refactor: 拆分 claude-dev-stack 为 windows-dev-stack 和 wsl-dev-stack

将原 claude-dev-stack 目录拆分为独立的 Windows 和 WSL 部署栈,便于分别维护和使用。

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
2026-05-29 01:11:20 +08:00
parent e8693dad2a
commit dd3eb24d0f
488 changed files with 33927 additions and 0 deletions

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import { WebSocketServer, WebSocket } from "ws";
import { randomUUID } from "crypto";
import { GodotConnectionError, GodotCommandError, TimeoutError, } from "./utils/errors.js";
const BASE_PORT = 6505;
const MAX_PORT = 6509;
const COMMAND_TIMEOUT_MS = 30000;
const HEARTBEAT_INTERVAL_MS = 10000;
const HEARTBEAT_TIMEOUT_MS = HEARTBEAT_INTERVAL_MS * 3;
const TCP_KEEPALIVE_DELAY_MS = 5000;
export class GodotConnection {
wss = null;
client = null;
port;
fixedPort;
basePort;
maxPort;
pendingRequests = new Map();
heartbeatTimer = null;
lastPongAt = 0;
constructor(port = BASE_PORT, fixedPort = false, options = {}) {
this.port = port;
this.fixedPort = fixedPort;
this.basePort = options.basePort ?? BASE_PORT;
this.maxPort = options.maxPort ?? MAX_PORT;
}
/** Start WebSocket server, retrying on the next port if the first bind races. */
async connect() {
if (this.wss)
return;
const candidates = this.fixedPort
? [this.port]
: Array.from({ length: this.maxPort - this.basePort + 1 }, (_, i) => this.basePort + i);
let lastError = null;
for (const port of candidates) {
try {
const wss = await this.bindWebSocketServer(port);
this.wss = wss;
this.port = port;
this.attachConnectionHandler(wss);
console.error(`[MCP] WebSocket server listening on ws://127.0.0.1:${port}`);
return;
}
catch (err) {
lastError = err;
// EADDRINUSE means another MCP server (likely a parallel Claude session)
// won the bind race. Silently try the next port. Other errors are
// logged so we don't swallow real config problems.
if (err.code !== "EADDRINUSE") {
console.error(`[MCP] Bind failed on port ${port}: ${err.message}`);
}
}
}
const range = this.fixedPort
? String(this.port)
: `${this.basePort}-${this.maxPort}`;
const hint = this.fixedPort
? "Try removing GODOT_MCP_PORT from your client config to enable auto-scanning, or kill the process holding the port."
: "All ports are occupied — likely too many parallel Claude Code sessions or stale node MCP processes.";
throw new GodotConnectionError(`Failed to bind WebSocket server on port range ${range}. ` +
`Last error: ${lastError?.message ?? "unknown"}. ${hint}`);
}
/** Try to bind a single WebSocketServer. Resolves once 'listening' fires, rejects on bind error. */
bindWebSocketServer(port) {
return new Promise((resolve, reject) => {
const wss = new WebSocketServer({ port, host: "127.0.0.1" });
const onError = (err) => {
wss.off("listening", onListening);
wss.close();
reject(err);
};
const onListening = () => {
wss.off("error", onError);
// Re-attach a runtime error handler now that the server is live.
// Pre-bind errors fail the connect attempt; post-bind errors are logged.
wss.on("error", (err) => {
console.error("[MCP] WebSocket server error:", err.message);
});
resolve(wss);
};
wss.once("error", onError);
wss.once("listening", onListening);
});
}
attachConnectionHandler(wss) {
wss.on("connection", (ws) => {
console.error("[MCP] Godot editor connected");
// Enable OS-level TCP keepalive so half-open sockets surface faster
// than the Windows default (~2 hours). Application-level heartbeat
// below is still the primary detection mechanism.
const sock = ws._socket;
sock?.setKeepAlive?.(true, TCP_KEEPALIVE_DELAY_MS);
if (this.client) {
this.client.close(1000, "Replaced by new connection");
}
this.client = ws;
this.lastPongAt = Date.now();
this.startHeartbeat();
ws.on("message", (data) => {
this.handleMessage(data.toString());
});
ws.on("close", () => {
console.error("[MCP] Godot editor disconnected");
if (this.client === ws) {
this.client = null;
this.stopHeartbeat();
this.rejectAllPending(new GodotConnectionError("Godot disconnected"));
}
});
ws.on("error", (err) => {
console.error("[MCP] WebSocket error:", err.message);
});
});
}
disconnect() {
this.stopHeartbeat();
if (this.client) {
this.client.close(1000, "Server shutting down");
this.client = null;
}
if (this.wss) {
this.wss.close();
this.wss = null;
}
this.rejectAllPending(new GodotConnectionError("Server shut down"));
}
isConnected() {
return this.client?.readyState === WebSocket.OPEN;
}
getPort() {
return this.port;
}
async sendCommand(method, params = {}) {
if (!this.isConnected()) {
throw new GodotConnectionError("Godot editor is not connected. Make sure the Godot MCP Pro plugin is enabled and the editor is running.");
}
const id = randomUUID();
const request = {
jsonrpc: "2.0",
method,
params,
id,
};
return new Promise((resolve, reject) => {
const timer = setTimeout(() => {
this.pendingRequests.delete(id);
reject(new TimeoutError(method, COMMAND_TIMEOUT_MS));
}, COMMAND_TIMEOUT_MS);
this.pendingRequests.set(id, {
resolve: resolve,
reject,
timer,
});
this.client.send(JSON.stringify(request));
});
}
handleMessage(data) {
let msg;
try {
msg = JSON.parse(data);
}
catch {
console.error("[MCP] Failed to parse message from Godot:", data);
return;
}
const method = msg.method;
if (method === "pong") {
this.lastPongAt = Date.now();
return;
}
// Godot may also send unsolicited pings — reply so its inactivity timer resets
if (method === "ping") {
this.lastPongAt = Date.now();
if (this.isConnected()) {
this.client.send(JSON.stringify({ jsonrpc: "2.0", method: "pong", params: {} }));
}
return;
}
if (!msg.id)
return;
const pending = this.pendingRequests.get(msg.id);
if (!pending)
return;
clearTimeout(pending.timer);
this.pendingRequests.delete(msg.id);
if (msg.error) {
pending.reject(new GodotCommandError(msg.error.code, msg.error.message, msg.error.data));
}
else {
pending.resolve(msg.result);
}
}
rejectAllPending(error) {
for (const [, pending] of this.pendingRequests) {
clearTimeout(pending.timer);
pending.reject(error);
}
this.pendingRequests.clear();
}
startHeartbeat() {
this.stopHeartbeat();
this.heartbeatTimer = setInterval(() => {
if (!this.isConnected())
return;
// If Godot has been silent for too long, the socket is likely half-open.
// terminate() forcibly destroys the TCP socket (vs close() which waits
// for a FIN ack that will never arrive on a dead link).
if (Date.now() - this.lastPongAt > HEARTBEAT_TIMEOUT_MS) {
console.error(`[MCP] Heartbeat timeout (no pong for ${HEARTBEAT_TIMEOUT_MS}ms) — terminating dead connection`);
const dead = this.client;
this.client = null;
this.stopHeartbeat();
this.rejectAllPending(new GodotConnectionError("Heartbeat timeout — Godot connection lost"));
dead?.terminate();
return;
}
this.client.send(JSON.stringify({ jsonrpc: "2.0", method: "ping", params: {} }));
}, HEARTBEAT_INTERVAL_MS);
}
stopHeartbeat() {
if (this.heartbeatTimer) {
clearInterval(this.heartbeatTimer);
this.heartbeatTimer = null;
}
}
}
//# sourceMappingURL=godot-connection.js.map