gdharness 0.13.37 → 0.13.38

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package/build/cli.js CHANGED
@@ -15917,7 +15917,7 @@ var init_tool_definitions = __esm(() => {
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  },
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  {
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  name: "script_diagnostics",
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- description: "Errors and warnings for a script from the editor's language server, and whether the script is clean. Needs the editor running. Diagnostics are checked against the project's own files, and the two that the files disprove are named rather than passed on: a member the class cache's file declares comes back under contradictedByTheFile, and a class this project declares that the diagnostic could not resolve comes back under typesTheEditorHasNotLoaded, with inTheClassCache saying whether a launched game would resolve it. staleAnalysis then says which remedy applies, because they differ: a stale analysed type needs editor_launch restart, while a class missing from the cache needs project_import refresh_classes.",
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+ description: "Errors and warnings for a script from the editor's language server, and whether the script is clean. Needs the editor running. Diagnostics are checked against the project's own files, and the two that the files disprove are named rather than passed on: a member the class cache's file declares comes back under contradictedByTheFile, and a class this project declares that the diagnostic could not resolve comes back under typesTheEditorHasNotLoaded, with inTheClassCache saying whether a launched game would resolve it. staleAnalysis then says what to do, and for both states it is editor_rescan first: it asks the editor already running, starts nothing, and has cleared each in every reproduction measured. What follows differs: for a stale analysed type, editor_rescan with reloadScript recompiles the held copy and editor_launch restart is the last resort that costs a window; for a class missing from the cache, project_import refresh_classes rewrites the cache from disk at the cost of a short headless engine, which matters beside a running bench.",
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  parameters: {
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  projectPath: PROJECT_PATH,
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  scriptPath: SCRIPT_PATH
@@ -41231,8 +41231,10 @@ its own, which is the measured cure and needs no change to the declaring script;
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  restart\` also does it and costs a window.
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  The scan writes \`.godot/global_script_class_cache.cfg\` from the list the editor is holding, so
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- a class it cannot resolve is dropped out of that file too, and the next fresh engine, CI run or
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- clone starts from the narrower one. That is the same class \`unseenByEditor\` names.
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+ a class it cannot resolve would go out of that file with it. The answer names that loss under
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+ \`cacheLost\` and rebuilds the cache from the declarations on disk, naming what came back under
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+ \`cacheRestored\`, so no fresh engine, CI run or clone inherits the short file. That is the same
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+ class \`unseenByEditor\` names, and the loss is not a reason to refuse the scan.
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  A diagnostic about a member rather than a type, \`Static function "x()" not found in base "Y"\`
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  about something the engine compiles, is a different thing and is no longer stale here: each ask
package/build/index.js CHANGED
@@ -29162,7 +29162,7 @@ var TOOL_SPECS = [
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  },
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  {
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  name: "script_diagnostics",
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- description: "Errors and warnings for a script from the editor's language server, and whether the script is clean. Needs the editor running. Diagnostics are checked against the project's own files, and the two that the files disprove are named rather than passed on: a member the class cache's file declares comes back under contradictedByTheFile, and a class this project declares that the diagnostic could not resolve comes back under typesTheEditorHasNotLoaded, with inTheClassCache saying whether a launched game would resolve it. staleAnalysis then says which remedy applies, because they differ: a stale analysed type needs editor_launch restart, while a class missing from the cache needs project_import refresh_classes.",
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+ description: "Errors and warnings for a script from the editor's language server, and whether the script is clean. Needs the editor running. Diagnostics are checked against the project's own files, and the two that the files disprove are named rather than passed on: a member the class cache's file declares comes back under contradictedByTheFile, and a class this project declares that the diagnostic could not resolve comes back under typesTheEditorHasNotLoaded, with inTheClassCache saying whether a launched game would resolve it. staleAnalysis then says what to do, and for both states it is editor_rescan first: it asks the editor already running, starts nothing, and has cleared each in every reproduction measured. What follows differs: for a stale analysed type, editor_rescan with reloadScript recompiles the held copy and editor_launch restart is the last resort that costs a window; for a class missing from the cache, project_import refresh_classes rewrites the cache from disk at the cost of a short headless engine, which matters beside a running bench.",
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  parameters: {
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  projectPath: PROJECT_PATH,
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  scriptPath: SCRIPT_PATH
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "gdharness",
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- "version": "0.13.37",
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+ "version": "0.13.38",
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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",