gdharness 0.12.14 → 0.12.15

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package/build/cli.js CHANGED
@@ -15759,7 +15759,7 @@ var init_tool_definitions = __esm(() => {
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  },
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  {
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  name: "editor_status",
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- description: 'Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means "not reached yet" as often as it means "no editor". True is worth waiting out; false is an editor that is not there.',
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+ description: 'Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means "not reached yet" as often as it means "no editor". True is worth waiting out; false is an editor that is not there. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read.',
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  parameters: {},
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  requires: []
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  },
@@ -34406,7 +34406,7 @@ function servedPort(said) {
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  return typeof said === "number" && Number.isInteger(said) && said > 0 && said <= 65535 ? said : undefined;
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  }
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  function mayYetConnect(listeningSince, now = Date.now()) {
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- return listeningSince === undefined || now - listeningSince < CONNECT_WINDOW_MS;
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+ return listeningSince === undefined || now - listeningSince.getTime() < CONNECT_WINDOW_MS;
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  }
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  function getDefaultBridge(ownProject = null) {
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  defaultBridge ??= new GodotBridge(resolveDefaultBridgePort(), resolveDefaultBridgeHost(), DEFAULT_TIMEOUT_MS, ownProject);
@@ -34482,7 +34482,7 @@ var init_godot_bridge = __esm(() => {
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  });
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  server.once("listening", () => {
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  settled = true;
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- this.listeningSince = Date.now();
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+ this.listeningSince = new Date;
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  this.httpServer = server;
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  this.godotWss = godotWss;
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  const bound = server.address();
@@ -37343,8 +37343,11 @@ class GodotServer {
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  return this.createErrorResponse(`Cannot create ${dirname9(output.relativePath)} to export into: ${errorMessage(error)}`);
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  }
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  const debug = readBoolean(args, "debug") ?? false;
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+ const exportLogs = mkdtempSync3(join16(tmpdir5(), "gdharness-export-"));
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  const exportArgs = [
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  "--headless",
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+ "--log-file",
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+ join16(exportLogs, "engine.log"),
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  "--path",
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  project.value.path,
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  debug ? "--export-debug" : "--export-release",
@@ -37366,6 +37369,8 @@ class GodotServer {
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  log.append("stdout", failed.stdout);
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  log.append("stderr", failed.stderr);
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  exitCode = typeof failed.code === "number" ? failed.code : -1;
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+ } finally {
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+ rmSync9(exportLogs, { recursive: true, force: true });
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  }
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  log.finish();
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  const problems = log.select({ severity: "warning", sinceLastCall: false, limit: 200 });
package/build/index.js CHANGED
@@ -25613,7 +25613,7 @@ function servedPort(said) {
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  }
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  var CONNECT_WINDOW_MS = 35000;
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  function mayYetConnect(listeningSince, now = Date.now()) {
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- return listeningSince === undefined || now - listeningSince < CONNECT_WINDOW_MS;
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+ return listeningSince === undefined || now - listeningSince.getTime() < CONNECT_WINDOW_MS;
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  }
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  class GodotBridge extends EventEmitter {
@@ -25680,7 +25680,7 @@ class GodotBridge extends EventEmitter {
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  });
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  server.once("listening", () => {
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  settled = true;
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- this.listeningSince = Date.now();
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+ this.listeningSince = new Date;
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  this.httpServer = server;
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  this.godotWss = godotWss;
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  const bound = server.address();
@@ -28662,7 +28662,7 @@ var TOOL_SPECS = [
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  },
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  {
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  name: "editor_status",
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- description: 'Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means "not reached yet" as often as it means "no editor". True is worth waiting out; false is an editor that is not there.',
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+ description: 'Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means "not reached yet" as often as it means "no editor". True is worth waiting out; false is an editor that is not there. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read.',
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  parameters: {},
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  requires: []
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  },
@@ -30126,8 +30126,11 @@ class GodotServer {
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  return this.createErrorResponse(`Cannot create ${dirname4(output.relativePath)} to export into: ${errorMessage(error)}`);
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  }
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  const debug = readBoolean(args, "debug") ?? false;
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+ const exportLogs = mkdtempSync2(join10(tmpdir4(), "gdharness-export-"));
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  const exportArgs = [
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  "--headless",
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+ "--log-file",
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+ join10(exportLogs, "engine.log"),
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  "--path",
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  project.value.path,
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  debug ? "--export-debug" : "--export-release",
@@ -30149,6 +30152,8 @@ class GodotServer {
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  log.append("stdout", failed.stdout);
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  log.append("stderr", failed.stderr);
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  exitCode = typeof failed.code === "number" ? failed.code : -1;
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+ } finally {
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+ rmSync5(exportLogs, { recursive: true, force: true });
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  }
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  log.finish();
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  const problems = log.select({ severity: "warning", sinceLastCall: false, limit: 200 });
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "gdharness",
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- "version": "0.12.14",
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+ "version": "0.12.15",
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  "mcpName": "io.github.Aureliolo/gdharness",
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  "description": "A harness for driving a Godot 4 project from an agent: editor addons, a runtime bridge into the running game, an MCP server in front of them, and a CLI that installs and diagnoses the Godot side.",
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  "type": "module",