791 lines
31 KiB
GDScript
791 lines
31 KiB
GDScript
@tool
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class_name McpDebuggerPlugin
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extends EditorDebuggerPlugin
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const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
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## Editor-side half of the game-process capture bridge.
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##
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## The game-side counterpart (`plugin/addons/godot_ai/runtime/game_helper.gd`,
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## registered as autoload `_mcp_game_helper`) listens on EngineDebugger's
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## message channel. This plugin sends "mcp:take_screenshot" requests and
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## routes the replies back through the WebSocket McpConnection using the
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## request_id the MCP dispatcher threaded through params.
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##
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## Why this exists: the game always runs as a separate OS process. Even
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## "Embed Game Mode" on Windows/Linux (and macOS 4.5+) just reparents the
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## game's window into the editor — the game's framebuffer is never reachable
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## from the editor's Viewport. The debugger channel is the engine's own
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## supported IPC and works identically regardless of embed mode.
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const CAPTURE_PREFIX := "mcp"
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## CI runners under xvfb can be slow to spin up the game subprocess and
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## register the autoload's capture. 8s keeps the message responsive for
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## interactive users while still covering slow-CI startup.
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const DEFAULT_TIMEOUT_SEC := 8.0
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## How long to wait for the game-side autoload to beacon mcp:hello
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## before sending the screenshot request. Godot's debugger drops
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## messages whose prefix has no registered capture, so sending
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## take_screenshot before the game registers its "mcp" capture is a
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## silent black hole. On CI the game subprocess has been observed
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## taking ~15s to boot + register.
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const GAME_READY_WAIT_SEC := 20.0
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## #500: how long to wait for the game-side autoload to beacon mcp:hello before
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## issuing a game_eval. This is deliberately MUCH shorter than the 20s
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## screenshot wait above: the eval path's total editor-side budget is this wait
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## plus the 10s eval backstop (request_game_eval's timeout_sec), and that total
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## MUST stay below the 15s game_eval timeout enforced at two layers: the Python
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## server's send_command budget (src/godot_ai/handlers/editor.py::game_eval) and
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## this plugin's own deferred budget (dispatcher.gd's 15000ms game_eval entry,
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## editor/plugin-side — not server-side). Either firing produces the opaque tail.
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## With the 20s screenshot wait, a not-yet-ready game made the editor poll past
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## the 15s deadline, so the server gave up first with an opaque
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## ~15s TimeoutError instead of the actionable "Is the game actually running?"
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## error below ever reaching the client (#500's residual TimeoutError bucket).
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## 3s wait + 10s backstop = 13s, comfortably under the 15s server timeout, so
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## the actionable error always wins. A game launched moments before the eval
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## still has the 3s grace to register; if it needs longer, the user gets a fast,
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## clear "is it running?" rather than a 15s hang.
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const EVAL_READY_WAIT_SEC := 3.0
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## #490: how long to wait for the game's mcp:eval_compiled beacon before
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## concluding the eval source failed to compile. A parse error aborts the
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## game-side handler before it can reply, so without this we'd wait the
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## full eval timeout for a syntax mistake. reload() of valid source is
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## sub-millisecond, so 3s is comfortably clear of false positives.
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const EVAL_COMPILE_GRACE_SEC := 3.0
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## #490: once an eval compiles, the editor polls the game every this many
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## seconds with mcp:eval_check. A backgrounded play-in-editor game has a
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## frozen idle loop (no _process / SceneTreeTimer ticks) so it can't
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## self-report a runtime error that aborted the eval — but its debugger
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## capture callback still answers a probe. The editor's own loop keeps
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## ticking, so it drives the poll. 0.35s keeps detection well under a second
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## without flooding the channel; most evals reply before the first probe.
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const EVAL_PROBE_INTERVAL_SEC := 0.35
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var _log_buffer: McpLogBuffer
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var _game_log_buffer: McpGameLogBuffer
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## Pending request_id -> {connection, timer, timeout_callable}.
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## We retain the bound timeout lambda so `_clear_pending` can disconnect
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## it on success/error; otherwise the SceneTreeTimer pins the captured
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## request_id until `timeout_sec` elapses (8s default).
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var _pending: Dictionary = {}
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## Flipped true when the game-side autoload sends its "mcp:hello" boot
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## beacon for the current project_run. Reset as soon as a new run is
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## requested, before Godot has attached the fresh debugger session, so
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## editor_state cannot leak readiness from the previous game process.
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var _game_ready := false
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var _game_run_token := 0
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var _ready_run_token := -1
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var _game_session_id := -1
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var _game_run_active := false
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signal game_ready
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func _init(log_buffer: McpLogBuffer = null, game_log_buffer: McpGameLogBuffer = null) -> void:
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_log_buffer = log_buffer
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_game_log_buffer = game_log_buffer
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func _has_capture(prefix: String) -> bool:
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return prefix == CAPTURE_PREFIX
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## Fires when a debugger session attaches — once for the editor's own
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## self-session at startup, and again each time the user hits Play and a
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## new game subprocess connects. Reset _game_ready so the next capture
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## request waits for the (new) game's mcp:hello beacon before sending,
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## avoiding stale-flag timeouts across Play→Stop→Play cycles.
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##
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## Do NOT log here: add_debugger_plugin() triggers this virtual before
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## plugin.gd's _enter_tree logs "plugin loaded", and ci-reload-test
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## asserts "plugin loaded" is the first line after a plugin reload.
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func _setup_session(session_id: int) -> void:
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_game_ready = false
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_ready_run_token = -1
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_game_session_id = session_id
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func begin_game_run() -> void:
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_game_run_token += 1
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_game_run_active = true
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_game_ready = false
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_ready_run_token = -1
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_game_session_id = -1
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if _log_buffer:
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_log_buffer.log("[debug] game capture pending run token %d" % _game_run_token)
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func end_game_run() -> void:
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_game_run_active = false
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_game_ready = false
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_ready_run_token = -1
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_game_session_id = -1
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func is_game_capture_ready() -> bool:
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return _game_run_active and _game_ready and _ready_run_token == _game_run_token
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func _capture(message: String, data: Array, session_id: int) -> bool:
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## Godot passes the full "prefix:tail" string as `message`.
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match message:
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"mcp:screenshot_response":
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_on_screenshot_response(data)
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return true
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"mcp:screenshot_error":
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_on_screenshot_error(data)
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return true
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"mcp:log_batch":
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_on_log_batch(data)
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return true
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"mcp:hello":
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if not _game_run_active:
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if _log_buffer:
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_log_buffer.log("[debug] ignored mcp:hello with no active game run")
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return true
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if _game_session_id != -1 and session_id != _game_session_id:
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if _log_buffer:
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_log_buffer.log("[debug] ignored stale mcp:hello from debugger session %d (current %d)" % [session_id, _game_session_id])
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return true
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## Boot beacon from the game-side autoload. Tells us the
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## game has registered its "mcp" capture and is safe to send
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## take_screenshot to — before this, Godot's debugger would
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## drop our message silently. Also marks a fresh play
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## cycle: rotate the game-log buffer so each run starts
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## clean and gets a new run_id.
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_game_ready = true
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_ready_run_token = _game_run_token
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game_ready.emit()
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if _game_log_buffer:
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var run_id := _game_log_buffer.clear_for_new_run()
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if _log_buffer:
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_log_buffer.log("[debug] <- mcp:hello from game_helper (run %s)" % run_id)
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elif _log_buffer:
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_log_buffer.log("[debug] <- mcp:hello from game_helper")
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return true
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"mcp:eval_response":
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_on_eval_response(data)
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return true
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"mcp:eval_error":
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_on_eval_error(data)
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return true
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"mcp:eval_ack":
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_on_eval_ack(data)
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return true
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"mcp:eval_compiled":
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_on_eval_compiled(data)
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return true
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"mcp:eval_runtime_error":
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_on_eval_runtime_error(data)
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return true
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"mcp:game_command_response":
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_on_game_command_response(data)
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return true
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"mcp:game_command_error":
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_on_game_command_error(data)
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return true
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return false
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func _on_log_batch(data: Array) -> void:
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if _game_log_buffer == null:
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return
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## data layout: [[[level, text, details?], ...]]
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if data.is_empty() or not (data[0] is Array):
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return
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var entries: Array = data[0]
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for entry in entries:
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if entry is Dictionary:
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var dict_details: Dictionary = {}
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var raw_dict_details = entry.get("details", {})
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if raw_dict_details is Dictionary:
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dict_details = raw_dict_details
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_game_log_buffer.append(str(entry.get("level", "info")), str(entry.get("text", "")), dict_details)
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continue
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if not (entry is Array) or entry.size() < 2:
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continue
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var details: Dictionary = {}
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if entry.size() > 2 and entry[2] is Dictionary:
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details = entry[2]
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_game_log_buffer.append(str(entry[0]), str(entry[1]), details)
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## Request a game-process framebuffer capture over the debugger channel.
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## Reply is pushed back through `connection` out-of-band because the MCP
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## dispatcher has already returned a deferred-response marker for this
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## request_id. Synchronous from the caller's perspective — if the
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## game-side autoload hasn't beaconed yet, the wait + send run as a
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## fire-and-forget coroutine kicked off from here. Structured this way
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## so the call site in EditorHandler stays a plain non-await invocation.
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func request_game_screenshot(
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request_id: String,
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max_resolution: int,
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connection: McpConnection,
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timeout_sec: float = DEFAULT_TIMEOUT_SEC,
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) -> void:
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if request_id.is_empty():
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push_warning("MCP debugger: screenshot request missing request_id")
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return
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var tree := Engine.get_main_loop() as SceneTree
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if tree == null:
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_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
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"Editor main loop is not a SceneTree — cannot schedule capture")
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return
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if is_game_capture_ready():
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_send_take_screenshot(tree, request_id, max_resolution, connection, timeout_sec)
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return
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## Not ready yet — run the wait-then-send flow as a detached
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## coroutine. It keeps itself alive via the signal subscription on
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## tree.process_frame; the caller doesn't need to (and shouldn't)
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## await this entrypoint.
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if _log_buffer:
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_log_buffer.log("[debug] waiting for game_helper hello (%s)" % request_id)
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_wait_then_send(tree, request_id, max_resolution, connection, timeout_sec)
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## Coroutine: poll each editor frame until the mcp:hello beacon arrives
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## (flipping _game_ready true) or the deadline elapses. Once resolved,
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## either dispatch the capture or return an actionable timeout error.
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func _wait_then_send(
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tree: SceneTree,
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request_id: String,
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max_resolution: int,
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connection: McpConnection,
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timeout_sec: float,
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) -> void:
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var deadline := Time.get_ticks_msec() + int(GAME_READY_WAIT_SEC * 1000.0)
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while not is_game_capture_ready() and Time.get_ticks_msec() < deadline:
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await tree.process_frame
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if not is_game_capture_ready():
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_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
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"Game-side autoload never registered its debugger capture within %ds. Is the game actually running? Check Project Settings → Autoload for _mcp_game_helper." % int(GAME_READY_WAIT_SEC))
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return
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_send_take_screenshot(tree, request_id, max_resolution, connection, timeout_sec)
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## Send the mcp:take_screenshot message and arm the reply timeout.
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## Assumes _game_ready is true.
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func _send_take_screenshot(
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tree: SceneTree,
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request_id: String,
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max_resolution: int,
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connection: McpConnection,
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timeout_sec: float,
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) -> void:
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var session: EditorDebuggerSession = _first_active_session()
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if session == null:
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_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
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"No active debugger session — is the game actually running and started from this editor?")
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return
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var timer: SceneTreeTimer = tree.create_timer(timeout_sec)
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var timeout_callable := func() -> void: _on_timeout(request_id)
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timer.timeout.connect(timeout_callable)
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_pending[request_id] = {
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"connection": connection,
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"timer": timer,
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"timeout_callable": timeout_callable,
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}
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session.send_message("mcp:take_screenshot", [request_id, max_resolution])
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if _log_buffer:
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_log_buffer.log("[debug] -> mcp:take_screenshot (%s)" % request_id)
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func _first_active_session() -> EditorDebuggerSession:
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for s in get_sessions():
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if s is EditorDebuggerSession and s.is_active():
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return s
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return null
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func _on_screenshot_response(data: Array) -> void:
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if data.size() < 6:
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push_warning("MCP debugger: malformed screenshot response (expected 6 fields, got %d)" % data.size())
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return
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var request_id: String = data[0]
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var pending = _pending.get(request_id)
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if pending == null:
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## Timed out or unknown — silently drop.
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return
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_clear_pending(request_id)
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var connection: McpConnection = pending.connection
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if connection == null or not is_instance_valid(connection):
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return
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connection.send_deferred_response(request_id, {
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"data": {
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"source": "game",
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"width": int(data[2]),
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"height": int(data[3]),
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"original_width": int(data[4]),
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"original_height": int(data[5]),
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"format": "png",
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"image_base64": data[1],
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}
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})
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if _log_buffer:
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_log_buffer.log("[debug] <- mcp:screenshot_response (%s)" % request_id)
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func _on_screenshot_error(data: Array) -> void:
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if data.size() < 2:
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return
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var request_id: String = data[0]
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var message: String = data[1]
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var pending = _pending.get(request_id)
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if pending == null:
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return
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_clear_pending(request_id)
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var connection: McpConnection = pending.connection
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if connection == null or not is_instance_valid(connection):
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return
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_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR, message)
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func _on_timeout(request_id: String) -> void:
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var pending = _pending.get(request_id)
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if pending == null:
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return
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_pending.erase(request_id)
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var connection: McpConnection = pending.connection
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if connection == null or not is_instance_valid(connection):
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return
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_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
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"Game screenshot timed out. The running game must include the _mcp_game_helper autoload (added automatically when the plugin is enabled — check Project Settings → Autoload). If the autoload is missing, re-enable the plugin and relaunch the game. For headless or custom-main-loop builds, use source='viewport' instead.")
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if _log_buffer:
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_log_buffer.log("[debug] !! screenshot timeout (%s)" % request_id)
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func _send_error(connection: McpConnection, request_id: String, code: String, message: String) -> void:
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if connection == null or not is_instance_valid(connection):
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return
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var err := ErrorCodes.make(code, message)
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connection.send_deferred_response(request_id, err)
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func _clear_pending(request_id: String) -> void:
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var pending: Dictionary = _pending.get(request_id, {})
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var timer: SceneTreeTimer = pending.get("timer")
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var cb: Callable = pending.get("timeout_callable", Callable())
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if timer != null and timer.timeout.is_connected(cb):
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timer.timeout.disconnect(cb)
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## #490: eval requests also carry a compile-grace timer and a runtime probe.
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var grace: SceneTreeTimer = pending.get("grace_timer")
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var gcb: Callable = pending.get("grace_callable", Callable())
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if grace != null and grace.timeout.is_connected(gcb):
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grace.timeout.disconnect(gcb)
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var probe: SceneTreeTimer = pending.get("probe_timer")
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var pcb: Callable = pending.get("probe_callable", Callable())
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if probe != null and probe.timeout.is_connected(pcb):
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probe.timeout.disconnect(pcb)
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_pending.erase(request_id)
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## --- game_eval: execute arbitrary GDScript in the running game ---
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## Editor-side fallback timer for game_eval. MUST stay above the game-side
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## EVAL_TIMEOUT_SEC (8.0) in runtime/game_helper.gd and below the dispatcher's
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## game_eval budget (15000 ms) in dispatcher.gd — i.e. game 8s < editor 10s <
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## dispatcher 15s. This timer only fires when the game never replies at all,
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## and its message (the timeout_callable below) is intentionally generic. Drop
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## timeout_sec at/below 8s and it pre-empts the game's actionable "Eval
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## exceeded 8s" message — see the TIMEOUT ORDERING note on EVAL_TIMEOUT_SEC.
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##
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## #500: the *not-ready* path adds EVAL_READY_WAIT_SEC (3s) on top of this 10s
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## backstop. That sum (13s) must also stay below the dispatcher/server 15s
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## budget, or a not-yet-ready game makes the server time out opaquely before
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## the editor's actionable error returns — which is exactly the residual ~15s
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## TimeoutError bucket #500 tracked down. Keep EVAL_READY_WAIT_SEC + timeout_sec
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## < 15s if you tune either.
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func request_game_eval(
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code: String,
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request_id: String,
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connection: McpConnection,
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timeout_sec: float = 10.0,
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) -> void:
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if request_id.is_empty():
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push_warning("MCP debugger: eval request missing request_id")
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return
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var tree := Engine.get_main_loop() as SceneTree
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if tree == null:
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_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
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"Editor main loop is not a SceneTree — cannot schedule eval")
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return
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if is_game_capture_ready():
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_send_eval(tree, code, request_id, connection, timeout_sec)
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return
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if _log_buffer:
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_log_buffer.log("[debug] waiting for game_helper hello before eval (%s)" % request_id)
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_wait_then_eval(tree, code, request_id, connection, timeout_sec)
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func _wait_then_eval(
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tree: SceneTree,
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code: String,
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request_id: String,
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connection: McpConnection,
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timeout_sec: float,
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) -> void:
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## #500: eval uses EVAL_READY_WAIT_SEC (not the 20s GAME_READY_WAIT_SEC) so
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## the not-ready path returns its actionable error before the 15s server-side
|
|
## command timeout fires an opaque TimeoutError. See EVAL_READY_WAIT_SEC.
|
|
var deadline := Time.get_ticks_msec() + int(EVAL_READY_WAIT_SEC * 1000.0)
|
|
while not is_game_capture_ready() and Time.get_ticks_msec() < deadline:
|
|
await tree.process_frame
|
|
if not is_game_capture_ready():
|
|
## #518: EVAL_GAME_NOT_READY (not INTERNAL_ERROR) — the play session is up
|
|
## but the game-side capture didn't register within the short wait. Fast
|
|
## and caller-actionable; classifying it apart from the opaque 10s hang
|
|
## keeps the INTERNAL_ERROR telemetry bucket meaning "the eval truly hung".
|
|
_send_error(connection, request_id, ErrorCodes.EVAL_GAME_NOT_READY,
|
|
"Game-side capture didn't register within %ds. The play session is already running, so the game is most likely still booting — wait a moment and retry. If it persists, the _mcp_game_helper autoload is missing or disabled (Project Settings → Autoload; added automatically when the plugin is enabled), or the game uses a custom main loop." % int(EVAL_READY_WAIT_SEC))
|
|
return
|
|
_send_eval(tree, code, request_id, connection, timeout_sec)
|
|
|
|
|
|
func _send_eval(
|
|
tree: SceneTree,
|
|
code: String,
|
|
request_id: String,
|
|
connection: McpConnection,
|
|
timeout_sec: float,
|
|
) -> void:
|
|
var session: EditorDebuggerSession = _first_active_session()
|
|
if session == null:
|
|
## #518: capture reported ready but the debugger session is no longer live
|
|
## (the game just stopped / is restarting) — a not-ready race, so the same
|
|
## caller-actionable EVAL_GAME_NOT_READY rather than the opaque hang bucket.
|
|
_send_error(connection, request_id, ErrorCodes.EVAL_GAME_NOT_READY,
|
|
"Game-side capture registered but its debugger session is no longer active — the game likely just stopped or is restarting. Confirm it's running and retry.")
|
|
return
|
|
|
|
var timer: SceneTreeTimer = tree.create_timer(timeout_sec)
|
|
var timeout_callable := func() -> void:
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
_clear_pending(request_id)
|
|
var conn: McpConnection = pending_entry.connection
|
|
if conn == null or not is_instance_valid(conn):
|
|
return
|
|
_send_error(conn, request_id, ErrorCodes.INTERNAL_ERROR,
|
|
"Game eval compiled and started running but never returned within %.0fs — the code is likely stuck in an infinite loop or awaiting a signal/timer that never fires. Check logs_read(source='game')." % timeout_sec)
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] !! eval timeout (%s)" % request_id)
|
|
timer.timeout.connect(timeout_callable)
|
|
|
|
## #490: arm the compile-grace timer. _on_eval_grace concludes a parse error
|
|
## only when the game acked the eval (it received the message and started
|
|
## reload()) but never sent mcp:eval_compiled — see there for why a missing
|
|
## ack must NOT be read as a compile error.
|
|
var grace: SceneTreeTimer = tree.create_timer(EVAL_COMPILE_GRACE_SEC)
|
|
var grace_callable := func() -> void: _on_eval_grace(request_id)
|
|
grace.timeout.connect(grace_callable)
|
|
|
|
_pending[request_id] = {
|
|
"connection": connection,
|
|
"timer": timer,
|
|
"timeout_callable": timeout_callable,
|
|
"grace_timer": grace,
|
|
"grace_callable": grace_callable,
|
|
"acked": false,
|
|
"compiled": false,
|
|
}
|
|
|
|
session.send_message("mcp:eval", [request_id, code])
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] -> mcp:eval (%s)" % request_id)
|
|
|
|
|
|
func _on_eval_response(data: Array) -> void:
|
|
if data.size() < 2:
|
|
push_warning("MCP debugger: malformed eval response (expected 2 fields, got %d)" % data.size())
|
|
return
|
|
var request_id: String = data[0]
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
_clear_pending(request_id)
|
|
|
|
var connection: McpConnection = pending_entry.connection
|
|
if connection == null or not is_instance_valid(connection):
|
|
return
|
|
|
|
var result_json: String = data[1] if data.size() > 1 else "null"
|
|
var json := JSON.new()
|
|
var parse_err := json.parse(result_json)
|
|
connection.send_deferred_response(request_id, {
|
|
"data": {
|
|
"result": json.data if parse_err == OK else result_json,
|
|
"source": "game",
|
|
}
|
|
})
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] <- mcp:eval_response (%s)" % request_id)
|
|
|
|
|
|
func _on_eval_error(data: Array) -> void:
|
|
if data.size() < 2:
|
|
return
|
|
var request_id: String = data[0]
|
|
var message: String = data[1]
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
_clear_pending(request_id)
|
|
var connection: McpConnection = pending_entry.connection
|
|
if connection == null or not is_instance_valid(connection):
|
|
return
|
|
_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR, message)
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] <- mcp:eval_error (%s): %s" % [request_id, message])
|
|
|
|
|
|
## #490: the game sends this at the top of _handle_eval, BEFORE reload() (so it
|
|
## survives a parse-error abort). It positively signals "the game received this
|
|
## eval and started compiling it" — letting _on_eval_grace tell a real parse
|
|
## error (acked, never compiled) apart from a message the game hasn't serviced
|
|
## yet (never acked — main thread blocked by a long frame/load or a CPU-bound
|
|
## prior eval).
|
|
func _on_eval_ack(data: Array) -> void:
|
|
if data.is_empty():
|
|
return
|
|
var request_id: String = data[0]
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
pending_entry["acked"] = true
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] <- mcp:eval_ack (%s)" % request_id)
|
|
|
|
|
|
## #490: compile-grace timer fired. Conclude a parse error ONLY when the game
|
|
## acked the eval (started reload()) but never sent mcp:eval_compiled. If it
|
|
## never acked, the game simply hasn't serviced the message yet — NOT a parse
|
|
## error — so leave _pending intact and let the normal eval timeout handle it
|
|
## rather than false-failing a valid eval and dropping its eventual real reply.
|
|
func _on_eval_grace(request_id: String) -> void:
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null or pending_entry.get("compiled", false):
|
|
return
|
|
if not pending_entry.get("acked", false):
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] eval grace: no ack yet, deferring to timeout (%s)" % request_id)
|
|
return
|
|
_clear_pending(request_id)
|
|
var conn: McpConnection = pending_entry.connection
|
|
if conn == null or not is_instance_valid(conn):
|
|
return
|
|
_send_error(conn, request_id, ErrorCodes.EVAL_COMPILE_ERROR,
|
|
"Game eval failed to compile — likely a GDScript syntax/parse error. The parse error text is in the editor's Output/Debugger panel; it is not capturable from the running game. Check your eval code's syntax.")
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] !! eval compile error (%s)" % request_id)
|
|
|
|
|
|
## #490: the game sends this the instant reload() of the eval source
|
|
## succeeds. Flips the pending entry's `compiled` flag so the compile-grace
|
|
## timer won't fire a false EVAL_COMPILE_ERROR.
|
|
func _on_eval_compiled(data: Array) -> void:
|
|
if data.is_empty():
|
|
return
|
|
var request_id: String = data[0]
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
pending_entry["compiled"] = true
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] <- mcp:eval_compiled (%s)" % request_id)
|
|
## #490: compiled OK — start polling for a runtime error that may have
|
|
## aborted execute(). A backgrounded game can't self-report it, so the
|
|
## editor probes via mcp:eval_check until the eval resolves.
|
|
_arm_eval_probe(request_id)
|
|
|
|
|
|
## #490: the game reported a runtime error that aborted the eval — either
|
|
## from its _process fast path (focused game) or in answer to an editor
|
|
## eval_check probe (backgrounded game). Reply fast with the real error text
|
|
## instead of waiting for the hang timeout.
|
|
func _on_eval_runtime_error(data: Array) -> void:
|
|
if data.size() < 2:
|
|
return
|
|
var request_id: String = data[0]
|
|
var message: String = data[1]
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
_clear_pending(request_id)
|
|
var connection: McpConnection = pending_entry.connection
|
|
if connection == null or not is_instance_valid(connection):
|
|
return
|
|
var msg := "Game eval raised a runtime error: %s" % message if not message.is_empty() else "Game eval raised a runtime error (no message captured). Check logs_read(source='game')."
|
|
_send_error(connection, request_id, ErrorCodes.EVAL_RUNTIME_ERROR, msg)
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] <- mcp:eval_runtime_error (%s): %s" % [request_id, message])
|
|
|
|
|
|
## #490: arm one probe tick for an in-flight eval. Re-arms itself each tick
|
|
## until the request resolves — eval_response / eval_runtime_error /
|
|
## eval_compile_error / hang-timeout all call _clear_pending, which erases the
|
|
## entry and stops the chain. Uses the editor's own SceneTreeTimer because the
|
|
## editor loop keeps ticking even while a backgrounded game's loop is frozen.
|
|
func _arm_eval_probe(request_id: String) -> void:
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
var tree := Engine.get_main_loop() as SceneTree
|
|
if tree == null:
|
|
return
|
|
var probe_timer: SceneTreeTimer = tree.create_timer(EVAL_PROBE_INTERVAL_SEC)
|
|
var probe_callable := func() -> void: _on_eval_probe_tick(request_id)
|
|
pending_entry["probe_timer"] = probe_timer
|
|
pending_entry["probe_callable"] = probe_callable
|
|
probe_timer.timeout.connect(probe_callable)
|
|
|
|
|
|
## #490: poke the game for a runtime-error verdict, then re-arm. The game's
|
|
## _handle_eval_check answers with mcp:eval_runtime_error if a script error
|
|
## aborted this eval, else stays silent and we poll again next interval.
|
|
func _on_eval_probe_tick(request_id: String) -> void:
|
|
if not _pending.has(request_id):
|
|
return ## resolved — stop probing
|
|
var session: EditorDebuggerSession = _first_active_session()
|
|
if session != null and session.is_active():
|
|
session.send_message("mcp:eval_check", [request_id])
|
|
_arm_eval_probe(request_id)
|
|
|
|
|
|
## --- game_command: curated runtime game operations ---
|
|
|
|
func request_game_command(
|
|
op: String,
|
|
params: Dictionary,
|
|
request_id: String,
|
|
connection: McpConnection,
|
|
timeout_sec: float = 10.0,
|
|
) -> void:
|
|
if request_id.is_empty():
|
|
push_warning("MCP debugger: game command request missing request_id")
|
|
return
|
|
|
|
var tree := Engine.get_main_loop() as SceneTree
|
|
if tree == null:
|
|
_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
|
|
"Editor main loop is not a SceneTree — cannot schedule game command")
|
|
return
|
|
|
|
if is_game_capture_ready():
|
|
_send_game_command(tree, op, params, request_id, connection, timeout_sec)
|
|
return
|
|
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] waiting for game_helper hello before game_command (%s)" % request_id)
|
|
_wait_then_game_command(tree, op, params, request_id, connection, timeout_sec)
|
|
|
|
|
|
func _wait_then_game_command(
|
|
tree: SceneTree,
|
|
op: String,
|
|
params: Dictionary,
|
|
request_id: String,
|
|
connection: McpConnection,
|
|
timeout_sec: float,
|
|
) -> void:
|
|
var deadline := Time.get_ticks_msec() + int(GAME_READY_WAIT_SEC * 1000.0)
|
|
while not is_game_capture_ready() and Time.get_ticks_msec() < deadline:
|
|
await tree.process_frame
|
|
if not is_game_capture_ready():
|
|
_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
|
|
"Game-side autoload never registered its debugger capture within %ds. Is the game actually running?" % int(GAME_READY_WAIT_SEC))
|
|
return
|
|
_send_game_command(tree, op, params, request_id, connection, timeout_sec)
|
|
|
|
|
|
func _send_game_command(
|
|
tree: SceneTree,
|
|
op: String,
|
|
params: Dictionary,
|
|
request_id: String,
|
|
connection: McpConnection,
|
|
timeout_sec: float,
|
|
) -> void:
|
|
var session: EditorDebuggerSession = _first_active_session()
|
|
if session == null:
|
|
_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
|
|
"No active debugger session — is the game actually running?")
|
|
return
|
|
|
|
var timer: SceneTreeTimer = tree.create_timer(timeout_sec)
|
|
var timeout_callable := func() -> void:
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
_pending.erase(request_id)
|
|
var conn: McpConnection = pending_entry.connection
|
|
if conn == null or not is_instance_valid(conn):
|
|
return
|
|
_send_error(conn, request_id, ErrorCodes.INTERNAL_ERROR,
|
|
"Game command '%s' timed out after %.0fs" % [op, timeout_sec])
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] !! game_command timeout (%s)" % request_id)
|
|
timer.timeout.connect(timeout_callable)
|
|
_pending[request_id] = {
|
|
"connection": connection,
|
|
"timer": timer,
|
|
"timeout_callable": timeout_callable,
|
|
}
|
|
|
|
session.send_message("mcp:game_command", [request_id, op, JSON.stringify(params)])
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] -> mcp:game_command %s (%s)" % [op, request_id])
|
|
|
|
|
|
func _on_game_command_response(data: Array) -> void:
|
|
if data.size() < 2:
|
|
push_warning("MCP debugger: malformed game_command response (expected 2 fields, got %d)" % data.size())
|
|
return
|
|
var request_id: String = data[0]
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
_clear_pending(request_id)
|
|
|
|
var connection: McpConnection = pending_entry.connection
|
|
if connection == null or not is_instance_valid(connection):
|
|
return
|
|
|
|
var result_json: String = data[1] if data.size() > 1 else "{}"
|
|
var json := JSON.new()
|
|
var parse_err := json.parse(result_json)
|
|
connection.send_deferred_response(request_id, {
|
|
"data": json.data if parse_err == OK else {"source": "game", "result": result_json}
|
|
})
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] <- mcp:game_command_response (%s)" % request_id)
|
|
|
|
|
|
func _on_game_command_error(data: Array) -> void:
|
|
if data.size() < 2:
|
|
return
|
|
var request_id: String = data[0]
|
|
var message: String = data[1]
|
|
var pending_entry = _pending.get(request_id)
|
|
if pending_entry == null:
|
|
return
|
|
_clear_pending(request_id)
|
|
var connection: McpConnection = pending_entry.connection
|
|
if connection == null or not is_instance_valid(connection):
|
|
return
|
|
_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR, message)
|
|
if _log_buffer:
|
|
_log_buffer.log("[debug] <- mcp:game_command_error (%s): %s" % [request_id, message])
|