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

132 lines
5.8 KiB
GDScript

@tool
class_name McpResourceIO
extends RefCounted
const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
## Shared helpers for "save a Resource to .tres" and the mutually-exclusive
## path-vs-resource_path param validation that every resource-authoring
## handler needs. Extracted to remove 4-way duplication across
## resource_handler, environment_handler, texture_handler, and curve_handler.
## Validate that exactly one of {path, resource_path} is provided.
##
## When `require_property` is true (default), also requires a non-empty
## `property` param when `path` is given — this matches the semantics of
## "assign a resource to node.property" (resource_create, texture tools,
## curve_set_points). Pass false for tools where the path itself IS the
## target (environment_create assigning to WorldEnvironment.environment).
##
## Returns null on success or an error dict on failure.
static func validate_home(params: Dictionary, require_property: bool = true) -> Variant:
var node_path: String = params.get("path", "")
var property: String = params.get("property", "")
var resource_path: String = params.get("resource_path", "")
var has_node_target := not node_path.is_empty()
var has_file_target := not resource_path.is_empty()
if has_node_target and has_file_target:
var both_msg := "Provide either path+property or resource_path, not both" if require_property else "Provide either path or resource_path, not both"
return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, both_msg)
if not has_node_target and not has_file_target:
var none_msg := "Must provide either path+property (assign inline) or resource_path (save .tres)" if require_property else "Must provide either path or resource_path"
return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, none_msg)
if require_property and has_node_target and property.is_empty():
return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Missing required param: property (required when path is given)")
return null
## Save `res` to `resource_path` as a .tres/.res file.
##
## Handles: res:// prefix validation, overwrite check, parent-directory
## creation, ResourceSaver.save error reporting, and the post-save
## EditorFileSystem.update_file() so the dock picks up the change.
##
## `label` is the human-readable resource-kind for error messages (e.g.
## "Environment", "Gradient texture", "Curve"). `extra_fields` is merged
## into the success response alongside the standard fields
## (`resource_path`, `overwritten`, `undoable: false`, `reason`). Passing
## a `reason` key in `extra_fields` overrides the default — useful for
## tools that edit existing files rather than creating fresh ones.
##
## `pause_target` should be the handler's `McpConnection`. When supplied,
## `pause_processing` is flipped on around `ResourceSaver.save()` so the
## dispatcher's WebSocket pump can't re-enter while Godot pumps
## `Main::iteration()` for the resource-save's progress UI / script-class
## update task. Without this guard a queued command landing during the
## save can trigger another `save_to_disk` that tries to add the same
## `update_scripts_classes` editor task — "Task already exists" → null
## deref → SIGSEGV. Same family of bug as godotengine/godot#118545 and
## the same mitigation as `SceneHandler`'s `save_scene*` wraps. See
## issue #288.
##
## Returns either an error dict or a {"data": {...}} success dict — ready
## for the handler to return directly.
static func save_to_disk(
res: Resource,
resource_path: String,
overwrite: bool,
label: String,
extra_fields: Dictionary = {},
pause_target: McpConnection = null,
) -> Dictionary:
var path_err = McpPathValidator.path_error(resource_path, "resource_path", true)
if path_err != null:
return path_err
var existed_before := FileAccess.file_exists(resource_path)
if existed_before and not overwrite:
return ErrorCodes.make(
ErrorCodes.INVALID_PARAMS,
"%s already exists at %s (pass overwrite=true to replace)" % [label, resource_path]
)
var dir_path := resource_path.get_base_dir()
var mkdir_err := DirAccess.make_dir_recursive_absolute(dir_path)
if mkdir_err != OK and mkdir_err != ERR_ALREADY_EXISTS:
return ErrorCodes.make(
ErrorCodes.INTERNAL_ERROR,
"Failed to create directory %s: %s" % [dir_path, error_string(mkdir_err)]
)
if pause_target != null:
pause_target.pause_processing = true
var save_err := ResourceSaver.save(res, resource_path)
if pause_target != null:
pause_target.pause_processing = false
if save_err != OK:
return ErrorCodes.make(
ErrorCodes.INTERNAL_ERROR,
"Failed to save %s to %s: %s" % [label, resource_path, error_string(save_err)]
)
var efs := EditorInterface.get_resource_filesystem()
if efs != null:
efs.update_file(resource_path)
var data := {
"resource_path": resource_path,
"overwritten": existed_before,
"undoable": false,
"reason": "File creation is persistent; delete the file manually to revert",
}
attach_cleanup_hint(data, existed_before, [resource_path])
# merge with overwrite=true so callers (e.g. curve_set_points editing an
# existing .tres) can supply a domain-specific `reason`.
data.merge(extra_fields, true)
return {"data": data}
## Attach a `cleanup.rm` hint listing `paths` to `data` — only when the call
## just created a new file (`existed_before == false`). On overwrite the field
## is omitted because the caller already had the file on disk, and handing
## them a cleanup list would invite dropping user content instead of just
## scratch artifacts. Used by write-and-return handlers (create_script,
## filesystem_write_text, resource_create/save_to_disk) so callers running
## transient smoke tests can rm artifacts without tracking paths. See #82.
static func attach_cleanup_hint(data: Dictionary, existed_before: bool, paths: Array) -> void:
if existed_before:
return
data["cleanup"] = {"rm": paths}