Files
server-deploy/windows-dev-stack/godot-mcp-pro-v1.14.1/addons/godot_mcp/commands/base_command.gd
Joywayer dd3eb24d0f 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>
2026-05-29 01:11:20 +08:00

256 lines
8.2 KiB
GDScript

@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