@csmodding/gameface-devtools-mcp 1.1.0 → 1.1.1

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Files changed (2) hide show
  1. package/README.md +6 -0
  2. package/package.json +1 -1
package/README.md CHANGED
@@ -18,6 +18,12 @@ and set JS breakpoints.
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  > `Target.attachedToTarget` is never emitted), so they connect but find zero drivable pages.
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  > A direct CDP client only sends the commands Gameface supports, and works end-to-end.
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+ > **Why not Coherent Labs' own Gameface MCP?** Theirs is built and documented around a `Player.exe`
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+ > from a licensed Gameface SDK, and targets Cohtml 3.1.2+. This one attaches to a **game that is
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+ > already running** — no SDK, no licence, no version floor, field-verified down to Cohtml 1.64 — and
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+ > adds a JS debugger, view-reload tracking and wait primitives for a UI that will not hold still.
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+ > [**Read the full comparison →**](https://github.com/CitiesSkylinesModding/agents-plugins/blob/main/plugins/coherent-gameface/WHY.md)
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+
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  ## Requirements
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  - **A Gameface application running** with its CDP debug endpoint reachable (default
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@csmodding/gameface-devtools-mcp",
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- "version": "1.1.0",
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+ "version": "1.1.1",
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  "description": "MCP server that drives a running Coherent Gameface (Cohtml) game UI over a direct Chrome DevTools Protocol connection: evaluate JS, screenshot, inspect and drive the DOM, capture the console, and set JS breakpoints.",
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  "keywords": [
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  "browser-automation",