gdharness 0.13.29 → 0.13.30

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package/build/cli.js CHANGED
@@ -15905,7 +15905,7 @@ var init_tool_definitions = __esm(() => {
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  },
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  {
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  name: "editor_launch",
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- description: "Opens the Godot editor on a project, in a window on this machine, or restarts the one already connected. An editor goes on serving the addon it read at startup, so restart is what puts a gdharness upgrade into effect; it saves open scenes on the way out and answers with the version that came back. Only an editor with a window can be restarted, because the engine hands back none of the arguments it was started with. editor_status says which editor is connected and whether it is holding an old addon. A restart saves project.godot on the way out, and Godot writes only what differs from its own defaults, so a key named deliberately at its default value is dropped: settingsDropped names any that went, because nothing else will say so until something depends on one.",
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+ description: "Opens the Godot editor on a project, in a window on this machine, or restarts the one already connected. An editor goes on serving the addon it read at startup, so restart is what puts a gdharness upgrade into effect; it saves open scenes on the way out and answers with the version that came back. Only an editor with a window can be restarted, because the engine hands back none of the arguments it was started with. editor_status says which editor is connected and whether it is holding an old addon. Opening a project is a save and so is closing one, which is the part that is not obvious from outside: the editor imports the project on open and writes project.godot back, and Godot writes only what differs from its own defaults, so a key named deliberately at its default value is dropped either way. A restart says which under settingsDropped in its own answer because it waits for the editor to return. An open cannot, since it answers as soon as the process exists and the save happens during the import minutes later, so editor_status carries that reading once the editor has connected. Nothing else will say a key went until something depends on one.",
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  parameters: { projectPath: { ...PROJECT_PATH, ops: ["open"] } },
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  requires: [],
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  operations: {
@@ -38864,15 +38864,16 @@ class GodotServer {
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  return adopted;
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  }
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  nothingOfOursIsRunning() {
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+ const status = this.godotBridge.getStatus();
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+ const noEditor = !status.connected ? " No editor is connected, so a game the editor is playing cannot be seen from here at all:" + " editor_status says whether one is on its way, and a run of yours that is still up is" + " reachable again once it is." : "";
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  const record = readRunRecord();
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  if (record === null) {
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- return "No game is running. Start one with editor_run.";
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+ return `No game is running.${noEditor} Start one with editor_run.`;
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  }
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- const status = this.godotBridge.getStatus();
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  const mine = this.ownProject ?? (status.connected ? status.projectPath ?? null : null);
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  const whose = record.projectPath === "" ? "a project it does not name" : record.projectPath;
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  const ours = mine === null ? "this server was started without GDHARNESS_PROJECT and has no editor connected, so it cannot say whose that run is" : `this server serves ${mine}`;
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- return `No game of this server's is running. A run started from ${whose} is recorded on this machine, and ${ours}, so it is not this server's to answer for or to end. Start one with editor_run.`;
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+ return `No game of this server's is running.${noEditor} A run started from ${whose} is recorded on this machine, and ${ours}, so it is not this server's to answer for or to end. Start one with editor_run.`;
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  }
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  couldBeOurs(project) {
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  const status = this.godotBridge.getStatus();
package/build/index.js CHANGED
@@ -29010,7 +29010,7 @@ var TOOL_SPECS = [
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  },
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  {
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  name: "editor_launch",
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- description: "Opens the Godot editor on a project, in a window on this machine, or restarts the one already connected. An editor goes on serving the addon it read at startup, so restart is what puts a gdharness upgrade into effect; it saves open scenes on the way out and answers with the version that came back. Only an editor with a window can be restarted, because the engine hands back none of the arguments it was started with. editor_status says which editor is connected and whether it is holding an old addon. A restart saves project.godot on the way out, and Godot writes only what differs from its own defaults, so a key named deliberately at its default value is dropped: settingsDropped names any that went, because nothing else will say so until something depends on one.",
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+ description: "Opens the Godot editor on a project, in a window on this machine, or restarts the one already connected. An editor goes on serving the addon it read at startup, so restart is what puts a gdharness upgrade into effect; it saves open scenes on the way out and answers with the version that came back. Only an editor with a window can be restarted, because the engine hands back none of the arguments it was started with. editor_status says which editor is connected and whether it is holding an old addon. Opening a project is a save and so is closing one, which is the part that is not obvious from outside: the editor imports the project on open and writes project.godot back, and Godot writes only what differs from its own defaults, so a key named deliberately at its default value is dropped either way. A restart says which under settingsDropped in its own answer because it waits for the editor to return. An open cannot, since it answers as soon as the process exists and the save happens during the import minutes later, so editor_status carries that reading once the editor has connected. Nothing else will say a key went until something depends on one.",
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  parameters: { projectPath: { ...PROJECT_PATH, ops: ["open"] } },
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  requires: [],
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  operations: {
@@ -31606,15 +31606,16 @@ class GodotServer {
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  return adopted;
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  }
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  nothingOfOursIsRunning() {
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+ const status = this.godotBridge.getStatus();
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+ const noEditor = !status.connected ? " No editor is connected, so a game the editor is playing cannot be seen from here at all:" + " editor_status says whether one is on its way, and a run of yours that is still up is" + " reachable again once it is." : "";
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  const record = readRunRecord();
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  if (record === null) {
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- return "No game is running. Start one with editor_run.";
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+ return `No game is running.${noEditor} Start one with editor_run.`;
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  }
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- const status = this.godotBridge.getStatus();
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  const mine = this.ownProject ?? (status.connected ? status.projectPath ?? null : null);
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  const whose = record.projectPath === "" ? "a project it does not name" : record.projectPath;
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  const ours = mine === null ? "this server was started without GDHARNESS_PROJECT and has no editor connected, so it cannot say whose that run is" : `this server serves ${mine}`;
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- return `No game of this server's is running. A run started from ${whose} is recorded on this machine, and ${ours}, so it is not this server's to answer for or to end. Start one with editor_run.`;
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+ return `No game of this server's is running.${noEditor} A run started from ${whose} is recorded on this machine, and ${ours}, so it is not this server's to answer for or to end. Start one with editor_run.`;
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  }
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  couldBeOurs(project) {
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  const status = this.godotBridge.getStatus();
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "gdharness",
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- "version": "0.13.29",
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+ "version": "0.13.30",
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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",