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tekton/addons/godot_ai/utils/error_codes.gd
T

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GDScript

@tool
class_name McpErrorCodes
extends RefCounted
## Error code constants shared across handlers. Mirrors protocol/errors.py.
##
## This `class_name` shipped in v2.3.2 and earlier and must stay reachable
## through self-update. v2.4.1 dropped it and triggered a "Could not resolve
## script" cascade for every user upgrading from any earlier version; v2.4.2
## restored it as a hot-fix. The cascade fires because Godot keeps stale
## registry entries during the disable -> extract -> enable window when a
## previously-registered class_name disappears, and that failure mode is
## independent of the runner's install ordering. See CLAUDE.md's
## never-delete-published-class_name policy for the shape-aware shim path
## that retirement (if ever needed) must follow.
##
## All consumers use the preload-alias pattern
## (`const ErrorCodes := preload(...)`) introduced in #412. The alias is
## stylistic; both `McpErrorCodes.X` and `ErrorCodes.X` resolve through the
## same Script object cache, so the alias is not a parse-safety boundary
## under the single-phase runner.
const INVALID_PARAMS := "INVALID_PARAMS"
const EDITED_SCENE_MISMATCH := "EDITED_SCENE_MISMATCH"
const EDITOR_NOT_READY := "EDITOR_NOT_READY"
const UNKNOWN_COMMAND := "UNKNOWN_COMMAND"
const INTERNAL_ERROR := "INTERNAL_ERROR"
const DEFERRED_TIMEOUT := "DEFERRED_TIMEOUT"
# game_eval failure codes (#490) — keep in sync with protocol/errors.py
const EVAL_COMPILE_ERROR := "EVAL_COMPILE_ERROR"
const EVAL_RUNTIME_ERROR := "EVAL_RUNTIME_ERROR"
## #518: the play session is up (EditorInterface.is_playing_scene() is true, so
## editor_handler's EDITOR_NOT_READY "game is not running" gate already passed)
## but the game-side _mcp_game_helper autoload never registered its debugger
## capture within EVAL_READY_WAIT_SEC. Carved out of INTERNAL_ERROR so this
## boot-window / missing-autoload race stops masquerading as the opaque "eval
## hung" 10s timeout in telemetry — the same split #490 made for compile/runtime
## errors. NOT a hang: it fires fast (~3s) and is caller-actionable (let the game
## finish booting and retry, or check the autoload is enabled).
const EVAL_GAME_NOT_READY := "EVAL_GAME_NOT_READY"
## audit-v2 #21 (issue #365): finer-grained codes carved out of the 471
## INVALID_PARAMS sites so agents can distinguish recoverable input
## errors from structural ones. INVALID_PARAMS stays for genuinely
## catch-all input errors that don't fit any of the buckets below.
##
## - NODE_NOT_FOUND: scene-tree/autoload node lookup failed (path didn't
## resolve to a Node).
## - RESOURCE_NOT_FOUND: a `res://` path lookup failed (file/.tres/
## .gdshader/.tscn etc. doesn't exist or couldn't load). Distinct from
## NODE_NOT_FOUND because the recovery path differs — agents need to
## know whether to fix a node path vs. create/import a resource.
## - PROPERTY_NOT_ON_CLASS: property/signal/method/uniform/slot lookup
## failed on a known instance (path resolved, but the requested
## member doesn't exist on that class).
## - VALUE_OUT_OF_RANGE: numeric/index bound violation OR enum value
## not in the allowed set.
## - WRONG_TYPE: input was a value (or a loaded resource) of the wrong
## type — the param was provided, but `typeof` or `is X` failed.
## - MISSING_REQUIRED_PARAM: required input field was absent or empty.
const NODE_NOT_FOUND := "NODE_NOT_FOUND"
const RESOURCE_NOT_FOUND := "RESOURCE_NOT_FOUND"
const PROPERTY_NOT_ON_CLASS := "PROPERTY_NOT_ON_CLASS"
const VALUE_OUT_OF_RANGE := "VALUE_OUT_OF_RANGE"
const WRONG_TYPE := "WRONG_TYPE"
const MISSING_REQUIRED_PARAM := "MISSING_REQUIRED_PARAM"
## Build a standard error response dictionary.
static func make(code: String, message: String) -> Dictionary:
return {"status": "error", "error": {"code": code, "message": message}}
## Return a NEW error dict with the original code and a prefixed message.
## Prefer this over mutating `err["error"]["message"]` in place — callers
## that want to add context ("Property '%s': …") shouldn't need to know
## the internal shape of the dict returned by `make`. Empty `prefix`
## returns `err` unchanged so callers don't need their own guard.
static func prefix_message(err: Dictionary, prefix: String) -> Dictionary:
if prefix.is_empty():
return err
var inner: Dictionary = err.get("error", {})
var code: String = inner.get("code", INTERNAL_ERROR)
var message: String = inner.get("message", "")
return make(code, "%s: %s" % [prefix, message])