gdharness 1.0.1 → 1.0.2
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 +80 -21
- package/build/godot/addons/gdharness_runtime/runtime_input.gd +29 -7
- package/build/godot/addons/gdharness_runtime/runtime_queries.gd +42 -6
- package/build/godot/addons/gdharness_runtime/runtime_waits.gd +16 -9
- package/build/godot/operations/classdb_queries.gd +75 -0
- package/build/index.js +77 -19
- package/package.json +1 -1
package/build/cli.js
CHANGED
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@@ -7673,6 +7673,9 @@ function cacheWrittenAt(projectPath) {
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return null;
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}
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}
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function cachedAtMissingPaths(cached, projectPath) {
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return [...cached].filter(([, path]) => path.startsWith("res://") && !existsSync6(join6(projectPath, path.slice("res://".length)))).map(([name]) => name).sort();
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}
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function staleAgainst(cached, projectPath) {
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return [...declaredClasses(projectPath)].filter(([name, path]) => cached.get(name) !== path).map(([name]) => name);
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}
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@@ -16084,7 +16087,7 @@ var init_tool_definitions = __esm(() => {
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},
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{
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name: "editor_rescan",
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description: "Makes the running editor scan the project filesystem, so files written outside it are picked up. The scan is a change-detecting walk rather than an unconditional reparse, so a file another engine has already imported reads as settled and the walk does not look inside it: its class_name then stays out of the list the editor resolves against, however many times you scan. Any class in that state is named under unseenByEditor, which is what no check on disk can see, since the declaration and the cache are both correct there and only the editor disagrees. The cure is this call on its own, with no change to the declaring script: measured against a real editor on three platforms, with idle waits of the same length ruled out so the scan is credited rather than the time it takes, and reproduced in a second project against its own reproduction in 203ms. editor_launch restart also does it and costs a window, and project_import refresh_classes does not: it rewrites the cache and does not touch what the editor is holding. A scan writes .godot/global_script_class_cache.cfg from the list the editor is holding, so a class the editor cannot resolve goes out of that file with it. That is not a reason to refuse the scan, because on a class the editor has merely not walked yet the scan is the cure; what the answer does instead is name the loss under cacheLost and rebuild the cache from the files, naming what came back under cacheRestored, so no fresh engine, CI run or clone inherits the short file. An editor that lost classes is still holding the short list, so the note says to restart it before scanning again. Needs the editor connected.",
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description: "Makes the running editor scan the project filesystem, so files written outside it are picked up. The scan is a change-detecting walk rather than an unconditional reparse, so a file another engine has already imported reads as settled and the walk does not look inside it: its class_name then stays out of the list the editor resolves against, however many times you scan. Any class in that state is named under unseenByEditor, which is what no check on disk can see, since the declaration and the cache are both correct there and only the editor disagrees. The cure is this call on its own, with no change to the declaring script: measured against a real editor on three platforms, with idle waits of the same length ruled out so the scan is credited rather than the time it takes, and reproduced in a second project against its own reproduction in 203ms. editor_launch restart also does it and costs a window, and project_import refresh_classes does not: it rewrites the cache and does not touch what the editor is holding. A scan writes .godot/global_script_class_cache.cfg from the list the editor is holding, so a class the editor cannot resolve goes out of that file with it. That is not a reason to refuse the scan, because on a class the editor has merely not walked yet the scan is the cure; what the answer does instead is name the loss under cacheLost and rebuild the cache from the files, naming what came back under cacheRestored, so no fresh engine, CI run or clone inherits the short file. An editor that lost classes is still holding the short list, so the note says to restart it before scanning again. The other direction is guarded the same way: a class the editor still holds for a script that was renamed or deleted comes back into the cache at a path that is not there, and the next engine to read it fails on \"Could not parse global class\" in whichever correct script shares the bare name, so the cache is rebuilt without it and the answer names it under cacheDropped; the editor goes on holding it until it is restarted, and every scan until then ends in that rebuild. A script or shader written outside the editor has no .uid sidecar until something imports it, and the scan writes one beside it, which a project that commits sidecars needs before the commit. Needs the editor connected.",
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parameters: {
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projectPath: PROJECT_PATH,
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timeoutMs: { type: "number", description: "How long to wait for the scan. Default 30000." },
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@@ -16120,12 +16123,20 @@ var init_tool_definitions = __esm(() => {
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},
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instantiableOnly: { type: "boolean", description: "query: leave out abstract classes. Default false." },
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className: { type: "string", description: "info, inheritance: the class." },
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includeInherited: { type: "boolean", description: "info: include inherited members. Default false." }
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includeInherited: { type: "boolean", description: "info: include inherited members. Default false." },
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member: {
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type: "string",
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ops: ["info"],
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description: 'info: one member by name, a method, property, signal, enum or constant, with its signature and which class declares it, looked for on the class and every ancestor. The whole of Control is seventy thousand characters; the question "does this engine have it, and what does it take" is this. A name nothing declares is refused with the members whose names contain it.'
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}
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},
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requires: ["projectPath"],
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operations: {
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query: { summary: "classes matching a filter or category", requires: [] },
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info: {
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info: {
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summary: "methods, properties, signals and enums of one class, or one member of it by name",
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requires: ["className"]
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},
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inheritance: { summary: "ancestors and descendants of one class", requires: ["className"] }
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},
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defaultOperation: "query"
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@@ -16150,7 +16161,13 @@ var init_tool_definitions = __esm(() => {
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includeProperties: {
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type: "boolean",
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ops: ["tree"],
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description: "tree: include each node
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description: "tree: include every stored property of each node. Default false, and one row of a form answered seventy-six thousand characters with it; properties names the few that are wanted."
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},
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properties: {
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type: "array",
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items: { type: "string" },
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ops: ["tree"],
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description: "tree: the properties to read off each node, by name, so the text of every label and button under a panel is one call: a node that has not got one leaves it out. Colons read through what a node holds, as property does for find."
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},
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className: {
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type: "string",
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@@ -16339,7 +16356,7 @@ var init_tool_definitions = __esm(() => {
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relativeX: {
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type: "number",
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ops: ["mouse_motion"],
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description: "mouse_motion: the movement the event carries. Left out, it is the distance from where the pointer
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description: "mouse_motion: the movement the event carries. Left out, it is the distance from where the last injected pointer event put the pointer, and none for the first; that is what a control that drags reads. Give it to send a motion the position does not show."
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},
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relativeY: {
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type: "number",
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@@ -16359,7 +16376,7 @@ var init_tool_definitions = __esm(() => {
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},
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action: { summary: "press an action, or hold it", requires: ["action"] },
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key: {
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summary: "press a key, or hold it. Not for a menu a click has opened: an OptionButton or PopupMenu pops up as a window of its own that a key sent to the game never reaches, so an arrow moves nothing in it and Enter closes it with nothing chosen. choose is what selects there",
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summary: "press a key, or hold it. Not for a menu a click has opened: an OptionButton or PopupMenu pops up as a window of its own that a key sent to the game never reaches, so an arrow moves nothing in it and Enter closes it with nothing chosen. choose is what selects there. The limit is that menu's own navigation, not windows in general: an embedded dialog whose owner reads keys in _input gets them, and a binding catcher up in one takes the key first time",
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requires: ["keycode"]
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},
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text: {
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@@ -16371,7 +16388,7 @@ var init_tool_definitions = __esm(() => {
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requires: ["x", "y"]
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},
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mouse_motion: {
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summary: "move the mouse to a position, carrying the distance from where
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summary: "move the mouse to a position, carrying the distance from where the last injected event put it unless relativeX and relativeY say otherwise, and the buttons held, so a control that drags moves under a run of these between a held mouse_click and its release",
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requires: ["x", "y"]
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}
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}
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@@ -16394,7 +16411,12 @@ var init_tool_definitions = __esm(() => {
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says: {
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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,
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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, on a node the player can see unless includeHidden says otherwise; a label with a line break is matched with the break in the words, and a backslash followed by n counts as one. Instead of, not as well as: a call carrying this and a property is refused, because they ask about different things and answering one of them silently is how a caller watches a screen believing they are watching a property."
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},
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includeHidden: {
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type: "boolean",
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ops: ["until"],
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description: "until, with says: count words on a hidden node too. Default false, since a wait for words is a wait for them to be shown: a button that exists hidden through a whole animation carries its words the whole time and satisfied the wait at once, and every wait on that screen fell back to counting frames."
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},
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timeoutMs: {
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type: "number",
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@@ -37458,13 +37480,16 @@ function stillRunning(run) {
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}
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return true;
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}
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function runIsUp(run, editorSays) {
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function runIsUp(run, editorSays, now = Date.now()) {
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if (run?.throughEditor !== true) {
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return stillRunning(run);
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}
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if (run.announcedPid !== undefined && !alive(run.announcedPid)) {
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return false;
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}
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if (editorSays === false && run.seenPlaying !== true && now - run.startedAt < PLAY_STARTS_WITHIN_MS) {
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return true;
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}
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return editorSays ?? stillRunning(run);
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}
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function endedPreviousRun(ended) {
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@@ -37538,10 +37563,11 @@ function runtimeVerdict(endpoint, after) {
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heldAt: after.heldAt
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};
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}
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const state = after.playingSeen === false ? "the editor has not yet reported the game as playing, which a restarted editor does not until its scan is over" : "the game is still running";
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return {
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listening: false,
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mayYetAnnounce: after.running,
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note: after.running ? `nothing announced itself within ${after.budgetMs}ms and
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note: after.running ? `nothing announced itself within ${after.budgetMs}ms and ${state}, so it may announce a moment from now: editor_status says whether it has, and editor_run start takes runtimeWaitMs to wait longer than this${after.withArgs ? ", which a run carrying its own arguments may well need, since whatever they ask the game to do before its first frame is inside this wait" : ""}` : `nothing announced itself within ${after.budgetMs}ms and the game is no longer running, so nothing is going to: editor_output has what it printed on the way down`,
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heldAt: null
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};
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}
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@@ -38230,7 +38256,8 @@ class GodotServer {
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...whichGame(args),
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root: readNonEmptyString(args, "nodePath") ?? "/root",
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depth: readPositiveNumber(args, "depth") ?? 3,
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include_properties: readBoolean(args, "includeProperties") ?? false
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include_properties: readBoolean(args, "includeProperties") ?? false,
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properties: readArray(args, "properties") ?? []
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});
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case "find":
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return await this.handleFindRuntimeNodes(args);
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@@ -39445,7 +39472,8 @@ class GodotServer {
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budgetMs,
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heldAt: this.dapClient?.whereItStopped() ?? null,
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running: endpoint !== null || going !== null && await this.runStillGoing(going),
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-
withArgs
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withArgs,
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...going?.throughEditor === true ? { playingSeen: going.seenPlaying === true } : {}
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});
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}
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async playThroughEditor(scene, refreshedClasses, projectPath, alreadyPlaying, runtimeWaitMs, ended) {
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@@ -39475,6 +39503,7 @@ class GodotServer {
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const startedAt = Date.now();
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const transcript = openTranscript(startedAt);
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closeSync(transcript.fd);
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const playAnswer = asParams(JSON.parse(answer.content[0]?.text ?? "{}"));
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const played = {
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process: null,
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pid: null,
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@@ -39486,7 +39515,8 @@ class GodotServer {
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exitCode: null,
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throughEditor: true,
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brokeOn: null,
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announcedBefore: alreadyPlaying
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announcedBefore: alreadyPlaying,
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seenPlaying: readBoolean(playAnswer, "playing") === true
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};
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this.activeProcess = played;
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writeEditorRunNote({ projectPath, transcript: transcript.path, startedAt });
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through: "editor",
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scene: scene === null ? "the main scene" : `res://${scene}`,
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refreshedClasses,
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-
debugPort: readNumber(
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debugPort: readNumber(playAnswer, "debugPort"),
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endedPreviousRun: endedPreviousRun(ended),
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breakpoints: breakpoints.applied.length === 0 ? undefined : this.breakpointsAsProjectSpells(projectPath, breakpoints.applied),
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breakpointsRefused: breakpoints.refused.length === 0 ? undefined : breakpoints.refused.map((one) => ({
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@@ -40022,7 +40052,11 @@ class GodotServer {
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if (announced !== undefined && editorSays === undefined) {
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return stillRunning(run);
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}
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-
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const said = editorSays === undefined ? (await this.editorPlayingState())?.playing ?? null : editorSays;
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if (said === true) {
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run.seenPlaying = true;
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}
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return runIsUp(run, said);
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}
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async handleGetDebugOutput(args, waitedMs) {
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await this.pickUpWhatTheEditorIsPlaying();
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@@ -40205,6 +40239,7 @@ class GodotServer {
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const writtenBefore = projectPath === "" ? null : cacheWrittenAt(projectPath);
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const blind = await this.classesTheEditorCannotSee(args);
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const atRisk = before === null ? [] : blind.unseen.filter((one) => before.has(one.className));
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const ghosts = blind.stillHeld ?? [];
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const first = await this.handleViaBridge("rescan_filesystem", args);
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if (first.isError) {
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return first;
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@@ -40216,7 +40251,7 @@ class GodotServer {
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const pending = Boolean(status["pending"]) && Date.now() - started < SCAN_START_MS;
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busy = Boolean(status["scanning"]) || Boolean(status["importing"]) || pending;
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}
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-
if (!busy && projectPath !== "" && (atRisk.length > 0 || blind.unchecked !== undefined)) {
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if (!busy && projectPath !== "" && (atRisk.length > 0 || ghosts.length > 0 || blind.unchecked !== undefined)) {
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const until = Date.now() + CACHE_WRITE_MS;
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while (Date.now() < until && cacheWrittenAt(projectPath) === writtenBefore) {
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await new Promise((settle) => setTimeout(settle, 100));
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@@ -40224,7 +40259,11 @@ class GodotServer {
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}
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const after = projectPath === "" || busy ? null : cachedClasses(projectPath);
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const lost = before === null || after === null ? [] : [...before.keys()].filter((name) => !after.has(name));
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-
const
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const atMissingPaths = after === null ? [] : cachedAtMissingPaths(after, projectPath);
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const restored = lost.length > 0 || atMissingPaths.length > 0 ? await this.rebuildCacheAfterLoss(projectPath, lost) : [];
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const rebuilt = atMissingPaths.length > 0 ? cachedClasses(projectPath) : null;
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const dropped = rebuilt === null ? [] : atMissingPaths.filter((name) => !cachedAtMissingPaths(rebuilt, projectPath).includes(name));
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const stillAtMissingPaths = atMissingPaths.filter((name) => !dropped.includes(name));
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const reloading = readNonEmptyString(args, "reloadScript");
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let reloaded = {};
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if (reloading !== undefined) {
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@@ -40240,8 +40279,23 @@ class GodotServer {
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const checked = busy ? { unseen: [] } : await this.classesTheEditorCannotSee(args);
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|
const unseen = checked.unseen;
|
|
40242
40281
|
const stillGone = lost.filter((name) => !restored.includes(name));
|
|
40282
|
+
const notes = [];
|
|
40283
|
+
if (busy) {
|
|
40284
|
+
notes.push("The editor was still scanning or importing when the wait ran out, so new files may not be visible yet.");
|
|
40285
|
+
} else if (stillGone.length > 0) {
|
|
40286
|
+
notes.push("The scan wrote the class cache from the list this editor is holding, that list is shorter than the file was, and rebuilding the cache from the files did not bring these back. Every engine that reads the cache next, including a test run, will report them as unknown identifiers. Restart the editor with editor_launch restart before scanning again.");
|
|
40287
|
+
} else if (lost.length > 0) {
|
|
40288
|
+
notes.push("The scan wrote the class cache from the list this editor is holding, which is shorter than the file was, so the cache was rebuilt from the files and these classes are back in it. Nothing was lost, but this editor is still holding the short list: do not rescan again until it has been restarted with editor_launch restart, because it will write the same list over the file each time.");
|
|
40289
|
+
} else if (unseen.length > 0) {
|
|
40290
|
+
notes.push("The scan finished and these classes are still not in the list the editor resolves against, so every use of them reads as an unknown identifier. Its walk skips a file another engine has already imported. Rescan again on its own, which is the measured cure and needs no change to the declaring script, or restart the editor with editor_launch restart.");
|
|
40291
|
+
}
|
|
40292
|
+
if (stillAtMissingPaths.length > 0) {
|
|
40293
|
+
notes.push(`The scan wrote the class cache with ${stillAtMissingPaths.join(", ")} at a path that is not on disk, and rebuilding the cache from the files did not take it out. The next engine to read the cache fails on "Could not parse global class" in whichever correct script shares the bare name. Restart the editor with editor_launch restart, then run project_import refresh_classes.`);
|
|
40294
|
+
} else if (dropped.length > 0) {
|
|
40295
|
+
notes.push(`The scan wrote the class cache from the list this editor is holding, and that list still has ${dropped.join(", ")} for a script that is gone, so the cache was rebuilt from the files without it. The editor goes on holding it and writes it back on every scan until it is restarted with editor_launch restart; until then a scan is followed by this same rebuild.`);
|
|
40296
|
+
}
|
|
40243
40297
|
return this.jsonTextResponse({
|
|
40244
|
-
ok: !busy && unseen.length === 0 && stillGone.length === 0 && checked.unchecked === undefined,
|
|
40298
|
+
ok: !busy && unseen.length === 0 && stillGone.length === 0 && stillAtMissingPaths.length === 0 && checked.unchecked === undefined,
|
|
40245
40299
|
stillWorking: busy,
|
|
40246
40300
|
waitedMs: Date.now() - started,
|
|
40247
40301
|
heldBeforeReload: reloaded.heldBefore,
|
|
@@ -40250,8 +40304,10 @@ class GodotServer {
|
|
|
40250
40304
|
unseenByEditor: unseen.length > 0 ? unseen : undefined,
|
|
40251
40305
|
cacheLost: lost.length > 0 ? lost : undefined,
|
|
40252
40306
|
cacheRestored: restored.length > 0 ? restored : undefined,
|
|
40307
|
+
cacheDropped: dropped.length > 0 ? dropped : undefined,
|
|
40308
|
+
cacheAtMissingPaths: stillAtMissingPaths.length > 0 ? stillAtMissingPaths : undefined,
|
|
40253
40309
|
classesUnchecked: checked.unchecked,
|
|
40254
|
-
note:
|
|
40310
|
+
note: notes.length > 0 ? notes.join(" ") : undefined
|
|
40255
40311
|
});
|
|
40256
40312
|
}
|
|
40257
40313
|
async rebuildCacheAfterLoss(projectPath, lost) {
|
|
@@ -40492,6 +40548,7 @@ class GodotServer {
|
|
|
40492
40548
|
property: readString(args, "property") ?? "",
|
|
40493
40549
|
value: args["value"],
|
|
40494
40550
|
...readNonEmptyString(args, "says") === undefined ? {} : { says: readNonEmptyString(args, "says") },
|
|
40551
|
+
...readBoolean(args, "includeHidden") === undefined ? {} : { include_hidden: readBoolean(args, "includeHidden") },
|
|
40495
40552
|
timeout_ms: timeoutMs
|
|
40496
40553
|
}, patience);
|
|
40497
40554
|
}
|
|
@@ -40500,7 +40557,7 @@ async function runGodotServer() {
|
|
|
40500
40557
|
const server = new GodotServer;
|
|
40501
40558
|
await server.run();
|
|
40502
40559
|
}
|
|
40503
|
-
var UPDATE_NOTICE_EVERY = 500, FEEDBACK_NOTICE_EVERY = 250, run7, __dirname2, EDITOR_RESTART_TIMEOUT_MS = 90000, HOLD_PING_MS = 2000, SLOWEST_FRAME_RATE = 20, CONSOLE_WRAPPER, VALUE_NAMES, BRIDGE_RETRY_MS = 2000, SUCCESSOR_CHECK_MS = 1e4, CACHE_WRITE_MS = 2000, PLAYING_STATUS_MS = 1000, SCAN_START_MS = 2000, WAIT_FOR_RUN_MS = 600000, RUN_POLL_MS = 250, PATH_SOLUTIONS, PROJECT_FILE_ARGUMENTS, DEBUG_STATE_CALLS, PROJECT_INFO_SECTIONS2, RUNNER_DIRECTORY = "addons/gdUnit4/";
|
|
40560
|
+
var UPDATE_NOTICE_EVERY = 500, FEEDBACK_NOTICE_EVERY = 250, run7, __dirname2, EDITOR_RESTART_TIMEOUT_MS = 90000, HOLD_PING_MS = 2000, SLOWEST_FRAME_RATE = 20, PLAY_STARTS_WITHIN_MS = 30000, CONSOLE_WRAPPER, VALUE_NAMES, BRIDGE_RETRY_MS = 2000, SUCCESSOR_CHECK_MS = 1e4, CACHE_WRITE_MS = 2000, PLAYING_STATUS_MS = 1000, SCAN_START_MS = 2000, WAIT_FOR_RUN_MS = 600000, RUN_POLL_MS = 250, PATH_SOLUTIONS, PROJECT_FILE_ARGUMENTS, DEBUG_STATE_CALLS, PROJECT_INFO_SECTIONS2, RUNNER_DIRECTORY = "addons/gdUnit4/";
|
|
40504
40561
|
var init_server3 = __esm(() => {
|
|
40505
40562
|
init_mcp();
|
|
40506
40563
|
init_stdio2();
|
|
@@ -42093,7 +42150,9 @@ that is running, and the project on disk. ${TOOL_SPECS.length} tools, named \`do
|
|
|
42093
42150
|
| 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 |
|
|
42094
42151
|
| Press a bound key | \`runtime_input action\` or \`key\`, a whole press unless you hold it |
|
|
42095
42152
|
| Where a 3D node is on screen | \`runtime_inspect\` \`rect\`, rather than unprojecting by hand |
|
|
42096
|
-
| Wait for something in a running game | \`runtime_wait\`, never a sleep; \`until\` with \`says\` for a panel that rebuilds its own labels |
|
|
42153
|
+
| Wait for something in a running game | \`runtime_wait\`, never a sleep; \`until\` with \`says\` for a panel that rebuilds its own labels. The words have to be shown: a button that exists hidden through an animation does not satisfy it until it appears, unless \`includeHidden\` says otherwise |
|
|
42154
|
+
| What every label on a screen says | \`runtime_inspect tree\` with \`properties\` naming \`text\`, which reads it off every node that has one; \`includeProperties\` is every stored property of every node and ran to seventy-six thousand characters for one row |
|
|
42155
|
+
| Whether this engine has a method or property, and what it takes | \`editor_classes info\` with \`member\`, which answers that one member and which class declares it rather than the whole class |
|
|
42097
42156
|
| Wait for a run to finish | \`editor_run wait\`, never a sleep or a shell loop on the pid: it answers as \`editor_output\` does, once the run is over |
|
|
42098
42157
|
| End a bench and the workers it opened | \`editor_run stop\` with \`andChildren\`, never a process listing by scene name: it ends every process under the run's, to any depth, that is a game of the project, announced as one or the project's engine run with \`--path\` on it, names them under \`endedChildren\` with what identified each, and leaves and names any other |
|
|
42099
42158
|
| A picture, for a person who asked to see one | \`runtime_capture\` |
|
|
@@ -25,12 +25,31 @@ const HEADLESS_VIEWPORT: Vector2 = Vector2(64, 64)
|
|
|
25
25
|
var _host: Node
|
|
26
26
|
var _values: Values
|
|
27
27
|
|
|
28
|
+
## Where the last injected pointer event put the pointer, once one has.
|
|
29
|
+
##
|
|
30
|
+
## Kept here rather than asked of the viewport: the root viewport answers get_mouse_position
|
|
31
|
+
## from the operating system's pointer, which an injected event never moves, so on a desktop it
|
|
32
|
+
## is wherever the user's mouse is, another monitor included, and every motion sent through the
|
|
33
|
+
## bridge carried the distance from there. Only a headless run, with no pointer to read, followed
|
|
34
|
+
## the injected events, which is why that reading measured right and a played game read it wrong.
|
|
35
|
+
var _pointer: Vector2 = Vector2.ZERO
|
|
36
|
+
var _pointer_placed: bool = false
|
|
37
|
+
|
|
28
38
|
|
|
29
39
|
func _init(host: Node, values: Values) -> void:
|
|
30
40
|
_host = host
|
|
31
41
|
_values = values
|
|
32
42
|
|
|
33
43
|
|
|
44
|
+
## The movement a pointer arriving at [param position] carries, which is the distance from where
|
|
45
|
+
## the last injected event put it, and none at all for the first. The arrival is recorded.
|
|
46
|
+
func _arrive(position: Vector2) -> Vector2:
|
|
47
|
+
var relative: Vector2 = position - _pointer if _pointer_placed else Vector2.ZERO
|
|
48
|
+
_pointer = position
|
|
49
|
+
_pointer_placed = true
|
|
50
|
+
return relative
|
|
51
|
+
|
|
52
|
+
|
|
34
53
|
## Presses [param params].action, and lets go of it again unless asked to hold it.
|
|
35
54
|
##
|
|
36
55
|
## The whole press by default, for the reason [method click] is the whole click: an action left
|
|
@@ -329,6 +348,9 @@ func inject_mouse_click(params: Dictionary) -> Dictionary:
|
|
|
329
348
|
var pressed: bool = Read.as_bool(params.get("pressed", true), true)
|
|
330
349
|
var double: bool = Read.as_bool(params.get("doubleClick", false))
|
|
331
350
|
|
|
351
|
+
# A button pressed somewhere puts the pointer there: the motion after a held press measures
|
|
352
|
+
# its drag from the press, which is where a real pointer would be.
|
|
353
|
+
var _moved: Vector2 = _arrive(position)
|
|
332
354
|
Input.parse_input_event(_button(position, button, pressed, double))
|
|
333
355
|
|
|
334
356
|
return {
|
|
@@ -342,19 +364,19 @@ func inject_mouse_click(params: Dictionary) -> Dictionary:
|
|
|
342
364
|
|
|
343
365
|
|
|
344
366
|
## Moves the pointer to a position, with the movement the event carries taken from where the
|
|
345
|
-
##
|
|
367
|
+
## last injected event put it unless the caller says otherwise.
|
|
346
368
|
##
|
|
347
369
|
## A real pointer never arrives without a `relative`, and a control that drags reads that field
|
|
348
370
|
## rather than the position, so a motion carrying none leaves a grip where it was however far the
|
|
349
|
-
## position moved. The
|
|
350
|
-
##
|
|
351
|
-
##
|
|
371
|
+
## position moved. The distance from where the bridge last put the pointer is what a real move
|
|
372
|
+
## would have carried. A relative the caller gives is kept, since a game may want to read a motion
|
|
373
|
+
## the position does not show.
|
|
352
374
|
func inject_mouse_motion(params: Dictionary) -> Dictionary:
|
|
353
375
|
var point: Variant = _read_point(params, "x", "y", "position")
|
|
354
376
|
if point is String:
|
|
355
377
|
return {"type": "error", "message": point}
|
|
356
378
|
var position: Vector2 = point
|
|
357
|
-
var relative: Vector2 = position
|
|
379
|
+
var relative: Vector2 = _arrive(position)
|
|
358
380
|
if params.has("relativeX") or params.has("relativeY"):
|
|
359
381
|
relative = Vector2(
|
|
360
382
|
Read.as_float(params.get("relativeX", 0.0)), Read.as_float(params.get("relativeY", 0.0))
|
|
@@ -516,7 +538,7 @@ func click(params: Dictionary) -> Dictionary:
|
|
|
516
538
|
# Pushed into the viewport rather than through Input: Input accumulates events and flushes
|
|
517
539
|
# them at the next frame, so the hovered control read below would be the one from before
|
|
518
540
|
# the pointer moved. The viewport delivers it to the GUI the same way a real one arrives.
|
|
519
|
-
viewport.push_input(_motion(position,
|
|
541
|
+
viewport.push_input(_motion(position, _arrive(position)))
|
|
520
542
|
# What the engine itself thinks is under the pointer, which is the answer to "did it land",
|
|
521
543
|
# read before the press so the caller learns about a control on top rather than a click
|
|
522
544
|
# that went to it. Read in full here, path included, because nothing about that control
|
|
@@ -776,7 +798,7 @@ func _click_in_the_world(node_path: String, item: Node3D, params: Dictionary) ->
|
|
|
776
798
|
return _no_such_button(params.get("button"))
|
|
777
799
|
var double: bool = Read.as_bool(params.get("double", false))
|
|
778
800
|
|
|
779
|
-
viewport.push_input(_motion(position,
|
|
801
|
+
viewport.push_input(_motion(position, _arrive(position)))
|
|
780
802
|
# Read before the press, for the reason the Control click reads it: what the caller needs to
|
|
781
803
|
# know is whether a panel is sitting over the room, and the press is what would change it.
|
|
782
804
|
var hovered: Control = viewport.gui_get_hovered_control()
|
|
@@ -30,17 +30,33 @@ func _init(host: Node, values: Values) -> void:
|
|
|
30
30
|
_values = values
|
|
31
31
|
|
|
32
32
|
|
|
33
|
+
## The tree under a node, to a depth, with every stored property on each node when asked for all
|
|
34
|
+
## of them or the named ones when a list is given.
|
|
35
|
+
##
|
|
36
|
+
## The list is the shape most questions about a screen take: the `text` of every label and
|
|
37
|
+
## button under a panel. All of them for one row of a form answered seventy-six thousand
|
|
38
|
+
## characters, and the same question as a find with one property answered two.
|
|
33
39
|
func get_tree(params: Dictionary) -> Dictionary:
|
|
34
40
|
var root_path: String = str(params.get("root", "/root"))
|
|
35
41
|
var max_depth: int = Read.as_int(params.get("depth", 3), 3)
|
|
36
42
|
var include_properties: bool = Read.as_bool(params.get("include_properties", false))
|
|
43
|
+
var named: Array[String] = []
|
|
44
|
+
var listed: Variant = params.get("properties", [])
|
|
45
|
+
if listed is Array:
|
|
46
|
+
for each: Variant in listed:
|
|
47
|
+
named.append(str(each))
|
|
48
|
+
else:
|
|
49
|
+
return {"type": "error", "message": "properties must be a list of property names"}
|
|
37
50
|
|
|
38
51
|
var reached: Dictionary = Values.node_at(_host.get_tree().root, root_path)
|
|
39
52
|
if reached.has("message"):
|
|
40
53
|
return reached
|
|
41
54
|
var root: Node = reached["node"]
|
|
42
55
|
|
|
43
|
-
return {
|
|
56
|
+
return {
|
|
57
|
+
"type": "tree",
|
|
58
|
+
"root": _serialize_node_tree(root, 0, max_depth, include_properties, named),
|
|
59
|
+
}
|
|
44
60
|
|
|
45
61
|
|
|
46
62
|
## Nodes matching every filter given, as paths, so a caller can name what it wants without
|
|
@@ -91,7 +107,7 @@ func find_nodes(params: Dictionary) -> Dictionary:
|
|
|
91
107
|
var node: Node = pending.pop_front()
|
|
92
108
|
var rest: bool = _matches_apart_from_name(node, wanted)
|
|
93
109
|
if rest and _named(node, wanted["name"]):
|
|
94
|
-
if not include_hidden and not
|
|
110
|
+
if not include_hidden and not shown(node):
|
|
95
111
|
hidden += 1
|
|
96
112
|
elif found.size() >= limit:
|
|
97
113
|
truncated = true
|
|
@@ -144,8 +160,8 @@ func find_nodes(params: Dictionary) -> Dictionary:
|
|
|
144
160
|
## a plain Node sitting between a hidden panel and a label has no visibility to ask about, and the
|
|
145
161
|
## label answers that it is visible while nothing of it is on screen. Walking up is what makes a
|
|
146
162
|
## row hidden because the panel holding it is hidden, which is what somebody checking a screen is
|
|
147
|
-
## asking about.
|
|
148
|
-
static func
|
|
163
|
+
## asking about. A wait on words asks the same, so it reads this too.
|
|
164
|
+
static func shown(node: Node) -> bool:
|
|
149
165
|
var walk: Node = node
|
|
150
166
|
while walk != null:
|
|
151
167
|
if not _drawn(walk):
|
|
@@ -846,8 +862,12 @@ func get_metrics(params: Dictionary) -> Dictionary:
|
|
|
846
862
|
return {"type": "metrics", "data": selected}
|
|
847
863
|
|
|
848
864
|
|
|
849
|
-
func _serialize_node_tree(
|
|
865
|
+
func _serialize_node_tree(
|
|
866
|
+
node: Node, depth: int, max_depth: int, include_properties: bool, named: Array[String]
|
|
867
|
+
) -> Dictionary:
|
|
850
868
|
var result: Dictionary = _serialize_node(node, include_properties)
|
|
869
|
+
if not named.is_empty():
|
|
870
|
+
result["properties"] = _named_properties_of(node, str(result["path"]), named)
|
|
851
871
|
|
|
852
872
|
if depth < max_depth:
|
|
853
873
|
var children: Array = []
|
|
@@ -856,12 +876,28 @@ func _serialize_node_tree(node: Node, depth: int, max_depth: int, include_proper
|
|
|
856
876
|
# it is wrong, and it is what sends somebody looking for another way to press the button.
|
|
857
877
|
# `depth` is what keeps the answer a size worth reading.
|
|
858
878
|
for child: Node in node.get_children(true):
|
|
859
|
-
children.append(_serialize_node_tree(child, depth + 1, max_depth, include_properties))
|
|
879
|
+
children.append(_serialize_node_tree(child, depth + 1, max_depth, include_properties, named))
|
|
860
880
|
result["children"] = children
|
|
861
881
|
|
|
862
882
|
return result
|
|
863
883
|
|
|
864
884
|
|
|
885
|
+
## The named properties a node has, read the way a find reads its one: through a colon path as
|
|
886
|
+
## well, and a name this node has not got is left out rather than answered null, since a tree
|
|
887
|
+
## holds nodes of every class and a label's `text` is not a container's.
|
|
888
|
+
func _named_properties_of(node: Node, path: String, named: Array[String]) -> Dictionary:
|
|
889
|
+
var properties: Dictionary = {}
|
|
890
|
+
for wanted: String in named:
|
|
891
|
+
var reached: Dictionary = _reached(node, path, wanted)
|
|
892
|
+
if reached.has("message"):
|
|
893
|
+
continue
|
|
894
|
+
var holder: Variant = reached["holder"]
|
|
895
|
+
var name: String = reached["name"]
|
|
896
|
+
if _can_read(holder, name):
|
|
897
|
+
properties[wanted] = _values.serialize(_read(holder, name))
|
|
898
|
+
return properties
|
|
899
|
+
|
|
900
|
+
|
|
865
901
|
func _serialize_node(node: Node, include_properties: bool) -> Dictionary:
|
|
866
902
|
var result: Dictionary = {"name": node.name, "type": node.get_class(), "path": str(node.get_path())}
|
|
867
903
|
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@@ -115,7 +115,8 @@ func wait_until(params: Dictionary) -> Dictionary:
|
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)
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}
|
|
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117
|
if not says.is_empty():
|
|
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|
-
|
|
118
|
+
var include_hidden: bool = Read.as_bool(params.get("include_hidden", false))
|
|
119
|
+
return await _wait_until_said(node_path, says, timeout_ms, include_hidden)
|
|
119
120
|
if property.is_empty():
|
|
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return {"type": "error", "message": "A property and a value, or says, are required"}
|
|
121
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|
if not params.has("value"):
|
|
@@ -196,34 +197,40 @@ func wait_until(params: Dictionary) -> Dictionary:
|
|
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196
197
|
## on a node that was freed a frame later, and that is what it answered: the date along the top of a
|
|
197
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|
## hall could not be waited on at all. What a caller is watching for is a word arriving on a screen,
|
|
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|
## and the screen is the part that stays put.
|
|
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|
-
|
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|
+
##
|
|
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|
+
## On the screen, which is to say shown: a control carrying the words while hidden satisfied the
|
|
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|
+
## wait at once, so a duel screen whose "Carry on" button exists hidden through the whole sweep
|
|
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|
+
## answered met in two milliseconds while the sweep was still animating, and every wait on that
|
|
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|
+
## screen fell back to counting frames. [param include_hidden] asks the other question, for a
|
|
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|
+
## caller waiting on words a hidden node holds.
|
|
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|
+
func _wait_until_said(node_path: String, said: String, timeout_ms: int, include_hidden: bool) -> Dictionary:
|
|
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207
|
var started: int = Time.get_ticks_msec()
|
|
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208
|
var words: String = Queries.as_said(said)
|
|
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|
-
var found: bool = _anything_says(node_path, words)
|
|
209
|
+
var found: bool = _anything_says(node_path, words, include_hidden)
|
|
203
210
|
while not found and Time.get_ticks_msec() - started < timeout_ms:
|
|
204
211
|
await _host.get_tree().process_frame
|
|
205
|
-
found = _anything_says(node_path, words)
|
|
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|
+
found = _anything_says(node_path, words, include_hidden)
|
|
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|
|
|
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return {
|
|
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"type": "condition",
|
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"path": node_path,
|
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|
"says": said,
|
|
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|
"met": found,
|
|
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|
+
"include_hidden": include_hidden,
|
|
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|
"elapsed_ms": Time.get_ticks_msec() - started,
|
|
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|
}
|
|
214
222
|
|
|
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223
|
|
|
216
|
-
## Whether anything under [param node_path] says [param said], the node itself included
|
|
217
|
-
##
|
|
218
|
-
|
|
219
|
-
func _anything_says(node_path: String, said: String) -> bool:
|
|
224
|
+
## Whether anything under [param node_path] says [param said], the node itself included, and shown
|
|
225
|
+
## unless hidden ones are wanted too.
|
|
226
|
+
func _anything_says(node_path: String, said: String, include_hidden: bool) -> bool:
|
|
220
227
|
var root: Node = _host.get_tree().root.get_node_or_null(node_path)
|
|
221
228
|
if root == null:
|
|
222
229
|
return false
|
|
223
230
|
var pending: Array[Node] = [root]
|
|
224
231
|
while not pending.is_empty():
|
|
225
232
|
var node: Node = pending.pop_back()
|
|
226
|
-
if Queries.said_by(node).containsn(said):
|
|
233
|
+
if Queries.said_by(node).containsn(said) and (include_hidden or Queries.shown(node)):
|
|
227
234
|
return true
|
|
228
235
|
pending.append_array(node.get_children(true))
|
|
229
236
|
return false
|
|
@@ -92,6 +92,10 @@ func query_class_info(params: Dictionary) -> Dictionary:
|
|
|
92
92
|
if not ClassDB.class_exists(class_name_str):
|
|
93
93
|
return _log.failure("Class not found: " + class_name_str)
|
|
94
94
|
|
|
95
|
+
var member: String = str(params.get("member", ""))
|
|
96
|
+
if not member.is_empty():
|
|
97
|
+
return _member_of(class_name_str, member)
|
|
98
|
+
|
|
95
99
|
var methods: Array[Dictionary] = _methods_of(class_name_str, include_inherited)
|
|
96
100
|
var properties: Array[Dictionary] = _properties_of(class_name_str, include_inherited)
|
|
97
101
|
var signals: Array[Dictionary] = _signals_of(class_name_str, include_inherited)
|
|
@@ -130,6 +134,77 @@ func query_class_info(params: Dictionary) -> Dictionary:
|
|
|
130
134
|
}
|
|
131
135
|
|
|
132
136
|
|
|
137
|
+
# One member of a class by name, wherever in its ancestry it is declared.
|
|
138
|
+
#
|
|
139
|
+
# The question a member is asked by name for is "does this engine have it, and what does it take":
|
|
140
|
+
# the whole class in answer to that ran to seventy thousand characters for Control, and the member
|
|
141
|
+
# is as often an ancestor's as the class's own, so the ancestry is walked without being asked. Each
|
|
142
|
+
# match says which class declares it. Nothing found names the members whose names contain the one
|
|
143
|
+
# asked for, since the usual miss is a spelling.
|
|
144
|
+
func _member_of(class_name_str: String, member: String) -> Dictionary:
|
|
145
|
+
var found: Array[Dictionary] = []
|
|
146
|
+
var current: String = class_name_str
|
|
147
|
+
while not current.is_empty():
|
|
148
|
+
for m: Dictionary in _methods_of(current, false):
|
|
149
|
+
if m["name"] == member:
|
|
150
|
+
found.append({"kind": "method", "declared_in": current, "member": m})
|
|
151
|
+
for p: Dictionary in _properties_of(current, false):
|
|
152
|
+
if p["name"] == member:
|
|
153
|
+
found.append({"kind": "property", "declared_in": current, "member": p})
|
|
154
|
+
for s: Dictionary in _signals_of(current, false):
|
|
155
|
+
if s["name"] == member:
|
|
156
|
+
found.append({"kind": "signal", "declared_in": current, "member": s})
|
|
157
|
+
for e: String in ClassDB.class_get_enum_list(current, true):
|
|
158
|
+
if e == member:
|
|
159
|
+
var values: Dictionary = {}
|
|
160
|
+
for c: String in ClassDB.class_get_enum_constants(current, e, true):
|
|
161
|
+
values[c] = ClassDB.class_get_integer_constant(current, c)
|
|
162
|
+
found.append(
|
|
163
|
+
{"kind": "enum", "declared_in": current, "member": {"name": e, "values": values}}
|
|
164
|
+
)
|
|
165
|
+
for c: String in ClassDB.class_get_integer_constant_list(current, true):
|
|
166
|
+
if c == member:
|
|
167
|
+
var value: int = ClassDB.class_get_integer_constant(current, c)
|
|
168
|
+
found.append(
|
|
169
|
+
{"kind": "constant", "declared_in": current, "member": {"name": c, "value": value}}
|
|
170
|
+
)
|
|
171
|
+
current = ClassDB.get_parent_class(current)
|
|
172
|
+
|
|
173
|
+
if found.is_empty():
|
|
174
|
+
var alike: Array[String] = _members_alike(class_name_str, member)
|
|
175
|
+
var hint: String = (
|
|
176
|
+
"" if alike.is_empty() else " Members with names containing it: " + ", ".join(alike) + "."
|
|
177
|
+
)
|
|
178
|
+
return _log.failure(
|
|
179
|
+
"%s and its ancestors declare no member named %s.%s" % [class_name_str, member, hint]
|
|
180
|
+
)
|
|
181
|
+
|
|
182
|
+
return {"class_name": class_name_str, "member": member, "found": found}
|
|
183
|
+
|
|
184
|
+
|
|
185
|
+
# The names, across a class and its ancestors, that contain the asked-for one, case-insensitively.
|
|
186
|
+
func _members_alike(class_name_str: String, member: String) -> Array[String]:
|
|
187
|
+
var alike: Array[String] = []
|
|
188
|
+
var wanted: String = member.to_lower()
|
|
189
|
+
var current: String = class_name_str
|
|
190
|
+
while not current.is_empty():
|
|
191
|
+
for m: Dictionary in _methods_of(current, false):
|
|
192
|
+
var name: String = m["name"]
|
|
193
|
+
if name.to_lower().contains(wanted) and not alike.has(name):
|
|
194
|
+
alike.append(name)
|
|
195
|
+
for p: Dictionary in _properties_of(current, false):
|
|
196
|
+
var name: String = p["name"]
|
|
197
|
+
if name.to_lower().contains(wanted) and not alike.has(name):
|
|
198
|
+
alike.append(name)
|
|
199
|
+
for s: Dictionary in _signals_of(current, false):
|
|
200
|
+
var name: String = s["name"]
|
|
201
|
+
if name.to_lower().contains(wanted) and not alike.has(name):
|
|
202
|
+
alike.append(name)
|
|
203
|
+
current = ClassDB.get_parent_class(current)
|
|
204
|
+
alike.sort()
|
|
205
|
+
return alike
|
|
206
|
+
|
|
207
|
+
|
|
133
208
|
# Inspect class inheritance hierarchy
|
|
134
209
|
func inspect_inheritance(params: Dictionary) -> Dictionary:
|
|
135
210
|
var class_name_str: String = str(params.get("class_name", ""))
|
package/build/index.js
CHANGED
|
@@ -25052,6 +25052,9 @@ function cacheWrittenAt(projectPath) {
|
|
|
25052
25052
|
return null;
|
|
25053
25053
|
}
|
|
25054
25054
|
}
|
|
25055
|
+
function cachedAtMissingPaths(cached, projectPath) {
|
|
25056
|
+
return [...cached].filter(([, path]) => path.startsWith("res://") && !existsSync2(join4(projectPath, path.slice("res://".length)))).map(([name]) => name).sort();
|
|
25057
|
+
}
|
|
25055
25058
|
function staleAgainst(cached, projectPath) {
|
|
25056
25059
|
return [...declaredClasses(projectPath)].filter(([name, path]) => cached.get(name) !== path).map(([name]) => name);
|
|
25057
25060
|
}
|
|
@@ -29687,7 +29690,7 @@ var TOOL_SPECS = [
|
|
|
29687
29690
|
},
|
|
29688
29691
|
{
|
|
29689
29692
|
name: "editor_rescan",
|
|
29690
|
-
description: "Makes the running editor scan the project filesystem, so files written outside it are picked up. The scan is a change-detecting walk rather than an unconditional reparse, so a file another engine has already imported reads as settled and the walk does not look inside it: its class_name then stays out of the list the editor resolves against, however many times you scan. Any class in that state is named under unseenByEditor, which is what no check on disk can see, since the declaration and the cache are both correct there and only the editor disagrees. The cure is this call on its own, with no change to the declaring script: measured against a real editor on three platforms, with idle waits of the same length ruled out so the scan is credited rather than the time it takes, and reproduced in a second project against its own reproduction in 203ms. editor_launch restart also does it and costs a window, and project_import refresh_classes does not: it rewrites the cache and does not touch what the editor is holding. A scan writes .godot/global_script_class_cache.cfg from the list the editor is holding, so a class the editor cannot resolve goes out of that file with it. That is not a reason to refuse the scan, because on a class the editor has merely not walked yet the scan is the cure; what the answer does instead is name the loss under cacheLost and rebuild the cache from the files, naming what came back under cacheRestored, so no fresh engine, CI run or clone inherits the short file. An editor that lost classes is still holding the short list, so the note says to restart it before scanning again. Needs the editor connected.",
|
|
29693
|
+
description: "Makes the running editor scan the project filesystem, so files written outside it are picked up. The scan is a change-detecting walk rather than an unconditional reparse, so a file another engine has already imported reads as settled and the walk does not look inside it: its class_name then stays out of the list the editor resolves against, however many times you scan. Any class in that state is named under unseenByEditor, which is what no check on disk can see, since the declaration and the cache are both correct there and only the editor disagrees. The cure is this call on its own, with no change to the declaring script: measured against a real editor on three platforms, with idle waits of the same length ruled out so the scan is credited rather than the time it takes, and reproduced in a second project against its own reproduction in 203ms. editor_launch restart also does it and costs a window, and project_import refresh_classes does not: it rewrites the cache and does not touch what the editor is holding. A scan writes .godot/global_script_class_cache.cfg from the list the editor is holding, so a class the editor cannot resolve goes out of that file with it. That is not a reason to refuse the scan, because on a class the editor has merely not walked yet the scan is the cure; what the answer does instead is name the loss under cacheLost and rebuild the cache from the files, naming what came back under cacheRestored, so no fresh engine, CI run or clone inherits the short file. An editor that lost classes is still holding the short list, so the note says to restart it before scanning again. The other direction is guarded the same way: a class the editor still holds for a script that was renamed or deleted comes back into the cache at a path that is not there, and the next engine to read it fails on \"Could not parse global class\" in whichever correct script shares the bare name, so the cache is rebuilt without it and the answer names it under cacheDropped; the editor goes on holding it until it is restarted, and every scan until then ends in that rebuild. A script or shader written outside the editor has no .uid sidecar until something imports it, and the scan writes one beside it, which a project that commits sidecars needs before the commit. Needs the editor connected.",
|
|
29691
29694
|
parameters: {
|
|
29692
29695
|
projectPath: PROJECT_PATH,
|
|
29693
29696
|
timeoutMs: { type: "number", description: "How long to wait for the scan. Default 30000." },
|
|
@@ -29723,12 +29726,20 @@ var TOOL_SPECS = [
|
|
|
29723
29726
|
},
|
|
29724
29727
|
instantiableOnly: { type: "boolean", description: "query: leave out abstract classes. Default false." },
|
|
29725
29728
|
className: { type: "string", description: "info, inheritance: the class." },
|
|
29726
|
-
includeInherited: { type: "boolean", description: "info: include inherited members. Default false." }
|
|
29729
|
+
includeInherited: { type: "boolean", description: "info: include inherited members. Default false." },
|
|
29730
|
+
member: {
|
|
29731
|
+
type: "string",
|
|
29732
|
+
ops: ["info"],
|
|
29733
|
+
description: 'info: one member by name, a method, property, signal, enum or constant, with its signature and which class declares it, looked for on the class and every ancestor. The whole of Control is seventy thousand characters; the question "does this engine have it, and what does it take" is this. A name nothing declares is refused with the members whose names contain it.'
|
|
29734
|
+
}
|
|
29727
29735
|
},
|
|
29728
29736
|
requires: ["projectPath"],
|
|
29729
29737
|
operations: {
|
|
29730
29738
|
query: { summary: "classes matching a filter or category", requires: [] },
|
|
29731
|
-
info: {
|
|
29739
|
+
info: {
|
|
29740
|
+
summary: "methods, properties, signals and enums of one class, or one member of it by name",
|
|
29741
|
+
requires: ["className"]
|
|
29742
|
+
},
|
|
29732
29743
|
inheritance: { summary: "ancestors and descendants of one class", requires: ["className"] }
|
|
29733
29744
|
},
|
|
29734
29745
|
defaultOperation: "query"
|
|
@@ -29753,7 +29764,13 @@ var TOOL_SPECS = [
|
|
|
29753
29764
|
includeProperties: {
|
|
29754
29765
|
type: "boolean",
|
|
29755
29766
|
ops: ["tree"],
|
|
29756
|
-
description: "tree: include each node
|
|
29767
|
+
description: "tree: include every stored property of each node. Default false, and one row of a form answered seventy-six thousand characters with it; properties names the few that are wanted."
|
|
29768
|
+
},
|
|
29769
|
+
properties: {
|
|
29770
|
+
type: "array",
|
|
29771
|
+
items: { type: "string" },
|
|
29772
|
+
ops: ["tree"],
|
|
29773
|
+
description: "tree: the properties to read off each node, by name, so the text of every label and button under a panel is one call: a node that has not got one leaves it out. Colons read through what a node holds, as property does for find."
|
|
29757
29774
|
},
|
|
29758
29775
|
className: {
|
|
29759
29776
|
type: "string",
|
|
@@ -29942,7 +29959,7 @@ var TOOL_SPECS = [
|
|
|
29942
29959
|
relativeX: {
|
|
29943
29960
|
type: "number",
|
|
29944
29961
|
ops: ["mouse_motion"],
|
|
29945
|
-
description: "mouse_motion: the movement the event carries. Left out, it is the distance from where the pointer
|
|
29962
|
+
description: "mouse_motion: the movement the event carries. Left out, it is the distance from where the last injected pointer event put the pointer, and none for the first; that is what a control that drags reads. Give it to send a motion the position does not show."
|
|
29946
29963
|
},
|
|
29947
29964
|
relativeY: {
|
|
29948
29965
|
type: "number",
|
|
@@ -29962,7 +29979,7 @@ var TOOL_SPECS = [
|
|
|
29962
29979
|
},
|
|
29963
29980
|
action: { summary: "press an action, or hold it", requires: ["action"] },
|
|
29964
29981
|
key: {
|
|
29965
|
-
summary: "press a key, or hold it. Not for a menu a click has opened: an OptionButton or PopupMenu pops up as a window of its own that a key sent to the game never reaches, so an arrow moves nothing in it and Enter closes it with nothing chosen. choose is what selects there",
|
|
29982
|
+
summary: "press a key, or hold it. Not for a menu a click has opened: an OptionButton or PopupMenu pops up as a window of its own that a key sent to the game never reaches, so an arrow moves nothing in it and Enter closes it with nothing chosen. choose is what selects there. The limit is that menu's own navigation, not windows in general: an embedded dialog whose owner reads keys in _input gets them, and a binding catcher up in one takes the key first time",
|
|
29966
29983
|
requires: ["keycode"]
|
|
29967
29984
|
},
|
|
29968
29985
|
text: {
|
|
@@ -29974,7 +29991,7 @@ var TOOL_SPECS = [
|
|
|
29974
29991
|
requires: ["x", "y"]
|
|
29975
29992
|
},
|
|
29976
29993
|
mouse_motion: {
|
|
29977
|
-
summary: "move the mouse to a position, carrying the distance from where
|
|
29994
|
+
summary: "move the mouse to a position, carrying the distance from where the last injected event put it unless relativeX and relativeY say otherwise, and the buttons held, so a control that drags moves under a run of these between a held mouse_click and its release",
|
|
29978
29995
|
requires: ["x", "y"]
|
|
29979
29996
|
}
|
|
29980
29997
|
}
|
|
@@ -29997,7 +30014,12 @@ var TOOL_SPECS = [
|
|
|
29997
30014
|
says: {
|
|
29998
30015
|
type: "string",
|
|
29999
30016
|
ops: ["until"],
|
|
30000
|
-
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,
|
|
30017
|
+
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, on a node the player can see unless includeHidden says otherwise; a label with a line break is matched with the break in the words, and a backslash followed by n counts as one. Instead of, not as well as: a call carrying this and a property is refused, because they ask about different things and answering one of them silently is how a caller watches a screen believing they are watching a property."
|
|
30018
|
+
},
|
|
30019
|
+
includeHidden: {
|
|
30020
|
+
type: "boolean",
|
|
30021
|
+
ops: ["until"],
|
|
30022
|
+
description: "until, with says: count words on a hidden node too. Default false, since a wait for words is a wait for them to be shown: a button that exists hidden through a whole animation carries its words the whole time and satisfied the wait at once, and every wait on that screen fell back to counting frames."
|
|
30001
30023
|
},
|
|
30002
30024
|
timeoutMs: {
|
|
30003
30025
|
type: "number",
|
|
@@ -30151,13 +30173,17 @@ function stillRunning(run) {
|
|
|
30151
30173
|
}
|
|
30152
30174
|
return true;
|
|
30153
30175
|
}
|
|
30154
|
-
|
|
30176
|
+
var PLAY_STARTS_WITHIN_MS = 30000;
|
|
30177
|
+
function runIsUp(run, editorSays, now = Date.now()) {
|
|
30155
30178
|
if (run?.throughEditor !== true) {
|
|
30156
30179
|
return stillRunning(run);
|
|
30157
30180
|
}
|
|
30158
30181
|
if (run.announcedPid !== undefined && !alive(run.announcedPid)) {
|
|
30159
30182
|
return false;
|
|
30160
30183
|
}
|
|
30184
|
+
if (editorSays === false && run.seenPlaying !== true && now - run.startedAt < PLAY_STARTS_WITHIN_MS) {
|
|
30185
|
+
return true;
|
|
30186
|
+
}
|
|
30161
30187
|
return editorSays ?? stillRunning(run);
|
|
30162
30188
|
}
|
|
30163
30189
|
function endedPreviousRun(ended) {
|
|
@@ -30232,10 +30258,11 @@ function runtimeVerdict(endpoint, after) {
|
|
|
30232
30258
|
heldAt: after.heldAt
|
|
30233
30259
|
};
|
|
30234
30260
|
}
|
|
30261
|
+
const state = after.playingSeen === false ? "the editor has not yet reported the game as playing, which a restarted editor does not until its scan is over" : "the game is still running";
|
|
30235
30262
|
return {
|
|
30236
30263
|
listening: false,
|
|
30237
30264
|
mayYetAnnounce: after.running,
|
|
30238
|
-
note: after.running ? `nothing announced itself within ${after.budgetMs}ms and
|
|
30265
|
+
note: after.running ? `nothing announced itself within ${after.budgetMs}ms and ${state}, so it may announce a moment from now: editor_status says whether it has, and editor_run start takes runtimeWaitMs to wait longer than this${after.withArgs ? ", which a run carrying its own arguments may well need, since whatever they ask the game to do before its first frame is inside this wait" : ""}` : `nothing announced itself within ${after.budgetMs}ms and the game is no longer running, so nothing is going to: editor_output has what it printed on the way down`,
|
|
30239
30266
|
heldAt: null
|
|
30240
30267
|
};
|
|
30241
30268
|
}
|
|
@@ -30966,7 +30993,8 @@ class GodotServer {
|
|
|
30966
30993
|
...whichGame(args),
|
|
30967
30994
|
root: readNonEmptyString(args, "nodePath") ?? "/root",
|
|
30968
30995
|
depth: readPositiveNumber(args, "depth") ?? 3,
|
|
30969
|
-
include_properties: readBoolean(args, "includeProperties") ?? false
|
|
30996
|
+
include_properties: readBoolean(args, "includeProperties") ?? false,
|
|
30997
|
+
properties: readArray(args, "properties") ?? []
|
|
30970
30998
|
});
|
|
30971
30999
|
case "find":
|
|
30972
31000
|
return await this.handleFindRuntimeNodes(args);
|
|
@@ -32181,7 +32209,8 @@ class GodotServer {
|
|
|
32181
32209
|
budgetMs,
|
|
32182
32210
|
heldAt: this.dapClient?.whereItStopped() ?? null,
|
|
32183
32211
|
running: endpoint !== null || going !== null && await this.runStillGoing(going),
|
|
32184
|
-
withArgs
|
|
32212
|
+
withArgs,
|
|
32213
|
+
...going?.throughEditor === true ? { playingSeen: going.seenPlaying === true } : {}
|
|
32185
32214
|
});
|
|
32186
32215
|
}
|
|
32187
32216
|
async playThroughEditor(scene, refreshedClasses, projectPath, alreadyPlaying, runtimeWaitMs, ended) {
|
|
@@ -32211,6 +32240,7 @@ class GodotServer {
|
|
|
32211
32240
|
const startedAt = Date.now();
|
|
32212
32241
|
const transcript = openTranscript(startedAt);
|
|
32213
32242
|
closeSync(transcript.fd);
|
|
32243
|
+
const playAnswer = asParams(JSON.parse(answer.content[0]?.text ?? "{}"));
|
|
32214
32244
|
const played = {
|
|
32215
32245
|
process: null,
|
|
32216
32246
|
pid: null,
|
|
@@ -32222,7 +32252,8 @@ class GodotServer {
|
|
|
32222
32252
|
exitCode: null,
|
|
32223
32253
|
throughEditor: true,
|
|
32224
32254
|
brokeOn: null,
|
|
32225
|
-
announcedBefore: alreadyPlaying
|
|
32255
|
+
announcedBefore: alreadyPlaying,
|
|
32256
|
+
seenPlaying: readBoolean(playAnswer, "playing") === true
|
|
32226
32257
|
};
|
|
32227
32258
|
this.activeProcess = played;
|
|
32228
32259
|
writeEditorRunNote({ projectPath, transcript: transcript.path, startedAt });
|
|
@@ -32232,7 +32263,7 @@ class GodotServer {
|
|
|
32232
32263
|
through: "editor",
|
|
32233
32264
|
scene: scene === null ? "the main scene" : `res://${scene}`,
|
|
32234
32265
|
refreshedClasses,
|
|
32235
|
-
debugPort: readNumber(
|
|
32266
|
+
debugPort: readNumber(playAnswer, "debugPort"),
|
|
32236
32267
|
endedPreviousRun: endedPreviousRun(ended),
|
|
32237
32268
|
breakpoints: breakpoints.applied.length === 0 ? undefined : this.breakpointsAsProjectSpells(projectPath, breakpoints.applied),
|
|
32238
32269
|
breakpointsRefused: breakpoints.refused.length === 0 ? undefined : breakpoints.refused.map((one) => ({
|
|
@@ -32758,7 +32789,11 @@ class GodotServer {
|
|
|
32758
32789
|
if (announced !== undefined && editorSays === undefined) {
|
|
32759
32790
|
return stillRunning(run);
|
|
32760
32791
|
}
|
|
32761
|
-
|
|
32792
|
+
const said = editorSays === undefined ? (await this.editorPlayingState())?.playing ?? null : editorSays;
|
|
32793
|
+
if (said === true) {
|
|
32794
|
+
run.seenPlaying = true;
|
|
32795
|
+
}
|
|
32796
|
+
return runIsUp(run, said);
|
|
32762
32797
|
}
|
|
32763
32798
|
async handleGetDebugOutput(args, waitedMs) {
|
|
32764
32799
|
await this.pickUpWhatTheEditorIsPlaying();
|
|
@@ -32941,6 +32976,7 @@ class GodotServer {
|
|
|
32941
32976
|
const writtenBefore = projectPath === "" ? null : cacheWrittenAt(projectPath);
|
|
32942
32977
|
const blind = await this.classesTheEditorCannotSee(args);
|
|
32943
32978
|
const atRisk = before === null ? [] : blind.unseen.filter((one) => before.has(one.className));
|
|
32979
|
+
const ghosts = blind.stillHeld ?? [];
|
|
32944
32980
|
const first = await this.handleViaBridge("rescan_filesystem", args);
|
|
32945
32981
|
if (first.isError) {
|
|
32946
32982
|
return first;
|
|
@@ -32952,7 +32988,7 @@ class GodotServer {
|
|
|
32952
32988
|
const pending = Boolean(status["pending"]) && Date.now() - started < SCAN_START_MS;
|
|
32953
32989
|
busy = Boolean(status["scanning"]) || Boolean(status["importing"]) || pending;
|
|
32954
32990
|
}
|
|
32955
|
-
if (!busy && projectPath !== "" && (atRisk.length > 0 || blind.unchecked !== undefined)) {
|
|
32991
|
+
if (!busy && projectPath !== "" && (atRisk.length > 0 || ghosts.length > 0 || blind.unchecked !== undefined)) {
|
|
32956
32992
|
const until = Date.now() + CACHE_WRITE_MS;
|
|
32957
32993
|
while (Date.now() < until && cacheWrittenAt(projectPath) === writtenBefore) {
|
|
32958
32994
|
await new Promise((settle) => setTimeout(settle, 100));
|
|
@@ -32960,7 +32996,11 @@ class GodotServer {
|
|
|
32960
32996
|
}
|
|
32961
32997
|
const after = projectPath === "" || busy ? null : cachedClasses(projectPath);
|
|
32962
32998
|
const lost = before === null || after === null ? [] : [...before.keys()].filter((name) => !after.has(name));
|
|
32963
|
-
const
|
|
32999
|
+
const atMissingPaths = after === null ? [] : cachedAtMissingPaths(after, projectPath);
|
|
33000
|
+
const restored = lost.length > 0 || atMissingPaths.length > 0 ? await this.rebuildCacheAfterLoss(projectPath, lost) : [];
|
|
33001
|
+
const rebuilt = atMissingPaths.length > 0 ? cachedClasses(projectPath) : null;
|
|
33002
|
+
const dropped = rebuilt === null ? [] : atMissingPaths.filter((name) => !cachedAtMissingPaths(rebuilt, projectPath).includes(name));
|
|
33003
|
+
const stillAtMissingPaths = atMissingPaths.filter((name) => !dropped.includes(name));
|
|
32964
33004
|
const reloading = readNonEmptyString(args, "reloadScript");
|
|
32965
33005
|
let reloaded = {};
|
|
32966
33006
|
if (reloading !== undefined) {
|
|
@@ -32976,8 +33016,23 @@ class GodotServer {
|
|
|
32976
33016
|
const checked = busy ? { unseen: [] } : await this.classesTheEditorCannotSee(args);
|
|
32977
33017
|
const unseen = checked.unseen;
|
|
32978
33018
|
const stillGone = lost.filter((name) => !restored.includes(name));
|
|
33019
|
+
const notes = [];
|
|
33020
|
+
if (busy) {
|
|
33021
|
+
notes.push("The editor was still scanning or importing when the wait ran out, so new files may not be visible yet.");
|
|
33022
|
+
} else if (stillGone.length > 0) {
|
|
33023
|
+
notes.push("The scan wrote the class cache from the list this editor is holding, that list is shorter than the file was, and rebuilding the cache from the files did not bring these back. Every engine that reads the cache next, including a test run, will report them as unknown identifiers. Restart the editor with editor_launch restart before scanning again.");
|
|
33024
|
+
} else if (lost.length > 0) {
|
|
33025
|
+
notes.push("The scan wrote the class cache from the list this editor is holding, which is shorter than the file was, so the cache was rebuilt from the files and these classes are back in it. Nothing was lost, but this editor is still holding the short list: do not rescan again until it has been restarted with editor_launch restart, because it will write the same list over the file each time.");
|
|
33026
|
+
} else if (unseen.length > 0) {
|
|
33027
|
+
notes.push("The scan finished and these classes are still not in the list the editor resolves against, so every use of them reads as an unknown identifier. Its walk skips a file another engine has already imported. Rescan again on its own, which is the measured cure and needs no change to the declaring script, or restart the editor with editor_launch restart.");
|
|
33028
|
+
}
|
|
33029
|
+
if (stillAtMissingPaths.length > 0) {
|
|
33030
|
+
notes.push(`The scan wrote the class cache with ${stillAtMissingPaths.join(", ")} at a path that is not on disk, and rebuilding the cache from the files did not take it out. The next engine to read the cache fails on "Could not parse global class" in whichever correct script shares the bare name. Restart the editor with editor_launch restart, then run project_import refresh_classes.`);
|
|
33031
|
+
} else if (dropped.length > 0) {
|
|
33032
|
+
notes.push(`The scan wrote the class cache from the list this editor is holding, and that list still has ${dropped.join(", ")} for a script that is gone, so the cache was rebuilt from the files without it. The editor goes on holding it and writes it back on every scan until it is restarted with editor_launch restart; until then a scan is followed by this same rebuild.`);
|
|
33033
|
+
}
|
|
32979
33034
|
return this.jsonTextResponse({
|
|
32980
|
-
ok: !busy && unseen.length === 0 && stillGone.length === 0 && checked.unchecked === undefined,
|
|
33035
|
+
ok: !busy && unseen.length === 0 && stillGone.length === 0 && stillAtMissingPaths.length === 0 && checked.unchecked === undefined,
|
|
32981
33036
|
stillWorking: busy,
|
|
32982
33037
|
waitedMs: Date.now() - started,
|
|
32983
33038
|
heldBeforeReload: reloaded.heldBefore,
|
|
@@ -32986,8 +33041,10 @@ class GodotServer {
|
|
|
32986
33041
|
unseenByEditor: unseen.length > 0 ? unseen : undefined,
|
|
32987
33042
|
cacheLost: lost.length > 0 ? lost : undefined,
|
|
32988
33043
|
cacheRestored: restored.length > 0 ? restored : undefined,
|
|
33044
|
+
cacheDropped: dropped.length > 0 ? dropped : undefined,
|
|
33045
|
+
cacheAtMissingPaths: stillAtMissingPaths.length > 0 ? stillAtMissingPaths : undefined,
|
|
32989
33046
|
classesUnchecked: checked.unchecked,
|
|
32990
|
-
note:
|
|
33047
|
+
note: notes.length > 0 ? notes.join(" ") : undefined
|
|
32991
33048
|
});
|
|
32992
33049
|
}
|
|
32993
33050
|
async rebuildCacheAfterLoss(projectPath, lost) {
|
|
@@ -33228,6 +33285,7 @@ class GodotServer {
|
|
|
33228
33285
|
property: readString(args, "property") ?? "",
|
|
33229
33286
|
value: args["value"],
|
|
33230
33287
|
...readNonEmptyString(args, "says") === undefined ? {} : { says: readNonEmptyString(args, "says") },
|
|
33288
|
+
...readBoolean(args, "includeHidden") === undefined ? {} : { include_hidden: readBoolean(args, "includeHidden") },
|
|
33231
33289
|
timeout_ms: timeoutMs
|
|
33232
33290
|
}, patience);
|
|
33233
33291
|
}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "gdharness",
|
|
3
|
-
"version": "1.0.
|
|
3
|
+
"version": "1.0.2",
|
|
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",
|