feat: bullrush branch - mekton bulls arena, HUD, NPC managers, godot_ai updates

This commit is contained in:
2026-07-01 10:39:21 +08:00
parent cc584c3251
commit b6b37b5aac
48 changed files with 2548 additions and 397 deletions
+177 -20
View File
@@ -6,14 +6,17 @@ 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")
const RUN_READY_WAIT_SEC := 3.0
var _connection: McpConnection
var _debugger_plugin
var _editor_log_buffer
func _init(connection: McpConnection = null, debugger_plugin = null) -> void:
func _init(connection: McpConnection = null, debugger_plugin = null, editor_log_buffer = null) -> void:
_connection = connection
_debugger_plugin = debugger_plugin
_editor_log_buffer = editor_log_buffer
func get_project_setting(params: Dictionary) -> Dictionary:
@@ -81,16 +84,15 @@ func run_project(params: Dictionary) -> Dictionary:
# 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",
}
}
return _run_project_current_liveness_response(
_run_project_base_data(
mode,
str(params.get("scene", "")),
autosave,
true,
"Project was already running; no action taken"
)
)
var validation_error: Variant = null
if mode == "custom":
@@ -125,7 +127,7 @@ func run_project(params: Dictionary) -> Dictionary:
restore_setting = true
if _debugger_plugin != null:
_debugger_plugin.begin_game_run()
_debugger_plugin.begin_game_run(_editor_log_cursor(), _game_helper_autoload_expected())
match mode:
"main":
@@ -142,18 +144,173 @@ func run_project(params: Dictionary) -> Dictionary:
if _connection:
_connection.pause_processing = false
var base_data := _run_project_base_data(
mode,
str(params.get("scene", "")),
autosave,
false,
"Play/stop is a runtime action"
)
var request_id: String = params.get("_request_id", "")
if _connection != null and _debugger_plugin != null and not request_id.is_empty():
_finish_run_project_deferred(request_id, base_data)
return McpDispatcher.DEFERRED_RESPONSE
return _run_project_current_liveness_response(base_data)
func _editor_log_cursor() -> int:
return _editor_log_buffer.appended_total() if _editor_log_buffer != null else 0
func _game_helper_autoload_expected() -> bool:
return ProjectSettings.has_setting("autoload/_mcp_game_helper")
func _run_project_base_data(
mode: String,
scene: String,
autosave: bool,
was_already_running: bool,
reason: String
) -> Dictionary:
return {
"data": {
"mode": mode,
"scene": params.get("scene", ""),
"autosave": autosave,
"was_already_running": false,
"undoable": false,
"reason": "Play/stop is a runtime action",
}
"mode": mode,
"scene": scene,
"autosave": autosave,
"was_already_running": was_already_running,
"undoable": false,
"reason": reason,
}
func _run_project_current_liveness_response(base_data: Dictionary) -> Dictionary:
if _debugger_plugin == null:
return {"data": base_data}
var status: Dictionary = _debugger_plugin.get_game_status(-1, RUN_READY_WAIT_SEC)
var errors_info: Dictionary = _debugger_plugin.recent_editor_errors_since(int(status.get("editor_log_cursor", 0)))
return _run_project_response(base_data, _run_project_liveness_decision(status, errors_info))
func _finish_run_project_deferred(request_id: String, base_data: Dictionary) -> void:
var tree := _connection.get_tree()
while true:
await tree.process_frame
if not is_instance_valid(_connection):
return
var pre_status: Dictionary = _debugger_plugin.get_game_status(-1, RUN_READY_WAIT_SEC)
if (
not EditorInterface.is_playing_scene()
and int(pre_status.get("elapsed_msec", 0)) > 100
and str(pre_status.get("status", "stopped")) == "launching"
):
_debugger_plugin.end_game_run()
var status: Dictionary = _debugger_plugin.get_game_status(-1, RUN_READY_WAIT_SEC)
var errors_info: Dictionary = _debugger_plugin.recent_editor_errors_since(int(status.get("editor_log_cursor", 0)))
var decision := _run_project_liveness_decision(status, errors_info)
if not bool(decision.get("resolve", false)):
continue
_connection.send_deferred_response(request_id, _run_project_response(base_data, decision))
return
func _run_project_response(base_data: Dictionary, decision: Dictionary) -> Dictionary:
var data := base_data.duplicate(true)
var game_status: Dictionary = decision.get("game_status", {})
data["game_status"] = game_status
data["helper_live"] = bool(game_status.get("helper_live", false))
data["session_active"] = bool(game_status.get("session_active", false))
if bool(data.get("was_already_running", false)):
data["reason"] = _run_project_already_running_message(decision)
else:
data["reason"] = decision.get("message", data.get("reason", "Play/stop is a runtime action"))
data["recent_errors"] = decision.get("recent_errors", [])
data["recent_errors_scope"] = decision.get("recent_errors_scope", "none")
data["recent_errors_may_predate_run"] = decision.get("recent_errors_may_predate_run", false)
data["recent_errors_truncated"] = decision.get("recent_errors_truncated", false)
return {"data": data}
func _run_project_already_running_message(decision: Dictionary) -> String:
var state := str(decision.get("liveness_status", "unknown"))
match state:
"live":
return "Project was already running; the Godot AI game helper is live."
"not_live":
var errors: Array = decision.get("recent_errors", [])
var scope := str(decision.get("recent_errors_scope", "none"))
if not errors.is_empty() and scope == "run":
return "Project was already running but failed to load before the Godot AI game helper registered: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(errors[0])
if not errors.is_empty():
return "Project was already running but is not responding. A recent editor error may be related, but may predate this run: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(errors[0])
return "Project was already running but did not become live before the helper-ready window elapsed. Check logs_read(source='editor', include_details=true) and poll editor_state."
"no_helper":
return "Project was already running, but no _mcp_game_helper autoload is expected. Headless or custom-main-loop projects cannot confirm helper liveness."
"launching":
return "Project was already running and is still waiting for the Godot AI game helper to register. Poll editor_state shortly."
"stopped":
return "Project was already marked playing by the editor, but no active game liveness run exists."
_:
return "Project was already running; current liveness status is %s." % state
func _run_project_liveness_decision(status: Dictionary, errors_info: Dictionary = {}) -> Dictionary:
var enriched_status := McpDebuggerPlugin.with_liveness_flags(status)
var state := str(status.get("status", "stopped"))
var recent_errors: Array = errors_info.get("errors", [])
var errors_scope := str(errors_info.get("scope", "none"))
var truncated := bool(errors_info.get("truncated", false))
var correlated_error := not recent_errors.is_empty() and errors_scope == "run"
var elapsed_msec := int(status.get("elapsed_msec", 0))
var ready_wait_msec := int(status.get("ready_wait_msec", int(RUN_READY_WAIT_SEC * 1000.0)))
var decision := {
"resolve": false,
"game_status": enriched_status,
"liveness_status": state,
"recent_errors": recent_errors,
"recent_errors_scope": errors_scope,
"recent_errors_may_predate_run": errors_scope == "retained_recent",
"recent_errors_truncated": truncated,
"message": "",
}
if state == "live":
decision["resolve"] = true
decision["message"] = "Game launched and the Godot AI game helper is live."
elif correlated_error:
decision["resolve"] = true
decision["liveness_status"] = "not_live"
decision["message"] = "Game launched but failed to load before the Godot AI game helper registered: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(recent_errors[0])
if truncated:
decision["message"] += " Editor logs since this run may be truncated; showing retained errors."
elif state == "not_live":
decision["resolve"] = true
if not recent_errors.is_empty():
decision["message"] = "Game launched but is not responding. A recent editor error may be related, but may predate this run: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(recent_errors[0])
else:
decision["message"] = "Game launched but did not become live before the helper-ready window elapsed. It may still be booting or may have failed silently; check logs_read(source='editor', include_details=true) and poll editor_state."
elif state == "no_helper":
decision["resolve"] = true
decision["message"] = "Game launched, but no _mcp_game_helper autoload is expected. Headless or custom-main-loop projects cannot confirm helper liveness; use editor_state and viewport/editor tools where applicable."
elif state == "stopped":
decision["resolve"] = true
decision["message"] = "The play session stopped, or no active game liveness run exists, before the Godot AI game helper became live."
elif state == "launching" and elapsed_msec >= ready_wait_msec:
decision["resolve"] = true
decision["message"] = "Game launched but is not yet live after %.1fs; it may still be booting. Poll editor_state and check logs_read(source='editor', include_details=true)." % (float(elapsed_msec) / 1000.0)
return decision
func _format_editor_error_summary(entry: Dictionary) -> String:
var text := str(entry.get("text", "editor error"))
var path := str(entry.get("path", ""))
var line := int(entry.get("line", 0))
if not path.is_empty() and line > 0:
return "%s (%s:%d)" % [text, path, line]
if not path.is_empty():
return "%s (%s)" % [text, path]
return text
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