gdharness 0.13.37 → 0.13.38
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/build/cli.js +5 -3
- package/build/index.js +1 -1
- package/package.json +1 -1
package/build/cli.js
CHANGED
|
@@ -15917,7 +15917,7 @@ var init_tool_definitions = __esm(() => {
|
|
|
15917
15917
|
},
|
|
15918
15918
|
{
|
|
15919
15919
|
name: "script_diagnostics",
|
|
15920
|
-
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
|
|
15920
|
+
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.",
|
|
15921
15921
|
parameters: {
|
|
15922
15922
|
projectPath: PROJECT_PATH,
|
|
15923
15923
|
scriptPath: SCRIPT_PATH
|
|
@@ -41231,8 +41231,10 @@ its own, which is the measured cure and needs no change to the declaring script;
|
|
|
41231
41231
|
restart\` also does it and costs a window.
|
|
41232
41232
|
|
|
41233
41233
|
The scan writes \`.godot/global_script_class_cache.cfg\` from the list the editor is holding, so
|
|
41234
|
-
a class it cannot resolve
|
|
41235
|
-
|
|
41234
|
+
a class it cannot resolve would go out of that file with it. The answer names that loss under
|
|
41235
|
+
\`cacheLost\` and rebuilds the cache from the declarations on disk, naming what came back under
|
|
41236
|
+
\`cacheRestored\`, so no fresh engine, CI run or clone inherits the short file. That is the same
|
|
41237
|
+
class \`unseenByEditor\` names, and the loss is not a reason to refuse the scan.
|
|
41236
41238
|
|
|
41237
41239
|
A diagnostic about a member rather than a type, \`Static function "x()" not found in base "Y"\`
|
|
41238
41240
|
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 = [
|
|
|
29162
29162
|
},
|
|
29163
29163
|
{
|
|
29164
29164
|
name: "script_diagnostics",
|
|
29165
|
-
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
|
|
29165
|
+
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.",
|
|
29166
29166
|
parameters: {
|
|
29167
29167
|
projectPath: PROJECT_PATH,
|
|
29168
29168
|
scriptPath: SCRIPT_PATH
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "gdharness",
|
|
3
|
-
"version": "0.13.
|
|
3
|
+
"version": "0.13.38",
|
|
4
4
|
"mcpName": "io.github.Aureliolo/gdharness",
|
|
5
5
|
"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.",
|
|
6
6
|
"type": "module",
|