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2026-07-20 10:56:52 +08:00

486 lines
17 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 {}
## Helper: create the parent directory of a res:// path if missing.
## Returns {} on success, an error dictionary on failure.
func ensure_parent_dir(path: String) -> Dictionary:
var dir := path.get_base_dir()
if dir.is_empty() or DirAccess.dir_exists_absolute(dir):
return {}
var derr := DirAccess.make_dir_recursive_absolute(dir)
if derr != OK:
return error_internal("Cannot create directory '%s': %s" % [dir, error_string(derr)])
return {}
## Helper: unwrap the (possibly multi-)wrapped {"result": ...} envelope returned
## by the game IPC channel. The game writes its own {"result": ...} envelope and
## the transport wraps it again, so consumers must unwrap defensively.
func unwrap_game_result(result: Dictionary) -> Dictionary:
var payload: Variant = result
while payload is Dictionary and payload.has("result") and payload["result"] is Dictionary:
payload = payload["result"]
return payload if payload is Dictionary else {}
## Shared IPC helper: send a command to the running game and await its response.
func send_game_command(command: String, params: Dictionary = {}, timeout_sec: float = 5.0) -> Dictionary:
var ei := get_editor()
if not ei.is_playing_scene():
return error(-32000, "No scene is currently playing", {"suggestion": "Use play_scene first"})
var user_dir := get_game_user_dir()
var request_path := user_dir + "/mcp_game_request"
var response_path := user_dir + "/mcp_game_response"
# Clean stale response
if FileAccess.file_exists(response_path):
DirAccess.remove_absolute(response_path)
# Write request
var request_data := JSON.stringify({"command": command, "params": params})
var req := FileAccess.open(request_path, FileAccess.WRITE)
if req == null:
return error_internal("Could not create game request file")
req.store_string(request_data)
req.close()
# Poll for response
var attempts := int(timeout_sec / 0.1)
while attempts > 0:
await get_tree().create_timer(0.1).timeout
if FileAccess.file_exists(response_path):
break
if not ei.is_playing_scene():
if FileAccess.file_exists(request_path):
DirAccess.remove_absolute(request_path)
return error(-32000, "Game stopped during command execution")
attempts -= 1
if not FileAccess.file_exists(response_path):
# Try to auto-resume the debugger (runtime error may have paused the game)
if ei.is_playing_scene():
try_debugger_continue()
for _retry in 20:
await get_tree().create_timer(0.1).timeout
if FileAccess.file_exists(response_path):
break
if not FileAccess.file_exists(response_path):
if FileAccess.file_exists(request_path):
DirAccess.remove_absolute(request_path)
return build_timeout_error(timeout_sec)
# Read response
var file := FileAccess.open(response_path, FileAccess.READ)
if file == null:
return error_internal("Could not read game response file")
var text := file.get_as_text()
file.close()
DirAccess.remove_absolute(response_path)
var parsed = JSON.parse_string(text)
if parsed == null or not parsed is Dictionary:
return error_internal("Invalid response JSON from game")
if parsed.has("error"):
return error(-32000, str(parsed["error"]))
return success(parsed)
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()
## ── Game-command timeout diagnostics ──────────────────────────────────────────
## Shared by the file-IPC `_send_game_command` helpers (runtime/test commands).
## The goal is to never tell the agent "the game isn't running / autoload missing"
## when the game IS running and merely paused by a runtime error.
## Locate the editor's ScriptEditorDebugger node (BFS from base control).
func _find_script_editor_debugger() -> Node:
var base := EditorInterface.get_base_control()
if base == null:
return null
var queue: Array[Node] = [base]
while not queue.is_empty():
var node := queue.pop_front()
if node.get_class() == "ScriptEditorDebugger":
return node
for child in node.get_children():
queue.append(child)
return null
## Look up an editor theme icon by name (locale-independent), or null.
func _get_editor_icon(icon_name: String) -> Texture2D:
var base := EditorInterface.get_base_control()
if base != null and base.has_theme_icon(icon_name, "EditorIcons"):
return base.get_theme_icon(icon_name, "EditorIcons")
return null
## Find the debugger "Continue" button without relying on UI text.
## The editor is translated, so matching tooltip/label text breaks for
## non-English editors (issue #34: Italian → "Continua"). Match by the editor
## theme icon "DebugContinue" first, falling back to the English text only if
## the icon can't be resolved.
func _find_debugger_continue_button() -> Button:
var dbg := _find_script_editor_debugger()
if dbg == null:
return null
var continue_icon := _get_editor_icon("DebugContinue")
var fallback: Button = null
var inner: Array[Node] = [dbg]
while not inner.is_empty():
var n := inner.pop_front()
if n is Button:
var b := n as Button
if continue_icon != null and b.icon == continue_icon:
return b
if b.tooltip_text == "Continue":
fallback = b
for c in n.get_children():
inner.append(c)
return fallback
## True when the running game is halted at a breakpoint or runtime error
## (the debugger's "Continue" button is present and enabled).
func is_debugger_paused() -> bool:
var btn := _find_debugger_continue_button()
return btn != null and not btn.disabled
## Read recent runtime errors from the debugger's "Errors" tab tree, so a
## timeout caused by a script error can report the actual cause inline.
func collect_debugger_errors(max_errors: int = 10) -> Array:
var out: Array = []
var dbg := _find_script_editor_debugger()
if dbg == null:
return out
for child in dbg.get_children():
if child is TabContainer:
var tab_container := child as TabContainer
for tab_idx in range(tab_container.get_tab_count()):
var tab_control: Control = tab_container.get_tab_control(tab_idx)
if tab_control is VBoxContainer and tab_control.name.begins_with("Errors"):
for vchild in tab_control.get_children():
if vchild is Tree:
var tree := vchild as Tree
var root_item: TreeItem = tree.get_root()
if root_item:
var item: TreeItem = root_item.get_first_child()
while item and out.size() < max_errors:
var col0: String = item.get_text(0).strip_edges()
var col1: String = item.get_text(1).strip_edges()
var msg: String = col0
if not col1.is_empty():
msg = (msg + " " + col1) if not msg.is_empty() else col1
if not msg.is_empty():
out.append(msg)
item = item.get_next()
break
break
return out
## Press the debugger "Continue" button to resume a paused game process.
func try_debugger_continue() -> void:
var btn := _find_debugger_continue_button()
if btn != null and not btn.disabled:
btn.emit_signal("pressed")
push_warning("[MCP] Auto-resumed debugger after runtime error")
## Build an accurate error for a file-IPC game-command timeout.
## Distinguishes "game not running" from "game running but unresponsive
## (likely paused by a runtime error / breakpoint)" so callers aren't misled
## into thinking the MCP connection is dead or the autoload is missing.
func build_timeout_error(timeout_sec: float) -> Dictionary:
# Re-check play state at the moment we give up.
if not get_editor().is_playing_scene():
return error(
-32000,
"Game command timed out after %.1fs and the game process is no longer running." % timeout_sec,
{
"game_running": false,
"suggestion": "The scene stopped. Call play_scene to start it again before sending runtime commands.",
}
)
# The game IS running. Figure out *why* it didn't answer.
var paused := is_debugger_paused()
var runtime_errors := collect_debugger_errors(10)
var data := {
"game_running": true,
"debugger_paused": paused,
}
if not runtime_errors.is_empty():
data["runtime_errors"] = runtime_errors
var msg: String
if paused or not runtime_errors.is_empty():
msg = ("Game command timed out after %.1fs, but the game IS running. " % timeout_sec) \
+ "A runtime/script error paused the scene, so it could not respond to the command."
data["suggestion"] = "This is NOT a connection or autoload problem. Fix the error in 'runtime_errors' " \
+ "(or call get_editor_errors for the full list), then retry. The debugger was auto-resumed; " \
+ "if errors persist, call stop_scene then play_scene to restart cleanly."
else:
msg = ("Game command timed out after %.1fs. The game is running but did not respond in time." % timeout_sec)
data["suggestion"] = "The MCP server connection is fine and the game is running. The command may be slow " \
+ "or the game may be busy/blocked. Retry with a longer timeout, and call get_editor_errors to check " \
+ "for runtime errors. In rare cases (custom projects) verify the MCPGameInspector autoload is active."
return error(-32000, msg, data)
## 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