@tool extends Node var editor_plugin: EditorPlugin ## Override in subclasses: return {"method_name": Callable} func get_commands() -> Dictionary: return {} ## Helper: return a success result func success(data: Dictionary = {}) -> Dictionary: return {"result": data} ## Helper: return an error func error(code: int, message: String, data: Dictionary = {}) -> Dictionary: var err := {"code": code, "message": message} if not data.is_empty(): err["data"] = data return {"error": err} ## Error codes func error_not_found(what: String, suggestion: String = "") -> Dictionary: var data := {} if suggestion: data["suggestion"] = suggestion return error(-32001, "%s not found" % what, data) func error_invalid_params(message: String) -> Dictionary: return error(-32602, message) func error_no_scene() -> Dictionary: return error(-32000, "No scene is currently open", {"suggestion": "Use open_scene to open a scene first"}) func error_internal(message: String) -> Dictionary: return error(-32603, "Internal error: %s" % message) func error_conflict(message: String, data: Dictionary = {}) -> Dictionary: return error(-32009, message, data) ## Get required string param func require_string(params: Dictionary, key: String) -> Array: if not params.has(key) or not params[key] is String or (params[key] as String).is_empty(): return [null, error_invalid_params("Missing required parameter: %s" % key)] return [params[key] as String, null] ## Get optional string param with default func optional_string(params: Dictionary, key: String, default: String = "") -> String: if params.has(key) and params[key] is String: return params[key] as String return default ## Get optional bool param with default func optional_bool(params: Dictionary, key: String, default: bool = false) -> bool: if params.has(key) and params[key] is bool: return params[key] as bool return default ## Get optional int param with default func optional_int(params: Dictionary, key: String, default: int = 0) -> int: if params.has(key): return int(params[key]) return default ## Get the game process's user data directory. ## OS.get_user_data_dir() is cached at editor startup and won't reflect ## project name changes made to project.godot while the editor is running. ## The game process reads the name from disk, so we must do the same. func get_game_user_dir() -> String: var cached_dir := OS.get_user_data_dir() var cfg := ConfigFile.new() var err := cfg.load(ProjectSettings.globalize_path("res://project.godot")) if err != OK: return cached_dir # When use_custom_user_dir=true, editor and game share the same dir # (OS.get_user_data_dir() already resolves to the custom path). if cfg.get_value("application", "config/use_custom_user_dir", false): return cached_dir var disk_name = cfg.get_value("application", "config/name", "") if typeof(disk_name) != TYPE_STRING or (disk_name as String).is_empty(): return cached_dir # Sanitize exactly like Godot does when computing the default user dir # (core/config/project_settings.cpp ProjectSettings::_init). var sanitized := (disk_name as String).xml_unescape().validate_filename().replace(".", "_") if sanitized.is_empty(): return cached_dir var base_dir := cached_dir.get_base_dir() var game_dir := base_dir.path_join(sanitized) # Ensure the directory exists (game may not have created it yet) if not DirAccess.dir_exists_absolute(game_dir): DirAccess.make_dir_recursive_absolute(game_dir) return game_dir ## Get EditorInterface func get_editor() -> EditorInterface: return editor_plugin.get_editor_interface() ## Get the edited scene root func get_edited_root() -> Node: return EditorInterface.get_edited_scene_root() ## Get UndoRedo func get_undo_redo() -> EditorUndoRedoManager: return editor_plugin.get_undo_redo() func normalize_project_path(path: String) -> String: if path.is_empty(): return "" if path.begins_with("res://") or path.begins_with("user://"): return path.simplify_path() return ProjectSettings.localize_path(path).simplify_path() func is_scene_resource_path(path: String) -> bool: var ext := path.get_extension().to_lower() return ext == "tscn" or ext == "scn" func get_open_scene_paths() -> Array[String]: var paths: Array[String] = [] var open_scenes: PackedStringArray = EditorInterface.get_open_scenes() for scene_path: String in open_scenes: var normalized := normalize_project_path(scene_path) if not normalized.is_empty() and normalized not in paths: paths.append(normalized) var root := get_edited_root() if root != null and not root.scene_file_path.is_empty(): var active_path := normalize_project_path(root.scene_file_path) if active_path not in paths: paths.append(active_path) return paths func is_scene_path_open(path: String) -> bool: var normalized := normalize_project_path(path) if normalized.is_empty(): return false return normalized in get_open_scene_paths() func is_active_scene_path(path: String) -> bool: var root := get_edited_root() if root == null: return false return normalize_project_path(root.scene_file_path) == normalize_project_path(path) func guard_offline_scene_save(path: String) -> Dictionary: if is_scene_resource_path(path) and is_scene_path_open(path): return error_conflict( "Refusing to save open scene '%s' outside the Godot editor state" % normalize_project_path(path), { "path": normalize_project_path(path), "open_scenes": get_open_scene_paths(), "suggestion": "Use live editor changes plus save_scene, or close the scene before offline edits.", } ) return {} func is_shader_resource_path(path: String) -> bool: var ext := path.get_extension().to_lower() return ext == "gdshader" or ext == "gdshaderinc" or ext == "shader" func is_text_resource_open_in_script_editor(path: String) -> bool: var target := normalize_project_path(path) if target.is_empty(): return false if is_shader_resource_path(target) and ResourceLoader.has_cached(target): return true var script_editor := EditorInterface.get_script_editor() if script_editor == null: return false for open_resource in script_editor.get_open_scripts(): if open_resource is Resource: var resource_path := normalize_project_path((open_resource as Resource).resource_path) if resource_path == target: return true return false func guard_text_resource_write(path: String, force: bool) -> Dictionary: if not force and is_text_resource_open_in_script_editor(path): return error_conflict( "Refusing to write open text resource '%s' outside the script editor state" % normalize_project_path(path), { "path": normalize_project_path(path), "suggestion": "Close the file in Godot's script editor or pass force=true to overwrite it deliberately.", } ) return {} func mark_current_scene_unsaved() -> void: if EditorInterface.has_method("mark_scene_as_unsaved"): EditorInterface.mark_scene_as_unsaved() func add_child_with_undo(parent: Node, child: Node, root: Node, action_name: String) -> void: var undo_redo := get_undo_redo() undo_redo.create_action(action_name) undo_redo.add_do_method(parent, "add_child", child) undo_redo.add_do_method(child, "set_owner", root) undo_redo.add_do_reference(child) undo_redo.add_undo_method(parent, "remove_child", child) undo_redo.commit_action() func set_property_with_undo(target: Object, property: String, new_value: Variant, action_name: String) -> void: var old_value: Variant = target.get(property) var undo_redo := get_undo_redo() undo_redo.create_action(action_name) undo_redo.add_do_property(target, property, new_value) if new_value is Resource: undo_redo.add_do_reference(new_value) undo_redo.add_undo_property(target, property, old_value) if old_value is Resource: undo_redo.add_undo_reference(old_value) undo_redo.commit_action() ## Find node by path in edited scene func find_node_by_path(node_path: String) -> Node: var root := get_edited_root() if root == null: return null if node_path == "." or node_path == root.name: return root # Try relative from root if root.has_node(node_path): return root.get_node(node_path) # Try with root name prefix stripped if node_path.begins_with(root.name + "/"): var rel := node_path.substr(root.name.length() + 1) if root.has_node(rel): return root.get_node(rel) return null