gdharness 1.0.24 → 1.0.25
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
CHANGED
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@@ -16779,7 +16779,7 @@ 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, or anywhere in the game when no nodePath is given, 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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description: "until: wait for these words to appear anywhere under nodePath, or anywhere in the game when no nodePath is given, 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. It looks every frame while a look is cheap and less often on a screen large enough for a look to cost a real share of a frame, so the game keeps its speed; the answer counts the frames the wait spanned and the looks it took."
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},
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includeHidden: {
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type: "boolean",
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@@ -379,11 +379,17 @@ static func _drawn(node: Node) -> bool:
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## Public because three questions are the same question: what a screen reads as, which nodes say a
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## given word, and whether anything has come to say it yet. Two copies of what a node says is how
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## the three of them come to disagree about a SpinBox.
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##
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## Read rather than looked up in the property list, which the engine builds afresh on every call: a
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## wait asks this of every node on the screen every frame, and on a hall of 3,500 nodes the lookup
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## took the game it was watching from 60 frames a second to 11. A node without the property reads
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## as null, which is not a string.
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static func said_by(node: Node) -> String:
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-
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-
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-
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-
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var text: Variant = node.get("text")
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if not text is String:
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return ""
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var words: String = text
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return words.strip_edges()
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func get_rect(params: Dictionary) -> Dictionary:
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@@ -15,6 +15,10 @@ const CEILING_MSEC: int = 120000
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## The most frames one wait may cover, which is about half a minute of a game drawing slowly.
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const MOST_FRAMES: int = 600
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## How long a wait for words leaves between looks, as a multiple of what the last look took: nine
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## gives looking about a tenth of the time.
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const LOOKS_APART: int = 9
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var _host: Node
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var _values: Values
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@@ -140,6 +144,7 @@ func wait_until(params: Dictionary) -> Dictionary:
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return {"type": "error", "message": refused}
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var started: int = Time.get_ticks_msec()
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var frames: int = 0
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# The type is checked every time round, not only at the top: a property that holds an object a
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# frame later is the same error arriving late.
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while (
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@@ -148,6 +153,7 @@ func wait_until(params: Dictionary) -> Dictionary:
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and Time.get_ticks_msec() - started < timeout_ms
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):
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await _host.get_tree().process_frame
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frames += 1
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if not is_instance_valid(node):
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return {"type": "error", "message": "%s was freed while waiting" % node_path}
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watched = _watched(node, node_path, property)
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@@ -162,6 +168,7 @@ func wait_until(params: Dictionary) -> Dictionary:
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"met": Values.comparable(current, wanted) and current == wanted,
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"value": _values.serialize(current),
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"elapsed_ms": Time.get_ticks_msec() - started,
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"frames": frames,
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}
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@@ -232,13 +239,36 @@ static func _watched(node: Node, node_path: String, property: String) -> Diction
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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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##
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## Paced by what a look costs, so the watching leaves the game its speed: every frame while a look is
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## cheap, and on a screen large enough for one to cost a real share of a frame, often enough that
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## looking takes about a tenth of the time. Every frame on a hall of 3,500 nodes held the game at a
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## sixth of its frame rate, and its clock, which advances by the frame's delta, lost three quarters
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## of its time, so a wait for a date timed out on a clock that turned a day every thirty seconds.
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## The answer says how many frames the wait spanned and how many looks it took, which is how a
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## caller sees what it cost.
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func _wait_until_said(node_path: String, said: String, timeout_ms: int, include_hidden: bool) -> Dictionary:
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var started: int = Time.get_ticks_msec()
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var words: String = Queries.as_said(said)
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-
var
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-
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var frames: int = 0
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var looks: int = 0
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var next_look: int = 0
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var found: bool = false
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while true:
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if Time.get_ticks_usec() >= next_look:
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var looking: int = Time.get_ticks_usec()
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found = _anything_says(node_path, words, include_hidden)
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looks += 1
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next_look = Time.get_ticks_usec() + (Time.get_ticks_usec() - looking) * LOOKS_APART
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if found or Time.get_ticks_msec() - started >= timeout_ms:
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break
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await _host.get_tree().process_frame
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frames += 1
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# One more look at the end, so words that arrived between two paced looks are not answered as
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# never having come.
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if not found:
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found = _anything_says(node_path, words, include_hidden)
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looks += 1
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return {
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"type": "condition",
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@@ -247,6 +277,8 @@ func _wait_until_said(node_path: String, said: String, timeout_ms: int, include_
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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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"frames": frames,
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"looks": looks,
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}
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package/build/index.js
CHANGED
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@@ -30786,7 +30786,7 @@ var TOOL_SPECS = [
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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, or anywhere in the game when no nodePath is given, 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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description: "until: wait for these words to appear anywhere under nodePath, or anywhere in the game when no nodePath is given, 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. It looks every frame while a look is cheap and less often on a screen large enough for a look to cost a real share of a frame, so the game keeps its speed; the answer counts the frames the wait spanned and the looks it took."
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},
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includeHidden: {
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type: "boolean",
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "gdharness",
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"version": "1.0.
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"version": "1.0.25",
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"mcpName": "io.github.Aureliolo/gdharness",
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"description": "A harness for driving a Godot 4 project from an agent: editor addons, a runtime bridge into the running game, an MCP server in front of them, and a CLI that installs and diagnoses the Godot side.",
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"type": "module",
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