fix(network): prevent null multiplayer peer crashes offline/teardown and fix Nakama RPC session validation
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@@ -13,6 +13,9 @@ const SETTING_HTTP_PORT := "godot_ai/http_port"
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## Comma-separated list of tool domains excluded from the server at spawn time.
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const SETTING_EXCLUDED_DOMAINS := "godot_ai/excluded_domains"
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const SETTING_TELEMETRY_ENABLED := "godot_ai/telemetry_enabled"
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## Whether MCP log lines echo to the Godot console (dock "Log" toggle).
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## The dock's ring-buffer log panel keeps recording regardless.
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const SETTING_MCP_LOGGING := "godot_ai/mcp_logging"
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## Returns true if the string value is truthy
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@@ -37,3 +40,21 @@ static func telemetry_enabled() -> bool:
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if es != null and es.has_setting(SETTING_TELEMETRY_ENABLED):
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return bool(es.get_setting(SETTING_TELEMETRY_ENABLED))
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return true
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## Returns whether MCP log lines should echo to the Godot console. Read at
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## plugin startup (to apply the persisted choice to the log buffer and
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## dispatcher) and by the dock's LogViewer toggle for its initial state.
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## Defaults to true when the user has never touched the toggle.
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static func mcp_logging_enabled() -> bool:
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var es := EditorInterface.get_editor_settings()
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if es != null and es.has_setting(SETTING_MCP_LOGGING):
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return bool(es.get_setting(SETTING_MCP_LOGGING))
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return true
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## Persist the dock "Log" toggle so the choice survives editor restarts (#626).
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static func set_mcp_logging_enabled(enabled: bool) -> void:
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var es := EditorInterface.get_editor_settings()
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if es != null:
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es.set_setting(SETTING_MCP_LOGGING, enabled)
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