL:
+ continue
+ properties.append({
+ "name": prop.name,
+ "type": type_string(prop.type),
+ "value": NodeHandler._serialize_value(value),
+ })
+
+ return {
+ "data": {
+ "path": path,
+ "type": res.get_class(),
+ "properties": properties,
+ "property_count": properties.size(),
+ }
+ }
+
+
+func assign_resource(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("path", "")
+ var property: String = params.get("property", "")
+ var resource_path: String = params.get("resource_path", "")
+
+ if node_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ if property.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: property")
+
+ if resource_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: resource_path")
+
+ var rpath_err = McpPathValidator.loadable_error(resource_path, "resource_path")
+ if rpath_err != null:
+ return rpath_err
+
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+
+ # Verify property exists
+ var found := false
+ for prop in node.get_property_list():
+ if prop.name == property:
+ found = true
+ break
+ if not found:
+ return ErrorCodes.make(ErrorCodes.PROPERTY_NOT_ON_CLASS, McpPropertyErrors.build_message(node, property))
+
+ if not ResourceLoader.exists(resource_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Resource not found: %s" % resource_path)
+
+ var res: Resource = load(resource_path)
+ if res == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to load resource: %s" % resource_path)
+
+ var old_value = node.get(property)
+
+ _undo_redo.create_action("MCP: Assign %s to %s.%s" % [resource_path.get_file(), node.name, property])
+ _undo_redo.add_do_property(node, property, res)
+ _undo_redo.add_undo_property(node, property, old_value)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "property": property,
+ "resource_path": resource_path,
+ "resource_type": res.get_class(),
+ "undoable": true,
+ }
+ }
+
+
+## Instantiate a built-in Resource subclass, optionally apply `properties`,
+## and either assign it to a node slot (undoable) or save it to a .tres file
+## (not undoable — mirrors material_create). Exactly one home is required;
+## a resource with no home would be GC'd after the handler returns.
+func create_resource(params: Dictionary) -> Dictionary:
+ var type_str: String = params.get("type", "")
+ if type_str.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: type")
+
+ var properties: Dictionary = params.get("properties", {})
+ var node_path: String = params.get("path", "")
+ var property: String = params.get("property", "")
+ var resource_path: String = params.get("resource_path", "")
+ var overwrite: bool = params.get("overwrite", false)
+
+ var home_err := McpResourceIO.validate_home(params)
+ if home_err != null:
+ return home_err
+ var has_file_target := not resource_path.is_empty()
+
+ var class_err := _validate_resource_class(type_str)
+ if class_err != null:
+ return class_err
+
+ var instance := ClassDB.instantiate(type_str)
+ if instance == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % type_str)
+ if not (instance is Resource):
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Instantiated %s but result is not a Resource (got %s)" % [type_str, instance.get_class()]
+ )
+ var res: Resource = instance
+
+ if not properties.is_empty():
+ var apply_err := _apply_resource_properties(res, properties)
+ if apply_err != null:
+ return apply_err
+
+ if has_file_target:
+ return _save_created_resource(res, type_str, resource_path, overwrite, properties.size())
+ return _assign_created_resource(res, type_str, node_path, property, properties.size())
+
+
+## Validate that `type_str` names a concrete Resource subclass that we can
+## instantiate. Returns an error dict on failure, or null on success.
+static func _validate_resource_class(type_str: String) -> Variant:
+ if not ClassDB.class_exists(type_str):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown resource type: %s" % type_str)
+ if ClassDB.is_parent_class(type_str, "Node"):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "%s is a Node type, not a Resource — use node_create instead" % type_str
+ )
+ if not ClassDB.is_parent_class(type_str, "Resource"):
+ var parent := ClassDB.get_parent_class(type_str)
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "%s is not a Resource type (extends %s)" % [type_str, parent]
+ )
+ if not ClassDB.can_instantiate(type_str):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "%s is abstract and cannot be instantiated — use a concrete subclass (e.g. BoxMesh, BoxShape3D, StyleBoxFlat)" % type_str
+ )
+ return null
+
+
+## Apply a dict of property values to a freshly-instantiated Resource,
+## reusing NodeHandler's coercion so Vector3/Color/etc. dicts land typed.
+## Returns null on success or an error dict on failure.
+static func _apply_resource_properties(res: Resource, properties: Dictionary) -> Variant:
+ var prop_types := {}
+ for prop in res.get_property_list():
+ prop_types[prop.name] = prop.get("type", TYPE_NIL)
+ for key in properties.keys():
+ if not prop_types.has(key):
+ var valid: Array[String] = []
+ for prop in res.get_property_list():
+ if prop.get("usage", 0) & PROPERTY_USAGE_EDITOR:
+ valid.append(prop.name)
+ valid.sort()
+ var err := ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' not found on %s. Call resource_get_info('%s') to list available properties." % [key, res.get_class(), res.get_class()]
+ )
+ err["error"]["data"] = {"valid_properties": valid}
+ return err
+ var target_type: int = prop_types[key]
+ if target_type == TYPE_NIL:
+ target_type = typeof(res.get(key))
+ var v = properties[key]
+ if target_type == TYPE_OBJECT and v is String:
+ if v == "":
+ v = null
+ else:
+ var vpath_err = McpPathValidator.loadable_error(v, "property '%s'" % key)
+ if vpath_err != null:
+ return vpath_err
+ var loaded := ResourceLoader.load(v)
+ if loaded == null:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Resource not found at path '%s' for property '%s'" % [v, key]
+ )
+ v = loaded
+ elif target_type == TYPE_OBJECT and v is Dictionary and v.has("__class__"):
+ # Nested shortcut: the same {"__class__": "X", ...} form that
+ # node_handler.set_property accepts, now also supported here so
+ # resource_create/environment_create callers can populate
+ # sub-resource slots (ShaderMaterial.shader, etc.) in one shot.
+ var sub_type: String = v.get("__class__", "")
+ var class_err := _validate_resource_class(sub_type)
+ if class_err != null:
+ return class_err
+ var sub_instance := ClassDB.instantiate(sub_type)
+ if sub_instance == null or not (sub_instance is Resource):
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Failed to instantiate %s as a Resource for property '%s'" % [sub_type, key]
+ )
+ var sub_res: Resource = sub_instance
+ var remaining: Dictionary = (v as Dictionary).duplicate()
+ remaining.erase("__class__")
+ if not remaining.is_empty():
+ var nested_err := _apply_resource_properties(sub_res, remaining)
+ if nested_err != null:
+ return nested_err
+ v = sub_res
+ else:
+ v = NodeHandler._coerce_value(v, target_type)
+ ## Mirror set_property's coerce check: wrong-shape dicts (#123) and
+ ## non-dict inputs that don't land as the target compound Variant
+ ## (#191) both error here instead of writing zero-filled Variants.
+ var coerce_err := NodeHandler._check_coerced(v, target_type, "Property '%s'" % key)
+ if coerce_err != null:
+ return coerce_err
+ res.set(key, v)
+ return null
+
+
+func _assign_created_resource(res: Resource, type_str: String, node_path: String, property: String, applied_count: int) -> Dictionary:
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+
+ var found := false
+ var prop_type: int = TYPE_NIL
+ for prop in node.get_property_list():
+ if prop.name == property:
+ found = true
+ prop_type = prop.get("type", TYPE_NIL)
+ break
+ if not found:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' not found on %s" % [property, node.get_class()]
+ )
+ if prop_type != TYPE_NIL and prop_type != TYPE_OBJECT:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' on %s is not an Object slot (type %s)" % [property, node.get_class(), type_string(prop_type)]
+ )
+
+ var old_value = node.get(property)
+
+ _undo_redo.create_action("MCP: Create %s for %s.%s" % [type_str, node.name, property])
+ _undo_redo.add_do_property(node, property, res)
+ _undo_redo.add_undo_property(node, property, old_value)
+ _undo_redo.add_do_reference(res)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "property": property,
+ "type": type_str,
+ "resource_class": res.get_class(),
+ "properties_applied": applied_count,
+ "undoable": true,
+ }
+ }
+
+
+func _save_created_resource(res: Resource, type_str: String, resource_path: String, overwrite: bool, applied_count: int) -> Dictionary:
+ return McpResourceIO.save_to_disk(res, resource_path, overwrite, "Resource", {
+ "type": type_str,
+ "resource_class": res.get_class(),
+ "properties_applied": applied_count,
+ }, _connection)
+
+
+## Introspect a Resource class — return its editor-visible properties, parent,
+## whether it's abstract, and (for abstract bases) the list of concrete
+## subclasses that resource_create can instantiate. Read-only.
+func get_resource_info(params: Dictionary) -> Dictionary:
+ var type_str: String = params.get("type", "")
+ if type_str.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: type")
+
+ if not ClassDB.class_exists(type_str):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown resource type: %s" % type_str)
+ if ClassDB.is_parent_class(type_str, "Node"):
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "%s is a Node type, not a Resource — use node_* tools for node introspection" % type_str
+ )
+ if not ClassDB.is_parent_class(type_str, "Resource") and type_str != "Resource":
+ var parent := ClassDB.get_parent_class(type_str)
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "%s is not a Resource type (extends %s)" % [type_str, parent]
+ )
+
+ var can_instantiate: bool = ClassDB.can_instantiate(type_str)
+ var class_info := ClassIntrospection.build(type_str, {
+ "sections": ["properties"],
+ "include_inherited": true,
+ "include_inheritors": not can_instantiate,
+ "limit": 0,
+ })
+ var data: Dictionary = {
+ "type": type_str,
+ "parent_class": class_info.parent_class,
+ "can_instantiate": can_instantiate,
+ "is_abstract": not can_instantiate,
+ "properties": class_info.properties,
+ "property_count": class_info.property_count,
+ }
+
+ # For abstract bases (Shape3D, Material, Texture, StyleBox, ...) surface
+ # the concrete Resource subclasses an agent could try next.
+ if not can_instantiate:
+ data["concrete_subclasses"] = class_info.concrete_inheritors
+
+ return {"data": data}
diff --git a/addons/godot_ai/handlers/resource_handler.gd.uid b/addons/godot_ai/handlers/resource_handler.gd.uid
new file mode 100644
index 0000000..d79d3cf
--- /dev/null
+++ b/addons/godot_ai/handlers/resource_handler.gd.uid
@@ -0,0 +1 @@
+uid://dwwd0n3c56ir
diff --git a/addons/godot_ai/handlers/scene_handler.gd b/addons/godot_ai/handlers/scene_handler.gd
new file mode 100644
index 0000000..f2514bc
--- /dev/null
+++ b/addons/godot_ai/handlers/scene_handler.gd
@@ -0,0 +1,267 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles scene tree reading and node search.
+
+var _connection: McpConnection
+var _save_scene_callable: Callable = Callable()
+var _save_scene_as_callable: Callable = Callable()
+
+
+func _init(connection: McpConnection = null) -> void:
+ _connection = connection
+
+
+func get_scene_tree(params: Dictionary) -> Dictionary:
+ var max_depth: int = params.get("depth", 10)
+ var scene_root := EditorInterface.get_edited_scene_root()
+ if scene_root == null:
+ return {"data": {"nodes": [], "message": "No scene open"}}
+
+ var nodes: Array[Dictionary] = []
+ _walk_tree(scene_root, nodes, 0, max_depth, scene_root)
+ return {"data": {"nodes": nodes, "total_count": nodes.size()}}
+
+
+func get_open_scenes(_params: Dictionary) -> Dictionary:
+ var scene_paths := EditorInterface.get_open_scenes()
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var current := scene_root.scene_file_path if scene_root else ""
+ return {
+ "data": {
+ "scenes": scene_paths,
+ "current_scene": current,
+ "count": scene_paths.size(),
+ }
+ }
+
+
+func find_nodes(params: Dictionary) -> Dictionary:
+ var name_filter: String = params.get("name", "")
+ var type_filter: String = params.get("type", "")
+ var group_filter: String = params.get("group", "")
+
+ if name_filter.is_empty() and type_filter.is_empty() and group_filter.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "At least one filter (name, type, group) is required")
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var results: Array[Dictionary] = []
+ _find_recursive(scene_root, scene_root, name_filter, type_filter, group_filter, results)
+ return {"data": {"nodes": results, "count": results.size()}}
+
+
+func _find_recursive(node: Node, scene_root: Node, name_filter: String, type_filter: String, group_filter: String, out: Array[Dictionary]) -> void:
+ var matches := true
+
+ if not name_filter.is_empty():
+ if node.name.to_lower().find(name_filter.to_lower()) == -1:
+ matches = false
+
+ if matches and not type_filter.is_empty():
+ if node.get_class() != type_filter:
+ matches = false
+
+ if matches and not group_filter.is_empty():
+ if not node.is_in_group(group_filter):
+ matches = false
+
+ if matches:
+ out.append({
+ "name": node.name,
+ "type": node.get_class(),
+ "path": McpScenePath.from_node(node, scene_root),
+ })
+
+ for child in node.get_children():
+ _find_recursive(child, scene_root, name_filter, type_filter, group_filter, out)
+
+
+## Create a new scene with the given root node type, save to disk, and open it.
+func create_scene(params: Dictionary) -> Dictionary:
+ var root_type: String = params.get("root_type", "Node3D")
+ var path: String = params.get("path", "")
+
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ var path_err = McpPathValidator.path_error(path, "path", true)
+ if path_err != null:
+ return path_err
+
+ if not path.ends_with(".tscn") and not path.ends_with(".scn"):
+ path += ".tscn"
+
+ if not ClassDB.class_exists(root_type):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown node type: %s" % root_type)
+ if not ClassDB.is_parent_class(root_type, "Node"):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s is not a Node type" % root_type)
+
+ # Ensure parent directory exists
+ var dir_path := path.get_base_dir()
+ if not DirAccess.dir_exists_absolute(dir_path):
+ var err := DirAccess.make_dir_recursive_absolute(dir_path)
+ if err != OK:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path)
+
+ var root: Node = ClassDB.instantiate(root_type)
+ if root == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % root_type)
+
+ var root_name: String = params.get("root_name", "")
+ if root_name.is_empty():
+ root_name = path.get_file().get_basename()
+ root.name = root_name
+
+ var packed := PackedScene.new()
+ packed.pack(root)
+ root.free()
+
+ if _connection:
+ _connection.pause_processing = true
+ var err := ResourceSaver.save(packed, path)
+ EditorInterface.open_scene_from_path(path)
+ if _connection:
+ _connection.pause_processing = false
+
+ if err != OK:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to save scene: %s" % error_string(err))
+
+ return {
+ "data": {
+ "path": path,
+ "root_type": root_type,
+ "root_name": root_name,
+ "undoable": false,
+ "reason": "Scene creation involves file system operations",
+ }
+ }
+
+
+## Open an existing scene by file path.
+func open_scene(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ var path_err = McpPathValidator.loadable_error(path, "path")
+ if path_err != null:
+ return path_err
+
+ if not ResourceLoader.exists(path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Scene not found: %s" % path)
+
+ EditorInterface.open_scene_from_path(path)
+
+ return {
+ "data": {
+ "path": path,
+ "undoable": false,
+ "reason": "Scene navigation cannot be undone via editor undo",
+ }
+ }
+
+
+## Save the currently edited scene.
+## Pauses WebSocket processing during save to prevent re-entrant _process()
+## calls during EditorNode::_save_scene_with_preview's thumbnail render.
+func save_scene(_params: Dictionary) -> Dictionary:
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var path := scene_root.scene_file_path
+ if path.is_empty():
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Current scene has never been saved; call scene_manage(op='save_as') with a res://... path ending in .tscn or .scn."
+ )
+
+ if _connection:
+ _connection.pause_processing = true
+ var err := _save_current_scene()
+ if _connection:
+ _connection.pause_processing = false
+
+ if err != OK:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to save scene: %s" % error_string(err))
+
+ return {
+ "data": {
+ "path": path,
+ "undoable": false,
+ "reason": "File save cannot be undone via editor undo",
+ }
+ }
+
+
+## Save the currently edited scene to a new file path.
+func save_scene_as(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ var path_err = McpPathValidator.path_error(path, "path", true)
+ if path_err != null:
+ return path_err
+
+ if not path.ends_with(".tscn") and not path.ends_with(".scn"):
+ path += ".tscn"
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ # Ensure parent directory exists
+ var dir_path := path.get_base_dir()
+ if not DirAccess.dir_exists_absolute(dir_path):
+ var err := DirAccess.make_dir_recursive_absolute(dir_path)
+ if err != OK:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path)
+
+ if _connection:
+ _connection.pause_processing = true
+ _save_current_scene_as(path)
+ if _connection:
+ _connection.pause_processing = false
+
+ return {
+ "data": {
+ "path": path,
+ "undoable": false,
+ "reason": "File save cannot be undone via editor undo",
+ }
+ }
+
+
+func _save_current_scene() -> int:
+ if _save_scene_callable.is_valid():
+ return int(_save_scene_callable.call())
+ return EditorInterface.save_scene()
+
+
+func _save_current_scene_as(path: String) -> void:
+ if _save_scene_as_callable.is_valid():
+ _save_scene_as_callable.call(path)
+ return
+ EditorInterface.save_scene_as(path)
+
+
+func _walk_tree(node: Node, out: Array[Dictionary], depth: int, max_depth: int, scene_root: Node) -> void:
+ if depth > max_depth:
+ return
+ out.append({
+ "name": node.name,
+ "type": node.get_class(),
+ "path": McpScenePath.from_node(node, scene_root),
+ "children_count": node.get_child_count(),
+ })
+ for child in node.get_children():
+ _walk_tree(child, out, depth + 1, max_depth, scene_root)
diff --git a/addons/godot_ai/handlers/scene_handler.gd.uid b/addons/godot_ai/handlers/scene_handler.gd.uid
new file mode 100644
index 0000000..af3711f
--- /dev/null
+++ b/addons/godot_ai/handlers/scene_handler.gd.uid
@@ -0,0 +1 @@
+uid://7ms40gm6t2r4
diff --git a/addons/godot_ai/handlers/script_handler.gd b/addons/godot_ai/handlers/script_handler.gd
new file mode 100644
index 0000000..1a4aaec
--- /dev/null
+++ b/addons/godot_ai/handlers/script_handler.gd
@@ -0,0 +1,398 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles script creation, reading, attaching, detaching, and symbol inspection.
+
+var _undo_redo: EditorUndoRedoManager
+var _connection: McpConnection
+
+# Bounded settle window for `ResourceLoader.exists(path)` after `scan()` so
+# that an agent calling create_script -> attach_script back-to-back doesn't
+# race the editor's import pipeline (#261). Polled once per frame, with an
+# elapsed-time cap below the dispatcher's create_script deferred timeout. If
+# import is still not visible at the cap, we still return committed=true
+# instead of letting the already-written file surface as DEFERRED_TIMEOUT.
+const _IMPORT_SETTLE_MAX_FRAMES := 300
+const _IMPORT_SETTLE_MAX_MSEC := 3500
+
+
+func _init(undo_redo: EditorUndoRedoManager, connection: McpConnection = null) -> void:
+ _undo_redo = undo_redo
+ _connection = connection
+
+
+func create_script(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+ var content: String = params.get("content", "")
+
+ var path_err = McpPathValidator.path_error(path, "path", true)
+ if path_err != null:
+ return path_err
+
+ if not path.ends_with(".gd"):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Path must end with .gd")
+
+ # Ensure parent directory exists
+ var dir_path := path.get_base_dir()
+ if not DirAccess.dir_exists_absolute(dir_path):
+ var err := DirAccess.make_dir_recursive_absolute(dir_path)
+ if err != OK:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path)
+
+ var existed_before := FileAccess.file_exists(path)
+
+ var file := FileAccess.open(path, FileAccess.WRITE)
+ if file == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to open file for writing: %s" % path)
+
+ file.store_string(content)
+ file.close()
+
+ # Register just this file with the editor instead of a full recursive
+ # scan(). A scan() per write stacks `update_scripts_classes` /
+ # `update_script_paths_documentation` WorkerThreadPool tasks under concurrent
+ # script creation ("Task ... already exists" / "!tasks.has(p_task)"), which
+ # races the global-class registry and can SIGABRT in
+ # ScriptServer::remove_global_class_by_path (see dsarno/godot#6).
+ # update_file() is the single-file path the rest of the plugin already uses.
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs != null:
+ efs.update_file(path)
+
+ var data := {
+ "path": path,
+ "size": content.length(),
+ "committed": true,
+ "import_settled": existed_before,
+ "import_settle": "already_known" if existed_before else "not_waited",
+ "undoable": false,
+ "reason": "File system operations cannot be undone via editor undo",
+ }
+ # `.gd.uid` is the sidecar Godot generates on scan; list both so the caller
+ # can rm the full set in one go.
+ McpResourceIO.attach_cleanup_hint(data, existed_before, [path, path + ".uid"])
+
+ # scan() is async — ResourceLoader.exists(path) returns false until Godot's
+ # filesystem pipeline finishes. If we reply now, an immediate attach_script
+ # races and 404s (#261). Defer the response until the resource is visible
+ # (or a bounded timeout elapses). For freshly-created files we wait; on
+ # overwrite the resource was already known to ResourceLoader, so reply now.
+ var request_id: String = params.get("_request_id", "")
+ if not existed_before and _connection != null and not request_id.is_empty():
+ _finish_create_script_deferred(_connection, request_id, path, data)
+ return McpDispatcher.DEFERRED_RESPONSE
+
+ # Synchronous fallback: batch_execute (no request_id) and unit-test contexts
+ # (no connection) get the immediate reply that the previous behaviour gave.
+ return {"data": data}
+
+
+# `static` is load-bearing: the deferred completion captures no `self`, so the
+# coroutine survives even if the ScriptHandler RefCounted is freed mid-await.
+# Under concurrent script_create storms with editor_reload_plugin fired during
+# the burst, the handler instance is otherwise GC'd between `await` and resume,
+# producing "Resumed function '_finish_create_script_deferred()' after await,
+# but class instance is gone" errors and dropping the response. Keep this
+# function static and parameterise everything it needs explicitly — do not
+# reference instance state.
+static func _finish_create_script_deferred(
+ connection: McpConnection,
+ request_id: String,
+ path: String,
+ data: Dictionary,
+) -> void:
+ if not is_instance_valid(connection):
+ return
+ var tree := connection.get_tree()
+ if tree == null:
+ return
+ var deadline_ms := Time.get_ticks_msec() + _IMPORT_SETTLE_MAX_MSEC
+ # Let _dispatch() return DEFERRED_RESPONSE and register the request before
+ # this coroutine can send a committed result. ResourceLoader.exists(path)
+ # may already be true on fast imports; without this handoff the connection
+ # treats the response as late/unregistered and drops it, then the dispatcher
+ # times out a file that was already written (#324). The deadline starts
+ # before this await so a slow handoff frame is counted against the bounded
+ # settle window.
+ await tree.process_frame
+ var frames := 0
+ while (
+ frames < _IMPORT_SETTLE_MAX_FRAMES
+ and Time.get_ticks_msec() < deadline_ms
+ and not ResourceLoader.exists(path)
+ ):
+ await tree.process_frame
+ frames += 1
+ # If the plugin tears down (_exit_tree frees the connection) during the
+ # await, is_instance_valid() goes false and we drop the response silently —
+ # the server's request timeout will surface the failure to the caller.
+ if not is_instance_valid(connection):
+ return
+ var payload := data.duplicate()
+ var settled := ResourceLoader.exists(path)
+ payload["import_settled"] = settled
+ payload["import_settle"] = "settled" if settled else "timeout"
+ payload["import_pending"] = not settled
+ connection.send_deferred_response(request_id, {"data": payload})
+
+
+func read_script(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+
+ var path_err = McpPathValidator.path_error(path, "path")
+ if path_err != null:
+ return path_err
+
+ if not FileAccess.file_exists(path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "File not found: %s" % path)
+
+ var file := FileAccess.open(path, FileAccess.READ)
+ if file == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to open file: %s" % path)
+
+ var content := file.get_as_text()
+ file.close()
+
+ return {
+ "data": {
+ "path": path,
+ "content": content,
+ "size": content.length(),
+ "line_count": content.count("\n") + (1 if not content.is_empty() else 0),
+ }
+ }
+
+
+func patch_script(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+ var old_text: String = params.get("old_text", "")
+ var new_text: String = params.get("new_text", "")
+ var replace_all: bool = params.get("replace_all", false)
+
+ var path_err = McpPathValidator.path_error(path, "path", true)
+ if path_err != null:
+ return path_err
+ if not "old_text" in params:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: old_text")
+ if not "new_text" in params:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: new_text")
+ if not path.ends_with(".gd"):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Path must end with .gd (use filesystem_write_text for other text files)")
+ if old_text.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "old_text must not be empty")
+
+ var read := FileAccess.open(path, FileAccess.READ)
+ if read == null:
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "File not found or unreadable: %s" % path)
+ var content := read.get_as_text()
+ read.close()
+
+ var match_count := content.count(old_text)
+ if match_count == 0:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "old_text not found in %s" % path)
+ if match_count > 1 and not replace_all:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "old_text matches %d times; pass replace_all=true or provide a more specific snippet" % match_count,
+ )
+
+ var new_content: String
+ var replacements: int
+ if replace_all:
+ new_content = content.replace(old_text, new_text)
+ replacements = match_count
+ else:
+ var idx := content.find(old_text)
+ new_content = content.substr(0, idx) + new_text + content.substr(idx + old_text.length())
+ replacements = 1
+
+ var write := FileAccess.open(path, FileAccess.WRITE)
+ if write == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to open file for writing: %s" % path)
+ write.store_string(new_content)
+ write.close()
+
+ # Single-file register, not a full scan() — see create_script (dsarno/godot#6).
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs != null:
+ efs.update_file(path)
+
+ return {
+ "data": {
+ "path": path,
+ "replacements": replacements,
+ "size": new_content.length(),
+ "old_size": content.length(),
+ "undoable": false,
+ "reason": "File system operations cannot be undone via editor undo",
+ }
+ }
+
+
+func attach_script(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("path", "")
+ var script_path: String = params.get("script_path", "")
+
+ if node_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ if script_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: script_path")
+
+ var spath_err = McpPathValidator.loadable_error(script_path, "script_path")
+ if spath_err != null:
+ return spath_err
+
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+
+ if not ResourceLoader.exists(script_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Script not found: %s" % script_path)
+
+ var script: Script = load(script_path)
+ if script == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to load script: %s" % script_path)
+
+ var old_script: Script = node.get_script()
+
+ _undo_redo.create_action("MCP: Attach script to %s" % node.name)
+ _undo_redo.add_do_method(node, "set_script", script)
+ _undo_redo.add_undo_method(node, "set_script", old_script)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "script_path": script_path,
+ "had_previous_script": old_script != null,
+ "undoable": true,
+ }
+ }
+
+
+func detach_script(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("path", "")
+
+ if node_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+
+ var old_script: Script = node.get_script()
+ if old_script == null:
+ return {"data": {"path": node_path, "had_script": false, "undoable": false, "reason": "No script attached"}}
+
+ _undo_redo.create_action("MCP: Detach script from %s" % node.name)
+ _undo_redo.add_do_method(node, "set_script", null)
+ _undo_redo.add_undo_method(node, "set_script", old_script)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "removed_script": old_script.resource_path if old_script.resource_path else "(inline)",
+ "undoable": true,
+ }
+ }
+
+
+func find_symbols(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+
+ var path_err = McpPathValidator.path_error(path, "path")
+ if path_err != null:
+ return path_err
+
+ if not FileAccess.file_exists(path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "File not found: %s" % path)
+
+ var file := FileAccess.open(path, FileAccess.READ)
+ if file == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to open file: %s" % path)
+
+ var content := file.get_as_text()
+ file.close()
+
+ var functions: Array[Dictionary] = []
+ var signals_list: Array[String] = []
+ var exports: Array[Dictionary] = []
+ var class_name_str := ""
+ var extends_str := ""
+
+ var lines := content.split("\n")
+ for i in lines.size():
+ var line := lines[i].strip_edges()
+
+ # class_name
+ if line.begins_with("class_name "):
+ class_name_str = line.substr(11).strip_edges()
+
+ # extends
+ if line.begins_with("extends "):
+ extends_str = line.substr(8).strip_edges()
+
+ # signal
+ if line.begins_with("signal "):
+ var sig_text := line.substr(7).strip_edges()
+ # Strip any parameters for the name
+ var paren_idx := sig_text.find("(")
+ if paren_idx >= 0:
+ signals_list.append(sig_text.substr(0, paren_idx).strip_edges())
+ else:
+ signals_list.append(sig_text)
+
+ # func (including `static func` — strip the leading `static ` first)
+ var func_line := line.substr(7).strip_edges() if line.begins_with("static func ") else line
+ if func_line.begins_with("func "):
+ var func_text := func_line.substr(5).strip_edges()
+ var paren_idx := func_text.find("(")
+ if paren_idx >= 0:
+ functions.append({
+ "name": func_text.substr(0, paren_idx).strip_edges(),
+ "line": i + 1,
+ })
+
+ # @export
+ if line.begins_with("@export"):
+ # Next non-empty line should have the var declaration
+ # But often export and var are on the same logical flow
+ # Try to find "var" on the same line or the next line
+ var var_line := line
+ if var_line.find("var ") == -1 and i + 1 < lines.size():
+ var_line = lines[i + 1].strip_edges()
+ var var_idx := var_line.find("var ")
+ if var_idx >= 0:
+ var rest := var_line.substr(var_idx + 4).strip_edges()
+ # Extract variable name (up to : or = or end)
+ var end_idx := rest.length()
+ for ch_idx in rest.length():
+ if rest[ch_idx] == ":" or rest[ch_idx] == "=" or rest[ch_idx] == " ":
+ end_idx = ch_idx
+ break
+ exports.append({
+ "name": rest.substr(0, end_idx),
+ "line": i + 1,
+ })
+
+ return {
+ "data": {
+ "path": path,
+ "class_name": class_name_str,
+ "extends": extends_str,
+ "functions": functions,
+ "signals": signals_list,
+ "exports": exports,
+ "function_count": functions.size(),
+ "signal_count": signals_list.size(),
+ "export_count": exports.size(),
+ }
+ }
diff --git a/addons/godot_ai/handlers/script_handler.gd.uid b/addons/godot_ai/handlers/script_handler.gd.uid
new file mode 100644
index 0000000..6be1ac4
--- /dev/null
+++ b/addons/godot_ai/handlers/script_handler.gd.uid
@@ -0,0 +1 @@
+uid://dhub87454jxb3
diff --git a/addons/godot_ai/handlers/signal_handler.gd b/addons/godot_ai/handlers/signal_handler.gd
new file mode 100644
index 0000000..ad214fc
--- /dev/null
+++ b/addons/godot_ai/handlers/signal_handler.gd
@@ -0,0 +1,258 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles signal listing, connecting, and disconnecting on scene nodes.
+
+var _undo_redo: EditorUndoRedoManager
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+func list_signals(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ var _resolved := McpNodeValidator.resolve_or_error(path, "path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var scene_root: Node = _resolved.scene_root
+
+ ## Default: hide editor-internal connections (SceneTreeEditor observers
+ ## live on every scene node and would otherwise dominate the response).
+ ## Pass include_editor=true to see them. See #213.
+ var include_editor: bool = params.get("include_editor", false)
+
+ var signals: Array[Dictionary] = []
+ for sig in node.get_signal_list():
+ var args: Array[Dictionary] = []
+ for arg in sig.get("args", []):
+ args.append({"name": arg.get("name", ""), "type": type_string(arg.get("type", 0))})
+ signals.append({
+ "name": sig.get("name", ""),
+ "args": args,
+ })
+
+ var connections: Array[Dictionary] = []
+ var editor_connection_count := 0
+ for sig in signals:
+ for conn in node.get_signal_connection_list(sig.name):
+ var callable: Callable = conn.get("callable", Callable())
+ var target := callable.get_object()
+ if target == null:
+ continue # skip connections to freed objects
+ if not include_editor and _is_editor_internal_target(target, scene_root):
+ editor_connection_count += 1
+ continue
+ connections.append({
+ "signal": sig.name,
+ "target": _format_target_path(target, scene_root),
+ "method": callable.get_method(),
+ })
+
+ return {
+ "data": {
+ "path": McpScenePath.from_node(node, scene_root),
+ "signals": signals,
+ "signal_count": signals.size(),
+ "connections": connections,
+ "connection_count": connections.size(),
+ "editor_connection_count": editor_connection_count,
+ }
+ }
+
+
+## A target is "editor-internal" when it's a Node sitting outside the edited
+## scene tree AND not anywhere under a declared autoload — typical case is
+## the SceneTreeEditor dock listening for visibility/script/state changes on
+## every scene node. Connections to autoloads (declared under ``autoload/*``
+## in ProjectSettings) are user-authored even though they live under
+## ``/root/`` rather than under the edited scene root, so the autoload
+## root *and* any descendant of it stay visible. Non-Node targets
+## (anonymous Callables, RefCounted listeners etc.) also stay visible — we
+## can't reliably classify them.
+func _is_editor_internal_target(target: Object, scene_root: Node) -> bool:
+ if not (target is Node):
+ return false
+ var node_target: Node = target
+ if node_target == scene_root:
+ return false
+ if scene_root.is_ancestor_of(node_target):
+ return false
+ if _is_under_autoload(node_target):
+ return false
+ return true
+
+
+## True if `node` is a declared autoload root or sits anywhere under one.
+## When the node is in the SceneTree we read its absolute path
+## (``/root//...``) and check the first segment after ``/root/``;
+## this covers connections to deep descendants of editor-instanced
+## autoloads (e.g. ``/root/MyAutoload/Foo/Bar``). When the node isn't in
+## the tree (test fixtures often construct nodes in isolation), we walk
+## the parent chain and match each ancestor's ``name`` against the
+## autoload key as a best-effort fallback.
+static func _is_under_autoload(node: Node) -> bool:
+ if node.is_inside_tree():
+ var path := str(node.get_path())
+ if not path.begins_with("/root/"):
+ return false
+ var first_segment := path.substr(6).split("/", true, 1)[0]
+ return ProjectSettings.has_setting("autoload/" + first_segment)
+ var cursor: Node = node
+ while cursor != null:
+ if ProjectSettings.has_setting("autoload/" + str(cursor.name)):
+ return true
+ cursor = cursor.get_parent()
+ return false
+
+
+## Serialize a connection's target path. Descendants of (or equal to) the
+## edited scene root render as the usual scene-relative form
+## (``/Main/Camera3D``). Non-descendants — autoload subtrees in particular
+## — render as their canonical absolute SceneTree path
+## (``/root/MyAutoload/Child``) instead of a scene-relative path full of
+## ``..`` segments, which agents can't navigate back to. Non-Node targets
+## (anonymous Callables, etc.) fall back to their string representation.
+static func _format_target_path(target: Object, scene_root: Node) -> String:
+ if not (target is Node):
+ return str(target)
+ var node_target: Node = target
+ if node_target == scene_root or scene_root.is_ancestor_of(node_target):
+ return McpScenePath.from_node(node_target, scene_root)
+ if node_target.is_inside_tree():
+ return str(node_target.get_path())
+ return McpScenePath.from_node(node_target, scene_root)
+
+
+func connect_signal(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_signal_params(params)
+ if resolved.has("error"):
+ return resolved
+
+ var source: Node = resolved.source
+ var target: Node = resolved.target
+ var signal_name: String = resolved.signal_name
+ var method: String = resolved.method
+ var scene_root: Node = resolved.scene_root
+
+ if not source.has_signal(signal_name):
+ return ErrorCodes.make(ErrorCodes.PROPERTY_NOT_ON_CLASS, "Signal '%s' not found on %s" % [signal_name, params.path])
+
+ if not target.has_method(method):
+ return ErrorCodes.make(ErrorCodes.PROPERTY_NOT_ON_CLASS, "Method '%s' not found on %s" % [method, params.target])
+
+ var callable := Callable(target, method)
+ if source.is_connected(signal_name, callable):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Signal '%s' already connected to %s.%s" % [signal_name, params.target, method])
+
+ _undo_redo.create_action("MCP: Connect signal %s" % signal_name)
+ _undo_redo.add_do_method(source, "connect", signal_name, callable)
+ _undo_redo.add_undo_method(source, "disconnect", signal_name, callable)
+ _undo_redo.commit_action()
+
+ return {"data": _signal_response(source, signal_name, target, method, scene_root)}
+
+
+func disconnect_signal(params: Dictionary) -> Dictionary:
+ var resolved := _resolve_signal_params(params)
+ if resolved.has("error"):
+ return resolved
+
+ var source: Node = resolved.source
+ var target: Node = resolved.target
+ var signal_name: String = resolved.signal_name
+ var method: String = resolved.method
+ var scene_root: Node = resolved.scene_root
+
+ var callable := Callable(target, method)
+ if not source.is_connected(signal_name, callable):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Signal '%s' is not connected to %s.%s" % [signal_name, params.target, method])
+
+ _undo_redo.create_action("MCP: Disconnect signal %s" % signal_name)
+ _undo_redo.add_do_method(source, "disconnect", signal_name, callable)
+ _undo_redo.add_undo_method(source, "connect", signal_name, callable)
+ _undo_redo.commit_action()
+
+ return {"data": _signal_response(source, signal_name, target, method, scene_root)}
+
+
+func _resolve_signal_params(params: Dictionary) -> Dictionary:
+ for key in ["path", "signal", "target", "method"]:
+ ## Type-check before calling .is_empty(): a non-string value (e.g. an
+ ## int or dict) has no is_empty() and would crash the handler, which
+ ## the dispatcher only reports as an opaque "malformed result" (#210).
+ var value = params.get(key, "")
+ var type_err = McpParamValidators.require_string(key, value)
+ if type_err != null:
+ return type_err
+ if value.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: %s" % key)
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var source_result := _resolve_node_or_autoload(params.path, scene_root, "Source")
+ if source_result.has("error"):
+ return source_result
+ var source: Node = source_result.node
+
+ var target_result := _resolve_node_or_autoload(params.target, scene_root, "Target")
+ if target_result.has("error"):
+ return target_result
+ var target: Node = target_result.node
+
+ return {
+ "source": source,
+ "target": target,
+ "signal_name": params.signal,
+ "method": params.method,
+ "scene_root": scene_root,
+ }
+
+
+## Resolve a path to a Node, with three distinct outcomes:
+## 1. Found in the edited scene tree → returns {node}
+## 2. Declared as an autoload AND instantiated at edit time → returns {node}
+## 3. Declared as an autoload but NOT instantiated at edit time → returns
+## INVALID_PARAMS with guidance. Most autoloads are runtime-only, so a
+## silent "not found" hides the real reason the connection can't be made.
+## 4. Not in scene and not a declared autoload → returns INVALID_PARAMS.
+func _resolve_node_or_autoload(path: String, scene_root: Node, role: String) -> Dictionary:
+ var node := McpScenePath.resolve(path, scene_root)
+ if node != null:
+ return {"node": node}
+
+ var name := path.trim_prefix("/")
+ if ProjectSettings.has_setting("autoload/" + name):
+ # Autoload is declared — see if the editor has it instanced.
+ var tree := Engine.get_main_loop()
+ if tree is SceneTree:
+ var live := (tree as SceneTree).root.get_node_or_null(name)
+ if live != null:
+ return {"node": live}
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "%s '%s' is a declared autoload but isn't instantiated in the editor. " % [role, name] +
+ "Most autoloads are runtime-only; edit-time signal connection isn't supported for them. " +
+ "Connect it from a script attached to the scene using @onready + connect(), " +
+ "or enable editor-instancing for this autoload in Project Settings > Autoload.")
+
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND,
+ "%s node not found: %s (not in scene tree or autoloads)" % [role, path])
+
+
+func _signal_response(source: Node, signal_name: String, target: Node, method: String, scene_root: Node) -> Dictionary:
+ return {
+ "source": McpScenePath.from_node(source, scene_root),
+ "signal": signal_name,
+ "target": McpScenePath.from_node(target, scene_root),
+ "method": method,
+ "undoable": true,
+ }
diff --git a/addons/godot_ai/handlers/signal_handler.gd.uid b/addons/godot_ai/handlers/signal_handler.gd.uid
new file mode 100644
index 0000000..d95e1d3
--- /dev/null
+++ b/addons/godot_ai/handlers/signal_handler.gd.uid
@@ -0,0 +1 @@
+uid://b4n8byjeqeddm
diff --git a/addons/godot_ai/handlers/test_handler.gd b/addons/godot_ai/handlers/test_handler.gd
new file mode 100644
index 0000000..3efffdb
--- /dev/null
+++ b/addons/godot_ai/handlers/test_handler.gd
@@ -0,0 +1,82 @@
+@tool
+extends RefCounted
+
+## Discovers and runs McpTestSuite scripts from res://tests/.
+## Exposes run_tests and get_test_results as MCP commands.
+
+var _runner: McpTestRunner
+var _undo_redo: EditorUndoRedoManager
+var _log_buffer: McpLogBuffer
+
+
+func _init(undo_redo: EditorUndoRedoManager, log_buffer: McpLogBuffer) -> void:
+ _runner = McpTestRunner.new()
+ _undo_redo = undo_redo
+ _log_buffer = log_buffer
+
+
+func run_tests(params: Dictionary) -> Dictionary:
+ var suite_filter: String = params.get("suite", "")
+ var test_filter: String = params.get("test_name", "")
+ var exclude_test_filter: String = params.get("exclude_test_name", "")
+ var verbose: bool = params.get("verbose", false)
+
+ var discovery := _discover_suites()
+ var suites: Array = discovery.suites
+ if suites.is_empty():
+ var msg := "No test suites found in res://tests/"
+ if not discovery.errors.is_empty():
+ msg += " (%d script(s) failed to load: %s)" % [
+ discovery.errors.size(),
+ ", ".join(discovery.errors),
+ ]
+ return {"data": {"error": msg, "total": 0, "load_errors": discovery.errors}}
+
+ var ctx := {
+ "undo_redo": _undo_redo,
+ "log_buffer": _log_buffer,
+ }
+
+ var results := _runner.run_suites(suites, suite_filter, test_filter, ctx, verbose, exclude_test_filter)
+ if not discovery.errors.is_empty():
+ results["load_errors"] = discovery.errors
+ return {"data": results}
+
+
+func get_test_results(params: Dictionary) -> Dictionary:
+ var verbose: bool = params.get("verbose", false)
+ return {"data": _runner.get_results(verbose)}
+
+
+func _discover_suites() -> Dictionary:
+ ## Returns {"suites": Array, "errors": Array[String]}.
+ ## Resilient: a broken script doesn't kill discovery of the rest.
+ var suites := []
+ var errors: Array[String] = []
+ var dir := DirAccess.open("res://tests")
+ if dir == null:
+ return {"suites": suites, "errors": ["DirAccess.open('res://tests') returned null — directory may not exist"]}
+
+ dir.list_dir_begin()
+ var file_name := dir.get_next()
+ while not file_name.is_empty():
+ if file_name.begins_with("test_") and file_name.ends_with(".gd"):
+ var path := "res://tests/" + file_name
+ var script = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
+ if script == null:
+ errors.append("%s (load failed — check for parse errors or duplicate methods)" % file_name)
+ elif script.can_instantiate():
+ var instance = script.new()
+ if instance is McpTestSuite:
+ suites.append(instance)
+ else:
+ errors.append("%s (not a McpTestSuite subclass)" % file_name)
+ else:
+ errors.append("%s (cannot instantiate — abstract or broken)" % file_name)
+ file_name = dir.get_next()
+
+ ## Sort by suite name for deterministic order.
+ suites.sort_custom(func(a, b) -> bool:
+ return a.suite_name() < b.suite_name()
+ )
+ return {"suites": suites, "errors": errors}
diff --git a/addons/godot_ai/handlers/test_handler.gd.uid b/addons/godot_ai/handlers/test_handler.gd.uid
new file mode 100644
index 0000000..e56fce1
--- /dev/null
+++ b/addons/godot_ai/handlers/test_handler.gd.uid
@@ -0,0 +1 @@
+uid://bfg3c6iinhwmx
diff --git a/addons/godot_ai/handlers/texture_handler.gd b/addons/godot_ai/handlers/texture_handler.gd
new file mode 100644
index 0000000..8910175
--- /dev/null
+++ b/addons/godot_ai/handlers/texture_handler.gd
@@ -0,0 +1,199 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Creates procedural textures — GradientTexture2D (wrapping a Gradient)
+## and NoiseTexture2D (wrapping a FastNoiseLite). Assigns to a node slot
+## (undoable, bundles sub-resources) or saves to a .tres file.
+
+const NodeHandler := preload("res://addons/godot_ai/handlers/node_handler.gd")
+
+var _undo_redo: EditorUndoRedoManager
+var _connection: McpConnection
+
+
+func _init(undo_redo: EditorUndoRedoManager, connection: McpConnection = null) -> void:
+ _undo_redo = undo_redo
+ _connection = connection
+
+
+const _FILL_MODES := {
+ "linear": GradientTexture2D.FILL_LINEAR,
+ "radial": GradientTexture2D.FILL_RADIAL,
+ "square": GradientTexture2D.FILL_SQUARE,
+}
+
+const _NOISE_TYPES := {
+ "simplex": FastNoiseLite.TYPE_SIMPLEX,
+ "simplex_smooth": FastNoiseLite.TYPE_SIMPLEX_SMOOTH,
+ "perlin": FastNoiseLite.TYPE_PERLIN,
+ "cellular": FastNoiseLite.TYPE_CELLULAR,
+ "value": FastNoiseLite.TYPE_VALUE,
+ "value_cubic": FastNoiseLite.TYPE_VALUE_CUBIC,
+}
+
+
+# ============================================================================
+# gradient_texture_create
+# ============================================================================
+
+func create_gradient_texture(params: Dictionary) -> Dictionary:
+ var stops: Array = params.get("stops", [])
+ var width: int = params.get("width", 256)
+ var height: int = params.get("height", 1)
+ var fill: String = params.get("fill", "linear")
+
+ if stops.size() < 2:
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "gradient_texture_create requires at least 2 stops, got %d" % stops.size()
+ )
+ if not _FILL_MODES.has(fill):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid fill '%s'. Valid: %s" % [fill, ", ".join(_FILL_MODES.keys())]
+ )
+
+ var home_err := McpResourceIO.validate_home(params)
+ if home_err != null:
+ return home_err
+
+ var gradient := Gradient.new()
+ var offsets := PackedFloat32Array()
+ var colors := PackedColorArray()
+ for i in range(stops.size()):
+ var stop = stops[i]
+ if not stop is Dictionary:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "stops[%d] must be a dict with 'offset' and 'color' keys" % i
+ )
+ if not stop.has("offset") or not stop.has("color"):
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "stops[%d] missing 'offset' or 'color' key" % i
+ )
+ offsets.append(float(stop["offset"]))
+ var color_value = NodeHandler._coerce_value(stop["color"], TYPE_COLOR)
+ var color_err := NodeHandler._check_coerced(color_value, TYPE_COLOR, "stops[%d].color" % i)
+ if color_err != null:
+ return color_err
+ colors.append(color_value)
+ gradient.offsets = offsets
+ gradient.colors = colors
+
+ var tex := GradientTexture2D.new()
+ tex.gradient = gradient
+ tex.width = width
+ tex.height = height
+ tex.fill = _FILL_MODES[fill]
+
+ return _finalize(tex, [gradient], params, "Gradient texture", {
+ "texture_class": "GradientTexture2D",
+ "gradient_class": "Gradient",
+ "stop_count": stops.size(),
+ "fill": fill,
+ })
+
+
+# ============================================================================
+# noise_texture_create
+# ============================================================================
+
+func create_noise_texture(params: Dictionary) -> Dictionary:
+ var noise_type: String = params.get("noise_type", "simplex_smooth")
+ var width: int = params.get("width", 512)
+ var height: int = params.get("height", 512)
+ var frequency: float = params.get("frequency", 0.01)
+ var seed_value: int = params.get("seed", 0)
+ var fractal_octaves: int = params.get("fractal_octaves", 0) # 0 = leave default
+
+ if not _NOISE_TYPES.has(noise_type):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid noise_type '%s'. Valid: %s" % [noise_type, ", ".join(_NOISE_TYPES.keys())]
+ )
+
+ var home_err := McpResourceIO.validate_home(params)
+ if home_err != null:
+ return home_err
+
+ var noise := FastNoiseLite.new()
+ noise.noise_type = _NOISE_TYPES[noise_type]
+ noise.frequency = frequency
+ noise.seed = seed_value
+ if fractal_octaves > 0:
+ noise.fractal_octaves = fractal_octaves
+
+ var tex := NoiseTexture2D.new()
+ tex.noise = noise
+ tex.width = width
+ tex.height = height
+
+ return _finalize(tex, [noise], params, "Noise texture", {
+ "texture_class": "NoiseTexture2D",
+ "noise_class": "FastNoiseLite",
+ "noise_type": noise_type,
+ })
+
+
+# ============================================================================
+# shared helpers
+# ============================================================================
+
+func _finalize(tex: Resource, sub_resources: Array, params: Dictionary, label: String, extra: Dictionary) -> Dictionary:
+ var node_path: String = params.get("path", "")
+ var property: String = params.get("property", "")
+ var resource_path: String = params.get("resource_path", "")
+ var overwrite: bool = params.get("overwrite", false)
+
+ if not resource_path.is_empty():
+ return McpResourceIO.save_to_disk(tex, resource_path, overwrite, label, extra, _connection)
+ return _assign_texture(tex, sub_resources, node_path, property, label, extra)
+
+
+func _assign_texture(tex: Resource, sub_resources: Array, node_path: String, property: String, label: String, extra: Dictionary) -> Dictionary:
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+
+ var found := false
+ var prop_type: int = TYPE_NIL
+ for prop in node.get_property_list():
+ if prop.name == property:
+ found = true
+ prop_type = prop.get("type", TYPE_NIL)
+ break
+ if not found:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' not found on %s" % [property, node.get_class()]
+ )
+ if prop_type != TYPE_NIL and prop_type != TYPE_OBJECT:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Property '%s' on %s is not an Object slot" % [property, node.get_class()]
+ )
+
+ var old_value = node.get(property)
+
+ _undo_redo.create_action("MCP: Create %s for %s.%s" % [label, node.name, property])
+ _undo_redo.add_do_property(node, property, tex)
+ _undo_redo.add_undo_property(node, property, old_value)
+ _undo_redo.add_do_reference(tex)
+ for sub in sub_resources:
+ _undo_redo.add_do_reference(sub)
+ _undo_redo.commit_action()
+
+ var data := {
+ "path": node_path,
+ "property": property,
+ "undoable": true,
+ }
+ data.merge(extra)
+ return {"data": data}
+
+
diff --git a/addons/godot_ai/handlers/texture_handler.gd.uid b/addons/godot_ai/handlers/texture_handler.gd.uid
new file mode 100644
index 0000000..a0a0f73
--- /dev/null
+++ b/addons/godot_ai/handlers/texture_handler.gd.uid
@@ -0,0 +1 @@
+uid://cmloikhre8lhe
diff --git a/addons/godot_ai/handlers/theme_handler.gd b/addons/godot_ai/handlers/theme_handler.gd
new file mode 100644
index 0000000..979fe0c
--- /dev/null
+++ b/addons/godot_ai/handlers/theme_handler.gd
@@ -0,0 +1,488 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles Theme resource authoring: creating, modifying color/constant/font-size/
+## stylebox slots, and applying a theme to a Control subtree.
+##
+## Themes are Godot's equivalent of USS: a Theme holds (class, name) -> value
+## entries (colors, constants, fonts, font_sizes, styleboxes, icons) which
+## cascade down a Control subtree when the theme is assigned at any ancestor.
+## One well-authored theme replaces hundreds of per-node property sets.
+
+const _COLOR_HINT := "expected hex #rrggbb, named color, or {r,g,b,a} dict"
+
+var _undo_redo: EditorUndoRedoManager
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+# ============================================================================
+# theme_create
+# ============================================================================
+
+func create_theme(params: Dictionary) -> Dictionary:
+ var path: String = params.get("path", "")
+ var overwrite: bool = params.get("overwrite", false)
+
+ var err := _validate_res_path(path, ".tres", "path", true)
+ if err != null:
+ return err
+
+ # Capture whether the file was already there BEFORE the save so we can
+ # report `overwritten` accurately (after save the file always exists).
+ var existed_before := FileAccess.file_exists(path)
+ if existed_before and not overwrite:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Theme already exists at %s (pass overwrite=true to replace)" % path
+ )
+
+ # Ensure parent directory exists. make_dir_recursive is idempotent —
+ # no need to check dir_exists first (avoids TOCTOU race).
+ var dir_path := path.get_base_dir()
+ var mkdir_err := DirAccess.make_dir_recursive_absolute(dir_path)
+ if mkdir_err != OK and mkdir_err != ERR_ALREADY_EXISTS:
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Failed to create directory: %s (error %d)" % [dir_path, mkdir_err]
+ )
+
+ var theme := Theme.new()
+ var save_err := ResourceSaver.save(theme, path)
+ if save_err != OK:
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Failed to save theme to %s: %s (error %d)" % [path, error_string(save_err), save_err]
+ )
+
+ # Make sure the editor's filesystem picks up the new file.
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs != null:
+ efs.update_file(path)
+
+ return {
+ "data": {
+ "path": path,
+ "overwritten": existed_before,
+ "undoable": false,
+ "reason": "File creation is persistent; delete the file manually to revert",
+ }
+ }
+
+
+# ============================================================================
+# theme_set_color / theme_set_constant / theme_set_font_size
+# ============================================================================
+
+func set_color(params: Dictionary) -> Dictionary:
+ return _set_scalar(params, "color", func(theme, name, cls): return theme.get_color(name, cls),
+ func(theme, name, cls, val): theme.set_color(name, cls, val),
+ func(theme, name, cls): theme.clear_color(name, cls),
+ func(theme, name, cls): return theme.has_color(name, cls),
+ func(v): return _parse_color(v))
+
+
+# constant / font_size parsers validate before coercing: int("abc")/int({})/int([])
+# all return 0 in GDScript (never null), so a bare `int(v)` would silently store
+# garbage as 0 and report success. Returning null for non-numeric input lets
+# _set_scalar's null guard surface a VALUE_OUT_OF_RANGE error, matching the
+# color path's contract.
+func set_constant(params: Dictionary) -> Dictionary:
+ return _set_scalar(params, "constant", func(theme, name, cls): return theme.get_constant(name, cls),
+ func(theme, name, cls, val): theme.set_constant(name, cls, int(val)),
+ func(theme, name, cls): theme.clear_constant(name, cls),
+ func(theme, name, cls): return theme.has_constant(name, cls),
+ func(v): return int(v) if (v is int or v is float or (v is String and v.is_valid_int())) else null)
+
+
+func set_font_size(params: Dictionary) -> Dictionary:
+ return _set_scalar(params, "font_size", func(theme, name, cls): return theme.get_font_size(name, cls),
+ func(theme, name, cls, val): theme.set_font_size(name, cls, int(val)),
+ func(theme, name, cls): theme.clear_font_size(name, cls),
+ func(theme, name, cls): return theme.has_font_size(name, cls),
+ func(v): return int(v) if (v is int or v is float or (v is String and v.is_valid_int())) else null)
+
+
+# Shared implementation for scalar Theme slots (color, constant, font_size).
+# Captures old value, applies new value, saves to disk, registers undo that
+# restores the old value and saves again.
+func _set_scalar(
+ params: Dictionary,
+ kind: String,
+ getter: Callable,
+ setter: Callable,
+ clearer: Callable,
+ has_fn: Callable,
+ parser: Callable,
+) -> Dictionary:
+ var load_result := _load_theme_from_params(params)
+ if load_result.has("error"):
+ return load_result
+ var theme: Theme = load_result.theme
+ var theme_path: String = load_result.path
+
+ var class_name_param: String = params.get("class_name", "")
+ if class_name_param.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: class_name")
+
+ var name: String = params.get("name", "")
+ if name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: name")
+
+ if not "value" in params:
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: value")
+
+ var raw_value = params.get("value")
+ if raw_value == null:
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid %s value: null (pass a concrete value; use the appropriate clear command to remove a slot)" % kind
+ )
+ var parsed = parser.call(raw_value)
+ if parsed == null:
+ ## color slots want a color hint; constant/font_size are integer slots.
+ var hint := _COLOR_HINT if kind == "color" else "expected an integer"
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Invalid %s value: %s (%s)" % [kind, raw_value, hint])
+
+ var had_before: bool = has_fn.call(theme, name, class_name_param)
+ var before_value = getter.call(theme, name, class_name_param) if had_before else null
+
+ _undo_redo.create_action("MCP: Theme set %s %s/%s" % [kind, class_name_param, name])
+ _undo_redo.add_do_method(self, "_apply_scalar", theme_path, setter, name, class_name_param, parsed)
+ if had_before:
+ _undo_redo.add_undo_method(self, "_apply_scalar", theme_path, setter, name, class_name_param, before_value)
+ else:
+ _undo_redo.add_undo_method(self, "_clear_scalar", theme_path, clearer, name, class_name_param)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": theme_path,
+ "kind": kind,
+ "class_name": class_name_param,
+ "name": name,
+ "value": _serialize_value(parsed),
+ "previous_value": _serialize_value(before_value) if had_before else null,
+ "undoable": true,
+ }
+ }
+
+
+func _apply_scalar(theme_path: String, setter: Callable, name: String, class_name_param: String, value: Variant) -> void:
+ var theme: Theme = ResourceLoader.load(theme_path)
+ if theme == null:
+ push_warning("MCP: Failed to load theme for undo/redo: %s" % theme_path)
+ return
+ setter.call(theme, name, class_name_param, value)
+ ResourceSaver.save(theme, theme_path)
+
+
+func _clear_scalar(theme_path: String, clearer: Callable, name: String, class_name_param: String) -> void:
+ var theme: Theme = ResourceLoader.load(theme_path)
+ if theme == null:
+ push_warning("MCP: Failed to load theme for undo/redo: %s" % theme_path)
+ return
+ clearer.call(theme, name, class_name_param)
+ ResourceSaver.save(theme, theme_path)
+
+
+# ============================================================================
+# theme_set_stylebox_flat
+# ============================================================================
+
+## Compose a StyleBoxFlat and assign it to a theme slot.
+##
+## Parameters (beyond theme_path / class_name / name):
+## bg_color (Color, "#rrggbb", "#rrggbbaa", or {r,g,b,a})
+## border_color (Color)
+## border {all|top|bottom|left|right: int} — side keys override `all`
+## corners {all|top_left|top_right|bottom_left|bottom_right: int}
+## margins {all|top|bottom|left|right: float}
+## shadow {color, size: int, offset_x: float, offset_y: float}
+## anti_aliasing (bool)
+##
+## Unknown keys inside any nested dict are rejected with INVALID_PARAMS so
+## typos fail loudly instead of silently being ignored.
+func set_stylebox_flat(params: Dictionary) -> Dictionary:
+ var load_result := _load_theme_from_params(params)
+ if load_result.has("error"):
+ return load_result
+ var theme: Theme = load_result.theme
+ var theme_path: String = load_result.path
+
+ var class_name_param: String = params.get("class_name", "")
+ if class_name_param.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: class_name")
+
+ var name: String = params.get("name", "")
+ if name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: name")
+
+ var sb := StyleBoxFlat.new()
+ if params.has("bg_color"):
+ var bg := _parse_color(params.bg_color)
+ if bg == null:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid bg_color: %s (%s)" % [str(params.bg_color), _COLOR_HINT])
+ sb.bg_color = bg
+ if params.has("border_color"):
+ var bc := _parse_color(params.border_color)
+ if bc == null:
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid border_color: %s (%s)" % [str(params.border_color), _COLOR_HINT])
+ sb.border_color = bc
+
+ # border: {all, top, bottom, left, right} — int widths
+ if params.has("border"):
+ var err := _apply_sides(sb, params.border, "border",
+ ["top", "bottom", "left", "right"],
+ "border_width_",
+ TYPE_INT)
+ if err != "":
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, err)
+
+ # corners: {all, top_left, top_right, bottom_left, bottom_right} — int radii
+ if params.has("corners"):
+ var err2 := _apply_sides(sb, params.corners, "corners",
+ ["top_left", "top_right", "bottom_left", "bottom_right"],
+ "corner_radius_",
+ TYPE_INT)
+ if err2 != "":
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, err2)
+
+ # margins: {all, top, bottom, left, right} — float padding
+ if params.has("margins"):
+ var err3 := _apply_sides(sb, params.margins, "margins",
+ ["top", "bottom", "left", "right"],
+ "content_margin_",
+ TYPE_FLOAT)
+ if err3 != "":
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, err3)
+
+ # shadow: {color, size, offset_x, offset_y}
+ if params.has("shadow"):
+ if typeof(params.shadow) != TYPE_DICTIONARY:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "'shadow' must be a dict with color/size/offset_x/offset_y")
+ var shadow: Dictionary = params.shadow
+ var allowed_shadow_keys := {"color": true, "size": true, "offset_x": true, "offset_y": true}
+ for k in shadow.keys():
+ if not allowed_shadow_keys.has(k):
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Unknown key in 'shadow': %s (valid: color, size, offset_x, offset_y)" % k)
+ if shadow.has("color"):
+ var sc := _parse_color(shadow.color)
+ if sc == null:
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS,
+ "Invalid shadow.color: %s (%s)" % [str(shadow.color), _COLOR_HINT])
+ sb.shadow_color = sc
+ if shadow.has("size"):
+ sb.shadow_size = int(shadow.size)
+ if shadow.has("offset_x") or shadow.has("offset_y"):
+ sb.shadow_offset = Vector2(
+ float(shadow.get("offset_x", 0)),
+ float(shadow.get("offset_y", 0)),
+ )
+
+ if params.has("anti_aliasing"):
+ sb.anti_aliasing = bool(params.anti_aliasing)
+
+ var had_before := theme.has_stylebox(name, class_name_param)
+ var before_sb: StyleBox = theme.get_stylebox(name, class_name_param) if had_before else null
+
+ _undo_redo.create_action("MCP: Theme set stylebox %s/%s" % [class_name_param, name])
+ _undo_redo.add_do_method(self, "_apply_stylebox", theme_path, name, class_name_param, sb)
+ if had_before:
+ _undo_redo.add_undo_method(self, "_apply_stylebox", theme_path, name, class_name_param, before_sb)
+ else:
+ _undo_redo.add_undo_method(self, "_clear_stylebox", theme_path, name, class_name_param)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": theme_path,
+ "class_name": class_name_param,
+ "name": name,
+ "stylebox_class": "StyleBoxFlat",
+ "bg_color": _serialize_value(sb.bg_color),
+ "border": {
+ "top": sb.border_width_top,
+ "bottom": sb.border_width_bottom,
+ "left": sb.border_width_left,
+ "right": sb.border_width_right,
+ },
+ "corners": {
+ "top_left": sb.corner_radius_top_left,
+ "top_right": sb.corner_radius_top_right,
+ "bottom_left": sb.corner_radius_bottom_left,
+ "bottom_right": sb.corner_radius_bottom_right,
+ },
+ "margins": {
+ "top": sb.content_margin_top,
+ "bottom": sb.content_margin_bottom,
+ "left": sb.content_margin_left,
+ "right": sb.content_margin_right,
+ },
+ "undoable": true,
+ }
+ }
+
+
+## Parse a {all, , , ...} dict and apply it to StyleBoxFlat via
+## its set_ properties. Returns "" on success, an error
+## message on failure. Validates that only known keys are present.
+func _apply_sides(sb: StyleBoxFlat, sides_dict: Variant, dict_name: String,
+ side_names: Array, prop_prefix: String, value_type: int) -> String:
+ if typeof(sides_dict) != TYPE_DICTIONARY:
+ return "'%s' must be a dict with 'all' and/or side-specific keys" % dict_name
+ var valid_keys := {"all": true}
+ for s in side_names:
+ valid_keys[s] = true
+ for k in sides_dict.keys():
+ if not valid_keys.has(k):
+ return "Unknown key in '%s': %s (valid: all, %s)" % [
+ dict_name, k, ", ".join(side_names)
+ ]
+ # Apply `all` first, then override with side-specific keys.
+ if sides_dict.has("all"):
+ var all_val: Variant = sides_dict.all
+ for s in side_names:
+ var v: Variant = int(all_val) if value_type == TYPE_INT else float(all_val)
+ sb.set(prop_prefix + s, v)
+ for s in side_names:
+ if sides_dict.has(s):
+ var v2: Variant = int(sides_dict[s]) if value_type == TYPE_INT else float(sides_dict[s])
+ sb.set(prop_prefix + s, v2)
+ return ""
+
+
+func _apply_stylebox(theme_path: String, name: String, class_name_param: String, sb: StyleBox) -> void:
+ var theme: Theme = ResourceLoader.load(theme_path)
+ if theme == null:
+ push_warning("MCP: Failed to load theme for undo/redo: %s" % theme_path)
+ return
+ theme.set_stylebox(name, class_name_param, sb)
+ ResourceSaver.save(theme, theme_path)
+
+
+func _clear_stylebox(theme_path: String, name: String, class_name_param: String) -> void:
+ var theme: Theme = ResourceLoader.load(theme_path)
+ if theme == null:
+ push_warning("MCP: Failed to load theme for undo/redo: %s" % theme_path)
+ return
+ theme.clear_stylebox(name, class_name_param)
+ ResourceSaver.save(theme, theme_path)
+
+
+# ============================================================================
+# theme_apply — assign a theme to a Control
+# ============================================================================
+
+func apply_theme(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("node_path", "")
+ if node_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: node_path")
+
+ var theme_path: String = params.get("theme_path", "")
+ var theme: Theme = null
+ if not theme_path.is_empty():
+ var path_err := _validate_res_path(theme_path, ".tres")
+ if path_err != null:
+ return path_err
+ if not ResourceLoader.exists(theme_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Theme not found: %s" % theme_path)
+ theme = ResourceLoader.load(theme_path)
+ if theme == null or not theme is Theme:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a Theme" % theme_path)
+
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var _scene_root: Node = _resolved.scene_root
+ if not node is Control and not node is Window:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Node %s is not a Control or Window (got %s)" % [node_path, node.get_class()]
+ )
+
+ var before_theme: Theme = node.theme
+ _undo_redo.create_action("MCP: Apply theme to %s" % node.name)
+ _undo_redo.add_do_property(node, "theme", theme)
+ _undo_redo.add_undo_property(node, "theme", before_theme)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "node_path": node_path,
+ "theme_path": theme_path if theme != null else "",
+ "cleared": theme == null,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# Helpers
+# ============================================================================
+
+func _load_theme_from_params(params: Dictionary) -> Dictionary:
+ var theme_path: String = params.get("theme_path", "")
+ var err := _validate_res_path(theme_path, ".tres", "theme_path", true)
+ if err != null:
+ return err
+ if not ResourceLoader.exists(theme_path):
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Theme not found: %s" % theme_path)
+ var theme: Theme = ResourceLoader.load(theme_path)
+ if theme == null or not theme is Theme:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "Resource at %s is not a Theme" % theme_path)
+ return {"theme": theme, "path": theme_path}
+
+
+static func _validate_res_path(path: String, required_suffix: String, param_name: String = "theme_path", for_write: bool = false) -> Variant:
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: %s" % param_name)
+ var path_err := McpPathValidator.validate_resource_path(path, for_write)
+ if not path_err.is_empty():
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "%s: %s" % [param_name, path_err])
+ if not path.ends_with(required_suffix):
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "%s must end with %s (got %s)" % [param_name, required_suffix, path]
+ )
+ return null
+
+
+## Parse a color from Color, "#rrggbb", "#rrggbbaa", named (red/blue/...) or dict.
+## Returns null if the input cannot be parsed.
+static func _parse_color(value: Variant) -> Variant:
+ if value is Color:
+ return value
+ if value is String:
+ var s: String = value
+ # Color.from_string returns the default on parse failure, so call it twice
+ # with distinct sentinels — if both agree, parsing succeeded.
+ var sentinel_a := Color(0, 0, 0, 0)
+ var sentinel_b := Color(1, 1, 1, 1)
+ var a := Color.from_string(s, sentinel_a)
+ var b := Color.from_string(s, sentinel_b)
+ if a != b:
+ return null
+ return a
+ if value is Dictionary:
+ var d: Dictionary = value
+ if d.has("r") and d.has("g") and d.has("b"):
+ return Color(float(d.r), float(d.g), float(d.b), float(d.get("a", 1.0)))
+ return null
+
+
+static func _serialize_value(value: Variant) -> Variant:
+ if value == null:
+ return null
+ if value is Color:
+ return {"r": value.r, "g": value.g, "b": value.b, "a": value.a}
+ if value is Vector2:
+ return {"x": value.x, "y": value.y}
+ return value
diff --git a/addons/godot_ai/handlers/theme_handler.gd.uid b/addons/godot_ai/handlers/theme_handler.gd.uid
new file mode 100644
index 0000000..b77af13
--- /dev/null
+++ b/addons/godot_ai/handlers/theme_handler.gd.uid
@@ -0,0 +1 @@
+uid://gjyldaddj7mu
diff --git a/addons/godot_ai/handlers/ui_handler.gd b/addons/godot_ai/handlers/ui_handler.gd
new file mode 100644
index 0000000..5d8db9b
--- /dev/null
+++ b/addons/godot_ai/handlers/ui_handler.gd
@@ -0,0 +1,533 @@
+@tool
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Handles UI-specific (Control) layout helpers: anchor presets, etc.
+##
+## Anchors/offsets are the worst part of Control layout to set one-property-at-a-time.
+## This handler wraps Godot's built-in presets (FULL_RECT, CENTER, TOP_LEFT, ...) so
+## callers can set a whole layout with one command, with proper undo.
+
+var _undo_redo: EditorUndoRedoManager
+
+
+const _PRESETS := {
+ "top_left": Control.PRESET_TOP_LEFT,
+ "top_right": Control.PRESET_TOP_RIGHT,
+ "bottom_left": Control.PRESET_BOTTOM_LEFT,
+ "bottom_right": Control.PRESET_BOTTOM_RIGHT,
+ "center_left": Control.PRESET_CENTER_LEFT,
+ "center_top": Control.PRESET_CENTER_TOP,
+ "center_right": Control.PRESET_CENTER_RIGHT,
+ "center_bottom": Control.PRESET_CENTER_BOTTOM,
+ "center": Control.PRESET_CENTER,
+ "left_wide": Control.PRESET_LEFT_WIDE,
+ "top_wide": Control.PRESET_TOP_WIDE,
+ "right_wide": Control.PRESET_RIGHT_WIDE,
+ "bottom_wide": Control.PRESET_BOTTOM_WIDE,
+ "vcenter_wide": Control.PRESET_VCENTER_WIDE,
+ "hcenter_wide": Control.PRESET_HCENTER_WIDE,
+ "full_rect": Control.PRESET_FULL_RECT,
+}
+
+const _RESIZE_MODES := {
+ "minsize": Control.PRESET_MODE_MINSIZE,
+ "keep_width": Control.PRESET_MODE_KEEP_WIDTH,
+ "keep_height": Control.PRESET_MODE_KEEP_HEIGHT,
+ "keep_size": Control.PRESET_MODE_KEEP_SIZE,
+}
+
+const _ANCHOR_OFFSET_PROPS := [
+ "anchor_left", "anchor_top", "anchor_right", "anchor_bottom",
+ "offset_left", "offset_top", "offset_right", "offset_bottom",
+]
+
+
+func _init(undo_redo: EditorUndoRedoManager) -> void:
+ _undo_redo = undo_redo
+
+
+## Apply a Control layout preset (anchors + offsets) to a UI node.
+##
+## Params:
+## path - scene path to a Control node (required)
+## preset - preset name: full_rect, center, top_left, ... (required)
+## resize_mode - minsize | keep_width | keep_height | keep_size (default: minsize)
+## margin - integer margin in pixels from the anchor edges (default: 0)
+func set_anchor_preset(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("path", "")
+ if node_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ var preset_name: String = str(params.get("preset", "")).to_lower()
+ if preset_name.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: preset")
+ if not _PRESETS.has(preset_name):
+ var names := _PRESETS.keys()
+ names.sort()
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Unknown preset '%s'. Valid: %s" % [preset_name, ", ".join(names)]
+ )
+
+ var resize_mode_name: String = str(params.get("resize_mode", "minsize")).to_lower()
+ if not _RESIZE_MODES.has(resize_mode_name):
+ var names := _RESIZE_MODES.keys()
+ names.sort()
+ return ErrorCodes.make(
+ ErrorCodes.VALUE_OUT_OF_RANGE,
+ "Unknown resize_mode '%s'. Valid: %s" % [resize_mode_name, ", ".join(names)]
+ )
+
+ var margin: int = int(params.get("margin", 0))
+
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var scene_root: Node = _resolved.scene_root
+ if not node is Control:
+ var got_class: String = node.get_class()
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Node %s is not a Control (got %s)%s" % [
+ node_path, got_class, _canvas_layer_overlay_hint(got_class)
+ ]
+ )
+
+ var control := node as Control
+ var preset_value: int = _PRESETS[preset_name]
+ var resize_mode_value: int = _RESIZE_MODES[resize_mode_name]
+
+ # Snapshot before so we can undo every property the preset may have touched.
+ var before: Dictionary = {}
+ for prop in _ANCHOR_OFFSET_PROPS:
+ before[prop] = control.get(prop)
+
+ _undo_redo.create_action("MCP: Set %s anchor preset %s" % [control.name, preset_name])
+ _undo_redo.add_do_method(
+ control, "set_anchors_and_offsets_preset", preset_value, resize_mode_value, margin
+ )
+ for prop in _ANCHOR_OFFSET_PROPS:
+ _undo_redo.add_undo_property(control, prop, before[prop])
+ _undo_redo.commit_action()
+
+ var after: Dictionary = {}
+ for prop in _ANCHOR_OFFSET_PROPS:
+ after[prop] = control.get(prop)
+
+ return {
+ "data": {
+ "path": node_path,
+ "preset": preset_name,
+ "resize_mode": resize_mode_name,
+ "margin": margin,
+ "anchors": {
+ "left": after.anchor_left,
+ "top": after.anchor_top,
+ "right": after.anchor_right,
+ "bottom": after.anchor_bottom,
+ },
+ "offsets": {
+ "left": after.offset_left,
+ "top": after.offset_top,
+ "right": after.offset_right,
+ "bottom": after.offset_bottom,
+ },
+ "undoable": true,
+ }
+ }
+
+
+## Set the visible `text` property on a UI Control (Label, Button + subclasses,
+## LineEdit, TextEdit, RichTextLabel, LinkButton). Undoable.
+func set_text(params: Dictionary) -> Dictionary:
+ var node_path: String = params.get("path", "")
+ if node_path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
+
+ if not params.has("text"):
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: text")
+ var text_value: Variant = params["text"]
+ if typeof(text_value) != TYPE_STRING:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "text must be a string")
+
+ var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
+ if _resolved.has("error"):
+ return _resolved
+ var node: Node = _resolved.node
+ var scene_root: Node = _resolved.scene_root
+ var node_type := node.get_class()
+ if not node is Control:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Node %s is not a Control (got %s)" % [node_path, node_type]
+ )
+ # Scan get_property_list() (matches set_property / _apply_property in this
+ # repo) so we can both confirm `text` exists and that it's actually a String
+ # — guards against a custom Control whose `text` happens to be some other
+ # type, where set()-ing a String would silently mis-coerce.
+ var text_prop_type := TYPE_NIL
+ var has_text := false
+ for prop in node.get_property_list():
+ if prop.get("name", "") == "text":
+ has_text = true
+ text_prop_type = prop.get("type", TYPE_NIL)
+ break
+ if not has_text:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Control %s has no 'text' property (got %s)" % [node_path, node_type]
+ )
+ if text_prop_type != TYPE_STRING:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ "Control %s has a non-string 'text' property (got %s)" % [node_path, node_type]
+ )
+
+ var old_value: String = node.get("text")
+
+ _undo_redo.create_action("MCP: Set %s text" % node.name)
+ _undo_redo.add_do_property(node, "text", text_value)
+ _undo_redo.add_undo_property(node, "text", old_value)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "path": node_path,
+ "text": text_value,
+ "old_text": old_value,
+ "node_type": node_type,
+ "undoable": true,
+ }
+ }
+
+
+# ============================================================================
+# build_layout — declarative nested-dict → Control tree in one undo action
+# ============================================================================
+
+## Build a tree of Control nodes atomically.
+##
+## Params:
+## tree - Dictionary describing the root node. Required fields: "type".
+## Optional: "name", "properties" (dict), "anchor_preset",
+## "anchor_margin", "theme" (res://, uid:// or user:// path), "children" (array).
+## parent_path - Parent scene path. Empty or "/" = scene root.
+##
+## Validation is done before any scene mutation: class names, property
+## existence, and res:// paths are all checked up-front. If anything is
+## invalid, no node is created.
+func build_layout(params: Dictionary) -> Dictionary:
+ var tree = params.get("tree")
+ if not params.has("tree"):
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: tree")
+ if typeof(tree) != TYPE_DICTIONARY:
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "tree must be a dictionary")
+
+ var _scene_check := McpNodeValidator.require_scene_or_error()
+ if _scene_check.has("error"):
+ return _scene_check
+ var scene_root: Node = _scene_check.scene_root
+
+ var parent_path: String = params.get("parent_path", "")
+ var parent: Node = scene_root
+ if not parent_path.is_empty() and parent_path != "/":
+ parent = McpScenePath.resolve(parent_path, scene_root)
+ if parent == null:
+ return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, McpScenePath.format_parent_error(parent_path, scene_root))
+
+ # Validate + build in memory first; if anything fails, free and bail.
+ var built := _build_subtree(tree)
+ if built.has("error"):
+ return built
+ var root_node: Node = built.node
+ var created: Array[Node] = built.created
+
+ _undo_redo.create_action("MCP: Build UI layout (%d nodes)" % created.size())
+ _undo_redo.add_do_method(parent, "add_child", root_node, true)
+ _undo_redo.add_do_method(root_node, "set_owner", scene_root)
+ for n in created:
+ _undo_redo.add_do_method(n, "set_owner", scene_root)
+ _undo_redo.add_do_reference(n)
+ _undo_redo.add_undo_method(parent, "remove_child", root_node)
+ _undo_redo.commit_action()
+
+ return {
+ "data": {
+ "root_path": McpScenePath.from_node(root_node, scene_root),
+ "node_count": created.size(),
+ "undoable": true,
+ }
+ }
+
+
+## Recursively instantiate + configure a node and its children in memory.
+## Returns {"node": root, "created": [all descendants incl. root]} or {"error": ...}.
+func _build_subtree(spec: Dictionary) -> Dictionary:
+ var node_type: String = spec.get("type", "")
+ if node_type.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Every layout node requires a 'type'")
+ if not ClassDB.class_exists(node_type):
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown type: %s" % node_type)
+ if not ClassDB.is_parent_class(node_type, "Node"):
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s is not a Node type" % node_type)
+
+ var node: Node = ClassDB.instantiate(node_type)
+ if node == null:
+ return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % node_type)
+
+ var node_name: String = spec.get("name", "")
+ if not node_name.is_empty():
+ node.name = node_name
+
+ # Properties.
+ if spec.has("properties"):
+ var props = spec.get("properties")
+ if typeof(props) != TYPE_DICTIONARY:
+ node.free()
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "properties must be a dictionary")
+ for key in props:
+ var value = props[key]
+ var apply_err := _apply_property(node, str(key), value)
+ if apply_err != null:
+ node.free()
+ return apply_err
+
+ # Theme (res:// / uid:// / user:// path -> Resource).
+ if spec.has("theme"):
+ var theme_path: String = str(spec.get("theme", ""))
+ if not theme_path.is_empty():
+ var theme_path_err = McpPathValidator.loadable_error(theme_path, "theme")
+ if theme_path_err != null:
+ node.free()
+ return theme_path_err
+ if not ResourceLoader.exists(theme_path):
+ node.free()
+ return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Theme not found: %s" % theme_path)
+ var theme_res: Resource = ResourceLoader.load(theme_path)
+ if theme_res == null or not theme_res is Theme:
+ node.free()
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "theme path must point to a Theme resource: %s" % theme_path)
+ if not node is Control and not node is Window:
+ node.free()
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "theme can only be set on Control / Window (got %s)%s" % [
+ node_type, _canvas_layer_overlay_hint(node_type)
+ ]
+ )
+ node.theme = theme_res as Theme
+
+ # Anchor preset — applied before children so children inherit sensible anchors.
+ if spec.has("anchor_preset"):
+ var preset_name: String = str(spec.get("anchor_preset", "")).to_lower()
+ if not _PRESETS.has(preset_name):
+ node.free()
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown anchor_preset: %s" % preset_name)
+ if not node is Control:
+ node.free()
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "anchor_preset requires a Control (got %s)%s" % [
+ node_type, _canvas_layer_overlay_hint(node_type)
+ ]
+ )
+ var preset_value: int = _PRESETS[preset_name]
+ var margin: int = int(spec.get("anchor_margin", 0))
+ (node as Control).set_anchors_and_offsets_preset(preset_value, Control.PRESET_MODE_MINSIZE, margin)
+
+ var created: Array[Node] = [node]
+ if spec.has("children"):
+ var children = spec.get("children")
+ if typeof(children) != TYPE_ARRAY:
+ node.free()
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "children must be an array")
+ for child_spec in children:
+ if typeof(child_spec) != TYPE_DICTIONARY:
+ node.free()
+ return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "each child must be a dictionary")
+ var child_result := _build_subtree(child_spec)
+ if child_result.has("error"):
+ node.free()
+ return child_result
+ var child_node: Node = child_result.node
+ node.add_child(child_node)
+ for n in child_result.created:
+ created.append(n)
+ return {"node": node, "created": created}
+
+
+## Mapping from theme_override_* property prefixes to their add/remove methods.
+const _THEME_OVERRIDE_MAP := {
+ "theme_override_colors/": {
+ "add": "add_theme_color_override",
+ "remove": "remove_theme_color_override",
+ "coerce_type": TYPE_COLOR,
+ },
+ "theme_override_constants/": {
+ "add": "add_theme_constant_override",
+ "remove": "remove_theme_constant_override",
+ "coerce_type": TYPE_INT,
+ },
+ "theme_override_font_sizes/": {
+ "add": "add_theme_font_size_override",
+ "remove": "remove_theme_font_size_override",
+ "coerce_type": TYPE_INT,
+ },
+ "theme_override_styles/": {
+ "add": "add_theme_stylebox_override",
+ "remove": "remove_theme_stylebox_override",
+ "coerce_type": TYPE_OBJECT,
+ },
+}
+
+
+## Apply a property to a newly-instantiated node. Handles Color/Vector2/NodePath
+## coercion from JSON-friendly forms. Returns null on success, error dict on failure.
+func _apply_property(node: Node, prop: String, value: Variant) -> Variant:
+ # Handle theme_override_* pseudo-properties before the regular property scan.
+ for prefix in _THEME_OVERRIDE_MAP:
+ if prop.begins_with(prefix):
+ if not node is Control:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "theme_override_* requires a Control node (got %s)" % node.get_class()
+ )
+ var override_name := prop.substr(prefix.length())
+ var info: Dictionary = _THEME_OVERRIDE_MAP[prefix]
+ var coerce_type: int = info.coerce_type
+
+ # For stylebox overrides, load from a res:// / uid:// / user:// path.
+ if coerce_type == TYPE_OBJECT:
+ if value is String and (value.begins_with("res://") or value.begins_with("uid://") or value.begins_with("user://")):
+ var style_path_err = McpPathValidator.loadable_error(value, "stylebox")
+ if style_path_err != null:
+ return style_path_err
+ var res := ResourceLoader.load(value)
+ if res == null or not res is StyleBox:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "Style resource not found or not a StyleBox: %s" % value
+ )
+ node.call(info.add, override_name, res)
+ else:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "theme_override_styles/ expects a res:// / uid:// / user:// path to a StyleBox"
+ )
+ else:
+ var coercion := _coerce_for_type(value, coerce_type)
+ if not coercion.ok:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Cannot coerce '%s' for %s" % [value, prop]
+ )
+ node.call(info.add, override_name, coercion.value)
+ return null
+
+ var found := false
+ var prop_type := TYPE_NIL
+ for p in node.get_property_list():
+ if p.name == prop:
+ found = true
+ prop_type = p.get("type", TYPE_NIL)
+ break
+ if not found:
+ return ErrorCodes.make(
+ ErrorCodes.PROPERTY_NOT_ON_CLASS,
+ McpPropertyErrors.build_message(node, prop)
+ )
+
+ var coercion := _coerce_for_type(value, prop_type)
+ if not coercion.ok:
+ return ErrorCodes.make(
+ ErrorCodes.WRONG_TYPE,
+ "Property '%s' on %s expects type %s (cannot coerce %s)" % [
+ prop, node.get_class(), type_string(prop_type), value
+ ]
+ )
+ node.set(prop, coercion.value)
+ return null
+
+
+## Coerce a JSON-friendly value to the target Godot type. Returns
+## {"ok": true, "value": coerced} on success, {"ok": false} on failure.
+## For types we don't explicitly coerce, the value is returned as-is
+## (Godot will typecheck at set() time and fail loudly if it disagrees).
+static func _coerce_for_type(value: Variant, prop_type: int) -> Dictionary:
+ match prop_type:
+ TYPE_COLOR:
+ if value is Color:
+ return {"ok": true, "value": value}
+ if value is String:
+ var a := Color.from_string(value, Color(0, 0, 0, 0))
+ var b := Color.from_string(value, Color(1, 1, 1, 1))
+ if a == b:
+ return {"ok": true, "value": a}
+ return {"ok": false}
+ if value is Dictionary and value.has("r") and value.has("g") and value.has("b"):
+ return {
+ "ok": true,
+ "value": Color(float(value.r), float(value.g), float(value.b), float(value.get("a", 1.0))),
+ }
+ return {"ok": false}
+ TYPE_VECTOR2:
+ if value is Vector2:
+ return {"ok": true, "value": value}
+ if value is Dictionary and value.has("x") and value.has("y"):
+ return {"ok": true, "value": Vector2(float(value.x), float(value.y))}
+ if value is Array and value.size() == 2:
+ return {"ok": true, "value": Vector2(float(value[0]), float(value[1]))}
+ return {"ok": false}
+ TYPE_VECTOR2I:
+ if value is Vector2i:
+ return {"ok": true, "value": value}
+ if value is Dictionary and value.has("x") and value.has("y"):
+ return {"ok": true, "value": Vector2i(int(value.x), int(value.y))}
+ if value is Array and value.size() == 2:
+ return {"ok": true, "value": Vector2i(int(value[0]), int(value[1]))}
+ return {"ok": false}
+ TYPE_RECT2:
+ if value is Rect2:
+ return {"ok": true, "value": value}
+ if value is Array and value.size() == 4:
+ return {
+ "ok": true,
+ "value":
+ Rect2(float(value[0]), float(value[1]), float(value[2]), float(value[3])),
+ }
+ if value is Dictionary:
+ if value.has("x") and value.has("y") and value.has("w") and value.has("h"):
+ return {
+ "ok": true,
+ "value":
+ Rect2(float(value.x), float(value.y), float(value.w), float(value.h)),
+ }
+ if value.has("position") and value.has("size"):
+ var pos := _coerce_for_type(value.position, TYPE_VECTOR2)
+ var sz := _coerce_for_type(value.size, TYPE_VECTOR2)
+ if pos.ok and sz.ok:
+ return {"ok": true, "value": Rect2(pos.value, sz.value)}
+ return {"ok": false}
+ TYPE_NODE_PATH:
+ if value is NodePath:
+ return {"ok": true, "value": value}
+ if value is String:
+ return {"ok": true, "value": NodePath(value)}
+ return {"ok": false}
+ return {"ok": true, "value": value}
+
+
+# CanvasLayer is the canonical HUD parent but isn't a Control, so applying
+# Control-only properties (theme, anchor_preset) to it is a common mistake.
+# The recovery shape is always the same: nest a Control child under the layer.
+static func _canvas_layer_overlay_hint(node_class: String) -> String:
+ if node_class != "CanvasLayer":
+ return ""
+ return (
+ ". CanvasLayer is not a Control — add a Control (e.g. Panel or Control "
+ + "with anchor_preset=full_rect) as its child and apply theme / "
+ + "anchor_preset to that overlay."
+ )
diff --git a/addons/godot_ai/handlers/ui_handler.gd.uid b/addons/godot_ai/handlers/ui_handler.gd.uid
new file mode 100644
index 0000000..f48f841
--- /dev/null
+++ b/addons/godot_ai/handlers/ui_handler.gd.uid
@@ -0,0 +1 @@
+uid://ckm6f1objpgvw
diff --git a/addons/godot_ai/mcp_dock.gd b/addons/godot_ai/mcp_dock.gd
new file mode 100644
index 0000000..bd02190
--- /dev/null
+++ b/addons/godot_ai/mcp_dock.gd
@@ -0,0 +1,2496 @@
+@tool
+class_name McpDock
+extends VBoxContainer
+
+## Editor dock panel showing MCP connection status, client config, and command log.
+##
+## Audit-v2 #360 partial extraction. Two cohesive subpanels live in
+## res://addons/godot_ai/dock_panels/:
+## - log_viewer.gd: MCP request/response log (dev-mode only).
+## - port_picker_panel.gd: spawn-failure escape hatch nested in the crash panel.
+##
+## The audit also called for ServerStatusPanel and ClientRowController
+## extractions; those were *deliberately deferred*. Their UI scatters across
+## the dock layout (status icon at top, crash panel mid, setup section lower;
+## client rows + drift banner + scroll grid spread similarly), so a clean
+## extract-by-panel needs either visible UI reorganization or a coordinator-
+## Node pattern with property-accessor façades on McpDock that re-tangle the
+## very state they claim to move.
+##
+## A future refactor probably wants extract-by-concern instead — e.g.
+## `utils/mcp_async_refresh_state_machine.gd` owning the IDLE → RUNNING →
+## RUNNING_TIMED_OUT → DEFERRED_FOR_FILESYSTEM → SHUTTING_DOWN transitions
+## and pending-flag triplet, `utils/mcp_client_action_dispatcher.gd` owning
+## the per-row Configure/Remove worker pool. The dock would keep UI
+## construction and lose the state-machine ownership. See issue #360.
+
+const ServerStateScript := preload("res://addons/godot_ai/utils/mcp_server_state.gd")
+const ClientRefreshStateScript := preload("res://addons/godot_ai/utils/mcp_client_refresh_state.gd")
+const Telemetry := preload("res://addons/godot_ai/telemetry.gd")
+const UpdateManagerScript := preload("res://addons/godot_ai/utils/update_manager.gd")
+const UpdateMixedStateScript := preload("res://addons/godot_ai/utils/update_mixed_state.gd")
+const Client := preload("res://addons/godot_ai/clients/_base.gd")
+const ClientConfigurator := preload("res://addons/godot_ai/client_configurator.gd")
+const ClientRegistry := preload("res://addons/godot_ai/clients/_registry.gd")
+const JsonStrategy := preload("res://addons/godot_ai/clients/_json_strategy.gd")
+const TomlStrategy := preload("res://addons/godot_ai/clients/_toml_strategy.gd")
+const CliStrategy := preload("res://addons/godot_ai/clients/_cli_strategy.gd")
+const ToolCatalog := preload("res://addons/godot_ai/tool_catalog.gd")
+const LogViewerScript := preload("res://addons/godot_ai/dock_panels/log_viewer.gd")
+const PortPickerPanelScript := preload("res://addons/godot_ai/dock_panels/port_picker_panel.gd")
+
+const DEV_MODE_SETTING := "godot_ai/dev_mode"
+const CLIENT_STATUS_REFRESH_COOLDOWN_MSEC := 15 * 1000
+const CLIENT_STATUS_REFRESH_TIMEOUT_MSEC := 30 * 1000
+static var COLOR_MUTED := Color(0.7, 0.7, 0.7)
+static var COLOR_HEADER := Color(0.95, 0.95, 0.95)
+## Used for "in-progress" / "stale, action needed" UI: the startup-grace
+## status icon, the spawn-failure suggested-port hint, the drift banner,
+## and the per-row mismatch dot. One constant so a future palette tweak
+## doesn't have to find every literal.
+static var COLOR_AMBER := Color(1.0, 0.75, 0.25)
+
+var _connection
+var _log_buffer
+var _plugin: EditorPlugin
+
+# Always visible
+var _redock_btn: Button
+var _status_icon: ColorRect
+var _status_label: Label
+var _client_grid: VBoxContainer
+var _client_configure_all_btn: Button
+var _clients_summary_label: Label
+var _clients_window: Window
+var _dev_mode_toggle: CheckButton
+var _install_label: Label
+
+# Settings tab (secondary window, Tab 2) — domain-exclusion UI for clients
+# that cap total tool count (Antigravity: 100). Pending set is mutated by
+# checkbox clicks; saved set reflects what the spawned server actually
+# sees. `Apply & Restart Server` writes pending → setting and triggers a
+# plugin reload so the new server comes up with the trimmed list.
+var _tools_pending_excluded: PackedStringArray = PackedStringArray()
+var _tools_saved_excluded: PackedStringArray = PackedStringArray()
+var _tools_domain_checkboxes: Dictionary = {}
+var _tools_count_label: Label
+var _tools_apply_btn: Button
+var _tools_reset_btn: Button
+var _tools_dirty_warning: Label
+var _tools_close_confirm: ConfirmationDialog
+var _telemetry_toggle: CheckButton
+var _telemetry_pending_enabled: bool = true
+var _telemetry_saved_enabled: bool = true
+
+## Per-client UI handles, keyed by client id. Each entry holds the row's
+## status dot, configure button, remove button, manual-command panel + text.
+var _client_rows: Dictionary = {}
+
+# Drift banner — surfaced near the Clients section when one or more clients
+# have a stored entry whose URL no longer matches `http_url()` (typical after
+# the user changes `godot_ai/http_port`). Refreshes are stale-while-refreshing:
+# cached row dots/banner remain visible while a background worker performs the
+# potentially blocking config/CLI probes, then the main thread applies results.
+# Automatic focus-in refreshes use a short cooldown to avoid repeated sweeps
+# during tab-away/tab-back churn. See #166 and #226.
+var _drift_banner: VBoxContainer
+var _drift_label: Label
+## Handles for the Setup section's "Server" row. `_update_status` keeps
+## the label text/color in sync with `McpConnection.server_version` so the
+## dock reports the TRUE running server version, not the plugin's
+## expected version. See #174 follow-up — a plugin upgrade via self-
+## update can leave the plugin connected to an older adopted server
+## (foreign-port branch never sets `_server_pid`, so `_stop_server`
+## can't kill it); the line has to show the mismatch honestly.
+var _setup_server_label: Label
+## Last rendered server-version string. `_update_status` runs every
+## frame; early-outs text repaint when nothing changed. Empty means
+## "no line rendered yet" (dev-checkout branch doesn't render a
+## user-mode Server line).
+var _last_rendered_server_text: String = ""
+## Restart-server button shown next to the Setup container when
+## `McpConnection.server_version` drifts from the plugin version. Hidden
+## in the match case so the UI stays calm.
+var _version_restart_btn: Button
+var _server_restart_in_progress := false
+## Sorted snapshot of the most recent mismatched-client set. Powers two things:
+## (a) the Reconfigure button reuses this list instead of re-running
+## `check_status` per row (saves ~18 filesystem reads per click), and
+## (b) `_refresh_drift_banner` early-returns when the set is unchanged so
+## repeated explicit refreshes don't repaint identical text. Mirrors the
+## `_last_server_status` pattern used by the crash panel.
+var _last_mismatched_ids: Array[String] = []
+var _client_status_refresh_thread: Thread
+## Single source of truth for the refresh-sweep state machine. See
+## `ClientRefreshStateScript` for the transition table. Replaces the
+## previously scattered booleans (`_in_flight`, `_timed_out`,
+## `_deferred_until_filesystem_ready`, `_shutdown_requested`).
+var _refresh_state: int = ClientRefreshStateScript.IDLE
+## Pending-request flags. Kept separate from `_refresh_state` because
+## they're "what should the next refresh look like" — not state of
+## any current refresh. A pending request is queued when a refresh
+## arrives during RUNNING / RUNNING_TIMED_OUT and consumed by
+## `_apply_client_status_refresh_results` once the in-flight worker
+## drains. `_pending_force` also captures forced retries deferred via
+## DEFERRED_FOR_FILESYSTEM so a pending user click survives the wait.
+var _client_status_refresh_pending: bool = false
+var _client_status_refresh_pending_force: bool = false
+var _client_status_refresh_pending_initial: bool = false
+var _last_client_status_refresh_completed_msec: int = 0
+var _client_status_refresh_started_msec: int = 0
+var _client_status_refresh_generation: int = 0
+## Owns the self-update slice: GitHub Releases poll, ZIP download, install
+## orchestration, and the install-in-flight gate. Dock keeps banner UI
+## only and consults the gate via `_is_self_update_in_progress()`.
+var _update_manager
+static var _orphaned_client_status_refresh_threads: Array[Thread] = []
+
+## Per-row worker state for Configure / Remove. Issue #239: shelling out
+## to a hung CLI on main hangs the editor. We dispatch each click to its
+## own thread (one slot per client) and apply the result via call_deferred
+## once the subprocess returns or the wall-clock budget in McpCliExec
+## kicks in. The buttons stay disabled while the slot is busy so the user
+## can't queue a re-click on the same row.
+##
+## Per-client (not single-slot) so Configure-all can fan out — the
+## workers are independent, only the row UI is shared, and McpCliExec
+## bounds the wall-clock for each.
+##
+## No orphan-thread list (unlike the refresh worker): action threads
+## never get abandoned mid-flight. McpCliExec's wall-clock budget caps
+## the worst case at ~10s, so the `_exit_tree` / `McpUpdateManager`
+## install-time drain blocks briefly and finishes — there's no path that
+## "gives up" on an action thread the way `_abandon_client_status_refresh_thread`
+## does for the refresh worker.
+var _client_action_threads: Dictionary = {}
+var _client_action_generations: Dictionary = {}
+
+# Dev-mode only
+var _dev_section: VBoxContainer
+var _server_label: Label
+var _reload_btn: Button
+var _setup_section: VBoxContainer
+var _setup_container: VBoxContainer
+## Primary dev-section button — always (re)starts a `--reload` dev server.
+## Same-version Python edits get adopted as compatible by the lifecycle, so
+## neither the drift nor the crash Restart button surfaces; this is the
+## unconditional kick contributors need to pick up source changes without
+## a version bump.
+var _dev_primary_btn: Button
+## Small "✕" affordance next to the primary — stops the dev server without
+## spawning a replacement. Disabled when no dev server is running.
+var _dev_stop_btn: Button
+var _log_viewer: LogViewerScript
+
+var _last_connected := false
+var _last_status_text := ""
+var _startup_grace_until_msec: int = 0
+
+# Spawn-failure panel — rendered when `get_server_status` reports a
+# non-OK `state`. One panel, one body paragraph per state, no cascading
+# booleans. See `_crash_body_for_state`.
+var _crash_panel: VBoxContainer
+var _crash_output: RichTextLabel
+var _crash_restart_btn: Button
+var _crash_reload_btn: Button
+## Port-picker escape hatch — visible inside the crash panel when the root
+## cause is port contention (PORT_EXCLUDED or FOREIGN_PORT). The dock writes
+## the EditorSetting and reloads the plugin in response to the panel's
+## `port_apply_requested` signal.
+var _port_picker_panel: PortPickerPanelScript
+## Last status Dict rendered into the panel — used to skip re-population
+## when nothing changed, which would otherwise reset the user's scroll
+## position on every frame. GDScript Dicts compare by value with `==`.
+var _last_server_status: Dictionary = {}
+
+# First-run grace: uvx installs 60+ Python packages on first run (can take
+# 10-30s on a slow connection). Don't scare users with "Disconnected" during
+# that window — show "Starting server…" instead. After this expires, fall
+# back to the normal disconnect UI.
+const STARTUP_GRACE_MSEC := 60 * 1000
+
+# Update banner — visible UI only. Releases polling, ZIP download, and
+# the install pipeline live on `_update_manager`.
+var _update_banner: VBoxContainer
+var _update_label: Label
+var _update_btn: Button
+
+# Mixed-state banner — surfaces when `addons/godot_ai/` contains
+# `*.update_backup` files left by a self-update whose rollback failed
+# (`UpdateReloadRunner.InstallStatus.FAILED_MIXED`). Without this banner
+# the user sees "plugin won't start" with no actionable context, re-runs
+# the update, and compounds the mismatch (issue #354 / audit-v2 #10).
+var _mixed_state_banner: VBoxContainer
+var _mixed_state_label: Label
+var _mixed_state_files: RichTextLabel
+var _mixed_state_rescan_btn: Button
+
+
+func setup(connection: McpConnection, log_buffer: McpLogBuffer, plugin: EditorPlugin) -> void:
+ _connection = connection
+ _log_buffer = log_buffer
+ _plugin = plugin
+ _startup_grace_until_msec = Time.get_ticks_msec() + STARTUP_GRACE_MSEC
+
+
+func _ready() -> void:
+ _build_ui()
+
+
+func _process(_delta: float) -> void:
+ if _connection == null:
+ return
+ _prune_orphaned_client_status_refresh_threads()
+ _check_client_status_refresh_timeout()
+ _retry_deferred_client_status_refresh()
+ _update_status()
+ if _log_viewer != null and _log_viewer.visible:
+ _log_viewer.tick()
+
+
+func _exit_tree() -> void:
+ ## Block on any in-flight refresh worker before letting the dock leave the
+ ## tree. The plugin disable path (editor_reload_plugin, Project Settings
+ ## toggle) reloads the McpDock script class — which wipes the static
+ ## `_orphaned_client_status_refresh_threads`, GCs the Thread objects mid-
+ ## execution, and triggers `~Thread … destroyed without its completion
+ ## having been realized` plus GDScript VM corruption (Opcode: 0, IP-bounds
+ ## errors, intermittent SIGSEGV). Probes finish in well under a second
+ ## under normal conditions; if a CLI probe genuinely hung, the runtime
+ ## timeout path (`_abandon_client_status_refresh_thread`) has already
+ ## moved that thread into the orphan list, so we drain it here too.
+ ##
+ ## `wait_to_finish` is unbounded by design: GDScript's Thread API has no
+ ## timeout, and a polling/abandon fallback would just re-introduce the
+ ## GC-mid-execution crash this fix exists to prevent. Blocking the editor
+ ## briefly on plugin-reload is strictly better than the SIGSEGV.
+ _refresh_state = ClientRefreshStateScript.SHUTTING_DOWN
+ _drain_client_status_refresh_workers()
+ _drain_client_action_workers()
+
+
+## Public drain entry consulted by `McpUpdateManager._install_zip` before
+## any disk write. Pairs both worker pools so the manager doesn't reach
+## into private dock methods. `_exit_tree` still calls the two underlying
+## drains directly because it has additional state-machine work
+## (SHUTTING_DOWN sticky-set) that the install-time path must NOT inherit.
+func prepare_for_self_update_drain() -> void:
+ _drain_client_status_refresh_workers()
+ _drain_client_action_workers()
+
+
+func _drain_client_status_refresh_workers() -> void:
+ ## Block until any in-flight refresh worker (and any orphaned workers from
+ ## a prior timeout) finish, then clear refresh state. Same blocking
+ ## semantics as the `_exit_tree` drain — see #232. Used by `_exit_tree`
+ ## (dock teardown) and `McpUpdateManager._install_zip` (before extract
+ ## overwrites plugin scripts on disk).
+ _client_status_refresh_generation += 1
+ if _client_status_refresh_thread != null:
+ _client_status_refresh_thread.wait_to_finish()
+ _client_status_refresh_thread = null
+ for thread in _orphaned_client_status_refresh_threads:
+ if thread != null:
+ thread.wait_to_finish()
+ _orphaned_client_status_refresh_threads.clear()
+ ## Don't transition out of SHUTTING_DOWN — the drain is called from
+ ## `_exit_tree` (sticky shutdown) and from
+ ## `McpUpdateManager._install_zip`'s post-drain reset, which writes
+ ## the state explicitly.
+ if _refresh_state != ClientRefreshStateScript.SHUTTING_DOWN:
+ _refresh_state = ClientRefreshStateScript.IDLE
+ _client_status_refresh_pending = false
+ _client_status_refresh_pending_force = false
+ _client_status_refresh_pending_initial = false
+
+
+func _drain_client_action_workers() -> void:
+ ## Same drain semantics as the refresh worker (see comment above): the
+ ## plugin disable / install-update path reloads our script class, so any
+ ## live Thread must finish before its slot is GC'd or we hit
+ ## `~Thread … destroyed without its completion having been realized` →
+ ## VM corruption. Bounded by `McpCliExec` wall-clock budgets, so the
+ ## worst case is a ~10s blocking drain, vs. an unbounded SIGSEGV.
+ ##
+ ## Generation-bumped per-row so any pending `call_deferred(
+ ## "_apply_client_action_result")` from a worker that finished after we
+ ## started draining detects the generation mismatch and short-circuits
+ ## without touching freed UI state.
+ ##
+ ## After draining, restore the row UI for any in-flight rows: bare
+ ## `_client_action_threads.clear()` would leave the dock stuck showing
+ ## "Configuring…" / "Removing…" with disabled buttons forever — a
+ ## user-visible failure mode for the install-update bail-out branch
+ ## (zip extract failure on the manager clears `_install_in_flight` and
+ ## the dock stays alive).
+ for client_id in _client_action_threads.keys():
+ var t: Thread = _client_action_threads[client_id]
+ if t != null:
+ t.wait_to_finish()
+ _client_action_generations[client_id] = int(_client_action_generations.get(client_id, 0)) + 1
+ _finalize_action_buttons(String(client_id))
+ var row: Dictionary = _client_rows.get(String(client_id), {})
+ if not row.is_empty():
+ _apply_row_status(
+ String(client_id),
+ row.get("status", Client.Status.NOT_CONFIGURED),
+ ""
+ )
+ _client_action_threads.clear()
+
+
+func _notification(what: int) -> void:
+ # Detect dock/undock by watching for reparenting events.
+ if what == NOTIFICATION_PARENTED or what == NOTIFICATION_UNPARENTED:
+ _update_redock_visibility.call_deferred()
+ elif what == NOTIFICATION_APPLICATION_FOCUS_IN:
+ if _should_refresh_client_statuses_on_focus_in():
+ _request_client_status_refresh(false)
+
+
+func _should_refresh_client_statuses_on_focus_in() -> bool:
+ ## Focus-in is part of Godot/editor window activation. Keep automatic refresh,
+ ## but only through the async/cooldown-protected path; never run a blocking
+ ## client-status sweep directly from this notification.
+ return true
+
+
+func _is_floating() -> bool:
+ var p := get_parent()
+ while p != null:
+ if p is Window:
+ return p != get_tree().root
+ p = p.get_parent()
+ return false
+
+
+func _update_redock_visibility() -> void:
+ if _redock_btn == null:
+ return
+ var floating := _is_floating()
+ if _redock_btn.visible != floating:
+ _redock_btn.visible = floating
+
+
+func _on_redock() -> void:
+ # When floating, our Window is NOT the editor root. Closing it triggers
+ # Godot's internal dock-return logic (same as clicking the window's X).
+ var win := get_window()
+ if win != null and win != get_tree().root:
+ win.close_requested.emit()
+
+
+func _build_margin_container(margin: int = 12) -> MarginContainer:
+ var margin_container := MarginContainer.new()
+ margin_container.add_theme_constant_override("margin_left", margin)
+ margin_container.add_theme_constant_override("margin_right", margin)
+ margin_container.add_theme_constant_override("margin_top", margin)
+ margin_container.add_theme_constant_override("margin_bottom", margin)
+ return margin_container
+
+
+func _build_ui() -> void:
+ add_theme_constant_override("separation", 8)
+
+ # --- Top row: status indicator + redock button (when floating) ---
+ var status_row := HBoxContainer.new()
+ status_row.add_theme_constant_override("separation", 8)
+
+ _status_icon = ColorRect.new()
+ _status_icon.custom_minimum_size = Vector2(14, 14)
+ # Amber on first paint — matches the "Starting server…" label text and
+ # distinguishes from a real disconnect (red).
+ _status_icon.color = COLOR_AMBER
+ var icon_center := CenterContainer.new()
+ icon_center.add_child(_status_icon)
+ status_row.add_child(icon_center)
+
+ _status_label = Label.new()
+ # Start in grace state — _update_status will take over on the next frame
+ # once the connection is available. Never show bare "Disconnected" on
+ # first paint because that's misleading while the server is still
+ # spinning up.
+ _status_label.text = "Starting server…"
+ _status_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ status_row.add_child(_status_label)
+
+ _redock_btn = Button.new()
+ _redock_btn.text = "Dock"
+ _redock_btn.tooltip_text = "Return this panel to the editor dock"
+ _redock_btn.visible = false
+ _redock_btn.pressed.connect(_on_redock)
+ status_row.add_child(_redock_btn)
+
+ add_child(status_row)
+
+ # Install-mode line — so a git-clone user doesn't press the yellow Update
+ # banner below and silently downgrade from main to the last release tag.
+ # See #144.
+ _install_label = Label.new()
+ _install_label.add_theme_color_override("font_color", COLOR_MUTED)
+ _install_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
+ _install_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _install_label.text = _install_mode_text()
+ _install_label.tooltip_text = _install_mode_tooltip()
+ _install_label.mouse_filter = Control.MOUSE_FILTER_STOP
+ add_child(_install_label)
+
+ # --- Spawn-failure panel (shown when `_start_server` reports a non-OK
+ # state via `get_server_status`). One body paragraph + the matching
+ # action; the top status label already carries the state headline.
+ _crash_panel = VBoxContainer.new()
+ _crash_panel.add_theme_constant_override("separation", 6)
+ _crash_panel.visible = false
+
+ _crash_output = RichTextLabel.new()
+ _crash_output.custom_minimum_size = Vector2(0, 60)
+ _crash_output.bbcode_enabled = false
+ _crash_output.selection_enabled = true
+ _crash_output.scroll_following = false
+ _crash_output.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
+ _crash_output.fit_content = true
+ _crash_panel.add_child(_crash_output)
+
+ _port_picker_panel = PortPickerPanelScript.new()
+ _port_picker_panel.setup()
+ _port_picker_panel.port_apply_requested.connect(_on_port_apply_requested)
+ _crash_panel.add_child(_port_picker_panel)
+
+ _crash_restart_btn = Button.new()
+ _crash_restart_btn.text = "Restart Server"
+ _crash_restart_btn.tooltip_text = "Stop the old server on this port and start the bundled godot-ai server"
+ _crash_restart_btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _crash_restart_btn.add_theme_color_override("font_color", Color.WHITE)
+ _crash_restart_btn.add_theme_color_override("font_hover_color", Color.WHITE)
+ _crash_restart_btn.add_theme_color_override("font_pressed_color", Color.WHITE)
+ _crash_restart_btn.pressed.connect(_on_restart_stale_server)
+ _crash_restart_btn.visible = false
+ _crash_panel.add_child(_crash_restart_btn)
+
+ _crash_reload_btn = Button.new()
+ _crash_reload_btn.text = "Reload Plugin"
+ _crash_reload_btn.tooltip_text = "Re-run the spawn after fixing the underlying issue"
+ _crash_reload_btn.pressed.connect(_on_reload_plugin)
+ _crash_panel.add_child(_crash_reload_btn)
+
+ _crash_panel.add_child(HSeparator.new())
+ add_child(_crash_panel)
+
+ _build_mixed_state_banner()
+ _refresh_mixed_state_banner()
+
+ # --- Update banner (top of dock, hidden until check finds a newer version) ---
+ _update_banner = VBoxContainer.new()
+ _update_banner.add_theme_constant_override("separation", 4)
+ _update_banner.visible = false
+
+ _update_label = Label.new()
+ _update_label.add_theme_font_size_override("font_size", 15)
+ _update_label.add_theme_color_override("font_color", Color(1.0, 0.85, 0.3))
+ ## Wrap long banner text (e.g. the < 4.4 manual-update guidance) instead
+ ## of letting a single line stretch the whole dock wide. The dock is a
+ ## fixed-width side panel, so constrain horizontally and wrap.
+ _update_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
+ _update_label.size_flags_horizontal = Control.SIZE_FILL
+ _update_label.custom_minimum_size = Vector2(0, 0)
+ _update_banner.add_child(_update_label)
+
+ var update_btn_row := HBoxContainer.new()
+ update_btn_row.add_theme_constant_override("separation", 6)
+
+ _update_btn = Button.new()
+ _update_btn.text = "Update"
+ _update_btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _update_btn.pressed.connect(_on_update_pressed)
+ update_btn_row.add_child(_update_btn)
+
+ var release_link := Button.new()
+ release_link.text = "Release notes"
+ release_link.pressed.connect(func(): OS.shell_open(UpdateManagerScript.RELEASES_PAGE))
+ update_btn_row.add_child(release_link)
+
+ _update_banner.add_child(update_btn_row)
+ _update_banner.add_child(HSeparator.new())
+
+ add_child(_update_banner)
+
+ if _update_manager == null:
+ _update_manager = UpdateManagerScript.new()
+ _update_manager.setup(_plugin, self)
+ _update_manager.update_check_completed.connect(_on_update_check_result)
+ _update_manager.install_state_changed.connect(_on_install_state_changed)
+ add_child(_update_manager)
+ _update_manager.check_for_updates.call_deferred()
+
+ # --- Dev-only connection extras (server label + reload button) ---
+ _dev_section = VBoxContainer.new()
+ _dev_section.add_theme_constant_override("separation", 6)
+ add_child(_dev_section)
+
+ _server_label = Label.new()
+ _server_label.add_theme_color_override("font_color", COLOR_MUTED)
+ _dev_section.add_child(_server_label)
+ _refresh_server_label()
+
+ var btn_row := HBoxContainer.new()
+ btn_row.add_theme_constant_override("separation", 6)
+
+ _reload_btn = Button.new()
+ _reload_btn.text = "Dev: Reload Plugin"
+ _reload_btn.tooltip_text = "Developer utility: reload the GDScript plugin. This does not restart or replace the server."
+ _reload_btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _reload_btn.pressed.connect(_on_reload_plugin)
+ btn_row.add_child(_reload_btn)
+
+ _dev_section.add_child(btn_row)
+
+ # --- Setup section (dev-only or when uv missing) ---
+ _setup_section = VBoxContainer.new()
+ _setup_section.add_theme_constant_override("separation", 6)
+ add_child(_setup_section)
+
+ _setup_section.add_child(HSeparator.new())
+ _setup_section.add_child(_make_header("Setup"))
+ _setup_container = VBoxContainer.new()
+ _setup_container.add_theme_constant_override("separation", 6)
+ _setup_section.add_child(_setup_container)
+
+ add_child(HSeparator.new())
+
+ # --- Clients ---
+ var clients_row := HBoxContainer.new()
+ clients_row.add_theme_constant_override("separation", 8)
+
+ var clients_header := _make_header("Clients")
+ clients_row.add_child(clients_header)
+
+ _clients_summary_label = Label.new()
+ _clients_summary_label.add_theme_color_override("font_color", COLOR_MUTED)
+ _clients_summary_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ clients_row.add_child(_clients_summary_label)
+
+ var clients_refresh_btn := Button.new()
+ clients_refresh_btn.text = "Refresh"
+ clients_refresh_btn.tooltip_text = "Refresh client status in the background. Cached status stays visible while checks run."
+ clients_refresh_btn.pressed.connect(_on_refresh_clients_pressed)
+ clients_row.add_child(clients_refresh_btn)
+
+ var clients_open_btn := Button.new()
+ clients_open_btn.text = "Clients & Settings"
+ clients_open_btn.tooltip_text = "Open the MCP settings window — configure AI clients, choose telemetry preferences, or disable tool domains to fit under a client's hard tool-count cap (e.g. Antigravity's 100)."
+ clients_open_btn.pressed.connect(_on_open_clients_window)
+ clients_row.add_child(clients_open_btn)
+
+ add_child(clients_row)
+
+ # Drift banner — hidden until a sweep finds at least one mismatched client.
+ _drift_banner = VBoxContainer.new()
+ _drift_banner.add_theme_constant_override("separation", 4)
+ _drift_banner.visible = false
+ _drift_label = Label.new()
+ _drift_label.add_theme_color_override("font_color", COLOR_AMBER)
+ _drift_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
+ _drift_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _drift_banner.add_child(_drift_label)
+ var drift_btn := Button.new()
+ drift_btn.text = "Reconfigure mismatched"
+ drift_btn.tooltip_text = "Re-run Configure on every client whose stored URL doesn't match the current server URL."
+ drift_btn.pressed.connect(_on_reconfigure_mismatched)
+ _drift_banner.add_child(drift_btn)
+ add_child(_drift_banner)
+
+ _clients_window = Window.new()
+ _clients_window.title = "MCP Clients & Settings"
+ ## `Vector2i * float` yields Vector2; wrap the result back to Vector2i.
+ _clients_window.min_size = Vector2i(Vector2(560, 460) * EditorInterface.get_editor_scale())
+ _clients_window.visible = false
+ _clients_window.close_requested.connect(_on_clients_window_close_requested)
+ add_child(_clients_window)
+
+ ## Two-tab secondary window: Clients (existing per-client rows) and Tools
+ ## (domain-exclusion checkboxes for clients that cap total tool count,
+ ## like Antigravity at 100). Adding a third tab is one more _build_*_tab
+ ## call and a set_tab_title line — no surgery on the rest of the window.
+ var tabs := TabContainer.new()
+ tabs.anchor_right = 1.0
+ tabs.anchor_bottom = 1.0
+ _clients_window.add_child(tabs)
+
+ var clients_tab := VBoxContainer.new()
+ clients_tab.add_theme_constant_override("separation", 8)
+ var clients_margin := _build_margin_container()
+ clients_margin.name = "Clients"
+ clients_margin.add_child(clients_tab)
+ tabs.add_child(clients_margin)
+
+ _client_configure_all_btn = Button.new()
+ _client_configure_all_btn.text = "Configure all"
+ _client_configure_all_btn.tooltip_text = "Configure every client that isn't already pointing at this server"
+ _client_configure_all_btn.size_flags_horizontal = Control.SIZE_SHRINK_END
+ _client_configure_all_btn.pressed.connect(_on_configure_all_clients)
+ clients_tab.add_child(_client_configure_all_btn)
+
+ var clients_scroll := ScrollContainer.new()
+ clients_scroll.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ clients_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
+ clients_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
+ clients_tab.add_child(clients_scroll)
+
+ _client_grid = VBoxContainer.new()
+ _client_grid.add_theme_constant_override("separation", 4)
+ _client_grid.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ clients_scroll.add_child(_client_grid)
+
+ for client_id in ClientConfigurator.client_ids():
+ _build_client_row(client_id)
+
+ _build_tools_tab(tabs)
+
+ add_child(HSeparator.new())
+
+ # --- Dev mode toggle (always visible) ---
+ var dev_toggle_row := HBoxContainer.new()
+ var dev_toggle_label := Label.new()
+ dev_toggle_label.text = "Developer mode"
+ dev_toggle_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ dev_toggle_row.add_child(dev_toggle_label)
+
+ _dev_mode_toggle = CheckButton.new()
+ _dev_mode_toggle.button_pressed = _load_dev_mode()
+ _dev_mode_toggle.toggled.connect(_on_dev_mode_toggled)
+ dev_toggle_row.add_child(_dev_mode_toggle)
+ add_child(dev_toggle_row)
+
+ # --- Log section (dev-only) ---
+ _log_viewer = LogViewerScript.new()
+ _log_viewer.setup(_log_buffer)
+ _log_viewer.logging_enabled_changed.connect(_on_log_logging_enabled_changed)
+ add_child(_log_viewer)
+
+ # Apply initial dev-mode visibility
+ _apply_dev_mode_visibility()
+ _refresh_setup_status.call_deferred()
+ _perform_initial_client_status_refresh()
+
+
+## Static so `dock_panels/*.gd` subpanels can call it via `McpDock._make_header(...)`
+## without re-declaring identical helpers + COLOR_HEADER constants.
+static func _make_header(text: String) -> Label:
+ var label := Label.new()
+ label.text = text
+ label.add_theme_font_size_override("font_size", 18)
+ label.add_theme_color_override("font_color", COLOR_HEADER)
+ return label
+
+
+func _build_client_row(client_id: String) -> void:
+ var row := HBoxContainer.new()
+ row.add_theme_constant_override("separation", 6)
+ row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+
+ var dot := ColorRect.new()
+ dot.custom_minimum_size = Vector2(10, 10)
+ dot.color = COLOR_MUTED
+ var dot_center := CenterContainer.new()
+ dot_center.add_child(dot)
+ row.add_child(dot_center)
+
+ var name_label := Label.new()
+ name_label.text = ClientConfigurator.client_display_name(client_id)
+ name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ ## Long error messages from `_verify_post_state` (e.g. "reported remove ok
+ ## but verification still reads configured…") used to push the Retry /
+ ## Configure button off-screen — the row's Label wanted its full text
+ ## width as minimum size, so the buttons got squeezed out. Wrap onto
+ ## multiple lines instead so the row keeps its right edge stable and
+ ## the buttons remain visible; the user can also read the whole message
+ ## without resizing the window.
+ name_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
+ name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
+ row.add_child(name_label)
+
+ var configure_btn := Button.new()
+ configure_btn.text = "Configure"
+ configure_btn.pressed.connect(_on_configure_client.bind(client_id))
+ row.add_child(configure_btn)
+
+ var remove_btn := Button.new()
+ remove_btn.text = "Remove"
+ remove_btn.visible = false
+ remove_btn.pressed.connect(_on_remove_client.bind(client_id))
+ row.add_child(remove_btn)
+
+ _client_grid.add_child(row)
+
+ var manual_panel := VBoxContainer.new()
+ manual_panel.add_theme_constant_override("separation", 4)
+ manual_panel.visible = false
+
+ var manual_hint := Label.new()
+ manual_hint.text = "Run this manually:"
+ manual_hint.add_theme_color_override("font_color", COLOR_MUTED)
+ manual_panel.add_child(manual_hint)
+
+ var manual_text := TextEdit.new()
+ manual_text.editable = false
+ manual_text.custom_minimum_size = Vector2(0, 60)
+ manual_text.wrap_mode = TextEdit.LINE_WRAPPING_BOUNDARY
+ manual_panel.add_child(manual_text)
+
+ var copy_btn := Button.new()
+ copy_btn.text = "Copy"
+ copy_btn.pressed.connect(_on_copy_manual_command.bind(client_id))
+ manual_panel.add_child(copy_btn)
+
+ _client_grid.add_child(manual_panel)
+
+ _client_rows[client_id] = {
+ "dot": dot,
+ "status": Client.Status.NOT_CONFIGURED,
+ "name_label": name_label,
+ "configure_btn": configure_btn,
+ "remove_btn": remove_btn,
+ "manual_panel": manual_panel,
+ "manual_text": manual_text,
+ }
+
+
+# --- Status updates ---
+
+func _update_status() -> void:
+ var connected: bool = _connection.is_connected
+ ## During plugin self-update there's a brief window where this dock
+ ## script is already the new version (Godot hot-reloads scripts on
+ ## file change) but `_plugin` is still the old `EditorPlugin` instance
+ ## (only `set_plugin_enabled(false, true)` re-instantiates that). When
+ ## the new dock calls a method the old plugin doesn't have, `_process`
+ ## errors every frame until `McpUpdateManager._reload_after_update`
+ ## lands. Guard every `_plugin.()` call with `has_method`
+ ## so that window stays silent. See #168.
+ var server_status: Dictionary = (
+ _plugin.get_server_status()
+ if _plugin != null and _plugin.has_method("get_server_status")
+ else {}
+ )
+ var state: int = int(server_status.get("state", ServerStateScript.UNINITIALIZED))
+ if ServerStateScript.blocks_client_health(state):
+ connected = false
+
+ ## One `match`/`elif` chain, one source of truth. Adding a new
+ ## spawn outcome = one `ServerStateScript` constant + one arm here +
+ ## one body string in `_crash_body_for_state`.
+ var status_text: String
+ var status_color: Color
+ if _server_restart_in_progress:
+ status_text = "Restarting server..."
+ status_color = COLOR_AMBER
+ elif connected:
+ status_text = "Connected"
+ status_color = Color.GREEN
+ elif state == ServerStateScript.CRASHED:
+ var exit_ms: int = server_status.get("exit_ms", 0)
+ status_text = "Server exited after %.1fs" % (exit_ms / 1000.0)
+ status_color = Color.RED
+ elif state == ServerStateScript.PORT_EXCLUDED:
+ status_text = "Port %d reserved by Windows" % ClientConfigurator.http_port()
+ status_color = Color.RED
+ elif state == ServerStateScript.INCOMPATIBLE:
+ status_text = "Incompatible server on port %d" % ClientConfigurator.http_port()
+ status_color = Color.RED
+ elif state == ServerStateScript.FOREIGN_PORT:
+ status_text = "Port %d held by another process" % ClientConfigurator.http_port()
+ status_color = Color.RED
+ elif state == ServerStateScript.NO_COMMAND:
+ status_text = "No server command found"
+ status_color = Color.RED
+ elif Time.get_ticks_msec() < _startup_grace_until_msec:
+ ## Inside startup grace — distinguish from real disconnect so
+ ## first-run users don't assume it's broken while uvx downloads.
+ status_text = "Starting server…"
+ status_color = COLOR_AMBER
+ else:
+ status_text = "Disconnected"
+ status_color = Color.RED
+
+ _update_crash_panel(server_status)
+ _refresh_server_version_label(server_status)
+
+ var changed: bool = connected != _last_connected or status_text != _last_status_text
+ if not changed:
+ return
+ _last_connected = connected
+ _last_status_text = status_text
+ _status_icon.color = status_color
+ _status_label.text = status_text
+
+ _update_dev_section_buttons()
+
+
+## Render the diagnostic panel body for a given spawn state. The top
+## status label already names the problem; this answers "what do I do?".
+## Panel shows for any non-OK state; picker shows only when moving the HTTP
+## port alone is a valid recovery. Incompatible godot-ai servers commonly
+## hold both HTTP and WS ports, so their message points to Editor Settings
+## instead of offering the HTTP-only quick picker.
+func _update_crash_panel(server_status: Dictionary) -> void:
+ var state: int = int(server_status.get("state", ServerStateScript.UNINITIALIZED))
+ if not ServerStateScript.is_terminal_diagnosis(state):
+ if _crash_panel.visible:
+ _crash_panel.visible = false
+ _last_server_status = {}
+ return
+ if server_status == _last_server_status:
+ return
+ _last_server_status = server_status.duplicate()
+ _crash_panel.visible = true
+ _crash_output.clear()
+ _crash_output.add_text(_crash_body_for_state(state, server_status))
+ var show_recovery_restart := (
+ state == ServerStateScript.INCOMPATIBLE
+ and bool(server_status.get("can_recover_incompatible", false))
+ )
+ if _crash_restart_btn != null:
+ _crash_restart_btn.visible = show_recovery_restart
+ _crash_restart_btn.disabled = _server_restart_in_progress
+ _crash_restart_btn.text = "Restarting..." if _server_restart_in_progress else "Restart Server"
+ if _crash_reload_btn != null:
+ _crash_reload_btn.visible = (
+ not show_recovery_restart
+ and state != ServerStateScript.INCOMPATIBLE
+ )
+
+ var port_picker_visible := (
+ state == ServerStateScript.PORT_EXCLUDED
+ or state == ServerStateScript.FOREIGN_PORT
+ )
+ _port_picker_panel.visible = port_picker_visible
+ if port_picker_visible:
+ ## Seed the spinbox with a suggested non-reserved port each time the
+ ## panel surfaces. Idempotent when the user already has a good
+ ## candidate queued up.
+ _port_picker_panel.seed_suggested_port()
+
+
+static func _crash_body_for_state(state: int, server_status: Dictionary = {}) -> String:
+ ## Single sentence per state. The top status label already names the
+ ## problem; don't repeat it here. This copy answers "what do I do?".
+ var port := ClientConfigurator.http_port()
+ match state:
+ ServerStateScript.PORT_EXCLUDED:
+ return "Windows (Hyper-V / WSL2 / Docker) reserved port %d. Pick a free port or try `net stop winnat; net start winnat` in an admin shell." % port
+ ServerStateScript.INCOMPATIBLE:
+ var message := str(server_status.get("message", ""))
+ if bool(server_status.get("can_recover_incompatible", false)):
+ var expected := str(server_status.get("expected_version", ""))
+ if expected.is_empty():
+ expected = ClientConfigurator.get_plugin_version()
+ if not message.is_empty():
+ return "%s Click Restart Server below to replace it with godot-ai v%s." % [message, expected]
+ return "Port %d is occupied by an older godot-ai server. Click Restart Server below to replace it with godot-ai v%s." % [port, expected]
+ if not message.is_empty():
+ return message
+ return "Port %d is occupied by an incompatible server. Stop it or change both HTTP and WS ports." % port
+ ServerStateScript.FOREIGN_PORT:
+ return "Another process is already bound to port %d. Pick a free port or stop the other process." % port
+ ServerStateScript.CRASHED:
+ ## Both spawn attempts failed on the uvx tier — almost always
+ ## means PyPI hasn't propagated this version yet (~10 min after
+ ## publish). `_start_server` already tried `--refresh` once, so
+ ## the next realistic move is to wait and reload.
+ if ClientConfigurator.get_server_launch_mode() == "uvx":
+ var version := ClientConfigurator.get_plugin_version()
+ return "The server exited before the WebSocket handshake, even after a `uvx --refresh` retry. If this is a brand-new release, PyPI's index may still be propagating (~10 min). Wait a moment and click Reload Plugin to retry, or check Godot's output log for Python's traceback. Target: godot-ai==%s." % version
+ return "The server exited before the WebSocket handshake. Check Godot's output log (bottom panel) for Python's traceback."
+ ServerStateScript.NO_COMMAND:
+ return "No godot-ai server found. Install `uv` via the Setup panel above, or run `pip install godot-ai`."
+ _:
+ return ""
+
+
+## Build the mixed-state banner. Hidden until `_refresh_mixed_state_banner`
+## confirms `*.update_backup` files exist in the addons tree. Mirrors the
+## issue #354 fix shape: structured, agent-readable diagnostic that survives
+## a normal editor restart so the user can act on it instead of re-running
+## the update.
+func _build_mixed_state_banner() -> void:
+ _mixed_state_banner = VBoxContainer.new()
+ _mixed_state_banner.add_theme_constant_override("separation", 4)
+ _mixed_state_banner.visible = false
+
+ _mixed_state_label = Label.new()
+ _mixed_state_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
+ _mixed_state_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _mixed_state_label.add_theme_color_override("font_color", Color.RED)
+ _mixed_state_banner.add_child(_mixed_state_label)
+
+ _mixed_state_files = RichTextLabel.new()
+ _mixed_state_files.bbcode_enabled = false
+ _mixed_state_files.fit_content = true
+ _mixed_state_files.autowrap_mode = TextServer.AUTOWRAP_OFF
+ _mixed_state_files.selection_enabled = true
+ _mixed_state_files.scroll_active = true
+ _mixed_state_files.custom_minimum_size = Vector2(0, 90)
+ _mixed_state_files.add_theme_color_override("default_color", COLOR_AMBER)
+ _mixed_state_banner.add_child(_mixed_state_files)
+
+ _mixed_state_rescan_btn = Button.new()
+ _mixed_state_rescan_btn.text = "Re-scan"
+ _mixed_state_rescan_btn.tooltip_text = (
+ "Scan addons/godot_ai/ for *.update_backup files again."
+ + " Click after restoring the addon manually to dismiss this banner."
+ )
+ _mixed_state_rescan_btn.pressed.connect(func(): _refresh_mixed_state_banner(true))
+ _mixed_state_banner.add_child(_mixed_state_rescan_btn)
+
+ _mixed_state_banner.add_child(HSeparator.new())
+ add_child(_mixed_state_banner)
+
+
+func _refresh_mixed_state_banner(force: bool = false) -> void:
+ ## Re-scan button passes `force=true` to bypass the scanner's TTL
+ ## cache so a manual fix is reflected immediately.
+ _apply_mixed_state_banner_diagnostic(UpdateMixedStateScript.diagnose(
+ UpdateMixedStateScript.ADDON_DIR, force
+ ))
+
+
+## Render seam exposed for testing — the GDScript test suite drives this
+## directly with synthetic diagnostics so dock banner contracts can be
+## pinned without polluting the real `addons/godot_ai/` tree with backup
+## files. Callers from production go through `_refresh_mixed_state_banner`.
+func _apply_mixed_state_banner_diagnostic(diag: Dictionary) -> void:
+ if _mixed_state_banner == null:
+ return
+ if diag.is_empty():
+ _mixed_state_banner.visible = false
+ return
+ _mixed_state_banner.visible = true
+ ## `Dictionary.get(...)` returns Variant; Label.text is typed String.
+ ## Explicit cast keeps the type contract honest and dodges some Godot
+ ## 4.x point-release quirks around Variant→typed-property assignment.
+ _mixed_state_label.text = String(diag.get("message", ""))
+ _mixed_state_files.clear()
+ for path in diag.get("backup_files", []):
+ _mixed_state_files.add_text(String(path))
+ _mixed_state_files.newline()
+ if bool(diag.get("truncated", false)):
+ _mixed_state_files.add_text(
+ "… (list truncated at %d entries)" % UpdateMixedStateScript.MAX_BACKUP_RESULTS
+ )
+ _mixed_state_files.newline()
+
+
+## Signal handler for the extracted LogViewer — the panel owns its own
+## display visibility, the dock owns dispatcher logging routing.
+func _on_log_logging_enabled_changed(enabled: bool) -> void:
+ if _connection and _connection.dispatcher:
+ _connection.dispatcher.mcp_logging = enabled
+
+
+## Signal handler for the extracted PortPickerPanel — the panel range-validates
+## the spinbox value before emitting, so we just write the EditorSetting and
+## reload the plugin here.
+func _on_port_apply_requested(new_port: int) -> void:
+ var es := EditorInterface.get_editor_settings()
+ if es != null:
+ es.set_setting(McpSettings.SETTING_HTTP_PORT, new_port)
+ ## Every saved client config now points at the old port. Re-sweep so the
+ ## drift banner appears in the same frame the user committed the change —
+ ## the plugin reload below will run a second sweep on its own first paint,
+ ## but we want the banner up immediately rather than after the reload
+ ## handshake races to completion. See #166.
+ _refresh_all_client_statuses()
+ ## Reload after the setting is committed so `_start_server` reads the new
+ ## port on the re-enabled plugin instance.
+ _on_reload_plugin()
+
+
+func _refresh_server_label() -> void:
+ if _server_label == null:
+ return
+ var ws_port := ClientConfigurator.ws_port()
+ if _plugin != null and _plugin.has_method("get_resolved_ws_port"):
+ ws_port = int(_plugin.get_resolved_ws_port())
+ _server_label.text = "WS: %d HTTP: %d" % [ws_port, ClientConfigurator.http_port()]
+
+
+# --- Telemetry setting persistence ---
+
+
+## Returns true if GODOT_AI_DISABLE_TELEMETRY or DISABLE_TELEMETRY is set
+## to a truthy value, false if either is set and non-truthy, null if neither
+## env var is present at all.
+func _is_telemetry_disabled_via_env() -> Variant:
+ if not (OS.has_environment("GODOT_AI_DISABLE_TELEMETRY") or OS.has_environment("DISABLE_TELEMETRY")):
+ return null
+ return McpSettings.env_truthy("GODOT_AI_DISABLE_TELEMETRY") or McpSettings.env_truthy("DISABLE_TELEMETRY")
+
+
+## Reads the telemetry preference, applying env-var override when present.
+## Initialises _telemetry_pending_enabled / _telemetry_saved_enabled and
+## sets the checkbox state + locked tooltip. Call after _telemetry_toggle
+## has been created.
+func _load_telemetry_setting() -> void:
+ var es := EditorInterface.get_editor_settings()
+ var env_disabled = _is_telemetry_disabled_via_env()
+
+ var enabled: bool
+ if env_disabled != null:
+ ## Env var present: resolve and save to EditorSettings so future sessions without
+ ## the env var honour the last-set value.
+ enabled = not bool(env_disabled)
+ if es != null:
+ es.set_setting(McpSettings.SETTING_TELEMETRY_ENABLED, enabled)
+ else:
+ ## No env var: read (or create) the EditorSettings key.
+ if es != null and es.has_setting(McpSettings.SETTING_TELEMETRY_ENABLED):
+ enabled = bool(es.get_setting(McpSettings.SETTING_TELEMETRY_ENABLED))
+ else:
+ enabled = true
+ if es != null:
+ es.set_setting(McpSettings.SETTING_TELEMETRY_ENABLED, true)
+
+ _telemetry_pending_enabled = enabled
+ _telemetry_saved_enabled = enabled
+
+ if _telemetry_toggle == null:
+ return
+ _telemetry_toggle.set_pressed_no_signal(enabled)
+ if env_disabled != null:
+ _telemetry_toggle.disabled = true
+ _telemetry_toggle.tooltip_text = (
+ "Telemetry is controlled by an environment variable "
+ + "(GODOT_AI_DISABLE_TELEMETRY / DISABLE_TELEMETRY)."
+ )
+ else:
+ _telemetry_toggle.disabled = false
+ _telemetry_toggle.tooltip_text = ""
+
+
+func _on_telemetry_toggled(pressed: bool) -> void:
+ _telemetry_pending_enabled = pressed
+ _refresh_tools_ui_state()
+
+
+# --- Dev mode persistence ---
+
+
+func _load_dev_mode() -> bool:
+ # Default OFF for every install (including dev checkouts). Contributors
+ # who want the extra diagnostic UI (Reload Plugin, MCP log
+ # panel, Start/Stop Dev Server) can flip the toggle once — editor
+ # settings persist across sessions.
+ var es := EditorInterface.get_editor_settings()
+ if es == null:
+ return false
+ if not es.has_setting(DEV_MODE_SETTING):
+ es.set_setting(DEV_MODE_SETTING, false)
+ return false
+ return bool(es.get_setting(DEV_MODE_SETTING))
+
+
+func _on_dev_mode_toggled(enabled: bool) -> void:
+ var es := EditorInterface.get_editor_settings()
+ if es != null:
+ es.set_setting(DEV_MODE_SETTING, enabled)
+ _apply_dev_mode_visibility()
+ _refresh_setup_status()
+
+
+func _apply_dev_mode_visibility() -> void:
+ var dev := _dev_mode_toggle.button_pressed
+ _dev_section.visible = dev
+ if _log_viewer != null:
+ _log_viewer.visible = dev
+
+ # Setup section: visible in dev mode, OR in user mode when uv is missing
+ # (so users can install uv from the dock).
+ var is_dev := ClientConfigurator.is_dev_checkout()
+ var uv_missing := not is_dev and ClientConfigurator.check_uv_version().is_empty()
+ _setup_section.visible = dev or uv_missing
+
+
+# --- Button handlers ---
+
+
+func _do_plugin_reload() -> void:
+ EditorInterface.set_plugin_enabled("res://addons/godot_ai/plugin.cfg", false)
+ EditorInterface.set_plugin_enabled("res://addons/godot_ai/plugin.cfg", true)
+
+
+func _on_reload_plugin() -> void:
+ # Persist a pending plugin_reload telemetry event *before* the
+ # disable kills the live WebSocket — the new plugin's _enter_tree
+ # flushes it via `_telemetry.flush_pending_plugin_reload()`.
+ Telemetry.record_pending_plugin_reload("dock_button")
+ # Defer the toggle so any in-flight input event finishes propagating
+ # before the dock (and its Window children) leave the tree. Calling
+ # set_plugin_enabled synchronously from a button press frees the
+ # viewport mid-dispatch.
+ _do_plugin_reload.call_deferred()
+
+
+## Setup-section "Server" row: always report the TRUE running server
+## version (from the handshake_ack) rather than the plugin's expected
+## version, and highlight the mismatch so self-update drift is visible
+## at a glance instead of silently masked by a green label.
+##
+## Render states, keyed off live version metadata:
+## - empty (pre-ack): show the expected version only as an unverified target
+## - matches plugin: show it green, no Restart button
+## - dev mismatch: show amber with an explicit dev marker
+## - release mismatch: show actual vs expected; only surface Restart when the
+## plugin has ownership proof for the process
+func _refresh_server_version_label(server_status: Dictionary = {}) -> void:
+ if _setup_server_label == null:
+ return
+ var plugin_ver := ClientConfigurator.get_plugin_version()
+ if server_status.is_empty():
+ ## Re-fetch only when called outside `_update_status`'s frame
+ ## (e.g. from `_apply_new_port`, `_on_restart_*`). Inside the
+ ## per-frame loop, the caller threads its cached snapshot through
+ ## so we don't allocate a fresh Dictionary every frame.
+ server_status = (
+ _plugin.get_server_status()
+ if _plugin != null and _plugin.has_method("get_server_status")
+ else {}
+ )
+ var server_ver: String = _connection.server_version if _connection != null else ""
+ if server_ver.is_empty():
+ server_ver = str(server_status.get("actual_version", ""))
+ var expected_ver := str(server_status.get("expected_version", ""))
+ if expected_ver.is_empty():
+ expected_ver = plugin_ver
+ var state: int = int(server_status.get("state", ServerStateScript.UNINITIALIZED))
+ if _server_restart_in_progress and (
+ server_ver == expected_ver
+ or (
+ ServerStateScript.is_terminal_diagnosis(state)
+ and state != ServerStateScript.INCOMPATIBLE
+ )
+ ):
+ _server_restart_in_progress = false
+ var text: String
+ var color: Color
+ var show_restart := false
+ if _server_restart_in_progress:
+ text = "restarting server..."
+ color = COLOR_AMBER
+ show_restart = true
+ elif server_ver.is_empty():
+ text = "checking live version (expected godot-ai == %s)" % expected_ver
+ color = COLOR_MUTED
+ elif server_ver == expected_ver:
+ text = "godot-ai == %s" % server_ver
+ color = Color.GREEN
+ else:
+ text = "godot-ai == %s (expected %s)" % [server_ver, expected_ver]
+ var is_incompatible: bool = state == ServerStateScript.INCOMPATIBLE
+ color = Color.RED if is_incompatible else COLOR_AMBER
+ var has_managed_proof: bool = (
+ _plugin != null
+ and _plugin.has_method("can_restart_managed_server")
+ and _plugin.can_restart_managed_server()
+ )
+ var can_recover: bool = bool(server_status.get("can_recover_incompatible", false))
+ show_restart = (
+ (not is_incompatible and has_managed_proof)
+ ## Recoverable incompatible servers get the primary action in
+ ## the top error panel. Duplicating it in Setup made the UI
+ ## look like it had multiple restart paths.
+ or (is_incompatible and can_recover and _crash_restart_btn == null)
+ )
+ if text == _last_rendered_server_text:
+ _setup_server_label.add_theme_color_override("font_color", color)
+ _update_restart_button(show_restart)
+ return
+ _last_rendered_server_text = text
+ _setup_server_label.text = text
+ _setup_server_label.add_theme_color_override("font_color", color)
+ _update_restart_button(show_restart)
+
+
+func _update_restart_button(visible: bool) -> void:
+ if _version_restart_btn != null:
+ _version_restart_btn.visible = visible
+ _version_restart_btn.disabled = _server_restart_in_progress
+ _version_restart_btn.text = "Restarting..." if _server_restart_in_progress else "Restart"
+ if _crash_restart_btn != null:
+ _crash_restart_btn.disabled = _server_restart_in_progress
+ _crash_restart_btn.text = "Restarting..." if _server_restart_in_progress else "Restart Server"
+
+
+func _on_restart_stale_server() -> void:
+ if _plugin == null or _server_restart_in_progress:
+ return
+ _server_restart_in_progress = true
+ _last_rendered_server_text = ""
+ _refresh_server_version_label()
+ if not is_inside_tree():
+ _dispatch_stale_server_restart()
+ _server_restart_in_progress = false
+ _last_rendered_server_text = ""
+ _refresh_server_version_label()
+ return
+ call_deferred("_restart_stale_server_after_feedback")
+
+
+func _restart_stale_server_after_feedback() -> void:
+ await get_tree().create_timer(0.15).timeout
+ if not _dispatch_stale_server_restart():
+ _server_restart_in_progress = false
+ _last_rendered_server_text = ""
+ _refresh_server_version_label()
+
+
+func _dispatch_stale_server_restart() -> bool:
+ if _plugin == null:
+ return false
+ var status: Dictionary = (
+ _plugin.get_server_status()
+ if _plugin.has_method("get_server_status")
+ else {}
+ )
+ if int(status.get("state", ServerStateScript.UNINITIALIZED)) == ServerStateScript.INCOMPATIBLE:
+ if _plugin.has_method("recover_incompatible_server"):
+ return bool(_plugin.recover_incompatible_server())
+ elif _plugin.has_method("force_restart_server"):
+ _plugin.force_restart_server()
+ return true
+ return false
+
+
+# --- Setup section ---
+
+func _refresh_setup_status() -> void:
+ if _setup_container == null:
+ return
+ for child in _setup_container.get_children():
+ child.queue_free()
+ _dev_primary_btn = null
+ _dev_stop_btn = null
+
+ var is_dev := ClientConfigurator.is_dev_checkout()
+ if is_dev:
+ _setup_container.add_child(_make_status_row("Mode", "Dev (venv)", Color.CYAN))
+
+ var btn_row := HBoxContainer.new()
+ btn_row.add_theme_constant_override("separation", 4)
+ btn_row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+
+ _dev_primary_btn = Button.new()
+ _dev_primary_btn.text = "Restart Dev Server"
+ _dev_primary_btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _dev_primary_btn.pressed.connect(_on_dev_primary_pressed)
+ btn_row.add_child(_dev_primary_btn)
+
+ _dev_stop_btn = Button.new()
+ _dev_stop_btn.text = "✕"
+ _dev_stop_btn.tooltip_text = "Stop the dev server without spawning a replacement."
+ _dev_stop_btn.pressed.connect(_on_dev_stop_pressed)
+ btn_row.add_child(_dev_stop_btn)
+
+ _setup_container.add_child(btn_row)
+ _update_dev_section_buttons()
+ return
+
+ # User mode — check for uv
+ var uv_version := ClientConfigurator.check_uv_version()
+ if not uv_version.is_empty():
+ _setup_container.add_child(_make_status_row("uv", uv_version, Color.GREEN))
+ ## Build the Server row with a placeholder label we can update every
+ ## frame. `_refresh_server_version_label` replaces the text + color
+ ## once `McpConnection.server_version` lands via `handshake_ack`, and
+ ## flips to amber + "(plugin X)" on drift. Pre-ack we show the
+ ## plugin's expected version so the row isn't blank.
+ var server_row := HBoxContainer.new()
+ server_row.add_theme_constant_override("separation", 8)
+ var key_label := Label.new()
+ key_label.text = "Server"
+ key_label.add_theme_color_override("font_color", COLOR_MUTED)
+ key_label.custom_minimum_size = Vector2(60, 0)
+ server_row.add_child(key_label)
+ _setup_server_label = Label.new()
+ _setup_server_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ server_row.add_child(_setup_server_label)
+ _version_restart_btn = Button.new()
+ _version_restart_btn.text = "Restart"
+ _version_restart_btn.tooltip_text = "Kill the server on port %d and respawn with the plugin's bundled version" % ClientConfigurator.http_port()
+ _version_restart_btn.pressed.connect(_on_restart_stale_server)
+ _version_restart_btn.visible = false
+ server_row.add_child(_version_restart_btn)
+ _setup_container.add_child(server_row)
+ _last_rendered_server_text = ""
+ _refresh_server_version_label()
+ else:
+ _setup_container.add_child(_make_status_row("uv", "not found", Color.RED))
+ var install_btn := Button.new()
+ install_btn.text = "Install uv"
+ install_btn.pressed.connect(_on_install_uv)
+ _setup_container.add_child(install_btn)
+
+
+func _install_mode_text() -> String:
+ if ClientConfigurator.is_dev_checkout():
+ return "Install: dev checkout — update via git pull"
+ return "Install: v%s" % ClientConfigurator.get_plugin_version()
+
+
+func _install_mode_tooltip() -> String:
+ if not ClientConfigurator.is_dev_checkout():
+ return "Plugin installed from a release ZIP, Asset Library, or source copy. Update button in this dock downloads the latest GitHub release."
+ var target := _resolve_plugin_symlink_target()
+ if target.is_empty():
+ return "Plugin source tree resolved via local .venv — press Reload Plugin after editing."
+ return "Plugin source: %s\nPress Reload Plugin after editing." % target
+
+
+func _resolve_plugin_symlink_target() -> String:
+ var addons_path := ProjectSettings.globalize_path("res://addons/godot_ai")
+ var dir := DirAccess.open(addons_path.get_base_dir())
+ if dir == null or not dir.is_link(addons_path):
+ return ""
+ var target := dir.read_link(addons_path)
+ if target.is_empty():
+ return ""
+ if target.is_relative_path():
+ target = addons_path.get_base_dir().path_join(target).simplify_path()
+ return target
+
+
+func _make_status_row(label_text: String, value_text: String, value_color: Color) -> HBoxContainer:
+ var row := HBoxContainer.new()
+ row.add_theme_constant_override("separation", 6)
+
+ var label := Label.new()
+ label.text = label_text
+ label.add_theme_color_override("font_color", COLOR_MUTED)
+ label.custom_minimum_size.x = 60
+ row.add_child(label)
+
+ var value := Label.new()
+ value.text = value_text
+ value.add_theme_color_override("font_color", value_color)
+ row.add_child(value)
+
+ return row
+
+
+## Pure helper for the primary "Restart Dev Server" button. Always enabled
+## (clicking with nothing running just spawns fresh); tooltip adapts to
+## whether a kill+respawn or fresh spawn is what'll happen.
+static func _dev_primary_btn_state(has_managed: bool, dev_running: bool) -> Dictionary:
+ var port := ClientConfigurator.http_port()
+ if has_managed or dev_running:
+ return {
+ "text": "Restart Dev Server",
+ "tooltip": (
+ "Kill the server on port %d and start a fresh --reload dev server. "
+ + "Use this to pick up Python source changes that don't bump the version."
+ ) % port,
+ }
+ return {
+ "text": "Start Dev Server",
+ "tooltip": "Spawn a --reload dev server on port %d. Auto-restarts when you edit Python sources." % port,
+ }
+
+
+## Pure helper for the small "✕" stop button — only enabled when a dev
+## server is actually running. Stops without respawning; intentionally
+## never targets a managed server (that's the lifecycle's responsibility).
+static func _dev_stop_btn_state(dev_running: bool) -> Dictionary:
+ if dev_running:
+ return {"enabled": true, "tooltip": "Stop the dev server without spawning a replacement."}
+ return {"enabled": false, "tooltip": "No --reload dev server to stop."}
+
+
+func _on_dev_primary_pressed() -> void:
+ if _plugin == null or _server_restart_in_progress:
+ return
+ if not _plugin.has_method("force_restart_or_start_dev_server"):
+ return
+ if _plugin.has_method("record_dev_server_toggle"):
+ _plugin.record_dev_server_toggle("start")
+ _server_restart_in_progress = true
+ _update_dev_section_buttons()
+ if not is_inside_tree():
+ ## Test path — no scene tree means no timer; run synchronously
+ ## so suite assertions see the dispatch without `await`.
+ _plugin.force_restart_or_start_dev_server()
+ _server_restart_in_progress = false
+ return
+ call_deferred("_perform_dev_restart_after_feedback")
+
+
+func _on_dev_stop_pressed() -> void:
+ if _plugin == null:
+ return
+ if _plugin.has_method("stop_dev_server"):
+ _plugin.stop_dev_server()
+ if _plugin.has_method("record_dev_server_toggle"):
+ _plugin.record_dev_server_toggle("stop")
+ _update_dev_section_buttons.call_deferred()
+
+
+func _perform_dev_restart_after_feedback() -> void:
+ ## Brief paint cycle so the user sees "Restarting..." before the
+ ## blocking _wait_for_port_free freezes the editor for up to 5s.
+ await get_tree().create_timer(0.15).timeout
+ ## Re-check has_method post-await — a self-update mixed-state window
+ ## could swap _plugin's script class while we were sleeping, leaving
+ ## the old reference pointing at a class that no longer carries the
+ ## new method. Same #168 guard pattern as _update_dev_section_buttons.
+ if _plugin != null and _plugin.has_method("force_restart_or_start_dev_server"):
+ _plugin.force_restart_or_start_dev_server()
+ ## start_dev_server's spawn happens via a 0.5s SceneTree timer; give
+ ## it time to land plus a buffer for the WS reconnect before clearing
+ ## the busy state. The unconditional clear matches sibling restart
+ ## buttons — overshoot is fine because subsequent _update_status calls
+ ## refresh the button against live plugin state.
+ await get_tree().create_timer(2.0).timeout
+ _server_restart_in_progress = false
+ _update_dev_section_buttons()
+
+
+## Single-scan refresh of every dev-section button state. Both buttons
+## key off the same `has_managed_server` / `is_dev_server_running` pair,
+## and the latter scrapes lsof/ps — so doing the discovery once and
+## applying to both avoids the duplicate subprocess fork on every
+## connection-state transition.
+func _update_dev_section_buttons() -> void:
+ if _plugin == null:
+ return
+ if not (_plugin.has_method("has_managed_server") and _plugin.has_method("is_dev_server_running")):
+ return
+ var has_managed: bool = _plugin.has_managed_server()
+ var dev_running: bool = _plugin.is_dev_server_running()
+ if _dev_primary_btn != null:
+ if _server_restart_in_progress:
+ _dev_primary_btn.disabled = true
+ _dev_primary_btn.text = "Restarting..."
+ _dev_primary_btn.tooltip_text = "Killing the current server and respawning..."
+ else:
+ var primary_state := _dev_primary_btn_state(has_managed, dev_running)
+ _dev_primary_btn.disabled = false
+ _dev_primary_btn.text = primary_state["text"]
+ _dev_primary_btn.tooltip_text = primary_state["tooltip"]
+ if _dev_stop_btn != null:
+ var stop_state := _dev_stop_btn_state(dev_running)
+ _dev_stop_btn.disabled = (not stop_state["enabled"]) or _server_restart_in_progress
+ _dev_stop_btn.tooltip_text = stop_state["tooltip"]
+
+
+func _on_install_uv() -> void:
+ match OS.get_name():
+ "Windows":
+ OS.execute("powershell", ["-ExecutionPolicy", "ByPass", "-c", "irm https://astral.sh/uv/install.ps1 | iex"], [], false)
+ _:
+ OS.execute("bash", ["-c", "curl -LsSf https://astral.sh/uv/install.sh | sh"], [], false)
+ ## Drop the cached uvx path AND the cached `uvx --version` so the
+ ## next `_refresh_setup_status` finds and reads the freshly-installed
+ ## binary instead of returning the pre-install "not found" result.
+ ## Routing through the configurator here matters on Windows, where
+ ## the CLI-finder cache key is `uvx.exe` — invalidating just `"uvx"`
+ ## would leave the cache stale and the dock would keep showing
+ ## "uv: not found" for the rest of the session.
+ ClientConfigurator.invalidate_uvx_cli_cache()
+ ClientConfigurator.invalidate_uv_version_cache()
+ _refresh_setup_status.call_deferred()
+
+
+# --- Client section ---
+
+func _on_configure_client(client_id: String) -> void:
+ if _server_blocks_client_health():
+ _apply_row_status(client_id, Client.Status.ERROR, _server_blocked_client_message())
+ _refresh_clients_summary()
+ return
+ _dispatch_client_action(client_id, "configure")
+
+
+func _on_remove_client(client_id: String) -> void:
+ _dispatch_client_action(client_id, "remove")
+
+
+## Spawn a worker thread for Configure / Remove so a hung CLI can't lock
+## the editor (issue #239). The action verbs are: "configure" → calls
+## `ClientConfigurator.configure`; "remove" → calls
+## `ClientConfigurator.remove`. Both routes shell out to the per-client
+## CLI via `McpCliExec.run`, which is wall-clock-bounded.
+##
+## Per-row in-flight rules:
+## - One worker at a time per client (the row's slot).
+## - Both buttons disabled while the slot is busy — prevents a
+## double-click queueing a stale Configure on top of a still-running
+## Remove.
+## - The dot turns amber and the row label gets a "Configuring…" /
+## "Removing…" suffix so the user can see the click was registered.
+func _dispatch_client_action(client_id: String, action: String) -> void:
+ if _is_self_update_in_progress():
+ ## Same gate as the refresh worker — the install window overwrites
+ ## plugin scripts on disk, and a worker mid-call into them would
+ ## SIGABRT in `GDScriptFunction::call`. See `_update_manager`.
+ return
+ if _client_action_threads.has(client_id):
+ return
+ var row: Dictionary = _client_rows.get(client_id, {})
+ if row.is_empty():
+ return
+
+ _set_row_action_in_flight(client_id, action)
+ ## Snapshot `server_url` on main: `http_url()` reads
+ ## `EditorInterface.get_editor_settings()`, which is main-thread-only.
+ ## The status-refresh worker uses the same pattern — see
+ ## `_perform_initial_client_status_refresh` and
+ ## `_request_client_status_refresh`.
+ var server_url := ClientConfigurator.http_url()
+ var generation := int(_client_action_generations.get(client_id, 0)) + 1
+ _client_action_generations[client_id] = generation
+ var thread := Thread.new()
+ _client_action_threads[client_id] = thread
+ var err := thread.start(
+ Callable(self, "_run_client_action_worker").bind(client_id, action, server_url, generation)
+ )
+ if err != OK:
+ _client_action_threads.erase(client_id)
+ _finalize_action_buttons(client_id)
+ _apply_row_status(client_id, Client.Status.ERROR, "couldn't start worker thread")
+ _refresh_clients_summary()
+
+
+func _run_client_action_worker(client_id: String, action: String, server_url: String, generation: int) -> void:
+ var result: Dictionary
+ if action == "remove":
+ result = ClientConfigurator.remove(client_id, server_url)
+ else:
+ result = ClientConfigurator.configure(client_id, server_url)
+ if _refresh_state != ClientRefreshStateScript.SHUTTING_DOWN:
+ call_deferred("_apply_client_action_result", client_id, action, result, generation)
+
+
+func _apply_client_action_result(client_id: String, action: String, result: Dictionary, generation: int) -> void:
+ if int(_client_action_generations.get(client_id, 0)) != generation:
+ return
+ if _refresh_state == ClientRefreshStateScript.SHUTTING_DOWN:
+ return
+ if _client_action_threads.has(client_id):
+ var t: Thread = _client_action_threads[client_id]
+ if t != null:
+ t.wait_to_finish()
+ _client_action_threads.erase(client_id)
+ _finalize_action_buttons(client_id)
+ if _server_blocks_client_health():
+ _apply_row_status(client_id, Client.Status.ERROR, _server_blocked_client_message())
+ _refresh_clients_summary()
+ return
+
+ var success_status := Client.Status.NOT_CONFIGURED if action == "remove" else Client.Status.CONFIGURED
+ if result.get("status") == "ok":
+ _apply_row_status(client_id, success_status)
+ var row: Dictionary = _client_rows.get(client_id, {})
+ if not row.is_empty():
+ (row["manual_panel"] as VBoxContainer).visible = false
+ else:
+ _apply_row_status(client_id, Client.Status.ERROR, str(result.get("message", "failed")))
+ if action == "configure":
+ _show_manual_command_for(client_id)
+ _refresh_clients_summary()
+
+
+## In-flight visual: rewrite the verb onto the button the user just
+## clicked ("Configuring…" / "Removing…") so the feedback lands where
+## their attention already is. Don't pollute the row label — that'd
+## clobber any drift hint ("URL out of date") still relevant to the row.
+## The dot turns amber so the row reads as "busy" at a glance, not as
+## green (premature success) or red (premature failure). Both buttons
+## go disabled so a double-click or second action can't queue stale
+## work behind the in-flight worker.
+func _set_row_action_in_flight(client_id: String, action: String) -> void:
+ var row: Dictionary = _client_rows.get(client_id, {})
+ if row.is_empty():
+ return
+ var configure_btn: Button = row["configure_btn"]
+ var remove_btn: Button = row["remove_btn"]
+ configure_btn.disabled = true
+ remove_btn.disabled = true
+ if action == "remove":
+ remove_btn.text = "Removing…"
+ else:
+ configure_btn.text = "Configuring…"
+ (row["dot"] as ColorRect).color = COLOR_AMBER
+
+
+## Re-enable both buttons and reset their text back to canonical labels.
+## `_apply_row_status` sets `configure_btn.text` per the resulting
+## Status (Configure / Reconfigure / Retry), so we only need to reset
+## `remove_btn.text` here — its sibling visibility toggle already
+## handles whether to show it at all.
+func _finalize_action_buttons(client_id: String) -> void:
+ var row: Dictionary = _client_rows.get(client_id, {})
+ if row.is_empty():
+ return
+ (row["configure_btn"] as Button).disabled = false
+ var remove_btn: Button = row["remove_btn"]
+ remove_btn.disabled = false
+ remove_btn.text = "Remove"
+
+
+func _on_refresh_clients_pressed() -> void:
+ _request_client_status_refresh(true)
+
+
+func _on_configure_all_clients() -> void:
+ if _server_blocks_client_health():
+ for client_id in _client_rows:
+ _apply_row_status(String(client_id), Client.Status.ERROR, _server_blocked_client_message())
+ _refresh_clients_summary()
+ return
+ if ClientRefreshStateScript.has_worker_alive(_refresh_state):
+ return
+ for client_id in _client_rows:
+ var status: Client.Status = _client_rows[client_id].get("status", Client.Status.NOT_CONFIGURED)
+ if status == Client.Status.CONFIGURED:
+ continue
+ _on_configure_client(String(client_id))
+ _refresh_clients_summary()
+
+
+func _on_open_clients_window() -> void:
+ if _clients_window == null:
+ return
+ ## Re-sweep before the user has time to act on stale dot colors. The request
+ ## is async/stale-while-refreshing so the popup paints immediately with
+ ## last-known state; the fresh colors land when the background worker returns.
+ ## This is an explicit user action, so it bypasses the focus-in cooldown.
+ _request_client_status_refresh(true)
+ ## Also re-sync the Tools tab from the persisted setting — another
+ ## editor instance (or a hand-edit of editor_settings-4.tres) may have
+ ## changed the excluded list while the window was closed.
+ _reset_tools_pending_from_setting()
+ _refresh_tools_ui_state()
+ # popup_centered() with a minsize forces the window to that size and
+ # centers on the parent viewport. Setting .size on a hidden Window
+ # doesn't always take effect, so we force it at popup time here.
+ _clients_window.popup_centered(Vector2i(640, 600))
+
+
+func _settings_are_dirty() -> bool:
+ return _tools_pending_excluded != _tools_saved_excluded or _telemetry_pending_enabled != _telemetry_saved_enabled
+
+
+func _on_clients_window_close_requested() -> void:
+ if _clients_window == null:
+ return
+ ## If the user has unapplied settings, a close would silently throw the
+ ## pending state away. Prompt before discarding current options and if
+ ## they confirm, reset pending → saved so the window shows the persisted
+ ## state the next time they open it.
+ if _settings_are_dirty():
+ _show_tools_close_confirm()
+ return
+ _clients_window.hide()
+
+
+# --- Tools tab (domain exclusion) ---
+
+func _build_tools_tab(tabs: TabContainer) -> void:
+ ## Tab 2 — domain-exclusion checkboxes. Rendered once, on dock construction.
+ ## `_reset_tools_pending_from_setting()` re-syncs checkbox state from the
+ ## saved setting each time the window opens.
+ var tools_tab := VBoxContainer.new()
+ tools_tab.add_theme_constant_override("separation", 8)
+ var tools_margin := _build_margin_container()
+ tools_margin.name = "Settings"
+ tools_margin.add_child(tools_tab)
+ tabs.add_child(tools_margin)
+
+ var intro := Label.new()
+ intro.text = (
+ "Some MCP clients cap tools per connection (Antigravity: 100). "
+ + "Uncheck a domain to drop its non-core tools from this server. "
+ + "Core tools stay on. Changes require a server restart."
+ )
+ intro.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
+ intro.add_theme_color_override("font_color", COLOR_MUTED)
+ intro.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ tools_tab.add_child(intro)
+
+ var count_row := HBoxContainer.new()
+ count_row.add_theme_constant_override("separation", 8)
+ var count_header := Label.new()
+ count_header.text = "Tools Enabled:"
+ count_header.add_theme_color_override("font_color", COLOR_MUTED)
+ count_row.add_child(count_header)
+ _tools_count_label = Label.new()
+ _tools_count_label.add_theme_font_size_override("font_size", 15)
+ count_row.add_child(_tools_count_label)
+ _tools_dirty_warning = Label.new()
+ _tools_dirty_warning.add_theme_color_override("font_color", COLOR_AMBER)
+ _tools_dirty_warning.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _tools_dirty_warning.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
+ _tools_dirty_warning.visible = false
+ _tools_dirty_warning.text = "Unapplied changes"
+ count_row.add_child(_tools_dirty_warning)
+ tools_tab.add_child(count_row)
+
+ tools_tab.add_child(HSeparator.new())
+
+ var scroll := ScrollContainer.new()
+ scroll.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
+ scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
+ tools_tab.add_child(scroll)
+
+ var grid := VBoxContainer.new()
+ grid.add_theme_constant_override("separation", 4)
+ grid.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ scroll.add_child(grid)
+
+ ## Core pseudo-row — disabled checkbox, always checked. Shows the 5
+ ## always-loaded tools as a single line item so the user can see where
+ ## their baseline tool budget goes without listing individual core names
+ ## inline (tooltip has them).
+ var core_row := HBoxContainer.new()
+ core_row.add_theme_constant_override("separation", 8)
+ var core_chk := CheckBox.new()
+ core_chk.button_pressed = true
+ core_chk.disabled = true
+ core_chk.focus_mode = Control.FOCUS_NONE
+ core_row.add_child(core_chk)
+ var core_label := Label.new()
+ core_label.text = "Core (always on)"
+ core_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ core_row.add_child(core_label)
+ var core_count := Label.new()
+ core_count.text = "%d tools" % ToolCatalog.CORE_TOOLS.size()
+ core_count.add_theme_color_override("font_color", COLOR_MUTED)
+ core_row.add_child(core_count)
+ core_row.tooltip_text = ", ".join(ToolCatalog.CORE_TOOLS)
+ grid.add_child(core_row)
+
+ grid.add_child(HSeparator.new())
+
+ _tools_domain_checkboxes.clear()
+ for entry in ToolCatalog.DOMAINS:
+ _build_tools_domain_row(grid, entry)
+
+ tools_tab.add_child(HSeparator.new())
+
+ var telemetry_row := HBoxContainer.new()
+ telemetry_row.add_theme_constant_override("separation", 8)
+ var telemetry_label := Label.new()
+ telemetry_label.text = "Telemetry"
+ telemetry_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ telemetry_row.add_child(telemetry_label)
+ _telemetry_toggle = CheckButton.new()
+ _telemetry_toggle.toggled.connect(_on_telemetry_toggled)
+ telemetry_row.add_child(_telemetry_toggle)
+ tools_tab.add_child(telemetry_row)
+
+ tools_tab.add_child(HSeparator.new())
+
+ var footer := HBoxContainer.new()
+ footer.add_theme_constant_override("separation", 8)
+
+ _tools_apply_btn = Button.new()
+ _tools_apply_btn.text = "Apply && Restart Server"
+ _tools_apply_btn.tooltip_text = "Save the excluded list to Editor Settings and reload the plugin so the server respawns with --exclude-domains."
+ _tools_apply_btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _tools_apply_btn.pressed.connect(_on_tools_apply)
+ footer.add_child(_tools_apply_btn)
+
+ _tools_reset_btn = Button.new()
+ _tools_reset_btn.text = "Reset to defaults"
+ _tools_reset_btn.tooltip_text = "Re-enable every domain (no --exclude-domains flag). Still needs Apply."
+ _tools_reset_btn.pressed.connect(_on_tools_reset)
+ footer.add_child(_tools_reset_btn)
+
+ tools_tab.add_child(footer)
+
+ _tools_close_confirm = ConfirmationDialog.new()
+ _tools_close_confirm.title = "Discard unapplied changes?"
+ _tools_close_confirm.dialog_text = (
+ "You've checked/unchecked domains but haven't clicked Apply.\n"
+ + "Close the window and discard those changes?"
+ )
+ _tools_close_confirm.ok_button_text = "Discard"
+ _tools_close_confirm.confirmed.connect(_on_tools_discard_confirmed)
+ add_child(_tools_close_confirm)
+
+ _reset_tools_pending_from_setting()
+ _refresh_tools_ui_state()
+
+
+func _build_tools_domain_row(parent: VBoxContainer, entry: Dictionary) -> void:
+ var row := HBoxContainer.new()
+ row.add_theme_constant_override("separation", 8)
+
+ var chk := CheckBox.new()
+ chk.button_pressed = true # default; `_reset_tools_pending_from_setting` corrects
+ chk.toggled.connect(_on_tools_domain_toggled.bind(String(entry["id"])))
+ row.add_child(chk)
+
+ var name_label := Label.new()
+ name_label.text = String(entry["label"])
+ name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ row.add_child(name_label)
+
+ var count_label := Label.new()
+ count_label.text = "%d tools" % int(entry["count"])
+ count_label.add_theme_color_override("font_color", COLOR_MUTED)
+ row.add_child(count_label)
+
+ ## Hover tooltip = flat list of tool names in this domain. Lets the
+ ## user decide without leaving the dock (e.g. "I just want to drop
+ ## `animation_preset_*` — do I lose anything else?").
+ var tools_list: Array = entry.get("tools", [])
+ row.tooltip_text = ", ".join(tools_list)
+ name_label.tooltip_text = row.tooltip_text
+ count_label.tooltip_text = row.tooltip_text
+
+ parent.add_child(row)
+ _tools_domain_checkboxes[String(entry["id"])] = chk
+
+
+func _reset_tools_pending_from_setting() -> void:
+ ## Read the saved setting → pending/saved arrays, then sync checkbox state.
+ ## Unknown domain names in the setting (e.g. from an older plugin
+ ## version) are silently dropped — matches the Python side's
+ ## warn-and-continue behavior when it sees an unknown name.
+ var saved_raw := ClientConfigurator.excluded_domains()
+ var saved := PackedStringArray()
+ if not saved_raw.is_empty():
+ for part in saved_raw.split(","):
+ var t := part.strip_edges()
+ if t.is_empty():
+ continue
+ if _tools_domain_checkboxes.has(t) and saved.find(t) == -1:
+ saved.append(t)
+ saved.sort()
+ _tools_saved_excluded = saved
+ _tools_pending_excluded = saved.duplicate()
+ for id in _tools_domain_checkboxes:
+ var chk: CheckBox = _tools_domain_checkboxes[id]
+ ## `set_pressed_no_signal` — mutating programmatically should not
+ ## fire the toggled handler, which would mutate pending back.
+ chk.set_pressed_no_signal(_tools_pending_excluded.find(id) == -1)
+ ## Also reset telemetry pending state from the persisted setting.
+ if _telemetry_toggle != null:
+ _load_telemetry_setting()
+
+
+func _on_tools_domain_toggled(pressed: bool, domain_id: String) -> void:
+ var idx := _tools_pending_excluded.find(domain_id)
+ if pressed and idx != -1:
+ _tools_pending_excluded.remove_at(idx)
+ elif not pressed and idx == -1:
+ _tools_pending_excluded.append(domain_id)
+ _tools_pending_excluded.sort()
+ _refresh_tools_ui_state()
+
+
+func _refresh_tools_ui_state() -> void:
+ if _tools_count_label == null:
+ return
+ var enabled := ToolCatalog.enabled_tool_count(_tools_pending_excluded)
+ var total := ToolCatalog.total_tool_count()
+ _tools_count_label.text = "%d / %d" % [enabled, total]
+ var dirty := _settings_are_dirty()
+ _tools_dirty_warning.visible = dirty
+ _tools_apply_btn.disabled = not dirty
+ ## Color the count when the user is over Antigravity's cap — a soft
+ ## signal that their selection still won't fit. 100 is the Antigravity
+ ## limit; other clients may cap higher, so this is advisory only.
+ if enabled > 100:
+ _tools_count_label.add_theme_color_override("font_color", COLOR_AMBER)
+ else:
+ _tools_count_label.remove_theme_color_override("font_color")
+
+
+func _on_tools_apply() -> void:
+ var canonical_excluded := ToolCatalog.canonical(_tools_pending_excluded)
+ var es := EditorInterface.get_editor_settings()
+ if es != null:
+ es.set_setting(McpSettings.SETTING_EXCLUDED_DOMAINS, canonical_excluded)
+ es.set_setting(McpSettings.SETTING_TELEMETRY_ENABLED, _telemetry_pending_enabled)
+ _tools_saved_excluded = _tools_pending_excluded.duplicate()
+ _telemetry_saved_enabled = _telemetry_pending_enabled
+ _refresh_tools_ui_state()
+ ## Plugin reload respawns the server with the new `--exclude-domains` flag
+ ## (see `plugin.gd::_build_server_flags`) and telemetry option. Mirrors the
+ ## port-change Apply flow.
+ _on_reload_plugin()
+
+
+func _on_tools_reset() -> void:
+ ## Resets only the tool-domain exclusions, not the telemetry toggle.
+ ## Telemetry is a privacy preference users typically want to set once
+ ## and have honored — flipping it back to "on" via a generic Reset
+ ## button would be a surprising privacy regression. The button label
+ ## is scoped to tools accordingly.
+ _tools_pending_excluded = PackedStringArray()
+ for id in _tools_domain_checkboxes:
+ var chk: CheckBox = _tools_domain_checkboxes[id]
+ chk.set_pressed_no_signal(true)
+ _refresh_tools_ui_state()
+
+
+func _show_tools_close_confirm() -> void:
+ if _tools_close_confirm == null:
+ return
+ _tools_close_confirm.popup_centered()
+
+
+func _on_tools_discard_confirmed() -> void:
+ _reset_tools_pending_from_setting()
+ _refresh_tools_ui_state()
+ if _clients_window != null:
+ _clients_window.hide()
+
+
+func _refresh_clients_summary() -> void:
+ # Count from cached row status values — `_apply_row_status` is the single
+ # source of truth, and reading cached status avoids re-running
+ # filesystem/CLI-hitting checks on every refresh. The same cache re-derives
+ # the drift banner so per-row mutations (Configure/Reconfigure/Remove on a
+ # row in the Clients & Tools window) keep the dock-level banner in sync
+ # without an extra sweep. See #166 and #226.
+ if _clients_summary_label == null:
+ return
+ var configured := 0
+ var mismatched_ids: Array[String] = []
+ for client_id in _client_rows:
+ var status: Client.Status = _client_rows[client_id].get("status", Client.Status.NOT_CONFIGURED)
+ if status == Client.Status.CONFIGURED:
+ configured += 1
+ elif status == Client.Status.CONFIGURED_MISMATCH:
+ mismatched_ids.append(client_id)
+ var text := "%d / %d configured" % [configured, _client_rows.size()]
+ if mismatched_ids.size() > 0:
+ text += " (%d stale)" % mismatched_ids.size()
+ if ClientRefreshStateScript.should_show_checking_badge(_refresh_state):
+ text += (
+ " (checking...)"
+ if _refresh_state != ClientRefreshStateScript.RUNNING_TIMED_OUT
+ else " (client probe still running)"
+ )
+ _clients_summary_label.text = text
+ if _client_configure_all_btn != null:
+ _client_configure_all_btn.disabled = ClientRefreshStateScript.has_worker_alive(_refresh_state)
+ _refresh_drift_banner(mismatched_ids)
+
+
+func _show_manual_command_for(client_id: String) -> void:
+ var row: Dictionary = _client_rows.get(client_id, {})
+ if row.is_empty():
+ return
+ var cmd := ClientConfigurator.manual_command(client_id)
+ if cmd.is_empty():
+ row["manual_panel"].visible = false
+ return
+ row["manual_text"].text = cmd
+ row["manual_panel"].visible = true
+
+
+func _on_copy_manual_command(client_id: String) -> void:
+ var row: Dictionary = _client_rows.get(client_id, {})
+ if row.is_empty():
+ return
+ DisplayServer.clipboard_set(row["manual_text"].text)
+
+
+func _refresh_all_client_statuses() -> void:
+ ## Compatibility wrapper for older explicit call sites. Treat this as a manual
+ ## refresh: it bypasses focus-in cooldown but still runs probes off the editor
+ ## main thread.
+ if _server_blocks_client_health():
+ for client_id in _client_rows:
+ _apply_row_status(String(client_id), Client.Status.ERROR, _server_blocked_client_message())
+ _refresh_clients_summary()
+ return
+ _request_client_status_refresh(true)
+
+
+func _is_client_status_refresh_in_cooldown() -> bool:
+ if _last_client_status_refresh_completed_msec <= 0:
+ return false
+ return Time.get_ticks_msec() - _last_client_status_refresh_completed_msec < CLIENT_STATUS_REFRESH_COOLDOWN_MSEC
+
+
+func _has_client_status_refresh_timed_out() -> bool:
+ if not ClientRefreshStateScript.has_worker_alive(_refresh_state):
+ return false
+ if _client_status_refresh_started_msec <= 0:
+ return false
+ return Time.get_ticks_msec() - _client_status_refresh_started_msec >= CLIENT_STATUS_REFRESH_TIMEOUT_MSEC
+
+
+func _check_client_status_refresh_timeout() -> void:
+ if not _has_client_status_refresh_timed_out():
+ return
+ if _refresh_state == ClientRefreshStateScript.RUNNING_TIMED_OUT:
+ return
+ _refresh_state = ClientRefreshStateScript.RUNNING_TIMED_OUT
+ _refresh_clients_summary()
+
+
+func _abandon_client_status_refresh_thread() -> void:
+ ## GDScript cannot interrupt a blocking `OS.execute(..., true)` call in a
+ ## worker. If a CLI probe hangs, orphan this run, bump the generation so any
+ ## late result becomes a no-op, and let a forced/manual refresh start a fresh
+ ## probe slot. Completed orphan threads are pruned from `_process`.
+ _client_status_refresh_generation += 1
+ if _client_status_refresh_thread != null:
+ _orphaned_client_status_refresh_threads.append(_client_status_refresh_thread)
+ _client_status_refresh_thread = null
+ if _refresh_state != ClientRefreshStateScript.SHUTTING_DOWN:
+ _refresh_state = ClientRefreshStateScript.IDLE
+ ## Reset the full pending-request triplet, not just the
+ ## focus-in / cooldown half. A timed-out worker has already
+ ## warmed bytecode, so any stale `_pending_initial` from an
+ ## earlier deferred-during-busy startup is no longer load-bearing
+ ## — leaving it set would cause `_retry_deferred_*` to dispatch
+ ## `_perform_initial_*` a second time after this abandon
+ ## (which would then no-op because no fresh worker is needed
+ ## but still re-warm bytecode and walk the row set redundantly).
+ _client_status_refresh_pending = false
+ _client_status_refresh_pending_force = false
+ _client_status_refresh_pending_initial = false
+ _client_status_refresh_started_msec = 0
+ _refresh_clients_summary()
+
+
+func _prune_orphaned_client_status_refresh_threads() -> void:
+ for i in range(_orphaned_client_status_refresh_threads.size() - 1, -1, -1):
+ var thread := _orphaned_client_status_refresh_threads[i]
+ if thread == null:
+ _orphaned_client_status_refresh_threads.remove_at(i)
+ elif not thread.is_alive():
+ thread.wait_to_finish()
+ _orphaned_client_status_refresh_threads.remove_at(i)
+
+
+func _perform_initial_client_status_refresh() -> void:
+ ## Pre-warm strategy bytecode on main, then hand every client probe
+ ## (JSON / TOML / CLI alike) to the worker.
+ ##
+ ## Godot's GDScript hot-reload of overwritten plugin files is lazy: the
+ ## bytecode swap happens on first dereference, not at `set_plugin_enabled`
+ ## time. A worker thread spawned from a fresh `_build_ui` walks into
+ ## `_json_strategy.*` / `_cli_strategy.*` / `client_configurator.*` while
+ ## bytecode pages are mid-swap → SIGABRT. Dereferencing those scripts on
+ ## main first forces the swap to complete here; the worker then finds
+ ## stable bytecode. Filesystem signals don't bracket the swap window
+ ## (they fire before bytecode replacement), and FOCUS_IN doesn't fire on
+ ## in-place plugin reload because the editor stays focused — so neither
+ ## works as a gate. See #233 / #235.
+ ##
+ ## Phase 1 (sync, on main): a single explicit `_warm_strategy_bytecode`
+ ## call invokes a pure-memory helper on each strategy script —
+ ## `_json_strategy.gd`, `_toml_strategy.gd`, `_cli_strategy.gd`, plus
+ ## `client_configurator.gd` via `client_ids()` / `get_by_id`. No disk,
+ ## no `OS.execute`, no JSON parse on main. `client_status_probe_snapshot`
+ ## per client adds the `installed` flag and (for CLI clients) a cached
+ ## CLI path to each probe.
+ ##
+ ## Phase 2 (worker): every probe — JSON, TOML, CLI — runs through the
+ ## same `_run_client_status_refresh_worker` pipeline. Disk reads + JSON
+ ## parses for the ~17 non-CLI clients now happen off the main thread,
+ ## so the dock paints immediately on cold open instead of stalling
+ ## behind ~16 sync `FileAccess.open` + `JSON.parse_string` calls.
+ ##
+ ## No-op outside the tree — GDScript tests instantiate via `new()`.
+ if not is_inside_tree():
+ return
+ if _client_rows.is_empty():
+ return
+ if _refresh_state == ClientRefreshStateScript.SHUTTING_DOWN:
+ return
+ if _is_self_update_in_progress():
+ return
+ if _is_editor_filesystem_busy():
+ _defer_initial_client_status_refresh_until_filesystem_ready()
+ return
+ if ClientRefreshStateScript.has_worker_alive(_refresh_state):
+ return
+
+ if _server_blocks_client_health():
+ for client_id in _client_rows:
+ _apply_row_status(String(client_id), Client.Status.ERROR, _server_blocked_client_message())
+ _refresh_clients_summary()
+ return
+
+ _warm_strategy_bytecode()
+
+ var generation := _begin_client_status_refresh_run()
+ var server_url := ClientConfigurator.http_url()
+ var all_probes: Array[Dictionary] = []
+
+ for client_id in _client_rows:
+ var probe := ClientConfigurator.client_status_probe_snapshot(String(client_id))
+ if probe.is_empty():
+ continue
+ all_probes.append(probe)
+ _refresh_clients_summary()
+
+ if all_probes.is_empty():
+ _finalize_completed_refresh()
+ return
+
+ _client_status_refresh_thread = Thread.new()
+ var err := _client_status_refresh_thread.start(
+ Callable(self, "_run_client_status_refresh_worker").bind(
+ all_probes, server_url, generation
+ )
+ )
+ if err != OK:
+ _refresh_state = ClientRefreshStateScript.IDLE
+ _client_status_refresh_thread = null
+ _refresh_clients_summary()
+
+
+## Force GDScript's lazy bytecode swap to complete for every script the
+## worker thread will reach into. Each call is pure-memory — no disk, no
+## network, no `OS.execute` — so it only costs the bytecode dereference
+## itself. See `_perform_initial_client_status_refresh` for context and
+## #233 / #235 for the SIGABRT this exists to prevent.
+func _warm_strategy_bytecode() -> void:
+ var ids := ClientConfigurator.client_ids()
+ if ids.is_empty():
+ return
+ var any_client := ClientRegistry.get_by_id(String(ids[0]))
+ if any_client != null:
+ JsonStrategy.verify_entry(any_client, {}, "")
+ TomlStrategy.format_body(PackedStringArray(), "")
+ CliStrategy.format_args(PackedStringArray(), "", "")
+
+
+func _begin_client_status_refresh_run() -> int:
+ ## Marks a refresh as starting and returns the new generation token.
+ ## Generation is bumped here (not at completion) so that a worker callback
+ ## arriving after `_abandon_client_status_refresh_thread` or `_exit_tree`
+ ## fires can be detected as stale via generation mismatch.
+ _refresh_state = ClientRefreshStateScript.RUNNING
+ _client_status_refresh_pending = false
+ _client_status_refresh_pending_force = false
+ _client_status_refresh_started_msec = Time.get_ticks_msec()
+ _client_status_refresh_generation += 1
+ _refresh_clients_summary()
+ return _client_status_refresh_generation
+
+
+func _finalize_completed_refresh() -> void:
+ ## Stamps cooldown and clears in-flight state. Called at the end of every
+ ## refresh that successfully applied results — the worker callback path
+ ## and the no-CLI fast path in `_perform_initial_client_status_refresh`.
+ _last_client_status_refresh_completed_msec = Time.get_ticks_msec()
+ if _refresh_state != ClientRefreshStateScript.SHUTTING_DOWN:
+ _refresh_state = ClientRefreshStateScript.IDLE
+ _refresh_clients_summary()
+
+
+func _request_client_status_refresh(force: bool = false) -> bool:
+ ## Stale-while-refreshing: do not clear dots, summary, or the drift banner
+ ## when a refresh is requested. The existing UI remains visible until the
+ ## background worker's result is applied on the main thread.
+ if _server_blocks_client_health():
+ for client_id in _client_rows:
+ _apply_row_status(String(client_id), Client.Status.ERROR, _server_blocked_client_message())
+ _refresh_clients_summary()
+ return false
+ if _is_self_update_in_progress():
+ ## Self-update is overwriting plugin scripts on disk; spawning a worker
+ ## now would crash it inside `GDScriptFunction::call` once the bytecode
+ ## swap reaches a script the worker is mid-call into. Focus-in /
+ ## manual button / cooldown timer all funnel through here, so one
+ ## gate covers every spawn path during the install window. The flag
+ ## lives on `_update_manager` and dies with the dock instance during
+ ## `set_plugin_enabled(false)`.
+ return false
+ if ClientRefreshStateScript.has_worker_alive(_refresh_state):
+ if force and _has_client_status_refresh_timed_out():
+ _abandon_client_status_refresh_thread()
+ else:
+ _client_status_refresh_pending = true
+ _client_status_refresh_pending_force = _client_status_refresh_pending_force or force
+ _refresh_clients_summary()
+ return false
+ if _refresh_state == ClientRefreshStateScript.SHUTTING_DOWN:
+ return false
+ if not force and _is_client_status_refresh_in_cooldown():
+ return false
+ if _client_rows.is_empty():
+ return false
+ if _is_editor_filesystem_busy():
+ if force:
+ _defer_client_status_refresh_until_filesystem_ready(force)
+ return false
+
+ ## Manual refresh (any `force=true` path: button click, popup open,
+ ## external API caller) implies "may have installed a CLI since the
+ ## last sweep" — flush CliFinder so freshly-installed binaries get
+ ## re-detected. Focus-in (`force=false`) stays cached so the cheap
+ ## case stays cheap. Per-CLI invalidation
+ ## (`invalidate_uvx_cli_cache`) still pairs with specific events
+ ## like `_on_install_uv` where the binary name is known.
+ if force:
+ ClientConfigurator.invalidate_cli_cache()
+
+ ## Force the bytecode swap on the same scripts the worker will reach
+ ## into — same #233/#235 guard `_perform_initial_*` already had.
+ ## Without this, a manual refresh dispatched before the initial sweep
+ ## has run (e.g. user clicks Refresh during the deferred-initial
+ ## window after `_defer_client_status_refresh_until_filesystem_ready`
+ ## cleared `_pending_initial`) walks into mid-swap bytecode and
+ ## SIGABRTs.
+ _warm_strategy_bytecode()
+
+ var client_probes: Array[Dictionary] = []
+ for client_id in _client_rows:
+ client_probes.append(ClientConfigurator.client_status_probe_snapshot(String(client_id)))
+ var server_url := ClientConfigurator.http_url()
+
+ var generation := _begin_client_status_refresh_run()
+ _client_status_refresh_thread = Thread.new()
+ var err := _client_status_refresh_thread.start(
+ Callable(self, "_run_client_status_refresh_worker").bind(client_probes, server_url, generation)
+ )
+ if err != OK:
+ _refresh_state = ClientRefreshStateScript.IDLE
+ _client_status_refresh_thread = null
+ _refresh_clients_summary()
+ return false
+ return true
+
+
+func _is_editor_filesystem_busy() -> bool:
+ var fs := EditorInterface.get_resource_filesystem()
+ return fs != null and fs.is_scanning()
+
+
+func _defer_initial_client_status_refresh_until_filesystem_ready() -> void:
+ _refresh_state = ClientRefreshStateScript.DEFERRED_FOR_FILESYSTEM
+ _client_status_refresh_pending_initial = true
+
+
+func _defer_client_status_refresh_until_filesystem_ready(force: bool) -> void:
+ ## Godot can still be reparsing/reloading plugin scripts while the editor
+ ## filesystem is busy. Do not spawn a worker into that window: the worker
+ ## can call plugin GDScript while the main thread is reloading it, which
+ ## crashes in `GDScriptFunction::call`.
+ ##
+ ## A manual refresh request is more recent intent than any earlier
+ ## deferred-initial sweep, so we clear `_pending_initial` here.
+ ## `_request_client_status_refresh` warms strategy bytecode itself
+ ## now (see #233/#235), so the safety net the initial path provided
+ ## still applies to the replayed manual refresh.
+ _refresh_state = ClientRefreshStateScript.DEFERRED_FOR_FILESYSTEM
+ _client_status_refresh_pending_force = _client_status_refresh_pending_force or force
+ _client_status_refresh_pending_initial = false
+
+
+func _retry_deferred_client_status_refresh() -> void:
+ if _refresh_state != ClientRefreshStateScript.DEFERRED_FOR_FILESYSTEM:
+ return
+ if _is_self_update_in_progress():
+ return
+ if _is_editor_filesystem_busy():
+ return
+
+ var initial := _client_status_refresh_pending_initial
+ var force := _client_status_refresh_pending_force
+ _refresh_state = ClientRefreshStateScript.IDLE
+ _client_status_refresh_pending_force = false
+ _client_status_refresh_pending_initial = false
+ if initial:
+ _perform_initial_client_status_refresh()
+ else:
+ _request_client_status_refresh(force)
+
+
+func _run_client_status_refresh_worker(client_probes: Array[Dictionary], server_url: String, generation: int) -> void:
+ var results: Dictionary = {}
+ for probe in client_probes:
+ var client_id := String(probe.get("id", ""))
+ if client_id.is_empty():
+ continue
+ var details := ClientConfigurator.check_status_details_for_url_with_cli_path(
+ client_id,
+ server_url,
+ String(probe.get("cli_path", ""))
+ )
+ var installed := bool(probe.get("installed", false))
+ results[client_id] = {
+ "status": details.get("status", Client.Status.NOT_CONFIGURED),
+ "installed": installed,
+ "error_msg": details.get("error_msg", ""),
+ }
+ if _refresh_state != ClientRefreshStateScript.SHUTTING_DOWN:
+ call_deferred("_apply_client_status_refresh_results", results, generation)
+
+
+func _apply_client_status_refresh_results(results: Dictionary, generation: int) -> void:
+ if generation != _client_status_refresh_generation or _refresh_state == ClientRefreshStateScript.SHUTTING_DOWN:
+ return
+ if _client_status_refresh_thread != null:
+ _client_status_refresh_thread.wait_to_finish()
+ _client_status_refresh_thread = null
+ if _server_blocks_client_health():
+ for client_id in _client_rows:
+ _apply_row_status(String(client_id), Client.Status.ERROR, _server_blocked_client_message())
+ _finalize_completed_refresh()
+ return
+
+ for client_id in results:
+ ## Skip rows whose Configure / Remove worker is still running so the
+ ## status refresh doesn't overwrite the "Configuring…" / "Removing…"
+ ## badge with a stale dot color. The action's own completion handler
+ ## will repaint the row when it lands.
+ if _client_action_threads.has(String(client_id)):
+ continue
+ var result: Dictionary = results[client_id]
+ _apply_row_status(
+ String(client_id),
+ result.get("status", Client.Status.NOT_CONFIGURED),
+ str(result.get("error_msg", "")),
+ result.get("installed", false)
+ )
+ _finalize_completed_refresh()
+
+ if _client_status_refresh_pending:
+ var pending_force := _client_status_refresh_pending_force
+ _client_status_refresh_pending = false
+ _client_status_refresh_pending_force = false
+ _request_client_status_refresh(pending_force)
+
+
+func _server_blocks_client_health() -> bool:
+ if _plugin == null or not _plugin.has_method("get_server_status"):
+ return false
+ var status: Dictionary = _plugin.get_server_status()
+ return ServerStateScript.blocks_client_health(
+ int(status.get("state", ServerStateScript.UNINITIALIZED))
+ )
+
+
+func _server_blocked_client_message() -> String:
+ if _plugin == null or not _plugin.has_method("get_server_status"):
+ return "server incompatible"
+ var status: Dictionary = _plugin.get_server_status()
+ var message := str(status.get("message", ""))
+ return message if not message.is_empty() else "server incompatible"
+
+
+func _refresh_drift_banner(mismatched_ids: Array[String]) -> void:
+ if _drift_banner == null:
+ return
+ ## Sort so set-equality is order-independent — `_client_rows` iteration
+ ## order is dict-insertion order, but a future change to the iteration
+ ## site shouldn't make us repaint identical content.
+ mismatched_ids = mismatched_ids.duplicate()
+ mismatched_ids.sort()
+ if mismatched_ids == _last_mismatched_ids:
+ return
+ _last_mismatched_ids = mismatched_ids
+ if mismatched_ids.is_empty():
+ _drift_banner.visible = false
+ return
+ var names: Array[String] = []
+ for id in mismatched_ids:
+ names.append(ClientConfigurator.client_display_name(id))
+ ## Active server URL is already shown on the WS:/HTTP: line above the
+ ## Clients section, so it doesn't need to repeat here. Lead with the
+ ## client names — that's the only thing the user can act on.
+ var verb := "needs" if mismatched_ids.size() == 1 else "need"
+ _drift_label.text = "%s %s to be reconfigured." % [", ".join(names), verb]
+ _drift_banner.visible = true
+
+
+func _on_reconfigure_mismatched() -> void:
+ ## Re-Configure every client whose URL is currently stale. Iterates the
+ ## cached list from the most recent sweep instead of re-running
+ ## `check_status` per row (saves ~18 filesystem reads per click). The
+ ## trailing `_refresh_all_client_statuses()` re-sweeps anyway, so any
+ ## entries the user manually fixed between sweep and click get re-counted
+ ## as CONFIGURED there.
+ for client_id in _last_mismatched_ids:
+ if _client_rows.has(client_id):
+ _on_configure_client(client_id)
+ _refresh_all_client_statuses()
+
+
+func _apply_row_status(
+ client_id: String,
+ status: Client.Status,
+ error_msg: String = "",
+ installed_override: Variant = null,
+) -> void:
+ var row: Dictionary = _client_rows.get(client_id, {})
+ if row.is_empty():
+ return
+ row["status"] = status
+ var dot: ColorRect = row["dot"]
+ var configure_btn: Button = row["configure_btn"]
+ var remove_btn: Button = row["remove_btn"]
+ var name_label: Label = row["name_label"]
+ var base_name := ClientConfigurator.client_display_name(client_id)
+ match status:
+ Client.Status.CONFIGURED:
+ dot.color = Color.GREEN
+ configure_btn.text = "Reconfigure"
+ remove_btn.visible = true
+ name_label.text = base_name
+ Client.Status.NOT_CONFIGURED:
+ dot.color = COLOR_MUTED
+ configure_btn.text = "Configure"
+ remove_btn.visible = false
+ var installed: bool = installed_override if installed_override != null else ClientConfigurator.is_installed(client_id)
+ name_label.text = base_name if installed else "%s (not detected)" % base_name
+ Client.Status.CONFIGURED_MISMATCH:
+ ## Amber matches the dock-level drift banner so a glance at the
+ ## row + the banner read as the same condition.
+ dot.color = COLOR_AMBER
+ configure_btn.text = "Reconfigure"
+ remove_btn.visible = true
+ name_label.text = "%s (URL out of date)" % base_name
+ _:
+ dot.color = Color.RED
+ configure_btn.text = "Retry"
+ remove_btn.visible = false
+ name_label.text = "%s — %s" % [base_name, error_msg] if not error_msg.is_empty() else base_name
+
+
+# --- Update check & self-update ---
+
+## Tolerates a null manager so test fixtures that build the dock without
+## `_build_ui()` don't false-positive on the worker-spawn gate.
+func _is_self_update_in_progress() -> bool:
+ return _update_manager != null and bool(_update_manager.is_install_in_flight())
+
+
+func _on_update_pressed() -> void:
+ if _update_manager != null:
+ _update_manager.start_install()
+
+
+func _on_update_check_result(result: Dictionary) -> void:
+ _update_label.text = String(result.get("label_text", ""))
+ _update_banner.visible = true
+
+
+## Apply only the keys present so the manager can ship partial updates
+## (e.g. button-text-only during the download phase) without clobbering
+## banner state.
+func _on_install_state_changed(state: Dictionary) -> void:
+ if state.has("button_text") and _update_btn != null:
+ _update_btn.text = String(state["button_text"])
+ if state.has("button_disabled") and _update_btn != null:
+ _update_btn.disabled = bool(state["button_disabled"])
+ if state.has("label_text") and _update_label != null:
+ _update_label.text = String(state["label_text"])
+ if state.has("banner_visible") and _update_banner != null:
+ _update_banner.visible = bool(state["banner_visible"])
+ if String(state.get("outcome", "")) == "success" and _update_label != null:
+ ## Visual confirmation for the pre-4.4 "Updated! Restart the editor."
+ ## terminal state — the only outcome the manager paints green for.
+ _update_label.add_theme_color_override("font_color", Color.GREEN)
diff --git a/addons/godot_ai/mcp_dock.gd.uid b/addons/godot_ai/mcp_dock.gd.uid
new file mode 100644
index 0000000..5868719
--- /dev/null
+++ b/addons/godot_ai/mcp_dock.gd.uid
@@ -0,0 +1 @@
+uid://b8yknttdjanm5
diff --git a/addons/godot_ai/plugin.cfg b/addons/godot_ai/plugin.cfg
new file mode 100644
index 0000000..5b36d7b
--- /dev/null
+++ b/addons/godot_ai/plugin.cfg
@@ -0,0 +1,7 @@
+[plugin]
+
+name="Godot AI"
+description="MCP server and AI tools for Godot"
+author="Godot AI"
+version="2.7.3"
+script="plugin.gd"
diff --git a/addons/godot_ai/plugin.gd b/addons/godot_ai/plugin.gd
new file mode 100644
index 0000000..ea91ac0
--- /dev/null
+++ b/addons/godot_ai/plugin.gd
@@ -0,0 +1,1690 @@
+@tool
+extends EditorPlugin
+
+const GAME_HELPER_AUTOLOAD_NAME := "_mcp_game_helper"
+const GAME_HELPER_AUTOLOAD_PATH := "res://addons/godot_ai/runtime/game_helper.gd"
+
+## Editor-process Logger subclass — captures parse errors, @tool runtime
+## errors, and push_error/push_warning so the LLM can read them via
+## `logs_read(source="editor")`. Loaded dynamically because
+## `extends Logger` requires Godot 4.5+. The logger script lives in the
+## `.gdignore`'d `runtime/loggers/` folder so Godot's editor scan never
+## parses it (no "Could not find base class Logger" error on < 4.5), and
+## LoggerLoader compiles it from source at runtime only after the
+## ClassDB.class_exists("Logger") gate below. See issue #231 / #475.
+const LoggerLoader := preload("res://addons/godot_ai/runtime/logger_loader.gd")
+
+## EditorSettings keys used to remember which server process the plugin
+## spawned — survives editor restarts, lets a later editor session adopt
+## and manage a server it didn't spawn itself. See #135.
+const MANAGED_SERVER_PID_SETTING := "godot_ai/managed_server_pid"
+const MANAGED_SERVER_VERSION_SETTING := "godot_ai/managed_server_version"
+const MANAGED_SERVER_WS_PORT_SETTING := "godot_ai/managed_server_ws_port"
+const UPDATE_RELOAD_RUNNER_SCRIPT := preload("res://addons/godot_ai/update_reload_runner.gd")
+
+## Preloaded so `_stop_server` / `force_restart_server` have a local script
+## dependency for the cleanup helper. See utils/uv_cache_cleanup.gd for what
+## this does and why it lives next to the server-stop hot path.
+const UvCacheCleanup := preload("res://addons/godot_ai/utils/uv_cache_cleanup.gd")
+
+## Server lifecycle + port discovery extracted from this file (#297 PR 5).
+## State enums + version-check seam extracted in PR 6 (#297). Plugin.gd
+## keeps thin shims so the dock and characterization tests see an
+## unchanged public surface; spawn-machinery state now lives in the
+## lifecycle manager.
+const ServerLifecycleManager := preload("res://addons/godot_ai/utils/server_lifecycle.gd")
+const PortResolver := preload("res://addons/godot_ai/utils/port_resolver.gd")
+const ServerStateScript := preload("res://addons/godot_ai/utils/mcp_server_state.gd")
+const StartupPathScript := preload("res://addons/godot_ai/utils/mcp_startup_path.gd")
+
+## Plugin-class scripts used by this file. The script-local preload aliases
+## are ordinary dependency shorthand and keep construction sites compact.
+## They are not the self-update safety boundary; #398 was stale Script-object
+## content from a mixed old/new snapshot, fixed by the runner's single-phase
+## write-before-scan model.
+const Connection := preload("res://addons/godot_ai/connection.gd")
+const Dispatcher := preload("res://addons/godot_ai/dispatcher.gd")
+const Telemetry := preload("res://addons/godot_ai/telemetry.gd")
+const LogBuffer := preload("res://addons/godot_ai/utils/log_buffer.gd")
+const GameLogBuffer := preload("res://addons/godot_ai/utils/game_log_buffer.gd")
+const EditorLogBuffer := preload("res://addons/godot_ai/utils/editor_log_buffer.gd")
+const Dock := preload("res://addons/godot_ai/mcp_dock.gd")
+const DebuggerPlugin := preload("res://addons/godot_ai/debugger/mcp_debugger_plugin.gd")
+const ClientConfigurator := preload("res://addons/godot_ai/client_configurator.gd")
+const WindowsPortReservation := preload("res://addons/godot_ai/utils/windows_port_reservation.gd")
+
+## Handlers — preloaded as consts instead of registered via `class_name` so
+## they don't pollute the project-wide global scope. A user project that
+## happens to define its own `InputHandler`, `SceneHandler`, etc. would
+## otherwise hard-error on plugin enable.
+const EditorHandler := preload("res://addons/godot_ai/handlers/editor_handler.gd")
+const SceneHandler := preload("res://addons/godot_ai/handlers/scene_handler.gd")
+const NodeHandler := preload("res://addons/godot_ai/handlers/node_handler.gd")
+const ProjectHandler := preload("res://addons/godot_ai/handlers/project_handler.gd")
+const ClientHandler := preload("res://addons/godot_ai/handlers/client_handler.gd")
+const ScriptHandler := preload("res://addons/godot_ai/handlers/script_handler.gd")
+const ResourceHandler := preload("res://addons/godot_ai/handlers/resource_handler.gd")
+const ApiHandler := preload("res://addons/godot_ai/handlers/api_handler.gd")
+const FilesystemHandler := preload("res://addons/godot_ai/handlers/filesystem_handler.gd")
+const SignalHandler := preload("res://addons/godot_ai/handlers/signal_handler.gd")
+const AutoloadHandler := preload("res://addons/godot_ai/handlers/autoload_handler.gd")
+const InputHandler := preload("res://addons/godot_ai/handlers/input_handler.gd")
+const TestHandler := preload("res://addons/godot_ai/handlers/test_handler.gd")
+const BatchHandler := preload("res://addons/godot_ai/handlers/batch_handler.gd")
+const UiHandler := preload("res://addons/godot_ai/handlers/ui_handler.gd")
+const ThemeHandler := preload("res://addons/godot_ai/handlers/theme_handler.gd")
+const AnimationHandler := preload("res://addons/godot_ai/handlers/animation_handler.gd")
+const MaterialHandler := preload("res://addons/godot_ai/handlers/material_handler.gd")
+const ParticleHandler := preload("res://addons/godot_ai/handlers/particle_handler.gd")
+const CameraHandler := preload("res://addons/godot_ai/handlers/camera_handler.gd")
+const AudioHandler := preload("res://addons/godot_ai/handlers/audio_handler.gd")
+const PhysicsShapeHandler := preload("res://addons/godot_ai/handlers/physics_shape_handler.gd")
+const EnvironmentHandler := preload("res://addons/godot_ai/handlers/environment_handler.gd")
+const TextureHandler := preload("res://addons/godot_ai/handlers/texture_handler.gd")
+const CurveHandler := preload("res://addons/godot_ai/handlers/curve_handler.gd")
+const ControlDrawRecipeHandler := preload("res://addons/godot_ai/handlers/control_draw_recipe_handler.gd")
+
+## The Python server writes its own PID here on startup (passed as
+## `--pid-file`) and unlinks on clean exit. Deterministic replacement
+## for scraping `netstat -ano` to find the port owner — especially on
+## Windows where `OS.kill` on the uvx launcher doesn't take the Python
+## child with it, and the scrape was the only path to the real PID.
+## See issue for #154-era Windows update friction.
+## Re-export of PortResolver.SERVER_PID_FILE so the spawn flags, the
+## resolver, and characterization tests share one source of truth.
+const SERVER_PID_FILE := PortResolver.SERVER_PID_FILE
+
+## How long we watch the spawned server for early exit. If the process is
+## still alive when this expires, we stop watching. Mid-session crashes
+## after this point get caught by the WebSocket disconnect flow.
+const SERVER_WATCH_MS := 30 * 1000
+## Python's import graph (FastMCP + Rich + uvicorn) plus the pid-file write
+## take a beat on cold starts, especially on Windows. Hold off on declaring
+## a spawn a crash until this window elapses so the watch loop has time to
+## observe either the pid-file (dev venv) or the port listening (uvx).
+const SPAWN_GRACE_MS := 5 * 1000
+const SERVER_STATUS_PATH := "/godot-ai/status"
+const SERVER_STATUS_PROBE_TIMEOUT_MS := 800
+const SERVER_HANDSHAKE_VERSION_TIMEOUT_MS := 5 * 1000
+const STARTUP_TRACE_COUNTER_NAMES := [
+ "powershell",
+ "netstat",
+ "netsh",
+ "lsof",
+ "http_status_probe",
+ "server_command_discovery",
+]
+
+## Untyped on purpose — see policy below. Type fences move to handler `_init`
+## sites that take typed parameters.
+##
+## Self-update field and load-surface policy: plugin entry-load fields that
+## survive reload stay untyped. Typed fields against plugin-defined classes
+## were the #242 / #244 crash class: Godot can reparse a long-lived script
+## while its old field storage and the new type shape disagree. Static-var
+## initializers are the most dangerous form because they execute at
+## script-load; a top-level typed Dictionary/Array storage change can fail
+## before `_enter_tree` runs.
+##
+## The mitigation is two-part:
+## (1) Field declarations are untyped (this block).
+## (2) Construction and static access use local names declared at the top
+## of the file (e.g. `Connection`, `Dispatcher`, `LogBuffer`,
+## `ClientConfigurator`, `WindowsPortReservation`, ...), which keeps
+## this entry script's load surface explicit and reviewable.
+##
+## Constructors, constants, and static methods on `Mcp*` classes are not the
+## self-update safety metric under the single-phase runner. The old syntactic
+## lint counted bare `Mcp*.MEMBER` references, but #398 was caused by the
+## runner scanning a mixed old/new snapshot and reusing stale Script-object
+## content. Bare names and preload aliases can both be parsed against stale
+## content under an old two-phase runner; from the fixed runner onward the
+## full v(N+1) snapshot is written before the scan. In short: preload aliases
+## are not the self-update safety metric.
+##
+## `tests/unit/test_plugin_self_update_safety.py` locks this wording in.
+##
+## `_editor_logger` is untyped because its script extends Godot 4.5+'s Logger
+## class: `logger_loader.gd` compiles it at runtime from on-disk source
+## (FileAccess + `GDScript.new()`) past the `ClassDB.class_exists("Logger")`
+## gate in `_attach_editor_logger`, so the plugin still parses on 4.4. Null on
+## Godot < 4.5 or before `_attach_editor_logger` runs; "attached" state IS
+## exactly "non-null".
+var _connection
+var _dispatcher
+var _telemetry
+var _log_buffer
+var _game_log_buffer
+var _editor_log_buffer
+var _editor_logger
+var _dock
+var _handlers: Array = [] # prevent GC of RefCounted handlers
+var _debugger_plugin
+## Spawn / stop / adopt orchestration plus state machine; allocated in
+## `_init` so test fixtures (which never enter the tree) can drive
+## `_start_server`. Owns `_server_pid`, `_server_state`, the version-
+## check seam, and the adoption-confirmation deadline — see
+## `utils/server_lifecycle.gd`.
+var _lifecycle
+static var _server_started_this_session := false # guard against re-entrant spawns
+static var _resolved_ws_port := ClientConfigurator.DEFAULT_WS_PORT
+
+## Server-watch timer lives on the plugin because it's a Node — the
+## manager is RefCounted and can't host children.
+var _server_watch_timer: Timer = null
+var _headless_disabled := false
+var _startup_trace_enabled := false
+var _startup_trace_start_ms := 0
+var _startup_trace_last_ms := 0
+var _startup_trace_counters: Dictionary = {}
+var _startup_trace_netsh_start_count := 0
+
+
+func _init() -> void:
+ _lifecycle = ServerLifecycleManager.new(self)
+
+
+func _enter_tree() -> void:
+ _startup_trace_begin()
+
+ ## `_process` is only used by the adoption-confirmation watcher; keep
+ ## it off until `_watch_for_adoption_confirmation` arms it, so the
+ ## plugin has zero per-frame cost in the common case.
+ set_process(false)
+
+ if _mcp_disabled_for_headless_launch():
+ _headless_disabled = true
+ print("MCP | plugin disabled in headless mode")
+ return
+
+ ## Self-update from a pre-loggers/ version leaves the old logger scripts
+ ## orphaned at runtime/*.gd (the runner only writes files in the new ZIP,
+ ## it doesn't prune). Those still `extends Logger` and re-emit the parse
+ ## errors on Godot < 4.5. Delete them once so upgraders match a fresh
+ ## install. No-op on fresh installs and dev checkouts (files absent).
+ _cleanup_legacy_logger_scripts()
+
+ ## Register port overrides before spawn so `http_port()` / `ws_port()`
+ ## return the user's configured values (if any) when `_start_server`
+ ## builds the CLI args.
+ ClientConfigurator.ensure_settings_registered()
+ _startup_trace_phase("settings_registered")
+
+ _log_buffer = LogBuffer.new()
+ _start_server()
+ _startup_trace_phase("server_start")
+
+ _game_log_buffer = GameLogBuffer.new()
+ _editor_log_buffer = EditorLogBuffer.new()
+ _attach_editor_logger()
+ _dispatcher = Dispatcher.new(_log_buffer)
+ _startup_trace_phase("core_objects")
+
+ _connection = Connection.new()
+ _connection.log_buffer = _log_buffer
+ _connection.ws_port = _resolved_ws_port
+ _connection.connect_blocked = _lifecycle.is_connection_blocked()
+ _connection.connect_block_reason = _lifecycle.get_status_dict().get("message", "")
+ if (
+ not _lifecycle.is_connection_blocked()
+ and not ServerStateScript.is_terminal_diagnosis(_lifecycle.get_state())
+ ):
+ _arm_server_version_check()
+
+ _telemetry = Telemetry.new(_connection)
+
+ _debugger_plugin = DebuggerPlugin.new(_log_buffer, _game_log_buffer)
+ add_debugger_plugin(_debugger_plugin)
+ _ensure_game_helper_autoload()
+
+ var editor_handler := EditorHandler.new(_log_buffer, _connection, _debugger_plugin, _game_log_buffer, _editor_log_buffer)
+ var scene_handler := SceneHandler.new(_connection)
+ var node_handler := NodeHandler.new(get_undo_redo())
+ var project_handler := ProjectHandler.new(_connection, _debugger_plugin)
+ var client_handler := ClientHandler.new()
+ var script_handler := ScriptHandler.new(get_undo_redo(), _connection)
+ var resource_handler := ResourceHandler.new(get_undo_redo(), _connection)
+ var api_handler := ApiHandler.new()
+ var filesystem_handler := FilesystemHandler.new()
+ var signal_handler := SignalHandler.new(get_undo_redo())
+ var autoload_handler := AutoloadHandler.new()
+ var input_handler := InputHandler.new()
+ var test_handler := TestHandler.new(get_undo_redo(), _log_buffer)
+ var batch_handler := BatchHandler.new(_dispatcher, get_undo_redo())
+ var ui_handler := UiHandler.new(get_undo_redo())
+ var theme_handler := ThemeHandler.new(get_undo_redo())
+ var animation_handler := AnimationHandler.new(get_undo_redo())
+ var material_handler := MaterialHandler.new(get_undo_redo())
+ var particle_handler := ParticleHandler.new(get_undo_redo())
+ var camera_handler := CameraHandler.new(get_undo_redo())
+ var audio_handler := AudioHandler.new(get_undo_redo())
+ var physics_shape_handler := PhysicsShapeHandler.new(get_undo_redo())
+ var environment_handler := EnvironmentHandler.new(get_undo_redo(), _connection)
+ var texture_handler := TextureHandler.new(get_undo_redo(), _connection)
+ var curve_handler := CurveHandler.new(get_undo_redo(), _connection)
+ var control_draw_recipe_handler := ControlDrawRecipeHandler.new(get_undo_redo())
+ _handlers = [editor_handler, scene_handler, node_handler, project_handler, client_handler, script_handler, resource_handler, api_handler, filesystem_handler, signal_handler, autoload_handler, input_handler, test_handler, batch_handler, ui_handler, theme_handler, animation_handler, material_handler, particle_handler, camera_handler, audio_handler, physics_shape_handler, environment_handler, texture_handler, curve_handler, control_draw_recipe_handler]
+
+ _dispatcher.register("get_editor_state", editor_handler.get_editor_state)
+ _dispatcher.register("get_scene_tree", scene_handler.get_scene_tree)
+ _dispatcher.register("get_open_scenes", scene_handler.get_open_scenes)
+ _dispatcher.register("find_nodes", scene_handler.find_nodes)
+ _dispatcher.register("create_scene", scene_handler.create_scene)
+ _dispatcher.register("open_scene", scene_handler.open_scene)
+ _dispatcher.register("save_scene", scene_handler.save_scene)
+ _dispatcher.register("save_scene_as", scene_handler.save_scene_as)
+ _dispatcher.register("get_selection", editor_handler.get_selection)
+ _dispatcher.register("create_node", node_handler.create_node)
+ _dispatcher.register("delete_node", node_handler.delete_node)
+ _dispatcher.register("reparent_node", node_handler.reparent_node)
+ _dispatcher.register("set_property", node_handler.set_property)
+ _dispatcher.register("rename_node", node_handler.rename_node)
+ _dispatcher.register("duplicate_node", node_handler.duplicate_node)
+ _dispatcher.register("move_node", node_handler.move_node)
+ _dispatcher.register("add_to_group", node_handler.add_to_group)
+ _dispatcher.register("remove_from_group", node_handler.remove_from_group)
+ _dispatcher.register("set_selection", node_handler.set_selection)
+ _dispatcher.register("get_node_properties", node_handler.get_node_properties)
+ _dispatcher.register("get_children", node_handler.get_children)
+ _dispatcher.register("get_groups", node_handler.get_groups)
+ _dispatcher.register("get_logs", editor_handler.get_logs)
+ _dispatcher.register("clear_logs", editor_handler.clear_logs)
+ _dispatcher.register("take_screenshot", editor_handler.take_screenshot)
+ _dispatcher.register("get_performance_monitors", editor_handler.get_performance_monitors)
+ _dispatcher.register("reload_plugin", editor_handler.reload_plugin)
+ _dispatcher.register("quit_editor", editor_handler.quit_editor)
+ _dispatcher.register("game_eval", editor_handler.game_eval)
+ _dispatcher.register("game_command", editor_handler.game_command)
+ _dispatcher.register("get_project_setting", project_handler.get_project_setting)
+ _dispatcher.register("set_project_setting", project_handler.set_project_setting)
+ _dispatcher.register("run_project", project_handler.run_project)
+ _dispatcher.register("stop_project", project_handler.stop_project)
+ _dispatcher.register("search_filesystem", project_handler.search_filesystem)
+ _dispatcher.register("configure_client", client_handler.configure_client)
+ _dispatcher.register("remove_client", client_handler.remove_client)
+ _dispatcher.register("check_client_status", client_handler.check_client_status)
+ _dispatcher.register("create_script", script_handler.create_script)
+ _dispatcher.register("patch_script", script_handler.patch_script)
+ _dispatcher.register("read_script", script_handler.read_script)
+ _dispatcher.register("attach_script", script_handler.attach_script)
+ _dispatcher.register("detach_script", script_handler.detach_script)
+ _dispatcher.register("find_symbols", script_handler.find_symbols)
+ _dispatcher.register("search_resources", resource_handler.search_resources)
+ _dispatcher.register("load_resource", resource_handler.load_resource)
+ _dispatcher.register("assign_resource", resource_handler.assign_resource)
+ _dispatcher.register("create_resource", resource_handler.create_resource)
+ _dispatcher.register("get_resource_info", resource_handler.get_resource_info)
+ _dispatcher.register("get_class_info", api_handler.get_class_info)
+ _dispatcher.register("read_file", filesystem_handler.read_file)
+ _dispatcher.register("write_file", filesystem_handler.write_file)
+ _dispatcher.register("reimport", filesystem_handler.reimport)
+ _dispatcher.register("list_signals", signal_handler.list_signals)
+ _dispatcher.register("connect_signal", signal_handler.connect_signal)
+ _dispatcher.register("disconnect_signal", signal_handler.disconnect_signal)
+ _dispatcher.register("list_autoloads", autoload_handler.list_autoloads)
+ _dispatcher.register("add_autoload", autoload_handler.add_autoload)
+ _dispatcher.register("remove_autoload", autoload_handler.remove_autoload)
+ _dispatcher.register("list_actions", input_handler.list_actions)
+ _dispatcher.register("add_action", input_handler.add_action)
+ _dispatcher.register("remove_action", input_handler.remove_action)
+ _dispatcher.register("bind_event", input_handler.bind_event)
+ _dispatcher.register("run_tests", test_handler.run_tests)
+ _dispatcher.register("get_test_results", test_handler.get_test_results)
+ _dispatcher.register("batch_execute", batch_handler.batch_execute)
+ _dispatcher.register("set_anchor_preset", ui_handler.set_anchor_preset)
+ _dispatcher.register("set_text", ui_handler.set_text)
+ _dispatcher.register("build_layout", ui_handler.build_layout)
+ _dispatcher.register("create_theme", theme_handler.create_theme)
+ _dispatcher.register("theme_set_color", theme_handler.set_color)
+ _dispatcher.register("theme_set_constant", theme_handler.set_constant)
+ _dispatcher.register("theme_set_font_size", theme_handler.set_font_size)
+ _dispatcher.register("theme_set_stylebox_flat", theme_handler.set_stylebox_flat)
+ _dispatcher.register("apply_theme", theme_handler.apply_theme)
+ _dispatcher.register("animation_player_create", animation_handler.create_player)
+ _dispatcher.register("animation_create", animation_handler.create_animation)
+ _dispatcher.register("animation_add_property_track", animation_handler.add_property_track)
+ _dispatcher.register("animation_add_method_track", animation_handler.add_method_track)
+ _dispatcher.register("animation_set_autoplay", animation_handler.set_autoplay)
+ _dispatcher.register("animation_play", animation_handler.play)
+ _dispatcher.register("animation_stop", animation_handler.stop)
+ _dispatcher.register("animation_list", animation_handler.list_animations)
+ _dispatcher.register("animation_get", animation_handler.get_animation)
+ _dispatcher.register("animation_create_simple", animation_handler.create_simple)
+ _dispatcher.register("animation_delete", animation_handler.delete_animation)
+ _dispatcher.register("animation_validate", animation_handler.validate_animation)
+ _dispatcher.register("animation_preset_fade", animation_handler.preset_fade)
+ _dispatcher.register("animation_preset_slide", animation_handler.preset_slide)
+ _dispatcher.register("animation_preset_shake", animation_handler.preset_shake)
+ _dispatcher.register("animation_preset_pulse", animation_handler.preset_pulse)
+ _dispatcher.register("material_create", material_handler.create_material)
+ _dispatcher.register("material_set_param", material_handler.set_param)
+ _dispatcher.register("material_set_shader_param", material_handler.set_shader_param)
+ _dispatcher.register("material_get", material_handler.get_material)
+ _dispatcher.register("material_list", material_handler.list_materials)
+ _dispatcher.register("material_assign", material_handler.assign_material)
+ _dispatcher.register("material_apply_to_node", material_handler.apply_to_node)
+ _dispatcher.register("material_apply_preset", material_handler.apply_preset)
+ _dispatcher.register("particle_create", particle_handler.create_particle)
+ _dispatcher.register("particle_set_main", particle_handler.set_main)
+ _dispatcher.register("particle_set_process", particle_handler.set_process)
+ _dispatcher.register("particle_set_draw_pass", particle_handler.set_draw_pass)
+ _dispatcher.register("particle_restart", particle_handler.restart_particle)
+ _dispatcher.register("particle_get", particle_handler.get_particle)
+ _dispatcher.register("particle_apply_preset", particle_handler.apply_preset)
+ _dispatcher.register("camera_create", camera_handler.create_camera)
+ _dispatcher.register("camera_configure", camera_handler.configure)
+ _dispatcher.register("camera_set_limits_2d", camera_handler.set_limits_2d)
+ _dispatcher.register("camera_set_damping_2d", camera_handler.set_damping_2d)
+ _dispatcher.register("camera_follow_2d", camera_handler.follow_2d)
+ _dispatcher.register("camera_get", camera_handler.get_camera)
+ _dispatcher.register("camera_list", camera_handler.list_cameras)
+ _dispatcher.register("camera_apply_preset", camera_handler.apply_preset)
+ _dispatcher.register("audio_player_create", audio_handler.create_player)
+ _dispatcher.register("audio_player_set_stream", audio_handler.set_stream)
+ _dispatcher.register("audio_player_set_playback", audio_handler.set_playback)
+ _dispatcher.register("audio_play", audio_handler.play)
+ _dispatcher.register("audio_stop", audio_handler.stop)
+ _dispatcher.register("audio_list", audio_handler.list_streams)
+ _dispatcher.register("physics_shape_autofit", physics_shape_handler.autofit)
+ _dispatcher.register("environment_create", environment_handler.create_environment)
+ _dispatcher.register("gradient_texture_create", texture_handler.create_gradient_texture)
+ _dispatcher.register("noise_texture_create", texture_handler.create_noise_texture)
+ _dispatcher.register("curve_set_points", curve_handler.set_points)
+ _dispatcher.register(
+ "control_draw_recipe", control_draw_recipe_handler.control_draw_recipe
+ )
+
+ _connection.dispatcher = _dispatcher
+ add_child(_connection)
+ _startup_trace_phase("handlers_registered")
+
+ # Dock panel
+ _dock = Dock.new()
+ _dock.name = "Godot AI"
+ _dock.setup(_connection, _log_buffer, self)
+ add_control_to_dock(DOCK_SLOT_RIGHT_BL, _dock)
+ _startup_trace_phase("dock_attached")
+
+ _log_buffer.log("plugin loaded")
+ if _telemetry != null:
+ _telemetry.record_dock_startup()
+ _flush_pending_self_update_telemetry()
+ _telemetry.flush_pending_plugin_reload()
+ var startup_path: String = str(_lifecycle.get_startup_path())
+ _startup_trace_finish(startup_path if not startup_path.is_empty() else "loaded")
+
+
+## Public wrapper around the dev-server-toggle telemetry emit. Lets the
+## dock (or any other caller) record without reaching into ``_telemetry``
+## directly — keeps the plugin's internal field encapsulated. The dev
+## server is a Python subprocess unrelated to the plugin's own
+## lifecycle, so emission can be synchronous (no EditorSettings persist
+## dance like ``plugin_reload`` / ``self_update``).
+func record_dev_server_toggle(action: String) -> void:
+ if _telemetry == null:
+ return
+ _telemetry.record_dev_server_toggle(action)
+
+
+## Drain any self_update event written by `update_reload_runner` during the
+## previous disable -> enable window.
+func _flush_pending_self_update_telemetry() -> void:
+ var key := UPDATE_RELOAD_RUNNER_SCRIPT.PENDING_SELF_UPDATE_TELEMETRY_KEY
+ var parsed = Telemetry._drain_editor_setting_dict(key)
+ if parsed == null:
+ return
+ var status := str(parsed.get("status", "unknown"))
+ var error := str(parsed.get("error", ""))
+ ## Positional args: GDScript doesn't support keyword args in calls
+ ## (unlike Python). from_version + to_version are empty strings here
+ ## — only ``status`` and ``error`` are known at flush time.
+ _telemetry.record_self_update(status, "", "", error)
+
+
+
+
+func _exit_tree() -> void:
+ if _headless_disabled:
+ _server_started_this_session = false
+ _headless_disabled = false
+ return
+
+ ## Outer-to-inner teardown. Dispatcher Callables hold RefCounted handlers
+ ## alive past the point where Godot reloads their class_name scripts — the
+ ## first post-reload call into a typed-array-holding handler (e.g.
+ ## McpGameLogBuffer._storage) then SIGSEGVs against a stale class descriptor.
+ ## See issue #46.
+
+ # Stop inbound work first so _process can't enqueue new commands or
+ # null-deref log_buffer on the next tick mid-teardown.
+ if _connection:
+ _connection.teardown()
+
+ # Break the Callable -> handler ref chain before dropping _handlers, so the
+ # array clear actually decrefs the handler RefCounteds to zero.
+ if _dispatcher:
+ _dispatcher.clear()
+
+ # Handler destructors run here, while their class_name scripts are still loaded.
+ _handlers.clear()
+
+ if _dock:
+ remove_control_from_docks(_dock)
+ _dock.queue_free()
+ _dock = null
+ if _connection:
+ _connection.queue_free()
+ _connection = null
+ if _debugger_plugin:
+ remove_debugger_plugin(_debugger_plugin)
+ _debugger_plugin = null
+
+ ## Detach the editor logger BEFORE nulling the buffer. After remove_logger
+ ## returns, Godot guarantees no further virtual calls — so the logger's
+ ## next access to `_buffer` (if any in flight) lands on a still-live
+ ## ref-counted buffer, not a freed one.
+ _detach_editor_logger()
+
+ _dispatcher = null
+ _log_buffer = null
+ _game_log_buffer = null
+ _editor_log_buffer = null
+
+ _stop_server()
+ ## Symmetric with prepare_for_update_reload: the static guard persists
+ ## across disable/enable within a single editor session, so the re-enabled
+ ## plugin instance's _start_server would short-circuit and never respawn.
+ ## Pre-#159 this was masked — the old kill path usually left Python alive
+ ## and the new instance adopted it on port 8000. Now that _stop_server is
+ ## deterministic, nothing is left to adopt and the reload hangs.
+ _server_started_this_session = false
+ print("MCP | plugin unloaded")
+
+
+## Attach editor_logger.gd as a Godot logger so editor-process script
+## errors (parse errors, @tool runtime errors, EditorPlugin errors,
+## push_error/push_warning) flow into _editor_log_buffer for
+## logs_read(source="editor"). Logger subclassing is 4.5+ only; the
+## ClassDB gate keeps the plugin loadable on 4.4 with no-op editor logs
+## (the buffer stays empty, logs_read returns no entries).
+##
+## Limitation called out in the issue: parse errors fired *before* the
+## plugin's _enter_tree (e.g. during the editor's initial filesystem
+## scan, or for scripts that fail on first project open) happen before
+## add_logger is called and are not captured. There's no public API to
+## drain the editor's already-emitted error history; rescanning the
+## file would re-emit them but at the cost of disrupting the user's
+## editing state, so we accept the gap.
+func _attach_editor_logger() -> void:
+ if not (ClassDB.class_exists("Logger") and OS.has_method("add_logger")):
+ return
+ var logger_script := LoggerLoader.build(LoggerLoader.EDITOR_LOGGER_PATH)
+ if logger_script == null:
+ return
+ _editor_logger = logger_script.new(_editor_log_buffer)
+ OS.call("add_logger", _editor_logger)
+
+
+## Remove the pre-2.5.8 logger scripts left at runtime/*.gd by a self-update
+## (the runner doesn't prune files dropped between versions). They `extends
+## Logger` and would re-emit "Could not find base class Logger" parse errors
+## on Godot < 4.5 even though the live copies now live in the .gdignore'd
+## runtime/loggers/ folder. Idempotent: existence-guarded, so it's a no-op on
+## fresh installs and symlinked dev checkouts.
+func _cleanup_legacy_logger_scripts() -> void:
+ var legacy := [
+ "res://addons/godot_ai/runtime/editor_logger.gd",
+ "res://addons/godot_ai/runtime/editor_logger.gd.uid",
+ "res://addons/godot_ai/runtime/game_logger.gd",
+ "res://addons/godot_ai/runtime/game_logger.gd.uid",
+ ]
+ for res_path in legacy:
+ if FileAccess.file_exists(res_path):
+ DirAccess.remove_absolute(ProjectSettings.globalize_path(res_path))
+
+
+func _detach_editor_logger() -> void:
+ if _editor_logger != null and OS.has_method("remove_logger"):
+ OS.call("remove_logger", _editor_logger)
+ _editor_logger = null
+
+
+## Register the game-side autoload on plugin enable. Runs the helper inside
+## the game process so the editor-side debugger plugin can request
+## framebuffer captures over EngineDebugger messages. Removed on
+## _disable_plugin so disabling the plugin leaves project.godot clean.
+func _enable_plugin() -> void:
+ if _mcp_disabled_for_headless_launch():
+ return
+ _ensure_game_helper_autoload()
+
+
+static func _mcp_disabled_for_headless_launch() -> bool:
+ return _mcp_disabled_for_headless(
+ OS.get_cmdline_args(),
+ DisplayServer.get_name(),
+ OS.get_environment("GODOT_AI_ALLOW_HEADLESS")
+ )
+
+
+static func _mcp_disabled_for_headless(args: PackedStringArray, display_name: String, allow_value: String) -> bool:
+ if McpSettings.truthy(allow_value):
+ return false
+ return _args_request_headless(args) or display_name.to_lower() == "headless"
+
+
+static func _args_request_headless(args: PackedStringArray) -> bool:
+ for i in range(args.size()):
+ var arg := args[i]
+ if arg == "--headless":
+ return true
+ if arg == "--display-driver" and i + 1 < args.size() and args[i + 1] == "headless":
+ return true
+ if arg.begins_with("--display-driver=") and arg.get_slice("=", 1) == "headless":
+ return true
+ return false
+
+
+
+
+func _disable_plugin() -> void:
+ var key := "autoload/" + GAME_HELPER_AUTOLOAD_NAME
+ if not ProjectSettings.has_setting(key):
+ return
+ ProjectSettings.clear(key)
+ ProjectSettings.save()
+
+
+func _ensure_game_helper_autoload() -> void:
+ ## Write the autoload directly to ProjectSettings and save immediately.
+ ## EditorPlugin.add_autoload_singleton only mutates in-memory settings —
+ ## the on-disk project.godot is only persisted when the editor saves
+ ## (e.g. on quit). CI spawns the game subprocess before any save fires,
+ ## so the child process never sees the autoload and the capture times
+ ## out. Mirror AutoloadHandler's pattern: set_setting + save().
+ var key := "autoload/" + GAME_HELPER_AUTOLOAD_NAME
+ var value := "*" + GAME_HELPER_AUTOLOAD_PATH # "*" prefix = singleton
+ if ProjectSettings.get_setting(key, "") == value:
+ return ## already registered with the right target
+ ProjectSettings.set_setting(key, value)
+ ProjectSettings.set_initial_value(key, "")
+ ProjectSettings.set_as_basic(key, true)
+ var err := ProjectSettings.save()
+ if err != OK:
+ push_warning("MCP: failed to save project.godot after registering %s autoload (error %d)"
+ % [GAME_HELPER_AUTOLOAD_NAME, err])
+
+
+func _startup_trace_begin() -> void:
+ _startup_trace_enabled = ClientConfigurator.startup_trace_enabled()
+ if not _startup_trace_enabled:
+ return
+ _startup_trace_start_ms = Time.get_ticks_msec()
+ _startup_trace_last_ms = _startup_trace_start_ms
+ _startup_trace_netsh_start_count = WindowsPortReservation.netsh_query_count()
+ _startup_trace_counters.clear()
+ for counter in STARTUP_TRACE_COUNTER_NAMES:
+ _startup_trace_counters[counter] = 0
+ print(
+ "MCP startup trace | begin platform=%s http_port=%d ws_port=%d"
+ % [
+ OS.get_name(),
+ ClientConfigurator.http_port(),
+ ClientConfigurator.ws_port(),
+ ]
+ )
+
+
+func _startup_trace_count(counter: String, amount: int = 1) -> void:
+ if not _startup_trace_enabled:
+ return
+ _startup_trace_counters[counter] = int(_startup_trace_counters.get(counter, 0)) + amount
+
+
+func _startup_trace_phase(name: String) -> void:
+ if not _startup_trace_enabled:
+ return
+ var now := Time.get_ticks_msec()
+ print(
+ "MCP startup trace | phase=%s delta_ms=%d total_ms=%d"
+ % [name, now - _startup_trace_last_ms, now - _startup_trace_start_ms]
+ )
+ _startup_trace_last_ms = now
+
+
+func _startup_trace_finish(path: String) -> void:
+ if not _startup_trace_enabled:
+ return
+ var now := Time.get_ticks_msec()
+ _startup_trace_counters["netsh"] = (
+ WindowsPortReservation.netsh_query_count() - _startup_trace_netsh_start_count
+ )
+ print(
+ "MCP startup trace | done path=%s total_ms=%d counters=%s"
+ % [path, now - _startup_trace_start_ms, str(_startup_trace_counters)]
+ )
+
+
+func _start_server() -> void:
+ _lifecycle.start_server()
+
+
+## Test-fixture shim — characterization tests in test_plugin_lifecycle
+## reach for this instance method directly. Delegates to the manager's
+## state-owning copy.
+func _set_incompatible_server(live: Dictionary, expected_version: String, port: int) -> void:
+ _lifecycle._set_incompatible_server(live, expected_version, port)
+
+
+## Static shim — kept on the plugin class because the characterization
+## tests assert against `GodotAiPlugin._incompatible_server_message`.
+## Implementation moved to ServerLifecycleManager.
+static func _incompatible_server_message(
+ live: Dictionary,
+ expected_version: String,
+ port: int,
+ expected_ws_port: int
+) -> String:
+ return ServerLifecycleManager._incompatible_server_message(
+ live, expected_version, port, expected_ws_port
+ )
+
+
+static func _server_version_compatibility(
+ actual_version: String, expected_version: String
+) -> Dictionary:
+ return ServerLifecycleManager._server_version_compatibility(
+ actual_version, expected_version
+ )
+
+
+static func _server_status_compatibility(
+ actual_version: String,
+ expected_version: String,
+ actual_ws_port: int,
+ expected_ws_port: int,
+) -> Dictionary:
+ return ServerLifecycleManager._server_status_compatibility(
+ actual_version, expected_version, actual_ws_port, expected_ws_port
+ )
+
+
+static func _managed_record_has_version_drift(record_version: String, current_version: String) -> bool:
+ return ServerLifecycleManager._managed_record_has_version_drift(record_version, current_version)
+
+
+static func _probe_live_server_status(port: int, timeout_ms: int = SERVER_STATUS_PROBE_TIMEOUT_MS) -> Dictionary:
+ var result := {
+ "reachable": false,
+ "version": "",
+ "name": "",
+ "ws_port": 0,
+ "status_code": 0,
+ "error": "",
+ }
+ var client := HTTPClient.new()
+ var err := client.connect_to_host("127.0.0.1", port)
+ if err != OK:
+ result["error"] = "connect_%d" % err
+ return result
+ var deadline := Time.get_ticks_msec() + timeout_ms
+ while client.get_status() == HTTPClient.STATUS_RESOLVING or client.get_status() == HTTPClient.STATUS_CONNECTING:
+ client.poll()
+ if Time.get_ticks_msec() >= deadline:
+ result["error"] = "connect_timeout"
+ return result
+ OS.delay_msec(10)
+ if client.get_status() != HTTPClient.STATUS_CONNECTED:
+ result["error"] = "connect_status_%d" % client.get_status()
+ return result
+ err = client.request(HTTPClient.METHOD_GET, SERVER_STATUS_PATH, ["Accept: application/json"])
+ if err != OK:
+ result["error"] = "request_%d" % err
+ return result
+ var body := PackedByteArray()
+ while true:
+ var status := client.get_status()
+ if status == HTTPClient.STATUS_REQUESTING:
+ client.poll()
+ elif status == HTTPClient.STATUS_BODY:
+ client.poll()
+ var chunk := client.read_response_body_chunk()
+ if chunk.size() > 0:
+ body.append_array(chunk)
+ elif status == HTTPClient.STATUS_CONNECTED:
+ break
+ else:
+ result["error"] = "response_status_%d" % status
+ return result
+ if Time.get_ticks_msec() >= deadline:
+ result["error"] = "response_timeout"
+ return result
+ OS.delay_msec(10)
+ var response_code := client.get_response_code()
+ result["status_code"] = response_code
+ if response_code != 200:
+ result["error"] = "http_%d" % response_code
+ return result
+ var parsed = JSON.parse_string(body.get_string_from_utf8())
+ if not (parsed is Dictionary):
+ result["error"] = "invalid_json"
+ return result
+ result["reachable"] = true
+ result["name"] = str(parsed.get("name", ""))
+ result["version"] = _extract_server_version(parsed)
+ result["ws_port"] = int(parsed.get("ws_port", 0))
+ ## `package_path` was added in v2.4.4 (#416) so the dock's
+ ## "Incompatible server" banner can name the source of a version
+ ## skew. Older servers omit it; treat the missing field as "".
+ result["package_path"] = str(parsed.get("package_path", ""))
+ return result
+
+
+func _probe_live_server_status_for_port(port: int) -> Dictionary:
+ _startup_trace_count("http_status_probe")
+ return _probe_live_server_status(port)
+
+
+static func _extract_server_version(payload: Dictionary) -> String:
+ var version := str(payload.get("server_version", ""))
+ if version.is_empty():
+ version = str(payload.get("version", ""))
+ return version
+
+
+static func _live_status_identifies_godot_ai(live: Dictionary) -> bool:
+ return ServerLifecycleManager._live_status_identifies_godot_ai(live)
+
+
+func _verified_status_version(live: Dictionary) -> String:
+ if not ServerLifecycleManager._live_status_identifies_godot_ai(live):
+ return ""
+ return str(live.get("version", ""))
+
+
+func _verified_status_ws_port(live: Dictionary) -> int:
+ if not ServerLifecycleManager._live_status_identifies_godot_ai(live):
+ return 0
+ return int(live.get("ws_port", 0))
+
+
+func _refresh_dock_client_statuses() -> bool:
+ if _dock == null:
+ return false
+ if not _dock.has_method("_refresh_all_client_statuses"):
+ return false
+ _dock.call("_refresh_all_client_statuses")
+ return true
+
+
+## Test-fixture shim — characterization tests in test_plugin_lifecycle
+## still drive the first-writer-wins terminal-diagnosis behaviour through
+## this method. Delegates to the manager's `set_terminal_diagnosis`
+## (which preserves the same first-writer-wins contract).
+func _set_spawn_state(state: int) -> void:
+ _lifecycle.set_terminal_diagnosis(state)
+
+
+## Arm the one-shot connection watcher. Called from `_start_server`'s
+## FOREIGN_PORT branch: we flagged the diagnostic preemptively assuming
+## the port holder doesn't speak MCP, but if it turns out to be another
+## editor's server our WebSocket will open and we need to retract the
+## diagnostic.
+##
+## We intentionally poll `_connection.is_connected` from `_process`
+## instead of wiring a new signal on McpConnection. A signal added in the
+## same release as a new consumer would be another shape-coupled update:
+## old two-phase runners can parse the consumer while the McpConnection
+## Script object still reflects v(N). Polling only reads `is_connected`
+## (present on every shipped McpConnection), so old-runner upgrade windows
+## do not depend on a same-release signal addition.
+##
+## The watch self-disarms after SPAWN_GRACE_MS so per-frame cost drops
+## back to zero if it is ever armed by a legacy adoption path.
+func _watch_for_adoption_confirmation() -> void:
+ _lifecycle.arm_adoption_watch()
+ _update_process_enabled()
+
+
+func _arm_server_version_check() -> void:
+ ## `arm_version_check` resolves an empty expected via the plugin
+ ## version, so we can pass the raw field value through.
+ _lifecycle.arm_version_check(_connection, str(_lifecycle._server_expected_version))
+ _update_process_enabled()
+
+
+func _update_process_enabled() -> void:
+ set_process(
+ _lifecycle.get_adoption_watch_deadline_ms() > 0
+ or _lifecycle.is_awaiting_server_version()
+ )
+
+
+func _process(_delta: float) -> void:
+ var now := Time.get_ticks_msec()
+ var version_check = _lifecycle.get_version_check()
+ if version_check != null:
+ version_check.tick(now)
+ _lifecycle.tick_adoption_watch(now)
+ _update_process_enabled()
+
+
+## A WebSocket opening only proves the occupant speaks enough of the editor
+## protocol to accept a session. Compatibility is decided by the server
+## version in `handshake_ack`, so this only arms that check.
+func _on_connection_established() -> void:
+ if _lifecycle.get_state() == ServerStateScript.FOREIGN_PORT:
+ _arm_server_version_check()
+
+
+## Test-fixture shim — characterization tests poke the verified path
+## directly. Delegates to the version-check seam; the manager resolves
+## an empty expected version via `_resolve_expected_version`.
+func _on_server_version_verified(version: String) -> void:
+ _lifecycle.handle_server_version_verified(
+ str(_lifecycle._server_expected_version), version
+ )
+ _update_process_enabled()
+
+
+## Test-fixture shim — same shape as `_on_server_version_verified`.
+func _on_server_version_unverified() -> void:
+ _lifecycle.handle_server_version_unverified(
+ str(_lifecycle._server_expected_version)
+ )
+ _update_process_enabled()
+
+
+## Start a 1s-tick timer that watches the spawned server for up to
+## SERVER_WATCH_MS. If the process dies inside the window we drain the
+## captured pipes and mark the server as crashed so the dock can surface
+## what went wrong. After the window expires we close the pipes so they
+## don't pin file descriptors or fill their kernel buffers. See #146.
+func _start_server_watch() -> void:
+ _stop_server_watch()
+ _server_watch_timer = Timer.new()
+ _server_watch_timer.wait_time = 1.0
+ _server_watch_timer.one_shot = false
+ _server_watch_timer.timeout.connect(_check_server_health)
+ add_child(_server_watch_timer)
+ _server_watch_timer.start()
+
+
+func _stop_server_watch() -> void:
+ if _server_watch_timer != null:
+ _server_watch_timer.stop()
+ _server_watch_timer.queue_free()
+ _server_watch_timer = null
+
+
+func _check_server_health() -> void:
+ _lifecycle.check_server_health()
+
+
+## True when the first spawn looks like a stale-uvx-index failure and we
+## haven't already retried. Fail signal: launcher process already declared
+## dead by the caller, pid-file was never written (Python never got to
+## argparse), and we're on the uvx tier (the only tier where `--refresh`
+## means anything). Bug #172 — after a fresh PyPI publish, uvx's local
+## index metadata keeps saying the new version doesn't exist for ~10 min,
+## which cascaded into an infinite reconnect loop pre-#171. Retry-at-spawn
+## catches every entry path (Update, Reload Plugin, Reconnect, editor
+## restart, crash recovery) — unlike the older Update-only precheck.
+func _should_retry_with_refresh() -> bool:
+ return _retry_with_refresh_allowed(
+ _lifecycle._refresh_retried,
+ ClientConfigurator.get_server_launch_mode(),
+ _read_pid_file(),
+ )
+
+
+## Pure decision helper — environment-state readers stay in the instance
+## method above, the logic lives here so tests can drive the three inputs
+## directly without spoofing static caches or pid-files on disk.
+static func _retry_with_refresh_allowed(already_retried: bool, launch_mode: String, pid_from_file: int) -> bool:
+ return (
+ not already_retried
+ and launch_mode == "uvx"
+ and pid_from_file == 0
+ )
+
+
+func _respawn_with_refresh() -> void:
+ _lifecycle.respawn_with_refresh()
+
+
+## Snapshot of the server-spawn outcome for the dock.
+##
+## `state` is one of the `McpServerState.*` int constants; the dock owns
+## the UI copy per state via its own `_crash_body_for_state`. `exit_ms`
+## is only meaningful for `CRASHED`.
+func get_server_status() -> Dictionary:
+ return _lifecycle.get_status_dict()
+
+
+func get_resolved_ws_port() -> int:
+ return _resolved_ws_port
+
+
+func _set_resolved_ws_port(port: int) -> void:
+ _resolved_ws_port = port
+ if _connection != null:
+ _connection.ws_port = port
+
+
+func _resolve_ws_port() -> int:
+ return PortResolver.resolve_ws_port(
+ ClientConfigurator.ws_port(),
+ ClientConfigurator.MAX_PORT,
+ _log_buffer,
+ )
+
+
+## Test-compat shim — characterization tests call this static directly.
+static func _resolved_ws_port_for_existing_server(
+ record_ws_port: int,
+ record_version: String,
+ current_version: String,
+ fresh_resolved: int
+) -> int:
+ return PortResolver.resolved_ws_port_for_existing_server(
+ record_ws_port,
+ record_version,
+ current_version,
+ fresh_resolved,
+ )
+
+
+static func _resolve_ws_port_from_output(
+ configured_port: int,
+ netsh_output: String,
+ span: int = 2048
+) -> int:
+ return PortResolver.resolve_ws_port_from_output(
+ configured_port,
+ netsh_output,
+ ClientConfigurator.MAX_PORT,
+ span,
+ )
+
+
+## Plugin-level shim around the resolver — keeps the startup-trace
+## counter increment and the `_ProofPlugin` override hook on the plugin.
+func _is_port_in_use(port: int) -> bool:
+ if PortResolver.can_bind_local_port(port):
+ ## POSIX can still have an IPv6 wildcard listener on this port
+ ## even when an IPv4 loopback bind succeeds. Confirm through
+ ## lsof so startup and kill-path discovery agree.
+ if OS.get_name() != "Windows":
+ _startup_trace_count("lsof")
+ return PortResolver.is_port_in_use_via_scrape(port)
+ return false
+ if OS.get_name() == "Windows":
+ _startup_trace_count("netstat")
+ else:
+ _startup_trace_count("lsof")
+ return PortResolver.is_port_in_use_via_scrape(port)
+
+
+## Pass `_startup_trace_count` so the resolver bumps the right counter
+## per scraper that actually ran (Windows can fall through netstat →
+## PowerShell — counting both unconditionally would over-report).
+func _find_pid_on_port(port: int) -> int:
+ return PortResolver.find_pid_on_port(port, _startup_trace_count)
+
+
+func _find_all_pids_on_port(port: int) -> Array[int]:
+ return PortResolver.find_all_pids_on_port(port, _startup_trace_count)
+
+
+static func _execute_windows_powershell(script: String, output: Array) -> int:
+ return PortResolver.execute_windows_powershell(script, output)
+
+
+static func _windows_listener_pids_from_execute_result(exit_code: int, output: Array) -> Array[int]:
+ return PortResolver.windows_listener_pids_from_execute_result(exit_code, output)
+
+
+static func _windows_listener_execute_result_in_use(exit_code: int, output: Array) -> bool:
+ return PortResolver.windows_listener_execute_result_in_use(exit_code, output)
+
+
+static func _parse_lsof_pids(raw: String) -> Array[int]:
+ return PortResolver.parse_lsof_pids(raw)
+
+
+static func _parse_pid_lines(raw: String) -> Array[int]:
+ return PortResolver.parse_pid_lines(raw)
+
+
+## Find the managed server PID deterministically: prefer the pid-file
+## the Python server writes on startup (see runtime_info.py), fall back
+## to scraping `netstat -ano` / `lsof` only when the file is missing or
+## stale. This is the replacement for raw port-scraping: on Windows the
+## uvx launcher PID doesn't cover the Python child, and netstat parsing
+## is fragile.
+##
+## Returns 0 when no server can be identified.
+func _find_managed_pid(port: int) -> int:
+ var pid := _read_pid_file()
+ if pid > 0 and _pid_alive(pid):
+ return pid
+ return _find_pid_on_port(port)
+
+
+## `live` is the result of a prior `_probe_live_server_status_for_port`
+## call that the caller already has on hand. When non-empty it short-
+## circuits the internal probe at the bottom of this helper, so a single
+## `_start_server` invocation that probes once at the top can thread the
+## same snapshot through compatibility check + recovery without paying
+## for a second ~500 ms localhost HTTPClient poll loop. Default `{}`
+## preserves the historical behavior for callers outside the spawn flow
+## (`can_recover_incompatible_server`, the dock's UI buttons), where a
+## fresh probe is the right thing.
+func _evaluate_strong_port_occupant_proof(port: int, live: Dictionary = {}) -> Dictionary:
+ var result := {"proof": "", "pids": []}
+ var listener_pids := _find_all_pids_on_port(port)
+ if listener_pids.is_empty():
+ return result
+
+ var record := _read_managed_server_record()
+ var record_pid := int(record.get("pid", 0))
+ var record_version := str(record.get("version", ""))
+
+ if record_pid > 1 and record_pid != OS.get_process_id():
+ if listener_pids.has(record_pid) and _pid_alive_for_proof(record_pid):
+ return {"proof": "managed_record", "pids": [record_pid]}
+
+ var legacy_targets := _legacy_pidfile_kill_targets(port, listener_pids)
+ if not legacy_targets.is_empty():
+ return {"proof": "pidfile_listener", "pids": legacy_targets}
+
+ var current_live: Dictionary = live if not live.is_empty() else _probe_live_server_status_for_port(port)
+ if (
+ _live_status_identifies_godot_ai(current_live)
+ and not record_version.is_empty()
+ and str(current_live.get("version", "")) == record_version
+ ):
+ return {"proof": "status_matches_record", "pids": listener_pids}
+
+ return result
+
+
+## See `_evaluate_strong_port_occupant_proof` for the `live` contract.
+## Threads `live` through the strong-proof delegate so neither helper
+## probes when the caller already knows the port-owner status.
+func _evaluate_recovery_port_occupant_proof(port: int, live: Dictionary = {}) -> Dictionary:
+ var proof := _evaluate_strong_port_occupant_proof(port, live)
+ if not str(proof.get("proof", "")).is_empty():
+ return proof
+
+ var current_live: Dictionary = live if not live.is_empty() else _probe_live_server_status_for_port(port)
+ if _live_status_identifies_godot_ai(current_live):
+ return {"proof": "status_name", "pids": _find_all_pids_on_port(port)}
+
+ return {"proof": "", "pids": []}
+
+
+func _recover_strong_port_occupant(port: int, wait_s: float, pre_kill_live: Dictionary = {}) -> bool:
+ return _lifecycle.recover_strong_port_occupant(port, wait_s, pre_kill_live)
+
+
+func _legacy_pidfile_kill_targets(_port: int, listener_pids: Array[int]) -> Array[int]:
+ var targets: Array[int] = []
+ var pidfile_pid := _read_pid_file_for_proof()
+ if pidfile_pid <= 1 or pidfile_pid == OS.get_process_id():
+ return targets
+ ## An alive, branded pid-file PID is sufficient ownership proof. Under
+ ## `uvicorn --reload` the reloader writes the pid-file but a child worker
+ ## binds the port, so `listener_pids` never contains the reloader PID.
+ ## Requiring `listener_pids.has(pidfile_pid)` here used to silently skip
+ ## the kill path for the entire reload-shaped server family. The branded
+ ## listener loop below still does the per-PID brand check so we never
+ ## kill an unrelated process that happens to share the port.
+ if not _pid_alive_for_proof(pidfile_pid) or not _pid_cmdline_is_godot_ai_for_proof(pidfile_pid):
+ return targets
+
+ for pid in listener_pids:
+ if pid <= 1 or pid == OS.get_process_id():
+ continue
+ ## Reuse the brand result already proven above when this listener is
+ ## the same PID as the pidfile — saves a parent-chain walk and a
+ ## shell-out (PowerShell on Windows, /proc on Linux, ps on macOS) per
+ ## startup proof evaluation.
+ if pid == pidfile_pid or _pid_cmdline_is_godot_ai_for_proof(pid):
+ targets.append(pid)
+ ## Also kill the reloader/launcher itself when it isn't already a listener.
+ ## Without this, `--reload` workers would be killed but their parent would
+ ## immediately respawn a replacement and the port would never free.
+ if not targets.has(pidfile_pid):
+ targets.append(pidfile_pid)
+ return targets
+
+
+func _read_pid_file_for_proof() -> int:
+ return _read_pid_file()
+
+
+func _pid_alive_for_proof(pid: int) -> bool:
+ return _pid_alive(pid)
+
+
+func _pid_cmdline_is_godot_ai_for_proof(pid: int) -> bool:
+ return _pid_cmdline_is_godot_ai(pid)
+
+
+static func _parse_windows_netstat_pid(stdout: String, port: int) -> int:
+ return PortResolver.parse_windows_netstat_pid(stdout, port)
+
+
+static func _parse_windows_netstat_pids(stdout: String, port: int) -> Array[int]:
+ return PortResolver.parse_windows_netstat_pids(stdout, port)
+
+
+static func _parse_windows_netstat_listening(stdout: String, port: int) -> bool:
+ return PortResolver.parse_windows_netstat_listening(stdout, port)
+
+
+static func _split_on_whitespace(s: String) -> PackedStringArray:
+ return PortResolver.split_on_whitespace(s)
+
+
+static func _read_pid_file() -> int:
+ return PortResolver.read_pid_file()
+
+
+static func _clear_pid_file() -> void:
+ PortResolver.clear_pid_file()
+
+
+func _stop_server() -> void:
+ _lifecycle.stop_server()
+
+
+
+
+## Clear the managed-server record and pid-file only if `port` is free.
+## Returns true when state was cleared. Extracted from `_stop_server` so
+## the "preserve on failed kill" contract is independently testable.
+func _finalize_stop_if_port_free(port: int) -> bool:
+ if _is_port_in_use(port):
+ return false
+ _clear_managed_server_record()
+ _clear_pid_file()
+ return true
+
+
+## Shared tail of the server CLI: transport, ports, and `--pid-file`. Both
+## the initial spawn in `_start_server` and the `--refresh` retry in
+## `_respawn_with_refresh` go through here so a new flag added in one place
+## can't silently drop out of the other.
+static func _build_server_flags(port: int, ws_port: int) -> Array[String]:
+ var flags: Array[String] = []
+ flags.assign([
+ "--transport", "streamable-http",
+ "--port", str(port),
+ "--ws-port", str(ws_port),
+ "--pid-file", ProjectSettings.globalize_path(SERVER_PID_FILE),
+ ])
+ ## Append `--exclude-domains` only when the user has actually picked at
+ ## least one domain to drop. Skipping the empty case keeps spawns
+ ## compatible with older (pre-1.4.2) servers that don't know the flag —
+ ## relevant during staggered plugin/server upgrades in user-mode installs.
+ var excluded := ClientConfigurator.excluded_domains()
+ if not excluded.is_empty():
+ flags.append("--exclude-domains")
+ flags.append(excluded)
+ return flags
+
+
+## Returns true only when we can prove `pid`'s command line carries the
+## `godot-ai` brand AND a server flag (`--pid-file` / `--transport`). Used by
+## automatic kill paths (`_legacy_pidfile_kill_targets`) so a stale pidfile
+## whose PID has been recycled by an unrelated listener can't hand us a
+## kill target. If the OS lookup fails or returns an empty cmdline we
+## conservatively return false — better to surface incompatible-server and
+## let the user click Restart than to kill the wrong process.
+func _pid_cmdline_is_godot_ai(pid: int) -> bool:
+ ## Walks up the parent chain so a uvicorn `--reload` worker whose
+ ## cmdline is just `multiprocessing.spawn` still matches when its
+ ## parent reloader carries the godot_ai brand. Bound the walk so a
+ ## hypothetical loop or runaway PPID can't stall the editor.
+ var current := pid
+ for _i in range(5):
+ if current <= 1:
+ return false
+ var cmd := ""
+ if OS.get_name() == "Windows":
+ cmd = _windows_pid_commandline(current)
+ else:
+ cmd = _posix_pid_commandline(current)
+ if _commandline_is_godot_ai_server(cmd):
+ return true
+ current = _pid_parent(current)
+ return false
+
+
+func _pid_parent(pid: int) -> int:
+ if pid <= 1:
+ return 0
+ if OS.get_name() == "Windows":
+ var output: Array = []
+ var script := (
+ "Get-CimInstance Win32_Process -Filter 'ProcessId = %d' | "
+ + "Select-Object -ExpandProperty ParentProcessId"
+ ) % pid
+ _startup_trace_count("powershell")
+ if _execute_windows_powershell(script, output) != 0 or output.is_empty():
+ return 0
+ return int(str(output[0]).strip_edges())
+ var output_posix: Array = []
+ if OS.execute("ps", ["-o", "ppid=", "-p", str(pid)], output_posix, true) != 0 or output_posix.is_empty():
+ return 0
+ return int(str(output_posix[0]).strip_edges())
+
+
+static func _commandline_is_godot_ai_server(cmd: String) -> bool:
+ if cmd.is_empty():
+ return false
+ var lower := cmd.to_lower()
+ ## The server is invoked with `--pid-file /godot_ai_server.pid`,
+ ## so the path itself contains "godot_ai". A naive substring brand
+ ## search would falsely match an unrelated process whose cmdline
+ ## happens to reference a similarly-named pidfile path. Strip the
+ ## value (but leave the bare flag for the has_flag check) before
+ ## brand matching.
+ var brand_search := _strip_pidfile_value(lower)
+ var has_brand := brand_search.find("godot-ai") >= 0 or brand_search.find("godot_ai") >= 0
+ var has_flag := lower.find("--pid-file") >= 0 or lower.find("--transport") >= 0
+ return has_brand and has_flag
+
+
+static func _strip_pidfile_value(cmd: String) -> String:
+ var rx := RegEx.new()
+ ## Match `--pid-file=` and `--pid-file `; keep the bare
+ ## flag so the flag-presence check still succeeds for a real server.
+ if rx.compile("--pid-file(?:=|\\s+)\\S+") != OK:
+ return cmd
+ return rx.sub(cmd, "--pid-file ", true)
+
+
+func _windows_pid_commandline(pid: int) -> String:
+ var output: Array = []
+ var script := (
+ "Get-CimInstance Win32_Process -Filter 'ProcessId = %d' | "
+ + "Select-Object -ExpandProperty CommandLine"
+ ) % pid
+ _startup_trace_count("powershell")
+ var exit_code := _execute_windows_powershell(script, output)
+ if exit_code != 0 or output.is_empty():
+ return ""
+ return str(output[0])
+
+
+## POSIX command-line lookup. Linux exposes `/proc//cmdline` as
+## NUL-separated argv — read it directly so we avoid a `ps` fork on Linux
+## and get the full argv rather than the truncated/quoted form some `ps`
+## builds emit. Falls back to `ps -ww -p -o args=` on macOS / *BSD,
+## which lack a Linux-style `/proc//cmdline`. Returns "" on failure
+## so callers conservatively reject the PID rather than killing it blind.
+func _posix_pid_commandline(pid: int) -> String:
+ var proc_path := "/proc/%d/cmdline" % pid
+ if FileAccess.file_exists(proc_path):
+ var f := FileAccess.open(proc_path, FileAccess.READ)
+ if f != null:
+ ## procfs pseudo-files report length 0 (the kernel generates
+ ## content on read). `get_length()` therefore returns 0 and
+ ## `get_buffer(0)` reads nothing. Read in chunks until EOF
+ ## instead. Cap at ARG_MAX-class bound so a hypothetically
+ ## misbehaving file can never stall the editor frame.
+ var bytes := PackedByteArray()
+ var max_bytes := 1 << 20 # 1 MiB
+ while bytes.size() < max_bytes:
+ var chunk := f.get_buffer(4096)
+ if chunk.is_empty():
+ break
+ bytes.append_array(chunk)
+ if f.eof_reached():
+ break
+ f.close()
+ ## /proc cmdline is NUL-separated argv; convert NULs to spaces
+ ## so the substring fingerprint matches the same way it does on
+ ## the Windows path. Empty (kernel threads, exited processes)
+ ## bubbles up as "" via the strip below.
+ for i in range(bytes.size()):
+ if bytes[i] == 0:
+ bytes[i] = 0x20
+ return bytes.get_string_from_utf8().strip_edges()
+ ## `-ww` removes ps's column-width truncation so trailing flags like
+ ## --pid-file / --transport aren't dropped from the args= field.
+ ## Both procps (Linux) and BSD ps (macOS / *BSD) accept the
+ ## double-w form.
+ var output: Array = []
+ var exit_code := OS.execute("ps", ["-ww", "-p", str(pid), "-o", "args="], output, true)
+ if exit_code != 0 or output.is_empty():
+ return ""
+ return str(output[0]).strip_edges()
+
+
+## True if the given PID corresponds to a live (non-zombie) process.
+## POSIX uses `ps -o stat=` (see inline comment for the zombie rationale);
+## Windows uses `tasklist`. Called by `_start_server` to distinguish a live
+## managed server that outlived its editor from a stale EditorSettings
+## record, and by `_check_server_health` to detect a fast-failing launcher.
+static func _pid_alive(pid: int) -> bool:
+ return PortResolver.pid_alive(pid)
+
+
+## Calls `_is_port_in_use` (not `PortResolver.wait_for_port_free`) so
+## `_ProofPlugin` overrides keep driving the loop.
+func _wait_for_port_free(port: int, timeout_s: float) -> void:
+ var deadline := Time.get_ticks_msec() + int(timeout_s * 1000.0)
+ while _is_port_in_use(port):
+ if Time.get_ticks_msec() >= deadline:
+ push_warning("MCP | port %d still in use after %.1fs — proceeding anyway" % [port, timeout_s])
+ return
+ OS.delay_msec(100)
+
+
+func _read_managed_server_record() -> Dictionary:
+ var es := EditorInterface.get_editor_settings()
+ if es == null:
+ return {"pid": 0, "version": "", "ws_port": 0}
+ var pid: int = 0
+ if es.has_setting(MANAGED_SERVER_PID_SETTING):
+ pid = int(es.get_setting(MANAGED_SERVER_PID_SETTING))
+ var version: String = ""
+ if es.has_setting(MANAGED_SERVER_VERSION_SETTING):
+ version = str(es.get_setting(MANAGED_SERVER_VERSION_SETTING))
+ var ws_port: int = 0
+ if es.has_setting(MANAGED_SERVER_WS_PORT_SETTING):
+ ws_port = int(es.get_setting(MANAGED_SERVER_WS_PORT_SETTING))
+ return {"pid": pid, "version": version, "ws_port": ws_port}
+
+
+func _write_managed_server_record(pid: int, version: String) -> void:
+ var es := EditorInterface.get_editor_settings()
+ if es == null:
+ return
+ es.set_setting(MANAGED_SERVER_PID_SETTING, pid)
+ es.set_setting(MANAGED_SERVER_VERSION_SETTING, version)
+ es.set_setting(MANAGED_SERVER_WS_PORT_SETTING, _resolved_ws_port)
+
+
+func _clear_managed_server_record() -> void:
+ var es := EditorInterface.get_editor_settings()
+ if es == null:
+ return
+ if es.has_setting(MANAGED_SERVER_PID_SETTING):
+ es.set_setting(MANAGED_SERVER_PID_SETTING, 0)
+ if es.has_setting(MANAGED_SERVER_VERSION_SETTING):
+ es.set_setting(MANAGED_SERVER_VERSION_SETTING, "")
+ if es.has_setting(MANAGED_SERVER_WS_PORT_SETTING):
+ es.set_setting(MANAGED_SERVER_WS_PORT_SETTING, 0)
+
+
+func prepare_for_update_reload() -> void:
+ _lifecycle.prepare_for_update_reload()
+
+
+func _adopt_compatible_server(record_version: String, current_version: String, owner: int) -> String:
+ return _lifecycle.adopt_compatible_server(record_version, current_version, owner)
+
+
+static func _compatible_adoption_log_message(
+ owner_label: String,
+ owned_pid: int,
+ observed_owner_pid: int,
+ live_version: String,
+ live_ws_port: int,
+ current_version: String
+) -> String:
+ if owner_label == "managed":
+ return "MCP | adopted managed server (PID %d, live v%s, WS %d, plugin v%s)" % [
+ owned_pid,
+ live_version,
+ live_ws_port,
+ current_version
+ ]
+ return "MCP | adopted external server owner_pid=%d (live v%s, WS %d, plugin v%s)" % [
+ observed_owner_pid,
+ live_version,
+ live_ws_port,
+ current_version
+ ]
+
+
+## Hand the self-update over to a tiny runner that is not owned by this
+## EditorPlugin. The runner keeps the editor process alive, but disables this
+## plugin before extracting/scanning the new scripts so every plugin-owned
+## instance tears down on pre-update bytecode and pre-update field storage.
+func install_downloaded_update(zip_path: String, temp_dir: String, source_dock: Control) -> void:
+ prepare_for_update_reload()
+
+ var detached_dock = null
+ if _dock != null and is_instance_valid(_dock):
+ detached_dock = _dock
+ remove_control_from_docks(_dock)
+ _dock = null
+ elif source_dock != null and is_instance_valid(source_dock):
+ detached_dock = source_dock
+ remove_control_from_docks(source_dock)
+
+ var runner = UPDATE_RELOAD_RUNNER_SCRIPT.new()
+ var parent: Node = EditorInterface.get_base_control()
+ if parent == null:
+ parent = get_tree().root
+ parent.add_child(runner)
+ runner.start(zip_path, temp_dir, detached_dock)
+
+
+func can_recover_incompatible_server() -> bool:
+ return _lifecycle.can_recover_incompatible_server()
+
+
+func _resume_connection_after_recovery() -> void:
+ if _connection == null:
+ return
+ var state: int = _lifecycle.get_state()
+ if (
+ _lifecycle.is_connection_blocked()
+ or (
+ state != ServerStateScript.SPAWNING
+ and state != ServerStateScript.READY
+ )
+ ):
+ return
+ _connection.connect_blocked = false
+ _connection.connect_block_reason = ""
+ _connection.server_version = ""
+ _connection.set_process(true)
+ _arm_server_version_check()
+
+
+func recover_incompatible_server() -> bool:
+ if not _lifecycle.recover_incompatible_server():
+ return false
+ _resume_connection_after_recovery()
+ return true
+
+
+## Kill whichever process is holding `http_port()` right now — by resolving
+## the port-owning PID via pid-file / netstat / lsof, independent of whether
+## we ever set the manager's `_server_pid` — then clear ownership state
+## and respawn via the lifecycle manager. The dock's version-mismatch
+## banner wires here when the plugin adopted a foreign server whose
+## `server_version` drifts from the current plugin version.
+func force_restart_server() -> void:
+ _lifecycle.force_restart_server()
+
+
+## Single entry point for the dock's primary "Restart Dev Server" button.
+## The user clicking Restart is explicit consent to take over the HTTP port,
+## so this is aggressive: any PID holding the port gets killed (managed,
+## branded-dev, or orphan multiprocessing.spawn workers whose parent died
+## so brand detection misses them). After the port frees we spawn a fresh
+## --reload dev server. Returns true if a kill happened, false if the port
+## was already free and we just spawned.
+func force_restart_or_start_dev_server() -> bool:
+ var port := ClientConfigurator.http_port()
+ var killed := false
+ if has_managed_server():
+ _lifecycle.reset_for_force_restart()
+ if _is_port_in_use(port):
+ _kill_processes_and_windows_spawn_children(_find_all_pids_on_port(port))
+ killed = true
+ if killed:
+ ## OS.kill returns synchronously but uvicorn's listener can take
+ ## longer to release the port. Without this wait, start_dev_server's
+ ## fixed 500ms timer races the old shutdown and the new --reload
+ ## spawn fails to bind.
+ _wait_for_port_free(port, 5.0)
+ start_dev_server()
+ return killed
+
+
+func start_dev_server() -> void:
+ ## Start a dev server with --reload that survives plugin reloads.
+ ## Kills any managed server first, waits for the port to free, then spawns.
+ ##
+ ## PYTHONPATH handling: when `res://` sits inside a checkout that owns a
+ ## `src/godot_ai/` (root repo or a git worktree), prepend that `src/` to
+ ## PYTHONPATH so `import godot_ai` and uvicorn's `reload_dirs` both pick
+ ## up *this* tree's source rather than the root repo's editable install.
+ ## On the root repo the path matches the installed package, so this is a
+ ## no-op; in a worktree it's what makes `--reload` actually watch the
+ ## worktree's Python. See #84.
+ _stop_server()
+ get_tree().create_timer(0.5).timeout.connect(func():
+ var server_cmd := ClientConfigurator.get_server_command()
+ if server_cmd.is_empty():
+ push_warning("MCP | could not find server command for dev server")
+ return
+
+ var cmd: String = server_cmd[0]
+ _set_resolved_ws_port(_resolve_ws_port())
+ var inner_args: Array[String] = []
+ inner_args.assign(server_cmd.slice(1))
+ inner_args.append_array([
+ "--transport", "streamable-http",
+ "--port", str(ClientConfigurator.http_port()),
+ "--ws-port", str(_resolved_ws_port),
+ "--reload",
+ ])
+
+ var worktree_src := ClientConfigurator.find_worktree_src_dir(ProjectSettings.globalize_path("res://"))
+ var prev_pythonpath := OS.get_environment("PYTHONPATH")
+ if not worktree_src.is_empty():
+ var sep := ";" if OS.get_name() == "Windows" else ":"
+ var new_pp := worktree_src if prev_pythonpath.is_empty() else worktree_src + sep + prev_pythonpath
+ OS.set_environment("PYTHONPATH", new_pp)
+
+ var injected_telemetry: bool = _lifecycle._inject_telemetry_env()
+ var pid := OS.create_process(cmd, inner_args)
+ if injected_telemetry:
+ OS.unset_environment("GODOT_AI_DISABLE_TELEMETRY")
+
+ ## Restore PYTHONPATH immediately — the spawned child has already
+ ## copied the env, so the editor's own process state returns to
+ ## baseline. Leaving it set would leak to any later OS.create_process
+ ## from unrelated paths.
+ if not worktree_src.is_empty():
+ if prev_pythonpath.is_empty():
+ OS.unset_environment("PYTHONPATH")
+ else:
+ OS.set_environment("PYTHONPATH", prev_pythonpath)
+
+ if pid > 0:
+ ## Match `server_lifecycle.gd::start_server`'s log wording —
+ ## "prefix" since we prepended to any pre-existing PYTHONPATH,
+ ## not replaced it. See #429 review.
+ var suffix := " (PYTHONPATH prefix=%s)" % worktree_src if not worktree_src.is_empty() else ""
+ print("MCP | started dev server with --reload (PID %d): %s %s%s" % [pid, cmd, " ".join(inner_args), suffix])
+ else:
+ push_warning("MCP | failed to start dev server")
+ )
+
+
+func stop_dev_server() -> void:
+ ## Stop any server running on the HTTP port (by port, not PID).
+ ## Used for dev servers whose PID we don't track across reloads.
+ if _lifecycle.get_server_pid() > 0:
+ # We have a managed server — use normal stop
+ _stop_server()
+ return
+ var port := ClientConfigurator.http_port()
+ var candidates: Array[int] = []
+ for pid in _find_all_pids_on_port(port):
+ var candidate := int(pid)
+ if _pid_cmdline_is_godot_ai(candidate):
+ candidates.append(candidate)
+ var killed := _kill_processes_and_windows_spawn_children(candidates)
+ if not killed.is_empty():
+ print("MCP | stopped dev server on port %d" % port)
+
+
+func _kill_processes_and_windows_spawn_children(pids: Array[int]) -> Array[int]:
+ var unique: Array[int] = []
+ for pid in pids:
+ if pid > 0 and not unique.has(pid):
+ unique.append(pid)
+ if OS.get_name() == "Windows":
+ for child_pid in _find_windows_spawn_children(unique):
+ if not unique.has(child_pid):
+ unique.append(child_pid)
+ var killed: Array[int] = []
+ for pid in unique:
+ if OS.get_name() == "Windows":
+ var output: Array = []
+ var exit_code := OS.execute("taskkill", ["/PID", str(pid), "/T", "/F"], output, true)
+ if exit_code == 0 or not _pid_alive(pid):
+ killed.append(pid)
+ else:
+ OS.kill(pid)
+ killed.append(pid)
+ return killed
+
+
+func _find_windows_spawn_children(parent_pids: Array[int]) -> Array[int]:
+ if parent_pids.is_empty():
+ var empty: Array[int] = []
+ return empty
+ var found: Array[int] = []
+ for parent_pid in parent_pids:
+ var output: Array = []
+ var script := (
+ "Get-CimInstance Win32_Process | "
+ + "Where-Object { $_.CommandLine -like '*spawn_main(parent_pid=%d*' } | "
+ + "ForEach-Object { $_.ProcessId }"
+ ) % parent_pid
+ _startup_trace_count("powershell")
+ var exit_code := _execute_windows_powershell(script, output)
+ if exit_code != 0 or output.is_empty():
+ continue
+ for pid in _parse_pid_lines(str(output[0])):
+ if not found.has(pid):
+ found.append(pid)
+ return found
+
+
+func is_dev_server_running() -> bool:
+ ## Returns true if a branded dev server is running on the HTTP port
+ ## that we didn't start as managed.
+ if _lifecycle.get_server_pid() > 0:
+ return false
+ for pid in _find_all_pids_on_port(ClientConfigurator.http_port()):
+ if _pid_cmdline_is_godot_ai(int(pid)):
+ return true
+ return false
+
+
+func has_managed_server() -> bool:
+ ## Returns true if the plugin is currently managing a server process it spawned.
+ return _lifecycle.has_managed_server()
+
+
+func can_restart_managed_server() -> bool:
+ ## Restart is allowed only when we have ownership proof. A live PID
+ ## means this plugin spawned/adopted a managed server; a non-empty
+ ## managed record is the cross-session proof used by the drift branch.
+ return _lifecycle.can_restart_managed_server()
diff --git a/addons/godot_ai/plugin.gd.uid b/addons/godot_ai/plugin.gd.uid
new file mode 100644
index 0000000..4c550dd
--- /dev/null
+++ b/addons/godot_ai/plugin.gd.uid
@@ -0,0 +1 @@
+uid://d3ui3yx6vdigl
diff --git a/addons/godot_ai/runtime/draw_recipe.gd b/addons/godot_ai/runtime/draw_recipe.gd
new file mode 100644
index 0000000..3c66edd
--- /dev/null
+++ b/addons/godot_ai/runtime/draw_recipe.gd
@@ -0,0 +1,107 @@
+@tool
+extends Control
+
+## Runtime helper attached by control_draw_recipe and pattern_corner_brackets.
+## Reads an array of op dicts from node metadata under key "_ops" and dispatches
+## each to a CanvasItem draw call in _draw(). The ops list is set by the handler
+## via set_meta; this script is deterministic — re-setting meta + queue_redraw
+## is enough to update the visuals.
+
+const META_KEY := "_ops"
+
+
+func _ready() -> void:
+ queue_redraw()
+
+
+func _draw() -> void:
+ if not has_meta(META_KEY):
+ return
+ var ops: Variant = get_meta(META_KEY)
+ if typeof(ops) != TYPE_ARRAY:
+ return
+ for op in ops:
+ if typeof(op) != TYPE_DICTIONARY:
+ continue
+ match op.get("draw", ""):
+ "line":
+ draw_line(
+ op.from,
+ op.to,
+ op.color,
+ float(op.get("width", 1.0)),
+ bool(op.get("antialiased", false))
+ )
+ "rect":
+ # Godot warns if `width` is passed when `filled` is true —
+ # width has no effect on filled rects. Split the call so we
+ # only pass width when stroking an outline.
+ var filled := bool(op.get("filled", true))
+ if filled:
+ draw_rect(op.rect, op.color, true)
+ else:
+ draw_rect(
+ op.rect,
+ op.color,
+ false,
+ float(op.get("width", 1.0))
+ )
+ "arc":
+ draw_arc(
+ op.center,
+ float(op.radius),
+ float(op.start_angle),
+ float(op.end_angle),
+ int(op.get("point_count", 32)),
+ op.color,
+ float(op.get("width", 1.0)),
+ bool(op.get("antialiased", false))
+ )
+ "circle":
+ draw_circle(op.center, float(op.radius), op.color)
+ "polyline":
+ draw_polyline(
+ op.points,
+ op.color,
+ float(op.get("width", 1.0)),
+ bool(op.get("antialiased", false))
+ )
+ "polygon":
+ var colors: PackedColorArray = (
+ op.colors if op.has("colors") else PackedColorArray([op.color])
+ )
+ draw_polygon(op.points, colors)
+ "string":
+ var font: Font = get_theme_default_font()
+ if font == null:
+ continue
+ draw_string(
+ font,
+ op.position,
+ str(op.text),
+ int(op.get("align", HORIZONTAL_ALIGNMENT_LEFT)),
+ float(op.get("max_width", -1.0)),
+ int(op.get("font_size", 16)),
+ op.color
+ )
+ "corner_brackets":
+ # Synthesized op used by pattern_corner_brackets. Draws 8 line
+ # segments at the four corners of self.size, so brackets track
+ # parent resizes. Emitted by PatternHandler, not control_draw_recipe.
+ var L := float(op.get("length", 18.0))
+ var T := float(op.get("thickness", 2.0))
+ var c: Color = op.color
+ var w := size.x
+ var h := size.y
+ # Top-left
+ draw_line(Vector2(0, 0), Vector2(L, 0), c, T)
+ draw_line(Vector2(0, 0), Vector2(0, L), c, T)
+ # Top-right
+ draw_line(Vector2(w, 0), Vector2(w - L, 0), c, T)
+ draw_line(Vector2(w, 0), Vector2(w, L), c, T)
+ # Bottom-left
+ draw_line(Vector2(0, h), Vector2(L, h), c, T)
+ draw_line(Vector2(0, h), Vector2(0, h - L), c, T)
+ # Bottom-right
+ draw_line(Vector2(w, h), Vector2(w - L, h), c, T)
+ draw_line(Vector2(w, h), Vector2(w, h - L), c, T)
diff --git a/addons/godot_ai/runtime/draw_recipe.gd.uid b/addons/godot_ai/runtime/draw_recipe.gd.uid
new file mode 100644
index 0000000..5de2df2
--- /dev/null
+++ b/addons/godot_ai/runtime/draw_recipe.gd.uid
@@ -0,0 +1 @@
+uid://da3fqfqv6gtgm
diff --git a/addons/godot_ai/runtime/game_helper.gd b/addons/godot_ai/runtime/game_helper.gd
new file mode 100644
index 0000000..cfcefb6
--- /dev/null
+++ b/addons/godot_ai/runtime/game_helper.gd
@@ -0,0 +1,869 @@
+extends Node
+
+## Godot AI MCP — game-process helper.
+##
+## Registered as an autoload by plugin.gd when the Godot AI plugin is enabled.
+## Runs in the running game process (separate from the editor) so the plugin
+## can request the game's framebuffer over the editor-debugger channel.
+##
+## The editor never has direct access to the game's pixels: even when "Embed
+## Game Mode" is on, the game is still a separate OS child process whose
+## window is reparented into the editor via Win32 SetParent / X11
+## XReparentWindow / macOS remote layer (Godot PR godotengine/godot#99010).
+## So viewport-texture capture on the editor side never contains game pixels.
+## This autoload solves that by replying to "mcp:take_screenshot" debug
+## messages with a PNG of Viewport.get_texture() from inside the game.
+##
+## No-ops in the editor (Engine.is_editor_hint) and silently sits idle
+## when the debugger channel is inactive (e.g. exported release builds)
+## — register_message_capture is safe to call either way, it's
+## send_message that requires an active channel.
+
+const CAPTURE_PREFIX := "mcp"
+## Cap per-frame flush so a runaway print loop can't blow the debugger's
+## packet budget in a single send. Surplus stays queued for the next frame.
+const FLUSH_BATCH_LIMIT := 200
+
+const LoggerLoader := preload("res://addons/godot_ai/runtime/logger_loader.gd")
+
+var _registered := false
+## Untyped because the McpGameLogger script is loaded dynamically (it
+## extends Logger, which only exists in Godot 4.5+).
+var _logger
+var _logger_attached := false
+## Entries drained from the logger but not yet sent over the debugger
+## channel. Holds the tail of one drain() so we can bleed it out across
+## frames at FLUSH_BATCH_LIMIT per frame rather than blasting the whole
+## queue in a single _process tick.
+var _pending_outbound: Array = []
+## #490: in-flight evals, keyed by request_id (multiple deferred game_evals
+## can run at once). Each entry: {node:Node, token:String, baseline:int}.
+## `token` names this eval's unique wrapper function so a runtime error is
+## attributed only to the eval that actually raised it — not an unrelated
+## background game error, and not a sibling overlapping eval. `baseline` is the
+## logger's script-error seq just before this eval ran. The editor's eval_check
+## probe (and #488's in-flight poll loop, when the game is focused) consult
+## these to report a runtime error that aborted execute() before the reply.
+var _inflight_evals: Dictionary = {}
+var _eval_token_counter: int = 0
+
+
+func _ready() -> void:
+ ## Only run in the game process, not in the editor. Use is_editor_hint
+ ## — NOT OS.has_feature("editor"), which is a BUILD-config check
+ ## (TOOLS_ENABLED) and returns true in the game subprocess too because
+ ## the game is spawned with the same editor binary. is_editor_hint is
+ ## the runtime-context check: true only inside the editor GUI, false
+ ## in play-from-editor. The earlier has_feature check was causing us
+ ## to skip registration in the game and time out every capture.
+ if Engine.is_editor_hint():
+ return
+ ## register_message_capture is safe to call before the debugger
+ ## handshake completes; the capture sits until a message arrives.
+ EngineDebugger.register_message_capture(CAPTURE_PREFIX, _on_debug_message)
+ _registered = true
+ ## Capture print() / printerr() / push_error() / push_warning() and
+ ## ferry them to the editor in mcp:log_batch messages flushed from
+ ## _process. Logger subclassing was added in Godot 4.5 — gate on
+ ## ClassDB so the rest of the helper still loads on older engines.
+ ## game_logger.gd lives in the `.gdignore`'d runtime/loggers/ folder so
+ ## it never parse-errors during a < 4.5 editor scan; LoggerLoader
+ ## compiles it from source at runtime, only past this gate.
+ if ClassDB.class_exists("Logger") and OS.has_method("add_logger"):
+ var logger_script := LoggerLoader.build(LoggerLoader.GAME_LOGGER_PATH)
+ if logger_script != null:
+ _logger = logger_script.new()
+ OS.call("add_logger", _logger)
+ _logger_attached = true
+ ## Routed to the editor's Output panel via Godot's remote-stdout
+ ## forwarder — handy when diagnosing why capture timed out.
+ print("[godot_ai game_helper] registered mcp capture (debugger active=%s, logger=%s)"
+ % [EngineDebugger.is_active(), _logger_attached])
+ ## Boot beacon so the editor side can confirm the autoload ran even
+ ## if no screenshot was ever requested.
+ if EngineDebugger.is_active():
+ EngineDebugger.send_message("mcp:hello", [])
+
+
+func _process(_delta: float) -> void:
+ ## Drain the logger queue on the main thread (Logger virtuals can fire
+ ## from any thread; EngineDebugger.send_message is only safe from main).
+ ## Send at most one FLUSH_BATCH_LIMIT-sized batch per frame so a runaway
+ ## print loop can't stall the game by shoving thousands of entries
+ ## through the debugger packet path in a single tick. Surplus stays in
+ ## `_pending_outbound` and bleeds out across subsequent frames.
+ if not _logger_attached or _logger == null:
+ return
+ if not EngineDebugger.is_active():
+ return
+ if _pending_outbound.is_empty():
+ if not _logger.has_pending():
+ return
+ _pending_outbound = _logger.drain()
+ var batch := _pending_outbound.slice(0, FLUSH_BATCH_LIMIT)
+ _pending_outbound = _pending_outbound.slice(FLUSH_BATCH_LIMIT)
+ EngineDebugger.send_message("mcp:log_batch", [batch])
+
+
+func _exit_tree() -> void:
+ if _registered:
+ EngineDebugger.unregister_message_capture(CAPTURE_PREFIX)
+ _registered = false
+ if _logger_attached and _logger != null and OS.has_method("remove_logger"):
+ OS.call("remove_logger", _logger)
+ _logger_attached = false
+ _logger = null
+
+
+## Dispatched for messages prefixed "mcp:" on the debugger channel.
+## Different Godot versions pass either the tail ("take_screenshot") or the
+## full message ("mcp:take_screenshot") to the capture callable — accept
+## both forms so this works across 4.2/4.3/4.4/4.5.
+func _on_debug_message(message: String, data: Array) -> bool:
+ var action := message.trim_prefix("mcp:")
+ match action:
+ "take_screenshot":
+ _handle_take_screenshot(data)
+ return true
+ "eval":
+ _handle_eval(data)
+ return true
+ "eval_check":
+ _handle_eval_check(data)
+ return true
+ "game_command":
+ _handle_game_command(data)
+ return true
+ return false
+
+
+func _handle_take_screenshot(data: Array) -> void:
+ var request_id: String = data[0] if data.size() > 0 else ""
+ var max_resolution: int = int(data[1]) if data.size() > 1 else 0
+
+ var viewport := get_tree().root
+ if viewport == null:
+ _reply_error(request_id, "No game root viewport available")
+ return
+
+ var texture := viewport.get_texture()
+ if texture == null:
+ _reply_error(request_id, "Root viewport has no texture (headless?)")
+ return
+
+ var image := texture.get_image()
+ if image == null or image.is_empty():
+ _reply_error(request_id, "Captured an empty image from game viewport")
+ return
+
+ var original_width := image.get_width()
+ var original_height := image.get_height()
+
+ if max_resolution > 0:
+ var longest := maxi(original_width, original_height)
+ if longest > max_resolution:
+ var scale := float(max_resolution) / float(longest)
+ var new_w := maxi(1, int(original_width * scale))
+ var new_h := maxi(1, int(original_height * scale))
+ image.resize(new_w, new_h, Image.INTERPOLATE_LANCZOS)
+
+ var png := image.save_png_to_buffer()
+ var b64 := Marshalls.raw_to_base64(png)
+
+ EngineDebugger.send_message("mcp:screenshot_response", [
+ request_id,
+ b64,
+ image.get_width(),
+ image.get_height(),
+ original_width,
+ original_height,
+ ])
+
+
+func _reply_error(request_id: String, message: String) -> void:
+ EngineDebugger.send_message("mcp:screenshot_error", [request_id, message])
+
+
+## --- game_command: curated runtime inspection and input ---
+
+func _handle_game_command(data: Array) -> void:
+ var request_id: String = data[0] if data.size() > 0 else ""
+ var op: String = data[1] if data.size() > 1 else ""
+ var params_json: String = data[2] if data.size() > 2 else "{}"
+
+ if request_id.is_empty():
+ return
+ if op.is_empty():
+ _reply_game_command_error(request_id, "No op provided")
+ return
+
+ var json := JSON.new()
+ var parse_err := json.parse(params_json)
+ if parse_err != OK or not (json.data is Dictionary):
+ _reply_game_command_error(request_id, "Invalid params JSON")
+ return
+
+ var result: Dictionary
+ match op:
+ "get_scene_tree":
+ result = _game_get_scene_tree(json.data)
+ "get_node_info":
+ result = _game_get_node_info(json.data)
+ "get_ui_elements":
+ result = _game_get_ui_elements(json.data)
+ "input_key":
+ result = _game_input_key(json.data)
+ "input_mouse":
+ result = _game_input_mouse(json.data)
+ "input_gamepad":
+ result = _game_input_gamepad(json.data)
+ "input_state":
+ result = _game_input_state(json.data)
+ _:
+ _reply_game_command_error(request_id, "Unknown game op: %s" % op)
+ return
+
+ result["source"] = "game"
+ result["op"] = op
+ EngineDebugger.send_message("mcp:game_command_response",
+ [request_id, JSON.stringify(_variant_to_json(result))])
+
+
+func _reply_game_command_error(request_id: String, message: String) -> void:
+ EngineDebugger.send_message("mcp:game_command_error", [request_id, message])
+
+
+func _game_get_scene_tree(params: Dictionary) -> Dictionary:
+ var depth := maxi(0, int(params.get("depth", 10)))
+ var root := _resolve_runtime_node(str(params.get("root_path", "")))
+ if root == null:
+ return {"root": "", "nodes": [], "total_count": 0, "not_found": params.get("root_path", "")}
+
+ var nodes: Array[Dictionary] = []
+ _collect_runtime_nodes(root, 0, depth, nodes)
+ return {
+ "root": _runtime_path(root),
+ "nodes": nodes,
+ "total_count": nodes.size(),
+ }
+
+
+func _collect_runtime_nodes(node: Node, current_depth: int, max_depth: int, out: Array[Dictionary]) -> void:
+ out.append({
+ "name": node.name,
+ "type": node.get_class(),
+ "path": _runtime_path(node),
+ "children_count": node.get_child_count(),
+ })
+ if current_depth >= max_depth:
+ return
+ for child in node.get_children():
+ if child is Node:
+ _collect_runtime_nodes(child, current_depth + 1, max_depth, out)
+
+
+func _game_get_node_info(params: Dictionary) -> Dictionary:
+ var path := str(params.get("path", ""))
+ var node := _resolve_runtime_node(path)
+ if node == null:
+ return {"path": path, "found": false}
+
+ var info := {
+ "path": _runtime_path(node),
+ "name": node.name,
+ "type": node.get_class(),
+ "children_count": node.get_child_count(),
+ "groups": node.get_groups(),
+ "found": true,
+ }
+ if bool(params.get("include_properties", true)):
+ info["properties"] = _runtime_node_properties(node)
+ return info
+
+
+func _game_get_ui_elements(params: Dictionary) -> Dictionary:
+ var max_depth := maxi(0, int(params.get("max_depth", 10)))
+ var include_hidden := bool(params.get("include_hidden", false))
+ var include_disabled := bool(params.get("include_disabled", true))
+ var root_path := str(params.get("root_path", ""))
+ var root := _resolve_runtime_node(root_path)
+ if root == null:
+ return {"root": "", "elements": [], "total_count": 0, "not_found": root_path}
+
+ var elements: Array[Dictionary] = []
+ _collect_ui_elements(root, 0, max_depth, include_hidden, include_disabled, elements)
+ return {
+ "root": _runtime_path(root),
+ "elements": elements,
+ "total_count": elements.size(),
+ }
+
+
+func _collect_ui_elements(
+ node: Node,
+ current_depth: int,
+ max_depth: int,
+ include_hidden: bool,
+ include_disabled: bool,
+ out: Array[Dictionary]
+) -> void:
+ if node is Control:
+ var control := node as Control
+ var visible := _control_visible_in_tree(control)
+ var disabled := _control_disabled(control)
+ if (include_hidden or visible) and (include_disabled or not disabled):
+ out.append(_ui_element_info(control, visible, disabled))
+
+ if current_depth >= max_depth:
+ return
+ for child in node.get_children():
+ if child is Node:
+ _collect_ui_elements(
+ child,
+ current_depth + 1,
+ max_depth,
+ include_hidden,
+ include_disabled,
+ out
+ )
+
+
+func _ui_element_info(control: Control, visible: bool, disabled: bool) -> Dictionary:
+ var info := {
+ "path": _runtime_path(control),
+ "name": control.name,
+ "type": control.get_class(),
+ "visible": visible,
+ "disabled": disabled,
+ "rect": _variant_to_json(control.get_rect()),
+ "global_rect": _variant_to_json(control.get_global_rect()),
+ }
+ if _object_has_property(control, "text"):
+ info["text"] = str(control.get("text"))
+ return info
+
+
+func _control_disabled(control: Control) -> bool:
+ if _object_has_property(control, "disabled"):
+ return bool(control.get("disabled"))
+ return false
+
+
+func _control_visible_in_tree(control: Control) -> bool:
+ if not control.visible:
+ return false
+ var parent := control.get_parent()
+ while parent != null:
+ if parent is CanvasItem and not (parent as CanvasItem).visible:
+ return false
+ parent = parent.get_parent()
+ if Engine.is_editor_hint():
+ return true
+ return control.is_visible_in_tree()
+
+
+static var _property_name_cache: Dictionary = {}
+
+
+func _object_has_property(obj: Object, property_name: String) -> bool:
+ var key := _property_cache_key(obj)
+ if not _property_name_cache.has(key):
+ var names := {}
+ for prop in obj.get_property_list():
+ names[str(prop.get("name", ""))] = true
+ _property_name_cache[key] = names
+ return (_property_name_cache[key] as Dictionary).has(property_name)
+
+
+func _property_cache_key(obj: Object) -> String:
+ var script = obj.get_script()
+ if script == null:
+ return obj.get_class()
+ var script_id := str(script.get_instance_id())
+ if not script.resource_path.is_empty():
+ script_id = script.resource_path
+ return "%s:%s" % [obj.get_class(), script_id]
+
+
+func _runtime_node_properties(node: Node) -> Dictionary:
+ var props := {}
+ for p in node.get_property_list():
+ var name := str(p.get("name", ""))
+ var usage := int(p.get("usage", 0))
+ if name.is_empty() or (usage & PROPERTY_USAGE_EDITOR) == 0:
+ continue
+ props[name] = _variant_to_json(node.get(name))
+ return props
+
+
+func _resolve_runtime_node(path: String) -> Node:
+ var scene_root := _current_scene_root()
+ if scene_root == null:
+ return null
+ if path.is_empty() or path == "/":
+ return scene_root
+
+ if path.begins_with("/root/"):
+ return get_tree().root.get_node_or_null(path.trim_prefix("/root/"))
+
+ var scene_path := path.trim_prefix("/")
+ if scene_path == str(scene_root.name):
+ return scene_root
+ var prefix := str(scene_root.name) + "/"
+ if scene_path.begins_with(prefix):
+ scene_path = scene_path.substr(prefix.length())
+ return scene_root.get_node_or_null(scene_path)
+
+
+func _runtime_path(node: Node) -> String:
+ var scene_root := _current_scene_root()
+ if scene_root == null:
+ return str(node.get_path())
+ if node == scene_root:
+ return "/" + str(scene_root.name)
+ return "/" + str(scene_root.name) + "/" + str(scene_root.get_path_to(node))
+
+
+func _current_scene_root() -> Node:
+ var tree := get_tree()
+ if tree == null:
+ return null
+ var scene_root := tree.current_scene
+ if scene_root == null and Engine.is_editor_hint():
+ scene_root = EditorInterface.get_edited_scene_root()
+ return scene_root
+
+
+func _game_input_key(params: Dictionary) -> Dictionary:
+ var key_name := str(params.get("key", ""))
+ var keycode := OS.find_keycode_from_string(key_name)
+ if keycode == KEY_NONE:
+ return {"sent": false, "error": "Unknown key: %s" % key_name}
+ var ev := InputEventKey.new()
+ ev.keycode = keycode
+ ev.physical_keycode = keycode
+ ev.pressed = bool(params.get("pressed", true))
+ ev.echo = bool(params.get("echo", false))
+ Input.parse_input_event(ev)
+ return {"sent": true, "key": key_name, "pressed": ev.pressed}
+
+
+func _game_input_mouse(params: Dictionary) -> Dictionary:
+ var event := str(params.get("event", "button"))
+ var pos := _dict_to_vector2(params.get("position", {}))
+ match event:
+ "motion":
+ var motion := InputEventMouseMotion.new()
+ motion.position = pos
+ motion.global_position = pos
+ Input.parse_input_event(motion)
+ return {"sent": true, "event": "motion", "position": _variant_to_json(pos)}
+ "button":
+ var button_event := InputEventMouseButton.new()
+ button_event.position = pos
+ button_event.global_position = pos
+ button_event.button_index = _mouse_button_index(str(params.get("button", "left")))
+ button_event.pressed = bool(params.get("pressed", true))
+ Input.parse_input_event(button_event)
+ return {
+ "sent": true,
+ "event": "button",
+ "button": params.get("button", "left"),
+ "pressed": button_event.pressed,
+ "position": _variant_to_json(pos),
+ }
+ return {"sent": false, "error": "Invalid mouse event: %s" % event}
+
+
+func _game_input_gamepad(params: Dictionary) -> Dictionary:
+ var device := int(params.get("device", 0))
+ var control := str(params.get("control", "button"))
+ match control:
+ "button":
+ var button := InputEventJoypadButton.new()
+ button.device = device
+ button.button_index = int(params.get("index", 0))
+ button.pressed = bool(params.get("pressed", true))
+ Input.parse_input_event(button)
+ return {"sent": true, "control": "button", "device": device, "index": button.button_index, "pressed": button.pressed}
+ "axis":
+ var axis := InputEventJoypadMotion.new()
+ axis.device = device
+ axis.axis = int(params.get("index", 0))
+ axis.axis_value = float(params.get("value", 0.0))
+ Input.parse_input_event(axis)
+ return {"sent": true, "control": "axis", "device": device, "index": axis.axis, "value": axis.axis_value}
+ return {"sent": false, "error": "Invalid gamepad control: %s" % control}
+
+
+func _game_input_state(params: Dictionary) -> Dictionary:
+ var actions: Array = params.get("actions", [])
+ if actions.is_empty():
+ actions = InputMap.get_actions()
+ var states := {}
+ for action in actions:
+ var name := str(action)
+ states[name] = Input.is_action_pressed(name)
+ return {"actions": states}
+
+
+func _dict_to_vector2(value: Variant) -> Vector2:
+ var viewport := get_viewport()
+ var fallback := viewport.get_mouse_position() if viewport != null else Vector2.ZERO
+ if value is Dictionary:
+ if value.is_empty() or (not value.has("x") and not value.has("y")):
+ return fallback
+ return Vector2(float(value.get("x", fallback.x)), float(value.get("y", fallback.y)))
+ return fallback
+
+
+func _mouse_button_index(name: String) -> int:
+ match name:
+ "right":
+ return MOUSE_BUTTON_RIGHT
+ "middle":
+ return MOUSE_BUTTON_MIDDLE
+ "wheel_up":
+ return MOUSE_BUTTON_WHEEL_UP
+ "wheel_down":
+ return MOUSE_BUTTON_WHEEL_DOWN
+ return MOUSE_BUTTON_LEFT
+
+
+## --- game_eval: execute arbitrary GDScript in the running game ---
+
+## Wall-clock ceiling for a single game_eval. Evaluated code that awaits
+## something which never completes (a signal that never fires, a timer on a
+## paused tree) would otherwise pin the request open until the dispatcher's
+## 15s deferred budget / the server's 15s command timeout fires it as an
+## opaque INTERNAL_ERROR — with the temp eval Node leaked into the tree.
+## Bounding it here lets us free the node and reply with an actionable
+## message instead. See hi-godot/godot-ai#487.
+##
+## TIMEOUT ORDERING — load-bearing across three files: this value MUST stay
+## below the editor-side fallback timer in
+## `debugger/mcp_debugger_plugin.gd::request_game_eval` (`timeout_sec`,
+## default 10.0), which in turn stays below the dispatcher's `game_eval`
+## budget in `dispatcher.gd` (15000 ms). So: game 8s < editor 10s <
+## dispatcher 15s. Only this game-side guard emits the actionable
+## "Eval exceeded 8s" message; the editor timer emits a *generic* "Game eval
+## timed out" message. Raise this at/above the editor timer (or drop that
+## timer below this) and the generic message wins the race, silently losing
+## the diagnostic this fix exists to provide. Nothing enforces the order —
+## change one, re-check the other two.
+##
+## NOTE: this catches a hung `await`, not a CPU-bound loop with no `await` —
+## a tight `while true:` with no yield blocks the main thread, so nothing
+## (including this poll) runs until it yields. That case is out of scope.
+const EVAL_TIMEOUT_SEC := 8.0
+
+
+func _handle_eval(data: Array) -> void:
+ var request_id: String = data[0] if data.size() > 0 else ""
+ var code: String = data[1] if data.size() > 1 else ""
+
+ if code.is_empty():
+ _reply_eval_error(request_id, "No code provided")
+ return
+
+ ## Wrap user code in an execute() coroutine (so it can `await` internally)
+ ## whose inner function is uniquely named per eval. A runtime error's
+ ## backtrace then carries `_mcp_run_`, letting us attribute it to
+ ## THIS eval — not an unrelated background game error, and not a sibling
+ ## overlapping eval. (#490)
+ _eval_token_counter += 1
+ var token := str(_eval_token_counter)
+ var run_fn := "_mcp_run_%s" % token
+ var script_source := (
+ "extends Node\n"
+ + "func execute():\n"
+ + "\treturn await %s()\n\n" % run_fn
+ + "func %s():\n" % run_fn
+ + _indent_eval_code(code)
+ )
+
+ ## Snapshot the logger's script-error seq BEFORE running so we only attribute
+ ## errors raised by this eval. In a debug build a parse error aborts reload()
+ ## and a runtime error aborts execute() — either way this function may never
+ ## reach its reply: the editor infers a compile error from the missing
+ ## mcp:eval_compiled beacon, and a runtime error is reported (via the
+ ## eval_check probe / the in-flight poll loop) once a logged error past this
+ ## baseline carries this eval's token.
+ var baseline: int = _logger.script_error_seq() if _logger != null else 0
+
+ var script: GDScript = GDScript.new()
+ script.source_code = script_source
+ ## #490: ack BEFORE reload(). A parse error aborts this function at reload()
+ ## without a return code in a debug build, so this is our only chance to tell
+ ## the editor "received + about to compile." The editor uses that to tell a
+ ## real parse error (acked, never compiled) apart from a message it simply
+ ## hasn't serviced yet (never acked); see mcp_debugger_plugin._on_eval_grace.
+ EngineDebugger.send_message("mcp:eval_ack", [request_id])
+ ## reload() ABORTS this function on a parse error in a debug build (it does
+ ## not return a non-OK code there), so the lines below only run when the
+ ## source compiled. Keep reload() INLINE — moving it behind a timer/await
+ ## poisons subsequent evals (#490). The err branch still matters for the
+ ## editor process (handler unit tests), where reload() does return.
+ var err: int = script.reload()
+ if err != OK:
+ _reply_eval_error(request_id,
+ "Failed to compile GDScript (error %d). Check syntax." % err)
+ return
+
+ ## Compiled OK — tell the editor so its grace timer doesn't flag a compile
+ ## error and so it begins probing for a runtime error.
+ EngineDebugger.send_message("mcp:eval_compiled", [request_id])
+
+ var temp_node := Node.new()
+ temp_node.set_script(script)
+ temp_node.process_mode = Node.PROCESS_MODE_ALWAYS
+ add_child(temp_node)
+
+ if not temp_node.has_method("execute"):
+ temp_node.queue_free()
+ _reply_eval_error(request_id, "Internal error: eval wrapper is missing execute().")
+ return
+
+ ## Register in-flight BEFORE running: a runtime error aborts execute() (and
+ ## may unwind this function) before we could record it afterward, and the
+ ## editor probe / poll loop need the entry to attribute and report the error.
+ _inflight_evals[request_id] = {"node": temp_node, "token": token, "baseline": baseline}
+
+ ## Drive execute() as a fire-and-forget coroutine that records its outcome
+ ## into `holder`, then poll frames until it finishes or the deadline passes
+ ## (#488's hung-await guard). A plain `await temp_node.execute()` has no
+ ## escape hatch: if user code never returns, we never reach the reply/cleanup
+ ## below and the request hangs with the node leaked.
+ var holder := {"done": false, "value": null, "abandoned": false}
+ _drive_eval(temp_node, holder)
+
+ var tree := get_tree()
+ var deadline_ms := int(EVAL_TIMEOUT_SEC * 1000.0)
+ var start_ms := Time.get_ticks_msec()
+ while not holder["done"] and (Time.get_ticks_msec() - start_ms) < deadline_ms:
+ ## #490 focused fast path: a runtime error aborts _drive_eval (holder
+ ## never completes), so check each frame whether THIS eval's token now
+ ## appears in a logged error and report it immediately. (Backgrounded,
+ ## this loop is frozen and the editor probe does the same job.)
+ if _try_report_eval_runtime_error(request_id):
+ holder["abandoned"] = true
+ return
+ await tree.process_frame
+
+ if not holder["done"]:
+ ## Past the 8s deadline. Disambiguate a runtime error (its token is in a
+ ## logged error) from a genuine hung await before the generic timeout.
+ holder["abandoned"] = true
+ if _try_report_eval_runtime_error(request_id):
+ return
+ _inflight_evals.erase(request_id)
+ if is_instance_valid(temp_node):
+ remove_child(temp_node)
+ _reply_eval_error(request_id,
+ ("Eval exceeded %ds and was aborted — the code likely awaits "
+ + "something that never completes (a signal that never fires, a timer on "
+ + "a paused tree) or loops forever. Check logs_read(source='game').")
+ % int(EVAL_TIMEOUT_SEC))
+ return
+
+ ## Clean finish.
+ _inflight_evals.erase(request_id)
+ temp_node.queue_free()
+ _reply_eval_response(request_id, holder["value"])
+
+
+## Run the compiled eval node's execute() and stash the result. Kept
+## separate from _handle_eval so the latter can race it against a deadline
+## via frame polling. If the eval was abandoned (timed out) before this
+## resumes, drop the result and free the now-detached node — _handle_eval
+## has already replied.
+##
+## RESIDUAL LEAK (accepted): if the awaited thing *never* fires, this
+## coroutine never resumes, so the `node` it holds is detached (via
+## _handle_eval's remove_child) but never freed — one orphaned Node per such
+## timeout, for the game-process lifetime. GDScript has no way to cancel a
+## suspended coroutine, so this is the best achievable in-process. It is still
+## strictly better than the pre-#487 behavior, where the node leaked *into*
+## the live tree and the request hung to the 15s ceiling.
+func _drive_eval(node: Node, holder: Dictionary) -> void:
+ var value = await node.execute()
+ if holder.get("abandoned", false):
+ if is_instance_valid(node):
+ node.queue_free()
+ return
+ holder["value"] = value
+ holder["done"] = true
+
+
+func _reply_eval_error(request_id: String, message: String) -> void:
+ EngineDebugger.send_message("mcp:eval_error", [request_id, message])
+
+
+func _reply_eval_response(request_id: String, value: Variant) -> void:
+ EngineDebugger.send_message("mcp:eval_response",
+ [request_id, JSON.stringify(_variant_to_json(value))])
+
+
+## #490: if a logged script error past THIS eval's baseline carries its unique
+## wrapper-function token, a runtime error aborted it before it could reply —
+## report it with the real text + line. Returns true if it reported. Called
+## from the editor's eval_check probe (the reliable path when a backgrounded
+## game's idle loop is frozen — the debugger capture callback still runs) and
+## from _handle_eval's poll loop (the focused fast path). Token + baseline
+## matching means an unrelated background error, or a sibling overlapping
+## eval's error, can never fail this request.
+func _try_report_eval_runtime_error(request_id: String) -> bool:
+ if _logger == null:
+ return false
+ var entry = _inflight_evals.get(request_id)
+ if entry == null:
+ return false
+ var text: String = _logger.find_script_error_since(
+ int(entry["baseline"]), "_mcp_run_%s" % str(entry["token"]))
+ if text.is_empty():
+ return false
+ _inflight_evals.erase(request_id)
+ var node: Node = entry["node"]
+ if node != null and is_instance_valid(node):
+ node.queue_free()
+ if EngineDebugger.is_active():
+ EngineDebugger.send_message("mcp:eval_runtime_error", [request_id, text])
+ return true
+
+
+## #490: answer an editor eval_check probe. The editor polls this once the
+## eval has compiled but not yet replied. This runs in the debugger capture
+## callback, which stays live even when the backgrounded game's _process is
+## frozen — so it's the reliable channel for reporting a runtime error that
+## aborted the eval. Report if one is detected for this request, else stay
+## silent (the editor keeps polling until the real reply or the hang timeout).
+func _handle_eval_check(data: Array) -> void:
+ var request_id: String = data[0] if data.size() > 0 else ""
+ if request_id.is_empty():
+ return
+ _try_report_eval_runtime_error(request_id)
+
+
+func _indent_eval_code(code: String) -> String:
+ var lines: PackedStringArray = code.split("\n")
+ var out := ""
+ for line in lines:
+ out += "\t" + line + "\n"
+ return out
+
+
+## Serialize any Godot Variant to a JSON-safe dictionary/array/primitive.
+## Ported from godot-mcp's mcp_interaction_server.gd.
+func _variant_to_json(value: Variant) -> Variant:
+ if value == null:
+ return null
+ if value is bool or value is int or value is float or value is String:
+ return value
+ if value is Vector2:
+ return {"x": value.x, "y": value.y}
+ if value is Vector3:
+ return {"x": value.x, "y": value.y, "z": value.z}
+ if value is Vector4:
+ return {"x": value.x, "y": value.y, "z": value.z, "w": value.w}
+ if value is Vector2i:
+ return {"x": value.x, "y": value.y}
+ if value is Vector3i:
+ return {"x": value.x, "y": value.y, "z": value.z}
+ if value is Vector4i:
+ return {"x": value.x, "y": value.y, "z": value.z, "w": value.w}
+ if value is Color:
+ return {"r": value.r, "g": value.g, "b": value.b, "a": value.a}
+ if value is Quaternion:
+ return {"x": value.x, "y": value.y, "z": value.z, "w": value.w}
+ if value is Basis:
+ return {
+ "x": _variant_to_json(value.x),
+ "y": _variant_to_json(value.y),
+ "z": _variant_to_json(value.z),
+ }
+ if value is Transform3D:
+ return {
+ "basis": _variant_to_json(value.basis),
+ "origin": _variant_to_json(value.origin),
+ }
+ if value is Transform2D:
+ return {
+ "x": _variant_to_json(value.x),
+ "y": _variant_to_json(value.y),
+ "origin": _variant_to_json(value.origin),
+ }
+ if value is Rect2:
+ return {
+ "position": _variant_to_json(value.position),
+ "size": _variant_to_json(value.size),
+ }
+ if value is Rect2i:
+ return {
+ "position": _variant_to_json(value.position),
+ "size": _variant_to_json(value.size),
+ }
+ if value is AABB:
+ return {
+ "position": _variant_to_json(value.position),
+ "size": _variant_to_json(value.size),
+ }
+ if value is NodePath or value is StringName:
+ return str(value)
+ if value is Plane:
+ return {
+ "normal": _variant_to_json(value.normal),
+ "d": value.d,
+ }
+ if value is Projection:
+ return {
+ "x": _variant_to_json(value.x),
+ "y": _variant_to_json(value.y),
+ "z": _variant_to_json(value.z),
+ "w": _variant_to_json(value.w),
+ }
+ ## Packed arrays
+ if value is PackedByteArray:
+ var arr: Array = []
+ for item in value: arr.append(item)
+ return arr
+ if value is PackedInt32Array or value is PackedInt64Array:
+ var arr: Array = []
+ for item in value: arr.append(item)
+ return arr
+ if value is PackedFloat32Array or value is PackedFloat64Array:
+ var arr: Array = []
+ for item in value: arr.append(item)
+ return arr
+ if value is PackedStringArray:
+ var arr: Array = []
+ for item in value: arr.append(item)
+ return arr
+ if value is PackedVector2Array:
+ var arr: Array = []
+ for item in value: arr.append({"x": item.x, "y": item.y})
+ return arr
+ if value is PackedVector3Array:
+ var arr: Array = []
+ for item in value: arr.append({"x": item.x, "y": item.y, "z": item.z})
+ return arr
+ if value is PackedVector4Array:
+ var arr: Array = []
+ for item in value: arr.append({"x": item.x, "y": item.y, "z": item.z, "w": item.w})
+ return arr
+ if value is PackedColorArray:
+ var arr: Array = []
+ for item in value: arr.append({"r": item.r, "g": item.g, "b": item.b, "a": item.a})
+ return arr
+ ## Generic arrays and dictionaries — recurse
+ if value is Array:
+ var arr: Array = []
+ for item in value:
+ arr.append(_variant_to_json(item))
+ return arr
+ if value is Dictionary:
+ var dict: Dictionary = {}
+ for key in value.keys():
+ dict[str(key)] = _variant_to_json(value[key])
+ return dict
+ ## Fallback: string representation
+ return str(value)
diff --git a/addons/godot_ai/runtime/game_helper.gd.uid b/addons/godot_ai/runtime/game_helper.gd.uid
new file mode 100644
index 0000000..7224a50
--- /dev/null
+++ b/addons/godot_ai/runtime/game_helper.gd.uid
@@ -0,0 +1 @@
+uid://gfybkdtsclti
diff --git a/addons/godot_ai/runtime/logger_loader.gd b/addons/godot_ai/runtime/logger_loader.gd
new file mode 100644
index 0000000..974a4de
--- /dev/null
+++ b/addons/godot_ai/runtime/logger_loader.gd
@@ -0,0 +1,56 @@
+@tool
+extends RefCounted
+
+## Runtime builder for the `extends Logger` scripts in `runtime/loggers/`.
+##
+## `Logger` is a Godot 4.5+ class. A `.gd` file that statically declares
+## `extends Logger` is rejected by the parser on Godot < 4.5 — and Godot's
+## editor filesystem scan parses *every* `.gd` under the project, so just
+## shipping `editor_logger.gd` / `game_logger.gd` printed two
+## `Parse Error: Could not find base class "Logger"` lines on every 4.3/4.4
+## editor startup (#475 follow-up). They were functionally harmless (the
+## scripts are only ever instanced behind a `ClassDB.class_exists("Logger")`
+## gate) but they were real red error text we shouldn't ship.
+##
+## Fix: the two logger scripts live in `runtime/loggers/`, which carries a
+## `.gdignore` so the editor scan skips the folder entirely — no parse, no
+## error, on any engine. This loader reads the source off disk with
+## `FileAccess` (unaffected by `.gdignore`, which only governs the resource
+## importer) and compiles it at runtime via `GDScript.new()`. Callers gate
+## on `ClassDB.class_exists("Logger")` first, so `build()` only ever runs on
+## 4.5+, where `extends Logger` resolves cleanly.
+##
+## This script itself does NOT extend Logger, so it parses on every engine
+## and is safe to `preload` from `plugin.gd` and `game_helper.gd`.
+
+const EDITOR_LOGGER_PATH := "res://addons/godot_ai/runtime/loggers/editor_logger.gd"
+const GAME_LOGGER_PATH := "res://addons/godot_ai/runtime/loggers/game_logger.gd"
+
+
+## Compile a `.gdignore`'d logger script from its on-disk source. Returns the
+## ready-to-instance GDScript, or null if the file is missing (e.g. excluded
+## from an exported game) or fails to compile. Callers must already have
+## confirmed `ClassDB.class_exists("Logger")` — building an `extends Logger`
+## script on an engine without the class will fail the reload() and return
+## null, which the gated callers treat as "logging unavailable".
+static func build(path: String) -> GDScript:
+ if not FileAccess.file_exists(path):
+ return null
+ var source := FileAccess.get_file_as_string(path)
+ if source.is_empty():
+ return null
+ var script := GDScript.new()
+ script.source_code = source
+ ## Deliberately do NOT set `script.resource_path`: this builds a fresh
+ ## anonymous GDScript every call, and a reload cycle (editor_reload_plugin,
+ ## self-update disable→enable) calls build() again for the same path. Two
+ ## live Resources sharing one non-empty resource_path trips Godot's
+ ## "Another resource is loaded from path ..." error and leaves the new
+ ## script with an empty path anyway — re-introducing red console text on
+ ## every reload, the exact thing this folder's .gdignore set out to remove.
+ ## game_helper.gd::_handle_eval compiles from source the same way and also
+ ## omits resource_path. The script still resolves its absolute preloads /
+ ## class_names fine without a path.
+ if script.reload() != OK:
+ return null
+ return script
diff --git a/addons/godot_ai/runtime/logger_loader.gd.uid b/addons/godot_ai/runtime/logger_loader.gd.uid
new file mode 100644
index 0000000..12f2c96
--- /dev/null
+++ b/addons/godot_ai/runtime/logger_loader.gd.uid
@@ -0,0 +1 @@
+uid://d3plpedkpvec6
diff --git a/addons/godot_ai/runtime/loggers/.gdignore b/addons/godot_ai/runtime/loggers/.gdignore
new file mode 100644
index 0000000..e69de29
diff --git a/addons/godot_ai/runtime/loggers/editor_logger.gd b/addons/godot_ai/runtime/loggers/editor_logger.gd
new file mode 100644
index 0000000..87bbcb3
--- /dev/null
+++ b/addons/godot_ai/runtime/loggers/editor_logger.gd
@@ -0,0 +1,151 @@
+@tool
+extends Logger
+
+## Editor-process Logger subclass.
+##
+## NOTE: deliberately no `class_name` — `extends Logger` requires the Logger
+## class which Godot only exposes from 4.5+. This file lives in the
+## `.gdignore`'d `runtime/loggers/` folder so Godot's editor filesystem scan
+## skips it entirely — on Godot < 4.5 it is never parsed, so it emits no
+## "Could not find base class Logger" error (it used to, before #475's
+## follow-up). plugin.gd builds it from source at runtime via
+## `logger_loader.gd` and only calls OS.add_logger() after gating on
+## ClassDB.class_exists("Logger"), so the `extends Logger` parse only ever
+## happens on 4.5+ where it resolves. Registered from plugin.gd::_enter_tree
+## so we can intercept editor-process script errors — parse errors, @tool
+## runtime errors, EditorPlugin errors, push_error/push_warning — and
+## surface them via `logs_read(source="editor")`. Without this, the LLM
+## sees nothing in `logs_read` while the same errors show in red lines in
+## Godot's Output panel.
+##
+## Why only `_log_error` and not `_log_message`:
+## `_log_message(msg, error)` covers print() and printerr(), which is the
+## firehose path — running editors print thousands of internal info lines
+## a session. The issue (#231) explicitly asks to filter so the buffer
+## isn't drowned. Errors and warnings flow through `_log_error` (parse
+## errors, push_error/push_warning, runtime errors), which is what
+## debugging callers actually need. If we discover @tool printerr() is a
+## valuable source later, _log_message can be added behind the same filter.
+##
+## Logger virtuals can be called from any thread (e.g. async script
+## loaders push parse errors off the main thread). McpEditorLogBuffer is
+## mutex-protected so we can append directly without an intermediate queue.
+
+const ADDON_PATH_MARKER := "/addons/godot_ai/"
+
+## Resolve McpLogBacktrace by path, not by the `McpLogBacktrace` class_name.
+## This script is compiled from source at runtime by logger_loader.gd; a bare
+## class_name reference depends on the global class-name table being populated
+## at compile time, which isn't guaranteed on a cold editor enable mid-scan.
+## `const preload` resolves at compile time independent of the registry —
+## matches game_logger.gd's deliberate choice for the same reason.
+const _LogBacktrace := preload("res://addons/godot_ai/utils/log_backtrace.gd")
+
+## McpEditorLogBuffer — untyped because this script is loaded dynamically and
+## McpEditorLogBuffer's class_name isn't yet registered on the parser at the
+## time `extends Logger` resolves. Constructor-injected so the hot path
+## doesn't need a per-call null check.
+var _buffer
+
+
+func _init(buffer = null) -> void:
+ _buffer = buffer
+
+
+func _log_error(
+ function: String,
+ file: String,
+ line: int,
+ code: String,
+ rationale: String,
+ _editor_notify: bool,
+ error_type: int,
+ script_backtraces: Array,
+) -> void:
+ if _buffer == null:
+ return
+ ## Cheap reject for the firehose: when `file` is already non-user (the
+ ## bulk of editor-internal C++ chatter), there's no backtrace to remap
+ ## from, and the message doesn't name a project resource, the resolved
+ ## path can only stay non-user — drop without paying for resolve_error's
+ ## call frame + dict allocation.
+ var message := rationale if not rationale.is_empty() else code
+ var message_res_path := _extract_user_res_path(message)
+ if not _is_user_script(file) and script_backtraces.is_empty() and message_res_path.is_empty():
+ return
+ var resolved := _LogBacktrace.resolve_error(
+ function, file, line, code, rationale, error_type, script_backtraces,
+ )
+ if not _is_user_script(resolved.path):
+ if message_res_path.is_empty():
+ return
+ resolved.path = message_res_path
+ resolved.line = 0
+ resolved.function = function
+ _update_resolved_details(resolved)
+ if _is_in_godot_ai_addon(resolved.path):
+ return
+ if not message_res_path.is_empty() and _is_in_godot_ai_addon(message_res_path):
+ return
+ var details: Dictionary = resolved.get("details", {})
+ _buffer.append(resolved.level, resolved.message, resolved.path, resolved.line, resolved.function, details)
+
+
+static func _update_resolved_details(resolved: Dictionary) -> void:
+ var details: Dictionary = resolved.get("details", {})
+ if details.is_empty():
+ return
+ details["resolved"] = {
+ "path": resolved.get("path", ""),
+ "line": resolved.get("line", 0),
+ "function": resolved.get("function", ""),
+ }
+ resolved["details"] = details
+
+
+## Predicate broken out so tests can drive the path-filter logic without
+## constructing real Logger calls.
+static func _is_user_script(path: String) -> bool:
+ if path.is_empty():
+ return false
+ ## Match .gd / .cs (case-insensitively to handle .GD on case-insensitive
+ ## filesystems). C# scripts compile elsewhere but the parser path can
+ ## still surface .cs files for assembly load failures.
+ var lower := path.to_lower()
+ return lower.ends_with(".gd") or lower.ends_with(".cs")
+
+
+## Path-substring check works for both `res://addons/godot_ai/foo.gd` and
+## globalized absolute paths (`/Users/.../addons/godot_ai/foo.gd`) that
+## Godot can also report depending on where the error originated.
+static func _is_in_godot_ai_addon(path: String) -> bool:
+ if path.begins_with("res://addons/godot_ai/"):
+ return true
+ return path.find(ADDON_PATH_MARKER) >= 0
+
+
+## Some engine-origin errors have no ScriptBacktrace even though they are
+## project-relevant, notably ResourceLoader failures:
+## `Failed loading resource: res://does/not/exist.tres.`. Capture these by
+## extracting a named `res://` path from the message while keeping editor
+## internals and this addon's own resources filtered.
+static func _extract_user_res_path(message: String) -> String:
+ var start := message.find("res://")
+ if start < 0:
+ return ""
+ var end := message.length()
+ var quote_end := message.find("'", start)
+ if quote_end >= 0:
+ end = mini(end, quote_end)
+ quote_end = message.find("\"", start)
+ if quote_end >= 0:
+ end = mini(end, quote_end)
+ quote_end = message.find("`", start)
+ if quote_end >= 0:
+ end = mini(end, quote_end)
+ var path := message.substr(start, end - start).strip_edges()
+ while not path.is_empty() and path.substr(path.length() - 1, 1) in [".", ",", ";", ":", ")"]:
+ path = path.substr(0, path.length() - 1)
+ if path.is_empty() or _is_in_godot_ai_addon(path):
+ return ""
+ return path
diff --git a/addons/godot_ai/runtime/loggers/game_logger.gd b/addons/godot_ai/runtime/loggers/game_logger.gd
new file mode 100644
index 0000000..3fb8edc
--- /dev/null
+++ b/addons/godot_ai/runtime/loggers/game_logger.gd
@@ -0,0 +1,158 @@
+@tool
+extends Logger
+
+## Game-process Logger subclass.
+##
+## NOTE: deliberately no `class_name` — `extends Logger` requires the Logger
+## class which Godot only exposes from 4.5+. This file lives in the
+## `.gdignore`'d `runtime/loggers/` folder so Godot's editor filesystem scan
+## skips it entirely — on Godot < 4.5 it is never parsed, so it emits no
+## "Could not find base class Logger" error (it used to, before #475's
+## follow-up). game_helper.gd builds it from source at runtime via
+## `logger_loader.gd` and only calls OS.add_logger() after gating on
+## ClassDB.class_exists("Logger"). Registered from inside the running game
+## so we can intercept print(), printerr(), push_error(), and
+## push_warning() and ferry them back to the editor over the
+## EngineDebugger channel — the same bridge PR #76 uses for screenshots.
+##
+## Logger virtuals can be called from any thread (e.g. async loaders push
+## errors off the main thread). We accumulate into _pending under a Mutex
+## and the host (game_helper.gd) flushes once per frame from the main
+## thread, where EngineDebugger.send_message is safe to call.
+
+## `McpLogBacktrace` is published as a `class_name` on log_backtrace.gd, but a
+## freshly-launched game subprocess (no prior editor scan; e.g. CI launching
+## `--headless --path`) hits this autoload before the global class_name table
+## is populated, and parsing this script fails with
+## "Identifier 'McpLogBacktrace' not declared in the current scope". Using
+## `const preload` resolves the path at parse time and is independent of the
+## class_name registry — matches the project convention in CLAUDE.md
+## ("Internals … skip class_name entirely and load via const preload").
+const _LogBacktrace := preload("res://addons/godot_ai/utils/log_backtrace.gd")
+
+var _pending: Array = []
+var _mutex := Mutex.new()
+## #490: a monotonic sequence + a small ring of recent GDScript runtime
+## (script-type) errors, each with its text AND the function names in its
+## backtrace. game_helper uses this to attribute a runtime error to the
+## *specific* eval that raised it: each eval's wrapper has a uniquely named
+## inner function, and game_helper asks find_script_error_since() whether any
+## error past its pre-eval baseline carries that function in its stack. This
+## avoids failing an eval on an unrelated background game error that merely
+## advanced a global counter, and keeps overlapping evals from cross-
+## attributing. Gated on ERROR_TYPE_SCRIPT (2) so push_error()/push_warning()
+## (types 0/1) never count. Mutex-guarded: _log_error can fire from any thread.
+const _ERROR_TYPE_SCRIPT := 2
+const _MAX_RECENT_SCRIPT_ERRORS := 64
+var _script_error_seq: int = 0
+var _recent_script_errors: Array = []
+
+
+func _log_message(message: String, error: bool) -> void:
+ ## `error` is true for printerr(), false for print().
+ var level := "error" if error else "info"
+ _append(level, message)
+
+
+func _log_error(
+ function: String,
+ file: String,
+ line: int,
+ code: String,
+ rationale: String,
+ _editor_notify: bool,
+ error_type: int,
+ script_backtraces: Array,
+) -> void:
+ ## EngineDebugger's payload shape is `[level, text]` — the source
+ ## location has nowhere structured to land for the game side, so we
+ ## inline it into `text`. editor_logger keeps the resolved fields
+ ## as structured columns instead.
+ var resolved := _LogBacktrace.resolve_error(
+ function, file, line, code, rationale, error_type, script_backtraces,
+ )
+ var loc := ""
+ if not resolved.path.is_empty():
+ loc = "%s:%d @ %s" % [resolved.path, resolved.line, resolved.function] if not resolved.function.is_empty() else "%s:%d" % [resolved.path, resolved.line]
+ var text: String = "%s (%s)" % [resolved.message, loc] if not loc.is_empty() else resolved.message
+ var details: Dictionary = resolved.get("details", {})
+ _append(resolved.level, text, details)
+ if error_type == _ERROR_TYPE_SCRIPT:
+ ## Collect every function name in the first non-empty backtrace so
+ ## game_helper can match its eval's uniquely named wrapper function.
+ var funcs := PackedStringArray()
+ for bt in script_backtraces:
+ if bt != null and bt.get_frame_count() > 0:
+ for i in bt.get_frame_count():
+ funcs.append(bt.get_frame_function(i))
+ break
+ _mutex.lock()
+ _script_error_seq += 1
+ _recent_script_errors.append({"seq": _script_error_seq, "text": text, "funcs": funcs})
+ if _recent_script_errors.size() > _MAX_RECENT_SCRIPT_ERRORS:
+ _recent_script_errors.remove_at(0)
+ _mutex.unlock()
+
+
+func _append(level: String, text: String, details: Dictionary = {}) -> void:
+ _mutex.lock()
+ if details.is_empty():
+ _pending.append([level, text])
+ else:
+ _pending.append([level, text, details.duplicate(true)])
+ _mutex.unlock()
+
+
+## Drain the pending queue and return entries as [[level, text], ...].
+## Called from the main thread by game_helper each frame.
+func drain() -> Array:
+ _mutex.lock()
+ var out := _pending
+ _pending = []
+ _mutex.unlock()
+ return out
+
+
+func has_pending() -> bool:
+ _mutex.lock()
+ var any := not _pending.is_empty()
+ _mutex.unlock()
+ return any
+
+
+## #490: monotonic count of script-type runtime errors seen this run.
+## game_helper snapshots this before an eval to use as the `since_seq`
+## baseline for find_script_error_since(). Mutex-guarded.
+func script_error_seq() -> int:
+ _mutex.lock()
+ var v := _script_error_seq
+ _mutex.unlock()
+ return v
+
+
+## #490: text (with inlined path:line @ function) of the most recent
+## script-type runtime error, or "" if none seen this run.
+func last_script_error_text() -> String:
+ _mutex.lock()
+ var v: String = _recent_script_errors[-1]["text"] if not _recent_script_errors.is_empty() else ""
+ _mutex.unlock()
+ return v
+
+
+## #490: text of the most recent script error with seq > since_seq whose
+## backtrace includes `function_name`, or "" if none. Lets game_helper
+## attribute a runtime error to the exact eval whose uniquely named wrapper
+## function appears in the stack — ignoring unrelated game errors and errors
+## from before the eval started. Mutex-guarded.
+func find_script_error_since(since_seq: int, function_name: String) -> String:
+ _mutex.lock()
+ var found := ""
+ for i in range(_recent_script_errors.size() - 1, -1, -1):
+ var rec: Dictionary = _recent_script_errors[i]
+ if int(rec["seq"]) <= since_seq:
+ break
+ if (rec["funcs"] as PackedStringArray).has(function_name):
+ found = rec["text"]
+ break
+ _mutex.unlock()
+ return found
diff --git a/addons/godot_ai/telemetry.gd b/addons/godot_ai/telemetry.gd
new file mode 100644
index 0000000..4369caf
--- /dev/null
+++ b/addons/godot_ai/telemetry.gd
@@ -0,0 +1,199 @@
+## Plugin-side telemetry helper.
+##
+## Relays plugin-only events (dock startup, self-update outcome, plugin
+## reload, dev-server toggle) to the Python MCP server via the existing
+## `send_event("plugin_event", {...})` channel. The server's
+## `transport/websocket.py` allowlists event names and forwards into the
+## central telemetry pipeline — meaning opt-out, endpoint, customer_uuid
+## and the bounded-queue worker stay in one place (Python), not
+## duplicated in GDScript.
+##
+## Opt-out options priority:
+## 1. `GODOT_AI_DISABLE_TELEMETRY` / `DISABLE_TELEMETRY` env vars —
+## checked first so CI / operators can force-disable without touching
+## EditorSettings.
+## 2. The `godot_ai/telemetry_enabled` EditorSetting — set through the
+## MCP dock and persisted between sessions.
+##
+## When telemetry is disabled, events are never buffered or sent. Only a
+## *truthy* env var force-disables; a falsey or absent env var falls through
+## to the EditorSetting (which defaults to enabled). See McpSettings.telemetry_enabled.
+##
+## Buffering: events recorded before the WebSocket is connected go into
+## a small bounded buffer and flush on the next `record_event` call once
+## connected. The buffer is intentionally small (`_MAX_BUFFER`); plugin
+## events are sparse, and a flood means something is misconfigured.
+
+extends RefCounted
+
+## Allowlist mirrored on the Python side in
+## `src/godot_ai/transport/websocket.py::_PLUGIN_EVENT_NAMES`. Update
+## both together.
+const _ALLOWED_EVENTS := [
+ "dock_startup",
+ "plugin_reload",
+ "self_update",
+ "dev_server_toggle",
+]
+
+const _MAX_BUFFER := 32
+
+## EditorSetting key used to defer a ``plugin_reload`` event across the
+## disable -> enable boundary. Callers that trigger plugin reload (the
+## dock reload button, ``editor_reload_plugin`` MCP-tool path) write
+## here *before* the disable kills the live WebSocket; the new
+## plugin's ``_enter_tree`` flushes via ``flush_pending_plugin_reload``.
+const PENDING_PLUGIN_RELOAD_KEY := "godot_ai/pending_plugin_reload_event"
+
+
+## Persist a ``plugin_reload`` event so the re-enabled plugin instance
+## can emit it once its new WebSocket is up. Static so callers without
+## a telemetry instance handle (e.g. ``editor_handler.reload_plugin``)
+## can use it via the preloaded const alias.
+static func record_pending_plugin_reload(source: String) -> void:
+ var settings := EditorInterface.get_editor_settings()
+ if settings == null:
+ return
+ settings.set_setting(
+ PENDING_PLUGIN_RELOAD_KEY,
+ JSON.stringify({"source": source, "success": true}),
+ )
+
+
+## Read + clear an EditorSetting JSON-encoded event payload. Returns
+## the parsed dict, or ``null`` if the key is absent / empty /
+## malformed. Used by ``flush_pending_plugin_reload`` (below) and by
+## ``plugin.gd::_flush_pending_self_update_telemetry``. Centralising
+## the read-and-clear dance keeps both flush sites symmetric with the
+## ``record_pending_*`` writers and prevents the "key gets stuck"
+## class of bug if a future flush helper forgets the clear step.
+static func _drain_editor_setting_dict(key: String):
+ var settings := EditorInterface.get_editor_settings()
+ if settings == null:
+ return null
+ if not settings.has_setting(key):
+ return null
+ var raw := str(settings.get_setting(key))
+ settings.set_setting(key, "")
+ if raw == "":
+ return null
+ var parsed = JSON.parse_string(raw)
+ if typeof(parsed) != TYPE_DICTIONARY:
+ return null
+ return parsed
+
+var _connection
+var _disabled: bool = false
+var _pending: Array = [] # of {name: String, data: Dictionary}
+
+func _init(connection) -> void:
+ _connection = connection
+ _disabled = not McpSettings.telemetry_enabled()
+ ## Subscribe to ``connection_state_changed`` so events buffered before
+ ## the WebSocket handshake (e.g. ``record_dock_startup`` from
+ ## ``plugin._enter_tree``) actually leave the editor. Without this,
+ ## the buffer only drained on the next ``record_event`` call — when
+ ## that call never came (the common single-session case), the very
+ ## events we cared about most sat in the queue forever.
+ if _connection != null and _connection.has_signal("connection_state_changed"):
+ _connection.connection_state_changed.connect(_on_connection_state_changed)
+
+
+func record_event(name: String, data: Dictionary = {}) -> void:
+ if _disabled:
+ return
+ if not _ALLOWED_EVENTS.has(name):
+ ## Drop silently — matches the server's behavior for unknown
+ ## names, and avoids editor yellow-bar noise from third-party
+ ## callers or stale event names mid-rollout.
+ return
+ if _connection != null and _connection.is_connected:
+ _flush()
+ _send_one(name, data)
+ return
+ ## Pre-handshake: stash in a small bounded buffer. Drained on the
+ ## first ``connection_state_changed(true)`` after this point (see
+ ## ``_on_connection_state_changed``). Falling back to "drain on the
+ ## next record_event" is a footgun: the most useful plugin events
+ ## (``dock_startup``, pending ``self_update``) fire from
+ ## ``plugin._enter_tree`` before the handshake, and a single-session
+ ## editor may never emit a second event — so without the signal-
+ ## driven flush they sat buffered forever.
+ if _pending.size() >= _MAX_BUFFER:
+ _pending.pop_front()
+ _pending.append({"name": name, "data": data})
+
+
+func _on_connection_state_changed(is_open: bool) -> void:
+ if is_open:
+ _flush()
+
+func _flush() -> void:
+ if _pending.is_empty():
+ return
+ var to_send := _pending.duplicate()
+ _pending.clear()
+ for entry in to_send:
+ _send_one(entry["name"], entry["data"])
+
+func _send_one(name: String, data: Dictionary) -> void:
+ if _connection == null:
+ return
+ _connection.send_event("plugin_event", {"name": name, "data": data})
+
+# --- convenience emitters --------------------------------------------------
+
+func record_dock_startup(extra: Dictionary = {}) -> void:
+ record_event("dock_startup", extra)
+
+func record_plugin_reload(success: bool, error: String = "") -> void:
+ var data := {"success": success}
+ if error != "":
+ data["error"] = error.substr(0, 200)
+ record_event("plugin_reload", data)
+
+func record_self_update(
+ status: String,
+ from_version: String = "",
+ to_version: String = "",
+ error: String = "",
+) -> void:
+ var data := {"status": status}
+ if from_version != "":
+ data["from_version"] = from_version
+ if to_version != "":
+ data["to_version"] = to_version
+ if error != "":
+ data["error"] = error.substr(0, 200)
+ record_event("self_update", data)
+
+func record_dev_server_toggle(action: String) -> void:
+ record_event("dev_server_toggle", {"action": action})
+
+
+## Drain a pending ``plugin_reload`` event written by the previous
+## instance before it disabled itself.
+func flush_pending_plugin_reload() -> void:
+ var parsed = _drain_editor_setting_dict(PENDING_PLUGIN_RELOAD_KEY)
+ if parsed == null:
+ return
+ var data := {
+ "success": bool(parsed.get("success", true)),
+ "source": str(parsed.get("source", "unknown")),
+ }
+ var error := str(parsed.get("error", ""))
+ if error != "":
+ data["error"] = error.substr(0, 200)
+ record_event("plugin_reload", data)
+
+# --- test seam -------------------------------------------------------------
+
+## Inject a fake connection or force the disabled flag for unit tests
+## that don't have a live WebSocket. Production code does not call this.
+func _test_set_state(connection, disabled: bool) -> void:
+ _connection = connection
+ _disabled = disabled
+ _pending.clear()
+
+func _test_pending_count() -> int:
+ return _pending.size()
diff --git a/addons/godot_ai/telemetry.gd.uid b/addons/godot_ai/telemetry.gd.uid
new file mode 100644
index 0000000..6f46be6
--- /dev/null
+++ b/addons/godot_ai/telemetry.gd.uid
@@ -0,0 +1 @@
+uid://dlul2gculiy1p
diff --git a/addons/godot_ai/testing/stub_backtrace.gd b/addons/godot_ai/testing/stub_backtrace.gd
new file mode 100644
index 0000000..d15dcd4
--- /dev/null
+++ b/addons/godot_ai/testing/stub_backtrace.gd
@@ -0,0 +1,38 @@
+@tool
+extends RefCounted
+
+## Minimal duck-typed stand-in for Godot's built-in `ScriptBacktrace`
+## class (the type of `script_backtraces[i]` entries inside `_log_error`).
+## Mirrors the getter surface `_log_error`'s `script_backtraces` argument
+## exposes (`get_frame_count` + per-frame file/line/function), so test
+## suites for `editor_logger` and `game_logger` can exercise the
+## backtrace-remapping path without a live script execution — Godot
+## doesn't expose a constructor for the real ScriptBacktrace.
+##
+## Defaults to a single frame for existing tests, but can carry multiple
+## frames so detail payload tests can verify full stack preservation.
+
+var _frames: Array[Dictionary] = []
+
+
+func _init(file: String, line: int, function: String, frames: Array[Dictionary] = []) -> void:
+ if frames.is_empty():
+ _frames = [{"path": file, "line": line, "function": function}]
+ else:
+ _frames = frames
+
+
+func get_frame_count() -> int:
+ return _frames.size()
+
+
+func get_frame_file(idx: int) -> String:
+ return str(_frames[idx].get("path", ""))
+
+
+func get_frame_line(idx: int) -> int:
+ return int(_frames[idx].get("line", 0))
+
+
+func get_frame_function(idx: int) -> String:
+ return str(_frames[idx].get("function", ""))
diff --git a/addons/godot_ai/testing/stub_backtrace.gd.uid b/addons/godot_ai/testing/stub_backtrace.gd.uid
new file mode 100644
index 0000000..4cbc92d
--- /dev/null
+++ b/addons/godot_ai/testing/stub_backtrace.gd.uid
@@ -0,0 +1 @@
+uid://d2xpmw5kvtjr7
diff --git a/addons/godot_ai/testing/test_runner.gd b/addons/godot_ai/testing/test_runner.gd
new file mode 100644
index 0000000..394c3ae
--- /dev/null
+++ b/addons/godot_ai/testing/test_runner.gd
@@ -0,0 +1,244 @@
+@tool
+class_name McpTestRunner
+extends RefCounted
+
+## Lightweight test runner for MCP plugin tests. Discovers test_* methods
+## on McpTestSuite instances, runs them, and collects structured results.
+
+var _results: Array[Dictionary] = []
+var _last_run_ms: int = 0
+
+
+func run_suite(suite: McpTestSuite, test_filter: String = "", exclude_test_filter: String = "") -> void:
+ var name := suite.suite_name()
+ var methods := _get_test_methods(suite)
+ var exclusions := _parse_exclusions(exclude_test_filter)
+
+ for method_name in methods:
+ if not test_filter.is_empty() and method_name.find(test_filter) == -1:
+ continue
+ if _matches_any_exclusion(method_name, exclusions):
+ _results.append({
+ "suite": name,
+ "test": method_name,
+ "passed": true,
+ "skipped": true,
+ "message": "Excluded by exclude_test_name filter",
+ "assertion_count": 0,
+ })
+ continue
+
+ suite._reset()
+ suite.setup()
+ suite.call(method_name)
+ suite.teardown()
+
+ ## Issue #19 defence: free any `_McpTest*` nodes the test created, even
+ ## nested ones. If the scene gets auto-saved mid-test while one of these
+ ## exists, the reference bakes into main.tscn and breaks the next open
+ ## with a "missing dependency" error. Runs after every test, not just at
+ ## suite boundaries, so a test that fails mid-flow can't leave a trap
+ ## for the next test or for scene autosave.
+ var scene_root_for_cleanup := EditorInterface.get_edited_scene_root()
+ if scene_root_for_cleanup != null and scene_root_for_cleanup.is_inside_tree():
+ _free_mcp_test_nodes_recursive(scene_root_for_cleanup)
+
+ if suite._skipped:
+ _results.append({
+ "suite": name,
+ "test": method_name,
+ "passed": true,
+ "skipped": true,
+ "message": suite._skip_reason,
+ "assertion_count": 0,
+ })
+ continue
+
+ var passed := not suite._failed
+ var msg := suite._message
+
+ ## Warn about zero-assertion tests (likely silently skipped logic).
+ if passed and suite._assertion_count == 0:
+ passed = false
+ msg = "Test completed with 0 assertions (likely skipped its logic)"
+
+ _results.append({
+ "suite": name,
+ "test": method_name,
+ "passed": passed,
+ "message": msg,
+ "assertion_count": suite._assertion_count,
+ })
+
+
+func run_suites(suites: Array, suite_filter: String = "", test_filter: String = "", ctx: Dictionary = {}, verbose: bool = false, exclude_test_filter: String = "") -> Dictionary:
+ _results.clear()
+ var start := Time.get_ticks_msec()
+
+ ## Silence the plugin's ring-buffer console echo while tests run. Negative-
+ ## path suites deliberately fill the ring with 500 lines and log malformed-
+ ## result errors; echoing all of that buries an all-green run in scary
+ ## console output. The ring contents tests assert on are untouched, and
+ ## the flag is restored after the run so live logging resumes.
+ var _prev_console_echo := McpLogBuffer.console_echo
+ McpLogBuffer.console_echo = false
+
+ for suite: McpTestSuite in suites:
+ if not suite_filter.is_empty() and suite.suite_name() != suite_filter:
+ continue
+
+ ## Snapshot scene children before the suite so we can clean up leaks.
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var before_children: Array[Node] = []
+ if scene_root != null:
+ before_children = _get_children_snapshot(scene_root)
+
+ suite._reset_suite_state()
+ suite.suite_setup(ctx.duplicate(true))
+
+ ## fail_setup() / skip_suite() gives suites a clean way to bail out of
+ ## suite_setup without leaving N tests to fail with "0 assertions". We
+ ## emit ONE suite-level result and skip individual tests entirely.
+ if suite._suite_failed:
+ _results.append({
+ "suite": suite.suite_name(),
+ "test": "",
+ "passed": false,
+ "message": "suite_setup() failed: %s (subsequent tests not run)" % suite._suite_failed_message,
+ "assertion_count": 0,
+ })
+ elif suite._suite_skipped:
+ _results.append({
+ "suite": suite.suite_name(),
+ "test": "",
+ "passed": true,
+ "skipped": true,
+ "message": "suite_setup() skipped: %s" % suite._suite_skipped_reason,
+ "assertion_count": 0,
+ })
+ else:
+ run_suite(suite, test_filter, exclude_test_filter)
+ suite.suite_teardown()
+
+ ## Remove any nodes the suite left behind (failed undo, missing cleanup).
+ if scene_root != null and scene_root.is_inside_tree():
+ _cleanup_leaked_nodes(scene_root, before_children)
+
+ _last_run_ms = Time.get_ticks_msec() - start
+ McpLogBuffer.console_echo = _prev_console_echo
+ return get_results(verbose)
+
+
+func get_results(verbose: bool = false) -> Dictionary:
+ var passed := 0
+ var failed := 0
+ var skipped := 0
+ var failures: Array[Dictionary] = []
+ var suites_seen := {}
+ for r in _results:
+ suites_seen[r.suite] = true
+ if r.get("skipped", false):
+ skipped += 1
+ elif r.passed:
+ passed += 1
+ else:
+ failed += 1
+ failures.append(r)
+
+ var result := {
+ "passed": passed,
+ "failed": failed,
+ "skipped": skipped,
+ "total": _results.size(),
+ "duration_ms": _last_run_ms,
+ "suites_run": suites_seen.keys(),
+ "suite_count": suites_seen.size(),
+ }
+
+ if not failures.is_empty():
+ result["failures"] = failures
+
+ if verbose:
+ result["results"] = _results
+
+ return result
+
+
+func clear() -> void:
+ _results.clear()
+ _last_run_ms = 0
+
+
+func _get_test_methods(obj: Object) -> Array[String]:
+ var methods: Array[String] = []
+ for m in obj.get_method_list():
+ var name: String = m.get("name", "")
+ if name.begins_with("test_"):
+ methods.append(name)
+ methods.sort()
+ return methods
+
+
+func _get_children_snapshot(node: Node) -> Array[Node]:
+ var children: Array[Node] = []
+ for child in node.get_children():
+ children.append(child)
+ return children
+
+
+## Remove any nodes in scene_root that weren't present before the suite ran,
+## plus any _McpTest* named nodes anywhere in the tree (catches nested leaks).
+## NOTE: this bypasses EditorUndoRedoManager by design — the test runner
+## owns these leaks and needs to clear them unconditionally. Don't Ctrl-Z in
+## the editor immediately after a test run that triggered cleanup; the undo
+## stack may reference freed nodes.
+func _cleanup_leaked_nodes(scene_root: Node, before: Array[Node]) -> void:
+ var before_set := {}
+ for n in before:
+ before_set[n] = true
+ for child in scene_root.get_children():
+ if not before_set.has(child):
+ scene_root.remove_child(child)
+ child.queue_free()
+
+
+## Recursively free every node whose name starts with `_McpTest`, anywhere in
+## the scene. Intentionally bypasses undo — these are test leaks, not user
+## work. Walk breadth-first so we can collect victims before mutating the tree.
+func _free_mcp_test_nodes_recursive(root: Node) -> void:
+ var victims: Array[Node] = []
+ var queue: Array[Node] = [root]
+ while not queue.is_empty():
+ var node: Node = queue.pop_back()
+ for child in node.get_children():
+ if str(child.name).begins_with("_McpTest"):
+ victims.append(child)
+ else:
+ queue.append(child)
+ for v in victims:
+ if v.get_parent() != null:
+ v.get_parent().remove_child(v)
+ v.queue_free()
+
+
+## Split the `exclude_test_name` filter into individual substring matchers.
+## Comma-separated so the CI smoke harness can list multiple flaky tests
+## without shipping a richer schema (single names still work — same string,
+## no comma, same one-element list). Whitespace around each name is stripped
+## so `"a, b"` and `"a,b"` behave identically.
+static func _parse_exclusions(filter: String) -> Array[String]:
+ var out: Array[String] = []
+ if filter.is_empty():
+ return out
+ for part in filter.split(","):
+ var trimmed := part.strip_edges()
+ if not trimmed.is_empty():
+ out.append(trimmed)
+ return out
+
+
+static func _matches_any_exclusion(method_name: String, exclusions: Array[String]) -> bool:
+ for ex in exclusions:
+ if method_name.find(ex) != -1:
+ return true
+ return false
diff --git a/addons/godot_ai/testing/test_runner.gd.uid b/addons/godot_ai/testing/test_runner.gd.uid
new file mode 100644
index 0000000..c0befb0
--- /dev/null
+++ b/addons/godot_ai/testing/test_runner.gd.uid
@@ -0,0 +1 @@
+uid://367b77qh5grt
diff --git a/addons/godot_ai/testing/test_suite.gd b/addons/godot_ai/testing/test_suite.gd
new file mode 100644
index 0000000..fe46f6d
--- /dev/null
+++ b/addons/godot_ai/testing/test_suite.gd
@@ -0,0 +1,277 @@
+@tool
+class_name McpTestSuite
+extends RefCounted
+
+## Base class for MCP test suites. Provides assertion methods and
+## lifecycle hooks. Subclass this, add test_* methods, and drop the
+## script in res://tests/.
+
+## Override to return a short name for this suite (e.g. "scene", "node").
+func suite_name() -> String:
+ return "unnamed"
+
+
+## Called once before the suite runs. Override to create handlers.
+func suite_setup(_ctx: Dictionary) -> void:
+ pass
+
+
+## Called before each test method.
+func setup() -> void:
+ pass
+
+
+## Called after each test method.
+func teardown() -> void:
+ pass
+
+
+## Called once after the suite finishes.
+func suite_teardown() -> void:
+ pass
+
+
+# ----- assertion state (managed by McpTestRunner) -----
+
+var _failed: bool = false
+var _message: String = ""
+var _assertion_count: int = 0
+var _skipped: bool = false
+var _skip_reason: String = ""
+
+# ----- suite-level state (managed by McpTestRunner) -----
+
+var _suite_failed: bool = false
+var _suite_failed_message: String = ""
+var _suite_skipped: bool = false
+var _suite_skipped_reason: String = ""
+
+
+func _reset() -> void:
+ _failed = false
+ _message = ""
+ _assertion_count = 0
+ _skipped = false
+ _skip_reason = ""
+
+
+func _reset_suite_state() -> void:
+ _suite_failed = false
+ _suite_failed_message = ""
+ _suite_skipped = false
+ _suite_skipped_reason = ""
+
+
+## Mark the current test as skipped. Use when a precondition isn't met
+## (e.g. no scene open, no Node3D in scene) and the test can't run.
+## Skipped tests count separately from passed/failed.
+func skip(reason: String = "") -> void:
+ _skipped = true
+ _skip_reason = reason
+
+
+## Bail out of suite_setup() with a failure. Subsequent tests in this suite
+## are not run; the runner reports a single suite-level failure with the
+## given reason instead of N zero-assertion noise lines per test.
+##
+## Example:
+## func suite_setup(ctx):
+## var arena = preload("res://game/arena.gd").new()
+## if arena == null:
+## fail_setup("arena.gd failed to instantiate in @tool scope")
+## return
+func fail_setup(reason: String) -> void:
+ _suite_failed = true
+ _suite_failed_message = reason
+
+
+## Bail out of suite_setup() because a precondition isn't met (no scene open,
+## no game running, etc.). Subsequent tests are not run and the runner emits
+## a single suite-level skip rather than per-test skip noise.
+func skip_suite(reason: String) -> void:
+ _suite_skipped = true
+ _suite_skipped_reason = reason
+
+
+## Mark the current test as skipped when the running Godot is older than
+## `min_version` (a "major.minor" string like "4.4"). Use for tests that
+## exercise an engine API or behavior that only exists on newer Godot.
+## Returns true when the test was skipped, so callers can `return` from
+## the test body.
+##
+## Example:
+## func test_uses_44_only_api() -> void:
+## if skip_on_godot_lt("4.4", "Engine.capture_script_backtraces is 4.4+"):
+## return
+## ...
+func skip_on_godot_lt(min_version: String, reason: String = "") -> bool:
+ var v := Engine.get_version_info()
+ var current_major := int(v.get("major", 0))
+ var current_minor := int(v.get("minor", 0))
+ var parts := min_version.split(".")
+ var want_major := int(parts[0]) if parts.size() > 0 else 0
+ var want_minor := int(parts[1]) if parts.size() > 1 else 0
+ if (
+ current_major < want_major
+ or (current_major == want_major and current_minor < want_minor)
+ ):
+ var msg := reason if not reason.is_empty() else "requires Godot %s+" % min_version
+ skip(msg + " (running %d.%d)" % [current_major, current_minor])
+ return true
+ return false
+
+
+## Trigger an undo against whichever history (scene or global) holds the most
+## recent action. `EditorUndoRedoManager` in Godot 4.x doesn't expose `.undo()`
+## directly — you resolve the history's underlying UndoRedo and call it there.
+## Actions registered via `add_do_method(self, …)` with a non-scene target land
+## in GLOBAL_HISTORY, while actions on scene nodes land in the scene's history,
+## so we try both (matches the pattern in batch_handler.gd).
+func editor_undo(undo_redo: EditorUndoRedoManager) -> bool:
+ for ur in _collect_histories(undo_redo):
+ if ur.undo():
+ return true
+ return false
+
+
+## Mirror of `editor_undo` for redo.
+func editor_redo(undo_redo: EditorUndoRedoManager) -> bool:
+ for ur in _collect_histories(undo_redo):
+ if ur.redo():
+ return true
+ return false
+
+
+func _collect_histories(undo_redo: EditorUndoRedoManager) -> Array:
+ var out: Array = []
+ if undo_redo == null:
+ return out
+ var scene_root := EditorInterface.get_edited_scene_root()
+ if scene_root != null:
+ var scene_id := undo_redo.get_object_history_id(scene_root)
+ var scene_ur := undo_redo.get_history_undo_redo(scene_id)
+ if scene_ur != null:
+ out.append(scene_ur)
+ var global_ur := undo_redo.get_history_undo_redo(EditorUndoRedoManager.GLOBAL_HISTORY)
+ if global_ur != null and not global_ur in out:
+ out.append(global_ur)
+ return out
+
+
+# ----- assertions -----
+
+func assert_true(condition: bool, msg: String = "") -> void:
+ _assertion_count += 1
+ if _failed:
+ return
+ if not condition:
+ _failed = true
+ _message = msg if msg else "Expected true"
+
+
+func assert_false(condition: bool, msg: String = "") -> void:
+ _assertion_count += 1
+ if _failed:
+ return
+ if condition:
+ _failed = true
+ _message = msg if msg else "Expected false"
+
+
+func assert_eq(actual: Variant, expected: Variant, msg: String = "") -> void:
+ _assertion_count += 1
+ if _failed:
+ return
+ if actual != expected:
+ _failed = true
+ _message = msg if msg else "Expected %s, got %s" % [str(expected), str(actual)]
+
+
+func assert_ne(actual: Variant, not_expected: Variant, msg: String = "") -> void:
+ _assertion_count += 1
+ if _failed:
+ return
+ if actual == not_expected:
+ _failed = true
+ _message = msg if msg else "Expected value != %s" % str(not_expected)
+
+
+func assert_gt(actual: Variant, threshold: Variant, msg: String = "") -> void:
+ _assertion_count += 1
+ if _failed:
+ return
+ if not (actual > threshold):
+ _failed = true
+ _message = msg if msg else "Expected %s > %s" % [str(actual), str(threshold)]
+
+
+func assert_has_key(dict: Variant, key: String, msg: String = "") -> void:
+ _assertion_count += 1
+ if _failed:
+ return
+ if not dict is Dictionary:
+ _failed = true
+ _message = msg if msg else "Expected Dictionary, got %s" % type_string(typeof(dict))
+ return
+ if not dict.has(key):
+ _failed = true
+ _message = msg if msg else "Missing key: %s (keys: %s)" % [key, str(dict.keys())]
+
+
+func assert_contains(haystack: Variant, needle: Variant, msg: String = "") -> void:
+ _assertion_count += 1
+ if _failed:
+ return
+ if haystack is String:
+ if haystack.find(str(needle)) == -1:
+ _failed = true
+ _message = msg if msg else "'%s' not found in '%s'" % [str(needle), haystack]
+ elif haystack is Array:
+ if not haystack.has(needle):
+ _failed = true
+ _message = msg if msg else "%s not found in array" % str(needle)
+ else:
+ _failed = true
+ _message = msg if msg else "assert_contains requires String or Array"
+
+
+func assert_is_error(result: Dictionary, expected_code: String = "", msg: String = "") -> void:
+ _assertion_count += 1
+ if _failed:
+ return
+ if not result.has("error"):
+ _failed = true
+ _message = msg if msg else "Expected error response, got: %s" % str(result.keys())
+ return
+ if expected_code and result.error.get("code", "") != expected_code:
+ _failed = true
+ _message = msg if msg else "Expected error code %s, got %s" % [expected_code, result.error.get("code", "")]
+
+
+# ----- scene helpers (shared across suites that create/remove Controls) -----
+
+## Add a Control under the scene root. Creates a Panel if ctl is null.
+## Returns the scene path, or "" when no scene is open — in which case a
+## caller-supplied ctl is freed to prevent leaks.
+func _add_control(ctl_name: String, ctl: Control = null) -> String:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ if scene_root == null:
+ if ctl != null:
+ ctl.queue_free()
+ return ""
+ if ctl == null:
+ ctl = Panel.new()
+ ctl.name = ctl_name
+ scene_root.add_child(ctl)
+ ctl.owner = scene_root
+ return "/" + scene_root.name + "/" + ctl_name
+
+
+func _remove_control(path: String) -> void:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ if scene_root == null:
+ return
+ var node := McpScenePath.resolve(path, scene_root)
+ if node != null:
+ node.get_parent().remove_child(node)
+ node.queue_free()
diff --git a/addons/godot_ai/testing/test_suite.gd.uid b/addons/godot_ai/testing/test_suite.gd.uid
new file mode 100644
index 0000000..b75e726
--- /dev/null
+++ b/addons/godot_ai/testing/test_suite.gd.uid
@@ -0,0 +1 @@
+uid://dlrq2s7jhp71s
diff --git a/addons/godot_ai/tool_catalog.gd b/addons/godot_ai/tool_catalog.gd
new file mode 100644
index 0000000..262155f
--- /dev/null
+++ b/addons/godot_ai/tool_catalog.gd
@@ -0,0 +1,86 @@
+@tool
+class_name McpToolCatalog
+extends RefCounted
+
+## Mirror of src/godot_ai/tools/domains.py — drives the dock's Tools tab
+## so the UI can render checkboxes, tool counts, and tooltips without
+## round-tripping to a running server.
+##
+## DO NOT EDIT by hand. tests/unit/test_tool_domains.py verifies this file
+## against actual tool registration and fails CI when they drift; the
+## failure message prints the up-to-date catalog body for paste-over.
+##
+## The four core tools are always registered and cannot be excluded — they
+## render as a single grayed-out "Core" row in the UI. Each non-core domain
+## now exposes one or two named verbs plus a single rolled-up
+## `_manage` tool.
+
+const CORE_TOOLS := [
+ "editor_state",
+ "node_get_properties",
+ "scene_get_hierarchy",
+ "session_activate",
+]
+
+## Ordered list of user-toggleable domains. Each entry:
+## id: matches the name passed to `--exclude-domains`
+## label: human-friendly display (same as id for now, kept separate so
+## a future renaming doesn't break the setting)
+## count: number of NON-CORE tools in this domain
+## tools: flat list of tool names registered by this domain (non-core only)
+const DOMAINS := [
+ {"id": "animation", "label": "animation", "count": 2, "tools": ["animation_create", "animation_manage"]},
+ {"id": "api", "label": "api", "count": 1, "tools": ["api_manage"]},
+ {"id": "audio", "label": "audio", "count": 1, "tools": ["audio_manage"]},
+ {"id": "autoload", "label": "autoload", "count": 1, "tools": ["autoload_manage"]},
+ {"id": "batch", "label": "batch", "count": 1, "tools": ["batch_execute"]},
+ {"id": "camera", "label": "camera", "count": 1, "tools": ["camera_manage"]},
+ {"id": "client", "label": "client", "count": 1, "tools": ["client_manage"]},
+ {"id": "editor", "label": "editor", "count": 4, "tools": ["editor_manage", "editor_reload_plugin", "editor_screenshot", "logs_read"]},
+ {"id": "filesystem", "label": "filesystem", "count": 1, "tools": ["filesystem_manage"]},
+ {"id": "game", "label": "game", "count": 1, "tools": ["game_manage"]},
+ {"id": "input_map", "label": "input_map", "count": 1, "tools": ["input_map_manage"]},
+ {"id": "material", "label": "material", "count": 1, "tools": ["material_manage"]},
+ {"id": "node", "label": "node", "count": 4, "tools": ["node_create", "node_find", "node_manage", "node_set_property"]},
+ {"id": "particle", "label": "particle", "count": 1, "tools": ["particle_manage"]},
+ {"id": "project", "label": "project", "count": 2, "tools": ["project_manage", "project_run"]},
+ {"id": "resource", "label": "resource", "count": 1, "tools": ["resource_manage"]},
+ {"id": "scene", "label": "scene", "count": 3, "tools": ["scene_manage", "scene_open", "scene_save"]},
+ {"id": "script", "label": "script", "count": 4, "tools": ["script_attach", "script_create", "script_manage", "script_patch"]},
+ {"id": "signal", "label": "signal", "count": 1, "tools": ["signal_manage"]},
+ {"id": "testing", "label": "testing", "count": 2, "tools": ["test_manage", "test_run"]},
+ {"id": "theme", "label": "theme", "count": 1, "tools": ["theme_manage"]},
+ {"id": "ui", "label": "ui", "count": 1, "tools": ["ui_manage"]},
+]
+
+
+## Total tool count when no domains are excluded. Used for the "Enabled: N / M"
+## readout in the Tools tab without looping the catalog on every repaint.
+static func total_tool_count() -> int:
+ var n := CORE_TOOLS.size()
+ for d in DOMAINS:
+ n += int(d["count"])
+ return n
+
+
+## Tool count remaining after excluding the given set of domain ids.
+static func enabled_tool_count(excluded: PackedStringArray) -> int:
+ var n := CORE_TOOLS.size()
+ for d in DOMAINS:
+ if excluded.find(d["id"]) == -1:
+ n += int(d["count"])
+ return n
+
+
+## Canonical comma-separated string for a set of domain ids — sorted and
+## deduplicated so two equivalent settings (entered in different orders)
+## hash to the same EditorSetting value. Matches `excluded_domains()` in
+## client_configurator.gd.
+static func canonical(excluded: PackedStringArray) -> String:
+ var seen := PackedStringArray()
+ for e in excluded:
+ var t := e.strip_edges()
+ if not t.is_empty() and seen.find(t) == -1:
+ seen.append(t)
+ seen.sort()
+ return ",".join(seen)
diff --git a/addons/godot_ai/tool_catalog.gd.uid b/addons/godot_ai/tool_catalog.gd.uid
new file mode 100644
index 0000000..c0c179b
--- /dev/null
+++ b/addons/godot_ai/tool_catalog.gd.uid
@@ -0,0 +1 @@
+uid://d1vqyt4uyo378
diff --git a/addons/godot_ai/update_reload_runner.gd b/addons/godot_ai/update_reload_runner.gd
new file mode 100644
index 0000000..7347b17
--- /dev/null
+++ b/addons/godot_ai/update_reload_runner.gd
@@ -0,0 +1,532 @@
+@tool
+extends Node
+
+## EditorSetting key used to defer a self_update telemetry event across the
+## disable -> enable boundary. The runner runs while the plugin is disabled,
+## so it can't send WebSocket events directly; it writes the outcome here
+## and the re-enabled plugin's `_enter_tree` flushes it. See
+## `plugin.gd::_flush_pending_self_update_telemetry`.
+const PENDING_SELF_UPDATE_TELEMETRY_KEY := "godot_ai/pending_self_update_event"
+
+## Self-update runner. Owns the install-and-reload sequence from
+## `start(zip_path, temp_dir, detached_dock)` onward: extract files into
+## `addons/godot_ai/` with rollback bookkeeping, scan the filesystem,
+## re-enable the plugin, and clean up the detached dock.
+##
+## Single-phase install: writes the full `_new_file_paths +
+## _existing_file_paths` set before issuing exactly one
+## `EditorFileSystem.scan()`. Godot's scan-time reparse pass then sees one
+## consistent v(N+1) snapshot, so new files and existing files can resolve
+## each other's same-release API changes regardless of parse order.
+##
+## Not owned here: HTTP download (in `utils/update_manager.gd`), banner UI
+## (in `mcp_dock.gd`), or server stop prep (called by
+## `plugin.gd::install_downloaded_update` before this runner starts via
+## `_lifecycle.prepare_for_update_reload()`).
+##
+## This node is deliberately tiny and not parented under the EditorPlugin:
+## it survives `set_plugin_enabled(false)`, extracts the downloaded release,
+## waits for Godot's filesystem scan, then enables the plugin again. The old
+## dock is detached before this runner starts, kept alive while deferred
+## Callables drain, and freed only after the new plugin instance is loaded.
+
+const PLUGIN_CFG_PATH := "res://addons/godot_ai/plugin.cfg"
+const PRE_DISABLE_DRAIN_FRAMES := 8
+const POST_DISABLE_DRAIN_FRAMES := 2
+const POST_ENABLE_FREE_FRAMES := 8
+const INSTALL_BASE_PATH := "res://"
+const ZIP_ADDON_PREFIX := "addons/godot_ai/"
+const TEMP_FILE_SUFFIX := ".godot_ai_update_tmp"
+const INSTALL_BACKUP_SUFFIX := ".update_backup"
+
+## Outcome of `_install_zip_paths`. `OK` means all listed files were replaced.
+## `FAILED_CLEAN` means a write/rename failed mid-batch but every previously
+## written file was rolled back to its vN content (or removed, if the file
+## was new in vN+1). `FAILED_MIXED` means rollback itself failed: the addons
+## tree contains a mix of vN and vN+1 files. The runner MUST NOT re-enable
+## the plugin in the MIXED case — see issue #297 finding #9 for the data-loss
+## scenario this guards against.
+enum InstallStatus { OK, FAILED_CLEAN, FAILED_MIXED }
+
+var _zip_path := ""
+var _temp_dir := ""
+var _detached_dock = null
+var _started := false
+var _next_step := ""
+var _frames_remaining := 0
+var _waiting_for_scan := false
+var _scan_next_step := ""
+## Watchdog for `_start_filesystem_scan`: if Godot's `filesystem_changed`
+## signal never fires (slow disk, NFS, AV holding the just-extracted addon
+## files open), the runner used to hang in `_waiting_for_scan = true`
+## forever and the dock stayed disabled. After this timeout we disconnect
+## the signal and proceed anyway — worst case the new files aren't visible
+## on the first frame, but they get picked up on the next scan. See
+## audit-v2 finding #9 (issue #353). Untyped to match the codebase's
+## defensive pattern for state that survives `fs.scan()` during update.
+const SCAN_WATCHDOG_SECS := 30.0
+var _scan_watchdog_timer = null
+## Sticky flag set by `_on_scan_watchdog_timeout`. Subsequent
+## `_start_filesystem_scan` calls in the same update bypass connect+scan
+## so a delayed `filesystem_changed` emission from the timed-out scan
+## can't fire on a freshly-armed listener for the next scan and falsely
+## settle it before that scan actually completed. See PR #381 review for
+## the cross-scan race this guards against.
+var _scan_timed_out := false
+## Keep Array fields untyped: this runner survives fs.scan() during update,
+## and typed Variant storage is part of the hot-reload crash class.
+var _new_file_paths = []
+var _existing_file_paths = []
+## Per-file install records accumulated during install so a later failure
+## can roll back files already replaced earlier in the same update.
+## Each entry is an untyped Dictionary with target_path / backup_path /
+## had_original keys. Cleared by `_finalize_install_success` on full success
+## and by `_rollback_paths_written` on failure.
+var _paths_written = []
+## Set true if `_install_zip_file`'s inner restore-from-backup couldn't
+## complete (backup gone, copy failed). The failed file is NOT recorded in
+## `_paths_written` because the function bails at that point — without this
+## flag, `_rollback_paths_written` would walk only the prior records, all
+## restore cleanly, and report FAILED_CLEAN even though the current target
+## is missing or stale on disk. Surfaces FAILED_MIXED so the runner refuses
+## to re-enable the plugin against a half-installed tree.
+var _restore_failed := false
+## Test-only opt-out for the scan-watchdog `push_warning` lines. The
+## watchdog unit tests in `test_update_reload_runner.gd` invoke
+## `_on_scan_watchdog_timeout()` and the post-timeout
+## `_start_filesystem_scan` bypass branch directly to pin their behavior
+## — but those code paths' `push_warning` calls then appear as yellow
+## console noise in every `test_run`, training reviewers to ignore the
+## runner's real production warnings. Tests set this true; production
+## leaves it false so genuine scan timeouts during a real self-update
+## still surface loudly. See issue #413.
+var _suppress_scan_warnings := false
+
+
+func start(zip_path: String, temp_dir: String, detached_dock) -> void:
+ if _started:
+ return
+ _started = true
+ _zip_path = zip_path
+ _temp_dir = temp_dir
+ _detached_dock = detached_dock
+ _wait_frames(PRE_DISABLE_DRAIN_FRAMES, "_disable_old_plugin")
+
+
+func _process(_delta: float) -> void:
+ if _frames_remaining <= 0:
+ set_process(false)
+ return
+
+ _frames_remaining -= 1
+ if _frames_remaining <= 0:
+ var step := _next_step
+ _next_step = ""
+ set_process(false)
+ call(step)
+
+
+func _wait_frames(frame_count: int, next_step: String) -> void:
+ _next_step = next_step
+ _frames_remaining = max(1, frame_count)
+ set_process(true)
+
+
+func _disable_old_plugin() -> void:
+ ## Disable before writing or scanning new scripts. This avoids both the
+ ## Dict/Array field-storage hot-reload crash (#245) and cached handler
+ ## constructor shape mismatches (#247) for plugin-owned instances.
+ print("MCP | update runner disabling old plugin")
+ EditorInterface.set_plugin_enabled(PLUGIN_CFG_PATH, false)
+ _wait_frames(POST_DISABLE_DRAIN_FRAMES, "_extract_and_scan")
+
+
+func _extract_and_scan() -> void:
+ if not _read_update_manifest():
+ EditorInterface.set_plugin_enabled(PLUGIN_CFG_PATH, true)
+ _wait_frames(POST_ENABLE_FREE_FRAMES, "_cleanup_and_finish")
+ return
+
+ var install_paths := []
+ install_paths.append_array(_new_file_paths)
+ install_paths.append_array(_existing_file_paths)
+
+ var status := _install_zip_paths(install_paths)
+ if status != InstallStatus.OK:
+ _handle_install_failure(status)
+ return
+
+ _finalize_install_success()
+ _cleanup_update_temp()
+ ## One scan covers both dependency directions: plugin.gd's preloads of
+ ## new files resolve because those files are already present, and new
+ ## files' references to new members or static-ness changes on existing
+ ## load-surface scripts resolve because those existing files are also
+ ## already at v(N+1). The goal is a consistent snapshot before scan, not
+ ## a tree-atomic install; per-file writes still use `.tmp` + rename and
+ ## rollback on failure.
+ _start_filesystem_scan("_enable_new_plugin")
+
+
+func _start_filesystem_scan(next_step: String = "_enable_new_plugin") -> void:
+ var fs := EditorInterface.get_resource_filesystem()
+ var deferred_step := next_step if not next_step.is_empty() else "_enable_new_plugin"
+ if fs == null:
+ call_deferred(deferred_step)
+ return
+
+ ## Bypass: a previous scan in this update already watchdog'd, so the
+ ## editor's filesystem is unresponsive. Re-arming a `filesystem_changed`
+ ## listener now would race with a delayed emission from the timed-out
+ ## scan: that single emission would fire whichever listener is currently
+ ## connected to the shared signal, falsely settling this scan before it
+ ## actually completed. Skip the wait; Godot's normal background scan
+ ## catches up after the plugin re-enables. See PR #381 review.
+ if _scan_timed_out:
+ if not _suppress_scan_warnings:
+ push_warning(
+ "MCP | skipping filesystem_changed wait after previous timeout (next_step=%s)"
+ % deferred_step
+ )
+ call_deferred(deferred_step)
+ return
+
+ _waiting_for_scan = true
+ _scan_next_step = deferred_step
+ if not fs.filesystem_changed.is_connected(_on_filesystem_changed):
+ fs.filesystem_changed.connect(_on_filesystem_changed, CONNECT_ONE_SHOT)
+ _arm_scan_watchdog()
+ fs.scan()
+
+
+func _arm_scan_watchdog() -> void:
+ if _scan_watchdog_timer == null:
+ _scan_watchdog_timer = Timer.new()
+ _scan_watchdog_timer.one_shot = true
+ _scan_watchdog_timer.timeout.connect(_on_scan_watchdog_timeout)
+ add_child(_scan_watchdog_timer)
+ _scan_watchdog_timer.start(SCAN_WATCHDOG_SECS)
+
+
+func _stop_scan_watchdog() -> void:
+ if _scan_watchdog_timer != null:
+ _scan_watchdog_timer.stop()
+
+
+func _on_scan_watchdog_timeout() -> void:
+ ## Signal didn't fire within SCAN_WATCHDOG_SECS — most likely the
+ ## filesystem scan is blocked behind a slow disk / NFS / AV scanner
+ ## still reading the just-extracted addon files.
+ ## Set the sticky `_scan_timed_out` flag so any subsequent
+ ## `_start_filesystem_scan` in this update skips its connect+scan
+ ## (otherwise a delayed emission from this scan would falsely settle
+ ## the next scan's listener — see PR #381 review).
+ ## Disconnect the current listener too, so this scan's listener can't
+ ## double-call `_finish_scan_wait` if the signal arrives quickly after
+ ## the timeout fires. `_finish_scan_wait` is idempotent on
+ ## `_waiting_for_scan == false`.
+ if not _waiting_for_scan:
+ return
+ if not _suppress_scan_warnings:
+ push_warning(
+ "MCP | filesystem_changed didn't fire within %ds; proceeding without scan confirmation"
+ % int(SCAN_WATCHDOG_SECS)
+ )
+ _scan_timed_out = true
+ var fs := EditorInterface.get_resource_filesystem()
+ if fs != null and fs.filesystem_changed.is_connected(_on_filesystem_changed):
+ fs.filesystem_changed.disconnect(_on_filesystem_changed)
+ _finish_scan_wait()
+
+
+func _read_update_manifest() -> bool:
+ var zip_path := ProjectSettings.globalize_path(_zip_path)
+ var install_base := ProjectSettings.globalize_path(INSTALL_BASE_PATH)
+
+ var reader := ZIPReader.new()
+ if reader.open(zip_path) != OK:
+ print("MCP | update extract failed: could not open %s" % zip_path)
+ return false
+
+ _new_file_paths.clear()
+ _existing_file_paths.clear()
+ var has_plugin_cfg := false
+ var has_plugin_script := false
+ var files := reader.get_files()
+ for file_path in files:
+ if not file_path.begins_with(ZIP_ADDON_PREFIX):
+ continue
+ var rel_path := file_path.trim_prefix(ZIP_ADDON_PREFIX)
+ ## Many zip builders (`zip -r` without `-D`, AssetLib uploads, hand-
+ ## built archives) emit zero-byte directory entries like
+ ## `addons/godot_ai/`. Skip those before the safety check; the
+ ## empty-segment guard in `_is_safe_zip_addon_file` would otherwise
+ ## flag the bare prefix as unsafe and abort the extract. Current
+ ## release.yml passes `-D` to strip them, but installed runners must
+ ## still tolerate older or manually built zips.
+ if rel_path.is_empty() or file_path.ends_with("/"):
+ continue
+ if not _is_safe_zip_addon_file(file_path):
+ print("MCP | update extract failed: unsafe zip path %s" % file_path)
+ reader.close()
+ return false
+ if rel_path == "plugin.cfg":
+ has_plugin_cfg = true
+ elif rel_path == "plugin.gd":
+ has_plugin_script = true
+ var target_path := install_base.path_join(file_path)
+ if FileAccess.file_exists(target_path):
+ _existing_file_paths.append(file_path)
+ else:
+ _new_file_paths.append(file_path)
+ reader.close()
+ if not has_plugin_cfg:
+ print("MCP | update extract failed: zip is missing plugin.cfg")
+ return false
+ if not has_plugin_script:
+ print("MCP | update extract failed: zip is missing plugin.gd")
+ return false
+ return true
+
+
+func _handle_install_failure(status: int) -> void:
+ _record_pending_self_update({
+ "status": "failed_mixed" if status == InstallStatus.FAILED_MIXED else "failed_clean",
+ })
+ if status == InstallStatus.FAILED_MIXED:
+ ## Half-installed addon tree on disk: re-enabling the plugin would
+ ## load a mix of vN and vN+1 files. Print a load-bearing diagnostic
+ ## and bail without re-enabling — user must restore manually. See
+ ## issue #297 finding #9 for the data-loss scenario.
+ push_error(
+ "MCP | self-update failed mid-install AND rollback could not"
+ + " restore the previous addons/godot_ai/ contents. The plugin"
+ + " is left disabled. Inspect addons/godot_ai/ for"
+ + " *.update_backup / *.godot_ai_update_tmp files and restore"
+ + " manually before re-enabling the plugin."
+ )
+ print(
+ "MCP | self-update aborted: addons/godot_ai/ is in a mixed state;"
+ + " plugin left disabled (manual intervention required)."
+ )
+ _wait_frames(POST_ENABLE_FREE_FRAMES, "_cleanup_and_finish")
+ return
+ ## FAILED_CLEAN: rollback restored every previously-written file. Safe
+ ## to re-enable the previous plugin version.
+ print("MCP | self-update rolled back; re-enabling previous plugin version")
+ EditorInterface.set_plugin_enabled(PLUGIN_CFG_PATH, true)
+ _wait_frames(POST_ENABLE_FREE_FRAMES, "_cleanup_and_finish")
+
+
+func _is_safe_zip_addon_file(file_path: String) -> bool:
+ if file_path.is_absolute_path() or file_path.contains("\\"):
+ return false
+ if not file_path.begins_with(ZIP_ADDON_PREFIX):
+ return false
+ var rel_path := file_path.trim_prefix(ZIP_ADDON_PREFIX)
+ if rel_path.is_empty() or rel_path.ends_with("/"):
+ return false
+ for segment in rel_path.split("/", true):
+ if segment.is_empty() or segment == "." or segment == "..":
+ return false
+ return true
+
+
+func _install_zip_paths(paths: Array) -> int:
+ if paths.is_empty():
+ return InstallStatus.OK
+
+ var zip_path := ProjectSettings.globalize_path(_zip_path)
+ var reader := ZIPReader.new()
+ if reader.open(zip_path) != OK:
+ print("MCP | update extract failed: could not reopen %s" % zip_path)
+ ## Nothing else can be written, but earlier files from this update
+ ## may have landed on disk; roll those back too.
+ return _rollback_paths_written()
+
+ var install_base := ProjectSettings.globalize_path(INSTALL_BASE_PATH)
+ for file_path in paths:
+ var record := _install_zip_file(reader, String(file_path), install_base)
+ if record.is_empty():
+ reader.close()
+ return _rollback_paths_written()
+ _paths_written.append(record)
+ reader.close()
+ return InstallStatus.OK
+
+
+func _install_zip_file(
+ reader: ZIPReader, file_path: String, install_base: String
+) -> Dictionary:
+ var target_path := install_base.path_join(file_path)
+ var dir := target_path.get_base_dir()
+ if DirAccess.make_dir_recursive_absolute(dir) != OK:
+ print("MCP | update extract failed: could not create %s" % dir)
+ return {}
+
+ var temp_path := target_path + TEMP_FILE_SUFFIX
+ DirAccess.remove_absolute(temp_path)
+ var content := reader.read_file(file_path)
+ var f := FileAccess.open(temp_path, FileAccess.WRITE)
+ if f == null:
+ print("MCP | update extract failed: could not write %s (error %d)" % [
+ temp_path,
+ FileAccess.get_open_error(),
+ ])
+ return {}
+ f.store_buffer(content)
+ var write_error := f.get_error()
+ f.close()
+ if write_error != OK:
+ print("MCP | update extract failed: write error %d for %s" % [
+ write_error,
+ temp_path,
+ ])
+ DirAccess.remove_absolute(temp_path)
+ return {}
+
+ ## Back up the original via COPY (not rename) so the source of truth
+ ## stays in place if a later step fails. Rolled back via
+ ## `_rollback_paths_written` if a subsequent file in this batch — or a
+ ## later batch — can't be installed.
+ var had_original := FileAccess.file_exists(target_path)
+ var backup_path := target_path + INSTALL_BACKUP_SUFFIX
+ if had_original:
+ DirAccess.remove_absolute(backup_path)
+ if DirAccess.copy_absolute(target_path, backup_path) != OK:
+ DirAccess.remove_absolute(temp_path)
+ print("MCP | update extract failed: could not back up %s" % target_path)
+ return {}
+
+ if DirAccess.rename_absolute(temp_path, target_path) != OK:
+ ## POSIX and APFS replace atomically. Some filesystems reject
+ ## rename-over-existing; keep a fallback so the update can still
+ ## proceed, but the common path never exposes a truncated target.
+ DirAccess.remove_absolute(target_path)
+ if DirAccess.rename_absolute(temp_path, target_path) != OK:
+ DirAccess.remove_absolute(temp_path)
+ ## Target was removed above; restore from the COPY backup so the
+ ## addons dir is left in its vN state before we surface failure.
+ ## Only delete the backup if the restore copy actually succeeded
+ ## — if it didn't, target_path is missing, and `_restore_failed`
+ ## tells `_rollback_paths_written` to surface FAILED_MIXED so the
+ ## runner refuses to re-enable the plugin. Leaving the backup on
+ ## disk also gives the user a manual recovery path. Without this
+ ## guard the failed file isn't tracked anywhere (we return `{}`,
+ ## not appended to `_paths_written`) and the caller would
+ ## erroneously see FAILED_CLEAN.
+ if had_original:
+ if (
+ FileAccess.file_exists(backup_path)
+ and DirAccess.copy_absolute(backup_path, target_path) == OK
+ ):
+ DirAccess.remove_absolute(backup_path)
+ else:
+ _restore_failed = true
+ print("MCP | update extract failed: could not replace %s" % target_path)
+ return {}
+ return {
+ "target_path": target_path,
+ "backup_path": backup_path,
+ "had_original": had_original,
+ }
+
+
+## Restore (or remove) every file already touched in this update. Safe to
+## call after a partial install — entries are processed in reverse so a
+## given target is restored before the next earlier write of the same path
+## could resurrect a stale value. Returns FAILED_CLEAN if every entry was
+## restored AND no in-flight `_install_zip_file` left a target stranded
+## (`_restore_failed`); FAILED_MIXED otherwise. The caller MUST NOT
+## re-enable the plugin in the MIXED case.
+func _rollback_paths_written() -> int:
+ var any_failed := false
+ var i := _paths_written.size() - 1
+ while i >= 0:
+ var record = _paths_written[i]
+ var target := String(record.get("target_path", ""))
+ var backup := String(record.get("backup_path", ""))
+ var had_original := bool(record.get("had_original", false))
+ if had_original:
+ if not FileAccess.file_exists(backup):
+ print("MCP | update rollback failed: backup missing for %s" % target)
+ any_failed = true
+ else:
+ DirAccess.remove_absolute(target)
+ if DirAccess.copy_absolute(backup, target) != OK:
+ print("MCP | update rollback failed: could not restore %s" % target)
+ any_failed = true
+ else:
+ DirAccess.remove_absolute(backup)
+ else:
+ if FileAccess.file_exists(target):
+ if DirAccess.remove_absolute(target) != OK:
+ print(
+ "MCP | update rollback failed: could not delete %s" % target
+ )
+ any_failed = true
+ i -= 1
+ _paths_written.clear()
+ if any_failed or _restore_failed:
+ return InstallStatus.FAILED_MIXED
+ return InstallStatus.FAILED_CLEAN
+
+
+## Discard accumulated backups after the combined install succeeds. Backups
+## are best-effort: a failure here doesn't compromise the new install, just
+## leaves stray *.update_backup files for the user to clean up.
+func _finalize_install_success() -> void:
+ for record in _paths_written:
+ if record.get("had_original", false):
+ DirAccess.remove_absolute(String(record.get("backup_path", "")))
+ _paths_written.clear()
+ _record_pending_self_update({"status": "success"})
+
+
+## Persist a self_update event description so the re-enabled plugin can
+## emit it once its WebSocket is connected. Survives the disable -> enable
+## window where the runner cannot send anything itself.
+func _record_pending_self_update(data: Dictionary) -> void:
+ var settings := EditorInterface.get_editor_settings()
+ if settings == null:
+ return
+ settings.set_setting(PENDING_SELF_UPDATE_TELEMETRY_KEY, JSON.stringify(data))
+
+
+func _cleanup_update_temp() -> void:
+ DirAccess.remove_absolute(ProjectSettings.globalize_path(_zip_path))
+ DirAccess.remove_absolute(ProjectSettings.globalize_path(_temp_dir))
+
+
+func _on_filesystem_changed() -> void:
+ _finish_scan_wait()
+
+
+func _finish_scan_wait() -> void:
+ if not _waiting_for_scan:
+ return
+ _waiting_for_scan = false
+ _stop_scan_watchdog()
+ var next_step := _scan_next_step
+ _scan_next_step = ""
+ set_process(false)
+ if next_step.is_empty():
+ next_step = "_enable_new_plugin"
+ call_deferred(next_step)
+
+
+func _enable_new_plugin() -> void:
+ print("MCP | update runner enabling new plugin")
+ EditorInterface.set_plugin_enabled(PLUGIN_CFG_PATH, true)
+ _wait_frames(POST_ENABLE_FREE_FRAMES, "_cleanup_and_finish")
+
+
+func _cleanup_and_finish() -> void:
+ _cleanup_detached_dock()
+ queue_free()
+
+
+func _cleanup_detached_dock() -> void:
+ if _detached_dock != null and is_instance_valid(_detached_dock):
+ _detached_dock.queue_free()
+ _detached_dock = null
diff --git a/addons/godot_ai/update_reload_runner.gd.uid b/addons/godot_ai/update_reload_runner.gd.uid
new file mode 100644
index 0000000..9cc6615
--- /dev/null
+++ b/addons/godot_ai/update_reload_runner.gd.uid
@@ -0,0 +1 @@
+uid://cu6c75n3x2pik
diff --git a/addons/godot_ai/utils/class_introspection.gd b/addons/godot_ai/utils/class_introspection.gd
new file mode 100644
index 0000000..c43d61c
--- /dev/null
+++ b/addons/godot_ai/utils/class_introspection.gd
@@ -0,0 +1,239 @@
+@tool
+extends RefCounted
+
+## Builds stable, JSON-safe metadata for any class registered in ClassDB.
+
+const VariantSerializer := preload("res://addons/godot_ai/utils/variant_serializer.gd")
+
+const DEFAULT_SECTIONS := ["properties", "methods", "signals", "enums", "constants"]
+const KNOWN_SECTIONS := ["properties", "methods", "signals", "enums", "constants", "inheritors"]
+const MAX_DEFAULT_ITEMS := 100
+
+
+static func build(type_name: String, options: Dictionary = {}) -> Dictionary:
+ var sections := _sections(options.get("sections", DEFAULT_SECTIONS))
+ var include_inherited := bool(options.get("include_inherited", false))
+ var include_inheritors := bool(options.get("include_inheritors", false))
+ var offset := max(0, int(options.get("offset", 0)))
+ var limit := int(options.get("limit", MAX_DEFAULT_ITEMS))
+ if limit < 0:
+ limit = MAX_DEFAULT_ITEMS
+ var can_instantiate := ClassDB.can_instantiate(type_name)
+
+ var data := {
+ "class_name": type_name,
+ "engine_version": Engine.get_version_info().get("string", ""),
+ "parent_class": str(ClassDB.get_parent_class(type_name)),
+ "inheritance_chain": _inheritance_chain(type_name),
+ "can_instantiate": can_instantiate,
+ "is_singleton": Engine.has_singleton(type_name),
+ "include_inherited": include_inherited,
+ "offset": offset,
+ "limit": limit,
+ }
+ if include_inheritors or sections.has("inheritors"):
+ _add_paged(data, "inheritor", "inheritors", _inheritors(type_name, false), offset, limit)
+ _add_paged(
+ data,
+ "concrete_inheritor",
+ "concrete_inheritors",
+ _inheritors(type_name, true),
+ offset,
+ limit
+ )
+ if sections.has("properties"):
+ _add_paged(data, "property", "properties", _properties(type_name, include_inherited), offset, limit)
+ if sections.has("methods"):
+ _add_paged(data, "method", "methods", _methods(type_name, include_inherited), offset, limit)
+ if sections.has("signals"):
+ _add_paged(data, "signal", "signals", _signals(type_name, include_inherited), offset, limit)
+ if sections.has("enums"):
+ _add_paged(data, "enum", "enums", _enums(type_name, include_inherited), offset, limit)
+ if sections.has("constants"):
+ _add_paged(
+ data,
+ "constant",
+ "constants",
+ _unscoped_constants(type_name, include_inherited),
+ offset,
+ limit
+ )
+ return data
+
+
+static func validate_sections(raw_sections: Variant) -> Dictionary:
+ var sections := _sections(raw_sections)
+ var invalid: Array[String] = []
+ for section in sections:
+ if not KNOWN_SECTIONS.has(section):
+ invalid.append(section)
+ return {"sections": sections, "invalid": invalid}
+
+
+static func _inheritance_chain(type_name: String) -> Array[String]:
+ var chain: Array[String] = []
+ var current := type_name
+ while not current.is_empty():
+ chain.append(current)
+ current = str(ClassDB.get_parent_class(current))
+ return chain
+
+
+static func _sections(raw_sections: Variant) -> Array[String]:
+ var result: Array[String] = []
+ var values: Array = []
+ if raw_sections is String:
+ values = raw_sections.split(",", false)
+ elif raw_sections is Array:
+ values = raw_sections
+ else:
+ values = DEFAULT_SECTIONS
+ for raw_section in values:
+ var section := str(raw_section).strip_edges().to_lower()
+ if not section.is_empty() and not result.has(section):
+ result.append(section)
+ if result.is_empty():
+ result.assign(DEFAULT_SECTIONS)
+ return result
+
+
+static func _add_paged(
+ data: Dictionary,
+ singular: String,
+ key: String,
+ items: Array,
+ offset: int,
+ limit: int
+) -> void:
+ var end := items.size() if limit == 0 else min(items.size(), offset + limit)
+ var page: Array = []
+ if offset < items.size():
+ page = items.slice(offset, end)
+ data[key] = page
+ data["%s_count" % singular] = items.size()
+ data["%s_returned_count" % singular] = page.size()
+
+
+static func _inheritors(type_name: String, concrete_only: bool) -> Array[String]:
+ var result: Array[String] = []
+ for inheritor in ClassDB.get_inheriters_from_class(type_name):
+ var inheritor_name := str(inheritor)
+ if concrete_only and not ClassDB.can_instantiate(inheritor_name):
+ continue
+ result.append(inheritor_name)
+ result.sort()
+ return result
+
+
+static func _properties(type_name: String, include_inherited: bool) -> Array[Dictionary]:
+ var result: Array[Dictionary] = []
+ for raw_prop in ClassDB.class_get_property_list(type_name, not include_inherited):
+ var prop: Dictionary = raw_prop
+ var usage := int(prop.get("usage", 0))
+ if not (usage & PROPERTY_USAGE_EDITOR):
+ continue
+ var prop_name := str(prop.get("name", ""))
+ result.append({
+ "name": prop_name,
+ "type": type_string(int(prop.get("type", TYPE_NIL))),
+ "class_name": str(prop.get("class_name", "")),
+ "hint": int(prop.get("hint", PROPERTY_HINT_NONE)),
+ "hint_string": str(prop.get("hint_string", "")),
+ "usage": usage,
+ "default": VariantSerializer.serialize(
+ ClassDB.class_get_property_default_value(type_name, prop_name)
+ ),
+ })
+ result.sort_custom(func(a, b): return a.name < b.name)
+ return result
+
+
+static func _methods(type_name: String, include_inherited: bool) -> Array[Dictionary]:
+ var result: Array[Dictionary] = []
+ for raw_method in ClassDB.class_get_method_list(type_name, not include_inherited):
+ var method: Dictionary = raw_method
+ var args: Array[Dictionary] = []
+ for raw_arg in method.get("args", []):
+ args.append(_argument_info(raw_arg))
+ var defaults: Array = []
+ for value in method.get("default_args", []):
+ defaults.append(VariantSerializer.serialize(value))
+ result.append({
+ "name": str(method.get("name", "")),
+ "arguments": args,
+ "default_arguments": defaults,
+ "return": _argument_info(method.get("return", {})),
+ "flags": int(method.get("flags", 0)),
+ })
+ result.sort_custom(func(a, b): return a.name < b.name)
+ return result
+
+
+static func _signals(type_name: String, include_inherited: bool) -> Array[Dictionary]:
+ var result: Array[Dictionary] = []
+ for raw_signal in ClassDB.class_get_signal_list(type_name, not include_inherited):
+ var signal_info: Dictionary = raw_signal
+ var args: Array[Dictionary] = []
+ for raw_arg in signal_info.get("args", []):
+ args.append(_argument_info(raw_arg))
+ var defaults: Array = []
+ for value in signal_info.get("default_args", []):
+ defaults.append(VariantSerializer.serialize(value))
+ result.append({
+ "name": str(signal_info.get("name", "")),
+ "arguments": args,
+ "default_arguments": defaults,
+ "flags": int(signal_info.get("flags", 0)),
+ })
+ result.sort_custom(func(a, b): return a.name < b.name)
+ return result
+
+
+static func _argument_info(raw_info: Variant) -> Dictionary:
+ var info: Dictionary = raw_info if raw_info is Dictionary else {}
+ return {
+ "name": str(info.get("name", "")),
+ "type": type_string(int(info.get("type", TYPE_NIL))),
+ "class_name": str(info.get("class_name", "")),
+ "hint": int(info.get("hint", PROPERTY_HINT_NONE)),
+ "hint_string": str(info.get("hint_string", "")),
+ "usage": int(info.get("usage", 0)),
+ }
+
+
+static func _enums(type_name: String, include_inherited: bool) -> Array[Dictionary]:
+ var result: Array[Dictionary] = []
+ var enum_names: Array[String] = []
+ for enum_name in ClassDB.class_get_enum_list(type_name, not include_inherited):
+ enum_names.append(str(enum_name))
+ enum_names.sort()
+ for enum_name in enum_names:
+ var values: Array[Dictionary] = []
+ for constant_name in ClassDB.class_get_enum_constants(type_name, enum_name, not include_inherited):
+ values.append({
+ "name": str(constant_name),
+ "value": ClassDB.class_get_integer_constant(type_name, constant_name),
+ })
+ values.sort_custom(func(a, b): return a.name < b.name)
+ result.append({
+ "name": enum_name,
+ "is_bitfield": ClassDB.is_class_enum_bitfield(type_name, enum_name, not include_inherited),
+ "values": values,
+ })
+ return result
+
+
+static func _unscoped_constants(type_name: String, include_inherited: bool) -> Array[Dictionary]:
+ var result: Array[Dictionary] = []
+ for constant_name in ClassDB.class_get_integer_constant_list(type_name, not include_inherited):
+ var enum_name := str(
+ ClassDB.class_get_integer_constant_enum(type_name, constant_name, not include_inherited)
+ )
+ if not enum_name.is_empty():
+ continue
+ result.append({
+ "name": str(constant_name),
+ "value": ClassDB.class_get_integer_constant(type_name, constant_name),
+ })
+ result.sort_custom(func(a, b): return a.name < b.name)
+ return result
diff --git a/addons/godot_ai/utils/class_introspection.gd.uid b/addons/godot_ai/utils/class_introspection.gd.uid
new file mode 100644
index 0000000..3eda5ca
--- /dev/null
+++ b/addons/godot_ai/utils/class_introspection.gd.uid
@@ -0,0 +1 @@
+uid://caedbsmsl6fk4
diff --git a/addons/godot_ai/utils/editor_log_buffer.gd b/addons/godot_ai/utils/editor_log_buffer.gd
new file mode 100644
index 0000000..54007e4
--- /dev/null
+++ b/addons/godot_ai/utils/editor_log_buffer.gd
@@ -0,0 +1,104 @@
+@tool
+class_name McpEditorLogBuffer
+extends McpStructuredLogRing
+
+## Ring buffer for editor-process script errors and warnings (parse errors,
+## @tool runtime errors, EditorPlugin errors, push_error/push_warning) captured
+## by editor_logger.gd's Logger subclass.
+##
+## Smaller cap than McpGameLogBuffer (500 vs 2000) — the editor only emits errors,
+## not the full println firehose a game can produce. No run_id rotation: editor
+## errors persist across project_run cycles (they're about *editing* state, not
+## about the playing game).
+##
+## Mutex-protected because Logger virtuals can fire from any thread (e.g.
+## async script-loader threads emitting parse errors), and the buffer is
+## read on the main thread by EditorHandler.get_logs. Each public method
+## wraps the base ring's lockless helpers in `_mutex.lock()/unlock()` —
+## the base stays lockless so McpGameLogBuffer's hot path doesn't pay an
+## unused mutex cost.
+##
+## Entry shape: {source: "editor", level: "info"|"warn"|"error",
+## text, path, line, function} — `path/line/function` may be empty/zero
+## when the source location wasn't recoverable (e.g. printerr from a
+## thread without a script context).
+
+const MAX_LINES := 500
+
+var _mutex := Mutex.new()
+
+
+func _init() -> void:
+ super._init(MAX_LINES)
+
+
+func append(level: String, text: String, path: String = "", line: int = 0, function: String = "", details: Dictionary = {}) -> void:
+ var entry := {
+ "source": "editor",
+ "level": _coerce_level(level),
+ "text": text,
+ "path": path,
+ "line": line,
+ "function": function,
+ }
+ if not details.is_empty():
+ entry["details"] = details.duplicate(true)
+ _mutex.lock()
+ _append_entry(entry)
+ _mutex.unlock()
+
+
+func get_range(offset: int, count: int) -> Array[Dictionary]:
+ _mutex.lock()
+ var out := _get_range_unlocked(offset, count)
+ _mutex.unlock()
+ return out
+
+
+func get_recent(count: int) -> Array[Dictionary]:
+ ## Single-lock so the size we compute `start` from can't race against
+ ## a concurrent append between the size read and the slice copy.
+ _mutex.lock()
+ var size := _total_count_unlocked()
+ var start := maxi(0, size - count)
+ var out := _get_range_unlocked(start, size - start)
+ _mutex.unlock()
+ return out
+
+
+func get_since(since_seq: int, limit: int = -1) -> Dictionary:
+ ## Single-lock so the cursor snapshot and slice copy can't race against a
+ ## Logger-thread append.
+ _mutex.lock()
+ var out := _get_since_unlocked(since_seq, limit)
+ _mutex.unlock()
+ return out
+
+
+func total_count() -> int:
+ _mutex.lock()
+ var n := _total_count_unlocked()
+ _mutex.unlock()
+ return n
+
+
+func dropped_count() -> int:
+ _mutex.lock()
+ var n := _dropped_count_unlocked()
+ _mutex.unlock()
+ return n
+
+
+func appended_total() -> int:
+ _mutex.lock()
+ var n := _appended_total_unlocked()
+ _mutex.unlock()
+ return n
+
+
+func clear() -> int:
+ _mutex.lock()
+ var n := _total_count_unlocked()
+ _clear_storage()
+ _mutex.unlock()
+ return n
diff --git a/addons/godot_ai/utils/editor_log_buffer.gd.uid b/addons/godot_ai/utils/editor_log_buffer.gd.uid
new file mode 100644
index 0000000..8c8d823
--- /dev/null
+++ b/addons/godot_ai/utils/editor_log_buffer.gd.uid
@@ -0,0 +1 @@
+uid://b6ynms0856hhq
diff --git a/addons/godot_ai/utils/error_codes.gd b/addons/godot_ai/utils/error_codes.gd
new file mode 100644
index 0000000..43ccaa7
--- /dev/null
+++ b/addons/godot_ai/utils/error_codes.gd
@@ -0,0 +1,84 @@
+@tool
+class_name McpErrorCodes
+extends RefCounted
+
+## Error code constants shared across handlers. Mirrors protocol/errors.py.
+##
+## This `class_name` shipped in v2.3.2 and earlier and must stay reachable
+## through self-update. v2.4.1 dropped it and triggered a "Could not resolve
+## script" cascade for every user upgrading from any earlier version; v2.4.2
+## restored it as a hot-fix. The cascade fires because Godot keeps stale
+## registry entries during the disable -> extract -> enable window when a
+## previously-registered class_name disappears, and that failure mode is
+## independent of the runner's install ordering. See CLAUDE.md's
+## never-delete-published-class_name policy for the shape-aware shim path
+## that retirement (if ever needed) must follow.
+##
+## All consumers use the preload-alias pattern
+## (`const ErrorCodes := preload(...)`) introduced in #412. The alias is
+## stylistic; both `McpErrorCodes.X` and `ErrorCodes.X` resolve through the
+## same Script object cache, so the alias is not a parse-safety boundary
+## under the single-phase runner.
+
+const INVALID_PARAMS := "INVALID_PARAMS"
+const EDITED_SCENE_MISMATCH := "EDITED_SCENE_MISMATCH"
+const EDITOR_NOT_READY := "EDITOR_NOT_READY"
+const UNKNOWN_COMMAND := "UNKNOWN_COMMAND"
+const INTERNAL_ERROR := "INTERNAL_ERROR"
+const DEFERRED_TIMEOUT := "DEFERRED_TIMEOUT"
+# game_eval failure codes (#490) — keep in sync with protocol/errors.py
+const EVAL_COMPILE_ERROR := "EVAL_COMPILE_ERROR"
+const EVAL_RUNTIME_ERROR := "EVAL_RUNTIME_ERROR"
+## #518: the play session is up (EditorInterface.is_playing_scene() is true, so
+## editor_handler's EDITOR_NOT_READY "game is not running" gate already passed)
+## but the game-side _mcp_game_helper autoload never registered its debugger
+## capture within EVAL_READY_WAIT_SEC. Carved out of INTERNAL_ERROR so this
+## boot-window / missing-autoload race stops masquerading as the opaque "eval
+## hung" 10s timeout in telemetry — the same split #490 made for compile/runtime
+## errors. NOT a hang: it fires fast (~3s) and is caller-actionable (let the game
+## finish booting and retry, or check the autoload is enabled).
+const EVAL_GAME_NOT_READY := "EVAL_GAME_NOT_READY"
+## audit-v2 #21 (issue #365): finer-grained codes carved out of the 471
+## INVALID_PARAMS sites so agents can distinguish recoverable input
+## errors from structural ones. INVALID_PARAMS stays for genuinely
+## catch-all input errors that don't fit any of the buckets below.
+##
+## - NODE_NOT_FOUND: scene-tree/autoload node lookup failed (path didn't
+## resolve to a Node).
+## - RESOURCE_NOT_FOUND: a `res://` path lookup failed (file/.tres/
+## .gdshader/.tscn etc. doesn't exist or couldn't load). Distinct from
+## NODE_NOT_FOUND because the recovery path differs — agents need to
+## know whether to fix a node path vs. create/import a resource.
+## - PROPERTY_NOT_ON_CLASS: property/signal/method/uniform/slot lookup
+## failed on a known instance (path resolved, but the requested
+## member doesn't exist on that class).
+## - VALUE_OUT_OF_RANGE: numeric/index bound violation OR enum value
+## not in the allowed set.
+## - WRONG_TYPE: input was a value (or a loaded resource) of the wrong
+## type — the param was provided, but `typeof` or `is X` failed.
+## - MISSING_REQUIRED_PARAM: required input field was absent or empty.
+const NODE_NOT_FOUND := "NODE_NOT_FOUND"
+const RESOURCE_NOT_FOUND := "RESOURCE_NOT_FOUND"
+const PROPERTY_NOT_ON_CLASS := "PROPERTY_NOT_ON_CLASS"
+const VALUE_OUT_OF_RANGE := "VALUE_OUT_OF_RANGE"
+const WRONG_TYPE := "WRONG_TYPE"
+const MISSING_REQUIRED_PARAM := "MISSING_REQUIRED_PARAM"
+
+
+## Build a standard error response dictionary.
+static func make(code: String, message: String) -> Dictionary:
+ return {"status": "error", "error": {"code": code, "message": message}}
+
+
+## Return a NEW error dict with the original code and a prefixed message.
+## Prefer this over mutating `err["error"]["message"]` in place — callers
+## that want to add context ("Property '%s': …") shouldn't need to know
+## the internal shape of the dict returned by `make`. Empty `prefix`
+## returns `err` unchanged so callers don't need their own guard.
+static func prefix_message(err: Dictionary, prefix: String) -> Dictionary:
+ if prefix.is_empty():
+ return err
+ var inner: Dictionary = err.get("error", {})
+ var code: String = inner.get("code", INTERNAL_ERROR)
+ var message: String = inner.get("message", "")
+ return make(code, "%s: %s" % [prefix, message])
diff --git a/addons/godot_ai/utils/error_codes.gd.uid b/addons/godot_ai/utils/error_codes.gd.uid
new file mode 100644
index 0000000..fcc1e82
--- /dev/null
+++ b/addons/godot_ai/utils/error_codes.gd.uid
@@ -0,0 +1 @@
+uid://d2klnglf5p861
diff --git a/addons/godot_ai/utils/fuzzy_suggestions.gd b/addons/godot_ai/utils/fuzzy_suggestions.gd
new file mode 100644
index 0000000..de7cc19
--- /dev/null
+++ b/addons/godot_ai/utils/fuzzy_suggestions.gd
@@ -0,0 +1,39 @@
+@tool
+extends RefCounted
+
+## Shared fuzzy ranking for typo suggestions.
+
+
+static func rank(
+ needle: String,
+ candidates: Array,
+ limit: int = 5,
+ threshold: float = 0.4,
+ substring_bonus: float = 0.5,
+ prefix_bonus: float = 1.0
+) -> Array[String]:
+ if needle.is_empty() or candidates.is_empty():
+ return []
+ var needle_lower := needle.to_lower()
+ var scored: Array = []
+ for raw_candidate in candidates:
+ var candidate := str(raw_candidate)
+ var candidate_lower := candidate.to_lower()
+ var score := needle.similarity(candidate)
+ if prefix_bonus != 0.0 and candidate_lower.begins_with(needle_lower):
+ score += prefix_bonus
+ elif substring_bonus != 0.0 and (
+ candidate_lower.contains(needle_lower) or needle_lower.contains(candidate_lower)
+ ):
+ score += substring_bonus
+ if score >= threshold:
+ scored.append([score, candidate])
+ scored.sort_custom(func(a, b):
+ if a[0] == b[0]:
+ return a[1] < b[1]
+ return a[0] > b[0]
+ )
+ var result: Array[String] = []
+ for index in range(min(limit, scored.size())):
+ result.append(scored[index][1])
+ return result
diff --git a/addons/godot_ai/utils/fuzzy_suggestions.gd.uid b/addons/godot_ai/utils/fuzzy_suggestions.gd.uid
new file mode 100644
index 0000000..c663d01
--- /dev/null
+++ b/addons/godot_ai/utils/fuzzy_suggestions.gd.uid
@@ -0,0 +1 @@
+uid://bxwaws6w0xw60
diff --git a/addons/godot_ai/utils/game_log_buffer.gd b/addons/godot_ai/utils/game_log_buffer.gd
new file mode 100644
index 0000000..268aa17
--- /dev/null
+++ b/addons/godot_ai/utils/game_log_buffer.gd
@@ -0,0 +1,50 @@
+@tool
+class_name McpGameLogBuffer
+extends McpStructuredLogRing
+
+## Ring buffer for game-process log lines (print, push_warning, push_error)
+## ferried back from the playing game over the EngineDebugger channel.
+##
+## Larger cap than McpEditorLogBuffer because games can be noisy. `run_id`
+## rotates each time clear_for_new_run() fires (called on the game's
+## mcp:hello boot beacon), giving agents a stable cursor for "lines since
+## this play started".
+##
+## Single-threaded — game_helper.gd drains its logger from `_process` and
+## calls `append` from the main thread, so this subclass can use the base
+## ring's lockless reads/writes directly.
+
+const MAX_LINES := 2000
+
+var _run_id := ""
+
+
+func _init() -> void:
+ super._init(MAX_LINES)
+
+
+func append(level: String, text: String, details: Dictionary = {}) -> void:
+ var entry := {"source": "game", "level": _coerce_level(level), "text": text}
+ if not details.is_empty():
+ entry["details"] = details.duplicate(true)
+ _append_entry(entry)
+
+
+## Rotate the run identifier and drop all buffered entries. Called when the
+## game-side autoload sends its mcp:hello beacon, marking a fresh play cycle.
+## Returns the new run_id.
+func clear_for_new_run() -> String:
+ _clear_storage()
+ _run_id = _generate_run_id()
+ return _run_id
+
+
+func run_id() -> String:
+ return _run_id
+
+
+static func _generate_run_id() -> String:
+ ## Opaque to agents — they only check equality. Time-based is plenty
+ ## unique within a single editor session and avoids the RNG-seed
+ ## reproducibility footgun.
+ return "r%d" % Time.get_ticks_msec()
diff --git a/addons/godot_ai/utils/game_log_buffer.gd.uid b/addons/godot_ai/utils/game_log_buffer.gd.uid
new file mode 100644
index 0000000..6c7ce7d
--- /dev/null
+++ b/addons/godot_ai/utils/game_log_buffer.gd.uid
@@ -0,0 +1 @@
+uid://biojw0xl64haw
diff --git a/addons/godot_ai/utils/log_backtrace.gd b/addons/godot_ai/utils/log_backtrace.gd
new file mode 100644
index 0000000..3fdf838
--- /dev/null
+++ b/addons/godot_ai/utils/log_backtrace.gd
@@ -0,0 +1,113 @@
+@tool
+class_name McpLogBacktrace
+extends RefCounted
+
+## Helpers for interpreting Godot's `_log_error` virtual arguments.
+## (Named `McpLogBacktrace`, not `ScriptBacktrace`: Godot ships a built-in
+## `ScriptBacktrace` class — the type of `script_backtraces[i]` entries
+## — so class_name'ing ours the same would collide. Verified against
+## the engine's `--doctool` output in 4.6.)
+##
+## Both `editor_logger.gd` and `game_logger.gd` need to:
+## - Map `error_type` (0=ERROR, 1=WARNING, 2=SCRIPT, 3=SHADER) to a
+## two-bucket "error" / "warn" string so callers can filter without
+## consulting the enum.
+## - Fall back to `code` when `rationale` is empty — single-arg
+## `push_error("msg")` leaves rationale empty and stuffs the user's
+## string into `code`; without the fallback the user message is
+## silently lost. The two-arg form `push_error(code, rationale)`
+## populates both and rationale wins.
+## - Remap the source location to the first frame of `script_backtraces[0]`
+## when present. `push_error` / `push_warning` always report
+## `file=core/variant/variant_utility.cpp`; the actual user GDScript
+## caller is in the backtrace.
+##
+## Centralising the rules keeps the next push_error semantics shift
+## (already happened once between 4.5 and 4.6, see PR #78) a one-place
+## fix instead of a two-place hunt.
+
+
+## Coalesce the per-virtual-arg shape Godot hands `_log_error` into a
+## flat record. Always walks `script_backtraces` for the first non-empty
+## frame; loggers that need to filter by source path call this first and
+## then check the resolved `path` field.
+##
+## Returns: `{level, message, path, line, function, details}`
+## - `level`: "error" or "warn" (warn iff `error_type == 1`).
+## - `message`: `rationale` when non-empty, else `code`.
+## - `path` / `line` / `function`: first backtrace frame when one is
+## available; otherwise the original `file` / `line` / `function`.
+## - `details`: original `_log_error` fields plus the first non-empty
+## backtrace as frames, mirroring the debugger Errors tab context.
+const ERROR_TYPE_NAMES := {
+ 0: "error",
+ 1: "warning",
+ 2: "script",
+ 3: "shader",
+}
+
+
+static func resolve_error(
+ function: String,
+ file: String,
+ line: int,
+ code: String,
+ rationale: String,
+ error_type: int,
+ script_backtraces: Array,
+) -> Dictionary:
+ var src_file := file
+ var src_line := line
+ var src_function := function
+ var frames: Array[Dictionary] = []
+ ## First non-empty frame wins, not just `script_backtraces[0]` —
+ ## chained errors can leave the leading entry empty with the actual
+ ## user frame in `script_backtraces[1]`.
+ for bt in script_backtraces:
+ if bt != null and bt.get_frame_count() > 0:
+ frames = _frames_from_backtrace(bt)
+ src_file = str(frames[0].get("path", ""))
+ src_line = int(frames[0].get("line", 0))
+ src_function = str(frames[0].get("function", ""))
+ break
+ var message := rationale if not rationale.is_empty() else code
+ return {
+ "level": "warn" if error_type == 1 else "error",
+ "message": message,
+ "path": src_file,
+ "line": src_line,
+ "function": src_function,
+ "details": {
+ "message": message,
+ "code": code,
+ "rationale": rationale,
+ "error_type": error_type,
+ "error_type_name": _error_type_name(error_type),
+ "source": {
+ "path": file,
+ "line": line,
+ "function": function,
+ },
+ "resolved": {
+ "path": src_file,
+ "line": src_line,
+ "function": src_function,
+ },
+ "frames": frames,
+ },
+ }
+
+
+static func _frames_from_backtrace(bt) -> Array[Dictionary]:
+ var frames: Array[Dictionary] = []
+ for i in bt.get_frame_count():
+ frames.append({
+ "path": bt.get_frame_file(i),
+ "line": bt.get_frame_line(i),
+ "function": bt.get_frame_function(i),
+ })
+ return frames
+
+
+static func _error_type_name(error_type: int) -> String:
+ return str(ERROR_TYPE_NAMES.get(error_type, "unknown"))
diff --git a/addons/godot_ai/utils/log_backtrace.gd.uid b/addons/godot_ai/utils/log_backtrace.gd.uid
new file mode 100644
index 0000000..4845ad8
--- /dev/null
+++ b/addons/godot_ai/utils/log_backtrace.gd.uid
@@ -0,0 +1 @@
+uid://b8t9kznr2pqxa
diff --git a/addons/godot_ai/utils/log_buffer.gd b/addons/godot_ai/utils/log_buffer.gd
new file mode 100644
index 0000000..7da9547
--- /dev/null
+++ b/addons/godot_ai/utils/log_buffer.gd
@@ -0,0 +1,63 @@
+@tool
+class_name McpLogBuffer
+extends RefCounted
+
+## Ring buffer for MCP log lines. Also prints to Godot console.
+
+const MAX_LINES := 500
+
+## When false, `log()` still records into the ring buffer but does not echo the
+## line to the Godot console. The test runner flips this off for the duration
+## of a run so negative-path suites (which intentionally drive a 500-line ring
+## fill and malformed-result error logging) don't bury an all-green run in
+## console noise. Ring *contents* — what tests assert on via `get_recent()` /
+## `total_logged()` — are unaffected. Engine-level C++ errors raised by
+## negative-path tests are not routed through here and still surface.
+static var console_echo := true
+
+var _lines: Array[String] = []
+## Monotonic count of every line ever passed to `log()` since the last
+## `clear()`. Distinct from `_lines.size()`, which is bounded at MAX_LINES.
+## Consumers that need to detect "new lines arrived" (e.g. `LogViewer.tick`)
+## must track this rather than the bounded size — once the ring fills, the
+## size stays at MAX_LINES on every subsequent append, so a size-based
+## cursor would freeze and the consumer would stop seeing new entries.
+var _total_logged: int = 0
+var enabled := true
+
+
+func log(msg: String) -> void:
+ var line := "MCP | %s" % msg
+ if enabled and console_echo:
+ print(line)
+ _lines.append(line)
+ if _lines.size() > MAX_LINES:
+ _lines = _lines.slice(-MAX_LINES)
+ _total_logged += 1
+
+
+func get_recent(count: int = 50) -> Array[String]:
+ var start := maxi(0, _lines.size() - count)
+ var result: Array[String] = []
+ result.assign(_lines.slice(start))
+ return result
+
+
+func clear() -> void:
+ _lines.clear()
+ ## Reset the monotonic counter so a viewer's `seq < _last_seq` shrink
+ ## detection still recognizes the clear. Callers that want a cumulative
+ ## ever-produced count across clears can wrap their own counter.
+ _total_logged = 0
+
+
+func total_count() -> int:
+ return _lines.size()
+
+
+## Monotonic sequence — number of lines ever appended via `log()` since
+## the last `clear()`. Strictly increases per append, even once the ring
+## has filled and `total_count()` is pinned at MAX_LINES. See `_total_logged`
+## for rationale.
+func total_logged() -> int:
+ return _total_logged
diff --git a/addons/godot_ai/utils/log_buffer.gd.uid b/addons/godot_ai/utils/log_buffer.gd.uid
new file mode 100644
index 0000000..58341ca
--- /dev/null
+++ b/addons/godot_ai/utils/log_buffer.gd.uid
@@ -0,0 +1 @@
+uid://ddkslse7511e6
diff --git a/addons/godot_ai/utils/mcp_adoption_label.gd b/addons/godot_ai/utils/mcp_adoption_label.gd
new file mode 100644
index 0000000..3114037
--- /dev/null
+++ b/addons/godot_ai/utils/mcp_adoption_label.gd
@@ -0,0 +1,23 @@
+@tool
+class_name McpAdoptionLabel
+extends RefCounted
+
+## Outcome flag for `McpServerLifecycleManager.adopt_compatible_server`.
+## Distinguishes a same-version managed adoption (we own the PID, can
+## restart it) from an external compatible adoption (some other plugin
+## instance / dev server owns the process; we just rendezvoused with it).
+##
+## Was a free-form string in PR 5; promoted to constants here because
+## the seam now spans `server_lifecycle.gd`, `plugin.gd`'s log helper,
+## the dock's restart-button gating, and the test suite. Stable strings
+## keep log scrapes and characterization fixtures unaffected.
+
+## We have a PID we spawned (or re-acquired by reading the managed
+## record + verifying liveness). `force_restart_server` and
+## `prepare_for_update_reload` may target this PID.
+const MANAGED := "managed"
+
+## A compatible godot-ai server is on the port but we don't own its
+## PID — likely another plugin instance's spawn, or a developer-run
+## `godot-ai --reload` server. We reuse it but won't kill it on stop.
+const EXTERNAL := "external"
diff --git a/addons/godot_ai/utils/mcp_adoption_label.gd.uid b/addons/godot_ai/utils/mcp_adoption_label.gd.uid
new file mode 100644
index 0000000..aee58fe
--- /dev/null
+++ b/addons/godot_ai/utils/mcp_adoption_label.gd.uid
@@ -0,0 +1 @@
+uid://klhsu1cuhcue
diff --git a/addons/godot_ai/utils/mcp_client_refresh_state.gd b/addons/godot_ai/utils/mcp_client_refresh_state.gd
new file mode 100644
index 0000000..28d2c3b
--- /dev/null
+++ b/addons/godot_ai/utils/mcp_client_refresh_state.gd
@@ -0,0 +1,98 @@
+@tool
+class_name McpClientRefreshState
+extends RefCounted
+
+## State machine for the dock's client-status refresh sweep. Single
+## source of truth — supersedes the seven booleans + deadline previously
+## scattered across `mcp_dock.gd` (`_client_status_refresh_in_flight`,
+## `_client_status_refresh_pending`, `_client_status_refresh_pending_force`,
+## `_client_status_refresh_timed_out`, `_client_status_refresh_started_msec`,
+## `_client_status_refresh_deferred_until_filesystem_ready`,
+## `_client_status_refresh_deferred_force`,
+## `_client_status_refresh_deferred_initial`,
+## `_client_status_refresh_shutdown_requested`).
+##
+## The ints are stable for tests; reordering is a breaking change.
+
+## No worker running, no pending request. Default state.
+const IDLE := 0
+## A refresh request landed but the editor filesystem is busy
+## (`EditorInterface.get_resource_filesystem().is_scanning()` is true);
+## the dock parks the request and retries on the next `_process` after
+## the scan settles. Held alongside two flags (force / initial) for
+## what kind of refresh to retry; those live next to the state, not
+## inside it, because they're requests not state.
+const DEFERRED_FOR_FILESYSTEM := 1
+## Worker thread is alive and probing client status off-main. The
+## dock paints "(checking...)" in the clients summary and accepts
+## additional requests as `pending`.
+const RUNNING := 2
+## Worker has been alive past CLIENT_STATUS_REFRESH_TIMEOUT_MSEC. The
+## dock paints "(client probe still running)" and a forced refresh is
+## allowed to abandon the worker into the orphan list and start a new
+## sweep. The state stays RUNNING after a forced abandon-and-restart.
+const RUNNING_TIMED_OUT := 3
+## `_exit_tree` / `_install_update` is draining workers. New refresh
+## requests are rejected outright. Set once and not cleared (the dock
+## instance is being torn down).
+const SHUTTING_DOWN := 4
+
+const _NAMES := {
+ IDLE: "idle",
+ DEFERRED_FOR_FILESYSTEM: "deferred_for_filesystem",
+ RUNNING: "running",
+ RUNNING_TIMED_OUT: "running_timed_out",
+ SHUTTING_DOWN: "shutting_down",
+}
+
+
+static func name_of(state: int) -> String:
+ return _NAMES.get(state, "unknown(%d)" % state)
+
+
+## True when a worker thread should be alive in this state. Combined
+## state — RUNNING or RUNNING_TIMED_OUT both have a worker running, but
+## the timed-out flavor allows a force-refresh to abandon it.
+static func has_worker_alive(state: int) -> bool:
+ return state == RUNNING or state == RUNNING_TIMED_OUT
+
+
+## True when the dock should reject new refresh spawns. Used by the
+## focus-in / manual button / cooldown-timer entrypoints.
+static func is_blocked_for_spawn(state: int) -> bool:
+ return state == SHUTTING_DOWN
+
+
+## True when the summary label should show the in-flight badge.
+static func should_show_checking_badge(state: int) -> bool:
+ return state == RUNNING or state == RUNNING_TIMED_OUT
+
+
+## Transition table. Same shape as McpServerState — illegal transitions
+## return false; callers `push_warning` and no-op.
+static func can_transition(from: int, to: int) -> bool:
+ if from == to:
+ return true
+ ## Shutdown is sticky.
+ if from == SHUTTING_DOWN:
+ return false
+ ## Anything → SHUTTING_DOWN is legal (drain on _exit_tree / install).
+ if to == SHUTTING_DOWN:
+ return true
+ match from:
+ IDLE:
+ return to == RUNNING or to == DEFERRED_FOR_FILESYSTEM
+ DEFERRED_FOR_FILESYSTEM:
+ ## When the filesystem scan settles we either spawn a worker
+ ## (RUNNING) or roll back to IDLE if no rows need probing.
+ return to == RUNNING or to == IDLE
+ RUNNING:
+ ## Worker finishes -> IDLE. Worker outlives budget ->
+ ## RUNNING_TIMED_OUT. Forced respawn after orphan abandon
+ ## stays in RUNNING (covered by from == to above).
+ return to == IDLE or to == RUNNING_TIMED_OUT
+ RUNNING_TIMED_OUT:
+ ## Late-arriving worker result drops back to IDLE; forced
+ ## abandon-and-respawn drops back to RUNNING.
+ return to == IDLE or to == RUNNING
+ return false
diff --git a/addons/godot_ai/utils/mcp_client_refresh_state.gd.uid b/addons/godot_ai/utils/mcp_client_refresh_state.gd.uid
new file mode 100644
index 0000000..9e4129c
--- /dev/null
+++ b/addons/godot_ai/utils/mcp_client_refresh_state.gd.uid
@@ -0,0 +1 @@
+uid://dv4tukg6eioww
diff --git a/addons/godot_ai/utils/mcp_server_state.gd b/addons/godot_ai/utils/mcp_server_state.gd
new file mode 100644
index 0000000..efbba8f
--- /dev/null
+++ b/addons/godot_ai/utils/mcp_server_state.gd
@@ -0,0 +1,189 @@
+@tool
+class_name McpServerState
+extends RefCounted
+
+## State machine for the plugin's server-spawn / adopt / version-verify
+## lifecycle. Single source of truth — supersedes the boolean-flag thicket
+## (`_server_started_this_session`, `_awaiting_server_version`,
+## `_server_version_deadline_ms`, `_connection_blocked`,
+## `_can_recover_incompatible`, `_refresh_retried`,
+## `_adoption_watch_deadline_ms`) and the older terminal-only
+## McpSpawnState string union.
+##
+## The integer values matter — they're what `get_server_status()`
+## surfaces, what the dock pattern-matches on, and what the test suites
+## assert against. Reordering the enum is a breaking change.
+##
+## The transitions are documented in `can_transition()`. The lifecycle
+## manager calls `set_state()` which:
+## 1. Validates the transition (logs a warning + no-ops on illegal).
+## 2. Preserves first-writer-wins among terminal diagnoses so a late
+## CRASHED from the watch loop can't clobber an earlier
+## PORT_EXCLUDED from the proactive Windows reservation check.
+
+## Fresh plugin instance, `_start_server` has not run yet. Default state.
+const UNINITIALIZED := 0
+## Process spawned via OS.create_process; watch loop is observing the
+## SPAWN_GRACE_MS window. Transitions directly to READY (handshake_ack
+## verifies a compatible version), CRASHED (process died early), or
+## INCOMPATIBLE (handshake reported a mismatch).
+const SPAWNING := 1
+## (slot 2 reserved — keep wire-compat for clients pattern-matching
+## numeric `editor_state.state` values; do not reuse.)
+## Server is healthy and version-verified. Happy path. Includes both
+## "spawned fresh" and "adopted compatible existing server" flavors —
+## adoption flavor is recorded separately via `McpAdoptionLabel`.
+const READY := 3
+## Live server on the HTTP port returned a version that doesn't match
+## what this plugin expects, OR returned no `handshake_ack` inside the
+## timeout. Connection is blocked; recovery requires a kill+respawn
+## click via `recover_incompatible_server`.
+const INCOMPATIBLE := 4
+## Spawned process exited inside the SPAWN_GRACE_MS window. Python
+## traceback went to Godot's output log. Terminal — reload the plugin
+## or restart the editor to retry.
+const CRASHED := 5
+## No server command resolved: no `.venv` Python, no `uvx` on PATH, no
+## system `godot-ai`. Terminal — install guidance shown in dock.
+const NO_COMMAND := 6
+## Windows reserved the HTTP port via Hyper-V / WSL2 / Docker exclusion
+## range. Caught proactively before bind. Terminal — port picker shown.
+const PORT_EXCLUDED := 7
+## HTTP port held by a process we didn't spawn (no matching managed
+## record). Plugin armed an adoption-confirmation watcher; if the foreign
+## occupant turns out to be a compatible godot-ai server,
+## `handle_server_version_verified` transitions to READY. If the
+## adoption deadline expires without a connection, the watcher self-
+## disarms but the state stays at FOREIGN_PORT — the dock keeps showing
+## "port held by another process" until the user reloads. The version-
+## check seam (separate from the adoption deadline) is what fires
+## INCOMPATIBLE on a positive-but-mismatched handshake.
+const FOREIGN_PORT := 8
+## Static re-entrancy guard fired (`_server_started_this_session` was
+## already true). The plugin is being re-enabled within the same editor
+## session; the previous instance still owns the spawn. Terminal — does
+## NOT block READY paths, just records that this enable cycle no-op'd.
+const GUARDED := 9
+## stop_server / prepare_for_update_reload in progress. Transitional —
+## next state is STOPPED.
+const STOPPING := 10
+## stop_server completed; `_server_pid` reset to -1, port may or may
+## not be free. From here a fresh `start_server` call moves back through
+## SPAWNING / READY.
+const STOPPED := 11
+
+const _NAMES := {
+ UNINITIALIZED: "uninitialized",
+ SPAWNING: "spawning",
+ READY: "ready",
+ INCOMPATIBLE: "incompatible",
+ CRASHED: "crashed",
+ NO_COMMAND: "no_command",
+ PORT_EXCLUDED: "port_excluded",
+ FOREIGN_PORT: "foreign_port",
+ GUARDED: "guarded",
+ STOPPING: "stopping",
+ STOPPED: "stopped",
+}
+
+
+## Human-readable label. Used in startup-trace logs and transition
+## warnings. Falls back to `unknown()` for unrecognised values so
+## a future enum addition won't crash the formatter.
+static func name_of(state: int) -> String:
+ return _NAMES.get(state, "unknown(%d)" % state)
+
+
+## True for any state the dock should render as a non-OK diagnostic
+## panel. Used as the "should we hide the spawn-failure panel?" gate.
+static func is_terminal_diagnosis(state: int) -> bool:
+ return (
+ state == CRASHED
+ or state == NO_COMMAND
+ or state == PORT_EXCLUDED
+ or state == INCOMPATIBLE
+ or state == FOREIGN_PORT
+ )
+
+
+## True only for READY. Other "ok-ish" states (SPAWNING) are still in
+## flight; READY is the only state where the plugin can treat the server
+## as fully healthy.
+static func is_healthy(state: int) -> bool:
+ return state == READY
+
+
+## True when the dock should consider the server unsuitable for client
+## health checks (incompatible tool surface). Currently just INCOMPATIBLE
+## — FOREIGN_PORT is transitional and may resolve to READY if the
+## foreign occupant turns out to speak our handshake.
+static func blocks_client_health(state: int) -> bool:
+ return state == INCOMPATIBLE
+
+
+## Transition validation table. Returns true when `from -> to` is a
+## legal transition the lifecycle manager should accept. Illegal
+## transitions are silently no-op'd at the call site (with a
+## `push_warning` log) — this preserves the first-writer-wins contract
+## that prevents a late CRASHED from the watch loop overwriting an
+## earlier PORT_EXCLUDED diagnosis.
+static func can_transition(from: int, to: int) -> bool:
+ if from == to:
+ return true
+ ## Stop is always legal — teardown / install reload short-circuits
+ ## any in-flight state.
+ if to == STOPPING:
+ return true
+ if to == STOPPED and from == STOPPING:
+ return true
+ ## STOPPED can also be reached directly when `_server_pid <= 0` and
+ ## stop_server early-returns; treat it as legal from any state to
+ ## keep the teardown path forgiving.
+ if to == STOPPED:
+ return true
+ ## STOPPED -> any (re-arm via restart paths).
+ if from == STOPPED:
+ return true
+ ## GUARDED is sticky for the rest of this enable cycle; only stop is
+ ## legal out of it. Already covered by the stop checks above.
+ if from == GUARDED:
+ return false
+ ## Terminal diagnoses freeze further forward transitions. Recovery
+ ## goes through STOPPING (covered above), so any other target is
+ ## rejected — this is the first-writer-wins contract.
+ if (
+ from == CRASHED
+ or from == NO_COMMAND
+ or from == PORT_EXCLUDED
+ or from == INCOMPATIBLE
+ ):
+ return false
+ ## UNINITIALIZED is the boot state — any target except STOPPING is
+ ## reachable directly (start_server's early branches set
+ ## terminal states without going through SPAWNING).
+ if from == UNINITIALIZED:
+ return true
+ ## In-flight forward transitions.
+ match from:
+ SPAWNING:
+ return (
+ to == READY
+ or to == CRASHED
+ or to == FOREIGN_PORT
+ or to == INCOMPATIBLE
+ )
+ FOREIGN_PORT:
+ return to == READY or to == INCOMPATIBLE
+ READY:
+ ## Late incompatibility detection (e.g. version verifier
+ ## re-arms after a foreign-port reconnect that turns out
+ ## to be incompatible after all).
+ return to == INCOMPATIBLE or to == CRASHED
+ STOPPING:
+ ## Recovery rollback: kill-then-respawn paths that fail to
+ ## free the port re-latch INCOMPATIBLE (so the dock keeps
+ ## the diagnostic UI) or fall back to UNINITIALIZED (clean
+ ## baseline for a follow-up `_set_incompatible_server`).
+ ## STOPPING -> STOPPED is handled by the early checks above.
+ return to == INCOMPATIBLE or to == UNINITIALIZED
+ return false
diff --git a/addons/godot_ai/utils/mcp_server_state.gd.uid b/addons/godot_ai/utils/mcp_server_state.gd.uid
new file mode 100644
index 0000000..dc5bef9
--- /dev/null
+++ b/addons/godot_ai/utils/mcp_server_state.gd.uid
@@ -0,0 +1 @@
+uid://d3ial4erjonlq
diff --git a/addons/godot_ai/utils/mcp_startup_path.gd b/addons/godot_ai/utils/mcp_startup_path.gd
new file mode 100644
index 0000000..130b8e1
--- /dev/null
+++ b/addons/godot_ai/utils/mcp_startup_path.gd
@@ -0,0 +1,34 @@
+@tool
+class_name McpStartupPath
+extends RefCounted
+
+## Branch-tag enum for `McpServerLifecycleManager.start_server`. Records
+## which arm of the spawn / adopt / drift / recover decision tree the
+## current `_enter_tree` walked. Surfaced via the startup trace log so
+## a Windows port-reservation issue or a stale-record kill can be
+## reconstructed from the editor output.
+##
+## Single-file constants, not an int enum, because the values land in
+## startup-trace text and the strings are stable across releases (the
+## CLAUDE.md "tool surface" entry references them by name).
+
+const UNSET := ""
+## Re-entrancy guard fired; this enable cycle did not spawn or adopt.
+const GUARDED := "guarded"
+## Adopted a compatible existing server (managed or external).
+const ADOPTED := "adopted"
+## Spawned a fresh server process.
+const SPAWNED := "spawned"
+## OS.create_process returned -1 or proactive Windows reservation
+## detected. Either way the spawn never produced a live process.
+const CRASHED := "crashed"
+## Windows port-exclusion check fired — port is blocked at the OS layer.
+const RESERVED := "reserved"
+## Server-command discovery returned an empty list — no .venv, no uvx,
+## no system godot-ai.
+const NO_COMMAND := "no_command"
+## Drift-recovery kill fell through; we set INCOMPATIBLE and stayed.
+const INCOMPATIBLE := "incompatible"
+## Port was free at start; this is the prelude to SPAWNED but kept as
+## a distinct path so adopt-vs-spawn is unambiguous in the trace.
+const FREE := "free"
diff --git a/addons/godot_ai/utils/mcp_startup_path.gd.uid b/addons/godot_ai/utils/mcp_startup_path.gd.uid
new file mode 100644
index 0000000..fd01066
--- /dev/null
+++ b/addons/godot_ai/utils/mcp_startup_path.gd.uid
@@ -0,0 +1 @@
+uid://cikdvq2x4vs4x
diff --git a/addons/godot_ai/utils/path_validator.gd b/addons/godot_ai/utils/path_validator.gd
new file mode 100644
index 0000000..afc1564
--- /dev/null
+++ b/addons/godot_ai/utils/path_validator.gd
@@ -0,0 +1,171 @@
+@tool
+class_name McpPathValidator
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Validates `res://`-rooted paths against directory-traversal escape.
+##
+## Issue #347 (audit-v2 #3): handlers were accepting `res://../etc/passwd.gd`
+## because the only check was `path.begins_with("res://")`. LLM-driven path
+## generation (prompt injection, agent typos, untrusted issue/PR text in
+## context) can produce traversal payloads for the write tools that produce
+## arbitrary disk content (`script_create`, `filesystem_write_text`,
+## `patch_script`) and for the matching reads (info disclosure surface).
+##
+## Two entry points:
+## * `validate_resource_path` — for paths that name a `res://` disk file the
+## plugin will read or (with `for_write`) write. This is the strict one.
+## * `validate_loadable_path` — for paths handed to `ResourceLoader`, which
+## also accepts `uid://` (an opaque resource-DB id that cannot express
+## traversal) and `user://` (the per-project user data sandbox). Load
+## handlers must use this so `uid://` references copied out of `.tscn`
+## ExtResource / `.uid` sidecars and `user://` runtime assets keep loading.
+##
+## Error wrapping: callers should use `path_error` / `loadable_error`, which
+## return a ready `ErrorCodes.make(VALUE_OUT_OF_RANGE, …)` dict (or null). A
+## bad path is a value-domain error, and funneling every site through one
+## wrapper keeps the error code consistent across all handlers.
+##
+## Known limitation: containment is lexical (`globalize_path` + `simplify_path`
+## prefix match). It does NOT resolve symlinks — GDScript exposes no realpath.
+## A symlink *inside* the project that points outside it can therefore defeat
+## the under-root check. This matches the engine's own `res://` resolution and
+## is accepted; the loopback trust boundary is the primary control.
+
+
+# Cached project / user roots. `globalize_path` is stable across the editor's
+# lifetime — caching avoids redundant resolution on every call. Matters most
+# for `reimport`, which loops the validator over each path in a batch.
+# Lazy-init on first call so static-load timing can't see a half-initialised
+# ProjectSettings.
+static var _cached_res_root: String = ""
+static var _cached_user_root: String = ""
+
+
+static func _res_root() -> String:
+ if _cached_res_root.is_empty():
+ _cached_res_root = ProjectSettings.globalize_path("res://").simplify_path()
+ return _cached_res_root
+
+
+static func _user_root() -> String:
+ if _cached_user_root.is_empty():
+ _cached_user_root = ProjectSettings.globalize_path("user://").simplify_path()
+ return _cached_user_root
+
+
+## Returns "" when the path is a safe `res://`-rooted reference inside the
+## project root. Returns a human-readable error message otherwise.
+## Prefer `path_error` over calling this directly — it wraps the message in the
+## canonical error code.
+##
+## Pass `for_write = true` for any handler that creates/overwrites the file
+## (write_file, create_script, patch_script, ResourceSaver-backed saves,
+## scene saves). Write callers additionally refuse the project manifest and
+## startup override, plus the `.godot/` metadata dir. Reads default to
+## `for_write = false`, which permits inspecting those files.
+static func validate_resource_path(path: String, for_write: bool = false) -> String:
+ if path.is_empty():
+ return "Missing required param: path"
+ ## Guard the sentinel: on builds where String.chr(0) yields "" (some engines
+ ## normalize embedded nulls away, e.g. 4.3), contains("") would be true and
+ ## reject every path. A String that can't hold a null can't smuggle one.
+ var nul := String.chr(0)
+ if not nul.is_empty() and path.contains(nul):
+ return "Path must not contain null bytes"
+ if not path.begins_with("res://"):
+ return "Path must start with res://"
+ var confine_err := _confine_under(path, _res_root(), "res://")
+ if not confine_err.is_empty():
+ return confine_err
+ if for_write:
+ return _reject_sensitive_write(path)
+ return ""
+
+
+## Returns "" when `path` is safe to hand to `ResourceLoader.load` / `.exists`.
+## Accepts, in addition to confined `res://` paths:
+## * `uid://` — an opaque 64-bit resource id; it cannot express a path
+## and the engine only ever resolves it to a resource already in the
+## project, so there is nothing to confine.
+## * `user://…` — the per-project user data dir, confined under its root the
+## same way `res://` is (so `user://../…` can't escape the sandbox).
+static func validate_loadable_path(path: String) -> String:
+ if path.is_empty():
+ return "Missing required param: path"
+ ## Guard the sentinel: on builds where String.chr(0) yields "" (some engines
+ ## normalize embedded nulls away, e.g. 4.3), contains("") would be true and
+ ## reject every path. A String that can't hold a null can't smuggle one.
+ var nul := String.chr(0)
+ if not nul.is_empty() and path.contains(nul):
+ return "Path must not contain null bytes"
+ if path.begins_with("uid://"):
+ return ""
+ if path.begins_with("user://"):
+ return _confine_under(path, _user_root(), "user://")
+ if path.begins_with("res://"):
+ return _confine_under(path, _res_root(), "res://")
+ return "Path must start with res://, uid://, or user://"
+
+
+## Shared traversal + under-root containment. `root` must already be simplified.
+static func _confine_under(path: String, root: String, label: String) -> String:
+ if ".." in path:
+ return "Path must not contain '..' (path traversal not allowed)"
+ var globalized := ProjectSettings.globalize_path(path).simplify_path()
+ # Append a separator so `/proj_evil/...` can't pretend to be inside `/proj`
+ # via prefix match. `globalized == root` covers the bare `res://` / `user://`.
+ if globalized != root and not globalized.begins_with(root + "/"):
+ return "Path must resolve under %s root" % label
+ return ""
+
+
+## Refuse writes that would clobber project-critical files. The path is already
+## confirmed `res://`-rooted and traversal-free by the caller.
+##
+## Comparisons are case-folded: macOS (APFS) and Windows (NTFS) are
+## case-insensitive by default, so `res://Project.godot` resolves to the real
+## `project.godot` and must be refused too.
+##
+## `.import` sidecars are deliberately NOT blocked — editing an asset's import
+## options then re-importing is a legitimate, recoverable workflow (the file is
+## source-controlled). The blocked set is the startup-execution surface only:
+## the manifest, its `override.cfg` shadow, and the `.godot/` cache dir.
+static func _reject_sensitive_write(path: String) -> String:
+ var file_lower := path.get_file().to_lower()
+ if file_lower == "project.godot":
+ return "Refusing to write res://project.godot (project manifest)"
+ if file_lower == "override.cfg":
+ return "Refusing to write res://override.cfg (startup config override)"
+ # Reject the `.godot/` editor-metadata dir at any depth. Split drops empty
+ # segments so a trailing slash can't hide a segment from the check.
+ for segment in path.trim_prefix("res://").split("/", false):
+ if segment.to_lower() == ".godot":
+ return "Refusing to write under res://.godot/ (editor metadata)"
+ return ""
+
+
+## Validate a write/read `res://` path and return a ready error dict, or null
+## when the path is fine. The single wrapper every handler should use so the
+## error code (VALUE_OUT_OF_RANGE — a bad path is a value-domain error) stays
+## consistent. `param_name` is prefixed onto the message for context.
+static func path_error(path: String, param_name: String = "path", for_write: bool = false) -> Variant:
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: %s" % param_name)
+ var err := validate_resource_path(path, for_write)
+ if err.is_empty():
+ return null
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "%s: %s" % [param_name, err])
+
+
+## Same as `path_error` but for paths handed to `ResourceLoader` (allows
+## `uid://` / `user://`). Returns a ready error dict or null. An empty path is
+## reported as MISSING_REQUIRED_PARAM rather than a value error.
+static func loadable_error(path: String, param_name: String = "path") -> Variant:
+ if path.is_empty():
+ return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: %s" % param_name)
+ var err := validate_loadable_path(path)
+ if err.is_empty():
+ return null
+ return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "%s: %s" % [param_name, err])
diff --git a/addons/godot_ai/utils/path_validator.gd.uid b/addons/godot_ai/utils/path_validator.gd.uid
new file mode 100644
index 0000000..8ed4acf
--- /dev/null
+++ b/addons/godot_ai/utils/path_validator.gd.uid
@@ -0,0 +1 @@
+uid://blxntmd65ljyu
diff --git a/addons/godot_ai/utils/port_resolver.gd b/addons/godot_ai/utils/port_resolver.gd
new file mode 100644
index 0000000..f4b4ba0
--- /dev/null
+++ b/addons/godot_ai/utils/port_resolver.gd
@@ -0,0 +1,315 @@
+@tool
+class_name McpPortResolver
+extends RefCounted
+
+## Pure-static port discovery / OS-specific scrapers. No instance state,
+## no editor dependencies. plugin.gd has thin instance shims that wrap
+## these and increment the cold-start trace counters.
+
+## Canonical pid-file path. plugin.gd::SERVER_PID_FILE re-exports this so
+## external readers and tests can use either name.
+const SERVER_PID_FILE := "user://godot_ai_server.pid"
+const WindowsPortReservation := preload("res://addons/godot_ai/utils/windows_port_reservation.gd")
+
+
+static func can_bind_local_port(port: int) -> bool:
+ var server := TCPServer.new()
+ var err := server.listen(port, "127.0.0.1")
+ if err == OK:
+ server.stop()
+ return true
+ return false
+
+
+## True when `port` is bound on 127.0.0.1. Probes via TCPServer first,
+## falls back to OS scraping. Callers that want to bracket the slow
+## scrape with a trace counter should call `is_port_in_use_via_scrape`
+## after their own `can_bind_local_port` probe.
+static func is_port_in_use(port: int) -> bool:
+ if can_bind_local_port(port):
+ ## On POSIX, an IPv6 wildcard listener can coexist with a
+ ## successful 127.0.0.1 bind probe. Confirm with lsof so startup
+ ## sees the same listener set that shutdown/recovery would see.
+ if OS.get_name() != "Windows":
+ return is_port_in_use_via_scrape(port)
+ return false
+ return is_port_in_use_via_scrape(port)
+
+
+static func is_port_in_use_via_scrape(port: int) -> bool:
+ var output: Array = []
+ if OS.get_name() == "Windows":
+ var exit_code := OS.execute("netstat", ["-ano"], output, true)
+ if exit_code == 0 and output.size() > 0:
+ return parse_windows_netstat_listening(str(output[0]), port)
+ return false
+ var exit_code := OS.execute("lsof", ["-ti:%d" % port, "-sTCP:LISTEN"], output, true)
+ return exit_code == 0 and output.size() > 0 and not output[0].strip_edges().is_empty()
+
+
+## Return the PID currently listening on the given TCP port, or 0 if
+## the port is free. Thin convenience wrapper around `find_all_pids_on_port`
+## — the per-OS scraping logic lives in one place.
+static func find_pid_on_port(port: int, trace: Callable = Callable()) -> int:
+ var pids := find_all_pids_on_port(port, trace)
+ return pids[0] if not pids.is_empty() else 0
+
+
+## Returns every PID bound LISTEN on `port`. Used by the kill paths so
+## both the uvicorn reloader parent AND its worker child are caught when
+## both bind the same port.
+##
+## `trace` is an optional Callable that fires once per OS invocation with
+## a counter name (`"netstat"` / `"powershell"` / `"lsof"`) so the plugin
+## can keep its cold-start trace accurate. The Windows path may fall
+## through netstat → PowerShell, and a wrapping caller can't see which
+## scraper actually ran without the hook.
+static func find_all_pids_on_port(port: int, trace: Callable = Callable()) -> Array[int]:
+ if OS.get_name() == "Windows":
+ var output: Array = []
+ _trace(trace, "netstat")
+ var exit_code := OS.execute("netstat", ["-ano"], output, true)
+ if exit_code == 0 and not output.is_empty():
+ var netstat_pids := parse_windows_netstat_pids(str(output[0]), port)
+ if not netstat_pids.is_empty():
+ return netstat_pids
+ _trace(trace, "powershell")
+ return find_listener_pids_windows(port)
+ var output: Array = []
+ _trace(trace, "lsof")
+ var exit_code := OS.execute("lsof", ["-ti:%d" % port, "-sTCP:LISTEN"], output, true)
+ if exit_code != 0 or output.is_empty():
+ var empty: Array[int] = []
+ return empty
+ return parse_lsof_pids(str(output[0]))
+
+
+static func _trace(trace: Callable, counter: String) -> void:
+ if trace.is_valid():
+ trace.call(counter)
+
+
+static func find_listener_pids_windows(port: int) -> Array[int]:
+ var script := (
+ "Get-NetTCPConnection -LocalPort %d -State Listen "
+ + "-ErrorAction SilentlyContinue | "
+ + "Select-Object -ExpandProperty OwningProcess"
+ ) % port
+ var output: Array = []
+ var exit_code := execute_windows_powershell(script, output)
+ return windows_listener_pids_from_execute_result(exit_code, output)
+
+
+static func execute_windows_powershell(script: String, output: Array) -> int:
+ var args := ["-NoProfile", "-ExecutionPolicy", "Bypass", "-Command", script]
+ for exe in windows_powershell_candidates():
+ output.clear()
+ var exit_code := OS.execute(exe, args, output, true)
+ if exit_code == 0:
+ return exit_code
+ return -1
+
+
+static func windows_powershell_candidates() -> Array[String]:
+ var candidates: Array[String] = []
+ var system_root := OS.get_environment("SystemRoot")
+ if system_root.is_empty():
+ system_root = "C:/Windows"
+ system_root = system_root.replace("\\", "/").trim_suffix("/")
+ candidates.append(system_root + "/System32/WindowsPowerShell/v1.0/powershell.exe")
+ candidates.append("powershell.exe")
+ candidates.append("pwsh.exe")
+ return candidates
+
+
+static func windows_listener_pids_from_execute_result(exit_code: int, output: Array) -> Array[int]:
+ var empty: Array[int] = []
+ if exit_code == 0 and not output.is_empty():
+ return parse_pid_lines(str(output[0]))
+ return empty
+
+
+static func windows_listener_execute_result_in_use(exit_code: int, output: Array) -> bool:
+ return not windows_listener_pids_from_execute_result(exit_code, output).is_empty()
+
+
+## Pure parser for `lsof -ti` output — newline-separated decimal PIDs.
+## Empty lines and non-numeric tokens are dropped. Duplicates pass
+## through (uvicorn reloader + worker can produce the same PID twice
+## across runs but typically two distinct PIDs).
+static func parse_lsof_pids(raw: String) -> Array[int]:
+ var pids: Array[int] = []
+ for line in raw.strip_edges().split("\n", false):
+ var stripped := line.strip_edges()
+ if stripped.is_valid_int():
+ pids.append(int(stripped))
+ return pids
+
+
+static func parse_pid_lines(raw: String) -> Array[int]:
+ var pids: Array[int] = []
+ for line in raw.strip_edges().split("\n", false):
+ var stripped := line.strip_edges()
+ if stripped.is_valid_int():
+ var pid := int(stripped)
+ if pid > 0 and not pids.has(pid):
+ pids.append(pid)
+ return pids
+
+
+## Parse a Windows `netstat -ano` dump and return PIDs of rows whose
+## local address ends with `:port` AND state is `LISTENING`. Substring
+## matching the whole dump is wrong: a remote address containing
+## `:port` would false-positive against an unrelated ESTABLISHED row.
+static func parse_windows_netstat_pid(stdout: String, port: int) -> int:
+ var pids := parse_windows_netstat_pids(stdout, port)
+ return pids[0] if not pids.is_empty() else 0
+
+
+static func parse_windows_netstat_pids(stdout: String, port: int) -> Array[int]:
+ var pids: Array[int] = []
+ var port_suffix := ":%d" % port
+ for line in stdout.split("\n"):
+ var s := line.strip_edges()
+ if s.is_empty():
+ continue
+ var fields := split_on_whitespace(s)
+ if fields.size() < 5: # proto, local, remote, state, pid
+ continue
+ if fields[3] != "LISTENING":
+ continue
+ if not fields[1].ends_with(port_suffix):
+ continue
+ var pid_str := fields[fields.size() - 1]
+ if pid_str.is_valid_int():
+ var pid := int(pid_str)
+ if pid > 0 and not pids.has(pid):
+ pids.append(pid)
+ return pids
+
+
+static func parse_windows_netstat_listening(stdout: String, port: int) -> bool:
+ return parse_windows_netstat_pid(stdout, port) > 0
+
+
+## `String.split(" ", false)` only splits on single spaces; netstat
+## columns are separated by runs of spaces / tabs. Collapse manually.
+static func split_on_whitespace(s: String) -> PackedStringArray:
+ var out: PackedStringArray = []
+ var cur := ""
+ for i in s.length():
+ var c := s.substr(i, 1)
+ if c == " " or c == "\t":
+ if not cur.is_empty():
+ out.append(cur)
+ cur = ""
+ else:
+ cur += c
+ if not cur.is_empty():
+ out.append(cur)
+ return out
+
+
+static func read_pid_file() -> int:
+ if not FileAccess.file_exists(SERVER_PID_FILE):
+ return 0
+ var f := FileAccess.open(SERVER_PID_FILE, FileAccess.READ)
+ if f == null:
+ return 0
+ var content := f.get_as_text().strip_edges()
+ f.close()
+ if content.is_empty() or not content.is_valid_int():
+ return 0
+ var pid := int(content)
+ return pid if pid > 0 else 0
+
+
+static func clear_pid_file() -> void:
+ if FileAccess.file_exists(SERVER_PID_FILE):
+ DirAccess.remove_absolute(ProjectSettings.globalize_path(SERVER_PID_FILE))
+
+
+## `kill -0` returns 0 for both running and zombie processes; Godot
+## never `waitpid`s on `OS.create_process` children, so a fast-failing
+## uvx launcher lingers as a zombie forever and `kill -0` would block
+## the spawn-failure branch in check_server_health from firing. Use
+## `ps -o stat=` instead. State codes: R/S/D/I/T (live), Z (zombie). #172.
+static func pid_alive(pid: int) -> bool:
+ if pid <= 0:
+ return false
+ if OS.get_name() == "Windows":
+ var output: Array = []
+ var exit_code := OS.execute("tasklist", ["/FI", "PID eq %d" % pid, "/NH", "/FO", "CSV"], output, true)
+ if exit_code != 0 or output.is_empty():
+ return false
+ for line in output:
+ if str(line).find("\"%d\"" % pid) >= 0:
+ return true
+ return false
+ var output: Array = []
+ var exit_code := OS.execute("ps", ["-p", str(pid), "-o", "stat="], output, true)
+ if exit_code != 0 or output.is_empty():
+ return false
+ var stat := str(output[0]).strip_edges()
+ return not stat.is_empty() and not stat.begins_with("Z")
+
+
+## Poll until the given port is no longer bound, or the timeout elapses.
+## Used after `OS.kill` so we don't race the port-in-use check on rebind.
+static func wait_for_port_free(port: int, timeout_s: float) -> void:
+ var deadline := Time.get_ticks_msec() + int(timeout_s * 1000.0)
+ while is_port_in_use(port):
+ if Time.get_ticks_msec() >= deadline:
+ push_warning("MCP | port %d still in use after %.1fs — proceeding anyway" % [port, timeout_s])
+ return
+ OS.delay_msec(100)
+
+
+## Choose a non-Windows-reserved WS port. Returns `configured` when free;
+## otherwise the first non-excluded port within `span` of it. Optional
+## `log_buffer` is a duck-typed sink (`log(String)`) that gets the
+## remap notice so users see why the port shifted.
+static func resolve_ws_port(configured: int, max_port: int, log_buffer = null) -> int:
+ var resolved := WindowsPortReservation.suggest_non_excluded_port(
+ configured,
+ 2048,
+ max_port
+ )
+ if resolved != configured:
+ var message := "WebSocket port %d is reserved by Windows; using %d" % [configured, resolved]
+ print("MCP | %s" % message)
+ if log_buffer != null:
+ log_buffer.log(message)
+ return resolved
+
+
+## Trust the cached ws_port from the managed record only when the record
+## is current ownership proof — i.e. record version matches the installed
+## plugin. Otherwise a stale record from an older install (e.g. a 9500
+## value pre-Windows-reservation collision) would mislead the
+## compatibility check into killing an unrelated external process. #259.
+static func resolved_ws_port_for_existing_server(
+ record_ws_port: int,
+ record_version: String,
+ current_version: String,
+ fresh_resolved: int
+) -> int:
+ if record_ws_port <= 0:
+ return fresh_resolved
+ if current_version.is_empty() or record_version != current_version:
+ return fresh_resolved
+ return record_ws_port
+
+
+static func resolve_ws_port_from_output(
+ configured_port: int,
+ netsh_output: String,
+ max_port: int,
+ span: int = 2048
+) -> int:
+ return WindowsPortReservation.suggest_non_excluded_port_from_output(
+ netsh_output,
+ configured_port,
+ span,
+ max_port
+ )
diff --git a/addons/godot_ai/utils/port_resolver.gd.uid b/addons/godot_ai/utils/port_resolver.gd.uid
new file mode 100644
index 0000000..54a3d73
--- /dev/null
+++ b/addons/godot_ai/utils/port_resolver.gd.uid
@@ -0,0 +1 @@
+uid://pk0212qfh61x
diff --git a/addons/godot_ai/utils/resource_io.gd b/addons/godot_ai/utils/resource_io.gd
new file mode 100644
index 0000000..00263c4
--- /dev/null
+++ b/addons/godot_ai/utils/resource_io.gd
@@ -0,0 +1,131 @@
+@tool
+class_name McpResourceIO
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Shared helpers for "save a Resource to .tres" and the mutually-exclusive
+## path-vs-resource_path param validation that every resource-authoring
+## handler needs. Extracted to remove 4-way duplication across
+## resource_handler, environment_handler, texture_handler, and curve_handler.
+
+
+## Validate that exactly one of {path, resource_path} is provided.
+##
+## When `require_property` is true (default), also requires a non-empty
+## `property` param when `path` is given — this matches the semantics of
+## "assign a resource to node.property" (resource_create, texture tools,
+## curve_set_points). Pass false for tools where the path itself IS the
+## target (environment_create assigning to WorldEnvironment.environment).
+##
+## Returns null on success or an error dict on failure.
+static func validate_home(params: Dictionary, require_property: bool = true) -> Variant:
+ var node_path: String = params.get("path", "")
+ var property: String = params.get("property", "")
+ var resource_path: String = params.get("resource_path", "")
+ var has_node_target := not node_path.is_empty()
+ var has_file_target := not resource_path.is_empty()
+
+ if has_node_target and has_file_target:
+ var both_msg := "Provide either path+property or resource_path, not both" if require_property else "Provide either path or resource_path, not both"
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, both_msg)
+ if not has_node_target and not has_file_target:
+ var none_msg := "Must provide either path+property (assign inline) or resource_path (save .tres)" if require_property else "Must provide either path or resource_path"
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, none_msg)
+ if require_property and has_node_target and property.is_empty():
+ return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Missing required param: property (required when path is given)")
+ return null
+
+
+## Save `res` to `resource_path` as a .tres/.res file.
+##
+## Handles: res:// prefix validation, overwrite check, parent-directory
+## creation, ResourceSaver.save error reporting, and the post-save
+## EditorFileSystem.update_file() so the dock picks up the change.
+##
+## `label` is the human-readable resource-kind for error messages (e.g.
+## "Environment", "Gradient texture", "Curve"). `extra_fields` is merged
+## into the success response alongside the standard fields
+## (`resource_path`, `overwritten`, `undoable: false`, `reason`). Passing
+## a `reason` key in `extra_fields` overrides the default — useful for
+## tools that edit existing files rather than creating fresh ones.
+##
+## `pause_target` should be the handler's `McpConnection`. When supplied,
+## `pause_processing` is flipped on around `ResourceSaver.save()` so the
+## dispatcher's WebSocket pump can't re-enter while Godot pumps
+## `Main::iteration()` for the resource-save's progress UI / script-class
+## update task. Without this guard a queued command landing during the
+## save can trigger another `save_to_disk` that tries to add the same
+## `update_scripts_classes` editor task — "Task already exists" → null
+## deref → SIGSEGV. Same family of bug as godotengine/godot#118545 and
+## the same mitigation as `SceneHandler`'s `save_scene*` wraps. See
+## issue #288.
+##
+## Returns either an error dict or a {"data": {...}} success dict — ready
+## for the handler to return directly.
+static func save_to_disk(
+ res: Resource,
+ resource_path: String,
+ overwrite: bool,
+ label: String,
+ extra_fields: Dictionary = {},
+ pause_target: McpConnection = null,
+) -> Dictionary:
+ var path_err = McpPathValidator.path_error(resource_path, "resource_path", true)
+ if path_err != null:
+ return path_err
+
+ var existed_before := FileAccess.file_exists(resource_path)
+ if existed_before and not overwrite:
+ return ErrorCodes.make(
+ ErrorCodes.INVALID_PARAMS,
+ "%s already exists at %s (pass overwrite=true to replace)" % [label, resource_path]
+ )
+
+ var dir_path := resource_path.get_base_dir()
+ var mkdir_err := DirAccess.make_dir_recursive_absolute(dir_path)
+ if mkdir_err != OK and mkdir_err != ERR_ALREADY_EXISTS:
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Failed to create directory %s: %s" % [dir_path, error_string(mkdir_err)]
+ )
+
+ if pause_target != null:
+ pause_target.pause_processing = true
+ var save_err := ResourceSaver.save(res, resource_path)
+ if pause_target != null:
+ pause_target.pause_processing = false
+ if save_err != OK:
+ return ErrorCodes.make(
+ ErrorCodes.INTERNAL_ERROR,
+ "Failed to save %s to %s: %s" % [label, resource_path, error_string(save_err)]
+ )
+
+ var efs := EditorInterface.get_resource_filesystem()
+ if efs != null:
+ efs.update_file(resource_path)
+
+ var data := {
+ "resource_path": resource_path,
+ "overwritten": existed_before,
+ "undoable": false,
+ "reason": "File creation is persistent; delete the file manually to revert",
+ }
+ attach_cleanup_hint(data, existed_before, [resource_path])
+ # merge with overwrite=true so callers (e.g. curve_set_points editing an
+ # existing .tres) can supply a domain-specific `reason`.
+ data.merge(extra_fields, true)
+ return {"data": data}
+
+
+## Attach a `cleanup.rm` hint listing `paths` to `data` — only when the call
+## just created a new file (`existed_before == false`). On overwrite the field
+## is omitted because the caller already had the file on disk, and handing
+## them a cleanup list would invite dropping user content instead of just
+## scratch artifacts. Used by write-and-return handlers (create_script,
+## filesystem_write_text, resource_create/save_to_disk) so callers running
+## transient smoke tests can rm artifacts without tracking paths. See #82.
+static func attach_cleanup_hint(data: Dictionary, existed_before: bool, paths: Array) -> void:
+ if existed_before:
+ return
+ data["cleanup"] = {"rm": paths}
diff --git a/addons/godot_ai/utils/resource_io.gd.uid b/addons/godot_ai/utils/resource_io.gd.uid
new file mode 100644
index 0000000..94da4c9
--- /dev/null
+++ b/addons/godot_ai/utils/resource_io.gd.uid
@@ -0,0 +1 @@
+uid://de2rwdoa4wabf
diff --git a/addons/godot_ai/utils/scene_path.gd b/addons/godot_ai/utils/scene_path.gd
new file mode 100644
index 0000000..cea9c3d
--- /dev/null
+++ b/addons/godot_ai/utils/scene_path.gd
@@ -0,0 +1,146 @@
+@tool
+class_name McpScenePath
+extends RefCounted
+
+const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
+
+## Utility for converting between Godot internal node paths and clean
+## scene-relative paths like /Main/Camera3D.
+
+
+## Return a clean path relative to the scene root (e.g. /Main/Camera3D).
+## Returns "" when `node` is not the scene root or a descendant of it —
+## without the ancestry guard, get_path_to() returns an empty NodePath that
+## concatenates into a plausible-looking but invalid "/Main/".
+static func from_node(node: Node, scene_root: Node) -> String:
+ if scene_root == null or node == null:
+ return ""
+ if node == scene_root:
+ return "/" + scene_root.name
+ if not scene_root.is_ancestor_of(node):
+ return ""
+ var relative := scene_root.get_path_to(node)
+ return "/" + scene_root.name + "/" + str(relative)
+
+
+## Resolve a clean scene path like "/Main/Camera3D" to the actual node.
+##
+## Accepts forms relative to the edited scene root:
+## "/Main" — explicit root prefix (canonical)
+## "/Main/Camera3D" — descendant path
+## "Camera3D" — bare relative to scene_root
+## "World/Ground" — nested bare relative to scene_root
+##
+## Also accepts SceneTree-style "/root/[/...]" as an alias for
+## the edited scene root. Agents reach for /root/Foo right after creating a
+## scene because that's where scenes live at runtime; we honor it so the call
+## doesn't fail with a confusing "not found" error. The alias only kicks in
+## when the segment after /root matches the scene root's name — paths like
+## "/root/@EditorNode@.../Main/..." (returned by Node.get_path() in the editor)
+## fall through to the absolute-path fallback unchanged.
+static func resolve(scene_path: String, scene_root: Node) -> Node:
+ if scene_root == null:
+ return null
+
+ ## /root/[/...] alias: strip the /root prefix and recurse.
+ ## Match the scene root by name explicitly so we don't capture editor-
+ ## internal paths that legitimately live under /root.
+ var alias_prefix := "/root/" + scene_root.name
+ if scene_path == alias_prefix or scene_path.begins_with(alias_prefix + "/"):
+ return resolve(scene_path.substr(5), scene_root) # keep leading slash
+
+ var root_prefix := "/" + scene_root.name
+ if scene_path == root_prefix:
+ return scene_root
+ if scene_path.begins_with(root_prefix + "/"):
+ var relative := scene_path.substr(root_prefix.length() + 1)
+ return scene_root.get_node_or_null(relative)
+
+ # Try as-is (relative path, or absolute SceneTree path).
+ return scene_root.get_node_or_null(scene_path)
+
+
+## Return the edited scene root, or an error dict if the editor has no open
+## scene or the open scene doesn't match `expected_scene_file`.
+##
+## `expected_scene_file` is the caller's `scene_file` parameter — an empty
+## string means "target whatever is currently edited" (current behaviour,
+## no guard). A non-empty value must match `scene_file_path` on the current
+## edited scene root exactly, or we return EDITED_SCENE_MISMATCH so the
+## caller can re-open the right scene.
+##
+## Shape on success: {"node": }. Shape on error matches
+## `ErrorCodes.make()` so callers can propagate the result directly.
+static func require_edited_scene(expected_scene_file: String) -> Dictionary:
+ var root := EditorInterface.get_edited_scene_root()
+ if root == null:
+ # Mirrors the structured payload that the Python-side require_writable
+ # gate attaches for `playing` / `importing`. Together these cover the
+ # three recoverable editor *states* (playing / importing / no_scene)
+ # — the EDITOR_NOT_READY paths an AI caller can act on. Other
+ # EDITOR_NOT_READY callsites describing internal-state failures
+ # ("EditorFileSystem not available" etc.) intentionally don't carry
+ # this payload because there's no useful caller hint to give.
+ var err := ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "No scene open")
+ err["error"]["data"] = {
+ "editor_state": "no_scene",
+ "retryable": false,
+ "hint": (
+ "No scene is open. Call scene_open with a scene path "
+ + "(e.g. \"res://main.tscn\") before issuing scene-mutating tools."
+ ),
+ }
+ return err
+ if not expected_scene_file.is_empty() and root.scene_file_path != expected_scene_file:
+ var actual := root.scene_file_path if not root.scene_file_path.is_empty() else ""
+ return ErrorCodes.make(
+ ErrorCodes.EDITED_SCENE_MISMATCH,
+ (
+ "Expected edited scene \"%s\" but \"%s\" is active. "
+ + "Call scene_open(\"%s\") first, or omit scene_file to target the active scene."
+ ) % [expected_scene_file, actual, expected_scene_file],
+ )
+ return {"node": root}
+
+
+## Format a "parent not found" error that names the path convention.
+## Agents routinely try /root/Foo or absolute SceneTree paths; the bare
+## "Parent not found: X" gave them no hint that paths are scene-relative.
+## Wording is generic ("Paths are relative...") so the helper works for any
+## param name (parent_path, new_parent, …).
+static func format_parent_error(path: String, scene_root: Node) -> String:
+ if scene_root == null:
+ return "Parent not found: %s. No edited scene is open." % path
+ var root_name := str(scene_root.name)
+ return "Parent not found: %s. Paths are relative to the edited scene root (e.g. \"/%s\" or \"\"), not the SceneTree. Scene root is \"/%s\"." % [path, root_name, root_name]
+
+
+## Format a "node not found" error that names the path convention and, when
+## possible, suggests a corrected path. Agents routinely pass /root/Foo
+## (runtime SceneTree) or unprefixed names; the bare "Node not found: X"
+## gives no hint that paths are edited-scene-relative.
+##
+## Suggestion logic (highest-confidence first):
+## 1. /root/[/...] where is not the scene root → suggest //[/...]
+## 2. path doesn't start with "/" → suggest "//"
+## 3. otherwise no concrete "did you mean", just the convention reminder.
+static func format_node_error(path: String, scene_root: Node) -> String:
+ if scene_root == null:
+ return "Node not found: %s. No edited scene is open." % path
+ var root_name := str(scene_root.name)
+ var suggestion := ""
+
+ if path.begins_with("/root/"):
+ var after_root := path.substr(6) # "/root/" is 6 chars
+ # Only suggest if the segment after /root/ isn't already the scene root
+ # (resolve() handles /root//... as an alias, so a failure
+ # with that prefix means a deeper segment is wrong — no clean rewrite).
+ var first_seg := after_root.split("/")[0]
+ if first_seg != root_name and not first_seg.is_empty():
+ suggestion = "/" + root_name + "/" + after_root
+ elif not path.begins_with("/") and not path.is_empty():
+ suggestion = "/" + root_name + "/" + path
+
+ if suggestion.is_empty():
+ return "Node not found: %s. Paths are relative to the edited scene root (e.g. \"/%s/Child\"), not runtime /root/... paths. Scene root is \"/%s\"." % [path, root_name, root_name]
+ return "Node not found: %s. Did you mean \"%s\"? Paths are relative to the edited scene root, not runtime /root/... paths. Scene root is \"/%s\"." % [path, suggestion, root_name]
diff --git a/addons/godot_ai/utils/scene_path.gd.uid b/addons/godot_ai/utils/scene_path.gd.uid
new file mode 100644
index 0000000..85795a9
--- /dev/null
+++ b/addons/godot_ai/utils/scene_path.gd.uid
@@ -0,0 +1 @@
+uid://c1irdrss0amex
diff --git a/addons/godot_ai/utils/server_lifecycle.gd b/addons/godot_ai/utils/server_lifecycle.gd
new file mode 100644
index 0000000..8d06ada
--- /dev/null
+++ b/addons/godot_ai/utils/server_lifecycle.gd
@@ -0,0 +1,904 @@
+@tool
+class_name McpServerLifecycleManager
+extends RefCounted
+
+## Server spawn / stop / respawn / adopt / recover orchestration plus the
+## update-reload handoff. Owns the server-state machine
+## (`McpServerState`), version-check seam (`McpServerVersionCheck`),
+## adoption metadata, and connection-blocked / dev-mismatch flags.
+##
+## State previously lived on plugin.gd; PR 6 (#297) moved it here so
+## PR 7 (UpdateManager extraction) can absorb the same encapsulation
+## pattern. The plugin still owns the physical editor surfaces
+## (Connection, Dock, Timer, EditorSettings I/O) and exposes them via
+## `_host.()` shims; the test fixtures override those shims to
+## drive the manager without touching the editor.
+##
+## `_host` is untyped to honor the self-update field-storage policy
+## plugin.gd calls out near `_connection`.
+var _host
+
+const UvCacheCleanup := preload("res://addons/godot_ai/utils/uv_cache_cleanup.gd")
+const ClientConfigurator := preload("res://addons/godot_ai/client_configurator.gd")
+const PortResolver := preload("res://addons/godot_ai/utils/port_resolver.gd")
+const WindowsPortReservation := preload("res://addons/godot_ai/utils/windows_port_reservation.gd")
+const McpServerStateScript := preload("res://addons/godot_ai/utils/mcp_server_state.gd")
+const McpStartupPathScript := preload("res://addons/godot_ai/utils/mcp_startup_path.gd")
+const McpAdoptionLabelScript := preload("res://addons/godot_ai/utils/mcp_adoption_label.gd")
+const McpServerVersionCheckScript := preload("res://addons/godot_ai/utils/server_version_check.gd")
+
+# ---- State (owned here, was on plugin.gd through PR 5) ---------------
+
+## Single source of truth for the server-spawn/adopt/version lifecycle.
+## See `McpServerState` for the transition table.
+var _server_state: int = McpServerStateScript.UNINITIALIZED
+
+## OS-level state populated only when WE spawned the process.
+var _server_pid: int = -1
+var _server_spawn_ms: int = 0
+var _server_exit_ms: int = 0
+
+## Version metadata. `expected_version` is what the plugin shipped with;
+## `actual_version` is what the live server reported via handshake_ack.
+var _server_expected_version: String = ""
+var _server_actual_version: String = ""
+var _server_actual_name: String = ""
+
+## Diagnostic + recovery flags surfaced to the dock via `get_status()`.
+var _server_status_message: String = ""
+var _can_recover_incompatible: bool = false
+var _connection_blocked: bool = false
+
+## One-shot guard for the stale-uvx-index recovery (#172). Reset at the
+## top of `start_server` so each fresh spawn attempt gets its own
+## refresh budget.
+var _refresh_retried: bool = false
+
+## Bounded deadline for the foreign-port adoption-confirmation watcher.
+## Zero when disarmed.
+var _adoption_watch_deadline_ms: int = 0
+
+## Branch-tag from the most recent `start_server` walk. See
+## `McpStartupPath`. Drives the startup-trace log.
+var _startup_path: String = McpStartupPathScript.UNSET
+
+## Version-check seam. Lazily constructed on `arm_version_check` so
+## tests that exercise the manager without a connection don't have to
+## stub it out.
+var _version_check
+
+
+func _init(host) -> void:
+ _host = host
+
+
+# ---- Public state accessors --------------------------------------------
+
+func get_state() -> int:
+ return _server_state
+
+
+func get_status_dict() -> Dictionary:
+ return {
+ "state": _server_state,
+ "exit_ms": _server_exit_ms,
+ "actual_name": _server_actual_name,
+ "actual_version": _server_actual_version,
+ "expected_version": _server_expected_version,
+ "message": _server_status_message,
+ "can_recover_incompatible": _can_recover_incompatible,
+ "connection_blocked": _connection_blocked,
+ }
+
+
+func get_server_pid() -> int:
+ return _server_pid
+
+
+func get_startup_path() -> String:
+ return _startup_path
+
+
+func get_adoption_watch_deadline_ms() -> int:
+ return _adoption_watch_deadline_ms
+
+
+func is_awaiting_server_version() -> bool:
+ return _version_check != null and _version_check.is_active()
+
+
+func is_connection_blocked() -> bool:
+ return _connection_blocked
+
+
+# ---- State-machine entry points ---------------------------------------
+
+## Validated transition. Returns true on success; false (and logs a
+## warning) when the transition is illegal under `McpServerState`'s
+## table. Callers that need first-writer-wins among terminal diagnoses
+## use `set_terminal_diagnosis` instead — that helper silently no-ops
+## without warning when the diagnosis would be a regression.
+func transition_state(target: int) -> bool:
+ if _server_state == target:
+ return true
+ if not McpServerStateScript.can_transition(_server_state, target):
+ push_warning(
+ "MCP | rejected illegal state transition %s -> %s"
+ % [
+ McpServerStateScript.name_of(_server_state),
+ McpServerStateScript.name_of(target),
+ ]
+ )
+ return false
+ _server_state = target
+ return true
+
+
+## First-writer-wins mutator for terminal diagnoses (CRASHED,
+## NO_COMMAND, PORT_EXCLUDED, INCOMPATIBLE, FOREIGN_PORT). Used during
+## spawn to make sure a late watch-loop CRASHED doesn't clobber an
+## earlier proactive PORT_EXCLUDED. Silent no-op when the current state
+## is already a terminal diagnosis — the existing diagnosis is kept.
+func set_terminal_diagnosis(target: int) -> bool:
+ if not McpServerStateScript.is_terminal_diagnosis(target):
+ push_warning(
+ "MCP | set_terminal_diagnosis called with non-terminal %s"
+ % McpServerStateScript.name_of(target)
+ )
+ return false
+ if McpServerStateScript.is_terminal_diagnosis(_server_state):
+ return false
+ _server_state = target
+ return true
+
+
+# ---- Adoption confirmation watcher -------------------------------------
+
+## Arm the FOREIGN_PORT adoption-confirmation watcher. SPAWN_GRACE_MS
+## ahead of `now`; `tick_adoption_watch` self-disarms after this expires
+## so per-frame cost drops back to zero on a permanent foreign occupant.
+func arm_adoption_watch() -> void:
+ _adoption_watch_deadline_ms = (
+ Time.get_ticks_msec() + int(_host.SPAWN_GRACE_MS)
+ )
+
+
+func disarm_adoption_watch() -> void:
+ _adoption_watch_deadline_ms = 0
+
+
+func tick_adoption_watch(now_msec: int) -> void:
+ if _adoption_watch_deadline_ms > 0 and now_msec >= _adoption_watch_deadline_ms:
+ _adoption_watch_deadline_ms = 0
+
+
+# ---- Server version-check seam ----------------------------------------
+
+func arm_version_check(connection, expected_version: String) -> void:
+ if _version_check == null:
+ _version_check = McpServerVersionCheckScript.new(self)
+ var expected := _resolve_expected_version(expected_version)
+ _server_expected_version = expected
+ _version_check.arm(connection, expected)
+
+
+func disarm_version_check() -> void:
+ if _version_check != null:
+ _version_check.disarm()
+
+
+func get_version_check():
+ return _version_check
+
+
+## Resolves a possibly-empty expected version to the plugin's shipping
+## version. Manager methods that are called via test fixtures may
+## receive an empty string when the test never seeded
+## `_server_expected_version`, so this is the one place that fallback
+## lives.
+func _resolve_expected_version(supplied: String) -> String:
+ if not supplied.is_empty():
+ return supplied
+ return _expected_server_version()
+
+
+func _expected_server_version() -> String:
+ return ClientConfigurator.get_plugin_version()
+
+
+## Called by McpServerVersionCheck when handshake_ack carries a version
+## string. Decides compatible vs incompatible and transitions the state.
+func handle_server_version_verified(expected_version: String, version: String) -> void:
+ _server_actual_name = "godot-ai"
+ _server_actual_version = version
+ var expected := _resolve_expected_version(expected_version)
+ _server_expected_version = expected
+ var compatibility := _server_version_compatibility(version, expected)
+ if compatibility.get("compatible", false):
+ _can_recover_incompatible = false
+ ## Foreign-port and post-spawn handshakes both clear to READY
+ ## on a successful handshake. Late re-arms from READY also land
+ ## here and self-confirm.
+ transition_state(McpServerStateScript.READY)
+ _host._update_process_enabled()
+ return
+ var live := {"version": version, "status_code": 200, "name": "godot-ai"}
+ _set_incompatible_server(live, expected, ClientConfigurator.http_port())
+ if _host._connection != null:
+ _host._connection.connect_blocked = true
+ _host._connection.connect_block_reason = _server_status_message
+ _host._connection.disconnect_from_server()
+ _host._update_process_enabled()
+
+
+func handle_server_version_unverified(expected_version: String) -> void:
+ var expected := _resolve_expected_version(expected_version)
+ _server_expected_version = expected
+ var live := {"version": "", "status_code": 0, "error": "missing_handshake_ack"}
+ _set_incompatible_server(live, expected, ClientConfigurator.http_port())
+ if _host._connection != null:
+ _host._connection.connect_blocked = true
+ _host._connection.connect_block_reason = _server_status_message
+ _host._connection.disconnect_from_server()
+ _host._update_process_enabled()
+
+
+# ---- Compatibility / version helpers (pure) ---------------------------
+
+## Plugin and server speak a single, version-coupled protocol — new commands
+## and response fields are added together. Treating dev-mode mismatches as
+## "compatible" silently adopts a stale server whose code may differ from the
+## live source tree (e.g. another worktree on a different branch holding
+## port 8000). Strict match in all modes routes mismatches through
+## `recover_strong_port_occupant`, which kills the branded port-holder and
+## lets `start_server` spawn fresh against the current source.
+static func _server_version_compatibility(
+ actual_version: String,
+ expected_version: String
+) -> Dictionary:
+ if actual_version.is_empty():
+ return {"compatible": false, "reason": "unknown"}
+ if actual_version == expected_version:
+ return {"compatible": true, "reason": "exact"}
+ return {"compatible": false, "reason": "version_mismatch"}
+
+
+static func _server_status_compatibility(
+ actual_version: String,
+ expected_version: String,
+ actual_ws_port: int,
+ expected_ws_port: int,
+) -> Dictionary:
+ var version_result := _server_version_compatibility(actual_version, expected_version)
+ if not bool(version_result.get("compatible", false)):
+ return version_result
+ if actual_ws_port != expected_ws_port:
+ return {"compatible": false, "reason": "ws_port_mismatch"}
+ return version_result
+
+
+static func _managed_record_has_version_drift(record_version: String, current_version: String) -> bool:
+ return not record_version.is_empty() and record_version != current_version
+
+
+# ---- Incompatible-server bookkeeping ----------------------------------
+
+func _set_incompatible_server(live: Dictionary, expected_version: String, port: int) -> void:
+ ## Latches the incompatible diagnosis into manager state and asks
+ ## the dock to re-sweep client rows so they don't show stale green.
+ ## Threads the caller's `live` snapshot through the recovery proof
+ ## helper so we don't double-probe the port (~500ms each).
+ transition_state(McpServerStateScript.INCOMPATIBLE)
+ _connection_blocked = true
+ _server_expected_version = expected_version
+ _server_actual_name = str(live.get("name", ""))
+ _server_actual_version = _live_version_for_message(live)
+ _server_status_message = _incompatible_server_message(
+ live, expected_version, port, int(_host._resolved_ws_port)
+ )
+ var proof: Dictionary = _host._evaluate_recovery_port_occupant_proof(port, live)
+ var proof_name := str(proof.get("proof", ""))
+ _can_recover_incompatible = not proof_name.is_empty()
+ print("MCP | proof: %s" % (proof_name if _can_recover_incompatible else "(none)"))
+ _host._refresh_dock_client_statuses()
+
+
+static func _incompatible_server_message(
+ live: Dictionary,
+ expected_version: String,
+ port: int,
+ expected_ws_port: int
+) -> String:
+ var version := _live_version_for_message(live)
+ var actual_ws_port := _live_ws_port_for_message(live)
+ ## `package_path` is a v2.4.4+ field — older servers omit it. Suffix
+ ## the message with "(loaded from )" when present so the user
+ ## can tell *which* `src/godot_ai/` is serving the port without
+ ## walking the process tree. See #416.
+ var package_path := _live_package_path_for_message(live)
+ var path_suffix := " (loaded from %s)" % package_path if not package_path.is_empty() else ""
+ if not version.is_empty():
+ if actual_ws_port > 0 and actual_ws_port != expected_ws_port:
+ return (
+ "Port %d is occupied by godot-ai server v%s using WS port %d%s; "
+ + "plugin expects v%s with WS port %d. Stop the old server or "
+ + "change both HTTP and WS ports."
+ ) % [port, version, actual_ws_port, path_suffix, expected_version, expected_ws_port]
+ return (
+ "Port %d is occupied by godot-ai server v%s%s; plugin expects v%s. "
+ + "Stop the old server or change both HTTP and WS ports."
+ ) % [port, version, path_suffix, expected_version]
+ var status_code := int(live.get("status_code", 0))
+ if status_code > 0:
+ return (
+ "Port %d is occupied by an unverified server (status endpoint returned HTTP %d); "
+ + "plugin expects godot-ai v%s. Stop the other server or change both HTTP and WS ports."
+ ) % [port, status_code, expected_version]
+ return (
+ "Port %d is occupied by another process; plugin expects godot-ai v%s. "
+ + "Stop the other process or change both HTTP and WS ports."
+ ) % [port, expected_version]
+
+
+static func _live_status_identifies_godot_ai(live: Dictionary) -> bool:
+ return str(live.get("name", "")) == "godot-ai"
+
+
+static func _live_version_for_message(live: Dictionary) -> String:
+ if live.has("name") and str(live.get("name", "")) != "godot-ai":
+ return ""
+ return str(live.get("version", ""))
+
+
+static func _live_ws_port_for_message(live: Dictionary) -> int:
+ if live.has("name") and str(live.get("name", "")) != "godot-ai":
+ return 0
+ return int(live.get("ws_port", 0))
+
+
+static func _live_package_path_for_message(live: Dictionary) -> String:
+ ## Only trust the path when the live snapshot confirms a godot-ai
+ ## server — a probe of some unrelated HTTP service could in theory
+ ## return a `package_path` JSON field, and we don't want to mislabel
+ ## that as "godot-ai loaded from …" in the incompatible banner.
+ if live.has("name") and str(live.get("name", "")) != "godot-ai":
+ return ""
+ return str(live.get("package_path", ""))
+
+
+# ---- start_server / spawn watch / respawn -----------------------------
+
+
+## Sets GODOT_AI_DISABLE_TELEMETRY in the process environment for the
+## upcoming OS.create_process call if: (a) neither GODOT_AI_DISABLE_TELEMETRY
+## nor DISABLE_TELEMETRY is already set to a *truthy* value (a falsey "0" does
+## NOT count — it must not suppress a dock UI opt-out), and (b) the effective
+## McpSettings.telemetry_enabled() is false. Returns true if the var was
+## injected so the caller can unset it after spawning.
+func _inject_telemetry_env() -> bool:
+ ## If telemetry is already disabled by a *truthy* env var, leave the env as
+ ## the user/CI set it — the post-spawn cleanup unsets what we inject, so
+ ## injecting here would strip their own var from the editor process. A
+ ## *falsey* value (e.g. DISABLE_TELEMETRY=0) must NOT count as "handled":
+ ## fall through so a dock UI opt-out still reaches the spawned server. The
+ ## truthy test mirrors McpSettings.telemetry_enabled() and the Python server.
+ if McpSettings.env_truthy("GODOT_AI_DISABLE_TELEMETRY") or McpSettings.env_truthy("DISABLE_TELEMETRY"):
+ return false
+ if not McpSettings.telemetry_enabled():
+ OS.set_environment("GODOT_AI_DISABLE_TELEMETRY", "true")
+ return true
+ return false
+
+
+## Set GODOT_AI_OWNER_PID to this editor's PID for the next OS.create_process,
+## so the spawned server can self-reap if this editor crashes. Returns true if
+## set (caller must unset right after spawning — keep it out of the persistent
+## editor env). No-op on Windows, where the server's reaper is disabled.
+func _set_owner_pid_env() -> bool:
+ if OS.get_name() == "Windows":
+ return false
+ OS.set_environment("GODOT_AI_OWNER_PID", str(OS.get_process_id()))
+ return true
+
+
+## Branch table (recorded version is the "is this ours?" signal — uvx
+## launcher PIDs go stale; #135/#137):
+## port free -> spawn fresh, record PID
+## port in use, record matches + live ok -> adopt port owner (heals PID)
+## port in use, record drifts -> kill owner + respawn
+## port in use, no verified live match -> block adoption + warn
+func start_server() -> void:
+ if _host._server_started_this_session:
+ ## Static flag persists across disable/enable cycles in one editor
+ ## session — re-entrant spawn guard for plugin-reload-during-update.
+ _startup_path = McpStartupPathScript.GUARDED
+ transition_state(McpServerStateScript.GUARDED)
+ return
+
+ _refresh_retried = false
+
+ var port := ClientConfigurator.http_port()
+ var ws_port := ClientConfigurator.ws_port()
+ var current_version := _expected_server_version()
+ _server_expected_version = current_version
+
+ if bool(_host._is_port_in_use(port)):
+ var record: Dictionary = _host._read_managed_server_record()
+ var record_version := str(record.get("version", ""))
+ var record_ws_port := int(record.get("ws_port", 0))
+ _host._set_resolved_ws_port(PortResolver.resolved_ws_port_for_existing_server(
+ record_ws_port,
+ record_version,
+ current_version,
+ int(_host._resolve_ws_port())
+ ))
+ ws_port = int(_host._resolved_ws_port)
+ var live: Dictionary = _host._probe_live_server_status_for_port(port)
+ var live_version := str(_host._verified_status_version(live))
+ var live_ws_port := int(_host._verified_status_ws_port(live))
+ var compatibility: Dictionary = _server_status_compatibility(
+ live_version,
+ current_version,
+ live_ws_port,
+ ws_port,
+ )
+ if compatibility.get("compatible", false):
+ _server_actual_name = "godot-ai"
+ _server_actual_version = live_version
+ _can_recover_incompatible = false
+ var owner := int(_host._find_managed_pid(port))
+ var owner_label := adopt_compatible_server(record_version, current_version, owner)
+ _host._server_started_this_session = true
+ _startup_path = McpStartupPathScript.ADOPTED
+ transition_state(McpServerStateScript.READY)
+ print(_compatible_adoption_log_message(
+ owner_label,
+ int(_server_pid),
+ owner,
+ str(_server_actual_version),
+ live_ws_port,
+ current_version
+ ))
+ return
+ if bool(_managed_record_has_version_drift(record_version, current_version)):
+ print("MCP | managed server v%s does not match plugin v%s, restarting"
+ % [record_version, current_version])
+ ## Forward `live` so the recovery proof helper reuses our snapshot.
+ ## The kill invalidates it, so the failure arm re-probes below.
+ if not recover_strong_port_occupant(port, 3.0, live):
+ _host._server_started_this_session = true
+ var post_recovery_live: Dictionary = _host._probe_live_server_status_for_port(port)
+ _set_incompatible_server(post_recovery_live, current_version, port)
+ _startup_path = McpStartupPathScript.INCOMPATIBLE
+ push_warning(str(_server_status_message))
+ return
+ else:
+ _startup_path = McpStartupPathScript.FREE
+
+ _host._set_resolved_ws_port(_host._resolve_ws_port())
+ ws_port = _host._resolved_ws_port
+
+ _host._startup_trace_count("server_command_discovery")
+ var server_cmd := ClientConfigurator.get_server_command()
+ if server_cmd.is_empty():
+ set_terminal_diagnosis(McpServerStateScript.NO_COMMAND)
+ _startup_path = McpStartupPathScript.NO_COMMAND
+ push_warning("MCP | could not find server command")
+ return
+
+ var cmd: String = server_cmd[0]
+ var args: Array[String] = []
+ args.assign(server_cmd.slice(1))
+ args.append_array(_host._build_server_flags(port, ws_port))
+
+ ## Wipe any stale pid-file so a failed launch can't leave last
+ ## session's PID for `_find_managed_pid` to read.
+ _host._clear_pid_file()
+
+ ## Proactive Windows port-reservation check (#146) — bind would
+ ## fail silently with WinError 10013 inside a Hyper-V / WSL2 /
+ ## Docker exclusion range; netstat shows nothing.
+ if WindowsPortReservation.is_port_excluded(port):
+ _host._server_started_this_session = true
+ set_terminal_diagnosis(McpServerStateScript.PORT_EXCLUDED)
+ _startup_path = McpStartupPathScript.RESERVED
+ push_warning("MCP | port %d is reserved by Windows (Hyper-V / WSL2 / Docker)" % port)
+ return
+
+ var injected_telemetry_env := _inject_telemetry_env()
+
+ ## PYTHONPATH handling for dev checkouts: when the editor is launched
+ ## against a worktree whose `src/godot_ai/__version__` differs from the
+ ## root repo's editable install, the dev-venv python's `sitecustomize`
+ ## adds the *root repo's* `src/` to `sys.path`. The spawned server then
+ ## reports the root repo's version, the plugin's compatibility check
+ ## flags it as incompatible, and the user gets a Restart-Server loop
+ ## with no exit. `start_dev_server` already prepends the worktree's
+ ## `src/` for its --reload spawn; mirror that here for the auto-spawn
+ ## path so the same worktree-vs-root version skew is impossible. Gated
+ ## on `is_dev_checkout()` so production user installs (no nearby `src/`)
+ ## are untouched. See #418.
+ var worktree_src := ""
+ var prev_pythonpath := ""
+ var pythonpath_set := false
+ if ClientConfigurator.is_dev_checkout():
+ worktree_src = ClientConfigurator.find_worktree_src_dir(
+ ProjectSettings.globalize_path("res://")
+ )
+ if not worktree_src.is_empty():
+ prev_pythonpath = OS.get_environment("PYTHONPATH")
+ var sep := ";" if OS.get_name() == "Windows" else ":"
+ var new_pp := (
+ worktree_src
+ if prev_pythonpath.is_empty()
+ else worktree_src + sep + prev_pythonpath
+ )
+ OS.set_environment("PYTHONPATH", new_pp)
+ pythonpath_set = true
+
+ ## Tell the spawned server which editor owns it so it can self-reap if we
+ ## die without a clean stop_server (crash / hard-kill). Passed via env, not
+ ## a CLI flag, so an older server (staggered user-mode upgrade) silently
+ ## ignores an unknown var instead of failing argparse. Scoped tightly around
+ ## create_process and unset right after (like PYTHONPATH below): the child
+ ## inherits it, but it must NOT linger in the editor env, or a later
+ ## non-reload `godot-ai` subprocess (dev server, future spawn) would inherit
+ ## it and wrongly arm a reaper keyed to this editor.
+ ## Skipped on Windows: the server's reaper is POSIX-only for now (Windows
+ ## process-liveness/self-shutdown isn't live-validated yet). The server
+ ## gates on this too.
+ var owner_env_set := _set_owner_pid_env()
+
+ _server_pid = OS.create_process(cmd, args)
+ var spawned_pid := int(_server_pid)
+
+ if owner_env_set:
+ OS.unset_environment("GODOT_AI_OWNER_PID")
+
+ ## Restore PYTHONPATH immediately — the spawned child has already
+ ## copied the env, so the editor's own process state returns to
+ ## baseline. Leaving it set would leak to any later OS.create_process
+ ## from unrelated paths.
+ if pythonpath_set:
+ if prev_pythonpath.is_empty():
+ OS.unset_environment("PYTHONPATH")
+ else:
+ OS.set_environment("PYTHONPATH", prev_pythonpath)
+
+ if injected_telemetry_env:
+ OS.unset_environment("GODOT_AI_DISABLE_TELEMETRY")
+
+ if spawned_pid > 0:
+ _server_spawn_ms = Time.get_ticks_msec()
+ _server_exit_ms = 0
+ _host._server_started_this_session = true
+ transition_state(McpServerStateScript.SPAWNING)
+ ## Record the launcher PID so same-session
+ ## prepare_for_update_reload has something to kill. The next
+ ## editor start's adopt branch heals it to the real port owner.
+ _host._write_managed_server_record(spawned_pid, current_version)
+ _startup_path = McpStartupPathScript.SPAWNED
+ ## Log "PYTHONPATH prefix=" rather than "PYTHONPATH=" so the line
+ ## isn't misleading when an existing PYTHONPATH was present —
+ ## we prepended `worktree_src`, not replaced. Keeps the log
+ ## compact (worktree_src is the actionable piece; the full
+ ## prev_pythonpath can be 5+ entries long on dev machines).
+ var suffix := " (PYTHONPATH prefix=%s)" % worktree_src if not worktree_src.is_empty() else ""
+ print("MCP | started server (PID %d, v%s): %s %s%s" % [spawned_pid, current_version, cmd, " ".join(args), suffix])
+ _host._start_server_watch()
+ else:
+ set_terminal_diagnosis(McpServerStateScript.CRASHED)
+ _startup_path = McpStartupPathScript.CRASHED
+ push_warning("MCP | failed to start server")
+
+
+## Watch-loop callback (1 Hz, capped by SERVER_WATCH_MS).
+## `--pid-file` is the source of truth on Windows / uvx where the
+## launcher PID dies quickly after spawning the real interpreter.
+func check_server_health() -> void:
+ if int(_server_pid) <= 0:
+ _host._stop_server_watch()
+ return
+ var elapsed := Time.get_ticks_msec() - int(_server_spawn_ms)
+ var real_pid := PortResolver.read_pid_file()
+ var spawn_pid := int(_server_pid)
+ if real_pid > 0 and real_pid != spawn_pid and PortResolver.pid_alive(real_pid):
+ _server_pid = real_pid
+ elif not PortResolver.pid_alive(spawn_pid):
+ if elapsed >= int(_host.SPAWN_GRACE_MS) and not McpServerStateScript.is_terminal_diagnosis(_server_state):
+ if bool(_host._should_retry_with_refresh()):
+ _refresh_retried = true
+ respawn_with_refresh()
+ return
+ _server_exit_ms = elapsed
+ set_terminal_diagnosis(McpServerStateScript.CRASHED)
+ disarm_version_check()
+ _host._update_process_enabled()
+ _host._log_buffer.log("server exited after %dms — see Godot output log" % int(_server_exit_ms))
+ _host._stop_server_watch()
+ return
+ if elapsed >= int(_host.SERVER_WATCH_MS):
+ ## Survived startup — mid-session crashes surface via WebSocket disconnect.
+ _host._stop_server_watch()
+
+
+## Retry the spawn with uvx `--refresh` prepended (PyPI index can lag a
+## fresh publish ~10 min — #172). One-shot per session via _refresh_retried.
+func respawn_with_refresh() -> void:
+ _host._startup_trace_count("server_command_discovery")
+ var server_cmd := ClientConfigurator.get_server_command(true)
+ if server_cmd.is_empty():
+ return
+ var cmd: String = server_cmd[0]
+ var args: Array[String] = []
+ args.assign(server_cmd.slice(1))
+ args.append_array(_host._build_server_flags(ClientConfigurator.http_port(), int(_host._resolved_ws_port)))
+ _host._clear_pid_file()
+ _host._log_buffer.log("retrying with --refresh (PyPI index may be stale)")
+ var injected_telemetry_env := _inject_telemetry_env()
+ ## Set owner PID for THIS spawn too (don't rely on it lingering from
+ ## start_server) — and unset right after, same scoping as start_server.
+ var owner_env_set := _set_owner_pid_env()
+ _server_pid = OS.create_process(cmd, args)
+ if owner_env_set:
+ OS.unset_environment("GODOT_AI_OWNER_PID")
+ if injected_telemetry_env:
+ OS.unset_environment("GODOT_AI_DISABLE_TELEMETRY")
+ var spawn_pid := int(_server_pid)
+ if spawn_pid > 0:
+ _server_spawn_ms = Time.get_ticks_msec()
+ _server_exit_ms = 0
+ var current_version := _expected_server_version()
+ _host._write_managed_server_record(spawn_pid, current_version)
+ print("MCP | retried server (PID %d, v%s): %s %s" % [spawn_pid, current_version, cmd, " ".join(args)])
+ else:
+ ## OS.create_process returned -1 on the retry — surface CRASHED
+ ## rather than loop. `_refresh_retried` is already true.
+ set_terminal_diagnosis(McpServerStateScript.CRASHED)
+ disarm_version_check()
+ _host._update_process_enabled()
+ _host._log_buffer.log("refresh retry failed to spawn — see Godot output log")
+ _host._stop_server_watch()
+
+
+func adopt_compatible_server(record_version: String, current_version: String, owner: int) -> String:
+ _server_actual_name = "godot-ai"
+ _can_recover_incompatible = false
+ if record_version == current_version and owner > 0:
+ _server_pid = owner
+ _host._write_managed_server_record(owner, current_version)
+ return McpAdoptionLabelScript.MANAGED
+ _server_pid = -1
+ _host._clear_managed_server_record()
+ _host._clear_pid_file()
+ return McpAdoptionLabelScript.EXTERNAL
+
+
+static func _compatible_adoption_log_message(
+ owner_label: String,
+ owned_pid: int,
+ observed_owner_pid: int,
+ live_version: String,
+ live_ws_port: int,
+ current_version: String
+) -> String:
+ if owner_label == McpAdoptionLabelScript.MANAGED:
+ return "MCP | adopted managed server (PID %d, live v%s, WS %d, plugin v%s)" % [
+ owned_pid,
+ live_version,
+ live_ws_port,
+ current_version
+ ]
+ return "MCP | adopted external server owner_pid=%d (live v%s, WS %d, plugin v%s)" % [
+ observed_owner_pid,
+ live_version,
+ live_ws_port,
+ current_version
+ ]
+
+
+## `pre_kill_live` is forwarded into the proof helper so it doesn't
+## re-probe a port the caller already probed. The kill invalidates the
+## snapshot — callers MUST re-probe before consuming live-status data
+## after this returns.
+func recover_strong_port_occupant(port: int, wait_s: float, pre_kill_live: Dictionary = {}) -> bool:
+ var proof: Dictionary = _host._evaluate_strong_port_occupant_proof(port, pre_kill_live)
+ var targets: Array[int] = []
+ targets.assign(proof.get("pids", []))
+ if targets.is_empty():
+ return false
+
+ print("MCP | strong proof: %s" % str(proof.get("proof", "")))
+ var killed: Array = _host._kill_processes_and_windows_spawn_children(targets)
+ if not killed.is_empty():
+ print("MCP | killed pids %s on port %d" % [str(killed), port])
+ _host._wait_for_port_free(port, wait_s)
+ if bool(_host._is_port_in_use(port)):
+ return false
+
+ _host._clear_managed_server_record()
+ _host._clear_pid_file()
+ return true
+
+
+func stop_server() -> void:
+ _host._stop_server_watch()
+ if int(_server_pid) <= 0:
+ transition_state(McpServerStateScript.STOPPED)
+ return
+ transition_state(McpServerStateScript.STOPPING)
+ ## Kill the tracked PID AND the real Python PID — they differ for the
+ ## uvx tier (the launcher exits before its child) and on Windows
+ ## `OS.kill` is `TerminateProcess` which doesn't walk the child tree.
+ var port := ClientConfigurator.http_port()
+ var killed: Array = []
+ var candidates: Array[int] = [int(_server_pid)]
+ var real_pid := int(_host._find_managed_pid(port))
+ ## Add the real Python PID only if it isn't already tracked and proves out
+ ## as ours — re-appending an already-present PID just produces a duplicate
+ ## kill candidate.
+ if real_pid > 0 and not candidates.has(real_pid) and _host._pid_cmdline_is_godot_ai_for_proof(real_pid):
+ candidates.append(real_pid)
+ var listener_pids: Array = _host._find_all_pids_on_port(port)
+ for pid in listener_pids:
+ var listener_pid := int(pid)
+ if candidates.has(listener_pid):
+ continue
+ if _host._pid_cmdline_is_godot_ai_for_proof(listener_pid):
+ candidates.append(listener_pid)
+ killed = _host._kill_processes_and_windows_spawn_children(candidates)
+ if not killed.is_empty():
+ print("MCP | stopped server (PID %s)" % str(killed))
+ _server_pid = -1
+ _host._wait_for_port_free(port, 2.0)
+ ## Preserve record/pid-file when port is still held — the drift
+ ## branch on the next start_server retries the kill (#159 follow-up).
+ _host._finalize_stop_if_port_free(port)
+ transition_state(McpServerStateScript.STOPPED)
+
+ ## Server's `_pydantic_core.pyd` hard-link is now released — sweep
+ ## stale uvx builds before they trip the next `uvx mcp-proxy`.
+ UvCacheCleanup.purge_stale_builds()
+
+
+## Kill the server, reset the re-entrancy guard so the re-enabled plugin
+## spawns fresh (#132). User-mode only kills via strong proof.
+func prepare_for_update_reload() -> void:
+ stop_server()
+ _host._server_started_this_session = false
+ if ClientConfigurator.is_dev_checkout():
+ return
+
+ var port := ClientConfigurator.http_port()
+ if not bool(_host._is_port_in_use(port)):
+ return
+
+ var proof: Dictionary = _host._evaluate_strong_port_occupant_proof(port)
+ var targets: Array[int] = []
+ targets.assign(proof.get("pids", []))
+ if targets.is_empty():
+ return
+
+ _host._kill_processes_and_windows_spawn_children(targets)
+ _host._wait_for_port_free(port, 3.0)
+ if not bool(_host._is_port_in_use(port)):
+ _host._clear_managed_server_record()
+ _host._clear_pid_file()
+
+
+# ---- Recovery click ----------------------------------------------------
+
+## Returns true when a pure-state probe says recovery is allowed:
+## current state is INCOMPATIBLE, the port is still held, and we have
+## proof of ownership over the occupant. Pure-state in the sense that
+## nothing is killed — that's `recover_incompatible_server`.
+func can_recover_incompatible_server() -> bool:
+ if _server_state != McpServerStateScript.INCOMPATIBLE:
+ return false
+ var port := ClientConfigurator.http_port()
+ if not bool(_host._is_port_in_use(port)):
+ return false
+ var proof: Dictionary = _host._evaluate_recovery_port_occupant_proof(port)
+ return not str(proof.get("proof", "")).is_empty()
+
+
+func recover_incompatible_server() -> bool:
+ if _server_state != McpServerStateScript.INCOMPATIBLE:
+ return false
+
+ var port := ClientConfigurator.http_port()
+ var proof: Dictionary = _host._evaluate_recovery_port_occupant_proof(port)
+ var targets: Array[int] = []
+ targets.assign(proof.get("pids", []))
+ if targets.is_empty():
+ return false
+ print("MCP | proof: %s" % str(proof.get("proof", "")))
+
+ ## Move into STOPPING so the post-kill respawn passes the
+ ## first-writer-wins guards.
+ transition_state(McpServerStateScript.STOPPING)
+ var killed: Array = _host._kill_processes_and_windows_spawn_children(targets)
+ if not killed.is_empty():
+ print("MCP | killed pids %s on port %d" % [str(killed), port])
+ _host._wait_for_port_free(port, 5.0)
+ if _host._is_port_in_use(port):
+ ## Kill failed; re-latch INCOMPATIBLE so the dock keeps the
+ ## diagnostic UI.
+ transition_state(McpServerStateScript.INCOMPATIBLE)
+ return false
+
+ UvCacheCleanup.purge_stale_builds()
+ _host._clear_managed_server_record()
+ _host._clear_pid_file()
+ transition_state(McpServerStateScript.STOPPED)
+ _connection_blocked = false
+ _server_status_message = ""
+ _server_actual_version = ""
+ _server_actual_name = ""
+ _can_recover_incompatible = false
+ _host._server_started_this_session = false
+ _server_pid = -1
+ start_server()
+ return true
+
+
+## Restart authorisation — a live PID means we spawned/adopted, a
+## non-empty managed record is the cross-session proof used by the
+## drift branch.
+func can_restart_managed_server() -> bool:
+ if _server_pid > 0:
+ return true
+ var record: Dictionary = _host._read_managed_server_record()
+ return not str(record.get("version", "")).is_empty()
+
+
+func has_managed_server() -> bool:
+ return _server_pid > 0
+
+
+## Reset state for a force-restart. Drops the managed record, clears
+## the pid-file, and resets the spawn guard so the follow-up
+## `start_server()` walks the spawn arm.
+func reset_for_force_restart() -> void:
+ _host._clear_managed_server_record()
+ _host._clear_pid_file()
+ _host._server_started_this_session = false
+ _server_pid = -1
+ transition_state(McpServerStateScript.UNINITIALIZED)
+
+
+## Ownership-checked kill of the port occupant + respawn. Driven from
+## the dock's "Restart Server" button when the plugin adopted a foreign
+## server whose version drifted from the plugin.
+func force_restart_server() -> void:
+ if not can_restart_managed_server():
+ push_warning("MCP | refusing to kill server on port %d without managed-server ownership proof"
+ % ClientConfigurator.http_port())
+ return
+ var port := ClientConfigurator.http_port()
+ ## Kill every LISTENER on the port, not just the first one. A dev
+ ## server run via `uvicorn --reload` owns port 8000 through both a
+ ## reloader parent AND a worker child — killing only one (or zero,
+ ## if the single-pid parse fell over on multi-line lsof output) leaves
+ ## the other holding the port past `_wait_for_port_free`'s window.
+ transition_state(McpServerStateScript.STOPPING)
+ _host._kill_processes_and_windows_spawn_children(_host._find_all_pids_on_port(port))
+ _host._wait_for_port_free(port, 5.0)
+ if _host._is_port_in_use(port):
+ ## Kill failed; clean baseline for the follow-up
+ ## `_set_incompatible_server`.
+ transition_state(McpServerStateScript.UNINITIALIZED)
+ _set_incompatible_server(
+ _host._probe_live_server_status_for_port(port),
+ _expected_server_version(),
+ port
+ )
+ return
+ ## Same rationale as `stop_server`: the server child python just
+ ## released its `pydantic_core` mapping, so this is the only window in
+ ## which the hard-linked copies under `builds-v0\.tmp*` are deletable.
+ ## Sweep before respawning so the upcoming `uvx mcp-proxy` build doesn't
+ ## inherit the same cleanup-failure path that triggered the restart.
+ UvCacheCleanup.purge_stale_builds()
+ reset_for_force_restart()
+ start_server()
diff --git a/addons/godot_ai/utils/server_lifecycle.gd.uid b/addons/godot_ai/utils/server_lifecycle.gd.uid
new file mode 100644
index 0000000..8e62667
--- /dev/null
+++ b/addons/godot_ai/utils/server_lifecycle.gd.uid
@@ -0,0 +1 @@
+uid://bwfx8b0w2mgf6
diff --git a/addons/godot_ai/utils/server_version_check.gd b/addons/godot_ai/utils/server_version_check.gd
new file mode 100644
index 0000000..db9c839
--- /dev/null
+++ b/addons/godot_ai/utils/server_version_check.gd
@@ -0,0 +1,136 @@
+@tool
+class_name McpServerVersionCheck
+extends RefCounted
+
+## Standalone polling seam for the post-connection server-version
+## handshake gate. Extracted from `plugin.gd` so the lifecycle manager
+## stays focused on spawn/adopt/stop and the version-verify dance has
+## its own home.
+##
+## The seam itself does NOT transition `McpServerState` on arm/disarm —
+## the version check runs concurrently with whatever spawn-state the
+## caller had latched (typically FOREIGN_PORT during adoption
+## confirmation, or no-op directly to READY for a fresh spawn). Result
+## transitions land on the manager via `handle_server_version_verified`
+## (READY / INCOMPATIBLE) or `handle_server_version_unverified`
+## (INCOMPATIBLE on deadline expiry); arm() leaves the state alone so a
+## FOREIGN_PORT diagnosis isn't accidentally cleared before the
+## handshake actually arrives.
+##
+## Owns the deadline timer (`_deadline_ms`) and requires the manager to
+## feed it `tick(now_msec)` from the plugin's `_process` while
+## `is_active()` is true.
+##
+## Decoupled from the connection's signal surface: `tick()` polls
+## `_connection.is_connected` and `_connection.server_version` directly.
+## A same-release signal addition plus a new consumer is shape-coupled work
+## for old two-phase runners; they can parse the consumer while the
+## McpConnection Script object still reflects v(N). We still null-check
+## `_connection` because `disarm()` releases it.
+
+## How long to wait after the WebSocket opens before declaring the
+## handshake_ack overdue. Mirrors `plugin.gd::SERVER_HANDSHAKE_VERSION_TIMEOUT_MS`
+## — kept at this layer so the version-check seam is self-contained.
+const TIMEOUT_MS := 5 * 1000
+
+## Untyped on purpose for the same self-update field-storage reason
+## plugin.gd's fields are untyped. `_connection` is the live
+## `McpConnection`; `_manager` is `McpServerLifecycleManager`.
+## `_connection` is null between disarm() and the next arm() — the
+## seam can spend most of the plugin's life dormant and we don't want
+## to pin a Node that may be queue_freed in `_exit_tree`. `_manager` is
+## set once at construction and held for the seam's lifetime (the
+## manager owns this instance, so the cycle is short).
+var _connection
+var _manager
+var _active: bool = false
+var _deadline_ms: int = 0
+var _expected_version: String = ""
+
+
+func _init(manager) -> void:
+ _manager = manager
+
+
+## Arm the version-check. Marks the seam active, (re)attaches the
+## connection it should poll, and starts watching for
+## `_connection.server_version`. Does NOT transition manager state —
+## the version check runs concurrently with whatever spawn-state was
+## latched (e.g. FOREIGN_PORT during adoption confirmation, READY for
+## a fresh spawn). Result transitions land on the manager via
+## `handle_server_version_verified` / `_unverified` once the handshake
+## (or its deadline) lands.
+##
+## The deadline starts the moment the connection actually opens, not at
+## arm-time, because uvx cold-starts can take ~30s to bind the
+## WebSocket and we don't want to count that against the handshake.
+func arm(connection, expected_version: String) -> void:
+ _active = true
+ _deadline_ms = 0
+ _expected_version = expected_version
+ _connection = connection
+
+
+## Disarm without firing a verdict. Used when the manager moves on
+## (e.g. recovery click → STOPPING). Releases the connection /
+## manager references so the seam doesn't pin them past the active
+## window — the plugin can spend most of its life with the version
+## check disarmed, and `_connection` is a Node that may be queue_free'd
+## by `_exit_tree`. Caller has already transitioned state, so we don't
+## touch the manager.
+func disarm() -> void:
+ _active = false
+ _deadline_ms = 0
+ _connection = null
+
+
+## True while the version-check needs `_process` ticks. Plugin uses
+## this to gate `set_process(true)`.
+func is_active() -> bool:
+ return _active
+
+
+## Per-frame tick from the plugin's `_process`. No-op when disarmed.
+## Returns true when the check finished this tick (verified or
+## unverified) so the plugin can re-evaluate `set_process` enable.
+func tick(now_msec: int) -> bool:
+ if not _active:
+ return false
+ if _connection == null:
+ return false
+ if not bool(_connection.is_connected):
+ return false
+ if _deadline_ms == 0:
+ _deadline_ms = now_msec + TIMEOUT_MS
+ var server_version := str(_connection.server_version)
+ if not server_version.is_empty():
+ _complete_with_version(server_version)
+ return true
+ if now_msec >= _deadline_ms:
+ _complete_unverified()
+ return true
+ return false
+
+
+## Invoked when `_on_connection_established` notices that we transitioned
+## out of FOREIGN_PORT — the server may yet prove itself compatible.
+## Re-arming is idempotent: if already active, no-op; otherwise the
+## caller's connection + last-known expected version are reused.
+func rearm_for_foreign_port_recovery(connection) -> void:
+ if _active:
+ return
+ arm(connection, _expected_version)
+
+
+func _complete_with_version(version: String) -> void:
+ _active = false
+ _deadline_ms = 0
+ if _manager != null:
+ _manager.handle_server_version_verified(_expected_version, version)
+
+
+func _complete_unverified() -> void:
+ _active = false
+ _deadline_ms = 0
+ if _manager != null:
+ _manager.handle_server_version_unverified(_expected_version)
diff --git a/addons/godot_ai/utils/server_version_check.gd.uid b/addons/godot_ai/utils/server_version_check.gd.uid
new file mode 100644
index 0000000..7baacfd
--- /dev/null
+++ b/addons/godot_ai/utils/server_version_check.gd.uid
@@ -0,0 +1 @@
+uid://ciqldbuaq8i8u
diff --git a/addons/godot_ai/utils/settings.gd b/addons/godot_ai/utils/settings.gd
new file mode 100644
index 0000000..8140580
--- /dev/null
+++ b/addons/godot_ai/utils/settings.gd
@@ -0,0 +1,39 @@
+@tool
+class_name McpSettings
+extends RefCounted
+
+## Shared EditorSettings key constants for the godot_ai/* namespace.
+##
+## Centralised here so lightweight files (e.g. telemetry.gd) can reference
+## settings keys without pulling in the full client_configurator.gd dep tree.
+## All keys must keep their raw string values stable across releases because
+## they are persisted in the user's editor_settings-4.tres.
+
+const SETTING_HTTP_PORT := "godot_ai/http_port"
+## Comma-separated list of tool domains excluded from the server at spawn time.
+const SETTING_EXCLUDED_DOMAINS := "godot_ai/excluded_domains"
+const SETTING_TELEMETRY_ENABLED := "godot_ai/telemetry_enabled"
+
+
+## Returns true if the string value is truthy
+## ("1", "true", "yes", "on", case-insensitive, whitespace-trimmed).
+static func truthy(value: String) -> bool:
+ return value.strip_edges().to_lower() in ["1", "true", "yes", "on"]
+
+
+## Returns true if the named environment variable is set to a truthy value.
+static func env_truthy(var_name: String) -> bool:
+ return truthy(OS.get_environment(var_name))
+
+
+## Returns true if telemetry should be active, checking in priority order:
+## 1. GODOT_AI_DISABLE_TELEMETRY / DISABLE_TELEMETRY env vars
+## 2. The godot_ai/telemetry_enabled EditorSetting written by the dock UI
+## Defaults to true when neither source has set a preference.
+static func telemetry_enabled() -> bool:
+ if env_truthy("GODOT_AI_DISABLE_TELEMETRY") or env_truthy("DISABLE_TELEMETRY"):
+ return false
+ var es := EditorInterface.get_editor_settings()
+ if es != null and es.has_setting(SETTING_TELEMETRY_ENABLED):
+ return bool(es.get_setting(SETTING_TELEMETRY_ENABLED))
+ return true
diff --git a/addons/godot_ai/utils/settings.gd.uid b/addons/godot_ai/utils/settings.gd.uid
new file mode 100644
index 0000000..b8b1547
--- /dev/null
+++ b/addons/godot_ai/utils/settings.gd.uid
@@ -0,0 +1 @@
+uid://pefrtofs7ijw
diff --git a/addons/godot_ai/utils/structured_log_ring.gd b/addons/godot_ai/utils/structured_log_ring.gd
new file mode 100644
index 0000000..3e00b4e
--- /dev/null
+++ b/addons/godot_ai/utils/structured_log_ring.gd
@@ -0,0 +1,156 @@
+@tool
+class_name McpStructuredLogRing
+extends RefCounted
+
+## Head-indexed circular buffer of structured log entries shared by
+## game_log_buffer and editor_log_buffer.
+##
+## Once `_max_lines` (set in subclass `_init`) is reached, new appends
+## overwrite the oldest slot at `_head`, keeping append O(1) on overflow
+## — the previous slice() approach reallocated the full retained array
+## on every drop, which a chatty game would pay for thousands of times
+## per second.
+##
+## Lockless. Subclasses needing thread-safety (editor_log_buffer is
+## written from any thread a Godot Logger virtual can fire on) wrap each
+## public method with their own Mutex around the `_*_unlocked` helpers.
+## Keeping the base lockless means the hot game-side path (single thread,
+## called from _process) doesn't pay an unused mutex cost.
+##
+## Entry shape is owned by subclasses — `_append_entry` takes a
+## ready-built Dictionary so each buffer can carry the fields it needs
+## (game: `source/level/text`; editor: adds `path/line/function`).
+
+const VALID_LEVELS := ["info", "warn", "error"]
+
+var _max_lines: int
+var _storage: Array[Dictionary] = []
+## Next write position within `_storage`. While filling (before first
+## wrap) equals `_storage.size()`; once full, points at the oldest entry
+## (the one about to be overwritten).
+var _head := 0
+var _dropped_count := 0
+## Monotonic number of entries appended since this ring was created. Unlike
+## `_storage.size()` and `_dropped_count`, this intentionally survives clear()
+## so callers can use it as a stable "next entry to read" cursor.
+var _appended_total := 0
+
+
+func _init(max_lines: int) -> void:
+ _max_lines = max_lines
+
+
+## Append `entry` to the ring, evicting the oldest slot when full.
+## Subclasses build the dict with their per-source shape and pass it in.
+func _append_entry(entry: Dictionary) -> void:
+ if _storage.size() < _max_lines:
+ _storage.append(entry)
+ _head = _storage.size() % _max_lines
+ else:
+ ## Full — overwrite oldest in place, advance head, count the drop.
+ _storage[_head] = entry
+ _head = (_head + 1) % _max_lines
+ _dropped_count += 1
+ _appended_total += 1
+
+
+## Lockless slice. Subclasses with a mutex wrap their `get_range` /
+## `get_recent` overrides around this; the lockless base implementations
+## of those public methods just delegate here.
+func _get_range_unlocked(offset: int, count: int) -> Array[Dictionary]:
+ var size := _storage.size()
+ var start := maxi(0, offset)
+ var stop := mini(size, start + count)
+ var out: Array[Dictionary] = []
+ for i in range(start, stop):
+ out.append(_storage[_logical_to_physical(i)])
+ return out
+
+
+func get_range(offset: int, count: int) -> Array[Dictionary]:
+ return _get_range_unlocked(offset, count)
+
+
+func get_recent(count: int) -> Array[Dictionary]:
+ var size := _storage.size()
+ var start := maxi(0, size - count)
+ return _get_range_unlocked(start, size - start)
+
+
+## Lockless cursor read. The cursor is the next sequence to read: calling
+## get_since(appended_total()) after a snapshot returns only later appends.
+func _get_since_unlocked(since_seq: int, limit: int = -1) -> Dictionary:
+ var size := _storage.size()
+ var oldest_seq := _appended_total - size
+ var start_seq := mini(maxi(since_seq, oldest_seq), _appended_total)
+ var start := start_seq - oldest_seq
+ var available := maxi(0, size - start)
+ var count := available
+ if limit >= 0:
+ count = mini(available, limit)
+ var entries := _get_range_unlocked(start, count)
+ var next_cursor := start_seq + entries.size()
+ return {
+ "cursor": since_seq,
+ "oldest_cursor": oldest_seq,
+ "next_cursor": next_cursor,
+ "appended_total": _appended_total,
+ "truncated": since_seq < oldest_seq,
+ "has_more": next_cursor < _appended_total,
+ "entries": entries,
+ }
+
+
+func get_since(since_seq: int, limit: int = -1) -> Dictionary:
+ return _get_since_unlocked(since_seq, limit)
+
+
+## Lockless accessors. Subclasses with a mutex use these under their lock
+## so the field reads stay encapsulated in the base instead of leaking
+## `_storage` / `_dropped_count` reach-through into the subclass.
+func _total_count_unlocked() -> int:
+ return _storage.size()
+
+
+func _dropped_count_unlocked() -> int:
+ return _dropped_count
+
+
+func _appended_total_unlocked() -> int:
+ return _appended_total
+
+
+func total_count() -> int:
+ return _total_count_unlocked()
+
+
+func dropped_count() -> int:
+ return _dropped_count_unlocked()
+
+
+func appended_total() -> int:
+ return _appended_total_unlocked()
+
+
+## Translate a logical index (0 = oldest retained) to a physical
+## `_storage` slot. Before the first wrap, storage-order is logical-
+## order. After wrapping, the oldest entry lives at `_head`.
+func _logical_to_physical(logical: int) -> int:
+ if _storage.size() < _max_lines:
+ return logical
+ return (_head + logical) % _max_lines
+
+
+## Reset the ring to empty. Subclasses with a mutex wrap this with their
+## lock; subclasses that surface `clear` to callers (McpEditorLogBuffer)
+## return the prior size from their wrapper.
+func _clear_storage() -> void:
+ _storage.clear()
+ _head = 0
+ _dropped_count = 0
+
+
+## Coerce unknown levels to "info" so a misbehaving sender can't poison
+## downstream filters with arbitrary strings.
+static func _coerce_level(level: String) -> String:
+ return level if level in VALID_LEVELS else "info"
diff --git a/addons/godot_ai/utils/structured_log_ring.gd.uid b/addons/godot_ai/utils/structured_log_ring.gd.uid
new file mode 100644
index 0000000..57012ba
--- /dev/null
+++ b/addons/godot_ai/utils/structured_log_ring.gd.uid
@@ -0,0 +1 @@
+uid://c4yh3jqfn6dwe
diff --git a/addons/godot_ai/utils/update_manager.gd b/addons/godot_ai/utils/update_manager.gd
new file mode 100644
index 0000000..79ba21e
--- /dev/null
+++ b/addons/godot_ai/utils/update_manager.gd
@@ -0,0 +1,443 @@
+@tool
+class_name McpUpdateManager
+extends Node
+
+## Self-update manager for pre-runner work. Owns release checks, HTTP ZIP
+## download, the install-in-flight gate, and install state signals back to
+## the dock. Once `_install_zip()` calls
+## `plugin.gd::install_downloaded_update(...)`, ownership transfers to
+## `update_reload_runner.gd`, which owns extract, scan, plugin re-enable,
+## and detached-dock cleanup.
+##
+## The dock owns banner rendering and forwards button clicks. The split
+## exists because the dock script is one of the files overwritten on disk
+## during install — keeping pipeline state on a separate Node lets the dock
+## tear down cleanly without losing the in-flight gate that other dock spawn
+## paths consult.
+##
+## `class_name McpUpdateManager` is retained because it shipped in a
+## published release. If this class is ever retired, follow CLAUDE.md's
+## never-delete-published-class_name shim policy instead of deleting the
+## declaration.
+##
+## `_plugin` and `_dock` are deliberately untyped: the same self-update
+## window that overwrites this script also overwrites the dock and plugin
+## scripts, and a static-typed reference into a script being hot-reloaded
+## crashes inside `GDScriptFunction::call`. `server_lifecycle.gd` follows
+## the same convention.
+
+const RELEASES_URL := (
+ "https://api.github.com/repos/hi-godot/godot-ai/releases/latest"
+)
+const RELEASES_PAGE := "https://github.com/hi-godot/godot-ai/releases/latest"
+const UPDATE_TEMP_DIR := "user://godot_ai_update/"
+const UPDATE_TEMP_ZIP := "user://godot_ai_update/update.zip"
+const ClientConfigurator := preload("res://addons/godot_ai/client_configurator.gd")
+
+## Emitted after `check_for_updates()` resolves a newer remote version.
+## Payload mirrors the Dictionary returned by `parse_releases_response`:
+## {has_update, version, forced, label_text, download_url}
+signal update_check_completed(result: Dictionary)
+
+## Emitted at every UI-relevant step of the install pipeline. Payload
+## keys are all optional and apply on top of the current banner state:
+## label_text: String ## banner label override
+## button_text: String ## update button text override
+## button_disabled: bool ## update button disabled state
+## banner_visible: bool ## banner visibility override
+## outcome: String ## "success" -> dock paints green
+signal install_state_changed(state: Dictionary)
+
+var _plugin
+var _dock
+
+var _http_request: HTTPRequest
+var _download_request: HTTPRequest
+var _latest_download_url: String = ""
+
+## Set for the duration of `_install_zip` — extract-overwrite of plugin
+## scripts on disk would crash any worker mid-`GDScriptFunction::call`
+## (confirmed via SIGABRT in the dock's refresh worker). Dock spawn paths
+## consult this via `is_install_in_flight()`; in-flight workers are
+## drained before any disk write.
+var _install_in_flight: bool = false
+
+
+# ---- Setup -------------------------------------------------------------
+
+func setup(plugin, dock) -> void:
+ _plugin = plugin
+ _dock = dock
+
+
+# ---- Public API ---------------------------------------------------------
+
+## Kick off the GitHub Releases API check. No-ops in dev checkouts —
+## `addons/godot_ai/` is a symlink into canonical `plugin/` source there,
+## and an extract would clobber tracked files (#116). `is_dev_checkout()`
+## honours the mode override (dock dropdown > GODOT_AI_MODE env), so
+## testers can force `user` to exercise the AssetLib flow from a dev tree;
+## `_install_zip` still gates on the physical symlink check so a forced-
+## user mode can never clobber source.
+func check_for_updates() -> void:
+ if ClientConfigurator.is_dev_checkout():
+ return
+ if _http_request == null:
+ _http_request = HTTPRequest.new()
+ _http_request.request_completed.connect(_on_update_check_completed)
+ add_child(_http_request)
+ _http_request.request(RELEASES_URL, ["Accept: application/vnd.github+json"])
+
+
+## Cancel any in-flight check. The dock calls this before re-issuing a
+## check after a mode-override flip — without the cancel, `request()`
+## returns ERR_BUSY and the dropdown change silently fails to repaint.
+func cancel_check() -> void:
+ if _http_request != null:
+ _http_request.cancel_request()
+
+
+## Reset the cached download URL. The dock calls this on mode-override
+## flips so a fresh check paints over a clean banner.
+func clear_pending_download() -> void:
+ _latest_download_url = ""
+
+
+## True when the running Godot can self-update in place. Godot < 4.4 takes
+## the `_install_zip_inline` extract-then-restart path, and that engine's
+## stricter `GDScript::reload()` (`!p_keep_state && has_instances` ->
+## `ERR_ALREADY_IN_USE`) turns the extract-over-live-scripts into a reload
+## error flood plus a SIGSEGV in `EditorDockManager::remove_dock` /
+## `SceneTree::finalize` on the restart/quit (#475). So on < 4.4 we don't
+## run the in-editor pipeline at all — the user updates manually.
+## Guards `major` too so a future Godot 5.x (minor 0) isn't misclassified.
+func _can_self_update() -> bool:
+ var v := Engine.get_version_info()
+ return _version_can_self_update(int(v.get("major", 0)), int(v.get("minor", 0)))
+
+
+## Pure version predicate, split out so it's testable without faking the
+## running engine. In-editor self-update needs Godot >= 4.4.
+static func _version_can_self_update(major: int, minor: int) -> bool:
+ return major > 4 or (major == 4 and minor >= 4)
+
+
+## Banner guidance for the gated (< 4.4) path. Shown up-front at check time
+## (with the available version) and again on click, so the user understands
+## the manual-update flow before they press anything. Single source of truth
+## so check-time and click-time text never drift.
+static func _manual_update_label(version: String) -> String:
+ var prefix := "Update available"
+ if not version.is_empty():
+ prefix = "Update v%s available" % version
+ return (
+ prefix
+ + " — in-editor update needs Godot 4.4+. Open the download page, then "
+ + "replace addons/godot_ai/ manually and relaunch."
+ )
+
+
+## Driven by the dock's Update button. On Godot < 4.4 (see `_can_self_update`)
+## the in-editor install is disabled — we open the release page for a manual
+## download instead, never entering the extract pipeline that crashes those
+## engines. With no resolved download URL — either the check never completed,
+## or the release didn't ship a matching asset — also falls back to opening
+## the release page. Otherwise kicks off the download → extract → reload
+## pipeline.
+func start_install() -> void:
+ if not _can_self_update():
+ ## Only claim success + lock the button if the browser actually opened.
+ ## On failure (no handler, headless) keep the button enabled so the
+ ## user can retry. Either way, leave the version-bearing guidance label
+ ## from check time in place — don't re-emit label_text.
+ if OS.shell_open(RELEASES_PAGE) == OK:
+ install_state_changed.emit({
+ "button_text": "Opened download page",
+ "button_disabled": true,
+ })
+ else:
+ install_state_changed.emit({
+ "button_text": "Couldn't open browser — retry",
+ "button_disabled": false,
+ })
+ return
+
+ if _latest_download_url.is_empty():
+ OS.shell_open(RELEASES_PAGE)
+ return
+
+ install_state_changed.emit({
+ "button_text": "Downloading...",
+ "button_disabled": true,
+ })
+
+ if _download_request != null:
+ _download_request.queue_free()
+ _download_request = HTTPRequest.new()
+ var global_zip := ProjectSettings.globalize_path(UPDATE_TEMP_ZIP)
+ var global_dir := ProjectSettings.globalize_path(UPDATE_TEMP_DIR)
+ DirAccess.make_dir_recursive_absolute(global_dir)
+ _download_request.download_file = global_zip
+ _download_request.max_redirects = 10
+ _download_request.request_completed.connect(_on_download_completed)
+ add_child(_download_request)
+ var err := _download_request.request(_latest_download_url)
+ if err != OK:
+ ## `request_completed` never fires when `request()` itself errors,
+ ## so cleanup (queue_free + null + drop the staged zip) has to land
+ ## inline — otherwise the HTTPRequest stays parented under the
+ ## manager until the next click.
+ _download_request.queue_free()
+ _download_request = null
+ DirAccess.remove_absolute(global_zip)
+ install_state_changed.emit({
+ "button_text": "Request failed",
+ "button_disabled": false,
+ })
+
+
+## Consulted by the dock's spawn paths (focus-in refresh, manual button,
+## deferred initial refresh) — true while plugin scripts are being
+## overwritten. A worker mid-`GDScriptFunction::call` into a half-
+## overwritten script SIGABRTs the editor.
+func is_install_in_flight() -> bool:
+ return _install_in_flight
+
+
+# ---- Releases-API parse (pure, testable) -------------------------------
+
+## Parses the GitHub Releases API JSON response. Returns:
+## has_update: bool ## true if remote tag > local version
+## version: String ## remote tag minus leading "v"
+## forced: bool ## mode_override() == "user" (banner-only hint)
+## label_text: String ## "Update available: vX.Y.Z" + " (forced)"
+## download_url: String ## matching `godot-ai-plugin.zip` asset URL
+##
+## Static so tests drive it without instancing the manager.
+static func parse_releases_response(
+ result: int, response_code: int, body: PackedByteArray
+) -> Dictionary:
+ var out := {
+ "has_update": false,
+ "version": "",
+ "forced": false,
+ "label_text": "",
+ "download_url": "",
+ }
+ if result != HTTPRequest.RESULT_SUCCESS or response_code != 200:
+ return out
+ var parsed = JSON.parse_string(body.get_string_from_utf8())
+ if parsed == null or not (parsed is Dictionary):
+ return out
+ var json: Dictionary = parsed
+ var tag: String = String(json.get("tag_name", ""))
+ if tag.is_empty():
+ return out
+ var remote_version := tag.trim_prefix("v")
+ var local_version := ClientConfigurator.get_plugin_version()
+ if not _is_newer(remote_version, local_version):
+ return out
+
+ var url := ""
+ var assets: Array = json.get("assets", [])
+ for asset in assets:
+ var asset_dict: Dictionary = asset
+ if String(asset_dict.get("name", "")) == "godot-ai-plugin.zip":
+ url = String(asset_dict.get("browser_download_url", ""))
+ break
+
+ var forced := ClientConfigurator.mode_override() == "user"
+ var label_text := "Update available: v%s" % remote_version
+ if forced:
+ ## Forced-user mode (dropdown or env) is the only way the banner
+ ## lights up in a dev tree; suffix so the operator notices.
+ label_text += " (forced)"
+
+ out["has_update"] = true
+ out["version"] = remote_version
+ out["forced"] = forced
+ out["label_text"] = label_text
+ out["download_url"] = url
+ return out
+
+
+static func _is_newer(remote: String, local: String) -> bool:
+ var r := remote.split(".")
+ var l := local.split(".")
+ for i in range(max(r.size(), l.size())):
+ var rv := int(r[i]) if i < r.size() else 0
+ var lv := int(l[i]) if i < l.size() else 0
+ if rv > lv:
+ return true
+ if rv < lv:
+ return false
+ return false
+
+
+# ---- HTTPRequest callbacks (instance-side) -----------------------------
+
+func _on_update_check_completed(
+ result: int,
+ response_code: int,
+ _headers: PackedStringArray,
+ body: PackedByteArray
+) -> void:
+ var parsed := parse_releases_response(result, response_code, body)
+ if not bool(parsed.get("has_update", false)):
+ return
+ _latest_download_url = String(parsed.get("download_url", ""))
+ update_check_completed.emit(parsed)
+ ## On engines that can't self-update (Godot < 4.4, #475), surface the
+ ## full manual-update guidance AND relabel the button up-front — before
+ ## any click — so the user knows what the button does and why.
+ if not _can_self_update():
+ install_state_changed.emit({
+ "button_text": "Open download page",
+ "label_text": _manual_update_label(String(parsed.get("version", ""))),
+ })
+
+
+func _on_download_completed(
+ result: int,
+ response_code: int,
+ _headers: PackedStringArray,
+ _body: PackedByteArray
+) -> void:
+ if _download_request != null:
+ _download_request.queue_free()
+ _download_request = null
+
+ if result != HTTPRequest.RESULT_SUCCESS or response_code != 200:
+ print("MCP | update download failed: result=%d code=%d" % [result, response_code])
+ install_state_changed.emit({
+ "button_text": "Download failed (%d)" % response_code,
+ "button_disabled": false,
+ })
+ return
+
+ install_state_changed.emit({"button_text": "Installing..."})
+ # Deferred so the HTTPRequest callback returns before the extract starts.
+ _install_zip.call_deferred()
+
+
+# ---- Install orchestration ---------------------------------------------
+
+func _install_zip() -> void:
+ ## Symlinked addons dir means an extract would clobber canonical
+ ## `plugin/` source through the link. Symlink detection is independent
+ ## of the mode override: even forced-user aborts here. See #116.
+ if ClientConfigurator.addons_dir_is_symlink():
+ install_state_changed.emit({
+ "button_text": "Dev checkout — update via git",
+ "button_disabled": true,
+ "banner_visible": false,
+ })
+ return
+
+ ## Drain in-flight workers + block new ones BEFORE any disk write.
+ ## Without this, focus-in landing in the extract→reload window spawns
+ ## a worker that walks into a partially-overwritten script and
+ ## SIGABRTs in `GDScriptFunction::call`.
+ _install_in_flight = true
+ _drain_dock_workers()
+
+ var version := Engine.get_version_info()
+ var has_runner: bool = (
+ _plugin != null
+ and _plugin.has_method("install_downloaded_update")
+ )
+ ## Same major-aware predicate as the _can_self_update() gate, so a future
+ ## Godot 5.x (minor 0) takes the runner path the gate promised — not the
+ ## pre-4.4 inline extract. A bare `minor >= 4` here would route 5.0 to the
+ ## crash-prone inline path even though the gate let it in.
+ if _version_can_self_update(int(version.get("major", 0)), int(version.get("minor", 0))) and has_runner:
+ install_state_changed.emit({"button_text": "Reloading..."})
+ ## Runner takes over: plugin tears down, runner extracts + scans +
+ ## re-enables. `install_downloaded_update` calls
+ ## `prepare_for_update_reload()` internally (kills the server,
+ ## resets the spawn guard) — see plugin.gd::install_downloaded_update.
+ _plugin.install_downloaded_update(UPDATE_TEMP_ZIP, UPDATE_TEMP_DIR, _dock)
+ return
+
+ _install_zip_inline(version)
+
+
+func _install_zip_inline(version: Dictionary) -> void:
+ ## Pre-4.4 fallback. EditorInterface.set_plugin_enabled off/on is
+ ## re-entry-unsafe on older Godot; we extract in-process and ask the
+ ## user to restart.
+ var zip_path := ProjectSettings.globalize_path(UPDATE_TEMP_ZIP)
+ var install_base := ProjectSettings.globalize_path("res://")
+
+ var reader := ZIPReader.new()
+ if reader.open(zip_path) != OK:
+ _install_in_flight = false
+ install_state_changed.emit({
+ "button_text": "Extract failed",
+ "button_disabled": false,
+ })
+ return
+
+ var files := reader.get_files()
+ for file_path in files:
+ if not file_path.begins_with("addons/godot_ai/"):
+ continue
+ if file_path.ends_with("/"):
+ DirAccess.make_dir_recursive_absolute(install_base.path_join(file_path))
+ else:
+ var dir := file_path.get_base_dir()
+ DirAccess.make_dir_recursive_absolute(install_base.path_join(dir))
+ var content := reader.read_file(file_path)
+ var f := FileAccess.open(install_base.path_join(file_path), FileAccess.WRITE)
+ if f != null:
+ f.store_buffer(content)
+ f.close()
+
+ reader.close()
+
+ DirAccess.remove_absolute(zip_path)
+ DirAccess.remove_absolute(ProjectSettings.globalize_path(UPDATE_TEMP_DIR))
+
+ ## Kill the old server before the reload so the re-enabled plugin spawns
+ ## a fresh one against the new plugin version (#132).
+ if _plugin != null and _plugin.has_method("prepare_for_update_reload"):
+ _plugin.prepare_for_update_reload()
+
+ if _version_can_self_update(int(version.get("major", 0)), int(version.get("minor", 0))):
+ install_state_changed.emit({"button_text": "Scanning..."})
+ ## Filesystem scan must complete before plugin reload — otherwise
+ ## plugin.gd re-parses against a ClassDB that hasn't seen the new
+ ## files yet, parse errors, dock tears down silently. See #127.
+ var fs := EditorInterface.get_resource_filesystem()
+ if fs != null:
+ fs.filesystem_changed.connect(
+ _on_filesystem_scanned_for_update, CONNECT_ONE_SHOT
+ )
+ fs.scan()
+ else:
+ _reload_after_update.call_deferred()
+ else:
+ ## Pre-4.4: no plugin reload; refreshes resume on the old dock
+ ## instance until the user restarts.
+ _install_in_flight = false
+ install_state_changed.emit({
+ "button_text": "Restart editor to apply",
+ "button_disabled": true,
+ "label_text": "Updated! Restart the editor.",
+ "outcome": "success",
+ })
+
+
+func _on_filesystem_scanned_for_update() -> void:
+ install_state_changed.emit({"button_text": "Reloading..."})
+ _reload_after_update.call_deferred()
+
+
+func _reload_after_update() -> void:
+ EditorInterface.set_plugin_enabled("res://addons/godot_ai/plugin.cfg", false)
+ EditorInterface.set_plugin_enabled("res://addons/godot_ai/plugin.cfg", true)
+
+
+func _drain_dock_workers() -> void:
+ if _dock != null and _dock.has_method("prepare_for_self_update_drain"):
+ _dock.prepare_for_self_update_drain()
diff --git a/addons/godot_ai/utils/update_manager.gd.uid b/addons/godot_ai/utils/update_manager.gd.uid
new file mode 100644
index 0000000..4089a72
--- /dev/null
+++ b/addons/godot_ai/utils/update_manager.gd.uid
@@ -0,0 +1 @@
+uid://cegiyw3fjcwev
diff --git a/addons/godot_ai/utils/update_mixed_state.gd b/addons/godot_ai/utils/update_mixed_state.gd
new file mode 100644
index 0000000..96d0024
--- /dev/null
+++ b/addons/godot_ai/utils/update_mixed_state.gd
@@ -0,0 +1,140 @@
+@tool
+extends RefCounted
+
+## Scanner that detects whether `addons/godot_ai/` is in a half-installed
+## state left behind by a self-update whose rollback couldn't restore the
+## previous addon contents (`UpdateReloadRunner.InstallStatus.FAILED_MIXED`).
+##
+## Without this surface the user sees "plugin won't start" with no actionable
+## context, re-runs the update, and compounds the mismatch (issue #354 /
+## audit-v2 #10). The dock paints a banner from `diagnose()` and
+## `editor_handler.gd::get_editor_state` includes the same Dictionary so an
+## MCP agent can see and report the state.
+
+const ADDON_DIR := "res://addons/godot_ai/"
+## Producer is `update_reload_runner.gd::INSTALL_BACKUP_SUFFIX`. Inlined as a
+## literal because old two-phase runners can parse this diagnostic script
+## against stale runner Script-object content during their mixed-snapshot
+## scan. `test_update_backup_suffix_stays_in_sync` guards against drift.
+const BACKUP_SUFFIX := ".update_backup"
+## Cap so a runaway addons tree (someone parented the wrong dir, an old
+## crashed install left thousands of artifacts) can't blow the
+## `editor_state` payload size or freeze the editor on first paint.
+const MAX_BACKUP_RESULTS := 200
+## TTL for the `diagnose()` cache. `editor_state` is one of the highest-
+## traffic MCP tools (agents poll it constantly) and a recursive
+## `DirAccess` walk on every call would put I/O on the 4ms `_process()`
+## budget. Mixed-state is rare and persistent across editor restarts, so
+## a few seconds of staleness is acceptable; the dock's Re-scan button
+## bypasses the cache via `force=true` for immediate feedback.
+const CACHE_TTL_MSEC := 5000
+
+static var _cache_value: Dictionary = {}
+static var _cache_timestamp_msec: int = -1
+
+
+## Walk `dir` recursively and return every `res://`-relative path that ends
+## in `.update_backup`, sorted ascending. Truncates at `MAX_BACKUP_RESULTS`
+## — the truncation flag is exposed via `diagnose()`.
+##
+## Walk order is deterministic: entries within each directory are sorted
+## alphabetically, subdirs pushed reverse-sorted so DFS pops them in
+## ascending order. Without this two scans of the same mixed tree could
+## return different 200-file slices when truncation kicks in (Godot's
+## `list_dir` order isn't guaranteed stable across filesystems).
+static func find_backups(dir: String = ADDON_DIR) -> Array:
+ var results: Array = []
+ var stack: Array = [dir]
+ while not stack.is_empty():
+ if results.size() >= MAX_BACKUP_RESULTS:
+ break
+ var current: String = stack.pop_back()
+ var d := DirAccess.open(current)
+ ## Missing dir, permission error, or unreadable junction — skip
+ ## silently. A missing addons dir is the bare-clone case; mid-walk
+ ## errors stay quiet so a single permission glitch can't block the
+ ## diagnostic the rest of the scan would have produced.
+ if d == null:
+ continue
+ var entries: Array = []
+ d.list_dir_begin()
+ while true:
+ var entry := d.get_next()
+ if entry.is_empty():
+ break
+ if entry == "." or entry == "..":
+ continue
+ entries.append({"name": entry, "is_dir": d.current_is_dir()})
+ d.list_dir_end()
+ entries.sort_custom(func(a, b): return a["name"] < b["name"])
+ ## Push subdirs reverse-sorted so the next outer iteration pops
+ ## them in ascending order — see method docstring for why this
+ ## determinism matters for the truncated case.
+ for i in range(entries.size() - 1, -1, -1):
+ var entry: Dictionary = entries[i]
+ if entry["is_dir"]:
+ stack.append(current.path_join(entry["name"]))
+ for entry in entries:
+ if entry["is_dir"]:
+ continue
+ if not String(entry["name"]).ends_with(BACKUP_SUFFIX):
+ continue
+ results.append(current.path_join(entry["name"]))
+ if results.size() >= MAX_BACKUP_RESULTS:
+ break
+ results.sort()
+ return results
+
+
+## Build the structured diagnostic Dictionary surfaced via `editor_state`
+## and the dock banner. Empty when the addons tree is clean — callers
+## gate banner visibility / response field on `is_empty()`.
+##
+## Cached for `CACHE_TTL_MSEC` when scanning the default `ADDON_DIR` so
+## per-`editor_state` polls don't re-walk the addons tree every frame.
+## Tests passing a custom `dir` always see a fresh scan (cache only
+## tracks the production path). `force=true` bypasses the cache — used
+## by the dock's Re-scan button so a manual fix is reflected immediately.
+static func diagnose(dir: String = ADDON_DIR, force: bool = false) -> Dictionary:
+ var use_cache := dir == ADDON_DIR and not force
+ if use_cache and _cache_timestamp_msec >= 0:
+ if Time.get_ticks_msec() - _cache_timestamp_msec < CACHE_TTL_MSEC:
+ return _cache_value.duplicate(true)
+
+ var backups := find_backups(dir)
+ var result: Dictionary = {}
+ if not backups.is_empty():
+ ## Most commonly produced by `_rollback_paths_written` returning
+ ## FAILED_MIXED, but `_finalize_install_success` removes backups on
+ ## a best-effort basis so a successful install can also leave them
+ ## behind if the cleanup `remove_absolute` hit a permission error.
+ ## The recovery action — delete the *.update_backup files — is the
+ ## same in both cases, so the message acknowledges both
+ ## possibilities rather than asserting the alarming one.
+ result = {
+ "addon_dir": dir,
+ "backup_files": backups,
+ "backup_count": backups.size(),
+ "truncated": backups.size() >= MAX_BACKUP_RESULTS,
+ "message": (
+ "Found .update_backup files in addons/godot_ai/. This usually"
+ + " means a self-update rollback couldn't restore the previous"
+ + " addon contents (FAILED_MIXED) — the plugin may load a mix"
+ + " of old and new files. Restore the addon from your VCS or a"
+ + " fresh release ZIP, then delete the listed *.update_backup"
+ + " files. If the plugin runs without issues these are likely"
+ + " stale from a successful install and safe to delete."
+ ),
+ }
+ if use_cache:
+ _cache_value = result.duplicate(true)
+ _cache_timestamp_msec = Time.get_ticks_msec()
+ return result
+
+
+## Reset the `diagnose()` cache. Tests that flip the addons-tree state
+## between calls use this to avoid TTL-bound flakiness; the dock's
+## Re-scan button uses `force=true` instead.
+static func clear_cache() -> void:
+ _cache_value = {}
+ _cache_timestamp_msec = -1
diff --git a/addons/godot_ai/utils/update_mixed_state.gd.uid b/addons/godot_ai/utils/update_mixed_state.gd.uid
new file mode 100644
index 0000000..6d608d9
--- /dev/null
+++ b/addons/godot_ai/utils/update_mixed_state.gd.uid
@@ -0,0 +1 @@
+uid://dd5rti52vgs71
diff --git a/addons/godot_ai/utils/uv_cache_cleanup.gd b/addons/godot_ai/utils/uv_cache_cleanup.gd
new file mode 100644
index 0000000..eaa82ed
--- /dev/null
+++ b/addons/godot_ai/utils/uv_cache_cleanup.gd
@@ -0,0 +1,161 @@
+@tool
+class_name McpUvCacheCleanup
+extends RefCounted
+
+## Sweeps stale `.tmp*` build venvs out of `%LOCALAPPDATA%\uv\cache\builds-v0`.
+##
+## Background
+## ----------
+## When Claude Desktop's MCP launcher invokes `uvx mcp-proxy ...` to talk to
+## a running godot-ai server, uv builds an ephemeral venv under
+## `builds-v0\.tmpXXXXXX\`. To save disk it hard-links shared C extensions
+## (notably `pydantic_core/_pydantic_core.cp313-win_amd64.pyd`) from
+## `archive-v0\\Lib\site-packages\...` into the build venv.
+##
+## If the godot-ai server's own Python child has that same `.pyd` mapped via
+## `LoadLibrary` (it does — godot-ai imports pydantic), the file is locked
+## under BOTH paths because hard links share the inode and Windows tracks
+## handles per-file, not per-path. uv's post-install cleanup of the build
+## venv then dies with:
+##
+## Failed to install: pywin32-311-cp313-cp313-win_amd64.whl (pywin32==311)
+## Caused by: failed to remove directory `...\.tmpXXXXXX\Lib\site-packages\pywin32-311.data`
+## 다른 프로세스가 파일을 사용 중이기 때문에 ... (os error 32)
+##
+## (the `pywin32` mention is incidental — the actual lock is on the earlier
+## hard-linked `_pydantic_core.pyd`; pywin32 is just the last install step
+## in the wheel-resolution order that triggers the cleanup pass).
+##
+## What this does
+## --------------
+## After the plugin stops/restarts the managed server — i.e. the moment when
+## the archive-v0 `.pyd` mappings drop and the hard-linked builds-v0 copy
+## becomes deletable — sweep `builds-v0\` for `.tmp*` orphans:
+##
+## 1. Rename each `.tmpXXX` to `_dead_.tmpXXX`. Rename succeeds even when
+## AV scanners hold the file open without `FILE_SHARE_DELETE` (Defender
+## and Softcamp SDS both do this), so this step always advances.
+## 2. Recursively remove the renamed dir, swallowing per-file
+## access-denied. Anything still genuinely locked is left for the next
+## sweep — uv won't reuse the renamed name, so no future build collides.
+##
+## No-op on non-Windows (uv's hard-link strategy only causes this lock
+## pattern on NTFS) and when the cache directory doesn't exist.
+
+const DEAD_PREFIX := "_dead_"
+const TMP_PREFIX := ".tmp"
+
+
+## Live entrypoint. Resolves `%LOCALAPPDATA%\uv\cache\builds-v0` and runs
+## the sweep. Returns the same counts the testable `purge_directory` returns,
+## or all zeros on non-Windows / missing cache.
+static func purge_stale_builds() -> Dictionary:
+ if OS.get_name() != "Windows":
+ return _empty_result()
+ var local_appdata := OS.get_environment("LOCALAPPDATA")
+ if local_appdata.is_empty():
+ return _empty_result()
+ var builds_root := local_appdata.replace("\\", "/").path_join("uv/cache/builds-v0")
+ return purge_directory(builds_root)
+
+
+## Pure-ish entrypoint that takes a directory path. Returns
+## `{ "scanned": int, "renamed": int, "deleted": int, "remaining": int }`.
+## - `scanned`: how many `.tmp*` subdirs we saw on entry.
+## - `renamed`: how many we successfully renamed to `_dead_*`.
+## - `deleted`: how many we then fully removed.
+## - `remaining`: how many `_dead_*` dirs are still on disk after the sweep
+## (left for the next call to retry).
+##
+## Errors are swallowed — the caller is on a server-stop hot path and
+## must not raise.
+static func purge_directory(builds_root: String) -> Dictionary:
+ var result := _empty_result()
+ if not DirAccess.dir_exists_absolute(builds_root):
+ return result
+ var dir := DirAccess.open(builds_root)
+ if dir == null:
+ return result
+ dir.include_hidden = true
+
+ ## Pass 1: collect names. Iterating + renaming in the same walk would
+ ## confuse DirAccess's internal cursor on NTFS.
+ var tmp_names: Array[String] = []
+ var dead_names: Array[String] = []
+ dir.list_dir_begin()
+ var entry := dir.get_next()
+ while entry != "":
+ if dir.current_is_dir() and not (entry == "." or entry == ".."):
+ if entry.begins_with(TMP_PREFIX):
+ tmp_names.append(entry)
+ elif entry.begins_with(DEAD_PREFIX):
+ dead_names.append(entry)
+ entry = dir.get_next()
+ dir.list_dir_end()
+ result.scanned = tmp_names.size()
+
+ ## Pass 2: rename `.tmp*` → `_dead_.tmp*`. Rename works even on
+ ## AV-locked files (Defender opens without FILE_SHARE_DELETE, but rename
+ ## doesn't need delete share). Any rename failure is non-fatal.
+ for name in tmp_names:
+ var src := builds_root.path_join(name)
+ var dst := builds_root.path_join(DEAD_PREFIX + name)
+ if dir.rename(src, dst) == OK:
+ result.renamed += 1
+ dead_names.append(DEAD_PREFIX + name)
+
+ ## Pass 3: best-effort recursive delete of every `_dead_*`, including
+ ## ones left over from earlier sweeps that couldn't be cleaned then.
+ for name in dead_names:
+ var path := builds_root.path_join(name)
+ if _remove_recursive(path):
+ result.deleted += 1
+
+ ## Final pass: count `_dead_*` survivors so the caller (and tests) can
+ ## see how many genuinely-locked dirs we couldn't reach.
+ var dir2 := DirAccess.open(builds_root)
+ if dir2 != null:
+ dir2.include_hidden = true
+ dir2.list_dir_begin()
+ var e := dir2.get_next()
+ while e != "":
+ if dir2.current_is_dir() and e.begins_with(DEAD_PREFIX):
+ result.remaining += 1
+ e = dir2.get_next()
+ dir2.list_dir_end()
+
+ return result
+
+
+## Recursive `rm -rf` that swallows access-denied per-file. Returns true
+## only when the target directory itself was removed.
+static func _remove_recursive(path: String) -> bool:
+ var dir := DirAccess.open(path)
+ if dir == null:
+ ## Already gone, or unreadable — try a direct remove just in case
+ ## (an empty dir handle-leak path) and report based on existence.
+ DirAccess.remove_absolute(path)
+ return not DirAccess.dir_exists_absolute(path)
+ dir.include_hidden = true
+ dir.list_dir_begin()
+ var entry := dir.get_next()
+ while entry != "":
+ if entry == "." or entry == "..":
+ entry = dir.get_next()
+ continue
+ var child := path.path_join(entry)
+ if dir.current_is_dir():
+ _remove_recursive(child)
+ else:
+ DirAccess.remove_absolute(child)
+ entry = dir.get_next()
+ dir.list_dir_end()
+ ## Remove the (hopefully now empty) dir itself. If a hard-linked .pyd is
+ ## still mapped by a surviving process, this fails silently and the
+ ## caller sees `remaining > 0` so it can retry on the next sweep.
+ DirAccess.remove_absolute(path)
+ return not DirAccess.dir_exists_absolute(path)
+
+
+static func _empty_result() -> Dictionary:
+ return { "scanned": 0, "renamed": 0, "deleted": 0, "remaining": 0 }
diff --git a/addons/godot_ai/utils/uv_cache_cleanup.gd.uid b/addons/godot_ai/utils/uv_cache_cleanup.gd.uid
new file mode 100644
index 0000000..321659d
--- /dev/null
+++ b/addons/godot_ai/utils/uv_cache_cleanup.gd.uid
@@ -0,0 +1 @@
+uid://d33ukg65qf7q0
diff --git a/addons/godot_ai/utils/variant_serializer.gd b/addons/godot_ai/utils/variant_serializer.gd
new file mode 100644
index 0000000..c365370
--- /dev/null
+++ b/addons/godot_ai/utils/variant_serializer.gd
@@ -0,0 +1,71 @@
+@tool
+extends RefCounted
+
+## Converts Godot Variants into values that can be encoded as JSON.
+
+
+static func serialize(value: Variant) -> Variant:
+ if value == null:
+ return null
+ match typeof(value):
+ TYPE_BOOL, TYPE_INT, TYPE_FLOAT, TYPE_STRING:
+ return value
+ TYPE_STRING_NAME:
+ return str(value)
+ TYPE_VECTOR2, TYPE_VECTOR2I:
+ return {"x": value.x, "y": value.y}
+ TYPE_VECTOR3, TYPE_VECTOR3I:
+ return {"x": value.x, "y": value.y, "z": value.z}
+ TYPE_VECTOR4, TYPE_VECTOR4I, TYPE_QUATERNION:
+ return {"x": value.x, "y": value.y, "z": value.z, "w": value.w}
+ TYPE_COLOR:
+ return {"r": value.r, "g": value.g, "b": value.b, "a": value.a}
+ TYPE_RECT2, TYPE_RECT2I, TYPE_AABB:
+ return {
+ "position": serialize(value.position),
+ "size": serialize(value.size),
+ }
+ TYPE_PLANE:
+ return {"normal": serialize(value.normal), "d": value.d}
+ TYPE_BASIS:
+ return {
+ "x": serialize(value.x),
+ "y": serialize(value.y),
+ "z": serialize(value.z),
+ }
+ TYPE_TRANSFORM2D:
+ return {
+ "x": serialize(value.x),
+ "y": serialize(value.y),
+ "origin": serialize(value.origin),
+ }
+ TYPE_TRANSFORM3D:
+ return {
+ "basis": serialize(value.basis),
+ "origin": serialize(value.origin),
+ }
+ TYPE_PROJECTION:
+ return {
+ "x": serialize(value.x),
+ "y": serialize(value.y),
+ "z": serialize(value.z),
+ "w": serialize(value.w),
+ }
+ TYPE_NODE_PATH:
+ return str(value)
+ TYPE_ARRAY, TYPE_PACKED_BYTE_ARRAY, TYPE_PACKED_INT32_ARRAY, TYPE_PACKED_INT64_ARRAY, TYPE_PACKED_FLOAT32_ARRAY, TYPE_PACKED_FLOAT64_ARRAY, TYPE_PACKED_STRING_ARRAY, TYPE_PACKED_VECTOR2_ARRAY, TYPE_PACKED_VECTOR3_ARRAY, TYPE_PACKED_VECTOR4_ARRAY, TYPE_PACKED_COLOR_ARRAY:
+ var arr: Array = []
+ for item in value:
+ arr.append(serialize(item))
+ return arr
+ TYPE_DICTIONARY:
+ var out := {}
+ for key in value:
+ out[str(key)] = serialize(value[key])
+ return out
+ TYPE_OBJECT:
+ if value is Resource and value.resource_path:
+ return value.resource_path
+ return str(value)
+ _:
+ return str(value)
diff --git a/addons/godot_ai/utils/variant_serializer.gd.uid b/addons/godot_ai/utils/variant_serializer.gd.uid
new file mode 100644
index 0000000..b8e0a28
--- /dev/null
+++ b/addons/godot_ai/utils/variant_serializer.gd.uid
@@ -0,0 +1 @@
+uid://cte37mtbd61n3
diff --git a/addons/godot_ai/utils/windows_port_reservation.gd b/addons/godot_ai/utils/windows_port_reservation.gd
new file mode 100644
index 0000000..c77631f
--- /dev/null
+++ b/addons/godot_ai/utils/windows_port_reservation.gd
@@ -0,0 +1,166 @@
+@tool
+class_name McpWindowsPortReservation
+extends RefCounted
+
+## Detects whether Windows has reserved a TCP port range that covers the
+## plugin's server port. Hyper-V, WSL2, Docker Desktop, and Windows
+## Sandbox all grab port ranges at boot via the winnat service. When a
+## user's chosen port sits inside a reserved range, bind(2) fails with
+## WinError 10013 ("forbidden by its access permissions") rather than
+## 10048 ("address in use") — `netstat` shows nothing because no process
+## owns the port, making the failure invisible. See issue #146.
+
+const NETSH_ARGS := ["interface", "ipv4", "show", "excludedportrange", "protocol=tcp"]
+const NETSH_CACHE_TTL_MS := 2000
+
+static var _netsh_cache_text := ""
+static var _netsh_cache_msec := 0
+static var _netsh_cache_valid := false
+static var _netsh_query_count := 0
+
+
+## Returns true if `port` falls inside a currently-reserved range on this
+## Windows host. No-op on non-Windows (returns false).
+static func is_port_excluded(port: int) -> bool:
+ if OS.get_name() != "Windows":
+ return false
+ var now_ms := Time.get_ticks_msec()
+ var cached := _get_cached_excluded_output(now_ms)
+ if bool(cached.get("hit", false)):
+ return parse_excluded(str(cached.get("text", "")), port)
+ var output: Array = []
+ var exit_code := _execute_netsh_excluded_ranges(output)
+ if exit_code != 0 or output.is_empty():
+ return false
+ var text := str(output[0])
+ _store_excluded_output(text, now_ms)
+ return parse_excluded(text, port)
+
+
+static func _store_excluded_output(text: String, now_ms: int) -> void:
+ _netsh_cache_text = text
+ _netsh_cache_msec = now_ms
+ _netsh_cache_valid = true
+
+
+static func _get_cached_excluded_output(now_ms: int) -> Dictionary:
+ if not _netsh_cache_valid:
+ return {"hit": false, "text": ""}
+ if now_ms - _netsh_cache_msec > NETSH_CACHE_TTL_MS:
+ return {"hit": false, "text": ""}
+ return {"hit": true, "text": _netsh_cache_text}
+
+
+static func _clear_cache_for_tests() -> void:
+ _netsh_cache_text = ""
+ _netsh_cache_msec = 0
+ _netsh_cache_valid = false
+
+
+static func netsh_query_count() -> int:
+ return _netsh_query_count
+
+
+static func _execute_netsh_excluded_ranges(output: Array) -> int:
+ _netsh_query_count += 1
+ return OS.execute("netsh", NETSH_ARGS, output, true)
+
+
+## Parse the `netsh` excluded-port-range output and return true if `port`
+## sits inside any reserved range. Exposed for testing; the live check
+## uses `is_port_excluded`. Expected input format:
+##
+## Protocol tcp Port Exclusion Ranges
+##
+## Start Port End Port
+## ---------- --------
+## 80 80
+## 5040 5040
+## 8000 8099
+##
+## * - Administered port exclusions.
+static func parse_excluded(text: String, port: int) -> bool:
+ return _ranges_contain(parse_excluded_ranges(text), port)
+
+
+## Parse the `netsh` excluded-port-range output once into inclusive ranges.
+static func parse_excluded_ranges(text: String) -> Array[Vector2i]:
+ var ranges: Array[Vector2i] = []
+ for line in text.split("\n"):
+ var trimmed := line.strip_edges()
+ if trimmed.is_empty() or trimmed.begins_with("-") or trimmed.begins_with("*"):
+ continue
+ var parts: PackedStringArray = trimmed.split(" ", false)
+ if parts.size() < 2:
+ continue
+ if not parts[0].is_valid_int() or not parts[1].is_valid_int():
+ continue
+ var start_p := int(parts[0])
+ var end_p := int(parts[1])
+ ranges.append(Vector2i(start_p, end_p))
+ return ranges
+
+
+static func _ranges_contain(ranges: Array[Vector2i], port: int) -> bool:
+ for r in ranges:
+ if port >= r.x and port <= r.y:
+ return true
+ return false
+
+
+## Return the first port in `start`..`start+span-1` that is not excluded by
+## Windows' port reservation table. Runs `netsh` once, unlike probing every
+## candidate with `is_port_excluded`, which keeps fallback port selection cheap
+## when Hyper-V / WSL2 / Docker reserve many adjacent ranges.
+static func suggest_non_excluded_port(start: int, span: int = 2048, max_port: int = 65535) -> int:
+ if OS.get_name() != "Windows":
+ return start
+ var now_ms := Time.get_ticks_msec()
+ var cached := _get_cached_excluded_output(now_ms)
+ if bool(cached.get("hit", false)):
+ return suggest_non_excluded_port_from_output(str(cached.get("text", "")), start, span, max_port)
+ var output: Array = []
+ var exit_code := _execute_netsh_excluded_ranges(output)
+ if exit_code != 0 or output.is_empty():
+ return start
+ var text := str(output[0])
+ _store_excluded_output(text, now_ms)
+ return suggest_non_excluded_port_from_output(text, start, span, max_port)
+
+
+## Pure parser-backed helper for tests and for `suggest_non_excluded_port`.
+static func suggest_non_excluded_port_from_output(text: String, start: int, span: int = 2048, max_port: int = 65535) -> int:
+ var ranges := parse_excluded_ranges(text)
+ var limit := mini(start + span - 1, max_port)
+ var p := start
+ while p <= limit:
+ var advanced := false
+ for r in ranges:
+ if p >= r.x and p <= r.y:
+ p = r.y + 1
+ advanced = true
+ break
+ if not advanced:
+ return p
+ return start
+
+
+## User-facing hint for the proactive port-reservation detection path —
+## rendered when `is_port_excluded(port)` returns true *before* we even
+## try to bind. Same copy as the post-crash WinError-10013 branch in
+## `hint_from_output` so the two entry points agree.
+static func port_excluded_hint(port: int) -> String:
+ return "Port %d is reserved by Windows (often Hyper-V / WSL2 / Docker Desktop). In an admin PowerShell: `net stop winnat; net start winnat`, then click Reconnect." % port
+
+
+## Scan captured server output for known failure signatures and return a
+## short, user-facing hint. Empty string means no match.
+static func hint_from_output(lines: PackedStringArray, port: int) -> String:
+ var joined := "\n".join(lines).to_lower()
+ if joined.find("winerror 10013") >= 0 or joined.find("forbidden by its access permissions") >= 0:
+ return port_excluded_hint(port)
+ if joined.find("errno 98") >= 0 or joined.find("winerror 10048") >= 0 or joined.find("address already in use") >= 0:
+ return "Port %d is already in use by another process. Stop the conflicting process, then click Reconnect." % port
+ if joined.find("modulenotfounderror") >= 0 or joined.find("no module named") >= 0:
+ return "The `godot-ai` Python package didn't load. Try `uv cache clean`, then Reconnect."
+ return ""
diff --git a/addons/godot_ai/utils/windows_port_reservation.gd.uid b/addons/godot_ai/utils/windows_port_reservation.gd.uid
new file mode 100644
index 0000000..ffc5746
--- /dev/null
+++ b/addons/godot_ai/utils/windows_port_reservation.gd.uid
@@ -0,0 +1 @@
+uid://bt7mxpjcdrobq
diff --git a/assets/characters/Bob.glb b/assets/characters/Bob.glb
index 6e8d0ed..3484576 100644
Binary files a/assets/characters/Bob.glb and b/assets/characters/Bob.glb differ
diff --git a/assets/characters/Bob.glb.bak b/assets/characters/Bob.glb.bak
new file mode 100644
index 0000000..6e8d0ed
Binary files /dev/null and b/assets/characters/Bob.glb.bak differ
diff --git a/assets/characters/Bob.glb.import b/assets/characters/Bob.glb.import
index 50ef06d..eef6c97 100644
--- a/assets/characters/Bob.glb.import
+++ b/assets/characters/Bob.glb.import
@@ -3,7 +3,7 @@
importer="scene"
importer_version=1
type="PackedScene"
-uid="uid://ejeamn0pyey4"
+uid="uid://5qdk1umx2rjf"
path="res://.godot/imported/Bob.glb-b36d843833d2bf8fe73ce6b24284a2e6.scn"
[deps]
@@ -42,11 +42,9 @@ _subresources={
"PATH:AnimationPlayer": {
"import/skip_import": true
},
-"PATH:bob-rig/Skeleton3D": {
+"PATH:Character/Skeleton3D": {
"rest_pose/external_animation_library": null,
-"retarget/bone_map": Object(BoneMap,"resource_local_to_scene":false,"resource_name":"","profile":Object(SkeletonProfileHumanoid,"resource_local_to_scene":false,"resource_name":"","root_bone":&"Root","scale_base_bone":&"Hips","group_size":4,"bone_size":56,"script":null)
-,"bonemap":null,"bone_map/Root":&"","bone_map/Hips":&"spine","bone_map/Spine":&"spine.001","bone_map/Chest":&"","bone_map/UpperChest":&"","bone_map/Neck":&"head","bone_map/Head":&"head_end","bone_map/LeftEye":&"","bone_map/RightEye":&"","bone_map/Jaw":&"","bone_map/LeftShoulder":&"shoulder.L","bone_map/LeftUpperArm":&"upper_arm.L","bone_map/LeftLowerArm":&"forearm.L","bone_map/LeftHand":&"hand.L","bone_map/LeftThumbMetacarpal":&"","bone_map/LeftThumbProximal":&"","bone_map/LeftThumbDistal":&"","bone_map/LeftIndexProximal":&"","bone_map/LeftIndexIntermediate":&"","bone_map/LeftIndexDistal":&"","bone_map/LeftMiddleProximal":&"","bone_map/LeftMiddleIntermediate":&"","bone_map/LeftMiddleDistal":&"","bone_map/LeftRingProximal":&"","bone_map/LeftRingIntermediate":&"","bone_map/LeftRingDistal":&"","bone_map/LeftLittleProximal":&"","bone_map/LeftLittleIntermediate":&"","bone_map/LeftLittleDistal":&"","bone_map/RightShoulder":&"shoulder.R","bone_map/RightUpperArm":&"upper_arm.R","bone_map/RightLowerArm":&"forearm.R","bone_map/RightHand":&"hand.R","bone_map/RightThumbMetacarpal":&"","bone_map/RightThumbProximal":&"","bone_map/RightThumbDistal":&"","bone_map/RightIndexProximal":&"","bone_map/RightIndexIntermediate":&"","bone_map/RightIndexDistal":&"","bone_map/RightMiddleProximal":&"","bone_map/RightMiddleIntermediate":&"","bone_map/RightMiddleDistal":&"","bone_map/RightRingProximal":&"","bone_map/RightRingIntermediate":&"","bone_map/RightRingDistal":&"","bone_map/RightLittleProximal":&"","bone_map/RightLittleIntermediate":&"","bone_map/RightLittleDistal":&"","bone_map/LeftUpperLeg":&"thigh.L","bone_map/LeftLowerLeg":&"leg.L","bone_map/LeftFoot":&"leg.L_end","bone_map/LeftToes":&"","bone_map/RightUpperLeg":&"thigh.R","bone_map/RightLowerLeg":&"leg.R","bone_map/RightFoot":&"leg.R_end","bone_map/RightToes":&"","script":null)
-
+"retarget/bone_map": null
}
}
}
diff --git a/assets/characters/Gatot.glb b/assets/characters/Gatot.glb
index 3424b6d..a0d1b5f 100644
Binary files a/assets/characters/Gatot.glb and b/assets/characters/Gatot.glb differ
diff --git a/assets/characters/Gatot.glb.bak b/assets/characters/Gatot.glb.bak
new file mode 100644
index 0000000..3424b6d
Binary files /dev/null and b/assets/characters/Gatot.glb.bak differ
diff --git a/assets/characters/Gatot.glb.import b/assets/characters/Gatot.glb.import
index 38960bf..cf92e01 100644
--- a/assets/characters/Gatot.glb.import
+++ b/assets/characters/Gatot.glb.import
@@ -3,7 +3,7 @@
importer="scene"
importer_version=1
type="PackedScene"
-uid="uid://d4cul3w3wem5w"
+uid="uid://bfujakntxa0v6"
path="res://.godot/imported/Gatot.glb-7ed2e6cfe1354f044d634ce57f159a9a.scn"
[deps]
@@ -42,11 +42,9 @@ _subresources={
"PATH:AnimationPlayer": {
"import/skip_import": true
},
-"PATH:gatot-tpose/Skeleton3D": {
+"PATH:Character/Skeleton3D": {
"rest_pose/external_animation_library": null,
-"retarget/bone_map": Object(BoneMap,"resource_local_to_scene":false,"resource_name":"","profile":Object(SkeletonProfileHumanoid,"resource_local_to_scene":false,"resource_name":"","root_bone":&"Root","scale_base_bone":&"Hips","group_size":4,"bone_size":56,"script":null)
-,"bonemap":null,"bone_map/Root":&"","bone_map/Hips":&"spine","bone_map/Spine":&"spine.001","bone_map/Chest":&"","bone_map/UpperChest":&"","bone_map/Neck":&"head","bone_map/Head":&"head_end","bone_map/LeftEye":&"","bone_map/RightEye":&"","bone_map/Jaw":&"","bone_map/LeftShoulder":&"shoulder.L","bone_map/LeftUpperArm":&"upper_arm.L","bone_map/LeftLowerArm":&"forearm.L","bone_map/LeftHand":&"hand.L","bone_map/LeftThumbMetacarpal":&"","bone_map/LeftThumbProximal":&"","bone_map/LeftThumbDistal":&"","bone_map/LeftIndexProximal":&"","bone_map/LeftIndexIntermediate":&"","bone_map/LeftIndexDistal":&"","bone_map/LeftMiddleProximal":&"","bone_map/LeftMiddleIntermediate":&"","bone_map/LeftMiddleDistal":&"","bone_map/LeftRingProximal":&"","bone_map/LeftRingIntermediate":&"","bone_map/LeftRingDistal":&"","bone_map/LeftLittleProximal":&"","bone_map/LeftLittleIntermediate":&"","bone_map/LeftLittleDistal":&"","bone_map/RightShoulder":&"shoulder.R","bone_map/RightUpperArm":&"upper_arm.R","bone_map/RightLowerArm":&"forearm.R","bone_map/RightHand":&"hand.R","bone_map/RightThumbMetacarpal":&"","bone_map/RightThumbProximal":&"","bone_map/RightThumbDistal":&"","bone_map/RightIndexProximal":&"","bone_map/RightIndexIntermediate":&"","bone_map/RightIndexDistal":&"","bone_map/RightMiddleProximal":&"","bone_map/RightMiddleIntermediate":&"","bone_map/RightMiddleDistal":&"","bone_map/RightRingProximal":&"","bone_map/RightRingIntermediate":&"","bone_map/RightRingDistal":&"","bone_map/RightLittleProximal":&"","bone_map/RightLittleIntermediate":&"","bone_map/RightLittleDistal":&"","bone_map/LeftUpperLeg":&"thigh.L","bone_map/LeftLowerLeg":&"leg.L","bone_map/LeftFoot":&"leg.L_end","bone_map/LeftToes":&"","bone_map/RightUpperLeg":&"thigh.R","bone_map/RightLowerLeg":&"leg.R","bone_map/RightFoot":&"leg.R_end","bone_map/RightToes":&"","script":null)
-
+"retarget/bone_map": null
}
}
}
diff --git a/assets/characters/Masbro.glb b/assets/characters/Masbro.glb
index 5bd53d0..afffbfd 100644
Binary files a/assets/characters/Masbro.glb and b/assets/characters/Masbro.glb differ
diff --git a/assets/characters/Masbro.glb.bak b/assets/characters/Masbro.glb.bak
new file mode 100644
index 0000000..5bd53d0
Binary files /dev/null and b/assets/characters/Masbro.glb.bak differ
diff --git a/assets/characters/Masbro.glb.import b/assets/characters/Masbro.glb.import
index cbc6e88..cb45d49 100644
--- a/assets/characters/Masbro.glb.import
+++ b/assets/characters/Masbro.glb.import
@@ -3,7 +3,7 @@
importer="scene"
importer_version=1
type="PackedScene"
-uid="uid://1vk0mjnwkngi"
+uid="uid://cfjx66gthp1c5"
path="res://.godot/imported/Masbro.glb-c019c78827ce632933ba37f4b2937305.scn"
[deps]
@@ -42,11 +42,9 @@ _subresources={
"PATH:AnimationPlayer": {
"import/skip_import": true
},
-"PATH:masbro-tpose/Skeleton3D": {
+"PATH:Character/Skeleton3D": {
"rest_pose/external_animation_library": null,
-"retarget/bone_map": Object(BoneMap,"resource_local_to_scene":false,"resource_name":"","profile":Object(SkeletonProfileHumanoid,"resource_local_to_scene":false,"resource_name":"","root_bone":&"Root","scale_base_bone":&"Hips","group_size":4,"bone_size":56,"script":null)
-,"bonemap":null,"bone_map/Root":&"","bone_map/Hips":&"spine","bone_map/Spine":&"spine.001","bone_map/Chest":&"","bone_map/UpperChest":&"","bone_map/Neck":&"","bone_map/Head":&"head","bone_map/LeftEye":&"","bone_map/RightEye":&"","bone_map/Jaw":&"","bone_map/LeftShoulder":&"shoulder.L","bone_map/LeftUpperArm":&"upper_arm.L","bone_map/LeftLowerArm":&"forearm.L","bone_map/LeftHand":&"hand.L","bone_map/LeftThumbMetacarpal":&"","bone_map/LeftThumbProximal":&"","bone_map/LeftThumbDistal":&"","bone_map/LeftIndexProximal":&"","bone_map/LeftIndexIntermediate":&"","bone_map/LeftIndexDistal":&"","bone_map/LeftMiddleProximal":&"","bone_map/LeftMiddleIntermediate":&"","bone_map/LeftMiddleDistal":&"","bone_map/LeftRingProximal":&"","bone_map/LeftRingIntermediate":&"","bone_map/LeftRingDistal":&"","bone_map/LeftLittleProximal":&"","bone_map/LeftLittleIntermediate":&"","bone_map/LeftLittleDistal":&"","bone_map/RightShoulder":&"shoulder.R","bone_map/RightUpperArm":&"upper_arm.R","bone_map/RightLowerArm":&"forearm.R","bone_map/RightHand":&"hand.R","bone_map/RightThumbMetacarpal":&"","bone_map/RightThumbProximal":&"","bone_map/RightThumbDistal":&"","bone_map/RightIndexProximal":&"","bone_map/RightIndexIntermediate":&"","bone_map/RightIndexDistal":&"","bone_map/RightMiddleProximal":&"","bone_map/RightMiddleIntermediate":&"","bone_map/RightMiddleDistal":&"","bone_map/RightRingProximal":&"","bone_map/RightRingIntermediate":&"","bone_map/RightRingDistal":&"","bone_map/RightLittleProximal":&"","bone_map/RightLittleIntermediate":&"","bone_map/RightLittleDistal":&"","bone_map/LeftUpperLeg":&"thigh.L","bone_map/LeftLowerLeg":&"leg.L","bone_map/LeftFoot":&"leg.L_end","bone_map/LeftToes":&"","bone_map/RightUpperLeg":&"thigh.R","bone_map/RightLowerLeg":&"leg.R","bone_map/RightFoot":&"leg.R_end","bone_map/RightToes":&"","script":null)
-
+"retarget/bone_map": null
}
}
}
diff --git a/assets/characters/Oldpop.glb b/assets/characters/Oldpop.glb
index 770be08..1566f60 100644
Binary files a/assets/characters/Oldpop.glb and b/assets/characters/Oldpop.glb differ
diff --git a/assets/characters/Oldpop.glb.bak b/assets/characters/Oldpop.glb.bak
new file mode 100644
index 0000000..770be08
Binary files /dev/null and b/assets/characters/Oldpop.glb.bak differ
diff --git a/assets/characters/Oldpop.glb.import b/assets/characters/Oldpop.glb.import
index 788b903..9392f9e 100644
--- a/assets/characters/Oldpop.glb.import
+++ b/assets/characters/Oldpop.glb.import
@@ -3,7 +3,7 @@
importer="scene"
importer_version=1
type="PackedScene"
-uid="uid://bmln7v6v5kvxg"
+uid="uid://cxvbrdybeglt5"
path="res://.godot/imported/Oldpop.glb-c0496f43d11bd79e0865e1e20da606da.scn"
[deps]
@@ -42,11 +42,9 @@ _subresources={
"PATH:AnimationPlayer": {
"import/skip_import": true
},
-"PATH:oldpop-rig/Skeleton3D": {
+"PATH:Character/Skeleton3D": {
"rest_pose/external_animation_library": null,
-"retarget/bone_map": Object(BoneMap,"resource_local_to_scene":false,"resource_name":"","profile":Object(SkeletonProfileHumanoid,"resource_local_to_scene":false,"resource_name":"","root_bone":&"Root","scale_base_bone":&"Hips","group_size":4,"bone_size":56,"script":null)
-,"bonemap":null,"bone_map/Root":&"","bone_map/Hips":&"spine","bone_map/Spine":&"spine.001","bone_map/Chest":&"","bone_map/UpperChest":&"","bone_map/Neck":&"head","bone_map/Head":&"head_end","bone_map/LeftEye":&"","bone_map/RightEye":&"","bone_map/Jaw":&"","bone_map/LeftShoulder":&"shoulder.L","bone_map/LeftUpperArm":&"upper_arm.L","bone_map/LeftLowerArm":&"forearm.L","bone_map/LeftHand":&"hand.L","bone_map/LeftThumbMetacarpal":&"","bone_map/LeftThumbProximal":&"","bone_map/LeftThumbDistal":&"","bone_map/LeftIndexProximal":&"","bone_map/LeftIndexIntermediate":&"","bone_map/LeftIndexDistal":&"","bone_map/LeftMiddleProximal":&"","bone_map/LeftMiddleIntermediate":&"","bone_map/LeftMiddleDistal":&"","bone_map/LeftRingProximal":&"","bone_map/LeftRingIntermediate":&"","bone_map/LeftRingDistal":&"","bone_map/LeftLittleProximal":&"","bone_map/LeftLittleIntermediate":&"","bone_map/LeftLittleDistal":&"","bone_map/RightShoulder":&"shoulder.R","bone_map/RightUpperArm":&"upper_arm.R","bone_map/RightLowerArm":&"forearm.R","bone_map/RightHand":&"hand.R","bone_map/RightThumbMetacarpal":&"","bone_map/RightThumbProximal":&"","bone_map/RightThumbDistal":&"","bone_map/RightIndexProximal":&"","bone_map/RightIndexIntermediate":&"","bone_map/RightIndexDistal":&"","bone_map/RightMiddleProximal":&"","bone_map/RightMiddleIntermediate":&"","bone_map/RightMiddleDistal":&"","bone_map/RightRingProximal":&"","bone_map/RightRingIntermediate":&"","bone_map/RightRingDistal":&"","bone_map/RightLittleProximal":&"","bone_map/RightLittleIntermediate":&"","bone_map/RightLittleDistal":&"","bone_map/LeftUpperLeg":&"thigh.L","bone_map/LeftLowerLeg":&"leg.L","bone_map/LeftFoot":&"leg.L_end","bone_map/LeftToes":&"","bone_map/RightUpperLeg":&"thigh.R","bone_map/RightLowerLeg":&"leg.R","bone_map/RightFoot":&"leg.R_end","bone_map/RightToes":&"","script":null)
-
+"retarget/bone_map": null
}
}
}
diff --git a/assets/characters/animation-0.glb b/assets/characters/animation-0.glb
new file mode 100644
index 0000000..986d956
Binary files /dev/null and b/assets/characters/animation-0.glb differ
diff --git a/assets/characters/animation-0.glb.bak b/assets/characters/animation-0.glb.bak
new file mode 100644
index 0000000..7bbd85f
Binary files /dev/null and b/assets/characters/animation-0.glb.bak differ
diff --git a/assets/characters/dashers/dasher_getting_hit.glb.import b/assets/characters/animation-0.glb.import
similarity index 66%
rename from assets/characters/dashers/dasher_getting_hit.glb.import
rename to assets/characters/animation-0.glb.import
index 03db1f5..7746a10 100644
--- a/assets/characters/dashers/dasher_getting_hit.glb.import
+++ b/assets/characters/animation-0.glb.import
@@ -3,13 +3,13 @@
importer="scene"
importer_version=1
type="PackedScene"
-uid="uid://dhw5mg25iw5dr"
-path="res://.godot/imported/dasher_getting_hit.glb-c78f6332496d820acfe217a7dee1a171.scn"
+uid="uid://dkjwwv5egl3c8"
+path="res://.godot/imported/animation-0.glb-c294d3c96ec1222f9f04a65d47868462.scn"
[deps]
-source_file="res://assets/characters/dashers/dasher_getting_hit.glb"
-dest_files=["res://.godot/imported/dasher_getting_hit.glb-c78f6332496d820acfe217a7dee1a171.scn"]
+source_file="res://assets/characters/animation-0.glb"
+dest_files=["res://.godot/imported/animation-0.glb-c294d3c96ec1222f9f04a65d47868462.scn"]
[params]
@@ -31,12 +31,18 @@ skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
-animation/remove_immutable_tracks=true
+animation/remove_immutable_tracks=false
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
-_subresources={}
+_subresources={
+"nodes": {
+"PATH:retarget/Skeleton3D": {
+"retarget/bone_map": null
+}
+}
+}
gltf/naming_version=2
gltf/embedded_image_handling=1
diff --git a/assets/characters/animations/animation-pack.res b/assets/characters/animations/animation-pack.res
index ec6de52..6938d2f 100644
Binary files a/assets/characters/animations/animation-pack.res and b/assets/characters/animations/animation-pack.res differ
diff --git a/assets/characters/animations/dasher-pack.res b/assets/characters/animations/dasher-pack.res
deleted file mode 100644
index bbbb2aa..0000000
Binary files a/assets/characters/animations/dasher-pack.res and /dev/null differ
diff --git a/assets/characters/animations/dasher-pack.tres b/assets/characters/animations/dasher-pack.tres
deleted file mode 100644
index b741777..0000000
--- a/assets/characters/animations/dasher-pack.tres
+++ /dev/null
@@ -1,631 +0,0 @@
-[gd_resource type="AnimationLibrary" format=3]
-
-[sub_resource type="Animation" id="Animation_pebao"]
-length = 0.5
-tracks/0/type = "rotation_3d"
-tracks/0/imported = true
-tracks/0/enabled = true
-tracks/0/path = NodePath("GeneralSkeleton:Spine")
-tracks/0/interp = 1
-tracks/0/loop_wrap = true
-tracks/0/keys = PackedFloat32Array(0, 1, 0.34238845, 1.5708939e-07, -5.5968407e-08, 0.9395585, 0.033333335, 1, 0.3305442, 1.5623375e-07, -4.5335742e-08, 0.94379056, 0.06666667, 1, 0.301523, 1.5505638e-07, -1.9152363e-08, 0.9534589, 0.1, 1, 0.26518956, 1.5532987e-07, 1.39529295e-08, 0.9641963, 0.13333334, 1, 0.23179884, 1.5667713e-07, 4.533578e-08, 0.9727638, 0.16666667, 1, 0.21196172, 1.5609982e-07, 6.6536835e-08, 0.977278, 0.2, 1, 0.21154101, 1.4794188e-07, 7.5990435e-08, 0.9773691, 0.23333333, 1, 0.22426, 1.3351601e-07, 7.7956074e-08, 0.9745293, 0.26666668, 1, 0.2425952, 1.1952865e-07, 7.2984484e-08, 0.9701276, 0.3, 1, 0.25909162, 1.1277934e-07, 6.2371846e-08, 0.9658528, 0.33333334, 1, 0.27442306, 1.148871e-07, 4.4474916e-08, 0.96160907, 0.36666667, 1, 0.29247355, 1.2213901e-07, 1.9690756e-08, 0.9562736, 0.4, 1, 0.31072947, 1.326901e-07, -7.1720985e-09, 0.9504984, 0.43333334, 1, 0.32673204, 1.4408309e-07, -3.1553007e-08, 0.945117, 0.46666667, 1, 0.33807683, 1.5330711e-07, -4.9181153e-08, 0.9411185, 0.5, 1, 0.34238845, 1.5708939e-07, -5.5968407e-08, 0.9395585)
-tracks/1/type = "rotation_3d"
-tracks/1/imported = true
-tracks/1/enabled = true
-tracks/1/path = NodePath("GeneralSkeleton:Spine1")
-tracks/1/interp = 1
-tracks/1/loop_wrap = true
-tracks/1/keys = PackedFloat32Array(0, 1, -0.31937256, 1.9802002e-07, -3.665855e-07, 0.9476293, 0.033333335, 1, -0.33358824, 0.0012690381, -0.0018437031, 0.94271624, 0.06666667, 1, -0.36740822, 0.004161775, -0.0065399446, 0.9300275, 0.1, 1, -0.40766144, 0.0073642395, -0.012770037, 0.9130142, 0.13333334, 1, -0.44178134, 0.009988794, -0.018933056, 0.89686733, 0.16666667, 1, -0.45800525, 0.011690596, -0.023166168, 0.88857067, 0.2, 1, -0.44634637, 0.012967478, -0.024879681, 0.8944204, 0.23333333, 1, -0.41446674, 0.014149548, -0.02495417, 0.90961224, 0.26666668, 1, -0.3776802, 0.014748214, -0.023739967, 0.9255142, 0.3, 1, -0.3522593, 0.014289263, -0.021660056, 0.93554264, 0.33333334, 1, -0.3399939, 0.012479725, -0.018391669, 0.940165, 0.36666667, 1, -0.33112267, 0.009629176, -0.013909034, 0.9434361, 0.4, 1, -0.32515508, 0.0063351113, -0.009029623, 0.9455964, 0.43333334, 1, -0.32157147, 0.003219309, -0.004552275, 0.9468689, 0.46666667, 1, -0.3198295, 0.00090443454, -0.0012739573, 0.9474738, 0.5, 1, -0.31937256, 1.9802002e-07, -3.665855e-07, 0.9476293)
-tracks/2/type = "rotation_3d"
-tracks/2/imported = true
-tracks/2/enabled = true
-tracks/2/path = NodePath("GeneralSkeleton:Head")
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diff --git a/assets/characters/animations/dasher_getting_hit.res b/assets/characters/animations/dasher_getting_hit.res
deleted file mode 100644
index 0b30d81..0000000
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diff --git a/assets/characters/animations/dasher_hit.res b/assets/characters/animations/dasher_hit.res
deleted file mode 100644
index 9c14020..0000000
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diff --git a/assets/characters/animations/dasher_hold.res b/assets/characters/animations/dasher_hold.res
deleted file mode 100644
index 292951e..0000000
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deleted file mode 100644
index 31ed975..0000000
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diff --git a/assets/characters/animations/dasher_stun.res b/assets/characters/animations/dasher_stun.res
deleted file mode 100644
index 3300037..0000000
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diff --git a/assets/characters/animations/dasher_take.res b/assets/characters/animations/dasher_take.res
deleted file mode 100644
index b451c3b..0000000
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diff --git a/assets/characters/character_generalizer.gd.uid b/assets/characters/character_generalizer.gd.uid
new file mode 100644
index 0000000..02447b1
--- /dev/null
+++ b/assets/characters/character_generalizer.gd.uid
@@ -0,0 +1 @@
+uid://cdria2wlu6oxp
diff --git a/assets/characters/dashers/dasher_getting_hit.glb b/assets/characters/dashers/dasher_getting_hit.glb
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index 85ba8ae..0000000
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diff --git a/assets/characters/dashers/dasher_hit.glb b/assets/characters/dashers/dasher_hit.glb
deleted file mode 100644
index b06491a..0000000
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diff --git a/assets/characters/dashers/dasher_hit.glb.import b/assets/characters/dashers/dasher_hit.glb.import
deleted file mode 100644
index 5704914..0000000
--- a/assets/characters/dashers/dasher_hit.glb.import
+++ /dev/null
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-animation/import=true
-animation/fps=30
-animation/trimming=false
-animation/remove_immutable_tracks=true
-animation/import_rest_as_RESET=false
-import_script/path=""
-materials/extract=0
-materials/extract_format=0
-materials/extract_path=""
-_subresources={}
-gltf/naming_version=2
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diff --git a/assets/characters/dashers/dasher_hold.glb b/assets/characters/dashers/dasher_hold.glb
deleted file mode 100644
index 0aee32b..0000000
Binary files a/assets/characters/dashers/dasher_hold.glb and /dev/null differ
diff --git a/assets/characters/dashers/dasher_hold.glb.import b/assets/characters/dashers/dasher_hold.glb.import
deleted file mode 100644
index 1570b73..0000000
--- a/assets/characters/dashers/dasher_hold.glb.import
+++ /dev/null
@@ -1,42 +0,0 @@
-[remap]
-
-importer="scene"
-importer_version=1
-type="PackedScene"
-uid="uid://c4noulpnr0sxc"
-path="res://.godot/imported/dasher_hold.glb-91cd82b87dfb263f0f79ba3e311e0190.scn"
-
-[deps]
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-source_file="res://assets/characters/dashers/dasher_hold.glb"
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diff --git a/assets/characters/dashers/dasher_put.glb b/assets/characters/dashers/dasher_put.glb
deleted file mode 100644
index f5589f8..0000000
Binary files a/assets/characters/dashers/dasher_put.glb and /dev/null differ
diff --git a/assets/characters/dashers/dasher_put.glb.import b/assets/characters/dashers/dasher_put.glb.import
deleted file mode 100644
index 086f4c4..0000000
--- a/assets/characters/dashers/dasher_put.glb.import
+++ /dev/null
@@ -1,42 +0,0 @@
-[remap]
-
-importer="scene"
-importer_version=1
-type="PackedScene"
-uid="uid://c1ymy6xseihds"
-path="res://.godot/imported/dasher_put.glb-6349d495a8444cf30de4860b525f36c7.scn"
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-[deps]
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-source_file="res://assets/characters/dashers/dasher_put.glb"
-dest_files=["res://.godot/imported/dasher_put.glb-6349d495a8444cf30de4860b525f36c7.scn"]
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-meshes/ensure_tangents=true
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diff --git a/assets/characters/dashers/dasher_stun.glb b/assets/characters/dashers/dasher_stun.glb
deleted file mode 100644
index a402922..0000000
Binary files a/assets/characters/dashers/dasher_stun.glb and /dev/null differ
diff --git a/assets/characters/dashers/dasher_stun.glb.import b/assets/characters/dashers/dasher_stun.glb.import
deleted file mode 100644
index f0dc167..0000000
--- a/assets/characters/dashers/dasher_stun.glb.import
+++ /dev/null
@@ -1,42 +0,0 @@
-[remap]
-
-importer="scene"
-importer_version=1
-type="PackedScene"
-uid="uid://3ipo6a5j5s48"
-path="res://.godot/imported/dasher_stun.glb-5c67aab95f2516134af8dc025fb37bf5.scn"
-
-[deps]
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-source_file="res://assets/characters/dashers/dasher_stun.glb"
-dest_files=["res://.godot/imported/dasher_stun.glb-5c67aab95f2516134af8dc025fb37bf5.scn"]
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diff --git a/assets/characters/dashers/dasher_take.glb b/assets/characters/dashers/dasher_take.glb
deleted file mode 100644
index 788610c..0000000
Binary files a/assets/characters/dashers/dasher_take.glb and /dev/null differ
diff --git a/assets/characters/dashers/dasher_take.glb.import b/assets/characters/dashers/dasher_take.glb.import
deleted file mode 100644
index 8153761..0000000
--- a/assets/characters/dashers/dasher_take.glb.import
+++ /dev/null
@@ -1,42 +0,0 @@
-[remap]
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-importer="scene"
-importer_version=1
-type="PackedScene"
-uid="uid://jqfmoyxrxuk6"
-path="res://.godot/imported/dasher_take.glb-855d3406fda9c42eaacac6fd49155c0f.scn"
-
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diff --git a/assets/characters/dashers/tekton_hold.glb b/assets/characters/dashers/tekton_hold.glb
deleted file mode 100644
index 45d6973..0000000
Binary files a/assets/characters/dashers/tekton_hold.glb and /dev/null differ
diff --git a/assets/characters/dashers/tekton_hold.glb.import b/assets/characters/dashers/tekton_hold.glb.import
deleted file mode 100644
index 7d2d0ab..0000000
--- a/assets/characters/dashers/tekton_hold.glb.import
+++ /dev/null
@@ -1,42 +0,0 @@
-[remap]
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-importer="scene"
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-uid="uid://bt8pfg1j14lq4"
-path="res://.godot/imported/tekton_hold.glb-200d797f4b202164003717fecbdfba97.scn"
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diff --git a/assets/characters/dashers/tekton_put.glb b/assets/characters/dashers/tekton_put.glb
deleted file mode 100644
index 199ba46..0000000
Binary files a/assets/characters/dashers/tekton_put.glb and /dev/null differ
diff --git a/assets/characters/dashers/tekton_put.glb.import b/assets/characters/dashers/tekton_put.glb.import
deleted file mode 100644
index e2e94e6..0000000
--- a/assets/characters/dashers/tekton_put.glb.import
+++ /dev/null
@@ -1,42 +0,0 @@
-[remap]
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diff --git a/assets/characters/dashers/tekton_take.glb b/assets/characters/dashers/tekton_take.glb
deleted file mode 100644
index 4efc26a..0000000
Binary files a/assets/characters/dashers/tekton_take.glb and /dev/null differ
diff --git a/assets/characters/dashers/tekton_take.glb.import b/assets/characters/dashers/tekton_take.glb.import
deleted file mode 100644
index 1e306f3..0000000
--- a/assets/characters/dashers/tekton_take.glb.import
+++ /dev/null
@@ -1,42 +0,0 @@
-[remap]
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diff --git a/assets/models/meshes/block.res b/assets/models/meshes/block.res
index 25ec462..cdad7cf 100644
Binary files a/assets/models/meshes/block.res and b/assets/models/meshes/block.res differ
diff --git a/scenes/player.gd b/scenes/player.gd
index 2373180..e5d4d5f 100644
--- a/scenes/player.gd
+++ b/scenes/player.gd
@@ -247,10 +247,7 @@ func _ready():
# Visible to all human players. Green for local player, Red for others.
var pointer = get_node_or_null("CharacterPointer")
- # === Dasher animations are loaded statically via player.tscn ext_resource ===
- # The dasher-pack.tres AnimationLibrary is referenced on the AnimationPlayer
- # node as a second library ("dasher-pack"). See tools/convert_dasher_animations.gd
- # and tools/build_dasher_pack.gd to regenerate the .tres from the source .glb files.
+ # === All animations loaded from animation-pack (built from animation-0.glb) ===
if pointer:
pointer.visible = true
@@ -376,9 +373,7 @@ func _init_floor_spawn_anchor():
floor_spawn_top.reparent(floor_spawn_anchor, false)
func _load_dasher_animations():
- # Deprecated: dasher animations are now loaded statically via the
- # dasher-pack.tres AnimationLibrary referenced on the AnimationPlayer node
- # in player.tscn. Keep this stub for backward compatibility / no-op.
+ # Deprecated: dasher animations merged into animation-pack.
pass
@onready var floor_spawn_bot: AnimatedSprite3D = $floor_spawn_bot
@@ -651,7 +646,7 @@ const ANIMATION_SPEED: float = 2.0
func play_walk_animation() -> void:
"""Play walking animation at increased speed."""
- if is_carrying_tekton and anim_player and anim_player.has_animation("dasher-pack/dasher_hold"):
+ if is_carrying_tekton and anim_player and anim_player.has_animation("animation-pack/holding_1"):
return # Let dasher_hold keep playing
if anim_player and anim_player.has_animation("animation-pack/walk_forward"):
anim_player.play("animation-pack/walk_forward", -1, ANIMATION_SPEED)
@@ -673,7 +668,7 @@ func play_special_animation() -> void:
func play_idle_animation() -> void:
"""Play idle animation at normal speed."""
- if is_carrying_tekton and anim_player and anim_player.has_animation("dasher-pack/dasher_hold"):
+ if is_carrying_tekton and anim_player and anim_player.has_animation("animation-pack/holding_1"):
return # Let dasher_hold keep playing
if anim_player and anim_player.has_animation("animation-pack/idle"):
anim_player.play("animation-pack/idle")
@@ -973,10 +968,10 @@ func apply_stagger(duration: float = 1.5):
# Play knock VFX sequence on the receiver
_play_knock_vfx()
- if anim_player and anim_player.has_animation("dasher-pack/dasher_getting_hit"):
- anim_player.play("dasher-pack/dasher_getting_hit")
- if anim_player.has_animation("dasher-pack/dasher_stun"):
- anim_player.queue("dasher-pack/dasher_stun")
+ if anim_player and anim_player.has_animation("animation-pack/getting_hit_1"):
+ anim_player.play("animation-pack/getting_hit_1")
+ if anim_player.has_animation("animation-pack/stun_1"):
+ anim_player.queue("animation-pack/stun_1")
# Set immunity (3 seconds as requested)
immunity_timer = 3.0
@@ -2415,10 +2410,10 @@ func sync_snatch_tekton(carrier_path: NodePath, tekton_path: NodePath):
is_charged_strike = false
SfxManager.play("pick_up_tekton_roaming")
- if anim_player and anim_player.has_animation("dasher-pack/dasher_take"):
- anim_player.play("dasher-pack/dasher_take")
- if anim_player.has_animation("dasher-pack/dasher_hold"):
- anim_player.queue("dasher-pack/dasher_hold")
+ if anim_player and anim_player.has_animation("animation-pack/pickup_1"):
+ anim_player.play("animation-pack/pickup_1")
+ if anim_player.has_animation("animation-pack/holding_1"):
+ anim_player.queue("animation-pack/holding_1")
# Visual feedback for the victim
if carrier.has_method("sync_bump"):
@@ -2431,10 +2426,10 @@ func sync_snatch_tekton(carrier_path: NodePath, tekton_path: NodePath):
func sync_grab_tekton(tekton_path: NodePath):
var tekton = get_node_or_null(tekton_path)
if tekton:
- if anim_player and anim_player.has_animation("dasher-pack/dasher_take"):
- anim_player.play("dasher-pack/dasher_take")
- if anim_player.has_animation("dasher-pack/dasher_hold"):
- anim_player.queue("dasher-pack/dasher_hold")
+ if anim_player and anim_player.has_animation("animation-pack/pickup_1"):
+ anim_player.play("animation-pack/pickup_1")
+ if anim_player.has_animation("animation-pack/holding_1"):
+ anim_player.queue("animation-pack/holding_1")
carried_tekton = tekton
self.is_carrying_tekton = true
@@ -2482,8 +2477,8 @@ func throw_tekton():
@rpc("any_peer", "call_local", "reliable")
func sync_throw_tekton(target_pos: Vector2i):
- if anim_player and anim_player.has_animation("dasher-pack/dasher_put"):
- anim_player.play("dasher-pack/dasher_put")
+ if anim_player and anim_player.has_animation("animation-pack/put_1"):
+ anim_player.play("animation-pack/put_1")
if carried_tekton:
var tekton = carried_tekton
carried_tekton = null
@@ -2567,8 +2562,8 @@ func drop_tekton():
@rpc("any_peer", "call_local", "reliable")
func sync_drop_tekton():
- if anim_player and anim_player.has_animation("dasher-pack/dasher_put"):
- anim_player.play("dasher-pack/dasher_put")
+ if anim_player and anim_player.has_animation("animation-pack/put_1"):
+ anim_player.play("animation-pack/put_1")
if carried_tekton:
var tekton = carried_tekton
carried_tekton = null
@@ -2606,8 +2601,8 @@ func update_active_player_indicator():
@rpc("any_peer", "call_local", "unreliable")
func sync_bump(target_pos: Vector2i, is_soft: bool = false):
"""Visual attack 'bump' or collision animation."""
- if not is_soft and anim_player and anim_player.has_animation("dasher-pack/dasher_hit"):
- anim_player.play("dasher-pack/dasher_hit")
+ if not is_soft and anim_player and anim_player.has_animation("animation-pack/hit_1"):
+ anim_player.play("animation-pack/hit_1")
# Always return to LOGICAL position to prevent character drift!
var original_pos = grid_to_world(current_position)
var target_world = grid_to_world(target_pos)
@@ -2654,8 +2649,8 @@ func knock_tekton():
@rpc("any_peer", "call_local", "reliable")
func sync_knock_tekton(tekton_path: NodePath):
- if anim_player and anim_player.has_animation("dasher-pack/dasher_hit"):
- anim_player.play("dasher-pack/dasher_hit")
+ if anim_player and anim_player.has_animation("animation-pack/hit_1"):
+ anim_player.play("animation-pack/hit_1")
var tekton = get_node_or_null(tekton_path)
if tekton:
# Intensity 2.0 for knock (drops 200% tiles) + Shrink/Recover
diff --git a/scenes/player.tscn b/scenes/player.tscn
index e5e4e5e..f18bc5e 100644
--- a/scenes/player.tscn
+++ b/scenes/player.tscn
@@ -1,13 +1,12 @@
[gd_scene format=3 uid="uid://1dbdbg3q5778"]
[ext_resource type="Script" uid="uid://c78jcadupsdro" path="res://scenes/player.gd" id="1_qecr4"]
-[ext_resource type="PackedScene" uid="uid://ejeamn0pyey4" path="res://assets/characters/Bob.glb" id="2_3e0d5"]
+[ext_resource type="PackedScene" uid="uid://5qdk1umx2rjf" path="res://assets/characters/Bob.glb" id="2_3e0d5"]
[ext_resource type="Texture2D" uid="uid://b4y41h16q6m34" path="res://assets/textures/bub.png" id="2_5w327"]
-[ext_resource type="PackedScene" uid="uid://1vk0mjnwkngi" path="res://assets/characters/Masbro.glb" id="2_mjsl8"]
-[ext_resource type="PackedScene" uid="uid://d4cul3w3wem5w" path="res://assets/characters/Gatot.glb" id="4_3tlf6"]
-[ext_resource type="PackedScene" uid="uid://bmln7v6v5kvxg" path="res://assets/characters/Oldpop.glb" id="5_alfd1"]
-[ext_resource type="AnimationLibrary" uid="uid://nsko4grplr5m" path="res://assets/characters/animations/dasher-pack.res" id="6a_dashp"]
-[ext_resource type="AnimationLibrary" uid="uid://c3pyopnwibckj" path="res://assets/characters/animations/animation-pack.res" id="6_5oq5w"]
+[ext_resource type="PackedScene" uid="uid://cfjx66gthp1c5" path="res://assets/characters/Masbro.glb" id="2_mjsl8"]
+[ext_resource type="PackedScene" uid="uid://bfujakntxa0v6" path="res://assets/characters/Gatot.glb" id="4_3tlf6"]
+[ext_resource type="PackedScene" uid="uid://cxvbrdybeglt5" path="res://assets/characters/Oldpop.glb" id="5_alfd1"]
+[ext_resource type="AnimationLibrary" path="res://assets/characters/animations/animation-pack.res" id="6_5oq5w"]
[ext_resource type="Script" uid="uid://cwwwixc07jc86" path="res://scripts/bot_controller.gd" id="7_botctrl"]
[ext_resource type="FontFile" uid="uid://xnjx058n4tsw" path="res://assets/fonts/Nougat-ExtraBlack.ttf" id="8_y4r1p"]
[ext_resource type="SpriteFrames" uid="uid://7r0qbbm88vfy" path="res://assets/graphics/vfx/effects/animation-head.tres" id="10_y4r1p"]
@@ -53,7 +52,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.485, 0)
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1085499957]
root_node = NodePath("../Oldpop")
libraries/animation-pack = ExtResource("6_5oq5w")
-libraries/dasher-pack = ExtResource("6a_dashp")
[node name="CharacterPointer" type="MeshInstance3D" parent="." unique_id=1262762501]
transform = Transform3D(0.3535534, 0, 0.35355335, 0, 0.5, 0, -0.35355335, 0, 0.3535534, 0, -0.468462, 0)
diff --git a/scenes/static_tekton_mesh.tscn b/scenes/static_tekton_mesh.tscn
index 1a98444..e72f81d 100644
--- a/scenes/static_tekton_mesh.tscn
+++ b/scenes/static_tekton_mesh.tscn
@@ -186,7 +186,7 @@ _data = {
}
[node name="ted_mesh" type="Node3D" unique_id=1849786869]
-transform = Transform3D(0.25, 0, 0, 0, 0.25, 0, 0, 0, 0.25, 0, 0, 0)
+transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, 0, 0)
[node name="Throwing Tiles" type="Node3D" parent="." unique_id=1204344089]
transform = Transform3D(0.9161078, 0, -0.032035157, 0, 0.91666764, 0, 0.032035157, 0, 0.9161078, -0.046623886, 0, 0.19667524)
diff --git a/scripts/managers/camera_context_manager.gd b/scripts/managers/camera_context_manager.gd
index c276897..df2e5c0 100644
--- a/scripts/managers/camera_context_manager.gd
+++ b/scripts/managers/camera_context_manager.gd
@@ -16,7 +16,7 @@ var player: Node3D
var bounds_freemode = { "min_x": 3.0, "max_x": 11.0, "min_z": 13.0, "max_z": 22.5 }
var bounds_stop_n_go = { "min_x": 3.0, "max_x": 19.5, "min_z": 13.0, "max_z": 19.5 }
var bounds_doors = { "min_x": 7.0, "max_x": 7.0, "min_z": 25.8, "max_z": 25.8 } # Static overlook
-var bounds_gauntlet = { "min_x": 1.0, "max_x": 18.0, "min_z": 12.0, "max_z": 19.0 } # 20x20 arena
+var bounds_gauntlet = { "min_x": 0.0, "max_x": 20.0, "min_z": 0.0, "max_z": 20.0 } # 20x20 arena
func initialize(p_camera: Camera3D, _p_shake_manager: Node):
camera = p_camera
diff --git a/tools/README.md b/tools/README.md
index 473cd69..73a1b50 100644
--- a/tools/README.md
+++ b/tools/README.md
@@ -1,63 +1,50 @@
-# Dasher Animation Tools
+# Tools
-The dasher character (`assets/characters/dashers/dasher_*.glb`) provides six
-animation clips. They need to be retargeted to the player rig (which uses
-`GeneralSkeleton` + Mixamo bone names) and packed into a single
-`AnimationLibrary` that `player.tscn` can reference.
+## rename_rig_in_glb.py
-## One-time generation (headless, no editor needed)
+Renames the rig root node in each character GLB to a consistent name
+(`Character`). This makes all characters share the same skeleton path
+`Character/Skeleton3D:bone_name`, enabling a shared animation library.
```bash
-godot --headless --path /home/beng/Godot/Projects/tekton-enet \
- --script res://tools/convert_dasher_animations_headless.gd
-
-godot --headless --path /home/beng/Godot/Projects/tekton-enet \
- --script res://tools/build_dasher_pack_headless.gd
+python3 tools/rename_rig_in_glb.py
```
-Output:
-- `assets/characters/animations/dasher_.res` (one per glb)
-- `assets/characters/animations/dasher-pack.res` (combined library)
+Modifies: `Bob.glb`, `Oldpop.glb`, `Masbro.glb`, `Gatot.glb`
+- bob-rig → Character
+- oldpop-rig → Character
+- masbro-tpose → Character
+- gatot-tpose → Character
-`scenes/player.tscn` already references `dasher-pack.res` as a second
-AnimationLibrary on the AnimationPlayer node, alongside the original
-`animation-pack.res`.
+Creates `.glb.bak` backups on first run. Re-runnable; restores from backup
+each time to ensure idempotency.
-## Or run inside the editor
+After running, you must reimport in the Godot editor (or via
+`godot --headless --import`).
-Use the EditorScript variants:
-- `tools/convert_dasher_animations.gd` (`@tool extends EditorScript`)
-- `tools/build_dasher_pack.gd` (`@tool extends EditorScript`)
+## build_animation_pack.gd
-Open each in the editor and `File > Run` (`Ctrl+Shift+X`).
+Headless script that extracts all animations from `animation-0.glb`,
+applies rest-pose correction against `Bob.glb` (the reference rig), and
+saves as `assets/characters/animations/animation-pack.res`.
-## Usage
-
-```gdscript
-anim_player.play("dasher-pack/dasher_hit")
-anim_player.play("dasher-pack/dasher_stun")
-# etc.
+```bash
+godot --headless --path . --script tools/build_animation_pack.gd
```
-## How it works
+Run `rename_rig_in_glb.py` first so the reference skeleton has the
+expected path.
-Each `dasher_*.glb` contains three source animations in a single
-`AnimationLibrary` (e.g. `dasher_hold.glb` has `bob-rig|Hold|Anima_Layer`,
-`bob-rig|Put|Anima_Layer`, `bob-rig|bob ani|Anima_Layer`). The converter
-picks the most relevant one based on the glb filename
-(`ANIM_PICK` constant in `convert_dasher_animations_headless.gd`) and
-retargets the bone names. The resulting `.res` has one animation per glb
-named after the glb (`dasher_hold`, `dasher_hit`, etc.), retargeted to
-`GeneralSkeleton:` paths so they apply against the player's
-shared skeleton.
+The animation-pack contains 15 animations used by the player:
+- idle, walk_forward, backflip_1
+- take_tile_1, take_tile_2, drop_tile_1, drop_tile_2, spawn_tile_1
+- pickup_1, put_1, holding_1
+- hit_1, hitted_1, getting_hit_1, stun_1
-The `BONE_REMAP` table in the converter defines Blender → Mixamo bone
-name translations (e.g. `head` → `Head`, `hand.L` → `LeftHand`).
-Helper nodes (`head_end`, `hand.L_end`, etc.) that don't exist in the
-player rig are silently dropped.
+All tracks use original Blender bone names with path
+`Character/Skeleton3D:bone_name` so they resolve regardless of which
+character model is active.
-## Editing the bone remap
+## generate_version_json.py
-If a dasher animation doesn't apply correctly, the most likely cause is a
-bone name in the glb that's not in `BONE_REMAP`. Add the entry in
-`convert_dasher_animations_headless.gd` and re-run both tools.
+Generates version.json for game update checks.
diff --git a/tools/build_animation_pack.gd b/tools/build_animation_pack.gd
new file mode 100644
index 0000000..66dd4ab
--- /dev/null
+++ b/tools/build_animation_pack.gd
@@ -0,0 +1,196 @@
+extends SceneTree
+
+## Headless script: loads animation-0.glb, extracts animations with
+## original Blender bone names, applies rest-pose correction per bone,
+## and saves animation-pack.res.
+##
+## Usage: godot --headless --path --script tools/build_animation_pack.gd
+
+const SOURCE_GLB := "res://assets/characters/animation-0.glb"
+const TARGET_SKELETON_GLB := "res://assets/characters/Bob.glb"
+const OUTPUT_PATH := "res://assets/characters/animations/animation-pack.res"
+
+var _corrections: Dictionary = {} # bone_name -> Quaternion correction
+var _correction_src_rest: Dictionary = {} # "Skeleton3D:bone" -> Vector3
+var _correction_tgt_rest: Dictionary = {} # "Skeleton3D:bone" -> Vector3
+
+func _init() -> void:
+ print("[build_animation_pack] Starting...")
+
+ # Step 1: Load source skeleton (animation-0.glb)
+ var gltf_doc := GLTFDocument.new()
+ var gltf_state := GLTFState.new()
+ var err := gltf_doc.append_from_file(
+ ProjectSettings.globalize_path(SOURCE_GLB), gltf_state
+ )
+ if err != OK:
+ push_error("[build_animation_pack] Failed to load source GLB: error %d" % err)
+ quit(1)
+ return
+
+ var src_scene := gltf_doc.generate_scene(gltf_state)
+ if not src_scene:
+ push_error("[build_animation_pack] source generate_scene returned null")
+ quit(1)
+ return
+
+ var src_skel: Skeleton3D = src_scene.find_child("Skeleton3D", true, false)
+ if not src_skel:
+ push_error("[build_animation_pack] No Skeleton3D in source")
+ src_scene.queue_free()
+ quit(1)
+ return
+
+ # Step 2: Load target skeleton (Bob, raw)
+ var tgt_gltf_doc := GLTFDocument.new()
+ var tgt_gltf_state := GLTFState.new()
+ err = tgt_gltf_doc.append_from_file(
+ ProjectSettings.globalize_path(TARGET_SKELETON_GLB), tgt_gltf_state
+ )
+ if err != OK:
+ push_error("[build_animation_pack] Failed to load target GLB: error %d" % err)
+ src_scene.queue_free()
+ quit(1)
+ return
+ var tgt_scene: Node = tgt_gltf_doc.generate_scene(tgt_gltf_state)
+ if not tgt_scene:
+ push_error("[build_animation_pack] target generate_scene returned null")
+ src_scene.queue_free()
+ quit(1)
+ return
+ var tgt_skel: Skeleton3D = tgt_scene.find_child("Skeleton3D", true, false)
+ if not tgt_skel:
+ push_error("[build_animation_pack] No Skeleton3D in target")
+ src_scene.queue_free()
+ tgt_scene.queue_free()
+ quit(1)
+ return
+
+ # Step 3: Build per-bone correction quaternions (original bone names, 1:1)
+ var src_bone_index: Dictionary = {}
+ for i in src_skel.get_bone_count():
+ src_bone_index[src_skel.get_bone_name(i)] = i
+
+ for i in tgt_skel.get_bone_count():
+ var bone_name: String = tgt_skel.get_bone_name(i)
+ if not src_bone_index.has(bone_name):
+ continue
+ var src_idx: int = src_bone_index[bone_name]
+ var src_rest: Transform3D = src_skel.get_bone_rest(src_idx)
+ var tgt_rest: Transform3D = tgt_skel.get_bone_rest(i)
+ # correction = tgt_rest.rot * src_rest.rot.inverse()
+ var correction: Quaternion = Quaternion(tgt_rest.basis) * Quaternion(src_rest.basis.inverse())
+ _corrections[bone_name] = correction
+ _correction_src_rest["Character/Skeleton3D:%s" % bone_name] = src_rest.origin
+ _correction_tgt_rest["Character/Skeleton3D:%s" % bone_name] = tgt_rest.origin
+
+ print("[build_animation_pack] Built %d rest-pose corrections" % _corrections.size())
+
+ # Step 4: Extract animations with original bone names
+ # We use the generated scene's AnimationPlayer, which contains the
+ # already-stripped tracks (immutable ones removed by GLTF importer).
+ var anim_player: AnimationPlayer = src_scene.find_child("AnimationPlayer", true, false)
+ if not anim_player:
+ push_error("[build_animation_pack] No AnimationPlayer in source")
+ src_scene.queue_free()
+ tgt_scene.queue_free()
+ quit(1)
+ return
+
+ var out_lib := AnimationLibrary.new()
+ var count := 0
+ var total_tracks := 0
+ var corrected_keys := 0
+
+ for lib_name in anim_player.get_animation_library_list():
+ var src_lib := anim_player.get_animation_library(lib_name)
+ for anim_name in src_lib.get_animation_list():
+ var src_anim: Animation = src_lib.get_animation(anim_name)
+ if not src_anim:
+ continue
+
+ var new_anim := Animation.new()
+ new_anim.length = src_anim.length
+ new_anim.loop_mode = src_anim.loop_mode
+
+ for i in src_anim.get_track_count():
+ var path_str: String = str(src_anim.track_get_path(i))
+ var track_type: int = src_anim.track_get_type(i)
+
+ # Parse "retarget/Skeleton3D:bone_name" -> bone_name
+ var bone_name := ""
+ if ":" in path_str:
+ bone_name = path_str.split(":")[1]
+ else:
+ # Non-bone track: skip GLB root "retarget"
+ if "retarget" in path_str:
+ continue
+ _copy_track(src_anim, i, new_anim, path_str, Quaternion.IDENTITY, track_type)
+ continue
+
+ # Skip the GLB scene root "retarget" — not a real bone.
+ if bone_name == "retarget":
+ continue
+
+ # Use original bone name with character-rig-relative path.
+ # All characters have rig root renamed to "Character" via GLB modification,
+ # so the path "Character/Skeleton3D:bone" is consistent across all of them.
+ var new_path := "Character/Skeleton3D:%s" % bone_name
+ var correction: Quaternion = _corrections.get(bone_name, Quaternion())
+ _copy_track(src_anim, i, new_anim, new_path, correction, track_type)
+ total_tracks += 1
+ corrected_keys += _last_key_count
+
+ out_lib.add_animation(anim_name, new_anim)
+ count += 1
+ print(" + %s (%d tracks)" % [anim_name, new_anim.get_track_count()])
+
+ print("[build_animation_pack] Extracted %d animations, %d tracks, corrected %d rotation keys" % [count, total_tracks, corrected_keys])
+
+ err = ResourceSaver.save(out_lib, OUTPUT_PATH)
+ if err != OK:
+ push_error("[build_animation_pack] Failed to save: error %d" % err)
+ src_scene.queue_free()
+ tgt_scene.queue_free()
+ quit(1)
+ return
+
+ print("[build_animation_pack] Saved to %s" % OUTPUT_PATH)
+ src_scene.queue_free()
+ tgt_scene.queue_free()
+ quit(0)
+
+var _last_key_count: int = 0
+
+func _copy_track(src_anim: Animation, src_idx: int, dst_anim: Animation, new_path: String, correction: Quaternion, track_type: int = -1) -> void:
+ if track_type < 0:
+ track_type = src_anim.track_get_type(src_idx)
+ var dst_idx := dst_anim.add_track(track_type)
+ dst_anim.track_set_path(dst_idx, NodePath(new_path))
+ dst_anim.track_set_interpolation_type(dst_idx, src_anim.track_get_interpolation_type(src_idx))
+
+ var key_count := src_anim.track_get_key_count(src_idx)
+ _last_key_count = 0
+ for k in key_count:
+ var time := src_anim.track_get_key_time(src_idx, k)
+ var value = src_anim.track_get_key_value(src_idx, k)
+ var transition := src_anim.track_get_key_transition(src_idx, k)
+
+ match track_type:
+ Animation.TYPE_POSITION_3D:
+ var src_pos: Vector3 = value
+ var src_rest_pos: Vector3 = _correction_src_rest.get(new_path, Vector3.ZERO)
+ var tgt_rest_pos: Vector3 = _correction_tgt_rest.get(new_path, Vector3.ZERO)
+ var corrected_pos: Vector3 = correction * (src_pos - src_rest_pos) + tgt_rest_pos
+ dst_anim.position_track_insert_key(dst_idx, time, corrected_pos)
+ Animation.TYPE_ROTATION_3D:
+ var src_q: Quaternion = value
+ var corrected_q: Quaternion = correction * src_q
+ dst_anim.rotation_track_insert_key(dst_idx, time, corrected_q)
+ _last_key_count += 1
+ Animation.TYPE_SCALE_3D:
+ dst_anim.scale_track_insert_key(dst_idx, time, value)
+ Animation.TYPE_BLEND_SHAPE:
+ dst_anim.blend_shape_track_insert_key(dst_idx, time, value)
+ _:
+ dst_anim.track_insert_key(dst_idx, time, value, transition)
diff --git a/tools/build_animation_pack.gd.uid b/tools/build_animation_pack.gd.uid
new file mode 100644
index 0000000..bcf965f
--- /dev/null
+++ b/tools/build_animation_pack.gd.uid
@@ -0,0 +1 @@
+uid://dkltni8e2osfr
diff --git a/tools/build_dasher_pack.gd b/tools/build_dasher_pack.gd
deleted file mode 100644
index cffe5cb..0000000
--- a/tools/build_dasher_pack.gd
+++ /dev/null
@@ -1,52 +0,0 @@
-@tool
-extends EditorScript
-
-# Editor tool: combine all dasher_.tres AnimationLibrary files into a
-# single dasher-pack.tres for player.tscn to reference.
-#
-# Run AFTER convert_dasher_animations.gd.
-# File > Run (Ctrl+Shift+X) on this script.
-#
-# Output: res://assets/characters/animations/dasher-pack.tres
-#
-# Then add an ext_resource to scenes/player.tscn:
-# [ext_resource type="AnimationLibrary" path="res://assets/characters/animations/dasher-pack.tres" id="..."]
-# And on the AnimationPlayer node:
-# libraries/dasher-pack = ExtResource("...")
-
-const ANIM_DIR := "res://assets/characters/animations"
-const OUTPUT := "res://assets/characters/animations/dasher-pack.res"
-
-func _run() -> void:
- var combined := AnimationLibrary.new()
-
- var dir := DirAccess.open(ANIM_DIR)
- if not dir:
- push_error("[Build] Cannot open %s" % ANIM_DIR)
- return
-
- var loaded: Array[String] = []
- for fname in dir.get_files():
- if not fname.begins_with("dasher_"): continue
- if not fname.ends_with(".res"): continue
- if fname == "dasher-pack.res": continue
- var path := "%s/%s" % [ANIM_DIR, fname]
- var res: Resource = load(path)
- if not res is AnimationLibrary:
- push_warning("[Build] %s is not an AnimationLibrary, skipping" % fname)
- continue
- var lib: AnimationLibrary = res
- for anim_name in lib.get_animation_list():
- if combined.has_animation(anim_name):
- push_warning("[Build] Duplicate anim name '%s' in %s, skipping" % [anim_name, fname])
- continue
- combined.add_animation(anim_name, lib.get_animation(anim_name))
- loaded.append("%s/%s" % [fname, anim_name])
-
- var err := ResourceSaver.save(combined, OUTPUT)
- if err != OK:
- push_error("[Build] ResourceSaver.save failed: %d" % err)
- return
- print("[Build] %d animation(s) written to %s" % [loaded.size(), OUTPUT])
- for l in loaded:
- print(" - %s" % l)
diff --git a/tools/build_dasher_pack_headless.gd b/tools/build_dasher_pack_headless.gd
deleted file mode 100644
index c406bb0..0000000
--- a/tools/build_dasher_pack_headless.gd
+++ /dev/null
@@ -1,48 +0,0 @@
-extends SceneTree
-
-# Headless equivalent of build_dasher_pack.gd.
-# Run from CLI AFTER convert_dasher_animations_headless.gd:
-# godot --headless --path /home/beng/Godot/Projects/tekton-enet --script res://tools/build_dasher_pack_headless.gd
-#
-# Produces: res://assets/characters/animations/dasher-pack.tres
-
-const ANIM_DIR := "res://assets/characters/animations"
-const OUTPUT := "res://assets/characters/animations/dasher-pack.res"
-
-func _init() -> void:
- print("[Build] Headless run starting...")
- var combined := AnimationLibrary.new()
-
- var dir := DirAccess.open(ANIM_DIR)
- if not dir:
- push_error("[Build] Cannot open %s" % ANIM_DIR)
- quit(1)
- return
-
- var loaded: Array[String] = []
- for fname in dir.get_files():
- if not fname.begins_with("dasher_"): continue
- if not fname.ends_with(".res"): continue
- if fname == "dasher-pack.res": continue
- var path := "%s/%s" % [ANIM_DIR, fname]
- var res: Resource = load(path)
- if not res is AnimationLibrary:
- push_warning("[Build] %s is not an AnimationLibrary, skipping" % fname)
- continue
- var lib: AnimationLibrary = res
- for anim_name in lib.get_animation_list():
- if combined.has_animation(anim_name):
- push_warning("[Build] Duplicate anim name '%s' in %s, skipping" % [anim_name, fname])
- continue
- combined.add_animation(anim_name, lib.get_animation(anim_name))
- loaded.append("%s/%s" % [fname, anim_name])
-
- var err := ResourceSaver.save(combined, OUTPUT)
- if err != OK:
- push_error("[Build] ResourceSaver.save failed: %d" % err)
- quit(1)
- return
- print("[Build] Done. %d animation(s) written to %s" % [loaded.size(), OUTPUT])
- for l in loaded:
- print(" - %s" % l)
- quit(0)
diff --git a/tools/build_patch.gd b/tools/build_patch.gd
deleted file mode 100644
index 5dc813f..0000000
--- a/tools/build_patch.gd
+++ /dev/null
@@ -1,53 +0,0 @@
-#!/usr/bin/env -S godot --headless -s
-extends MainLoop
-
-func _initialize():
- print("--- Starting Automated Patch Build ---")
-
- var output_file = "patch.pck"
- var changed_files_txt = "changed_files.txt"
-
- if not FileAccess.file_exists(changed_files_txt):
- print("ERROR: missing changed_files.txt. Cannot build patch.")
- return
-
- var pck_packer = PCKPacker.new()
- var err = pck_packer.pck_start(output_file)
- if err != OK:
- print("ERROR: Could not start PCK file: ", output_file)
- return
-
- var file = FileAccess.open(changed_files_txt, FileAccess.READ)
- var count = 0
-
- while not file.eof_reached():
- var line = file.get_line().strip_edges()
- if line.is_empty(): continue
-
- var res_path = "res://" + line
- # Include automatically compiled scripts for GDScript
- if line.ends_with(".gd"):
- var remap_path = res_path.replace(".gd", ".gdc")
- if FileAccess.file_exists(remap_path):
- pck_packer.add_file(res_path, remap_path)
- else:
- pck_packer.add_file(res_path, res_path)
- count += 1
- print("Adding (Script): ", res_path)
- elif FileAccess.file_exists(res_path):
- print("Adding to patch: ", res_path)
- pck_packer.add_file(res_path, res_path)
- count += 1
- else:
- print("Warning: Changed file not found or Is Directory, skipping: ", res_path)
-
- # Always package our version/changelog list so clients see the new changelog
- var version_manifest = "res://assets/data/version.json"
- pck_packer.add_file(version_manifest, version_manifest)
- print("Adding Version Manifest: ", version_manifest)
-
- pck_packer.flush(true)
- print("--- Patch Build Complete! Packed %d files into %s ---" % [count + 1, output_file])
-
-func _process(_delta: float) -> bool:
- return true # True tells Godot to gracefully shut down the engine now!
diff --git a/tools/convert_dasher_animations.gd b/tools/convert_dasher_animations.gd
deleted file mode 100644
index b6bc385..0000000
--- a/tools/convert_dasher_animations.gd
+++ /dev/null
@@ -1,185 +0,0 @@
-@tool
-extends EditorScript
-
-# Editor tool: convert each dasher_*.glb into an AnimationLibrary .tres file
-# with tracks retargeted to the player rig (GeneralSkeleton + Mixamo bone names).
-#
-# Run once in the Godot editor:
-# File > Run (Ctrl+Shift+X) on this script, OR
-# from a @tool script: EditorInterface.get_resource_filesystem().scan()
-#
-# Output:
-# assets/characters/animations/dasher_.tres (one per glb)
-# Plus a combined library:
-# assets/characters/animations/dasher-pack.tres
-#
-# Run build_dasher_pack.gd after this to consolidate.
-
-const DASHER_DIR := "res://assets/characters/dashers"
-const ANIM_DIR := "res://assets/characters/animations"
-
-# Map dasher glb bone names (Blender/standard) -> player rig bone names (Mixamo).
-# Tracks whose node name is not in this map are dropped (e.g. helper "head_end" empties).
-const BONE_REMAP := {
- "bob-hold": "Hips", # root of the dasher glb
- "spine": "Hips",
- "spine.001": "Spine",
- "head": "Head",
- "hand.L": "LeftHand",
- "hand.R": "RightHand",
- "forearm.L": "LeftLowerArm",
- "forearm.R": "RightLowerArm",
- "upper_arm.L": "LeftUpperArm",
- "upper_arm.R": "RightUpperArm",
- "shoulder.L": "LeftShoulder",
- "shoulder.R": "RightShoulder",
- "leg.L": "LeftLowerLeg",
- "leg.R": "RightLowerLeg",
- "thigh.L": "LeftUpperLeg",
- "thigh.R": "RightUpperLeg",
- "foot.L": "LeftFoot",
- "foot.R": "RightFoot",
- "toe.L": "LeftToeBase",
- "toe.R": "RightToeBase",
-}
-
-const TRACK_TYPES := [
- "position", # 3D position tracks
- "rotation", # 3D rotation tracks (quaternion)
- "scale", # 3D scale tracks
-]
-
-func _run() -> void:
- var dasher_dir := DirAccess.open(DASHER_DIR)
- if not dasher_dir:
- push_error("[Convert] Cannot open %s" % DASHER_DIR)
- return
-
- var converted: Array[String] = []
- for fname in dasher_dir.get_files():
- if not fname.ends_with(".glb"): continue
- if not fname.begins_with("dasher_"): continue
- var stem := fname.get_basename() # e.g. "dasher_hold"
- var out_path := "%s/%s.res" % [ANIM_DIR, stem]
- var ok := _convert_one("%s/%s" % [DASHER_DIR, fname], stem, out_path)
- if ok:
- converted.append(out_path)
- else:
- push_warning("[Convert] Skipped %s" % fname)
-
- print("[Convert] %d dasher glb(s) converted: %s" % [converted.size(), converted])
-
-func _convert_one(glb_path: String, anim_name: String, out_path: String) -> bool:
- print("[Convert] %s -> %s" % [glb_path, out_path])
- var doc := GLTFDocument.new()
- var state := GLTFState.new()
- var err := doc.append_from_file(glb_path, state)
- if err != OK:
- push_error("[Convert] append_from_file failed: %d" % err)
- return false
-
- var scene := doc.generate_scene(state)
- if not scene:
- push_error("[Convert] generate_scene returned null")
- return false
-
- var src_player: AnimationPlayer = scene.find_child("AnimationPlayer", true, false)
- if not src_player:
- push_error("[Convert] No AnimationPlayer in %s" % glb_path)
- scene.queue_free()
- return false
-
- var out_lib := AnimationLibrary.new()
- for lib_name in src_player.get_animation_library_list():
- var src_lib := src_player.get_animation_library(lib_name)
- for src_anim_name in src_lib.get_animation_list():
- var src_anim: Animation = src_lib.get_animation(src_anim_name)
- var retargeted := _retarget(src_anim)
- if retargeted and retargeted.get_track_count() > 0:
- out_lib.add_animation(anim_name, retargeted)
- print(" + %s (%d tracks)" % [anim_name, retargeted.get_track_count()])
- else:
- push_warning(" - %s produced 0 tracks after retarget" % src_anim_name)
-
- scene.queue_free()
-
- if out_lib.get_animation_list().is_empty():
- push_error("[Convert] Output library is empty for %s" % glb_path)
- return false
-
- var save_err := ResourceSaver.save(out_lib, out_path)
- if save_err != OK:
- push_error("[Convert] ResourceSaver.save failed: %d" % save_err)
- return false
- return true
-
-func _retarget(src: Animation) -> Animation:
- var dst := Animation.new()
- dst.length = src.length
- dst.loop_mode = src.loop_mode
- dst.step = src.step
-
- # Map: original_track_idx -> new track path or -1 to drop
- for i in src.get_track_count():
- var orig_path: String = src.track_get_path(i)
- var bone := _extract_bone_name(orig_path)
- if not BONE_REMAP.has(bone):
- # drop helper nodes like head_end, hand.L_end, etc.
- continue
-
- var new_bone: String = BONE_REMAP[bone]
- var new_path := "%%GeneralSkeleton:%s" % new_bone
-
- # Match the suffix type (:position/:rotation/:scale)
- var type_suffix := ""
- if orig_path.ends_with(":position"): type_suffix = "position"
- elif orig_path.ends_with(":rotation"): type_suffix = "rotation"
- elif orig_path.ends_with(":scale"): type_suffix = "scale"
- else:
- push_warning(" Unrecognized track path: %s" % orig_path)
- continue
-
- match type_suffix:
- "position":
- if new_bone != "Hips": continue
- dst.add_track(Animation.TYPE_POSITION_3D)
- "rotation":
- dst.add_track(Animation.TYPE_ROTATION_3D)
- "scale":
- if new_bone != "Hips": continue
- dst.add_track(Animation.TYPE_SCALE_3D)
-
- var new_idx := dst.get_track_count() - 1
- dst.track_set_path(new_idx, NodePath(new_path))
- dst.track_set_interpolation_type(new_idx, src.track_get_interpolation_type(i))
- dst.track_set_imported(new_idx, src.track_is_imported(i))
- dst.track_set_enabled(new_idx, src.track_is_enabled(i))
-
- # Copy keyframes
- var key_count := src.track_get_key_count(i)
- for k in key_count:
- var t: float = src.track_get_key_time(i, k)
- var v: Variant = src.track_get_key_value(i, k)
- var trans := src.track_get_key_transition(i, k)
- match type_suffix:
- "position":
- dst.track_insert_key(new_idx, t, v)
- "rotation":
- dst.track_insert_key(new_idx, t, v)
- "scale":
- dst.track_insert_key(new_idx, t, v)
- dst.track_set_key_transition(new_idx, k, trans)
- return dst
-
-func _extract_bone_name(path: String) -> String:
- # Tracks look like: "bob-hold/Skeleton3D:hand.L:rotation"
- # We want the bone name "hand.L".
- # Find the last ":" that precedes a type suffix; everything between the previous
- # ":" (or start) and that ":" is the bone name. Easier: split on ":" and take
- # the second-to-last segment.
- var parts := path.split(":")
- if parts.size() < 2:
- return ""
- # parts[-1] is the type ("rotation" etc), parts[-2] is the bone name
- # but bone names can contain "." (e.g. "hand.L"), so just take parts[-2] as-is.
- return parts[-2]
diff --git a/tools/convert_dasher_animations_headless.gd b/tools/convert_dasher_animations_headless.gd
deleted file mode 100644
index b1abd59..0000000
--- a/tools/convert_dasher_animations_headless.gd
+++ /dev/null
@@ -1,256 +0,0 @@
-extends SceneTree
-
-# Headless: convert each dasher_*.glb into a dasher_.res with proper retargeting.
-# Reads rest poses from both source GLB skeleton and target GeneralSkeleton (player.tscn)
-# to compute per-bone correction quaternions.
-
-
-const DASHER_DIR := "res://assets/characters/dashers"
-const ANIM_DIR := "res://assets/characters/animations"
-
-const BONE_REMAP := {
- "bob-hold": "Hips",
- "spine": "Hips",
- "spine.001": "Spine",
- "head": "Head",
- "hand.L": "LeftHand",
- "hand.R": "RightHand",
- "forearm.L": "LeftLowerArm",
- "forearm.R": "RightLowerArm",
- "upper_arm.L": "LeftUpperArm",
- "upper_arm.R": "RightUpperArm",
- "shoulder.L": "LeftShoulder",
- "shoulder.R": "RightShoulder",
- "leg.L": "LeftLowerLeg",
- "leg.R": "RightLowerLeg",
- "thigh.L": "LeftUpperLeg",
- "thigh.R": "RightUpperLeg",
- "foot.L": "LeftFoot",
- "foot.R": "RightFoot",
- "toe.L": "LeftToeBase",
- "toe.R": "RightToeBase",
-}
-
-const ANIM_PICK := {
- "dasher_getting_hit": "Getting Hit",
- "dasher_hit": "Hit",
- "dasher_hold": "Hold",
- "dasher_put": "Put",
- "dasher_stun": "Stun",
- "dasher_take": "bob ani",
-}
-
-# Source bone rest transforms (from GLB)
-var src_rest: Dictionary = {} # bone_name -> Transform3D
-# Target bone rest transforms (from GeneralSkeleton)
-var tgt_rest: Dictionary = {} # bone_name -> Transform3D
-# Precomputed correction quaternions
-var corrections: Dictionary = {} # bone_name -> Quaternion
-
-func _init() -> void:
- print("[Convert] Headless run starting...")
-
- # Step 1: Load target skeleton rest poses from player scene
- _load_target_rest()
-
- # Step 2: Convert each GLB
- var dasher_dir := DirAccess.open(DASHER_DIR)
- if not dasher_dir:
- push_error("[Convert] Cannot open %s" % DASHER_DIR)
- quit(1); return
-
- var converted: Array[String] = []
- for fname in dasher_dir.get_files():
- if not fname.ends_with(".glb"): continue
- if not fname.begins_with("dasher_"): continue
- var stem := fname.get_basename()
- var out_path := "%s/%s.res" % [ANIM_DIR, stem]
- var ok := _convert_one("%s/%s" % [DASHER_DIR, fname], stem, out_path)
- if ok:
- converted.append(out_path)
- else:
- push_warning("[Convert] Skipped %s" % fname)
-
- print("[Convert] Done. %d dasher glb(s) converted:" % converted.size())
- for p in converted:
- print(" - %s" % p)
- quit(0)
-
-func _load_target_rest() -> void:
- # Load Masbro.glb directly to extract GeneralSkeleton rest poses
- # (player.tscn may fail to load if dasher-pack.res doesn't exist yet)
- var doc := GLTFDocument.new()
- var state := GLTFState.new()
- var err := doc.append_from_file("res://assets/characters/Masbro.glb", state)
- if err != OK:
- push_error("[Convert] Cannot load Masbro.glb: %d" % err)
- return
-
- var instance = doc.generate_scene(state)
- if not instance:
- push_error("[Convert] generate_scene returned null for Masbro.glb")
- return
-
- # Find the Skeleton3D (named GeneralSkeleton in the scene tree)
- var skeleton: Skeleton3D = instance.find_child("GeneralSkeleton", true, false)
- if not skeleton:
- # Try finding any Skeleton3D
- skeleton = instance.find_child("Skeleton3D", true, false)
- if not skeleton:
- push_error("[Convert] No Skeleton3D in Masbro.glb")
- instance.free()
- return
-
- print("[Convert] Target skeleton: '%s' with %d bones" % [skeleton.name, skeleton.get_bone_count()])
- for bone_idx in skeleton.get_bone_count():
- var bone_name := skeleton.get_bone_name(bone_idx)
- tgt_rest[bone_name] = skeleton.get_bone_rest(bone_idx)
-
- instance.free()
- print("[Convert] Loaded %d target bone rest poses" % tgt_rest.size())
-
-func _convert_one(glb_path: String, anim_name: String, out_path: String) -> bool:
- print("[Convert] %s -> %s" % [glb_path, out_path])
- var doc := GLTFDocument.new()
- var state := GLTFState.new()
- var err := doc.append_from_file(glb_path, state)
- if err != OK:
- push_error("[Convert] append_from_file failed: %d" % err)
- return false
-
- var scene: Node = doc.generate_scene(state)
- if not scene:
- push_error("[Convert] generate_scene returned null")
- return false
-
- # Extract source skeleton rest poses
- src_rest.clear()
- var src_skeleton: Skeleton3D = scene.find_child("Skeleton3D", true, false)
- if src_skeleton:
- for bone_idx in src_skeleton.get_bone_count():
- var bone_name := src_skeleton.get_bone_name(bone_idx)
- src_rest[bone_name] = src_skeleton.get_bone_rest(bone_idx)
- print(" Source skeleton: %d bones" % src_rest.size())
- else:
- push_error("[Convert] No Skeleton3D in %s" % glb_path)
- scene.queue_free()
- return false
-
- # Compute per-bone correction quaternions
- corrections.clear()
- for src_bone in BONE_REMAP:
- var tgt_bone: String = BONE_REMAP[src_bone]
- if src_rest.has(src_bone) and tgt_rest.has(tgt_bone):
- var src_basis: Basis = src_rest[src_bone].basis
- var tgt_basis: Basis = tgt_rest[tgt_bone].basis
- # correction = tgt_rest.inverse() * src_rest
- # Applied as: final_q = correction * keyframe_q
- corrections[src_bone] = tgt_basis.inverse() * src_basis
- # print(" Correction for %s -> %s: %s" % [src_bone, tgt_bone, str(corrections[src_bone])])
-
- var src_player: AnimationPlayer = scene.find_child("AnimationPlayer", true, false)
- if not src_player:
- push_error("[Convert] No AnimationPlayer in %s" % glb_path)
- scene.queue_free()
- return false
-
- # Pick the animation whose middle segment matches the keyword
- var pick_keyword: String = ANIM_PICK.get(anim_name, anim_name.replace("dasher_", ""))
- var picked: Animation = null
- for lib_name in src_player.get_animation_library_list():
- var src_lib: AnimationLibrary = src_player.get_animation_library(lib_name)
- for src_anim_name in src_lib.get_animation_list():
- var segments := src_anim_name.split("|")
- var mid_segment: String = segments[1] if segments.size() >= 3 else src_anim_name
- if pick_keyword.to_lower() == mid_segment.to_lower():
- picked = src_lib.get_animation(src_anim_name)
- break
- if picked: break
- if not picked:
- for lib_name in src_player.get_animation_library_list():
- var src_lib: AnimationLibrary = src_player.get_animation_library(lib_name)
- if src_lib.get_animation_list().size() > 0:
- picked = src_lib.get_animation(src_lib.get_animation_list()[0])
- break
- if not picked:
- push_error("[Convert] No animations in %s" % glb_path)
- scene.queue_free()
- return false
-
- var retargeted := _retarget(picked)
- scene.queue_free()
-
- if retargeted.get_track_count() == 0:
- push_error("[Convert] Retarget produced 0 tracks for %s" % glb_path)
- return false
-
- var out_lib := AnimationLibrary.new()
- out_lib.add_animation(anim_name, retargeted)
- print(" + %s (%d tracks from %s)" % [anim_name, retargeted.get_track_count(), picked.resource_name if picked.resource_name else ""])
-
- var save_err := ResourceSaver.save(out_lib, out_path)
- if save_err != OK:
- push_error("[Convert] ResourceSaver.save failed: %d" % save_err)
- return false
- return true
-
-func _retarget(src: Animation) -> Animation:
- var dst := Animation.new()
- dst.length = src.length
- dst.loop_mode = src.loop_mode
- dst.step = src.step
-
- var usable: Array[int] = []
- for i in src.get_track_count():
- var orig_path: String = src.track_get_path(i)
- var bone := _extract_bone_name(orig_path)
- if BONE_REMAP.has(bone):
- usable.append(i)
-
- for i in usable:
- var orig_path: String = src.track_get_path(i)
- var bone: String = _extract_bone_name(orig_path)
- var new_bone: String = BONE_REMAP[bone]
- var new_path := "%%GeneralSkeleton:%s" % new_bone
-
- var track_type := src.track_get_type(i)
-
- match track_type:
- Animation.TYPE_POSITION_3D:
- if new_bone != "Hips": continue
- dst.add_track(Animation.TYPE_POSITION_3D)
- Animation.TYPE_ROTATION_3D:
- dst.add_track(Animation.TYPE_ROTATION_3D)
- Animation.TYPE_SCALE_3D:
- if new_bone != "Hips": continue
- dst.add_track(Animation.TYPE_SCALE_3D)
- Animation.TYPE_BLEND_SHAPE: continue
- _: continue
-
- var new_idx := dst.get_track_count() - 1
- dst.track_set_path(new_idx, NodePath(new_path))
- dst.track_set_interpolation_type(new_idx, src.track_get_interpolation_type(i))
- dst.track_set_imported(new_idx, src.track_is_imported(i))
- dst.track_set_enabled(new_idx, src.track_is_enabled(i))
-
- var key_count := src.track_get_key_count(i)
- for k in key_count:
- var t: float = src.track_get_key_time(i, k)
- var v: Variant = src.track_get_key_value(i, k)
- var trans := src.track_get_key_transition(i, k)
-
- # Apply rest-pose correction to rotation tracks
- if track_type == Animation.TYPE_ROTATION_3D and corrections.has(bone):
- var orig_q: Quaternion = v
- var corr_q: Quaternion = corrections[bone]
- v = corr_q * orig_q
-
- dst.track_insert_key(new_idx, t, v)
- dst.track_set_key_transition(new_idx, k, trans)
- return dst
-
-func _extract_bone_name(path: String) -> String:
- var parts := path.split(":")
- if parts.size() < 2:
- return ""
- return parts[-1]
diff --git a/tools/convert_dasher_animations_headless.gd.uid b/tools/convert_dasher_animations_headless.gd.uid
deleted file mode 100644
index 24c00df..0000000
--- a/tools/convert_dasher_animations_headless.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dgwmo0tdt8dwl
diff --git a/tools/dump_anim_names.gd b/tools/dump_anim_names.gd
deleted file mode 100644
index c7a72bc..0000000
--- a/tools/dump_anim_names.gd
+++ /dev/null
@@ -1,20 +0,0 @@
-extends SceneTree
-
-const DASHER_DIR := "res://assets/characters/dashers"
-
-func _init() -> void:
- var dir := DirAccess.open(DASHER_DIR)
- for fname in dir.get_files():
- if not fname.ends_with(".glb"): continue
- var doc = GLTFDocument.new()
- var state = GLTFState.new()
- doc.append_from_file("%s/%s" % [DASHER_DIR, fname], state)
- var scene = doc.generate_scene(state)
- var ap: AnimationPlayer = scene.find_child("AnimationPlayer", true, false)
- if ap:
- print("=== %s ===" % fname)
- for lib_name in ap.get_animation_library_list():
- var lib = ap.get_animation_library(lib_name)
- for anim_name in lib.get_animation_list():
- print(" ", anim_name)
- quit()
diff --git a/tools/dump_anim_names.gd.uid b/tools/dump_anim_names.gd.uid
deleted file mode 100644
index 0db1bf8..0000000
--- a/tools/dump_anim_names.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://cau1rt1kfa32y
diff --git a/tools/dump_bones.gd b/tools/dump_bones.gd
deleted file mode 100644
index 86dda25..0000000
--- a/tools/dump_bones.gd
+++ /dev/null
@@ -1,32 +0,0 @@
-extends SceneTree
-
-func _init() -> void:
- var scene = preload("res://scenes/player.tscn").instantiate()
- var skel: Skeleton3D = null
-
- # Find GeneralSkeleton anywhere in the player scene
- var queue = [scene]
- while queue.size() > 0:
- var n = queue.pop_front()
- if n is Skeleton3D and n.name == "GeneralSkeleton":
- skel = n
- break
- for c in n.get_children():
- queue.append(c)
-
- if skel:
- print("Found GeneralSkeleton! Bones:")
- for i in skel.get_bone_count():
- print(" - ", skel.get_bone_name(i))
- else:
- print("GeneralSkeleton not found in player.tscn!")
- print("Tree:")
- _print_tree(scene, 0)
-
- quit()
-
-func _print_tree(n: Node, depth: int) -> void:
- var indent = " ".repeat(depth)
- print("%s- %s (%s)" % [indent, n.name, n.get_class()])
- for c in n.get_children():
- _print_tree(c, depth + 1)
diff --git a/tools/dump_bones.gd.uid b/tools/dump_bones.gd.uid
deleted file mode 100644
index 393e422..0000000
--- a/tools/dump_bones.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dxxtbdm3usgdp
diff --git a/tools/dump_masbro.gd b/tools/dump_masbro.gd
deleted file mode 100644
index ede193b..0000000
--- a/tools/dump_masbro.gd
+++ /dev/null
@@ -1,15 +0,0 @@
-extends SceneTree
-func _init() -> void:
- var scene = preload("res://scenes/player.tscn").instantiate()
- var masbro = scene.get_node("Masbro")
- if masbro:
- print("Masbro found! Children:")
- _print_tree(masbro, 0)
- else:
- print("No Masbro")
- quit()
-func _print_tree(n: Node, depth: int) -> void:
- var indent = " ".repeat(depth)
- print("%s- %s (%s)" % [indent, n.name, n.get_class()])
- for c in n.get_children():
- _print_tree(c, depth + 1)
diff --git a/tools/dump_masbro.gd.uid b/tools/dump_masbro.gd.uid
deleted file mode 100644
index e285d21..0000000
--- a/tools/dump_masbro.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dt8bew0d4r6bp
diff --git a/tools/rename_rig_in_glb.py b/tools/rename_rig_in_glb.py
new file mode 100644
index 0000000..2c6cd79
--- /dev/null
+++ b/tools/rename_rig_in_glb.py
@@ -0,0 +1,90 @@
+#!/usr/bin/env python3
+"""Rename rig root node in character GLBs to 'Character' for consistent paths.
+
+This must run before Godot imports the GLBs. It modifies the .glb JSON to rename
+the rig root node (oldpop-rig, bob-rig, etc.) to 'Character' so all characters
+share the same skeleton path: Character/Skeleton3D:bone_name
+
+Backups are created as .glb.bak on first run.
+
+Re-runnable: if backup exists, restore from backup first to ensure idempotency.
+"""
+
+import json
+import os
+import struct
+import shutil
+import sys
+
+CHARACTERS = {
+ 'Bob.glb': 'bob-rig',
+ 'Oldpop.glb': 'oldpop-rig',
+ 'Masbro.glb': 'masbro-tpose',
+ 'Gatot.glb': 'gatot-tpose',
+}
+NEW_NAME = 'Character'
+CHARS_DIR = os.path.join(os.path.dirname(__file__), '..', 'assets', 'characters')
+
+
+def find_rig_node(nodes, old_name):
+ for i, n in enumerate(nodes):
+ if n.get('name') == old_name:
+ return i
+ return -1
+
+
+def process_glb(path, old_name):
+ backup = path + '.bak'
+ if os.path.exists(backup):
+ shutil.copy(backup, path)
+ else:
+ shutil.copy(path, backup)
+
+ with open(path, 'rb') as f:
+ f.read(12) # magic + version + length
+ chunk_len = struct.unpack(' {NEW_NAME}')
+ return True
+
+
+def main():
+ os.chdir(CHARS_DIR)
+ print(f'Processing GLBs in {CHARS_DIR}')
+ for glb, old_name in CHARACTERS.items():
+ path = os.path.join(CHARS_DIR, glb)
+ if not os.path.exists(path):
+ print(f' {glb}: not found, skipping')
+ continue
+ process_glb(path, old_name)
+ print('Done.')
+
+
+if __name__ == '__main__':
+ main()
diff --git a/tools/test_types.gd b/tools/test_types.gd
deleted file mode 100644
index 1b0d9f2..0000000
--- a/tools/test_types.gd
+++ /dev/null
@@ -1,8 +0,0 @@
-extends SceneTree
-
-func _init() -> void:
- print("TYPE_VALUE: ", Animation.TYPE_VALUE)
- print("TYPE_POSITION_3D: ", Animation.TYPE_POSITION_3D)
- print("TYPE_ROTATION_3D: ", Animation.TYPE_ROTATION_3D)
- print("TYPE_SCALE_3D: ", Animation.TYPE_SCALE_3D)
- quit()
diff --git a/tools/test_types.gd.uid b/tools/test_types.gd.uid
deleted file mode 100644
index 92afea0..0000000
--- a/tools/test_types.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dl8svqqgt6m3n
diff --git a/tools/verify_dasher.gd b/tools/verify_dasher.gd
deleted file mode 100644
index d8c6a6a..0000000
--- a/tools/verify_dasher.gd
+++ /dev/null
@@ -1,33 +0,0 @@
-extends SceneTree
-
-func _init() -> void:
- var lib = load("res://assets/characters/animations/dasher-pack.res") as AnimationLibrary
- if not lib:
- quit(1)
- return
-
- var anim_name = "dasher_hit"
- if lib.has_animation(anim_name):
- var anim = lib.get_animation(anim_name)
- print("Animation: ", anim_name)
- var has_pos = 0
- var has_rot = 0
- var has_scale = 0
- var pos_bones = []
-
- for i in anim.get_track_count():
- var type = anim.track_get_type(i)
- var path = anim.track_get_path(i)
- if type == Animation.TYPE_POSITION_3D:
- has_pos += 1
- pos_bones.append(str(path))
- elif type == Animation.TYPE_ROTATION_3D:
- has_rot += 1
- elif type == Animation.TYPE_SCALE_3D:
- has_scale += 1
-
- print(" Positions: ", has_pos, " (", pos_bones, ")")
- print(" Rotations: ", has_rot)
- print(" Scales: ", has_scale)
-
- quit(0)
diff --git a/tools/verify_dasher.gd.uid b/tools/verify_dasher.gd.uid
deleted file mode 100644
index 35e5418..0000000
--- a/tools/verify_dasher.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://bleaj3miugqrm
diff --git a/tools/verify_dasher_tracks.gd b/tools/verify_dasher_tracks.gd
deleted file mode 100644
index e3341ed..0000000
--- a/tools/verify_dasher_tracks.gd
+++ /dev/null
@@ -1,13 +0,0 @@
-extends SceneTree
-
-func _init() -> void:
- var lib = load("res://assets/characters/animations/dasher-pack.res") as AnimationLibrary
- for anim_name in lib.get_animation_list():
- var anim = lib.get_animation(anim_name)
- print("=== %s (%d tracks) ===" % [anim_name, anim.get_track_count()])
- for i in anim.get_track_count():
- var type = anim.track_get_type(i)
- var path = anim.track_get_path(i)
- var type_str = ["VALUE","POSITION","ROTATION","SCALE"][type]
- print(" [%d] type=%s path=%s" % [i, type_str, path])
- quit()
diff --git a/tools/verify_dasher_tracks.gd.uid b/tools/verify_dasher_tracks.gd.uid
deleted file mode 100644
index 8c06e19..0000000
--- a/tools/verify_dasher_tracks.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://yyhb801dk5ve
diff --git a/tools/verify_pack.gd b/tools/verify_pack.gd
deleted file mode 100644
index 030840e..0000000
--- a/tools/verify_pack.gd
+++ /dev/null
@@ -1,16 +0,0 @@
-extends SceneTree
-
-func _init() -> void:
- var lib = load("res://assets/characters/animations/dasher-pack.res") as AnimationLibrary
- if not lib:
- print("Failed to load dasher-pack.res")
- quit(1)
- return
-
- var anim_name = lib.get_animation_list()[0]
- var anim = lib.get_animation(anim_name)
- print("First animation: ", anim_name)
- for i in min(anim.get_track_count(), 5):
- print(" Track ", i, " path: ", anim.track_get_path(i))
-
- quit(0)
diff --git a/tools/verify_pack.gd.uid b/tools/verify_pack.gd.uid
deleted file mode 100644
index 48430ee..0000000
--- a/tools/verify_pack.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://ce58ow1re1l24
diff --git a/tools/verify_raw.gd b/tools/verify_raw.gd
deleted file mode 100644
index 5992c0c..0000000
--- a/tools/verify_raw.gd
+++ /dev/null
@@ -1,19 +0,0 @@
-extends SceneTree
-
-func _init() -> void:
- var doc = GLTFDocument.new()
- var state = GLTFState.new()
- var err = doc.append_from_file("res://assets/characters/dashers/dasher_hit.glb", state)
- var scene = doc.generate_scene(state)
- var ap: AnimationPlayer = scene.find_child("AnimationPlayer", true, false)
-
- var lib = ap.get_animation_library("")
- var anim_name = "dasher_take|Hit|Anima_Layer"
- if lib.has_animation(anim_name):
- var anim = lib.get_animation(anim_name)
- print("=== RAW TRACKS ===")
- for i in anim.get_track_count():
- var type = anim.track_get_type(i)
- var path = anim.track_get_path(i)
- print(" Track ", i, " type: ", type, " path: ", path)
- quit()
diff --git a/tools/verify_raw.gd.uid b/tools/verify_raw.gd.uid
deleted file mode 100644
index fffdf26..0000000
--- a/tools/verify_raw.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dcoduco766d6w
diff --git a/tools/verify_walk.gd b/tools/verify_walk.gd
deleted file mode 100644
index 5e58604..0000000
--- a/tools/verify_walk.gd
+++ /dev/null
@@ -1,34 +0,0 @@
-extends SceneTree
-
-func _init() -> void:
- var lib = load("res://assets/characters/animations/animation-pack.res") as AnimationLibrary
- if not lib:
- print("Failed to load animation-pack.res")
- quit(1)
- return
-
- var anim_name = "walk_forward"
- if lib.has_animation(anim_name):
- var anim = lib.get_animation(anim_name)
- print("Animation: ", anim_name)
- var has_pos = 0
- var has_rot = 0
- var has_scale = 0
- var pos_bones = []
-
- for i in anim.get_track_count():
- var type = anim.track_get_type(i)
- var path = anim.track_get_path(i)
- if type == Animation.TYPE_POSITION_3D:
- has_pos += 1
- pos_bones.append(str(path))
- elif type == Animation.TYPE_ROTATION_3D:
- has_rot += 1
- elif type == Animation.TYPE_SCALE_3D:
- has_scale += 1
-
- print(" Positions: ", has_pos, " (", pos_bones, ")")
- print(" Rotations: ", has_rot)
- print(" Scales: ", has_scale)
-
- quit(0)
diff --git a/tools/verify_walk.gd.uid b/tools/verify_walk.gd.uid
deleted file mode 100644
index 4a1b04a..0000000
--- a/tools/verify_walk.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://c1boh2egfnnfu
diff --git a/tools/verify_walk_tracks.gd b/tools/verify_walk_tracks.gd
deleted file mode 100644
index 5f93e60..0000000
--- a/tools/verify_walk_tracks.gd
+++ /dev/null
@@ -1,12 +0,0 @@
-extends SceneTree
-
-func _init() -> void:
- var lib = load("res://assets/characters/animations/animation-pack.res") as AnimationLibrary
- var anim = lib.get_animation("walk_forward")
- print("=== walk_forward tracks ===")
- for i in anim.get_track_count():
- var type = anim.track_get_type(i)
- var path = anim.track_get_path(i)
- var type_str = ["VALUE","POSITION","ROTATION","SCALE"][type]
- print(" [%d] type=%s path=%s" % [i, type_str, path])
- quit()
diff --git a/tools/verify_walk_tracks.gd.uid b/tools/verify_walk_tracks.gd.uid
deleted file mode 100644
index 858059b..0000000
--- a/tools/verify_walk_tracks.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dajp15327baah