Replace dasher-pack with unified animation-pack using original Blender bone names

This commit is contained in:
2026-06-15 14:28:26 +08:00
parent 9dd3c59edf
commit 844ec194cb
297 changed files with 28680 additions and 1884 deletions
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@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)
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uid://da3fqfqv6gtgm
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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_<token>`, 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)
@@ -0,0 +1 @@
uid://gfybkdtsclti
+56
View File
@@ -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
@@ -0,0 +1 @@
uid://d3plpedkpvec6
@@ -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
@@ -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