gdharness 0.12.4 → 0.12.6

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package/README.md CHANGED
@@ -15,10 +15,15 @@
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  [![Bun](https://img.shields.io/badge/dynamic/json?url=https%3A%2F%2Fraw.githubusercontent.com%2FAureliolo%2Fgdharness%2Fmain%2Fpackage.json&query=%24.engines.bun&label=bun&color=f9f1e1&logo=bun&logoColor=black)](https://bun.sh/)
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  [![Licence](https://img.shields.io/github/license/Aureliolo/gdharness)](LICENSE)
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- Drive a Godot 4 project from an agent: the editor that is open, the game that is running, and the
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- project on disk.
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+ **An agent cannot see a running game.** It reads your scripts and guesses at the rest: whether the
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+ button is on screen, whether the panel updated, whether that error mattered.
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- **Hand this to your agent:**
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+ gdharness makes the engine answerable instead. What the screen says, where a control is, what a
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+ property reads right now, what the console printed, what broke and on which line.
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+
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+ ## Install
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+
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+ Hand this to your agent:
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  ```text
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  Install gdharness into this project by following
@@ -27,31 +32,39 @@ recommend back to me.
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  ```
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  Or do it yourself, and pick your harness:
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- [aureliolo.github.io/gdharness](https://aureliolo.github.io/gdharness)
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+ [aureliolo.github.io/gdharness](https://aureliolo.github.io/gdharness).
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- ## What it is for
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-
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- An agent cannot see a running game. This makes one answerable: where a control is, what a property
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- reads, what the console printed, what broke and on which line.
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+ ## The loop it exists for
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  ```jsonc
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- runtime_inspect { "op": "rect", "nodePath": "/root/Hall/Ledger/BuyButton" }
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-
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- { "canvas": { "position": { "x": 812, "y": 418 }, "size": { "x": 180, "y": 34 } },
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- "visible": true }
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+ editor_run { "op": "start", "projectPath": "C:/games/hall" }
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+ runtime_inspect { "op": "find", "says": "Buy" } // the button, by the word on it
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+ runtime_input { "op": "click", "nodePath": "/root/Hall/Ledger/BuyButton" }
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+ runtime_inspect { "op": "text", "nodePath": "/root/Hall/Ledger" } // what the panel says now
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+ editor_output { "projectPath": "C:/games/hall" } // errors and warnings, with backtraces
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  ```
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+ The open editor plays the game, so its debugger holds it, which is what lets you set a breakpoint
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+ and read the variables in scope when it stops.
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+
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+ Every answer is read back out of the engine after the fact, never echoed from the request. A tool
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+ that cannot answer says which state it is in and what would change it, rather than answering
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+ emptily, so a call that succeeded is a call that was understood.
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+
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  ## At a glance
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- | | |
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- | --------- | ------------------------------------------------------------------------ |
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- | Needs | Godot 4.7 or newer, Node 22 or newer. Runs under Bun 1.4 too. |
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- | Surface | 30 tools named `domain_verb`, and 4 `godot://` resources |
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- | Reaches | The editor that is open, a game it is playing, and the project on disk |
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- | Harnesses | 35, written inside the project wherever the harness has a project config |
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- | Skill | Written to `.agents/skills`, which every major harness reads |
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- | Install | npm, or a Sigstore-signed archive with an SBOM, SLSA Build Level 3 |
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- | Proven | Every tool driven against a pinned Godot in CI, on three platforms |
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+ | | |
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+ | --------- | -------------------------------------------------------------------------------- |
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+ | Needs | Godot 4.7 or newer, Node 22 or newer. Runs under Bun 1.4 too. |
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+ | Surface | 30 tools named `domain_verb`, and 4 `godot://` resources |
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+ | Reaches | The editor that is open, a game it is playing, and the project on disk |
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+ | Harnesses | 35, written inside the project wherever the harness has a project config |
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+ | Skill | Written to `.agents/skills`, which every major harness reads |
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+ | Install | npm, or a Sigstore-signed archive with an SBOM, SLSA Build Level 3 |
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+ | Proven | Every tool driven against Godot 4.7.2 in CI, on Windows, Linux and macOS |
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+ | Status | 0.x: pin an exact version. [What a bump means](.github/CONTRIBUTING.md#versions) |
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+
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+ Older 4.x is likely to work and is not tested.
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  ## Documentation
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@@ -61,30 +74,6 @@ parts connect, and every tool, op and argument.
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  [SECURITY.md](.github/SECURITY.md) is how to report something.
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  [CONTRIBUTING.md](.github/CONTRIBUTING.md) is what a change has to clear.
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- ## Versions
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-
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- 0.x, and the number is telling the truth: the tools, their arguments and the shape of their
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- answers are still moving, because the projects using this keep finding answers that were wrong or
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- missing. Pin an exact version and upgrade deliberately.
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-
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- Built and measured against Godot 4.7.2 on Windows, Linux and macOS. The editor, engine, runtime
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- and integration suites run against a real engine on all three before anything is tagged. Older
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- 4.x is likely to work and is not tested.
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-
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- What each kind of release means here:
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-
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- - **Patch**: nearly everything. An answer that was wrong is now right, and the output may change
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- shape for it, because a wrong answer corrected is a fix rather than a feature and leaving one
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- wrong to protect whoever parsed it is how a tool stops being worth asking. An addition nothing
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- has to adapt to is a patch too: a new argument, a new field, an argument reaching further than it
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- did. Ignore all of it and your calls still work.
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- - **Minor**: a new tool or a new op, meaning this does something it could not do before.
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- - **Major**: a tool, an op, an argument or a field was renamed or taken away. Nothing else earns
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- one.
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-
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- 1.0 is not a date, it is a condition: the tool surface holding still for a fortnight, and the
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- issues arriving being things it cannot do yet rather than things it answers wrongly.
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-
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  ## Project
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  Fork of [GoPeak](https://github.com/HaD0Yun/Doyunha-Gopeak) v2.3.9, September 2026, MIT: the
package/build/cli.js CHANGED
@@ -15729,7 +15729,7 @@ var init_tool_definitions = __esm(() => {
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  },
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  {
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  name: "editor_output",
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- description: "What the project started by editor_run has printed, as entries with a severity: the errors and warnings the engine reported, each with where it happened, and everything else as info. Answers with the counts and the verdict as well as the entries. A run that has quit still answers here, with running false and its exit code, until the next one starts. A run this server started also answers with transcript, the file both its streams are written to: uncapped, written while the run is going, and the thing to read or tail for a long run rather than the engine's own log, which every engine start rotates away.",
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+ description: "What the project started by editor_run has printed, as entries with a severity: the errors and warnings the engine reported, each with where it happened, and everything else as info. Answers with the counts and the verdict as well as the entries. A run that has quit still answers here, with running false and its exit code, until the next one starts. A run this server started also answers with transcript, the file both its streams are written to: uncapped, written while the run is going, and the thing to read or tail for a long run rather than the engine's own log, which every engine start rotates away. Read the file for output and this answer for state: running is asked of the operating system, endedBy says whether gdharness ended the run, and a transcript that has stopped growing is a run between prints rather than a run that is over.",
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  parameters: {
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  severity: {
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  type: "string",
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  notes.push("Nothing here ended this run: it stopped on its own or something outside this server stopped it.");
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  }
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  if (run.transcript !== null && selected.omitted > 0) {
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- notes.push(`Everything this run has printed is in ${run.transcript}, uncapped and still being written.`);
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+ notes.push(`Everything this run has printed is in ${run.transcript}, uncapped and still being written. Read it for output, not for whether the run is alive: running above is asked of the operating system, and a transcript that stops growing is a run between prints.`);
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  }
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  return this.jsonTextResponse({
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  running: stillRunning(run),
@@ -39829,7 +39829,10 @@ that is running, and the project on disk. ${TOOL_SPECS.length} tools, named \`do
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  false is a runtime that is not coming and true is a game still on its way up.
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  - Read \`editor_output\` after every run. It returns the engine's errors and warnings as entries
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  with their backtraces, and a \`clean\` verdict, so a run that printed an error is one call away
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- from being known.
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+ from being known. For a long run it also names a transcript file: read that for output and this
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+ answer for state. Never decide a run has ended by watching the file stop growing, or a process
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+ list, or a timeout. \`running\` is asked of the operating system and \`endedBy\` says whether
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+ gdharness ended it; a bench between prints looks exactly like a bench that died to everything else.
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  - One server, one editor. A second project is a second harness session with its own server, and
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  that works: each editor is opened on its own language server and debug adapter ports, and says
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  where it serves. Two editors on one project is the thing to refuse.
package/build/index.js CHANGED
@@ -28600,7 +28600,7 @@ var TOOL_SPECS = [
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  },
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  {
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  name: "editor_output",
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- description: "What the project started by editor_run has printed, as entries with a severity: the errors and warnings the engine reported, each with where it happened, and everything else as info. Answers with the counts and the verdict as well as the entries. A run that has quit still answers here, with running false and its exit code, until the next one starts. A run this server started also answers with transcript, the file both its streams are written to: uncapped, written while the run is going, and the thing to read or tail for a long run rather than the engine's own log, which every engine start rotates away.",
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+ description: "What the project started by editor_run has printed, as entries with a severity: the errors and warnings the engine reported, each with where it happened, and everything else as info. Answers with the counts and the verdict as well as the entries. A run that has quit still answers here, with running false and its exit code, until the next one starts. A run this server started also answers with transcript, the file both its streams are written to: uncapped, written while the run is going, and the thing to read or tail for a long run rather than the engine's own log, which every engine start rotates away. Read the file for output and this answer for state: running is asked of the operating system, endedBy says whether gdharness ended the run, and a transcript that has stopped growing is a run between prints rather than a run that is over.",
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  parameters: {
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  severity: {
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  type: "string",
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  notes.push("Nothing here ended this run: it stopped on its own or something outside this server stopped it.");
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  }
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  if (run.transcript !== null && selected.omitted > 0) {
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- notes.push(`Everything this run has printed is in ${run.transcript}, uncapped and still being written.`);
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+ notes.push(`Everything this run has printed is in ${run.transcript}, uncapped and still being written. Read it for output, not for whether the run is alive: running above is asked of the operating system, and a transcript that stops growing is a run between prints.`);
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  }
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  return this.jsonTextResponse({
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  running: stillRunning(run),
package/package.json CHANGED
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  {
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  "name": "gdharness",
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- "version": "0.12.4",
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+ "version": "0.12.6",
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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",