@csmodding/gameface-devtools-mcp 0.1.0 → 0.3.0

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Files changed (3) hide show
  1. package/README.md +25 -19
  2. package/dist/server.mjs +1184 -601
  3. package/package.json +4 -4
package/README.md CHANGED
@@ -67,7 +67,7 @@ claude mcp add --env GAMEFACE_PORT=9444 --transport stdio gameface -- npx -y @cs
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  ```
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  Claude Code and Codex CLI users can also install the
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- [coherent-gameface plugin](https://github.com/CitiesSkylinesModding/coherent-gameface-agent-plugin)
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+ [coherent-gameface plugin](https://github.com/CitiesSkylinesModding/agents-plugins)
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  instead, which bundles this server (no npm involved) plus skills that teach the agent the Gameface
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  workflows.
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@@ -91,7 +91,7 @@ args = ["-y", "@csmodding/gameface-devtools-mcp@latest"]
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  ```
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  Codex CLI users can also install the
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- [coherent-gameface plugin](https://github.com/CitiesSkylinesModding/coherent-gameface-agent-plugin)
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+ [coherent-gameface plugin](https://github.com/CitiesSkylinesModding/agents-plugins)
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  instead (see the note under Claude Code above).
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  ### Gemini CLI
@@ -125,22 +125,27 @@ Or in `.vscode/mcp.json` (note the `servers` key, not `mcpServers`):
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  ## Tools
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- | Tool | What it does | Under the hood |
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- | ----------------- | ------------------------------------------------------------------------------- | ----------------------------------- |
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- | `game_status` | Reachability + page target + engine info. Run first when things fail. | `/json/list` + `/json/version` |
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- | `game_eval` | Evaluate a JS expression in the Gameface UI, returns the value as JSON. | `Runtime.evaluate` (returnByValue) |
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- | `game_screenshot` | Screenshot the viewport (or a selector's box) as an inline image. | `Page.captureScreenshot` (+ `clip`) |
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- | `game_dom` | DOM details (tag, classes, attributes, rect, outerHTML) for a CSS selector. | `Runtime.evaluate` |
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- | `game_wait` | Wait until a selector matches (optionally visible) or a JS predicate is truthy. | polled `Runtime.evaluate` |
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- | `game_click` | Click an element by dispatching real bubbling DOM events. | `Runtime.evaluate` (see note) |
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- | `game_fill` | Set an input/textarea/contenteditable value. | `Runtime.evaluate` (see note) |
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- | `game_type` | Type text key by key (real KeyboardEvents + value sync). | `Runtime.evaluate` (see note) |
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- | `game_hover` | Hover an element (over/enter/move sequence) to trigger tooltips/hover state. | `Runtime.evaluate` (see note) |
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- | `game_console` | Recent `console.*`, log entries, and uncaught exceptions from the Gameface UI. | `Log` + `Runtime.consoleAPICalled` |
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-
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+ | Tool | What it does | Under the hood |
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+ | ----------------- | ----------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------ |
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+ | `game_status` | Reachability + page target + engine info + view-reload tracking (count, last reload, context id). Run first when things fail. | `/json/list` + `/json/version` + `Runtime.executionContextCreated` |
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+ | `game_eval` | Evaluate a JS expression in the Gameface UI, returns the value as JSON. | `Runtime.evaluate` (returnByValue) |
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+ | `game_screenshot` | Screenshot the viewport (or a selector's box) as an inline image. | `Page.captureScreenshot` (+ `clip`) |
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+ | `game_dom` | DOM details (tag, classes, attributes, rect, outerHTML) for a CSS selector. | `Runtime.evaluate` |
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+ | `game_find` | Find elements by text (equals/contains/regex); returns rect + optional handles. | `Runtime.evaluate` |
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+ | `game_wait` | Wait for a view reload and/or until a selector matches (optionally visible) or a JS predicate is truthy. | polled `Runtime.evaluate` + `Runtime.executionContextCreated` |
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+ | `game_click` | Click an element by dispatching real bubbling DOM events. | `Runtime.evaluate` (see note) |
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+ | `game_fill` | Set an input/textarea/contenteditable value. | `Runtime.evaluate` (see note) |
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+ | `game_type` | Type text key by key (real KeyboardEvents + value sync). | `Runtime.evaluate` (see note) |
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+ | `game_key` | Press a named key (Escape/Enter/arrows/…) as bubbling keydown+keyup, with modifiers/repeats. | `Runtime.evaluate` (see note) |
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+ | `game_hover` | Hover an element (over/enter/move sequence) to trigger tooltips/hover state. | `Runtime.evaluate` (see note) |
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+ | `game_console` | Recent `console.*`, log entries, and uncaught exceptions from the Gameface UI. | `Log` + `Runtime.consoleAPICalled` |
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+
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+ > [!IMPORTANT]
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  > **Input is done via DOM events, not CDP `Input`.** Gameface accepts `Input.dispatchMouseEvent` /
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  > `dispatchKeyEvent` but never delivers them to the UI. So `game_click`, `game_fill`, `game_type`,
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- > and `game_hover` dispatch real DOM events in the page.
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+ > `game_key`, and `game_hover` dispatch real DOM events in the page. These reach the UI's own JS
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+ > handlers, but not any input the game routes at the native/engine level (e.g. Escape-to-close is
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+ > often handled natively and will not respond to a dispatched key).
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  ### JS debugger tools
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@@ -185,6 +190,7 @@ All are optional, read by the server from the environment:
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  ## Development
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  The server is developed in the
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- [coherent-gameface-agent-plugin](https://github.com/CitiesSkylinesModding/coherent-gameface-agent-plugin)
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- repository, where this package lives as the `mcp/` workspace. See the repository README for the
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- development setup, and its `AGENTS.md` for the verified Gameface CDP behavior matrix.
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+ [agents-plugins](https://github.com/CitiesSkylinesModding/agents-plugins)
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+ repository, where this package lives as the `plugins/coherent-gameface/mcp/` workspace. See the
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+ repository README for the development setup, and the plugin's `AGENTS.md`
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+ (`plugins/coherent-gameface/AGENTS.md`) for the verified Gameface CDP behavior matrix.