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tekton/addons/godot_ai/handlers/resource_handler.gd
T

399 lines
14 KiB
GDScript

@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}