Files
tekton/addons/godot_ai/handlers/editor_handler.gd
T

1003 lines
41 KiB
GDScript

@tool
extends RefCounted
const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
const Telemetry := preload("res://addons/godot_ai/telemetry.gd")
## Handles editor state, selection, log, screenshot, and performance commands.
const UpdateMixedState := preload("res://addons/godot_ai/utils/update_mixed_state.gd")
var _log_buffer: McpLogBuffer
var _connection: McpConnection
var _debugger_plugin: McpDebuggerPlugin
var _game_log_buffer: McpGameLogBuffer
var _editor_log_buffer: McpEditorLogBuffer
var _debugger_errors_root: Node
var _surfaced_error_tracker
func _init(log_buffer: McpLogBuffer, connection: McpConnection = null, debugger_plugin: McpDebuggerPlugin = null, game_log_buffer: McpGameLogBuffer = null, editor_log_buffer: McpEditorLogBuffer = null, debugger_errors_root: Node = null, surfaced_error_tracker = null) -> void:
_log_buffer = log_buffer
_connection = connection
_debugger_plugin = debugger_plugin
_game_log_buffer = game_log_buffer
_editor_log_buffer = editor_log_buffer
_debugger_errors_root = debugger_errors_root
_surfaced_error_tracker = surfaced_error_tracker
if _surfaced_error_tracker == null:
_surfaced_error_tracker = McpSurfacedErrorTracker.new(_editor_log_buffer, _game_log_buffer, _debugger_errors_root)
func get_editor_state(_params: Dictionary) -> Dictionary:
var scene_root := EditorInterface.get_edited_scene_root()
var game_status := _current_game_status()
var data := {
"godot_version": Engine.get_version_info().get("string", "unknown"),
"project_name": ProjectSettings.get_setting("application/config/name", ""),
"current_scene": scene_root.scene_file_path if scene_root else "",
"is_playing": EditorInterface.is_playing_scene(),
"readiness": McpConnection.get_readiness(),
## True once the game subprocess autoload has beaconed mcp:hello;
## false between Play→Stop cycles. Lets capture-source=game callers
## poll for a real ready signal instead of guessing with sleep().
"game_capture_ready": _debugger_plugin != null and _debugger_plugin.is_game_capture_ready(),
"game_status": game_status,
"helper_live": bool(game_status.get("helper_live", false)),
"session_active": bool(game_status.get("session_active", false)),
}
## Half-installed addon tree from a failed self-update rollback. When
## non-empty, the agent / dock paint the operator-facing recovery copy
## from `update_mixed_state.gd::diagnose`. Field omitted when the
## addons tree is clean so editor_state's normal payload stays small.
## See issue #354 / audit-v2 #10.
var mixed_state := UpdateMixedState.diagnose()
if not mixed_state.is_empty():
data["mixed_state"] = mixed_state
return {"data": data}
func get_selection(_params: Dictionary) -> Dictionary:
var scene_root := EditorInterface.get_edited_scene_root()
var selected := EditorInterface.get_selection().get_selected_nodes()
var paths: Array[String] = []
for node in selected:
paths.append(McpScenePath.from_node(node, scene_root))
return {"data": {"selected_paths": paths, "count": paths.size()}}
const VALID_LOG_SOURCES := ["plugin", "game", "editor", "all"]
func get_logs(params: Dictionary) -> Dictionary:
## Coerce defensively — MCP clients can send JSON numbers as floats or
## stray `null` values that would otherwise fail the typed locals
## before we ever reach the INVALID_PARAMS return below.
var count: int = maxi(0, int(params.get("count", 50)))
var offset: int = maxi(0, int(params.get("offset", 0)))
var source: String = str(params.get("source", "plugin"))
var include_details: bool = bool(params.get("include_details", false))
var has_since_cursor := params.has("since_cursor") and params.get("since_cursor") != null
var since_cursor: int = maxi(0, int(params.get("since_cursor", 0)))
var since_run_id := "" if params.get("since_run_id", null) == null else str(params.get("since_run_id", ""))
if not source in VALID_LOG_SOURCES:
return ErrorCodes.make(
ErrorCodes.VALUE_OUT_OF_RANGE,
"Invalid source '%s' — use 'plugin', 'game', 'editor', or 'all'" % source,
)
match source:
"plugin":
return _get_plugin_logs(count, offset)
"game":
return _get_game_logs(count, offset, include_details, since_run_id)
"editor":
return _get_editor_logs(count, offset, include_details, has_since_cursor, since_cursor)
"all":
return _get_all_logs(count, offset, include_details)
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Unreachable")
func _current_game_status() -> Dictionary:
if _debugger_plugin == null:
return McpDebuggerPlugin.with_liveness_flags({
"status": "stopped",
"active": false,
"ready": false,
"helper_expected": true,
})
return _debugger_plugin.get_game_status()
func _get_plugin_logs(count: int, offset: int) -> Dictionary:
var all_lines := _log_buffer.get_recent(_log_buffer.total_count())
var page: Array[Dictionary] = []
var stop := mini(all_lines.size(), offset + count)
for i in range(mini(offset, all_lines.size()), stop):
page.append({"source": "plugin", "level": "info", "text": all_lines[i]})
return {
"data": {
"source": "plugin",
"lines": page,
"total_count": all_lines.size(),
"returned_count": page.size(),
"offset": offset,
}
}
func _get_game_logs(count: int, offset: int, include_details: bool, since_run_id: String = "") -> Dictionary:
var game_status := _current_game_status()
var helper_live := bool(game_status.get("helper_live", false))
var session_active := bool(game_status.get("session_active", false))
if _game_log_buffer == null:
return {
"data": {
"source": "game",
"lines": [],
"total_count": 0,
"returned_count": 0,
"offset": offset,
"run_id": "",
"current_run_id": "",
"is_running": session_active,
"helper_live": helper_live,
"session_active": session_active,
"game_status": game_status,
"dropped_count": 0,
"stale_run_id": false,
}
}
var current_run_id := _game_log_buffer.run_id()
var target_run_id := since_run_id if not since_run_id.is_empty() else current_run_id
var stale_run_id := not since_run_id.is_empty() and since_run_id != current_run_id
var run_page := _game_log_buffer.get_run_page(target_run_id, offset, count)
var page := _entries_for_response(run_page.get("entries", []), include_details)
var data := {
"source": "game",
"lines": page,
"total_count": int(run_page.get("total_count", 0)),
"returned_count": page.size(),
"offset": offset,
"run_id": target_run_id,
"current_run_id": current_run_id,
"is_running": session_active,
"helper_live": helper_live,
"session_active": session_active,
"game_status": game_status,
"dropped_count": _game_log_buffer.dropped_count(),
"stale_run_id": stale_run_id,
}
_merge_editor_errors_hint(data, game_status)
return {"data": data}
## #641: boot-time parse errors happen while autoload scripts compile — before
## the game helper's logger attaches via OS.add_logger — so they can NEVER
## appear in the game buffer. They surface only through the editor scope
## (Errors-tab rows + editor logger). Cross-reference them here so an
## empty/clean game log is not mistaken for a clean launch.
func _merge_editor_errors_hint(data: Dictionary, game_status: Dictionary) -> void:
if _debugger_plugin == null:
return
## A since_run_id read of a prior run must not carry the CURRENT run's
## editor errors — the hint interprets the run being read.
if bool(data.get("stale_run_id", false)):
return
## run_token == 0 means no tracked run ever started this session; the
## run-start cursor would be 0 and every retained editor error would be
## misattributed to "this run".
if int(game_status.get("run_token", 0)) <= 0:
return
## One-shot read — force the scan so rows that landed after the last
## gated scan (and before the deferred timers fire) make the FIRST
## logs_read(source='game') response, not just a later one.
var errors_info: Dictionary = _debugger_plugin.recent_editor_errors_since(
int(game_status.get("editor_log_cursor", 0)), true)
if str(errors_info.get("scope", "none")) != "run":
return
var errors: Array = errors_info.get("errors", [])
if errors.is_empty():
return
data["editor_errors_count"] = errors.size()
data["editor_errors_hint"] = (
"%d editor-side error%s from this run (first: %s) missing from the game log — boot-time parse/load errors occur before the game helper's logger attaches. Read logs_read(source='editor', include_details=true)."
% [errors.size(), "s" if errors.size() != 1 else "", _format_editor_error_summary(errors[0])]
)
func _format_editor_error_summary(entry: Dictionary) -> String:
return McpSurfacedErrorTracker.format_editor_error_summary(entry)
func _get_editor_logs(count: int, offset: int, include_details: bool, has_since_cursor: bool = false, since_cursor: int = 0) -> Dictionary:
## Editor-process script errors (parse errors, @tool runtime errors,
## EditorPlugin errors, push_error/push_warning). Captured by
## editor_logger.gd via OS.add_logger and gated on Godot 4.5+; on older
## engines the buffer can be null. Godot also sends GDScript reload
## warnings/errors straight to the Debugger dock's Errors tab; those do
## not flow through OS.add_logger, so merge the visible tree rows here.
if has_since_cursor:
return _get_editor_logs_since(count, since_cursor, include_details)
var all_entries := _collect_editor_log_entries()
var page := _entries_for_response(_slice_entries(all_entries, offset, count), include_details)
var appended_total := _editor_log_buffer.appended_total() if _editor_log_buffer != null else 0
return {
"data": {
"source": "editor",
"lines": page,
"total_count": all_entries.size(),
"returned_count": page.size(),
"offset": offset,
"dropped_count": _editor_log_buffer.dropped_count() if _editor_log_buffer != null else 0,
"next_cursor": appended_total,
"appended_total": appended_total,
}
}
func _get_editor_logs_since(count: int, since_cursor: int, include_details: bool) -> Dictionary:
## Cursor reads are defined over the monotonic editor logger ring only.
## Visible Debugger Errors-tab rows are live UI state, not ring entries,
## so regular offset reads still merge them while since_cursor polling
## reports only Logger-backed entries.
var captured := {
"cursor": since_cursor,
"oldest_cursor": 0,
"next_cursor": 0,
"appended_total": 0,
"truncated": false,
"has_more": false,
"entries": [],
}
var dropped := 0
if _editor_log_buffer != null:
captured = _editor_log_buffer.get_since(since_cursor, count)
dropped = _editor_log_buffer.dropped_count()
var page := _entries_for_response(captured.get("entries", []), include_details)
return {
"data": {
"source": "editor",
"lines": page,
"total_count": int(captured.get("appended_total", 0)),
"returned_count": page.size(),
"offset": 0,
"dropped_count": dropped,
"cursor": int(captured.get("cursor", since_cursor)),
"oldest_cursor": int(captured.get("oldest_cursor", 0)),
"next_cursor": int(captured.get("next_cursor", 0)),
"appended_total": int(captured.get("appended_total", 0)),
"truncated": bool(captured.get("truncated", false)),
"has_more": bool(captured.get("has_more", false)),
}
}
func _get_all_logs(count: int, offset: int, include_details: bool) -> Dictionary:
## Plugin lines have no timestamp, so we can't merge chronologically.
## Concatenate plugin → editor → game and apply the offset/count window
## over the combined list. The per-line `source` field tells callers
## where each entry came from. Editor goes between plugin and game so
## script errors stay grouped near the plugin recv/send traffic that
## triggered them, with game runtime logs at the end.
var combined: Array[Dictionary] = []
for line in _log_buffer.get_recent(_log_buffer.total_count()):
combined.append({"source": "plugin", "level": "info", "text": line})
for entry in _collect_editor_log_entries():
combined.append(entry)
var run_id := ""
var current_run_id := ""
var dropped := 0
if _game_log_buffer != null:
run_id = _game_log_buffer.run_id()
current_run_id = run_id
dropped = _game_log_buffer.dropped_count()
var run_page := _game_log_buffer.get_run_page(run_id, 0, McpGameLogBuffer.MAX_LINES)
for entry in run_page.get("entries", []):
combined.append(entry)
var stop := mini(combined.size(), offset + count)
var page: Array[Dictionary] = []
for i in range(mini(offset, combined.size()), stop):
page.append(combined[i])
page = _entries_for_response(page, include_details)
if _editor_log_buffer != null:
dropped += _editor_log_buffer.dropped_count()
var game_status := _current_game_status()
return {
"data": {
"source": "all",
"lines": page,
"total_count": combined.size(),
"returned_count": page.size(),
"offset": offset,
"run_id": run_id,
"current_run_id": current_run_id,
"is_running": bool(game_status.get("session_active", false)),
"helper_live": bool(game_status.get("helper_live", false)),
"session_active": bool(game_status.get("session_active", false)),
"game_status": game_status,
"dropped_count": dropped,
}
}
func _entries_for_response(entries: Array[Dictionary], include_details: bool) -> Array[Dictionary]:
## Compact responses only drop the top-level "details" key, so a shallow
## copy is enough; the deep copy is reserved for the opt-in details path
## where nested dicts leave the buffer.
var out: Array[Dictionary] = []
for entry in entries:
if include_details:
out.append(entry.duplicate(true))
else:
var copy: Dictionary = entry.duplicate(false)
copy.erase("details")
out.append(copy)
return out
func _collect_editor_log_entries() -> Array[Dictionary]:
return _surfaced_error_tracker.collect_editor_log_entries()
static func _slice_entries(entries: Array[Dictionary], offset: int, count: int) -> Array[Dictionary]:
var page: Array[Dictionary] = []
var stop := mini(entries.size(), offset + count)
for i in range(mini(offset, entries.size()), stop):
page.append(entries[i])
return page
## Map of human-readable monitor names to Performance.Monitor enum values.
const MONITORS := {
"time/fps": Performance.TIME_FPS,
"time/process": Performance.TIME_PROCESS,
"time/physics_process": Performance.TIME_PHYSICS_PROCESS,
"time/navigation_process": Performance.TIME_NAVIGATION_PROCESS,
"memory/static": Performance.MEMORY_STATIC,
"memory/static_max": Performance.MEMORY_STATIC_MAX,
"memory/message_buffer_max": Performance.MEMORY_MESSAGE_BUFFER_MAX,
"object/count": Performance.OBJECT_COUNT,
"object/resource_count": Performance.OBJECT_RESOURCE_COUNT,
"object/node_count": Performance.OBJECT_NODE_COUNT,
"object/orphan_node_count": Performance.OBJECT_ORPHAN_NODE_COUNT,
"render/total_objects_in_frame": Performance.RENDER_TOTAL_OBJECTS_IN_FRAME,
"render/total_primitives_in_frame": Performance.RENDER_TOTAL_PRIMITIVES_IN_FRAME,
"render/total_draw_calls_in_frame": Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME,
"render/video_mem_used": Performance.RENDER_VIDEO_MEM_USED,
"physics_2d/active_objects": Performance.PHYSICS_2D_ACTIVE_OBJECTS,
"physics_2d/collision_pairs": Performance.PHYSICS_2D_COLLISION_PAIRS,
"physics_2d/island_count": Performance.PHYSICS_2D_ISLAND_COUNT,
"physics_3d/active_objects": Performance.PHYSICS_3D_ACTIVE_OBJECTS,
"physics_3d/collision_pairs": Performance.PHYSICS_3D_COLLISION_PAIRS,
"physics_3d/island_count": Performance.PHYSICS_3D_ISLAND_COUNT,
"navigation/active_maps": Performance.NAVIGATION_ACTIVE_MAPS,
"navigation/region_count": Performance.NAVIGATION_REGION_COUNT,
"navigation/agent_count": Performance.NAVIGATION_AGENT_COUNT,
"navigation/link_count": Performance.NAVIGATION_LINK_COUNT,
"navigation/polygon_count": Performance.NAVIGATION_POLYGON_COUNT,
"navigation/edge_count": Performance.NAVIGATION_EDGE_COUNT,
"navigation/edge_merge_count": Performance.NAVIGATION_EDGE_MERGE_COUNT,
"navigation/edge_connection_count": Performance.NAVIGATION_EDGE_CONNECTION_COUNT,
"navigation/edge_free_count": Performance.NAVIGATION_EDGE_FREE_COUNT,
}
## Compute coverage angles from the target's AABB geometry.
## Returns an establishing perspective shot (faces the longest ground axis)
## and an orthographic top-down for spatial layout. The AI iterates from
## there with explicit elevation/azimuth/fov for closeups and detail shots.
func _compute_coverage_angles(aabb: AABB) -> Array[Dictionary]:
var size := aabb.size
var ground_x := maxf(size.x, 0.01)
var ground_z := maxf(size.z, 0.01)
## Face the longest ground axis — establishing shot shows maximum extent
var estab_azimuth: float
if ground_x >= ground_z:
estab_azimuth = 0.0 # face along Z, showing X width
else:
estab_azimuth = 90.0 # face along X, showing Z width
## FOV: wider for spread-out subjects, narrower for compact ones
var ground_ratio := maxf(ground_x, ground_z) / minf(ground_x, ground_z)
var estab_fov := clampf(40.0 + ground_ratio * 5.0, 45.0, 65.0)
return [
{"label": "establishing", "elevation": 25.0, "azimuth": estab_azimuth + 20.0,
"fov": estab_fov, "ortho": false, "padding": 1.8},
{"label": "top", "elevation": 90.0, "azimuth": 0.0,
"fov": 0.0, "ortho": true},
]
func take_screenshot(params: Dictionary) -> Dictionary:
var source: String = params.get("source", "viewport")
var max_resolution: int = params.get("max_resolution", 0)
var view_target: String = params.get("view_target", "")
var coverage: bool = params.get("coverage", false)
var custom_elevation = params.get("elevation", null)
var custom_azimuth = params.get("azimuth", null)
var custom_fov = params.get("fov", null)
var viewport: Viewport
match source:
"viewport":
viewport = EditorInterface.get_editor_viewport_3d()
if viewport == null:
return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "No 3D viewport available")
## The 3D viewport's texture is empty when the edited scene
## has no Node3D content (2D-only scene, or no scene open),
## and the empty-image guard further down used to surface
## that as INTERNAL_ERROR — leaving callers with no signal
## that the failure was caller-side. Reject up front with a
## structured hint so the LLM can pick a sensible next step
## (open a 3D scene, switch to source="cinematic", etc.).
var precheck := viewport_screenshot_precheck(EditorInterface.get_edited_scene_root())
if precheck.has("error"):
return precheck
"game":
if not EditorInterface.is_playing_scene():
return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Game is not running — use source='viewport' or start the project first")
## The game is always a separate OS process (embedded mode just
## reparents its window into the editor). Reach the framebuffer
## via the debugger channel: the `_mcp_game_helper` autoload
## inside the game process replies with a PNG, and
## McpDebuggerPlugin pushes the response back through our
## WebSocket with the same request_id via McpConnection.send_deferred_response.
if _debugger_plugin == null or _connection == null:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Debugger bridge unavailable — plugin may not be fully initialised")
var request_id: String = params.get("_request_id", "")
if request_id.is_empty():
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Missing request_id — cannot correlate deferred response")
_debugger_plugin.request_game_screenshot(request_id, max_resolution, _connection)
return McpDispatcher.DEFERRED_RESPONSE
"cinematic":
return _take_cinematic_screenshot(max_resolution)
"viewport_2d":
viewport = EditorInterface.get_editor_viewport_2d()
if viewport == null:
return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "No 2D viewport available")
var scene_root_2d := EditorInterface.get_edited_scene_root()
if scene_root_2d == null:
return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY,
"No scene open — open a scene first")
if not view_target.is_empty() or coverage or custom_elevation != null or custom_azimuth != null or custom_fov != null:
return ErrorCodes.make(
ErrorCodes.INVALID_PARAMS,
"view_target, coverage, elevation, azimuth, and fov are not supported with source='viewport_2d'"
)
## Capture the 2D editor viewport directly; no view_target/coverage for 2D.
RenderingServer.force_draw(false)
var image_2d: Image = viewport.get_texture().get_image()
if image_2d == null or image_2d.is_empty():
return _empty_image_error(
"viewport_2d",
"Captured an empty image from the 2D viewport. The 2D viewport produced no output — typically headless mode or the 2D viewport has not drawn a frame yet."
)
return _finalize_image(image_2d, "viewport_2d", max_resolution)
_:
return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Invalid source '%s' — use 'viewport', 'viewport_2d', 'cinematic', or 'game'" % source)
## Handle view_target: temporarily reposition the editor's own camera to
## frame one or more target nodes, force a render, capture, then restore.
if not view_target.is_empty() and source == "viewport":
var _scene_check := McpNodeValidator.require_scene_or_error()
if _scene_check.has("error"):
return _scene_check
var scene_root: Node = _scene_check.scene_root
## Parse comma-separated paths, deduplicate
var raw_paths := view_target.split(",")
var seen := {}
var unique_paths: Array[String] = []
for rp in raw_paths:
var p := rp.strip_edges()
if not p.is_empty() and not seen.has(p):
seen[p] = true
unique_paths.append(p)
## Resolve each path, collect valid Node3D targets
var targets: Array[Node3D] = []
var not_found: Array[String] = []
for p in unique_paths:
var node := McpScenePath.resolve(p, scene_root)
if node == null:
not_found.append(p)
elif not node is Node3D:
not_found.append(p)
else:
targets.append(node as Node3D)
if targets.is_empty():
return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND, "No valid Node3D targets found: %s" % ", ".join(not_found))
var cam := viewport.get_camera_3d()
if cam == null:
return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "No camera in 3D viewport")
## Merge AABBs from all targets
var combined_aabb := _get_visual_aabb(targets[0])
for i in range(1, targets.size()):
combined_aabb = combined_aabb.merge(_get_visual_aabb(targets[i]))
var cam_rid := cam.get_camera_rid()
var saved_xform := cam.global_transform
var saved_fov := cam.fov
var saved_near := cam.near
var saved_far := cam.far
## --- Coverage path: multi-angle sweep ---
if coverage:
var images: Array[Dictionary] = []
for preset in _compute_coverage_angles(combined_aabb):
if preset.get("ortho", false):
## Orthographic top-down view
var ortho_size := combined_aabb.size.length() * 1.8
var cam_height := maxf(combined_aabb.size.length() * 3.0, 10.0)
var center := combined_aabb.get_center()
var xform := Transform3D(Basis.IDENTITY, center + Vector3.UP * cam_height)
xform = xform.looking_at(center, Vector3.FORWARD)
RenderingServer.camera_set_orthogonal(cam_rid, ortho_size, saved_near, maxf(saved_far, cam_height * 2.0))
RenderingServer.camera_set_transform(cam_rid, xform)
else:
## Perspective view — padding per preset (wide for establishing, tight for detail)
var pad: float = preset.get("padding", 2.5)
var xform := _frame_transform_for_aabb(combined_aabb, preset.fov, preset.elevation, preset.azimuth, pad)
RenderingServer.camera_set_perspective(cam_rid, preset.fov, saved_near, saved_far)
RenderingServer.camera_set_transform(cam_rid, xform)
RenderingServer.force_draw(false)
var img: Image = viewport.get_texture().get_image()
if img != null and not img.is_empty():
var entry := _finalize_image(img, "viewport", max_resolution)
entry.data["label"] = preset.label
entry.data["elevation"] = preset.elevation
entry.data["azimuth"] = preset.azimuth
entry.data["fov"] = preset.fov
entry.data["ortho"] = preset.get("ortho", false)
images.append(entry.data)
## Restore camera state (back to perspective + original transform)
RenderingServer.camera_set_perspective(cam_rid, saved_fov, saved_near, saved_far)
RenderingServer.camera_set_transform(cam_rid, saved_xform)
## Consistent with single-shot path: error if no frames rendered
## (e.g. headless mode where force_draw produces no output).
if images.is_empty():
return _empty_image_error(
"viewport",
"Coverage sweep rendered no images. The 3D viewport produced no output across any of the preset angles — typically because the editor is in headless mode (force_draw has no rendered output) or the 3D viewport has not drawn a frame yet."
)
var aabb_center := combined_aabb.get_center()
var aabb_size := combined_aabb.size
var result_data := {
"source": "viewport",
"view_target": view_target,
"view_target_count": targets.size(),
"coverage": true,
"images": images,
"aabb_center": [aabb_center.x, aabb_center.y, aabb_center.z],
"aabb_size": [aabb_size.x, aabb_size.y, aabb_size.z],
"aabb_longest_ground_axis": "x" if aabb_size.x >= aabb_size.z else "z",
}
if not not_found.is_empty():
result_data["view_target_not_found"] = not_found
return {"data": result_data}
## --- Custom angle / FOV path ---
var use_elev: float = 25.0 if custom_elevation == null else float(custom_elevation)
var use_azim: float = 30.0 if custom_azimuth == null else float(custom_azimuth)
var use_fov: float = saved_fov if custom_fov == null else float(custom_fov)
var cam_xform := _frame_transform_for_aabb(combined_aabb, use_fov, use_elev, use_azim)
if custom_fov != null:
RenderingServer.camera_set_perspective(cam_rid, use_fov, saved_near, saved_far)
RenderingServer.camera_set_transform(cam_rid, cam_xform)
RenderingServer.force_draw(false)
var image: Image = viewport.get_texture().get_image()
## Restore camera state
if custom_fov != null:
RenderingServer.camera_set_perspective(cam_rid, saved_fov, saved_near, saved_far)
RenderingServer.camera_set_transform(cam_rid, saved_xform)
if image == null or image.is_empty():
return _empty_image_error(
"viewport",
"Framed viewport rendered an empty image after repositioning the camera onto the view_target. The 3D viewport produced no output — typically headless mode or the 3D viewport has not drawn a frame yet."
)
var result := _finalize_image(image, "viewport", max_resolution)
result.data["view_target"] = view_target
result.data["view_target_count"] = targets.size()
var aabb_c := combined_aabb.get_center()
var aabb_s := combined_aabb.size
result.data["aabb_center"] = [aabb_c.x, aabb_c.y, aabb_c.z]
result.data["aabb_size"] = [aabb_s.x, aabb_s.y, aabb_s.z]
result.data["aabb_longest_ground_axis"] = "x" if aabb_s.x >= aabb_s.z else "z"
if custom_elevation != null or custom_azimuth != null:
result.data["elevation"] = use_elev
result.data["azimuth"] = use_azim
if custom_fov != null:
result.data["fov"] = use_fov
if not not_found.is_empty():
result.data["view_target_not_found"] = not_found
return result
var image: Image = viewport.get_texture().get_image()
if image == null or image.is_empty():
return _empty_image_error(
source,
"Captured an empty image from %s. The 3D viewport produced no output — typically headless mode or the 3D viewport has not drawn a frame yet." % source
)
return _finalize_image(image, source, max_resolution)
## Render the edited scene through its active Camera3D without running the
## game. Mirrors Godot's "Cinematic Preview" display mode but via a
## throwaway SubViewport, so the output has no editor gizmos, selection
## outlines, or grid lines.
func _take_cinematic_screenshot(max_resolution: int) -> Dictionary:
var _scene_check := McpNodeValidator.require_scene_or_error()
if _scene_check.has("error"):
return _scene_check
var scene_root: Node = _scene_check.scene_root
var scene_camera := _find_current_camera_3d(scene_root)
if scene_camera == null:
return ErrorCodes.make(
ErrorCodes.NODE_NOT_FOUND,
"No current Camera3D in scene — mark a Camera3D as `current` or add one to the scene",
)
## Default to a 16:9 HD capture; size is overridden by _finalize_image's
## `max_resolution` downscale step when requested.
var render_size := Vector2i(1920, 1080)
var edit_vp := EditorInterface.get_editor_viewport_3d()
if edit_vp != null:
var vs := edit_vp.get_visible_rect().size
if vs.x >= 1.0 and vs.y >= 1.0:
render_size = Vector2i(int(vs.x), int(vs.y))
var sub_vp := SubViewport.new()
sub_vp.size = render_size
sub_vp.own_world_3d = false
sub_vp.transparent_bg = false
sub_vp.render_target_update_mode = SubViewport.UPDATE_ONCE
var cam := Camera3D.new()
cam.fov = scene_camera.fov
cam.near = scene_camera.near
cam.far = scene_camera.far
cam.projection = scene_camera.projection
cam.size = scene_camera.size
cam.keep_aspect = scene_camera.keep_aspect
cam.cull_mask = scene_camera.cull_mask
cam.environment = scene_camera.environment
cam.attributes = scene_camera.attributes
cam.current = true
sub_vp.add_child(cam)
scene_root.add_child(sub_vp)
## global_transform is resolved against the ancestor Node3D chain, so it
## must be set after parenting — otherwise the camera ends up at origin.
cam.global_transform = scene_camera.global_transform
RenderingServer.force_draw(false)
var image: Image = sub_vp.get_texture().get_image()
scene_root.remove_child(sub_vp)
sub_vp.queue_free()
if image == null or image.is_empty():
return _empty_image_error(
"cinematic",
"Cinematic render produced an empty image. The SubViewport returned no texture — typically headless mode (force_draw has no rendered output) or the scene's Camera3D is positioned so nothing visible is in frame."
)
var result := _finalize_image(image, "cinematic", max_resolution)
result.data["camera_path"] = McpScenePath.from_node(scene_camera, scene_root)
return result
## Reject a `source="viewport"` screenshot before we ever pull the
## texture if the edited scene has no Node3D content. The 3D viewport
## returns an empty (or stale) image in that case; surfacing it as
## INTERNAL_ERROR ("Failed to capture image from viewport") gave LLM
## callers no signal that the right move is to switch source or open a
## 3D scene. 152 hits / 63 uuids in 24h across plugin versions 2.5.0 ->
## 2.5.6 traced back to this. Returns `{}` on success.
##
## Caller passes `EditorInterface.get_edited_scene_root()`; the static
## form lets tests exercise the branches with a synthetic scene root
## without driving the editor.
static func viewport_screenshot_precheck(scene_root: Node) -> Dictionary:
if scene_root == null:
return _make_viewport_not_3d_error(
"",
"The editor 3D viewport is empty because no scene is open. Open a scene with `scene_open` first."
)
## A scene with any Node3D content — root or descendant — has
## something the 3D viewport can render. Walking the tree (rather
## than only checking the root type) avoids a false reject on the
## common `Node` / `Node2D` root + Node3D descendant pattern.
if _scene_has_node3d_content(scene_root):
return {}
var root_type := scene_root.get_class()
var hint: String
var is_2d_scene := scene_root is CanvasItem
if is_2d_scene:
hint = (
"The 3D viewport is empty because the current scene is 2D (%s root) with no Node3D descendants. "
+ "Options: (a) open a 3D scene, "
+ "(b) use source=\"cinematic\" if a Camera3D exists in the scene, "
+ "(c) use source=\"viewport_2d\" to capture the 2D editor viewport directly, "
+ "(d) call scene_get_hierarchy first to inspect what's available."
) % root_type
else:
hint = (
"The 3D viewport is empty because the current scene (%s root) has no Node3D content anywhere in the tree. "
+ "Options: (a) open or add a Node3D, "
+ "(b) use source=\"cinematic\" if a Camera3D exists in the scene, "
+ "(c) call scene_get_hierarchy first to inspect what's available."
) % root_type
var err := _make_viewport_not_3d_error(root_type, hint)
if is_2d_scene:
err["error"]["data"]["suggestion"] = "use source='viewport_2d' for 2D scenes"
return err
## True if scene_root is itself a Node3D or owns any Node3D descendant.
## DFS short-circuits on the first hit so empty 2D scenes stay cheap.
static func _scene_has_node3d_content(scene_root: Node) -> bool:
if scene_root is Node3D:
return true
var stack: Array[Node] = [scene_root]
while not stack.is_empty():
var node: Node = stack.pop_back()
for child in node.get_children():
if child is Node3D:
return true
stack.append(child)
return false
static func _make_viewport_not_3d_error(scene_root_type: String, hint: String) -> Dictionary:
## `hint` becomes `error.message`; not duplicated into `data` because
## `GodotCommandError`'s string form already appends every `data` key
## as a suffix on the agent-visible error.
var err := ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, hint)
err["error"]["data"] = {
"editor_state": "viewport_not_3d",
"scene_root_type": scene_root_type,
}
return err
## Reached only when the precheck passed but the texture still came
## back empty — headless rendering, a freshly opened editor whose 3D
## viewport hasn't drawn a frame, or a SubViewport that lost its target.
static func _empty_image_error(source: String, hint: String) -> Dictionary:
var err := ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, hint)
err["error"]["data"] = {
"editor_state": "viewport_empty",
"source": source,
}
return err
## Return the Camera3D that would be active if the scene were running.
## Preference: a descendant with `current=true`, else the first Camera3D
## found in a depth-first walk.
func _find_current_camera_3d(root: Node) -> Camera3D:
var first: Camera3D = null
var stack: Array[Node] = [root]
while not stack.is_empty():
var node: Node = stack.pop_back()
if node is Camera3D:
if node.current:
return node
if first == null:
first = node
for child in node.get_children():
stack.append(child)
return first
func _finalize_image(image: Image, source: String, max_resolution: int) -> Dictionary:
var original_width := image.get_width()
var original_height := image.get_height()
if max_resolution > 0:
var longest := maxi(original_width, original_height)
if longest > max_resolution:
var scale := float(max_resolution) / float(longest)
## Clamp to 1px min: extreme aspect ratios at very small max_resolution
## could otherwise compute a zero dimension and crash image.resize().
var new_w := maxi(1, int(original_width * scale))
var new_h := maxi(1, int(original_height * scale))
image.resize(new_w, new_h, Image.INTERPOLATE_LANCZOS)
var img_bytes := image.save_png_to_buffer()
var base64_str := Marshalls.raw_to_base64(img_bytes)
return {
"data": {
"source": source,
"width": image.get_width(),
"height": image.get_height(),
"original_width": original_width,
"original_height": original_height,
"format": "png",
"image_base64": base64_str,
}
}
## Recursively compute the visual bounding box of a Node3D and its children.
func _get_visual_aabb(node: Node3D) -> AABB:
var aabb := AABB()
var found := false
if node is VisualInstance3D:
aabb = node.global_transform * node.get_aabb()
found = true
for child in node.get_children():
if child is Node3D:
var child_aabb := _get_visual_aabb(child)
if child_aabb.size != Vector3.ZERO:
if found:
aabb = aabb.merge(child_aabb)
else:
aabb = child_aabb
found = true
if not found:
aabb = AABB(node.global_position - Vector3(0.5, 0.5, 0.5), Vector3(1, 1, 1))
return aabb
## Calculate a camera Transform3D that frames the given AABB nicely.
## elevation_deg: camera elevation (0 = level, 90 = directly above). Default 25.
## azimuth_deg: camera azimuth (0 = front, 90 = right side). Default 30.
## padding: distance multiplier for breathing room (1.2 = tight, 2.5 = context). Default 1.8.
func _frame_transform_for_aabb(aabb: AABB, fov_degrees: float = 75.0, elevation_deg: float = 25.0, azimuth_deg: float = 30.0, padding: float = 1.8) -> Transform3D:
var center := aabb.get_center()
var radius := aabb.size.length() * 0.5
var fov_rad := deg_to_rad(fov_degrees)
var distance := radius / tan(fov_rad * 0.5) * padding
## Floor with an absolute offset so unit-scale AABBs don't place the camera
## inside or against the target. `radius * 2.0` alone scales to zero as the
## AABB shrinks; the +1.0 guarantees a minimum of ~1 world-unit of standoff.
distance = maxf(distance, radius * 2.0 + 1.0)
var elev := deg_to_rad(elevation_deg)
var azim := deg_to_rad(azimuth_deg)
var cam_pos := center + Vector3(
distance * cos(elev) * sin(azim),
distance * sin(elev),
distance * cos(elev) * cos(azim),
)
var xform := Transform3D(Basis.IDENTITY, cam_pos)
## At ~90° elevation the view direction is parallel to Vector3.UP — use
## FORWARD as the up hint so looking_at doesn't degenerate.
var up := Vector3.FORWARD if elevation_deg > 85.0 else Vector3.UP
return xform.looking_at(center, up)
func get_performance_monitors(params: Dictionary) -> Dictionary:
var filter: Array = params.get("monitors", [])
var result := {}
if filter.is_empty():
for key in MONITORS:
result[key] = Performance.get_monitor(MONITORS[key])
else:
for key in filter:
if MONITORS.has(key):
result[key] = Performance.get_monitor(MONITORS[key])
return {
"data": {
"monitors": result,
"monitor_count": result.size(),
}
}
func clear_logs(params: Dictionary) -> Dictionary:
var count := _log_buffer.total_count()
_log_buffer.clear()
var data := {"cleared_count": count}
## The Debugger Errors panel is user-visible editor UI, not an MCP-owned
## buffer — wiping it stays behind an explicit opt-in.
if bool(params.get("clear_debugger_errors", false)):
data["debugger_errors_cleared"] = _clear_debugger_error_trees()
return {"data": data}
func _clear_debugger_error_trees() -> int:
return _surfaced_error_tracker.clear_debugger_error_trees()
func reload_plugin(_params: Dictionary) -> Dictionary:
_log_buffer.log("reload_plugin requested, reloading next frame")
## Persist a pending plugin_reload telemetry event *before* the
## disable kills the live WebSocket. The re-enabled plugin's
## _enter_tree flushes via `_telemetry.flush_pending_plugin_reload()`.
Telemetry.record_pending_plugin_reload("mcp_tool")
_do_reload_plugin.call_deferred()
return {"data": {"status": "reloading", "message": "Plugin reload initiated"}}
## Force a filesystem rescan before toggling the plugin, so Godot's
## class-name registry picks up any .gd files added since the last scan
## (e.g. via git pull or an agent-driven sync). Without this, re-enable can
## fail with "Could not find type X" when new class_name scripts are on disk
## but not yet registered, leaving the plugin disabled with no recovery path
## short of killing the editor. See issue #83.
func _do_reload_plugin() -> void:
var fs := EditorInterface.get_resource_filesystem()
fs.scan()
var tree := Engine.get_main_loop() as SceneTree
# Cap the wait so a long scan (huge project) doesn't hang reload.
var deadline_ms := Time.get_ticks_msec() + 5000
while fs.is_scanning() and Time.get_ticks_msec() < deadline_ms:
await tree.process_frame
EditorInterface.set_plugin_enabled("res://addons/godot_ai/plugin.cfg", false)
EditorInterface.set_plugin_enabled("res://addons/godot_ai/plugin.cfg", true)
func quit_editor(_params: Dictionary) -> Dictionary:
_log_buffer.log("quit_editor requested, quitting next frame")
## Defer the quit so the response is sent back before the editor exits.
EditorInterface.get_base_control().get_tree().call_deferred("quit")
return {"data": {"status": "quitting", "message": "Editor quit initiated"}}
func game_eval(params: Dictionary) -> Dictionary:
var code: String = params.get("code", "")
if code.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "code is required")
if _debugger_plugin == null or _connection == null:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
"Debugger bridge unavailable — plugin may not be fully initialised")
if not EditorInterface.is_playing_scene():
return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY,
"Game is not running — start the project first")
var request_id: String = params.get("_request_id", "")
if request_id.is_empty():
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
"Missing request_id — cannot correlate deferred response")
_debugger_plugin.request_game_eval(code, request_id, _connection)
return McpDispatcher.DEFERRED_RESPONSE
func game_command(params: Dictionary) -> Dictionary:
var op: String = str(params.get("op", ""))
if op.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "op is required")
if _debugger_plugin == null or _connection == null:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
"Debugger bridge unavailable — plugin may not be fully initialised")
if not EditorInterface.is_playing_scene():
return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY,
"Game is not running — start the project first")
var request_id: String = params.get("_request_id", "")
if request_id.is_empty():
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
"Missing request_id — cannot correlate deferred response")
var command_params: Dictionary = params.get("params", {})
_debugger_plugin.request_game_command(op, command_params, request_id, _connection)
return McpDispatcher.DEFERRED_RESPONSE