@aeonsparx/pi-unreal 0.0.0-stage → 1.1.0

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@@ -0,0 +1,452 @@
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+ /**
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+ * Pi tool wrappers for the compiler-free UE source index.
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+ *
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+ * Four tools, one idea: an agent asking "where is X" gets one line, not 176 files of grep output.
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+ * Nothing here needs clangd, clang, Visual Studio, or Rider — the data is (a) a definition scan of
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+ * `.h`/`.cpp` text and (b) `UnrealBuildTool -Mode=Query` output for compile facts.
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+ *
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+ * Cost discipline is the design constraint: project/plugin indexes build in seconds and are built on
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+ * demand; an Engine/Source index scans tens of thousands of files, so `unreal_index` is the only tool
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+ * that pays for it. A lookup that wants engine sources reports the cost and how to pay it — it never
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+ * stalls the agent.
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+ */
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+
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+ import { Type } from "typebox";
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+ import { defineTool } from "@earendil-works/pi-coding-agent";
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+
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+ import { normalizePath, realFs, truncateLines, type JsonValue } from "./util.ts";
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+ import { buildContext, compileDbReport, fileContext, headerReport, indexBuild, indexStatus, symbolList, symbolLookup, type Scope } from "./tools.ts";
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+
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+ /* ──────────────────────────────────────────────────────────────────────────── schemas */
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+
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+ const ScopeSchema = Type.Optional(
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+ Type.Union([Type.Literal("project"), Type.Literal("engine"), Type.Literal("all")], {
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+ description: "Which sources to search. 'project' (default) = the project's modules plus its enabled plugins. 'engine' = Engine/Source areas + the project's enabled plugin roots (plugin-shipped types like Mover/PoseSearch live there). 'all' = both.",
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+ }),
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+ );
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+ const EngineAreasSchema = Type.Optional(
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+ Type.Array(Type.String(), {
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+ // Must match DEFAULT_ENGINE_AREAS in lib/store.ts — the schema description is what agents read.
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+ description: 'Engine scan dials, rooted at the engine install. Engine/Source areas: ["Runtime"] (default, DEFAULT_ENGINE_AREAS in lib/store.ts), ["Editor"], ["Runtime/Core"]. Engine-plugin areas: ["Plugins"] = every Engine/Plugins source tree (~2.8x the Runtime scan — this is where Mover, PoseSearch, PhysicsControl, BlendStack, SmartObjects, StateTree and GameplayAbilities live) or one subtree, e.g. ["Plugins/Animation/PhysicsControl"]. Engine-scope indexes always include the plugin roots the .uproject enables; these areas add the rest.',
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+ }),
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+ );
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+ const LimitSchema = Type.Optional(Type.Number({ description: "Maximum rows to return. Default 25." }));
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+ const TargetSchema = Type.Optional(Type.String({ description: "UBT target whose compile environment to report, e.g. 'LpEditor', 'UnrealEditor'. Default: the project's editor target." }));
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+ const PlatformSchema = Type.Optional(Type.String({ description: "Target platform. Default: this machine's platform (Win64 on Windows)." }));
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+ const ConfigurationSchema = Type.Optional(Type.String({ description: "Target configuration: Development (default), DebugGame, Shipping." }));
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+
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+ /** Every tool takes the workspace directory; the session cwd is the default so agents rarely pass it. */
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+ const CwdSchema = Type.Optional(Type.String({ description: "Workspace directory containing the .uproject. Default: the session cwd." }));
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+
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+ const SymbolParams = Type.Object({
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+ cwd: CwdSchema,
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+ query: Type.String({ description: "Symbol name: 'AActor', 'UAnimInstance', 'AActor:Tick' (qualified), or a bare method name together with 'owner'." }),
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+ owner: Type.Optional(Type.String({ description: "Owner type for a member lookup: query 'Tick' + owner 'AActor'. A bare method name is resolved through its owner." })),
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+ scope: ScopeSchema,
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+ engineAreas: EngineAreasSchema,
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+ module: Type.Optional(Type.String({ description: "Restrict hits to one module, e.g. 'Engine'." })),
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+ prefix: Type.Optional(Type.Boolean({ description: "Allow prefix matching (name families, typos). Default false: exact + qualified-member only." })),
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+ substring: Type.Optional(Type.Boolean({ description: "Allow substring matching: a linear scan of the definition table (rank 3, listed after exact/prefix hits). Finds qualified members like 'PhysicsControlBPLibrary:Enable' from a bare 'Enable'. Costs ~0.3s per 76 MB of rows. Default false." })),
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+ limit: LimitSchema,
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+ });
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+
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+ const ListParams = Type.Object({
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+ cwd: CwdSchema,
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+ prefix: Type.String({ description: "Symbol-name prefix, e.g. 'ULp' or 'ANiMy'." }),
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+ scope: ScopeSchema,
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+ engineAreas: EngineAreasSchema,
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+ kind: Type.Optional(
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+ Type.Union([Type.Literal("class"), Type.Literal("struct"), Type.Literal("enum"), Type.Literal("union"), Type.Literal("function"), Type.Literal("delegate"), Type.Literal("property"), Type.Literal("alias")], {
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+ description: "Filter by definition kind.",
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+ }),
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+ ),
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+ module: Type.Optional(Type.String({ description: "Restrict hits to one module." })),
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+ limit: Type.Optional(Type.Number({ description: "Maximum names to return. Default 40." })),
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+ });
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+
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+ const ContextParams = Type.Object({
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+ cwd: CwdSchema,
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+ file: Type.Optional(Type.String({ description: "Source file to describe (.h/.cpp in the project, a plugin, Engine/Source, or Engine/Plugins): its module, declarations, include paths, defines file." })),
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+ module: Type.Optional(Type.String({ description: "Module to describe instead of a file, e.g. 'GameplayAbilities' — dependency lists, include paths, defines file, standard, SDK, and whether the target's module graph contains it." })),
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+ target: TargetSchema,
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+ platform: PlatformSchema,
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+ configuration: ConfigurationSchema,
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+ includeDefines: Type.Optional(Type.Boolean({ description: "Also read the module's preprocessor define list. Needs the UBT Query cache (~7s the first time). Default false." })),
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+ engineAreas: EngineAreasSchema,
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+ refresh: Type.Optional(Type.Boolean({ description: "Re-run UnrealBuildTool Query instead of using the cached JSON." })),
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+ limit: LimitSchema,
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+ });
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+
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+ const IndexParams = Type.Object({
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+ cwd: CwdSchema,
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+ action: Type.Union([Type.Literal("build"), Type.Literal("status"), Type.Literal("headers"), Type.Literal("compiledb")], { description: "'build' creates or refreshes a symbol index. 'status' lists what is cached, what each index covers by root kind, and what building will cost. 'headers' builds the path-only header index and answers 'does this header exist in this engine version' (walks file paths, no content read: seconds). 'compiledb' runs UnrealBuildTool -Mode=GenerateClangDatabase and normalizes it for clangd (minutes, ~1 GB for the engine scope)." }),
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+ scope: Type.Optional(Type.Union([Type.Literal("project"), Type.Literal("engine"), Type.Literal("project+engine")], { description: "Index scope for 'build': 'project' (default, seconds) or 'engine' (Engine/Source areas + the project's enabled plugin roots; minutes the first time). For 'headers': 'engine' (default) = engine sources + every Engine/Plugins tree, 'project' = project + its plugins, 'project+engine' = both. For 'compiledb': 'project' (default) = project + enabled plugin sources, 'project+engine' adds all of Engine/Source and Engine/Plugins." })),
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+ mode: Type.Optional(Type.Union([Type.Literal("definitions"), Type.Literal("full")], { description: "'definitions' = symbol -> file:line only (default, fast). 'full' also records per-file include sets and needs UnrealBuildTool Query (~7s, no compiler)." })),
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+ name: Type.Optional(Type.String({ description: "For action 'headers': the header to answer, e.g. 'MoverState.h', 'PhysicsControlComponent.h', or a partial path 'Mover/Public/MoverTypes.h'. Absent = build/report only." })),
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+ engineAreas: EngineAreasSchema,
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+ target: TargetSchema,
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+ platform: PlatformSchema,
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+ configuration: ConfigurationSchema,
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+ refresh: Type.Optional(Type.Boolean({ description: "Force a rebuild, and re-run UnrealBuildTool Query in 'full' mode. Default false." })),
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+ });
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+
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+ /* ──────────────────────────────────────────────────────────────────────────── rendering */
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+
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+ const jsonOf = (value: unknown): JsonValue => JSON.parse(JSON.stringify(value ?? null)) as JsonValue;
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+
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+ const shortPath = (file: string | undefined, cwd: string) => {
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+ if (!file) return "?";
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+ const f = normalizePath(file);
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+ const base = normalizePath(cwd);
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+ return f.startsWith(`${base}/`) ? f.slice(base.length + 1) : f;
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+ };
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+
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+ const rowLine = (row: { symbol: string; kind: string; file: string; line: number; module: string; scope?: string }, cwd: string) =>
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+ ` ${row.kind} ${row.symbol} ${shortPath(row.file, cwd)}:${row.line} [${row.module}${row.scope ? ` · ${row.scope}` : ""}]`;
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+
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+ function result(text: string, details: unknown, isError = false) {
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+ return {
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+ content: [{ type: "text" as const, text: truncateLines(text, 70).text }],
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+ details: details as never,
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+ structuredContent: jsonOf(details),
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+ ...(isError ? { isError: true } : {}),
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+ };
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+ }
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+
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+ const bullets = (label: string, items: string[]) => (items.length ? items.map((n) => `· ${label}: ${n}`) : []);
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+
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+ /* ────────────────────────────────────────────────────────────────────────── output schemas */
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+
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+ /**
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+ * The structured payloads nest heterogeneously (`moduleRefs` is a module list for a file and a
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+ * per-module map for a build), and the point of `structuredContent` is machine consumption —
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+ * nested objects are declared permissively so a shape change in the library never makes a tool
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+ * call fail validation.
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+ */
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+ const Loose = Type.Object({}, { additionalProperties: true });
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+ const LooseList = Type.Array(Loose);
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+ const Strings = Type.Array(Type.String());
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+ const DefRowOut = Type.Object({
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+ symbol: Type.String(),
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+ kind: Type.String(),
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+ file: Type.String(),
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+ line: Type.Number(),
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+ module: Type.String(),
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+ scope: Type.String(),
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+ marker: Type.String(),
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+ rank: Type.Number(),
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+ match: Type.String(),
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+ });
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+ const IndexRefOut = Type.Object({ key: Type.String(), scope: Type.String(), defs: Type.Number(), files: Type.Optional(Type.Number()), generatedAt: Type.Number() });
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+
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+ const SymbolOut = Type.Object({ scope: Type.String(), total: Type.Number(), results: Type.Array(DefRowOut), ranks: LooseList, indexes: Type.Array(IndexRefOut), coverage: Type.Optional(LooseList), notes: Strings, warnings: Type.Optional(Strings) });
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+ const ListOut = Type.Object({ scope: Type.String(), total: Type.Number(), symbols: Type.Array(DefRowOut), indexes: Type.Array(IndexRefOut), notes: Strings, warnings: Type.Optional(Strings) });
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+ const ContextOut = Type.Object({
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+ unit: Loose,
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+ counts: Loose,
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+ source: Type.String(),
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+ availability: Type.Optional(Loose),
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+ headerOnly: Type.Optional(Type.Boolean()),
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+ headerKind: Type.Optional(Type.String()),
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+ pluginName: Type.Optional(Type.String()),
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+ pluginSource: Type.Optional(Type.String()),
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+ enabledByDefault: Type.Optional(Type.Boolean()),
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+ referencedInUproject: Type.Optional(Type.Boolean()),
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+ warnings: Type.Optional(Strings),
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+ notes: Type.Optional(Strings),
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+ });
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+ const IndexOut = Type.Object({
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+ key: Type.Optional(Type.String()),
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+ mode: Type.Optional(Type.String()),
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+ scope: Type.Optional(Type.String()),
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+ healthy: Type.Optional(Type.Boolean()),
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+ issues: Type.Optional(Strings),
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+ ageMs: Type.Optional(Type.Number()),
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+ counts: Type.Optional(Loose),
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+ roots: Type.Optional(Type.Union([Strings, LooseList, Type.Number()])),
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+ source: Type.Optional(Type.String()),
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+ target: Type.Optional(Type.Union([Type.String(), Type.Null()])),
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+ platform: Type.Optional(Type.Union([Type.String(), Type.Null()])),
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+ configuration: Type.Optional(Type.Union([Type.String(), Type.Null()])),
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+ query: Type.Optional(Loose),
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+ built: Type.Optional(Type.Boolean()),
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+ durationMs: Type.Optional(Type.Number()),
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+ actions: Type.Optional(Strings),
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+ warnings: Type.Optional(Strings),
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+ notes: Type.Optional(Strings),
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+ status: Type.Optional(Loose),
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+ indexes: Type.Optional(LooseList),
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+ headers: Type.Optional(LooseList),
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+ rootKinds: Type.Optional(Type.String()),
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+ coverage: Type.Optional(LooseList),
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+ files: Type.Optional(Type.Number()),
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+ exists: Type.Optional(Type.Boolean()),
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+ name: Type.Optional(Type.String()),
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+ found: Type.Optional(LooseList),
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+ candidates: Type.Optional(LooseList),
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+ });
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+
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+ /* ──────────────────────────────────────────────────────────────────────────── tools */
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+
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+ export const unrealSymbol = defineTool({
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+ name: "unreal_symbol",
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+ label: "UE symbol",
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+ description: "Find where a C++ type, function, USTRUCT, UENUM or UPROPERTY is defined — project and enabled plugins by default, Engine/Source plus enabled plugin roots on request — one line per hit with its owning module.",
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+ promptSnippet: "Locate a UE C++ symbol definition (project, plugins, engine) with module attribution",
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+ promptGuidelines: [
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+ "Use unreal_symbol instead of grepping Engine/Source for a class or function name: grep returns every file that mentions the name (a hot engine class is ~176 files / 150 KB of context); this returns definition lines only.",
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+ "Default scope is 'project' (project modules + enabled plugins). Engine types (AActor, UAnimInstance, FWorldDelegates) need scope 'engine', which requires an engine index: unreal_index action build scope engine — minutes the first time, cached afterwards, engineAreas [\"Runtime\"] keeps it to the engine's own sources. An engine index covers Engine/Source areas plus the plugin roots the .uproject enables; types shipped by plugins the project does NOT reference (PhysicsControl, BlendStack, StateTree, GameplayAbilities...) need engineAreas [\"Plugins\"].",
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+ "Qualify member lookups: query 'Tick' with owner 'AActor', or query 'AActor:Tick'. Use prefix: true for name families ('ULp', 'ANiMy') and substring: true for qualified members ('Enable' finds 'UPhysicsControlBPLibrary:Enable'), never to silently accept a typo.",
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+ "A 0-row answer is a statement about the roots that were scanned, not about the engine: read the coverage lines it prints. Asking whether a header exists in this engine version is a path question — use unreal_index action 'headers' name 'X.h', not a symbol lookup.",
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+ "A definition line is a starting point, not an answer: read that file at that line. For engine call graphs clangd (MCP) is more precise; for module/link facts use unreal_context.",
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+ ],
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+ parameters: SymbolParams,
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+ outputSchema: SymbolOut,
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+ annotations: { readOnlyHint: true, destructiveHint: false, idempotentHint: true },
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+ executionMode: "parallel",
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+
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+ async execute(_id, params, _signal, _update, ctx) {
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+ const query = params.owner ? `${params.owner}:${params.query}` : params.query;
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+ const out = await symbolLookup({ cwd: params.cwd ?? ctx.cwd, query, scope: params.scope as Scope | undefined, engineAreas: params.engineAreas, module: params.module, prefix: params.prefix, substring: params.substring, limit: params.limit, fs: realFs });
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+ const rows = out.results.map((row) => rowLine(row, params.cwd ?? ctx.cwd));
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+ const text = [`unreal_symbol '${query}' scope=${out.scope}: ${out.total} definition(s)`, ...rows, ...out.notes.map((n) => `· ${n}`), ...(out.warnings ?? []).map((w) => `! ${w}`)].join("\n");
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+ return result(text, out, out.total === 0);
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+ },
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+ });
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+
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+ export const unrealSymbolList = defineTool({
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+ name: "unreal_symbol_list",
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+ label: "UE symbols by prefix",
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+ description: "List symbol names starting with a prefix — what a project defines (ULp*, FP*) or an engine family (UAnim*, ANiMy*).",
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+ promptSnippet: "List UE symbol names by prefix (project, plugins, engine)",
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+ promptGuidelines: [
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+ "Use unreal_symbol_list to discover names before a lookup: 'ULp' shows the project's own classes; engine scope shows prefix families.",
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+ "Keep limit small (20-40): a one-letter prefix over an engine index matches thousands of names.",
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+ ],
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+ parameters: ListParams,
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+ outputSchema: ListOut,
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+ annotations: { readOnlyHint: true, destructiveHint: false, idempotentHint: true },
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+ executionMode: "parallel",
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+
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+ async execute(_id, params, _signal, _update, ctx) {
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+ const out = await symbolList({ cwd: params.cwd ?? ctx.cwd, prefix: params.prefix, scope: params.scope as Scope | undefined, kind: params.kind, module: params.module, engineAreas: params.engineAreas, limit: params.limit ?? 40, fs: realFs });
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+ const rows = out.symbols.map((row) => rowLine(row, params.cwd ?? ctx.cwd));
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+ const text = [`unreal_symbol_list '${params.prefix}' scope=${out.scope}: ${out.total} symbol(s)`, ...rows, ...out.notes.map((n) => `· ${n}`)].join("\n");
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+ return result(text, out);
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+ },
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+ });
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+
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+ export const unrealContext = defineTool({
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+ name: "unreal_context",
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+ label: "UE compile context",
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+ description: "Answer 'what do I need to use X': the module directory, the real Definitions.h defines, C++ standard, SDK, include paths, module dependency lists (public/private/circular/dynamic), and what a header declares.",
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+ promptSnippet: "Report a UE module's or file's real compile context (UBT Query + scan data)",
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+ promptGuidelines: [
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+ "Before adding a Build.cs dependency, ask unreal_context for the module: its public/private dependency lists are the authoritative 'use this type, link this module' answer.",
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+ "Pass 'file' for a header to get its module, its declarations, and the include paths its target compiles with — cheaper than a repo-wide grep for the #include line.",
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+ "The define list lives in Intermediate/Build/.../Definitions.<Module>.h (UBT generates it). UBT Query reports defines: [] — this tool reads that file, so 'defines' is real, not guessed.",
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+ ],
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+ parameters: ContextParams,
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+ outputSchema: ContextOut,
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+ annotations: { readOnlyHint: true, destructiveHint: false, idempotentHint: true },
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+ executionMode: "parallel",
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+
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+ async execute(_id, params, _signal, _update, ctx) {
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+ if (!params.file && !params.module) {
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+ return result("unreal_context needs 'file' (a .h/.cpp) or 'module' (a module name).", { error: "no file or module" }, true);
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+ }
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+
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+ if (params.file) {
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+ const fc = await fileContext({
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+ cwd: params.cwd ?? ctx.cwd,
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+ file: params.file,
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+ mode: params.includeDefines ? "full" : "definitions",
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+ includeDefines: params.includeDefines,
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+ engineAreas: params.engineAreas,
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+ refresh: params.refresh,
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+ limit: params.limit,
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+ fs: realFs,
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+ });
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+ const c = fc.compile;
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+ const lines = [
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+ `unreal_context ${shortPath(fc.file, params.cwd ?? ctx.cwd)} mode=${fc.mode} module=${fc.module ?? "?"}${fc.indexKey ? ` index=${fc.indexKey}` : ""}`,
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+ ];
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+ if (c) {
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+ lines.push(
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+ ` file kind=${c.kind}${c.standard ? ` standard=${c.standard}` : ""}${c.compiler ? ` compiler=${c.compiler}` : ""}`,
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+ ` include paths: ${c.includePaths.length} · forced includes: ${c.forcedIncludes.length} · declares: ${c.declares.length} · includes: ${c.includes.length}`,
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+ ` deps: ${c.moduleRefs.public.length} public + ${c.moduleRefs.private.length} private`,
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+ );
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+ if (c.moduleRefs.publicInclude.length) lines.push(` publicInclude: ${c.moduleRefs.publicInclude.join(", ")}`);
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+ if (c.moduleRefs.circular.length) lines.push(` circular: ${c.moduleRefs.circular.join(", ")}`);
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+ if (c.moduleRefs.dynamicallyLoaded.length) lines.push(` dynamicallyLoaded: ${c.moduleRefs.dynamicallyLoaded.join(", ")}`);
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+ if (c.declares.length) lines.push(` declares: ${c.declares.slice(0, 24).join(", ")}`);
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+ if (c.definesFile) lines.push(` defines file: ${shortPath(c.definesFile, params.cwd ?? ctx.cwd)}`);
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+ if (c.forcedIncludes.length) lines.push(` forced includes: ${c.forcedIncludes.slice(0, 3).map((f) => shortPath(f, params.cwd ?? ctx.cwd)).join(", ")}`);
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+ lines.push(...c.notes.map((n) => `· ${n}`));
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+ }
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+ if (fc.defines?.length) lines.push(` defines: ${fc.defines.slice(0, 40).join(" ")}`);
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+ if (fc.symbols?.length) lines.push(` symbols in file: ${fc.symbols.slice(0, 20).map((s) => `${s.kind} ${s.symbol}@${s.line}`).join(", ")}`);
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+ const text = [...lines, ...fc.notes.map((n) => `· ${n}`), ...(fc.warnings ?? []).map((w) => `! ${w}`), ...(fc.error ? [`! ${fc.error}`] : [])].join("\n");
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+ return result(text, fc, !!fc.error);
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+ }
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+
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+ const out = await buildContext({
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+ cwd: params.cwd ?? ctx.cwd,
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+ module: params.module,
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+ target: params.target,
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+ platform: params.platform,
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+ configuration: params.configuration,
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+ includeDefines: params.includeDefines,
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+ engineAreas: params.engineAreas,
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+ refresh: params.refresh,
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+ limit: params.limit,
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+ fs: realFs,
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+ });
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+ const m = out.module;
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+ const lines = [
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+ `unreal_context module ${m?.name ?? params.module} target=${out.target?.target} ${out.target?.platform} ${out.target?.configuration} (${out.target?.source ?? "?"})`,
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+ ` dir: ${shortPath(m?.directory, params.cwd ?? ctx.cwd) ?? "?"}${m?.standard ? ` standard=${m.standard}` : ""}${m?.windowsSdkVersion ? ` sdk=${m.windowsSdkVersion}` : ""}`,
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+ ` deps: ${m?.dependencies ?? 0} · public headers: ${m?.publicHeaders ?? 0} · private headers: ${m?.privateHeaders ?? 0} · include paths: ${m?.includePaths ?? 0} · total headers: ${out.headerCount}`,
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+ ` query cache: ${out.queryCache?.source ?? "?"}${out.queryCache?.durationMs ? ` (${JSON.stringify(out.queryCache.durationMs)} ms)` : ""}`,
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+ ];
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+ lines.push(...bullets("publicInclude", m?.publicInclude ?? []), ...bullets("privateInclude", m?.privateInclude ?? []), ...bullets("circular", m?.circular ?? []), ...bullets("dynamicallyLoaded", m?.dynamicallyLoaded ?? []));
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+ if (m?.definesFile) lines.push(` defines file: ${shortPath(m.definesFile, params.cwd ?? ctx.cwd)}`);
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+ if (out.defines?.length) lines.push(` defines: ${out.defines.slice(0, 40).join(" ")}`);
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+ if (m?.compilerPath) lines.push(` compiler: ${m.compilerPath}`);
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+ if (out.projectModules?.length) lines.push(` project modules: ${out.projectModules.map((entry) => entry.name).slice(0, 20).join(", ")}`);
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+ const text = [...lines, ...out.notes.map((n) => `· ${n}`), ...(out.warnings ?? []).map((w) => `! ${w}`), ...(out.error ? [`! ${out.error}`] : [])].join("\n");
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+ return result(text, out, !!out.error);
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+ },
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+ });
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+
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+ export const unrealIndex = defineTool({
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+ name: "unreal_index",
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+ label: "UE index",
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+ description: "Build or report the source index: project/plugins (seconds), Engine/Source plus enabled plugin roots (minutes the first time), the path-only header index that answers 'does this header exist', and the UnrealBuildTool Query cache behind the compile facts.",
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+ promptSnippet: "Build/report the UE symbol index, header index, and UBT Query cache",
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+ promptGuidelines: [
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+ "Run unreal_index action 'status' first: it prints what is cached, how old it is, which root kinds each index covers, and what building will cost. A 0 from a lookup is only meaningful against the index status names — an index key encodes its root set, so an index you did not build is not what was searched.",
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+ "An engine-scope build is a minutes-long scan the first time. Ask the user before building it, and prefer engineAreas [\"Runtime\"] over the whole tree when the question is about gameplay base classes; engineAreas [\"Plugins\"] is the dial for plugin-shipped types (~2.8x the Runtime scan), [\"Plugins/Animation/PhysicsControl\"] for one plugin.",
331
+ "action 'headers' answers 'does this header exist in this engine version': a path walk only (no content read, seconds, cached), scoped by root kind and reporting the owning plugin, its EnabledByDefault and its .uproject status. Invented header names come back as NOT a file path plus the closest real file names, never as types.",
332
+ "mode 'full' runs UnrealBuildTool -Mode=Query (~7s, needs no compiler, and runs in UBT's own Query environment so it cannot collide with a live build) and records include edges; 'definitions' is a text scan only.",
333
+ "After a rebase, a branch switch, adding a plugin, or an engine version change, rebuild with refresh: true — indexes are keyed by scan-root identity, not by the project name.",
334
+ "action 'compiledb' is the clangd enrichment path: minutes of UnrealBuildTool work, ~1 GB for the engine scope (project+engine now includes Engine/Plugins sources, which is where plugin .cpp bodies live). Ask the user before running it, pass check: '<file>' to prove the result with clangd --check, and treat the database as machine-local (never committed).",
335
+ ],
336
+ parameters: IndexParams,
337
+ outputSchema: IndexOut,
338
+ annotations: { readOnlyHint: true, destructiveHint: false, idempotentHint: true },
339
+ executionMode: "sequential",
340
+
341
+ async execute(_id, params, _signal, _update, ctx) {
342
+ if (params.action === "status") {
343
+ const out = indexStatus(params.cwd ?? ctx.cwd, realFs);
344
+ const lines = [
345
+ `cache: ${out.cacheDir}`,
346
+ `query cache: ${out.query.usable ? `${out.query.target.target} ${out.query.target.platform} ${out.query.target.configuration} (${out.query.target.source})` : "not built"}`,
347
+ ` TargetDetails: ${out.query.targetDetails ? `${Math.round(out.query.targetDetails.bytes / 1024)} KB, ${Math.round(out.query.targetDetails.ageMs / 1000)}s old` : "absent"}`,
348
+ ` TargetModuleReferences: ${out.query.moduleReferences ? `${Math.round(out.query.moduleReferences.bytes / 1024)} KB, ${Math.round(out.query.moduleReferences.ageMs / 1000)}s old` : "absent"}`,
349
+ ];
350
+ for (const index of out.indexes) {
351
+ lines.push(`index ${index.key} ${index.scope || "?"} ${index.mode} ${index.defs} symbols / ${index.files} files ${index.source}${index.target ? ` target=${index.target}` : ""} ${Math.round(index.ageMs / 1000)}s old ${index.sizeMb}MB${index.issues.length ? ` issues: ${index.issues.join("; ")}` : ""}`);
352
+ lines.push(` covers ${index.coverage}${index.areas?.length ? ` engineAreas: ${index.areas.join(", ")}` : ""}`);
353
+ }
354
+ if (!out.indexes.length) lines.push("no symbol index yet — unreal_index action build scope project (seconds)");
355
+ for (const header of out.headers) {
356
+ lines.push(`header index ${header.key} ${header.files} header paths from ${header.roots} roots (${header.coverage})${header.areas?.length ? ` areas: ${header.areas.join(", ")}` : ""} ${Math.round(header.ageMs / 1000)}s old ${header.sizeMb}MB${header.issues.length ? ` issues: ${header.issues.join("; ")}` : ""}`);
357
+ }
358
+ if (!out.headers.length) lines.push('no header index yet — unreal_index action headers builds the path-only index (seconds, no content scan) and answers "does this header exist in this engine version"');
359
+ const text = [...lines, ...out.notes.map((n) => `· ${n}`), ...(out.query.notes ?? []).map((n) => `· ${n}`)].join("\n");
360
+ return result(text, out);
361
+ }
362
+
363
+ if (params.action === "headers") {
364
+ const out = await headerReport({
365
+ cwd: params.cwd ?? ctx.cwd,
366
+ name: params.name,
367
+ scope: (params.scope === "project" ? "project" : params.scope === "project+engine" ? "all" : "engine") as "project" | "engine" | "all",
368
+ build: true,
369
+ engineAreas: params.engineAreas,
370
+ refresh: params.refresh,
371
+ fs: realFs,
372
+ });
373
+ const lines = [`unreal_index headers${out.key ? ` → ${out.key}` : ""}`, ` ${out.files} header paths from ${out.roots} roots (${out.rootKinds})${out.built ? "" : " not built"}`];
374
+ if (out.name) {
375
+ lines.push(` '${out.name}': ${out.exists ? "EXISTS" : "does NOT exist as a file path in this engine version"}`);
376
+ for (const row of out.found) lines.push(` ${row.file} [${row.module}${row.plugin ? ` · plugin ${row.plugin} [${row.pluginSource}] EnabledByDefault ${row.enabledByDefault} · .uproject reference ${row.referencedInUproject ? "yes" : "NO"}` : ""}]`);
377
+ if (out.candidates.length) lines.push(` closest real file names (files, not types):\n${out.candidates.map((row) => ` ${row.file} [${row.module}]`).join("\n")}`);
378
+ }
379
+ const text = [...lines, ...out.notes.map((n) => `· ${n}`), ...(out.warnings ?? []).map((w) => `! ${w}`)].join("\n");
380
+ return result(text, out as unknown as Record<string, JsonValue>, Boolean(out.name) && !out.exists);
381
+ }
382
+
383
+ if (params.action === "compiledb") {
384
+ const db = await compileDbReport({
385
+ cwd: params.cwd ?? ctx.cwd,
386
+ scope: (params.scope === "project+engine" ? "project+engine" : "project") as "project" | "project+engine",
387
+ target: params.target,
388
+ platform: params.platform,
389
+ configuration: params.configuration,
390
+ refresh: params.refresh,
391
+ fs: realFs,
392
+ });
393
+ const text = [
394
+ `unreal_index compiledb → ${db.ok ? "ok" : "FAILED"}`,
395
+ ...(db.target ? [` target ${db.target} ${db.platform ?? ""} ${db.configuration ?? ""}`] : []),
396
+ ` ${db.entries} clangd-ready entries${"path" in db ? ` at ${db.path}` : ""} ${db.reused ? "(reused)" : ""}`,
397
+ ...(db.notes ?? []).map((n) => `· ${n}`),
398
+ ...(db.warnings ?? []).map((w) => `! ${w}`),
399
+ ].join("\n");
400
+ return result(text, db as unknown as Record<string, JsonValue>, !db.ok);
401
+ }
402
+
403
+ const out = await indexBuild({
404
+ cwd: params.cwd ?? ctx.cwd,
405
+ scope: (params.scope ?? "project") as "project" | "engine",
406
+ mode: (params.mode ?? "definitions") as "definitions" | "full",
407
+ engineAreas: params.engineAreas,
408
+ target: params.target,
409
+ platform: params.platform,
410
+ configuration: params.configuration,
411
+ refresh: params.refresh,
412
+ fs: realFs,
413
+ });
414
+ const seconds = out.durationMs != null ? (out.durationMs / 1000).toFixed(1) : "?";
415
+ const text = [
416
+ `unreal_index build scope=${out.scope} mode=${out.mode} → ${out.key}`,
417
+ ` ${out.symbols} symbols / ${out.files} files / ${out.modules} modules from ${out.roots} roots ${out.built ? `in ${seconds}s` : "(cached, reused as is)"}`,
418
+ ` areas: ${(out.engineAreas ?? []).join(", ")}`,
419
+ ` dir: ${out.indexDir ?? "not built"}`,
420
+ ...out.notes.map((n) => `· ${n}`),
421
+ ...(out.warnings ?? []).map((w) => `! ${w}`),
422
+ ].join("\n");
423
+ return result(text, out, !out.built && out.symbols === 0);
424
+ },
425
+ });
426
+
427
+ export const indexTools = [unrealSymbol, unrealSymbolList, unrealContext, unrealIndex];
428
+
429
+ /** `/unreal-symbol <name>` — prefix-tolerant lookup across project and engine indexes. */
430
+ export function unrealSymbolCommand(query: string, cwd: string) {
431
+ return symbolLookup({ cwd, query, scope: "all", prefix: true, fs: realFs }).then((out) => {
432
+ const rows = out.results.map((row) => rowLine(row, cwd));
433
+ return [`unreal_symbol '${query}': ${out.total} definition(s)`, ...rows, ...out.notes.map((n) => `· ${n}`)].join("\n");
434
+ });
435
+ }
436
+
437
+ /** `/unreal-module <name>` — module identity + dependency lists; needs the Query cache, not a symbol index. */
438
+ export function unrealModuleCommand(name: string, cwd: string) {
439
+ return buildContext({ cwd, module: name, includeDefines: true, fs: realFs }).then((out) => {
440
+ const m = out.module;
441
+ return [
442
+ `module ${m?.name ?? name}`,
443
+ ` dir: ${shortPath(m?.directory, cwd)} target=${out.target?.target} ${out.target?.platform} ${out.target?.configuration}`,
444
+ ` standard=${m?.standard ?? "?"} sdk=${m?.windowsSdkVersion ?? "?"} deps=${m?.dependencies ?? 0}`,
445
+ ` publicInclude: ${(m?.publicInclude ?? []).join(", ") || "?"}`,
446
+ ` privateInclude: ${(m?.privateInclude ?? []).join(", ") || "?"}`,
447
+ ` defines file: ${shortPath(m?.definesFile, cwd)}`,
448
+ ...out.notes.map((n) => `· ${n}`),
449
+ ...(out.warnings ?? []).map((w) => `! ${w}`),
450
+ ].join("\n");
451
+ });
452
+ }