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spellforge/Tools/godot-mcp-pro/server/src/godot-connection.ts
T
joywayerandClaude Opus 4.8 e65066a8fb chore: 重命名 Tools/godot-mcp-pro-v1.15.1 → Tools/godot-mcp-pro,更新 .mcp.json
- 去掉版本号后缀,路径更稳定(后续更新工具不必再改 .mcp.json)
- .mcp.json 指向新路径 server/build/index.js
- server 依赖已 npm install 就绪;node_modules 由 .gitignore 忽略,未入库

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-20 15:37:18 +08:00

292 lines
8.7 KiB
TypeScript

import { WebSocketServer, WebSocket } from "ws";
import { randomUUID } from "crypto";
import {
JsonRpcRequest,
JsonRpcResponse,
PendingRequest,
} from "./utils/types.js";
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 {
private wss: WebSocketServer | null = null;
private client: WebSocket | null = null;
private port: number;
private fixedPort: boolean;
private basePort: number;
private maxPort: number;
private pendingRequests: Map<string, PendingRequest> = new Map();
private heartbeatTimer: ReturnType<typeof setInterval> | null = null;
private lastPongAt: number = 0;
constructor(
port: number = BASE_PORT,
fixedPort: boolean = false,
options: { basePort?: number; maxPort?: number } = {}
) {
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(): Promise<void> {
if (this.wss) return;
const candidates = this.fixedPort
? [this.port]
: Array.from({ length: this.maxPort - this.basePort + 1 }, (_, i) => this.basePort + i);
let lastError: Error | null = 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 as Error;
// 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 as NodeJS.ErrnoException).code !== "EADDRINUSE") {
console.error(
`[MCP] Bind failed on port ${port}: ${(err as Error).message}`
);
}
}
}
const range = this.fixedPort
? String(this.port)
: `${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. */
private bindWebSocketServer(port: number): Promise<WebSocketServer> {
return new Promise<WebSocketServer>((resolve, reject) => {
const wss = new WebSocketServer({ port, host: "127.0.0.1" });
const onError = (err: Error) => {
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: Error) => {
console.error("[MCP] WebSocket server error:", err.message);
});
resolve(wss);
};
wss.once("error", onError);
wss.once("listening", onListening);
});
}
private attachConnectionHandler(wss: WebSocketServer): void {
wss.on("connection", (ws: WebSocket) => {
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 as unknown as { _socket?: { setKeepAlive?: (enable: boolean, initialDelay: number) => void } })._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: Buffer) => {
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: Error) => {
console.error("[MCP] WebSocket error:", err.message);
});
});
}
disconnect(): void {
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(): boolean {
return this.client?.readyState === WebSocket.OPEN;
}
getPort(): number {
return this.port;
}
async sendCommand(
method: string,
params: Record<string, unknown> = {}
): Promise<unknown> {
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: JsonRpcRequest = {
jsonrpc: "2.0",
method,
params,
id,
};
return new Promise<unknown>((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 as (value: JsonRpcResponse) => void,
reject,
timer,
});
this.client!.send(JSON.stringify(request));
});
}
private handleMessage(data: string): void {
let msg: JsonRpcResponse;
try {
msg = JSON.parse(data);
} catch {
console.error("[MCP] Failed to parse message from Godot:", data);
return;
}
const method = (msg as unknown as { method?: string }).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 as unknown as JsonRpcResponse);
}
}
private rejectAllPending(error: Error): void {
for (const [, pending] of this.pendingRequests) {
clearTimeout(pending.timer);
pending.reject(error);
}
this.pendingRequests.clear();
}
private startHeartbeat(): void {
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);
}
private stopHeartbeat(): void {
if (this.heartbeatTimer) {
clearInterval(this.heartbeatTimer);
this.heartbeatTimer = null;
}
}
}