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tekton/addons/godot_ai/handlers/resource_handler.gd
T

532 lines
21 KiB
GDScript

@tool
extends RefCounted
const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
const ClassIntrospection := preload("res://addons/godot_ai/utils/class_introspection.gd")
## Handles resource search, inspection, and assignment to nodes.
const NodeHandler := preload("res://addons/godot_ai/handlers/node_handler.gd")
var _undo_redo: EditorUndoRedoManager
var _connection: McpConnection
func _init(undo_redo: EditorUndoRedoManager, connection: McpConnection = null) -> void:
_undo_redo = undo_redo
_connection = connection
func search_resources(params: Dictionary) -> Dictionary:
var type_filter: String = params.get("type", "")
var path_filter: String = params.get("path", "")
if type_filter.is_empty() and path_filter.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "At least one filter (type, path) is required")
var efs := EditorInterface.get_resource_filesystem()
if efs == null:
return ErrorCodes.make(ErrorCodes.EDITOR_NOT_READY, "EditorFileSystem not available")
var results: Array[Dictionary] = []
_scan_resources(efs.get_filesystem(), type_filter, path_filter, results)
return {"data": {"resources": results, "count": results.size()}}
func _scan_resources(dir: EditorFileSystemDirectory, type_filter: String, path_filter: String, out: Array[Dictionary]) -> void:
for i in dir.get_file_count():
var file_path := dir.get_file_path(i)
var file_type := dir.get_file_type(i)
var matches := true
if not type_filter.is_empty():
# Check if the file type matches or is a subclass of the requested type
if file_type != type_filter and not ClassDB.is_parent_class(file_type, type_filter):
matches = false
if matches and not path_filter.is_empty():
if file_path.to_lower().find(path_filter.to_lower()) == -1:
matches = false
if matches:
out.append({
"path": file_path,
"type": file_type,
})
for i in dir.get_subdir_count():
_scan_resources(dir.get_subdir(i), type_filter, path_filter, out)
func load_resource(params: Dictionary) -> Dictionary:
var path: String = params.get("path", "")
if path.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
var path_err = McpPathValidator.loadable_error(path, "path")
if path_err != null:
return path_err
if not ResourceLoader.exists(path):
return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Resource not found: %s" % path)
var res: Resource = load(path)
if res == null:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to load resource: %s" % path)
var properties: Array[Dictionary] = []
for prop in res.get_property_list():
var usage: int = prop.get("usage", 0)
if not (usage & PROPERTY_USAGE_EDITOR):
continue
var value = res.get(prop.name)
if value == null and prop.type != TYPE_NIL:
continue
properties.append({
"name": prop.name,
"type": type_string(prop.type),
"value": NodeHandler._serialize_value(value),
})
return {
"data": {
"path": path,
"type": res.get_class(),
"properties": properties,
"property_count": properties.size(),
}
}
func assign_resource(params: Dictionary) -> Dictionary:
var node_path: String = params.get("path", "")
var property: String = params.get("property", "")
var resource_path: String = params.get("resource_path", "")
if node_path.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
if property.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: property")
if resource_path.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: resource_path")
var rpath_err = McpPathValidator.loadable_error(resource_path, "resource_path")
if rpath_err != null:
return rpath_err
var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
if _resolved.has("error"):
return _resolved
var node: Node = _resolved.node
var _scene_root: Node = _resolved.scene_root
# Verify property exists
var found := false
for prop in node.get_property_list():
if prop.name == property:
found = true
break
if not found:
return ErrorCodes.make(ErrorCodes.PROPERTY_NOT_ON_CLASS, McpPropertyErrors.build_message(node, property))
if not ResourceLoader.exists(resource_path):
return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Resource not found: %s" % resource_path)
var res: Resource = load(resource_path)
if res == null:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to load resource: %s" % resource_path)
var old_value = node.get(property)
_undo_redo.create_action("MCP: Assign %s to %s.%s" % [resource_path.get_file(), node.name, property])
_undo_redo.add_do_property(node, property, res)
_undo_redo.add_undo_property(node, property, old_value)
_undo_redo.commit_action()
return {
"data": {
"path": node_path,
"property": property,
"resource_path": resource_path,
"resource_type": res.get_class(),
"undoable": true,
}
}
## Instantiate a built-in Resource subclass, optionally apply `properties`,
## and either assign it to a node slot (undoable) or save it to a .tres file
## (not undoable — mirrors material_create). Exactly one home is required;
## a resource with no home would be GC'd after the handler returns.
func create_resource(params: Dictionary) -> Dictionary:
var type_str: String = params.get("type", "")
if type_str.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: type")
var properties: Dictionary = params.get("properties", {})
var node_path: String = params.get("path", "")
var property: String = params.get("property", "")
var resource_path: String = params.get("resource_path", "")
var overwrite: bool = params.get("overwrite", false)
var home_err := McpResourceIO.validate_home(params)
if home_err != null:
return home_err
var has_file_target := not resource_path.is_empty()
var made := _instantiate_resource(type_str)
if made is Dictionary:
return made
var res: Resource = made
if not properties.is_empty():
var apply_err := _apply_resource_properties(res, properties)
if apply_err != null:
return apply_err
if has_file_target:
return _save_created_resource(res, type_str, resource_path, overwrite, properties.size())
return _assign_created_resource(res, type_str, node_path, property, properties.size())
## Validate that `type_str` names a concrete Resource subclass that we can
## instantiate. Returns an error dict on failure, or null on success.
static func _validate_resource_class(type_str: String) -> Variant:
if not ClassDB.class_exists(type_str):
return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown resource type: %s" % type_str)
if ClassDB.is_parent_class(type_str, "Node"):
return ErrorCodes.make(
ErrorCodes.WRONG_TYPE,
"%s is a Node type, not a Resource — use node_create instead" % type_str
)
if not ClassDB.is_parent_class(type_str, "Resource"):
var parent := ClassDB.get_parent_class(type_str)
return ErrorCodes.make(
ErrorCodes.WRONG_TYPE,
"%s is not a Resource type (extends %s)" % [type_str, parent]
)
if not ClassDB.can_instantiate(type_str):
return ErrorCodes.make(
ErrorCodes.WRONG_TYPE,
"%s is abstract and cannot be instantiated — use a concrete subclass (e.g. BoxMesh, BoxShape3D, StyleBoxFlat)" % type_str
)
return null
## Resolve a resource type name to a fresh instance. Handles engine built-ins
## (ClassDB) and project `class_name` Resources (the global script-class
## registry). Returns a Resource on success, or an error dict on failure.
static func _instantiate_resource(type_str: String) -> Variant:
if ClassDB.class_exists(type_str):
var class_err: Variant = _validate_resource_class(type_str)
if class_err != null:
return class_err
var built_in := ClassDB.instantiate(type_str)
if built_in == null or not (built_in is Resource):
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s as a Resource" % type_str)
return built_in
for entry in ProjectSettings.get_global_class_list():
if entry.get("class", "") == type_str:
var script_path: String = entry.get("path", "")
var scr: Variant = load(script_path)
# Reject non-Resource script classes BEFORE constructing them:
# scr.new() runs _init(), and an @tool class_name extending a
# non-RefCounted type (e.g. Node) would otherwise build — and leak —
# an orphan instance this path never frees. get_instance_base_type()
# resolves to the native base, so multi-level custom Resource
# hierarchies (B extends A extends Resource) still pass.
var base_or_err: Variant = _script_base_type_or_error(scr, type_str, script_path)
if base_or_err is Dictionary:
return base_or_err
var base_type: StringName = base_or_err
if not ClassDB.is_parent_class(base_type, "Resource"):
return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s is not a Resource type (extends %s)" % [type_str, base_type])
if not scr.can_instantiate():
return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s cannot be instantiated in the editor (abstract, or a non-@tool script — add @tool to instantiate it here)" % type_str)
# Reject scripts whose _init() requires arguments BEFORE scr.new():
# scr.new() passes no args, so a required-arg _init raises and aborts
# this handler mid-call, null-cascading into a generic "malformed
# result" error instead of a clean rejection. get_script_method_list()
# reports the effective (incl. inherited) _init; required args =
# args - default_args. Statically detectable only — a _init that runs
# but throws still falls through to scr.new() and the dispatcher catch.
for method in scr.get_script_method_list():
if method.get("name", "") == "_init":
var required_args: int = (method.get("args", []) as Array).size() - (method.get("default_args", []) as Array).size()
if required_args > 0:
return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s cannot be instantiated: its _init() requires arguments" % type_str)
break
var made: Variant = scr.new()
if made == null or not (made is Resource):
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s as a Resource" % type_str)
return made
return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown resource type: %s" % type_str)
## Apply a dict of property values to a freshly-instantiated Resource,
## reusing NodeHandler's coercion so Vector3/Color/etc. dicts land typed.
## Returns null on success or an error dict on failure.
static func _apply_resource_properties(res: Resource, properties: Dictionary) -> Variant:
var prop_types := {}
for prop in res.get_property_list():
prop_types[prop.name] = prop.get("type", TYPE_NIL)
for key in properties.keys():
if not prop_types.has(key):
var valid: Array[String] = []
for prop in res.get_property_list():
if prop.get("usage", 0) & PROPERTY_USAGE_EDITOR:
valid.append(prop.name)
valid.sort()
# Name the script's class_name (e.g. MyTestResource) rather than the
# native base (Resource) so the hint names the type the agent created,
# and point at the real MCP verb — resource_manage(op="get_info") now
# answers for project class_name Resources too.
var type_label := res.get_class()
var res_script: Variant = res.get_script()
if res_script is Script and not String(res_script.get_global_name()).is_empty():
type_label = String(res_script.get_global_name())
var err := ErrorCodes.make(
ErrorCodes.PROPERTY_NOT_ON_CLASS,
"Property '%s' not found on %s. Call resource_manage(op=\"get_info\", params={\"type\": \"%s\"}) to list available properties." % [key, type_label, type_label]
)
err["error"]["data"] = {"valid_properties": valid}
return err
var target_type: int = prop_types[key]
if target_type == TYPE_NIL:
target_type = typeof(res.get(key))
var v = properties[key]
if target_type == TYPE_OBJECT and v is String:
if v == "":
v = null
else:
var vpath_err = McpPathValidator.loadable_error(v, "property '%s'" % key)
if vpath_err != null:
return vpath_err
var loaded := ResourceLoader.load(v)
if loaded == null:
return ErrorCodes.make(
ErrorCodes.INVALID_PARAMS,
"Resource not found at path '%s' for property '%s'" % [v, key]
)
v = loaded
elif target_type == TYPE_OBJECT and v is Dictionary and v.has("__class__"):
# Nested shortcut: the same {"__class__": "X", ...} form that
# node_handler.set_property accepts, now also supported here so
# resource_create/environment_create callers can populate
# sub-resource slots (ShaderMaterial.shader, etc.) in one shot.
var sub_type: String = v.get("__class__", "")
# Resolve via the shared helper so the nested shortcut accepts both
# engine built-ins (ClassDB) and project `class_name` Resources,
# exactly like the top-level resource_create path.
var sub_made := _instantiate_resource(sub_type)
if sub_made is Dictionary:
# Preserve the property-slot context the inline path used to add.
sub_made["error"]["message"] = "%s (for property '%s')" % [sub_made["error"]["message"], key]
return sub_made
var sub_res: Resource = sub_made
var remaining: Dictionary = (v as Dictionary).duplicate()
remaining.erase("__class__")
if not remaining.is_empty():
var nested_err := _apply_resource_properties(sub_res, remaining)
if nested_err != null:
return nested_err
v = sub_res
else:
v = NodeHandler._coerce_value(v, target_type)
## Mirror set_property's coerce check: wrong-shape dicts (#123) and
## non-dict inputs that don't land as the target compound Variant
## (#191) both error here instead of writing zero-filled Variants.
var coerce_err := NodeHandler._check_coerced(v, target_type, "Property '%s'" % key)
if coerce_err != null:
return coerce_err
res.set(key, v)
return null
func _assign_created_resource(res: Resource, type_str: String, node_path: String, property: String, applied_count: int) -> Dictionary:
var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
if _resolved.has("error"):
return _resolved
var node: Node = _resolved.node
var _scene_root: Node = _resolved.scene_root
var found := false
var prop_type: int = TYPE_NIL
for prop in node.get_property_list():
if prop.name == property:
found = true
prop_type = prop.get("type", TYPE_NIL)
break
if not found:
return ErrorCodes.make(
ErrorCodes.PROPERTY_NOT_ON_CLASS,
"Property '%s' not found on %s" % [property, node.get_class()]
)
if prop_type != TYPE_NIL and prop_type != TYPE_OBJECT:
return ErrorCodes.make(
ErrorCodes.PROPERTY_NOT_ON_CLASS,
"Property '%s' on %s is not an Object slot (type %s)" % [property, node.get_class(), type_string(prop_type)]
)
var old_value = node.get(property)
_undo_redo.create_action("MCP: Create %s for %s.%s" % [type_str, node.name, property])
_undo_redo.add_do_property(node, property, res)
_undo_redo.add_undo_property(node, property, old_value)
_undo_redo.add_do_reference(res)
_undo_redo.commit_action()
return {
"data": {
"path": node_path,
"property": property,
"type": type_str,
"resource_class": res.get_class(),
"properties_applied": applied_count,
"undoable": true,
}
}
func _save_created_resource(res: Resource, type_str: String, resource_path: String, overwrite: bool, applied_count: int) -> Dictionary:
return McpResourceIO.save_to_disk(res, resource_path, overwrite, "Resource", {
"type": type_str,
"resource_class": res.get_class(),
"properties_applied": applied_count,
}, _connection)
## Introspect a Resource class — return its editor-visible properties, parent,
## whether it's abstract, and (for abstract bases) the list of concrete
## subclasses that resource_create can instantiate. Read-only.
func get_resource_info(params: Dictionary) -> Dictionary:
var type_str: String = params.get("type", "")
if type_str.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: type")
if not ClassDB.class_exists(type_str):
# Project class_name Resources aren't in ClassDB; resolve them through the
# global script-class registry so get_info answers for the same custom
# types resource_create can make. Read-only — never instantiates.
var custom_info: Variant = _custom_resource_info(type_str)
if custom_info != null:
return custom_info
return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown resource type: %s" % type_str)
if ClassDB.is_parent_class(type_str, "Node"):
return ErrorCodes.make(
ErrorCodes.WRONG_TYPE,
"%s is a Node type, not a Resource — use node_* tools for node introspection" % type_str
)
if not ClassDB.is_parent_class(type_str, "Resource") and type_str != "Resource":
var parent := ClassDB.get_parent_class(type_str)
return ErrorCodes.make(
ErrorCodes.WRONG_TYPE,
"%s is not a Resource type (extends %s)" % [type_str, parent]
)
var can_instantiate: bool = ClassDB.can_instantiate(type_str)
var class_info := ClassIntrospection.build(type_str, {
"sections": ["properties"],
"include_inherited": true,
"include_inheritors": not can_instantiate,
"limit": 0,
})
var data: Dictionary = {
"type": type_str,
"parent_class": class_info.parent_class,
"can_instantiate": can_instantiate,
"is_abstract": not can_instantiate,
"properties": class_info.properties,
"property_count": class_info.property_count,
}
# For abstract bases (Shape3D, Material, Texture, StyleBox, ...) surface
# the concrete Resource subclasses an agent could try next.
if not can_instantiate:
data["concrete_subclasses"] = class_info.concrete_inheritors
return {"data": data}
## Resolve a loaded global-class script to its native base type, or an error if
## the script failed to load (not a Script) or to compile (empty base type).
## Shared by the create and get_info custom-Resource paths so both report a
## compile failure rather than a misleading "is not a Resource type (extends )".
static func _script_base_type_or_error(scr: Variant, type_str: String, script_path: String) -> Variant:
if not (scr is Script):
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to load script class %s from %s" % [type_str, script_path])
var base_type: StringName = scr.get_instance_base_type()
if String(base_type).is_empty():
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "%s failed to compile or parse (script %s)" % [type_str, script_path])
return base_type
## get_info for a project `class_name` Resource (not in ClassDB). Returns an info
## dict, an error dict (for a class_name whose native base is not a Resource), or
## null if `type_str` is not a registered global class. Read-only: resolves
## properties from the script + its native base WITHOUT instantiating (no _init()).
static func _custom_resource_info(type_str: String) -> Variant:
for entry in ProjectSettings.get_global_class_list():
if entry.get("class", "") != type_str:
continue
var script_path: String = entry.get("path", "")
var scr: Variant = load(script_path)
var base_or_err: Variant = _script_base_type_or_error(scr, type_str, script_path)
if base_or_err is Dictionary:
return base_or_err
var base_type: StringName = base_or_err
if not ClassDB.is_parent_class(base_type, "Resource"):
return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s is not a Resource type (extends %s)" % [type_str, base_type])
var can_instantiate: bool = scr.can_instantiate()
# Inherited (native) properties come from the engine base via ClassDB...
var class_info := ClassIntrospection.build(String(base_type), {
"sections": ["properties"],
"include_inherited": true,
"limit": 0,
})
var props: Array = []
for native_prop in class_info.properties:
props.append(native_prop)
# ...and the script's own (and inherited script) exported properties come
# from the Script itself, so we never construct the resource. A real
# default isn't available without instantiating, so script props carry an
# explicit null — keeping one uniform key set across the array (native
# props carry their real default).
for raw_prop in scr.get_script_property_list():
var prop: Dictionary = raw_prop
var usage := int(prop.get("usage", 0))
if not (usage & PROPERTY_USAGE_EDITOR):
continue
props.append({
"name": str(prop.get("name", "")),
"type": type_string(int(prop.get("type", TYPE_NIL))),
"class_name": str(prop.get("class_name", "")),
"hint": int(prop.get("hint", PROPERTY_HINT_NONE)),
"hint_string": str(prop.get("hint_string", "")),
"usage": usage,
"default": null,
})
props.sort_custom(func(a, b): return a.name < b.name)
# parent_class is the immediate script parent when there is one (so a
# multi-level chain B -> A -> Resource reports A), else the native base.
var parent_name := String(base_type)
var base_script: Variant = scr.get_base_script()
if base_script is Script and not String(base_script.get_global_name()).is_empty():
parent_name = String(base_script.get_global_name())
return {"data": {
"type": type_str,
"parent_class": parent_name,
"can_instantiate": can_instantiate,
# is_abstract reflects real abstractness (the @abstract annotation),
# NOT editor-instantiability — a non-@tool concrete Resource has
# can_instantiate()==false in-editor but is not abstract.
"is_abstract": scr.is_abstract(),
"properties": props,
"property_count": props.size(),
}}
return null