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