878 lines
32 KiB
GDScript
878 lines
32 KiB
GDScript
extends Node
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## Godot AI MCP — game-process helper.
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##
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## Registered as an autoload by plugin.gd when the Godot AI plugin is enabled.
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## Runs in the running game process (separate from the editor) so the plugin
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## can request the game's framebuffer over the editor-debugger channel.
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##
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## The editor never has direct access to the game's pixels: even when "Embed
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## Game Mode" is on, the game is still a separate OS child process whose
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## window is reparented into the editor via Win32 SetParent / X11
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## XReparentWindow / macOS remote layer (Godot PR godotengine/godot#99010).
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## So viewport-texture capture on the editor side never contains game pixels.
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## This autoload solves that by replying to "mcp:take_screenshot" debug
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## messages with a PNG of Viewport.get_texture() from inside the game.
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##
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## No-ops in the editor (Engine.is_editor_hint) and silently sits idle
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## when the debugger channel is inactive (e.g. exported release builds)
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## — register_message_capture is safe to call either way, it's
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## send_message that requires an active channel.
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const CAPTURE_PREFIX := "mcp"
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## Cap per-frame flush so a runaway print loop can't blow the debugger's
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## packet budget in a single send. Surplus stays queued for the next frame.
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const FLUSH_BATCH_LIMIT := 200
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const LoggerLoader := preload("res://addons/godot_ai/runtime/logger_loader.gd")
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var _registered := false
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## Untyped because the McpGameLogger script is loaded dynamically (it
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## extends Logger, which only exists in Godot 4.5+).
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var _logger
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var _logger_attached := false
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## Entries drained from the logger but not yet sent over the debugger
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## channel. Holds the tail of one drain() so we can bleed it out across
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## frames at FLUSH_BATCH_LIMIT per frame rather than blasting the whole
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## queue in a single _process tick.
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var _pending_outbound: Array = []
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## #490: in-flight evals, keyed by request_id (multiple deferred game_evals
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## can run at once). Each entry: {node:Node, token:String, baseline:int}.
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## `token` names this eval's unique wrapper function so a runtime error is
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## attributed only to the eval that actually raised it — not an unrelated
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## background game error, and not a sibling overlapping eval. `baseline` is the
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## logger's script-error seq just before this eval ran. The editor's eval_check
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## probe (and #488's in-flight poll loop, when the game is focused) consult
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## these to report a runtime error that aborted execute() before the reply.
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var _inflight_evals: Dictionary = {}
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var _eval_token_counter: int = 0
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func _ready() -> void:
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## Only run in the game process, not in the editor. Use is_editor_hint
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## — NOT OS.has_feature("editor"), which is a BUILD-config check
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## (TOOLS_ENABLED) and returns true in the game subprocess too because
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## the game is spawned with the same editor binary. is_editor_hint is
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## the runtime-context check: true only inside the editor GUI, false
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## in play-from-editor. The earlier has_feature check was causing us
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## to skip registration in the game and time out every capture.
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if Engine.is_editor_hint():
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return
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## register_message_capture is safe to call before the debugger
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## handshake completes; the capture sits until a message arrives.
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EngineDebugger.register_message_capture(CAPTURE_PREFIX, _on_debug_message)
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_registered = true
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## Capture print() / printerr() / push_error() / push_warning() and
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## ferry them to the editor in mcp:log_batch messages flushed from
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## _process. Logger subclassing was added in Godot 4.5 — gate on
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## ClassDB so the rest of the helper still loads on older engines.
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## game_logger.gd lives in the `.gdignore`'d runtime/loggers/ folder so
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## it never parse-errors during a < 4.5 editor scan; LoggerLoader
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## compiles it from source at runtime, only past this gate.
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if ClassDB.class_exists("Logger") and OS.has_method("add_logger"):
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var logger_script := LoggerLoader.build(LoggerLoader.GAME_LOGGER_PATH)
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if logger_script != null:
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_logger = logger_script.new()
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OS.call("add_logger", _logger)
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_logger_attached = true
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## Routed to the editor's Output panel via Godot's remote-stdout
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## forwarder — handy when diagnosing why capture timed out.
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print("[godot_ai game_helper] registered mcp capture (debugger active=%s, logger=%s)"
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% [EngineDebugger.is_active(), _logger_attached])
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## Boot beacon so the editor side can confirm the autoload ran even
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## if no screenshot was ever requested.
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if EngineDebugger.is_active():
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EngineDebugger.send_message("mcp:hello", [])
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func _process(_delta: float) -> void:
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## Drain the logger queue on the main thread (Logger virtuals can fire
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## from any thread; EngineDebugger.send_message is only safe from main).
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## Send at most one FLUSH_BATCH_LIMIT-sized batch per frame so a runaway
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## print loop can't stall the game by shoving thousands of entries
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## through the debugger packet path in a single tick. Surplus stays in
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## `_pending_outbound` and bleeds out across subsequent frames.
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if not _logger_attached or _logger == null:
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return
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if not EngineDebugger.is_active():
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return
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if _pending_outbound.is_empty():
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if not _logger.has_pending():
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return
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_pending_outbound = _logger.drain()
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var batch := _pending_outbound.slice(0, FLUSH_BATCH_LIMIT)
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_pending_outbound = _pending_outbound.slice(FLUSH_BATCH_LIMIT)
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EngineDebugger.send_message("mcp:log_batch", [batch])
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func _exit_tree() -> void:
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if _registered:
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EngineDebugger.unregister_message_capture(CAPTURE_PREFIX)
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_registered = false
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if _logger_attached and _logger != null and OS.has_method("remove_logger"):
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OS.call("remove_logger", _logger)
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_logger_attached = false
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_logger = null
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## Dispatched for messages prefixed "mcp:" on the debugger channel.
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## Different Godot versions pass either the tail ("take_screenshot") or the
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## full message ("mcp:take_screenshot") to the capture callable — accept
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## both forms so this works across 4.2/4.3/4.4/4.5.
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func _on_debug_message(message: String, data: Array) -> bool:
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var action := message.trim_prefix("mcp:")
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match action:
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"take_screenshot":
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_handle_take_screenshot(data)
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return true
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"eval":
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_handle_eval(data)
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return true
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"eval_check":
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_handle_eval_check(data)
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return true
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"game_command":
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_handle_game_command(data)
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return true
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return false
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func _handle_take_screenshot(data: Array) -> void:
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var request_id: String = data[0] if data.size() > 0 else ""
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var max_resolution: int = int(data[1]) if data.size() > 1 else 0
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var viewport := get_tree().root
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if viewport == null:
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_reply_error(request_id, "No game root viewport available")
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return
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var texture := viewport.get_texture()
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if texture == null:
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_reply_error(request_id, "Root viewport has no texture (headless?)")
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return
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var image := texture.get_image()
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if image == null or image.is_empty():
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_reply_error(request_id, "Captured an empty image from game viewport")
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return
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var original_width := image.get_width()
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var original_height := image.get_height()
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if max_resolution > 0:
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var longest := maxi(original_width, original_height)
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if longest > max_resolution:
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var scale := float(max_resolution) / float(longest)
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var new_w := maxi(1, int(original_width * scale))
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var new_h := maxi(1, int(original_height * scale))
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image.resize(new_w, new_h, Image.INTERPOLATE_LANCZOS)
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var png := image.save_png_to_buffer()
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var b64 := Marshalls.raw_to_base64(png)
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EngineDebugger.send_message("mcp:screenshot_response", [
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request_id,
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b64,
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image.get_width(),
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image.get_height(),
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original_width,
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original_height,
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])
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func _reply_error(request_id: String, message: String) -> void:
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EngineDebugger.send_message("mcp:screenshot_error", [request_id, message])
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## --- game_command: curated runtime inspection and input ---
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func _handle_game_command(data: Array) -> void:
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var request_id: String = data[0] if data.size() > 0 else ""
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var op: String = data[1] if data.size() > 1 else ""
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var params_json: String = data[2] if data.size() > 2 else "{}"
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if request_id.is_empty():
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return
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if op.is_empty():
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_reply_game_command_error(request_id, "No op provided")
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return
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var json := JSON.new()
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var parse_err := json.parse(params_json)
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if parse_err != OK or not (json.data is Dictionary):
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_reply_game_command_error(request_id, "Invalid params JSON")
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return
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var result: Dictionary
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match op:
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"get_scene_tree":
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result = _game_get_scene_tree(json.data)
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"get_node_info":
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result = _game_get_node_info(json.data)
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"get_ui_elements":
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result = _game_get_ui_elements(json.data)
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"input_key":
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result = _game_input_key(json.data)
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"input_mouse":
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result = _game_input_mouse(json.data)
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"input_gamepad":
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result = _game_input_gamepad(json.data)
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"input_state":
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result = _game_input_state(json.data)
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_:
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_reply_game_command_error(request_id, "Unknown game op: %s" % op)
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return
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result["source"] = "game"
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result["op"] = op
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EngineDebugger.send_message("mcp:game_command_response",
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[request_id, JSON.stringify(_variant_to_json(result))])
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func _reply_game_command_error(request_id: String, message: String) -> void:
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EngineDebugger.send_message("mcp:game_command_error", [request_id, message])
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func _game_get_scene_tree(params: Dictionary) -> Dictionary:
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var depth := maxi(0, int(params.get("depth", 10)))
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var root := _resolve_runtime_node(str(params.get("root_path", "")))
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if root == null:
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return {"root": "", "nodes": [], "total_count": 0, "not_found": params.get("root_path", "")}
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var nodes: Array[Dictionary] = []
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_collect_runtime_nodes(root, 0, depth, nodes)
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return {
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"root": _runtime_path(root),
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"nodes": nodes,
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"total_count": nodes.size(),
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}
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func _collect_runtime_nodes(node: Node, current_depth: int, max_depth: int, out: Array[Dictionary]) -> void:
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out.append({
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"name": node.name,
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"type": node.get_class(),
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"path": _runtime_path(node),
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"children_count": node.get_child_count(),
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})
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if current_depth >= max_depth:
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return
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for child in node.get_children():
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if child is Node:
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_collect_runtime_nodes(child, current_depth + 1, max_depth, out)
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func _game_get_node_info(params: Dictionary) -> Dictionary:
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var path := str(params.get("path", ""))
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var node := _resolve_runtime_node(path)
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if node == null:
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return {"path": path, "found": false}
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var info := {
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"path": _runtime_path(node),
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"name": node.name,
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"type": node.get_class(),
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"children_count": node.get_child_count(),
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"groups": node.get_groups(),
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"found": true,
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}
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if bool(params.get("include_properties", true)):
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info["properties"] = _runtime_node_properties(node)
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return info
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func _game_get_ui_elements(params: Dictionary) -> Dictionary:
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var max_depth := maxi(0, int(params.get("max_depth", 10)))
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var include_hidden := bool(params.get("include_hidden", false))
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var include_disabled := bool(params.get("include_disabled", true))
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var root_path := str(params.get("root_path", ""))
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var root := _resolve_runtime_node(root_path)
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if root == null:
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return {"root": "", "elements": [], "total_count": 0, "not_found": root_path}
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var elements: Array[Dictionary] = []
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_collect_ui_elements(root, 0, max_depth, include_hidden, include_disabled, elements)
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return {
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"root": _runtime_path(root),
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"elements": elements,
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"total_count": elements.size(),
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}
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func _collect_ui_elements(
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node: Node,
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current_depth: int,
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max_depth: int,
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include_hidden: bool,
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include_disabled: bool,
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out: Array[Dictionary]
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) -> void:
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if node is Control:
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var control := node as Control
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var visible := _control_visible_in_tree(control)
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var disabled := _control_disabled(control)
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if (include_hidden or visible) and (include_disabled or not disabled):
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out.append(_ui_element_info(control, visible, disabled))
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if current_depth >= max_depth:
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return
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for child in node.get_children():
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if child is Node:
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_collect_ui_elements(
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child,
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current_depth + 1,
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max_depth,
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include_hidden,
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include_disabled,
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out
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)
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func _ui_element_info(control: Control, visible: bool, disabled: bool) -> Dictionary:
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var info := {
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"path": _runtime_path(control),
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"name": control.name,
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"type": control.get_class(),
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"visible": visible,
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"disabled": disabled,
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"rect": _variant_to_json(control.get_rect()),
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"global_rect": _variant_to_json(control.get_global_rect()),
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}
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if _object_has_property(control, "text"):
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info["text"] = str(control.get("text"))
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return info
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func _control_disabled(control: Control) -> bool:
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if _object_has_property(control, "disabled"):
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return bool(control.get("disabled"))
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return false
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func _control_visible_in_tree(control: Control) -> bool:
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if not control.visible:
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return false
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var parent := control.get_parent()
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while parent != null:
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if parent is CanvasItem and not (parent as CanvasItem).visible:
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return false
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parent = parent.get_parent()
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if Engine.is_editor_hint():
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return true
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return control.is_visible_in_tree()
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static var _property_name_cache: Dictionary = {}
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func _object_has_property(obj: Object, property_name: String) -> bool:
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var key := _property_cache_key(obj)
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if not _property_name_cache.has(key):
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var names := {}
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for prop in obj.get_property_list():
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names[str(prop.get("name", ""))] = true
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_property_name_cache[key] = names
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return (_property_name_cache[key] as Dictionary).has(property_name)
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func _property_cache_key(obj: Object) -> String:
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var script = obj.get_script()
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if script == null:
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return obj.get_class()
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var script_id := str(script.get_instance_id())
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if not script.resource_path.is_empty():
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script_id = script.resource_path
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return "%s:%s" % [obj.get_class(), script_id]
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func _runtime_node_properties(node: Node) -> Dictionary:
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var props := {}
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for p in node.get_property_list():
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var name := str(p.get("name", ""))
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var usage := int(p.get("usage", 0))
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if name.is_empty() or (usage & PROPERTY_USAGE_EDITOR) == 0:
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continue
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props[name] = _variant_to_json(node.get(name))
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return props
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func _resolve_runtime_node(path: String) -> Node:
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var scene_root := _current_scene_root()
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if scene_root == null:
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return null
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if path.is_empty() or path == "/":
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return scene_root
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if path.begins_with("/root/"):
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return get_tree().root.get_node_or_null(path.trim_prefix("/root/"))
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var scene_path := path.trim_prefix("/")
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if scene_path == str(scene_root.name):
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return scene_root
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var prefix := str(scene_root.name) + "/"
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if scene_path.begins_with(prefix):
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scene_path = scene_path.substr(prefix.length())
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return scene_root.get_node_or_null(scene_path)
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func _runtime_path(node: Node) -> String:
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var scene_root := _current_scene_root()
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if scene_root == null:
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return str(node.get_path())
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if node == scene_root:
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return "/" + str(scene_root.name)
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return "/" + str(scene_root.name) + "/" + str(scene_root.get_path_to(node))
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func _current_scene_root() -> Node:
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var tree := get_tree()
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if tree == null:
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return null
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var scene_root := tree.current_scene
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if scene_root == null and Engine.is_editor_hint():
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# Look the editor singleton up by name rather than referencing the bare
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# `EditorInterface` identifier: that identifier is compiled out of export
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# templates, so the GDScript parser rejects it ("Identifier
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# "EditorInterface" not declared in the current scope") in an exported
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# build even though `Engine.is_editor_hint()` would never run it there.
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# That parse failure stops this autoload from loading in every export.
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var editor := Engine.get_singleton(&"EditorInterface")
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if editor:
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scene_root = editor.get_edited_scene_root()
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return scene_root
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func _game_input_key(params: Dictionary) -> Dictionary:
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var key_name := str(params.get("key", ""))
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var keycode := OS.find_keycode_from_string(key_name)
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if keycode == KEY_NONE:
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return {"sent": false, "error": "Unknown key: %s" % key_name}
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var ev := InputEventKey.new()
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ev.keycode = keycode
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ev.physical_keycode = keycode
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ev.pressed = bool(params.get("pressed", true))
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ev.echo = bool(params.get("echo", false))
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Input.parse_input_event(ev)
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return {"sent": true, "key": key_name, "pressed": ev.pressed}
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func _game_input_mouse(params: Dictionary) -> Dictionary:
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var event := str(params.get("event", "button"))
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var pos := _dict_to_vector2(params.get("position", {}))
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match event:
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"motion":
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var motion := InputEventMouseMotion.new()
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motion.position = pos
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motion.global_position = pos
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Input.parse_input_event(motion)
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return {"sent": true, "event": "motion", "position": _variant_to_json(pos)}
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"button":
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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)
|