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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export declare class GodotConnectionError extends Error {
constructor(message: string);
}
export declare class GodotCommandError extends Error {
code: number;
data?: Record<string, unknown>;
constructor(code: number, message: string, data?: Record<string, unknown>);
}
export declare class TimeoutError extends Error {
constructor(method: string, timeoutMs: number);
}
export declare function formatErrorForMcp(error: unknown): string;
//# sourceMappingURL=errors.d.ts.map

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export class GodotConnectionError extends Error {
constructor(message) {
super(message);
this.name = "GodotConnectionError";
}
}
export class GodotCommandError extends Error {
code;
data;
constructor(code, message, data) {
super(message);
this.name = "GodotCommandError";
this.code = code;
this.data = data;
}
}
export class TimeoutError extends Error {
constructor(method, timeoutMs) {
super(`Command '${method}' timed out after ${timeoutMs}ms`);
this.name = "TimeoutError";
}
}
export function formatErrorForMcp(error) {
if (error instanceof GodotCommandError) {
let msg = `Godot error (${error.code}): ${error.message}`;
if (error.data?.suggestion) {
msg += `\nSuggestion: ${error.data.suggestion}`;
}
return msg;
}
if (error instanceof GodotConnectionError) {
return `Connection error: ${error.message}. Make sure the Godot MCP Pro plugin is enabled in your Godot editor.`;
}
if (error instanceof TimeoutError) {
return error.message;
}
if (error instanceof Error) {
return error.message;
}
return String(error);
}
//# sourceMappingURL=errors.js.map

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/**
* Loads CLAUDE.md from the shipped `instructions/` directory so Claude has
* the essential usage guide from message #1 of every session. Falls back to
* a terse built-in string if the file can't be located (e.g. custom layouts).
*/
export declare function loadInstructions(): string;
//# sourceMappingURL=load-instructions.d.ts.map

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{"version":3,"file":"load-instructions.d.ts","sourceRoot":"","sources":["../../src/utils/load-instructions.ts"],"names":[],"mappings":"AAoBA;;;;GAIG;AACH,wBAAgB,gBAAgB,IAAI,MAAM,CAmBzC"}

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import { readFileSync } from "node:fs";
import { fileURLToPath } from "node:url";
import { dirname, resolve } from "node:path";
const FALLBACK_INSTRUCTIONS = `# Godot MCP Pro
You have access to the Godot MCP Pro toolset for building and testing Godot games through the editor.
## Critical rules
- Tools are split into **editor** (always available) and **runtime** (require \`play_scene\` first).
- Never edit \`project.godot\` directly — use \`set_project_setting\`.
- For input simulation, use short \`simulate_key\` durations (0.30.5s), not integer seconds.
- \`execute_editor_script\` / \`execute_game_script\` must be valid GDScript; use \`_mcp_print(value)\` to return output.
## Getting oriented
- \`get_project_info\` — project overview
- \`get_scene_tree\` — current scene structure
- For a full usage guide, see \`instructions/CLAUDE.md\` in the installed package.
`;
/**
* Loads CLAUDE.md from the shipped `instructions/` directory so Claude has
* the essential usage guide from message #1 of every session. Falls back to
* a terse built-in string if the file can't be located (e.g. custom layouts).
*/
export function loadInstructions() {
const here = dirname(fileURLToPath(import.meta.url));
const candidates = [
resolve(here, "../../instructions/CLAUDE.md"),
resolve(here, "../../../instructions/CLAUDE.md"),
resolve(here, "../../../../instructions/CLAUDE.md"),
];
for (const path of candidates) {
try {
const content = readFileSync(path, "utf8");
if (content.trim().length > 0)
return content;
}
catch {
// try next
}
}
return FALLBACK_INSTRUCTIONS;
}
//# sourceMappingURL=load-instructions.js.map

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import { McpServer } from "@modelcontextprotocol/sdk/server/mcp.js";
/**
* Minimal mode: only these tools are registered (~35 tools).
* Designed for clients with tight tool limits (Cursor: 40, local LLMs with small context).
*/
export declare const MINIMAL_TOOLS: Set<string>;
/**
* Creates a proxy around McpServer that filters tool registrations.
* Only tools in the allowSet will be registered; others are silently skipped.
*/
export declare function createFilteredServer(server: McpServer, allowSet: Set<string>): McpServer;
//# sourceMappingURL=tool-filter.d.ts.map

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/**
* Minimal mode: only these tools are registered (~35 tools).
* Designed for clients with tight tool limits (Cursor: 40, local LLMs with small context).
*/
export const MINIMAL_TOOLS = new Set([
// project (5)
"get_project_info",
"get_filesystem_tree",
"search_files",
"search_in_files",
"set_project_setting",
// scene (6)
"get_scene_tree",
"create_scene",
"open_scene",
"play_scene",
"stop_scene",
"save_scene",
// node (5)
"add_node",
"delete_node",
"update_property",
"get_node_properties",
"connect_signal",
// script (5)
"read_script",
"create_script",
"edit_script",
"attach_script",
"validate_script",
// editor (5)
"get_editor_errors",
"get_output_log",
"get_game_screenshot",
"execute_editor_script",
"reload_project",
// input (3)
"simulate_key",
"simulate_mouse_click",
"simulate_action",
// runtime (5)
"get_game_scene_tree",
"get_game_node_properties",
"set_game_node_property",
"execute_game_script",
"find_ui_elements",
// input-map (1)
"get_input_actions",
]);
/**
* Creates a proxy around McpServer that filters tool registrations.
* Only tools in the allowSet will be registered; others are silently skipped.
*/
export function createFilteredServer(server, allowSet) {
return new Proxy(server, {
get(target, prop, receiver) {
if (prop === "tool") {
const originalTool = target.tool.bind(target);
return function filteredTool(name, ...args) {
if (!allowSet.has(name))
return;
return originalTool(name, ...args);
};
}
return Reflect.get(target, prop, receiver);
},
});
}
//# sourceMappingURL=tool-filter.js.map

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export interface JsonRpcRequest {
jsonrpc: "2.0";
method: string;
params: Record<string, unknown>;
id: string;
}
export interface JsonRpcResponse {
jsonrpc: "2.0";
result?: unknown;
error?: JsonRpcError;
id: string | null;
}
export interface JsonRpcError {
code: number;
message: string;
data?: Record<string, unknown>;
}
export interface ToolDefinition {
name: string;
description: string;
inputSchema: {
type: "object";
properties: Record<string, unknown>;
required?: string[];
};
}
export interface PendingRequest {
resolve: (value: JsonRpcResponse) => void;
reject: (reason: Error) => void;
timer: ReturnType<typeof setTimeout>;
}
//# sourceMappingURL=types.d.ts.map

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export {};
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import { z } from "zod";
/**
* Coerce a value that might be a JSON string into a string array.
* LLMs sometimes pass arrays as stringified JSON (e.g. '["a","b"]' instead of ["a","b"]).
*/
export declare function coerceStringArray(): z.ZodPipe<z.ZodTransform<unknown, unknown>, z.ZodArray<z.ZodString>>;
/**
* Coerce a value that might be a numeric string into a number.
* LLMs sometimes pass numbers as strings (e.g. "30" instead of 30).
*/
export declare function coerceNumber(): z.ZodPipe<z.ZodTransform<unknown, unknown>, z.ZodNumber>;
//# sourceMappingURL=zod-coerce.d.ts.map

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import { z } from "zod";
/**
* Coerce a value that might be a JSON string into a string array.
* LLMs sometimes pass arrays as stringified JSON (e.g. '["a","b"]' instead of ["a","b"]).
*/
export function coerceStringArray() {
return z.preprocess((val) => {
if (typeof val === "string") {
try {
const parsed = JSON.parse(val);
if (Array.isArray(parsed))
return parsed;
}
catch {
// not JSON, return as-is for zod to validate
}
}
return val;
}, z.array(z.string()));
}
/**
* Coerce a value that might be a numeric string into a number.
* LLMs sometimes pass numbers as strings (e.g. "30" instead of 30).
*/
export function coerceNumber() {
return z.preprocess((val) => {
if (typeof val === "string") {
const n = Number(val);
if (!isNaN(n))
return n;
}
return val;
}, z.number());
}
//# sourceMappingURL=zod-coerce.js.map

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