@chrrxs/robloxstudio-mcp-inspector 2.8.0 → 2.9.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.js +3886 -3484
- package/package.json +1 -1
- package/studio-plugin/MCPInspectorPlugin.rbxmx +272 -53
- package/studio-plugin/MCPPlugin.rbxmx +272 -53
- package/studio-plugin/src/modules/ClientBroker.ts +1 -5
- package/studio-plugin/src/modules/EvalBridges.ts +203 -0
- package/studio-plugin/src/modules/UI.ts +3 -1
- package/studio-plugin/src/modules/handlers/TestHandlers.ts +41 -21
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// Game-VM eval bridges, ported from chrrxs/roblox-mcp-primitives.
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//
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// Our standard `execute_luau target=server/client-N` runs in the plugin VM
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// with a fresh ModuleScript per call. That gives a clean sandbox but means
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// `require(SomeModule)` returns a fresh copy, not the one the running game
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// scripts hold. So runtime-mutated module state is invisible to probes.
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//
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// These bridges fix that by living inside the user's game scripts:
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// - Server: a Script in ServerScriptService that creates a BindableFunction
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// (for our server-peer plugin to invoke directly) plus a RemoteFunction
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// (kept for parity with the upstream primitive's client-callable shape).
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// - Client: a LocalScript in StarterPlayer.StarterPlayerScripts that
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// creates a BindableFunction. Plugin invokes it with a fresh ModuleScript
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// payload; require() runs inside the LocalScript VM so it shares the
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// game's require cache.
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//
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// Lifecycle: TestHandlers.startPlaytest inserts both scripts into the EDIT
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// DM right before ExecutePlayModeAsync. ExecutePlayModeAsync clones the
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// DataModel into the play DMs, so the scripts come along and run there.
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// TestHandlers cleans them up from the edit DM when ExecutePlayModeAsync
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// returns (test ended for any reason: stop_playtest, manual close, EndTest).
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// Both scripts have Archivable=false so a user save doesn't persist them.
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import { ServerScriptService, StarterPlayer } from "@rbxts/services";
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const ScriptEditorService = game.GetService("ScriptEditorService");
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function getStarterPlayerScripts(): Instance | undefined {
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return StarterPlayer.FindFirstChild("StarterPlayerScripts");
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}
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const SERVER_SCRIPT_NAME = "__MCP_ServerEvalBridge";
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const CLIENT_SCRIPT_NAME = "__MCP_ClientEvalBridge";
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// Public so the eval_*_runtime tool wrappers can reference the same names.
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export const BRIDGE_NAMES = {
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serverScript: SERVER_SCRIPT_NAME,
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clientScript: CLIENT_SCRIPT_NAME,
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serverRemote: "__MCP_ServerEvalRemote",
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serverLocal: "__MCP_ServerEvalLocal",
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clientLocal: "__MCP_ClientEvalBridge",
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} as const;
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// Embedded Luau. The double `${...}` references our exported names so a
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// rename here propagates to both the script source and the tool wrappers.
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const SERVER_BRIDGE_SOURCE = `
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-- Auto-installed by @chrrxs/robloxstudio-mcp at start_playtest, removed at
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-- stop_playtest. Provides shared-require-cache eval on the server peer for
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-- the eval_server_runtime MCP tool.
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local ServerScriptService = game:GetService("ServerScriptService")
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local RunService = game:GetService("RunService")
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if not RunService:IsStudio() then
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return
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end
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local function evalCode(source)
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if type(source) ~= "string" then
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return false, "source must be a string"
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end
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local fn, compileErr = loadstring(source, "MCPServerEval")
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if not fn then
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local errStr = tostring(compileErr or "loadstring returned nil")
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-- Roblox returns nil from loadstring when LoadStringEnabled=false.
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-- Surface a clear, actionable error.
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if string.find(errStr, "not enabled", 1, true)
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or string.find(errStr, "disabled", 1, true)
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or errStr == "loadstring returned nil"
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then
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return false,
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"ServerScriptService.LoadStringEnabled is false. eval_server_runtime requires it. "
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.. "Enable it in Studio (ServerScriptService > Properties > LoadStringEnabled = true) "
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.. "and restart the playtest."
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end
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return false, errStr
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end
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return pcall(fn)
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end
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-- Defensive cleanup of stale instances from a prior session.
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local prevRf = ReplicatedStorage:FindFirstChild("${BRIDGE_NAMES.serverRemote}")
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if prevRf then prevRf:Destroy() end
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local prevBf = ServerScriptService:FindFirstChild("${BRIDGE_NAMES.serverLocal}")
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if prevBf then prevBf:Destroy() end
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local rf = Instance.new("RemoteFunction")
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rf.Name = "${BRIDGE_NAMES.serverRemote}"
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rf.Archivable = false
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rf.Parent = ReplicatedStorage
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rf.OnServerInvoke = function(_player, source)
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return evalCode(source)
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end
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local bf = Instance.new("BindableFunction")
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bf.Name = "${BRIDGE_NAMES.serverLocal}"
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bf.Archivable = false
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bf.Parent = ServerScriptService
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bf.OnInvoke = function(source)
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return evalCode(source)
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end
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`;
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const CLIENT_BRIDGE_SOURCE = `
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-- Auto-installed by @chrrxs/robloxstudio-mcp at start_playtest, removed at
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-- stop_playtest. Provides shared-require-cache eval on the client peer for
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-- the eval_client_runtime MCP tool.
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local RunService = game:GetService("RunService")
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if not RunService:IsStudio() then
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return
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end
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local prevBf = ReplicatedStorage:FindFirstChild("${BRIDGE_NAMES.clientLocal}")
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if prevBf then prevBf:Destroy() end
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local bf = Instance.new("BindableFunction")
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bf.Name = "${BRIDGE_NAMES.clientLocal}"
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bf.Archivable = false
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bf.Parent = ReplicatedStorage
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bf.OnInvoke = function(payload)
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if typeof(payload) ~= "Instance" or not payload:IsA("ModuleScript") then
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return false, "payload must be a ModuleScript instance"
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end
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return pcall(require, payload)
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end
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`;
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function setSource(scriptInst: Script | LocalScript, source: string): void {
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// ScriptEditorService is the cleaner API and integrates with Studio's
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// edit history; fall back to direct Source mutation (allowed in plugin
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// context with PluginSecurity) if the edit service rejects the call.
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const [seOk] = pcall(() => {
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ScriptEditorService.UpdateSourceAsync(scriptInst, () => source);
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});
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if (!seOk) {
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(scriptInst as unknown as { Source: string }).Source = source;
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}
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}
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function findBridges(): { server?: Instance; client?: Instance } {
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const sps = getStarterPlayerScripts();
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return {
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server: ServerScriptService.FindFirstChild(SERVER_SCRIPT_NAME),
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client: sps ? sps.FindFirstChild(CLIENT_SCRIPT_NAME) : undefined,
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};
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}
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export function cleanupBridges(): void {
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const { server, client } = findBridges();
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if (server) {
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pcall(() => server.Destroy());
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}
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if (client) {
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pcall(() => client.Destroy());
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}
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}
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export function installBridges(): { installed: boolean; error?: string } {
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// Defensive: clear any stale bridges from a prior unclean exit before
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// inserting fresh. The injected script also self-cleans its
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// ReplicatedStorage/ServerScriptService children at startup, but the
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// containing Script/LocalScript objects themselves we must clear here.
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cleanupBridges();
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const [ok, err] = pcall(() => {
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const serverScript = new Instance("Script");
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serverScript.Name = SERVER_SCRIPT_NAME;
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serverScript.Archivable = false;
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setSource(serverScript, SERVER_BRIDGE_SOURCE);
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serverScript.Parent = ServerScriptService;
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const sps = getStarterPlayerScripts();
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if (!sps) {
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error("StarterPlayer.StarterPlayerScripts not found - cannot install client eval bridge");
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}
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const clientScript = new Instance("LocalScript");
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clientScript.Name = CLIENT_SCRIPT_NAME;
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clientScript.Archivable = false;
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setSource(clientScript, CLIENT_BRIDGE_SOURCE);
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clientScript.Parent = sps;
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});
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if (!ok) {
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return { installed: false, error: tostring(err) };
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}
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return { installed: true };
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}
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// Heuristic check so start_playtest can surface a warning when
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// LoadStringEnabled is false (eval_server_runtime won't work in that mode).
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// We can't import the runtime LoadStringEnabled value cleanly without
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// pulling in the type — read defensively.
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export function loadStringEnabled(): boolean {
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const [ok, value] = pcall(
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() => (ServerScriptService as unknown as { LoadStringEnabled: boolean }).LoadStringEnabled,
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);
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return ok && value === true;
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}
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@@ -226,7 +226,9 @@ function init(pluginRef: Plugin) {
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const screenGui = pluginRef.CreateDockWidgetPluginGuiAsync(
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"MCPServerInterface",
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-
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// 3rd arg (initialEnabledShouldOverrideRestore=true) forces the dock closed
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// at every Studio launch. User can still open via the toolbar button.
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new DockWidgetPluginGuiInfo(Enum.InitialDockState.Float, false, true, 300, 260, 260, 200),
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);
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(screenGui as unknown as { Title: string }).Title = `MCP Server v${CURRENT_VERSION}`;
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import { HttpService, LogService } from "@rbxts/services";
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import { installBridges, cleanupBridges, loadStringEnabled } from "../EvalBridges";
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const StudioTestService = game.GetService("StudioTestService");
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const ServerScriptService = game.GetService("ServerScriptService");
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warn(`[MCP] Failed to inject stop listener: ${injErr}`);
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}
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// Auto-install the game-VM eval bridges (ServerEvalBridge + ClientEvalBridge)
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// so eval_server_runtime / eval_client_runtime work without manual setup.
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// Bridges are cleaned up from the edit DM after the play DMs tear down.
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const bridgeInstall = installBridges();
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const hasLoadString = loadStringEnabled();
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if (!bridgeInstall.installed) {
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warn(`[MCP] Eval bridge install failed: ${bridgeInstall.error}`);
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}
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if (numPlayers !== undefined && mode === "run") {
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const TestService = game.GetService("TestService") as TestService & { NumberOfPlayers: number };
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TestService.NumberOfPlayers = math.clamp(numPlayers, 1, 8);
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@@ -180,36 +190,46 @@ function startPlaytest(requestData: Record<string, unknown>) {
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testRunning = false;
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cleanupStopListener();
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cleanupBridges();
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});
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const msg = numPlayers !== undefined
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? `Playtest started in ${mode} mode with ${numPlayers} player(s)`
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: `Playtest started in ${mode} mode`;
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return { success: true, message: msg };
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}
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//
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outputCount: outputBuffer.size(),
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message: "Playtest stopped via StudioTestService.",
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};
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const response: Record<string, unknown> = {
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success: true,
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message: msg,
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evalBridges: bridgeInstall.installed ? "installed" : `failed: ${bridgeInstall.error}`,
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};
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// Surface loadstring availability up-front so callers know whether
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// eval_server_runtime will work before they try it. eval_client_runtime
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// doesn't need loadstring (it uses ModuleScript+require), so this only
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// affects the server bridge.
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if (!hasLoadString) {
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response.serverEvalNote =
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"ServerScriptService.LoadStringEnabled is false. eval_server_runtime will not work " +
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"until you enable it (ServerScriptService > Properties > LoadStringEnabled = true) " +
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"and restart the playtest. eval_client_runtime is unaffected.";
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}
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return response;
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}
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function stopPlaytest(_requestData: Record<string, unknown>) {
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// Server-side routing (tools/index.ts:stopPlaytest) sends /api/stop-playtest
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// to the role="edit-proxy" instance whenever one is registered. This handler
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// is only reached when there's no edit-proxy - i.e. no active playtest, or
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// the play DMs haven't completed plugin auto-activation yet. Calling
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// StudioTestService:EndTest from the edit DM is illegal ("can only be
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// called from the server DataModel of a running Studio play session"), so
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// don't try - return a clean "no active playtest" response instead.
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return {
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error:
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error: "No active playtest to stop (edit-proxy not registered).",
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hint:
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"If a playtest is running, the play-server DM may not have completed plugin auto-activation yet. " +
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"Wait a moment and retry, or call execute_luau target=server with StudioTestService:EndTest as a manual fallback.",
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};
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}
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