gdharness 0.7.0 → 0.9.0

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package/build/cli.js CHANGED
@@ -15783,6 +15783,11 @@ var init_tool_definitions = __esm(() => {
15783
15783
  description: 'find: a case-insensitive glob on the node name, such as "Enemy*".'
15784
15784
  },
15785
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  group: { type: "string", ops: ["find"], description: "find: a group the node is in." },
15786
+ says: {
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+ type: "string",
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+ ops: ["find"],
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+ description: "find: part of what the node has written on it, case-insensitively, which is how a button is reached by the word on it rather than by a generated path. Its own text, so a row is found by the label in it, and hidden nodes match."
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+ },
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  limit: {
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  type: "number",
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  ops: ["find", "text"],
@@ -15808,7 +15813,7 @@ var init_tool_definitions = __esm(() => {
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  requires: []
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  },
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  find: {
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- summary: "the paths of every node matching className, script, namePattern or group, with property read off each",
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+ summary: "the paths of every node matching className, script, namePattern, group or says, with property read off each",
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  requires: []
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  },
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  rect: {
@@ -15874,7 +15879,11 @@ var init_tool_definitions = __esm(() => {
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  ops: ["click", "choose"],
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  description: "click: the Control to click, at its centre, or the 3D node to click, where it is drawn. choose: the PopupMenu, or the OptionButton or MenuButton in front of one."
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  },
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- action: { type: "string", ops: ["action"], description: "action: the InputMap action name." },
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+ action: {
15883
+ type: "string",
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+ ops: ["action"],
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+ description: "action: the InputMap action name. An engine dialog is not answered this way: AcceptDialog reads the Escape key itself and never asks the InputMap, so ui_cancel goes in and the question stays up. Dismiss one with key Escape, or click its button."
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+ },
15878
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  pressed: {
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  type: "boolean",
15880
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  ops: ["action", "key", "mouse_click"],
@@ -15957,7 +15966,7 @@ var init_tool_definitions = __esm(() => {
15957
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  },
15958
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  {
15959
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  name: "runtime_wait",
15960
- description: "Lets the running game get on with it and answers when something has happened: a number of frames, a signal, or a property reaching a value. Needs the game running with the runtime addon.",
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+ description: "Lets the running game get on with it and answers when something has happened: a number of frames, a signal, a property reaching a value, or words appearing on a screen. Needs the game running with the runtime addon.",
15961
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  parameters: {
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  projectPath: RUNNING_PROJECT_PATH,
15963
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  frames: {
@@ -15969,6 +15978,11 @@ var init_tool_definitions = __esm(() => {
15969
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  signal: { type: "string", ops: ["signal"], description: "signal: the signal name." },
15970
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  property: { type: "string", ops: ["until"], description: "until: the property name." },
15971
15980
  value: { ops: ["until"], description: "until: the value to wait for, fitted to the property's type." },
15981
+ says: {
15982
+ type: "string",
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+ ops: ["until"],
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+ description: "until: wait for these words to appear anywhere under nodePath instead of for a property, which is how a panel that rebuilds its labels is waited on at all: the labels are named afresh each redraw and the panel is what stays put. Case-insensitive, part of a line, hidden nodes included."
15985
+ },
15972
15986
  timeoutMs: {
15973
15987
  type: "number",
15974
15988
  ops: ["signal", "until"],
@@ -15983,8 +15997,8 @@ var init_tool_definitions = __esm(() => {
15983
15997
  requires: ["nodePath", "signal"]
15984
15998
  },
15985
15999
  until: {
15986
- summary: "wait for a property to read as a value and answer with what it read",
15987
- requires: ["nodePath", "property", "value"]
16000
+ summary: "wait for a property to read as a value, or for words to appear under a node, and answer with what it found",
16001
+ requires: ["nodePath"]
15988
16002
  }
15989
16003
  }
15990
16004
  },
@@ -37491,6 +37505,7 @@ class GodotServer {
37491
37505
  const script = readNonEmptyString(args, "script");
37492
37506
  const namePattern = readNonEmptyString(args, "namePattern");
37493
37507
  const group = readNonEmptyString(args, "group");
37508
+ const says = readNonEmptyString(args, "says");
37494
37509
  if (className !== undefined)
37495
37510
  filters["class"] = className;
37496
37511
  if (script !== undefined)
@@ -37499,8 +37514,10 @@ class GodotServer {
37499
37514
  filters["name"] = namePattern;
37500
37515
  if (group !== undefined)
37501
37516
  filters["group"] = group;
37517
+ if (says !== undefined)
37518
+ filters["says"] = says;
37502
37519
  if (Object.keys(filters).length === 0) {
37503
- return this.createErrorResponse("runtime_inspect find needs at least one of className, script, namePattern, group.");
37520
+ return this.createErrorResponse("runtime_inspect find needs at least one of className, script, namePattern, group, says.");
37504
37521
  }
37505
37522
  const property = readNonEmptyString(args, "property");
37506
37523
  return await this.handleRuntimeCommand("find_nodes", {
@@ -37530,6 +37547,7 @@ class GodotServer {
37530
37547
  path: nodePath,
37531
37548
  property: readString(args, "property") ?? "",
37532
37549
  value: args["value"],
37550
+ ...readNonEmptyString(args, "says") === undefined ? {} : { says: readNonEmptyString(args, "says") },
37533
37551
  timeout_ms: timeoutMs
37534
37552
  }, patience);
37535
37553
  }
@@ -38905,15 +38923,17 @@ that is running, and the project on disk. ${TOOL_SPECS.length} tools, named \`do
38905
38923
  | Ask | Tool |
38906
38924
  | --- | --- |
38907
38925
  | What a screen says | \`runtime_inspect text\`, which reads what is drawn and leaves out what is hidden |
38926
+ | Find a control by the word on it | \`runtime_inspect find\` with \`says\`, rather than listing a screen and reading each one |
38908
38927
  | Where a control is, and whether it is visible | \`runtime_inspect\` \`find\`, \`rect\` |
38909
38928
  | What a property reads right now | \`runtime_inspect\` \`property\`, \`runtime_invoke\` |
38910
38929
  | Press a button | \`runtime_input click\`, which says what was under the pointer |
38911
38930
  | Fill in a field | \`runtime_input click\` on it, then \`runtime_input text\` with \`replace\`; a submitted field has to be clicked again |
38912
38931
  | Click somebody standing in a 3D room | \`runtime_input click\` on the Node3D, which aims at what it draws |
38913
38932
  | Pick something out of a dropdown | \`runtime_input choose\` on it, by what the item says |
38914
- | Answer a dialog, or press a bound key | \`runtime_input action\` or \`key\`, a whole press unless you hold it |
38933
+ | Answer a dialog | \`runtime_input click\` on its button, or \`key\` Escape to dismiss it: an [AcceptDialog] reads that key itself and never asks the InputMap, so \`ui_cancel\` leaves it standing |
38934
+ | Press a bound key | \`runtime_input action\` or \`key\`, a whole press unless you hold it |
38915
38935
  | Where a 3D node is on screen | \`runtime_inspect\` \`rect\`, rather than unprojecting by hand |
38916
- | Wait for something | \`runtime_wait\`, never a sleep |
38936
+ | Wait for something | \`runtime_wait\`, never a sleep; \`until\` with \`says\` for a panel that rebuilds its own labels |
38917
38937
  | A picture, for a person who asked to see one | \`runtime_capture\` |
38918
38938
 
38919
38939
  These need the runtime autoload, which \`gdharness setup\` registers. \`runtime_capture\` needs a
@@ -10,6 +10,10 @@ const Values = preload("runtime_values.gd")
10
10
  const FIND_LIMIT: int = 100
11
11
  const FIND_LIMIT_CEILING: int = 1000
12
12
 
13
+ ## What a find can be narrowed by, which is also what it refuses to answer without. Named once so
14
+ ## the refusal lists the same set the walk reads.
15
+ const FILTERS: PackedStringArray = ["class", "script", "name", "group", "says"]
16
+
13
17
  ## The most lines one read answers with, unless asked for fewer. A screen is a few dozen; a
14
18
  ## thousand is a tree somebody pointed this at by mistake.
15
19
  const READ_LIMIT: int = 500
@@ -39,7 +43,8 @@ func get_tree(params: Dictionary) -> Dictionary:
39
43
 
40
44
  ## Nodes matching every filter given, as paths, so a caller can name what it wants without
41
45
  ## reading the whole tree to find it. `class` matches native classes and their subclasses, and
42
- ## the global name of a script class; `name` is a case-insensitive glob; `script` is a path.
46
+ ## the global name of a script class; `name` is a case-insensitive glob; `script` is a path;
47
+ ## `says` is what the node has written on it.
43
48
  ##
44
49
  ## `property` names one to read off each of them, which is the difference between one question and
45
50
  ## one call per answer. A panel of a dozen labels took thirteen calls to read, and a tree that
@@ -48,22 +53,16 @@ func get_tree(params: Dictionary) -> Dictionary:
48
53
  ## because null is what a node holding null answers.
49
54
  func find_nodes(params: Dictionary) -> Dictionary:
50
55
  var root_path: String = str(params.get("root", "/root"))
51
- var wanted_class: String = str(params.get("class", ""))
52
- var wanted_script: String = str(params.get("script", ""))
53
- var wanted_name: String = str(params.get("name", ""))
54
- var wanted_group: String = str(params.get("group", ""))
56
+ var wanted: Dictionary[String, String] = {}
57
+ for filter: String in FILTERS:
58
+ wanted[filter] = str(params.get(filter, ""))
55
59
  var wanted_property: String = str(params.get("property", ""))
56
60
  var limit: int = clampi(int(params.get("limit", FIND_LIMIT)), 1, FIND_LIMIT_CEILING)
57
61
 
58
- if (
59
- wanted_class.is_empty()
60
- and wanted_script.is_empty()
61
- and wanted_name.is_empty()
62
- and wanted_group.is_empty()
63
- ):
64
- return {"type": "error", "message": "find_nodes needs at least one of class, script, name, group"}
65
- if not wanted_script.is_empty() and not wanted_script.begins_with("res://"):
66
- wanted_script = "res://" + wanted_script
62
+ if not _anything_asked(wanted):
63
+ return {"type": "error", "message": "find_nodes needs at least one of " + ", ".join(FILTERS)}
64
+ if not wanted["script"].is_empty() and not wanted["script"].begins_with("res://"):
65
+ wanted["script"] = "res://" + wanted["script"]
67
66
 
68
67
  var root: Node = _host.get_tree().root.get_node_or_null(root_path)
69
68
  if root == null:
@@ -74,7 +73,7 @@ func find_nodes(params: Dictionary) -> Dictionary:
74
73
  var truncated: bool = false
75
74
  while not pending.is_empty():
76
75
  var node: Node = pending.pop_front()
77
- if _matches(node, wanted_class, wanted_script, wanted_name, wanted_group):
76
+ if _matches(node, wanted):
78
77
  if found.size() >= limit:
79
78
  truncated = true
80
79
  break
@@ -115,25 +114,37 @@ func _found(node: Node, wanted_property: String) -> Dictionary:
115
114
  return entry
116
115
 
117
116
 
118
- func _matches(
119
- node: Node, wanted_class: String, wanted_script: String, wanted_name: String, wanted_group: String
120
- ) -> bool:
121
- if not wanted_group.is_empty() and not node.is_in_group(wanted_group):
117
+ ## Whether the caller named anything to match on, since every filter left out matches everything
118
+ ## and a find with none of them is the whole tree by another name.
119
+ static func _anything_asked(wanted: Dictionary[String, String]) -> bool:
120
+ for filter: String in wanted:
121
+ if not wanted[filter].is_empty():
122
+ return true
123
+ return false
124
+
125
+
126
+ func _matches(node: Node, wanted: Dictionary[String, String]) -> bool:
127
+ if not wanted["group"].is_empty() and not node.is_in_group(wanted["group"]):
122
128
  return false
123
- if not wanted_name.is_empty() and not str(node.name).matchn(wanted_name):
129
+ if not wanted["name"].is_empty() and not str(node.name).matchn(wanted["name"]):
130
+ return false
131
+ # What this node says, rather than everything said underneath it. A row is then found by the
132
+ # label in it, and the path answered is that label's, which is where the words a caller is
133
+ # looking at actually are: matching every container above it would answer with the screen.
134
+ if not wanted["says"].is_empty() and not said_by(node).containsn(wanted["says"]):
124
135
  return false
125
136
  var script: Variant = node.get_script()
126
- if not wanted_script.is_empty():
137
+ if not wanted["script"].is_empty():
127
138
  if not script is Script:
128
139
  return false
129
140
  var attached: Script = script
130
- if attached.resource_path != wanted_script:
141
+ if attached.resource_path != wanted["script"]:
131
142
  return false
132
- if not wanted_class.is_empty() and not node.is_class(wanted_class):
143
+ if not wanted["class"].is_empty() and not node.is_class(wanted["class"]):
133
144
  if not script is Script:
134
145
  return false
135
146
  var attached: Script = script
136
- if attached.get_global_name() != wanted_class:
147
+ if attached.get_global_name() != wanted["class"]:
137
148
  return false
138
149
  return true
139
150
 
@@ -195,7 +206,7 @@ func _read_into(node: Node, include_hidden: bool, most: int, into: PackedStringA
195
206
  return
196
207
  if not include_hidden and not _drawn(node):
197
208
  return
198
- var said: String = _said_by(node)
209
+ var said: String = said_by(node)
199
210
  if not said.is_empty():
200
211
  into.append(said)
201
212
  for child: Node in node.get_children(true):
@@ -213,7 +224,11 @@ static func _drawn(node: Node) -> bool:
213
224
 
214
225
  ## What one node says, or "" for a node that says nothing. Anything with a `text` property, which
215
226
  ## is every label, button and field the interface is built out of.
216
- static func _said_by(node: Node) -> String:
227
+ ##
228
+ ## Public because three questions are the same question: what a screen reads as, which nodes say a
229
+ ## given word, and whether anything has come to say it yet. Two copies of what a node says is how
230
+ ## the three of them come to disagree about a SpinBox.
231
+ static func said_by(node: Node) -> String:
217
232
  for property: Dictionary in node.get_property_list():
218
233
  if str(property.get("name", "")) == "text" and int(property.get("type", 0)) == TYPE_STRING:
219
234
  return str(node.get("text")).strip_edges()
@@ -3,6 +3,7 @@ extends RefCounted
3
3
  ## The commands that take time: they let the game run and answer when what was waited for has
4
4
  ## happened, or when the time ran out, so the caller never sleeps for a guessed length.
5
5
 
6
+ const Queries = preload("runtime_queries.gd")
6
7
  const Values = preload("runtime_values.gd")
7
8
 
8
9
  ## The longest one wait may last, whatever the request says: past this the server has long
@@ -78,22 +79,27 @@ func wait_signal(params: Dictionary) -> Dictionary:
78
79
  }
79
80
 
80
81
 
81
- ## Waits until a property reads as the value given, or the time runs out, and answers with
82
- ## what it read last either way.
82
+ ## Waits until a property reads as the value given, or until something under the path says what
83
+ ## was given, or the time runs out, and answers with what it read last either way.
83
84
  func wait_until(params: Dictionary) -> Dictionary:
84
85
  var node_path: String = str(params.get("path", ""))
85
86
  var property: String = str(params.get("property", ""))
87
+ var says: String = str(params.get("says", ""))
86
88
  var timeout_ms: int = int(params.get("timeout_ms", 5000))
87
89
  if timeout_ms < 1 or timeout_ms > CEILING_MSEC:
88
90
  return _out_of_range("timeout_ms", timeout_ms, 1, CEILING_MSEC)
89
- if node_path.is_empty() or property.is_empty():
90
- return {"type": "error", "message": "Node path and property required"}
91
+ if node_path.is_empty():
92
+ return {"type": "error", "message": "Node path required"}
93
+ if _host.get_tree().root.get_node_or_null(node_path) == null:
94
+ return {"type": "error", "message": "Node not found: " + node_path}
95
+ if not says.is_empty():
96
+ return await _wait_until_said(node_path, says, timeout_ms)
97
+ if property.is_empty():
98
+ return {"type": "error", "message": "A property and a value, or says, are required"}
91
99
  if not params.has("value"):
92
100
  return {"type": "error", "message": "A value to wait for is required"}
93
101
 
94
102
  var node: Node = _host.get_tree().root.get_node_or_null(node_path)
95
- if node == null:
96
- return {"type": "error", "message": "Node not found: " + node_path}
97
103
 
98
104
  var current: Variant = node.get(property)
99
105
  var wanted: Variant = _values.fitted(params["value"], typeof(current))
@@ -114,6 +120,45 @@ func wait_until(params: Dictionary) -> Dictionary:
114
120
  }
115
121
 
116
122
 
123
+ ## Waits until something under [param node_path] has [param said] written on it.
124
+ ##
125
+ ## A screen rather than one node, because a panel following a clock builds its labels again every
126
+ ## time it redraws and the engine names those `@Label@1163`. A wait holding one of them is waiting
127
+ ## on a node that was freed a frame later, and that is what it answered: the date along the top of a
128
+ ## hall could not be waited on at all. What a caller is watching for is a word arriving on a screen,
129
+ ## and the screen is the part that stays put.
130
+ func _wait_until_said(node_path: String, said: String, timeout_ms: int) -> Dictionary:
131
+ var started: int = Time.get_ticks_msec()
132
+ var found: bool = _anything_says(node_path, said)
133
+ while not found and Time.get_ticks_msec() - started < timeout_ms:
134
+ await _host.get_tree().process_frame
135
+ found = _anything_says(node_path, said)
136
+
137
+ return {
138
+ "type": "condition",
139
+ "path": node_path,
140
+ "says": said,
141
+ "met": found,
142
+ "elapsed_ms": Time.get_ticks_msec() - started,
143
+ }
144
+
145
+
146
+ ## Whether anything under [param node_path] says [param said], the node itself included. Hidden
147
+ ## nodes count, for the reason a find answers off them: a caller may be waiting for a dialog that
148
+ ## is built before it is shown.
149
+ func _anything_says(node_path: String, said: String) -> bool:
150
+ var root: Node = _host.get_tree().root.get_node_or_null(node_path)
151
+ if root == null:
152
+ return false
153
+ var pending: Array[Node] = [root]
154
+ while not pending.is_empty():
155
+ var node: Node = pending.pop_back()
156
+ if Queries.said_by(node).containsn(said):
157
+ return true
158
+ pending.append_array(node.get_children(true))
159
+ return false
160
+
161
+
117
162
  func _signal_arity(node: Node, signal_name: String) -> int:
118
163
  for entry: Dictionary in node.get_signal_list():
119
164
  if entry.get("name", "") == signal_name:
package/build/index.js CHANGED
@@ -28336,6 +28336,11 @@ var TOOL_SPECS = [
28336
28336
  description: 'find: a case-insensitive glob on the node name, such as "Enemy*".'
28337
28337
  },
28338
28338
  group: { type: "string", ops: ["find"], description: "find: a group the node is in." },
28339
+ says: {
28340
+ type: "string",
28341
+ ops: ["find"],
28342
+ description: "find: part of what the node has written on it, case-insensitively, which is how a button is reached by the word on it rather than by a generated path. Its own text, so a row is found by the label in it, and hidden nodes match."
28343
+ },
28339
28344
  limit: {
28340
28345
  type: "number",
28341
28346
  ops: ["find", "text"],
@@ -28361,7 +28366,7 @@ var TOOL_SPECS = [
28361
28366
  requires: []
28362
28367
  },
28363
28368
  find: {
28364
- summary: "the paths of every node matching className, script, namePattern or group, with property read off each",
28369
+ summary: "the paths of every node matching className, script, namePattern, group or says, with property read off each",
28365
28370
  requires: []
28366
28371
  },
28367
28372
  rect: {
@@ -28427,7 +28432,11 @@ var TOOL_SPECS = [
28427
28432
  ops: ["click", "choose"],
28428
28433
  description: "click: the Control to click, at its centre, or the 3D node to click, where it is drawn. choose: the PopupMenu, or the OptionButton or MenuButton in front of one."
28429
28434
  },
28430
- action: { type: "string", ops: ["action"], description: "action: the InputMap action name." },
28435
+ action: {
28436
+ type: "string",
28437
+ ops: ["action"],
28438
+ description: "action: the InputMap action name. An engine dialog is not answered this way: AcceptDialog reads the Escape key itself and never asks the InputMap, so ui_cancel goes in and the question stays up. Dismiss one with key Escape, or click its button."
28439
+ },
28431
28440
  pressed: {
28432
28441
  type: "boolean",
28433
28442
  ops: ["action", "key", "mouse_click"],
@@ -28510,7 +28519,7 @@ var TOOL_SPECS = [
28510
28519
  },
28511
28520
  {
28512
28521
  name: "runtime_wait",
28513
- description: "Lets the running game get on with it and answers when something has happened: a number of frames, a signal, or a property reaching a value. Needs the game running with the runtime addon.",
28522
+ description: "Lets the running game get on with it and answers when something has happened: a number of frames, a signal, a property reaching a value, or words appearing on a screen. Needs the game running with the runtime addon.",
28514
28523
  parameters: {
28515
28524
  projectPath: RUNNING_PROJECT_PATH,
28516
28525
  frames: {
@@ -28522,6 +28531,11 @@ var TOOL_SPECS = [
28522
28531
  signal: { type: "string", ops: ["signal"], description: "signal: the signal name." },
28523
28532
  property: { type: "string", ops: ["until"], description: "until: the property name." },
28524
28533
  value: { ops: ["until"], description: "until: the value to wait for, fitted to the property's type." },
28534
+ says: {
28535
+ type: "string",
28536
+ ops: ["until"],
28537
+ description: "until: wait for these words to appear anywhere under nodePath instead of for a property, which is how a panel that rebuilds its labels is waited on at all: the labels are named afresh each redraw and the panel is what stays put. Case-insensitive, part of a line, hidden nodes included."
28538
+ },
28525
28539
  timeoutMs: {
28526
28540
  type: "number",
28527
28541
  ops: ["signal", "until"],
@@ -28536,8 +28550,8 @@ var TOOL_SPECS = [
28536
28550
  requires: ["nodePath", "signal"]
28537
28551
  },
28538
28552
  until: {
28539
- summary: "wait for a property to read as a value and answer with what it read",
28540
- requires: ["nodePath", "property", "value"]
28553
+ summary: "wait for a property to read as a value, or for words to appear under a node, and answer with what it found",
28554
+ requires: ["nodePath"]
28541
28555
  }
28542
28556
  }
28543
28557
  },
@@ -30272,6 +30286,7 @@ class GodotServer {
30272
30286
  const script = readNonEmptyString(args, "script");
30273
30287
  const namePattern = readNonEmptyString(args, "namePattern");
30274
30288
  const group = readNonEmptyString(args, "group");
30289
+ const says = readNonEmptyString(args, "says");
30275
30290
  if (className !== undefined)
30276
30291
  filters["class"] = className;
30277
30292
  if (script !== undefined)
@@ -30280,8 +30295,10 @@ class GodotServer {
30280
30295
  filters["name"] = namePattern;
30281
30296
  if (group !== undefined)
30282
30297
  filters["group"] = group;
30298
+ if (says !== undefined)
30299
+ filters["says"] = says;
30283
30300
  if (Object.keys(filters).length === 0) {
30284
- return this.createErrorResponse("runtime_inspect find needs at least one of className, script, namePattern, group.");
30301
+ return this.createErrorResponse("runtime_inspect find needs at least one of className, script, namePattern, group, says.");
30285
30302
  }
30286
30303
  const property = readNonEmptyString(args, "property");
30287
30304
  return await this.handleRuntimeCommand("find_nodes", {
@@ -30311,6 +30328,7 @@ class GodotServer {
30311
30328
  path: nodePath,
30312
30329
  property: readString(args, "property") ?? "",
30313
30330
  value: args["value"],
30331
+ ...readNonEmptyString(args, "says") === undefined ? {} : { says: readNonEmptyString(args, "says") },
30314
30332
  timeout_ms: timeoutMs
30315
30333
  }, patience);
30316
30334
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "gdharness",
3
- "version": "0.7.0",
3
+ "version": "0.9.0",
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",