@uemcp/server 1.2.0 → 1.3.0
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/README.md +130 -0
- package/dist/index.mjs +3419 -651
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -48,6 +48,52 @@ The MCP tool surface currently exposes:
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- `refresh_source_control_status`
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- `checkout_assets`
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- `get_source_control_job_status`
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- `list_asset_factories`
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- `create_asset`
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- `duplicate_asset`
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- `rename_asset`
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- `move_asset`
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- `delete_asset`
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- `save_asset`
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- `create_folder`
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- `get_asset_metadata`
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- `list_graph_nodes`
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- `add_graph_node`
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- `remove_graph_node`
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- `connect_pins`
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- `disconnect_pins`
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- `set_pin_default`
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- `list_available_nodes`
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- `set_viewport_camera`
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- `focus_actors`
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- `set_view_mode`
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- `toggle_show_flags`
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- `high_res_screenshot`
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- `duplicate_actor`
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- `attach_actor`
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- `add_actor_component`
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- `set_actor_tags`
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- `move_to_folder`
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- `place_asset`
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- `replace_actors`
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- `build_lighting`
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- `build_navigation`
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- `build_hlod`
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- `build_reflection_captures`
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- `build_geometry`
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- `build_texture_streaming`
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- `build_virtual_textures`
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- `precompute_visibility`
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- `get_build_job_status`
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- `create_gameplay_tag`
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- `list_gameplay_tags`
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- `create_landscape`
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- `sculpt_landscape`
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- `paint_landscape_layer`
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- `run_geometry_script`
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- `list_data_layers`
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- `set_data_layer_state`
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- `load_wp_region`
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## Project Identity
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@@ -228,6 +274,90 @@ This is intended to let an MCP client resolve the canonical Unreal project ident
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- `rename_data_table_row` keeps the row's position and values, which an upsert-under-the-new-name plus a delete-of-the-old does not: that pair costs two transactions and moves the row to the end. It refuses a missing row (`row_not_found`) and a name already taken (`row_already_exists`), since renaming onto an existing row would discard that row's values. **Row names are how other assets address rows**, so a rename breaks any `FDataTableRowHandle` pointing at the old name — nothing fixes those up
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- Rename and delete both need referencer data, which is only trustworthy once the Asset Registry's initial gather has finished — mid-scan `GetReferencers` returns a short list that reads as "nothing depends on this". Both drive the scan to completion first (starting it when a headless editor never did), and report `asset_registry_scanning` only if it is still incomplete afterwards. On a large project that wait can be long enough to hit the bridge read timeout
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### `list_asset_factories` / `create_asset`
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- Everything in the Content Browser's Add menu is backed by a `UFactory`, so one discovery tool plus one creation tool cover the whole menu rather than a tool per asset type
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- `list_asset_factories` enumerates every factory that can create new assets (`CanCreateNew()` and `ShouldShowInNewMenu()`), reporting the factory class, the asset class it produces, its menu category, and the **required options** — the object or class properties a factory would otherwise pop a modal picker for. Filter with `nameFilter`; results page by `nextCursor`
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- `create_asset` goes through `IAssetTools::CreateAsset`, never the Content Browser's `CreateAssetWithDialog`, and never calls `UFactory::ConfigureProperties`. A modal window opened from a bridge request would block the editor with nobody to answer it
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- A factory that needs configuring is configured from `options` instead: each key is a reflected property on the factory (`ParentClass` for a Blueprint, for example) set on a **fresh factory instance**, never on the CDO. A factory whose required options were not supplied is refused with their names rather than producing something the caller did not ask for
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- The new asset is dirty and **unsaved** — compose with `save_asset`
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### `duplicate_asset` / `rename_asset` / `move_asset` / `delete_asset` / `save_asset` / `create_folder` / `get_asset_metadata`
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- File-level content management. `find_assets` locates assets and `get_asset_dependencies` describes them; these are what reorganize them
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- Rename and move both go through `IAssetTools::RenameAssets` rather than moving packages by hand: that is what fixes up referencers and leaves the redirector the engine expects, so existing hard references keep resolving
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- Writes are refused outside `/Game`. Engine and plugin content is not the project's to reorganize, and a rename there silently breaks every project sharing the engine install
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- `delete_asset` queries referencers first and refuses with their names rather than leaving them pointing at nothing; `force` deletes anyway. There is no transaction behind it — asset deletion is not undoable
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- `save_asset` saves without prompting (the prompting variants can open a modal). A package that was already clean reports `saved: false` as a **success**, not a no-op error
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- `create_folder` reports `state: 'exists'` rather than failing when the folder is already there, since that is the state the caller wanted. A content folder is an Asset Registry entry until something is saved into it, so an empty one does not survive an editor restart — the response says so
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- `get_asset_metadata` answers from the Asset Registry's `FAssetData` and **never loads the package**: class, package name and path, on-disk size, and the registry tag map — which carries a Blueprint's parent class, a texture's dimensions, a DataTable's row struct. `loaded` reports whether it happens to be in memory already; `false` is normal
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### `list_graph_nodes` / `add_graph_node` / `remove_graph_node` / `connect_pins` / `disconnect_pins` / `set_pin_default` / `list_available_nodes`
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- Blueprint graph authoring. `get_blueprint_graph` reads a graph; these write to one, and they work on any `UEdGraph` — an event graph or function, an Animation Blueprint AnimGraph, a Material graph
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- **Nodes are addressed by GUID, never by index.** A graph's node array reorders on every edit and recompile, so an index read a moment ago can name a different node by the time it is written back. `nodeId` from `list_graph_nodes` is what every other tool here takes. `list_graph_nodes` is the only read here, so it is the only one that takes `loadIfNeeded`; the write tools need the asset in memory regardless
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- `add_graph_node` builds the node through `FGraphNodeCreator`, so it allocates its own pins and gets the schema's default wiring. `kind` picks how it is addressed: `class` by node class, `function` by member name and parent class, `variable_get` / `variable_set` by variable. It returns the placed node **with its pins**, so the caller can wire it without a follow-up read
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- `connect_pins` asks the schema's `CanCreateConnection` before connecting, so an illegal wire comes back with **the schema's own refusal text** rather than a generic failure after the fact
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- `set_pin_default` refuses an output pin and a pin that is already connected — a connected pin takes its value from the wire, so a literal there would be stored and then ignored. The stored value is validated after the write and the previous literal restored if the schema rejects it
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- `list_available_nodes` answers from `FBlueprintActionDatabase` filtered by this graph's context, so what it lists is what the graph would actually accept rather than every node class the editor knows about
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- Every edit marks the Blueprint structurally modified and leaves it **dirty and uncompiled** — compose with `compile_blueprint` and `save_asset`
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### `set_viewport_camera` / `focus_actors` / `set_view_mode` / `toggle_show_flags` / `high_res_screenshot`
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- Level viewport control, all targeting the active level editing viewport — the one a human would be looking at
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- `set_viewport_camera` takes every field optionally, so a caller can change the rotation without restating a location it does not want moved. `orthoWidth` is only meaningful for an orthographic projection, and a perspective viewport reports it **absent** rather than as a zero that reads like a width
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- `focus_actors` frames the given actors in the active viewport only, so focusing does not yank every open viewport to the same place
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- `toggle_show_flags` reads each flag back after setting it rather than echoing the request: a flag the renderer forces cannot be turned off, and the caller should see that. A name that does not resolve comes back with **near matches** — the engine's flag names are CamelCase and easy to guess wrong
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- `high_res_screenshot` **queues** the capture for the next rendered frame, so the reported `filePath` is where the file will be, not proof that it is there. `includeUi` cannot be combined with a multiplier above 1: the high-resolution path renders the scene alone. `fileName` is a name and not a path — the capture always lands under the project’s `Saved/Screenshots`, and a separator or `..` in the name is refused rather than followed
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### `duplicate_actor` / `attach_actor` / `add_actor_component` / `set_actor_tags` / `move_to_folder` / `place_asset` / `replace_actors`
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- The level authoring surface beyond spawn and destroy. Each opens a single `FScopedTransaction` around the whole batch, so Ctrl+Z reverses the call as one Undo History step, and a per-item failure is reported in the result without aborting the rest
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- `attach_actor` with an empty `parentActorPath` **detaches**; the location, rotation and scale rules map onto `EAttachmentRule` so a caller gets the same choice the editor offers rather than one hard-coded behaviour
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- `place_asset` goes through the actor factory the engine picks for the asset, which is what turns a Static Mesh into an `AStaticMeshActor` and a Blueprint into an instance of its generated class
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- `replace_actors` preserves each actor's transform, label and attachment, which spawn-then-destroy does not
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- `dryRun: true` validates every entry and reports `state: 'validated'` without opening a transaction
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- Every one of these dirties the level **without saving** — compose with `save_dirty_packages`
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### `build_lighting` / `build_navigation` / `build_hlod` / `build_reflection_captures` / `build_geometry` / `build_texture_streaming` / `build_virtual_textures` / `precompute_visibility` / `get_build_job_status`
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- The editor's Build menu. A build runs for minutes to hours and blocks the game thread while it does, so none of these run inline: each returns `state: 'accepted'` with a `buildJobId`. Poll it with `get_build_job_status`, or wait with `wait_for_job` using `kind: 'build'`
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- One build at a time. A second request while one is running reports `state: 'busy'` with the running job's id rather than racing two builders over the same level's build data
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- **Failures are reported faithfully.** Lightmass and Swarm log the reason nothing was built and still return success, so the job captures the editor log for the duration and reports those errors verbatim — a failed build ends as `failed` with its own error text, never as succeeded-with-warnings
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- A build interrupted by the bridge shutting down reports `cancelled`, not a `running` state that never resolves
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- `build_hlod` takes an `hlodAction` because clusters and proxy meshes are separate passes in the editor and a caller usually wants one of them
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### `create_gameplay_tag` / `list_gameplay_tags`
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- Gameplay tags live in `.ini` files rather than in an asset, so declaring one is a config write
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- `create_gameplay_tag` goes through the GameplayTags editor module rather than writing the ini directly, which is what registers the tag with the running manager as well as persisting it — a hand-written ini would need an editor restart to take effect. It reports **which config file** the declaration landed in, so it can be put under source control
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- A tag that already exists reports `state: 'exists'` and writes nothing
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- `list_gameplay_tags` reports **declared** tags rather than every parent a declaration implies, so `Ability.Fire.Bolt` does not also list `Ability` and `Ability.Fire`. Filter with `prefix`; results page by `nextCursor`
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### `create_landscape` / `sculpt_landscape` / `paint_landscape_layer`
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- **Height and weight data never travels over the wire.** A 505×505 landscape is a quarter of a million samples, which no 64 KiB bridge frame can carry, so sculpting is either described procedurally (`flatten`, `ramp`, `noise`) or pointed at a heightmap file the editor host can already read
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- `create_landscape` reports the **vertex resolution**, which is the coordinate space the sculpt and paint regions are expressed in
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- Heights are world-space centimetres, so a caller can ask for a 20 m ramp without knowing about the landscape's raw `uint16` encoding or its 32768 midpoint
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- `heightmap_file` mode reads raw 16-bit little-endian data — what the landscape import dialog reads and what every terrain tool exports. A file whose size does not match the region is refused with both sizes rather than producing garbage terrain
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- `noise` takes a seed, so the same request twice produces the same terrain and a caller can raise the amplitude without the shape moving underneath them
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- `paint_landscape_layer` names the layers the landscape actually has when the requested one is missing, since a layer is only paintable once its material assigns it
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### `run_geometry_script`
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- Procedural mesh authoring: a box minus a cylinder in **one call**. Each operation carries its own primitive rather than referring to a mesh stack, so a boolean does not need three calls to set up
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- Built on the engine's own GeometryCore and DynamicMesh modules rather than on the Geometry Script plugin's Blueprint library — the same operations that plugin wraps — so it works whether or not that plugin is enabled
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- `output: 'static_mesh'` creates a `UStaticMesh` asset (dirty and unsaved, like every other asset write here); `output: 'dynamic_mesh_actor'` spawns an `ADynamicMeshActor` that lives in the level and in no asset. Supply `label` with a static mesh output to also place it
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- A boolean that produces a non-manifold result is reported as a **geometric failure with the operation index**, not swallowed: overlapping or open input geometry is the usual cause
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### `list_data_layers` / `set_data_layer_state` / `load_wp_region`
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- World Partition. On a partitioned map most actors are unloaded most of the time, which is why `list_actors` there answers about what is **in memory** rather than about what the level contains
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- `list_data_layers` reports `isWorldPartition`, so an empty list on an ordinary map reads as "there are none" rather than "none are loaded"
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- `set_data_layer_state` changes runtime state, editor loading and editor visibility independently, since they are three separate things in the editor. An editor-only data layer asked for a runtime state is refused rather than silently ignored
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- `load_wp_region` pins a bounding box into the editor through a loader adapter — the same mechanism the World Partition window uses when a human drags a loading region — and reports how many actors that brought into memory. The load is synchronous, so a box covering a large part of a big partitioned map blocks the editor while it runs: pin the area being worked on, not the whole world
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- Pins are held by the bridge and released on `unpin_all`, and every pin is released when the bridge shuts down, so a session cannot silently accumulate loaded actors nobody can name any more
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## MCP Resources
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Resources carry context a client can attach without spending a tool call and a model turn. Every one of them is served from in-memory state or the local filesystem: **a resource read never opens a bridge socket and never waits on the editor**, so an unreachable or absent editor produces a structured payload rather than a timeout.
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