gdharness 1.0.21 → 1.0.22
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 +8 -1
- package/build/index.js +8 -1
- package/package.json +1 -1
package/build/cli.js
CHANGED
|
@@ -7751,6 +7751,12 @@ function editorIsStale(addonVersion, serverVersion, addonDigest, shippedDigest)
|
|
|
7751
7751
|
}
|
|
7752
7752
|
return addonVersion !== serverVersion;
|
|
7753
7753
|
}
|
|
7754
|
+
function sameCodeNote(addonVersion, serverVersion, addonDigest, shippedDigest) {
|
|
7755
|
+
if (addonVersion === undefined || addonVersion === serverVersion || addonDigest === undefined || addonDigest === "" || addonDigest !== shippedDigest) {
|
|
7756
|
+
return;
|
|
7757
|
+
}
|
|
7758
|
+
return `The editor loaded the ${addonVersion} addons, which are the same code this ${serverVersion} server ships, so nothing needs restarting; addonVersion changes at the next editor start.`;
|
|
7759
|
+
}
|
|
7754
7760
|
function addonMismatch(addonVersion, serverVersion, addonDigest, shippedDigest) {
|
|
7755
7761
|
if (!editorIsStale(addonVersion, serverVersion, addonDigest, shippedDigest)) {
|
|
7756
7762
|
return;
|
|
@@ -16409,7 +16415,7 @@ var init_tool_definitions = __esm(() => {
|
|
|
16409
16415
|
},
|
|
16410
16416
|
{
|
|
16411
16417
|
name: "editor_status",
|
|
16412
|
-
description: "Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable: runtimeConnected counts the games of the project this server serves, and runtimes lists every game on the machine with ofThisProject saying which is which, since a game of another project is reached only by naming its projectPath. playingInEditor is null when the editor was not asked or did not answer, which is not the same as a no: with no editor connected there is nobody to ask, and an editor that does not serve the question is given a moment and then left. A game can be playing while this is null, so read it as unanswered rather than as nothing playing, and use processActive and runtimes, which come from elsewhere and do not depend on the editor answering. Each game under runtimes is pinged with a short wait, so one held at a breakpoint is listed as unreachable rather than making this call wait out the runtime timeout; for the run this server is reporting on, heldAt says whether that is what it is, with the same three answers editor_output gives. A game the editor played announces the editor under editorPid, and so does whatever that game started for itself; a game some other server started announces none, which is how the two are told apart when both are running from one project. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means \"not reached yet\" as often as it means \"no editor\". True is worth waiting out; false is an editor that is not there. False beside restartInterrupted is one that an editor_launch restart on a previous server asked to quit, where the launch half never ran because that server was ended in between, usually by the reconnect the restart was taken for; editor_launch open finishes it. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read. An editor this server opened counts for as long as its process lives, however far past that window the import runs, and awaitingLaunchedEditor names its pid so the two reasons for true are told apart. settingsDropped appears here once when the editor this server opened saved project.godot on its way in, which is the same reading editor_launch restart makes in its own answer. A game that has announced itself in a protocol this server does not speak is listed under unreadable rather than left out, with the protocol it speaks and whether the server or the addon is the older half. This happens during an upgrade that moves the runtime protocol, which most do not: installing replaces the addon on disk as soon as the pin moves, while a server that is already running stays on the version it started with, so the two speak different protocols until the server is reconnected. Those games are real and running, but no tool here can reach them until the halves match, so runtimes stays empty and runtimeConnected stays false. An upgrade that leaves the protocol alone opens no such window and this list stays empty through it. port is the one the editor bridge is on; when that is not the one this server was configured with, portWanted names the configured one and portNote says why it moved, which is that it was held when the bridge started, most often by the server a reconnect replaced.",
|
|
16418
|
+
description: "Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable: runtimeConnected counts the games of the project this server serves, and runtimes lists every game on the machine with ofThisProject saying which is which, since a game of another project is reached only by naming its projectPath. playingInEditor is null when the editor was not asked or did not answer, which is not the same as a no: with no editor connected there is nobody to ask, and an editor that does not serve the question is given a moment and then left. A game can be playing while this is null, so read it as unanswered rather than as nothing playing, and use processActive and runtimes, which come from elsewhere and do not depend on the editor answering. Each game under runtimes is pinged with a short wait, so one held at a breakpoint is listed as unreachable rather than making this call wait out the runtime timeout; for the run this server is reporting on, heldAt says whether that is what it is, with the same three answers editor_output gives. A game the editor played announces the editor under editorPid, and so does whatever that game started for itself; a game some other server started announces none, which is how the two are told apart when both are running from one project. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means \"not reached yet\" as often as it means \"no editor\". True is worth waiting out; false is an editor that is not there. False beside restartInterrupted is one that an editor_launch restart on a previous server asked to quit, where the launch half never ran because that server was ended in between, usually by the reconnect the restart was taken for; editor_launch open finishes it. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read. An editor this server opened counts for as long as its process lives, however far past that window the import runs, and awaitingLaunchedEditor names its pid so the two reasons for true are told apart. settingsDropped appears here once when the editor this server opened saved project.godot on its way in, which is the same reading editor_launch restart makes in its own answer. A game that has announced itself in a protocol this server does not speak is listed under unreadable rather than left out, with the protocol it speaks and whether the server or the addon is the older half. This happens during an upgrade that moves the runtime protocol, which most do not: installing replaces the addon on disk as soon as the pin moves, while a server that is already running stays on the version it started with, so the two speak different protocols until the server is reconnected. Those games are real and running, but no tool here can reach them until the halves match, so runtimes stays empty and runtimeConnected stays false. An upgrade that leaves the protocol alone opens no such window and this list stays empty through it. addonIsStale is decided by the code of the editor addons rather than their version, so an editor started before an upgrade that left that code alone reports the older addonVersion, is not stale, and addonNote says so: it needs no restart. port is the one the editor bridge is on; when that is not the one this server was configured with, portWanted names the configured one and portNote says why it moved, which is that it was held when the bridge started, most often by the server a reconnect replaced.",
|
|
16413
16419
|
parameters: {},
|
|
16414
16420
|
requires: []
|
|
16415
16421
|
},
|
|
@@ -39848,6 +39854,7 @@ class GodotServer {
|
|
|
39848
39854
|
startupError: this.bridgeStartupError,
|
|
39849
39855
|
portNote: status.portWanted === undefined ? undefined : `Port ${status.portWanted}, the one this server was configured with, was held by another process when the bridge started, so it took ${status.port} and announced that where the editor looks for it${this.announcedAt === null ? "" : `, ${this.announcedAt}`}. The editor finds it there; the next server started takes ${status.portWanted} again if it is free.`,
|
|
39850
39856
|
staleNote: stale ? addonMismatch(status.addonVersion, SERVER_VERSION, status.addonDigest, shippedEditorDigest()) : undefined,
|
|
39857
|
+
addonNote: status.connected ? sameCodeNote(status.addonVersion, SERVER_VERSION, status.addonDigest, shippedEditorDigest()) : undefined,
|
|
39851
39858
|
...this.breakpointsAtRisk(),
|
|
39852
39859
|
retryingBridge: this.bridgeRetry === null ? undefined : true,
|
|
39853
39860
|
announcedAt: this.announcedAt ?? undefined,
|
package/build/index.js
CHANGED
|
@@ -10053,6 +10053,12 @@ function editorIsStale(addonVersion, serverVersion, addonDigest, shippedDigest)
|
|
|
10053
10053
|
}
|
|
10054
10054
|
return addonVersion !== serverVersion;
|
|
10055
10055
|
}
|
|
10056
|
+
function sameCodeNote(addonVersion, serverVersion, addonDigest, shippedDigest) {
|
|
10057
|
+
if (addonVersion === undefined || addonVersion === serverVersion || addonDigest === undefined || addonDigest === "" || addonDigest !== shippedDigest) {
|
|
10058
|
+
return;
|
|
10059
|
+
}
|
|
10060
|
+
return `The editor loaded the ${addonVersion} addons, which are the same code this ${serverVersion} server ships, so nothing needs restarting; addonVersion changes at the next editor start.`;
|
|
10061
|
+
}
|
|
10056
10062
|
function addonMismatch(addonVersion, serverVersion, addonDigest, shippedDigest) {
|
|
10057
10063
|
if (!editorIsStale(addonVersion, serverVersion, addonDigest, shippedDigest)) {
|
|
10058
10064
|
return;
|
|
@@ -30281,7 +30287,7 @@ var TOOL_SPECS = [
|
|
|
30281
30287
|
},
|
|
30282
30288
|
{
|
|
30283
30289
|
name: "editor_status",
|
|
30284
|
-
description: "Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable: runtimeConnected counts the games of the project this server serves, and runtimes lists every game on the machine with ofThisProject saying which is which, since a game of another project is reached only by naming its projectPath. playingInEditor is null when the editor was not asked or did not answer, which is not the same as a no: with no editor connected there is nobody to ask, and an editor that does not serve the question is given a moment and then left. A game can be playing while this is null, so read it as unanswered rather than as nothing playing, and use processActive and runtimes, which come from elsewhere and do not depend on the editor answering. Each game under runtimes is pinged with a short wait, so one held at a breakpoint is listed as unreachable rather than making this call wait out the runtime timeout; for the run this server is reporting on, heldAt says whether that is what it is, with the same three answers editor_output gives. A game the editor played announces the editor under editorPid, and so does whatever that game started for itself; a game some other server started announces none, which is how the two are told apart when both are running from one project. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means \"not reached yet\" as often as it means \"no editor\". True is worth waiting out; false is an editor that is not there. False beside restartInterrupted is one that an editor_launch restart on a previous server asked to quit, where the launch half never ran because that server was ended in between, usually by the reconnect the restart was taken for; editor_launch open finishes it. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read. An editor this server opened counts for as long as its process lives, however far past that window the import runs, and awaitingLaunchedEditor names its pid so the two reasons for true are told apart. settingsDropped appears here once when the editor this server opened saved project.godot on its way in, which is the same reading editor_launch restart makes in its own answer. A game that has announced itself in a protocol this server does not speak is listed under unreadable rather than left out, with the protocol it speaks and whether the server or the addon is the older half. This happens during an upgrade that moves the runtime protocol, which most do not: installing replaces the addon on disk as soon as the pin moves, while a server that is already running stays on the version it started with, so the two speak different protocols until the server is reconnected. Those games are real and running, but no tool here can reach them until the halves match, so runtimes stays empty and runtimeConnected stays false. An upgrade that leaves the protocol alone opens no such window and this list stays empty through it. port is the one the editor bridge is on; when that is not the one this server was configured with, portWanted names the configured one and portNote says why it moved, which is that it was held when the bridge started, most often by the server a reconnect replaced.",
|
|
30290
|
+
description: "Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable: runtimeConnected counts the games of the project this server serves, and runtimes lists every game on the machine with ofThisProject saying which is which, since a game of another project is reached only by naming its projectPath. playingInEditor is null when the editor was not asked or did not answer, which is not the same as a no: with no editor connected there is nobody to ask, and an editor that does not serve the question is given a moment and then left. A game can be playing while this is null, so read it as unanswered rather than as nothing playing, and use processActive and runtimes, which come from elsewhere and do not depend on the editor answering. Each game under runtimes is pinged with a short wait, so one held at a breakpoint is listed as unreachable rather than making this call wait out the runtime timeout; for the run this server is reporting on, heldAt says whether that is what it is, with the same three answers editor_output gives. A game the editor played announces the editor under editorPid, and so does whatever that game started for itself; a game some other server started announces none, which is how the two are told apart when both are running from one project. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means \"not reached yet\" as often as it means \"no editor\". True is worth waiting out; false is an editor that is not there. False beside restartInterrupted is one that an editor_launch restart on a previous server asked to quit, where the launch half never ran because that server was ended in between, usually by the reconnect the restart was taken for; editor_launch open finishes it. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read. An editor this server opened counts for as long as its process lives, however far past that window the import runs, and awaitingLaunchedEditor names its pid so the two reasons for true are told apart. settingsDropped appears here once when the editor this server opened saved project.godot on its way in, which is the same reading editor_launch restart makes in its own answer. A game that has announced itself in a protocol this server does not speak is listed under unreadable rather than left out, with the protocol it speaks and whether the server or the addon is the older half. This happens during an upgrade that moves the runtime protocol, which most do not: installing replaces the addon on disk as soon as the pin moves, while a server that is already running stays on the version it started with, so the two speak different protocols until the server is reconnected. Those games are real and running, but no tool here can reach them until the halves match, so runtimes stays empty and runtimeConnected stays false. An upgrade that leaves the protocol alone opens no such window and this list stays empty through it. addonIsStale is decided by the code of the editor addons rather than their version, so an editor started before an upgrade that left that code alone reports the older addonVersion, is not stale, and addonNote says so: it needs no restart. port is the one the editor bridge is on; when that is not the one this server was configured with, portWanted names the configured one and portNote says why it moved, which is that it was held when the bridge started, most often by the server a reconnect replaced.",
|
|
30285
30291
|
parameters: {},
|
|
30286
30292
|
requires: []
|
|
30287
30293
|
},
|
|
@@ -32581,6 +32587,7 @@ class GodotServer {
|
|
|
32581
32587
|
startupError: this.bridgeStartupError,
|
|
32582
32588
|
portNote: status.portWanted === undefined ? undefined : `Port ${status.portWanted}, the one this server was configured with, was held by another process when the bridge started, so it took ${status.port} and announced that where the editor looks for it${this.announcedAt === null ? "" : `, ${this.announcedAt}`}. The editor finds it there; the next server started takes ${status.portWanted} again if it is free.`,
|
|
32583
32589
|
staleNote: stale ? addonMismatch(status.addonVersion, SERVER_VERSION, status.addonDigest, shippedEditorDigest()) : undefined,
|
|
32590
|
+
addonNote: status.connected ? sameCodeNote(status.addonVersion, SERVER_VERSION, status.addonDigest, shippedEditorDigest()) : undefined,
|
|
32584
32591
|
...this.breakpointsAtRisk(),
|
|
32585
32592
|
retryingBridge: this.bridgeRetry === null ? undefined : true,
|
|
32586
32593
|
announcedAt: this.announcedAt ?? undefined,
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "gdharness",
|
|
3
|
-
"version": "1.0.
|
|
3
|
+
"version": "1.0.22",
|
|
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",
|