gdharness 1.0.24 → 1.0.26

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
@@ -16489,7 +16489,7 @@ var init_tool_definitions = __esm(() => {
16489
16489
  property: {
16490
16490
  type: "string",
16491
16491
  ops: ["property", "find"],
16492
- description: 'property: which one to read. find: read this one off every node matched, so a panel of labels is one call rather than one per label. Colons read through what a node holds, "_game:clock:speed", which is where a game keeps what is worth asking about. A number or a key steps into a list or a map, "_game:run:roster:0:traits", which is how the lists a game keeps its state in are walked: a roster, a board, an in-tray. A negative number counts from the end. A step written as a call, "get_viewport():gui_get_focus_owner()", calls a method that takes no arguments and walks into what it returned, which is how a question only a method answers is read in one call: which control holds the focus in the viewport this one is in. A list or a map answers the calls that read it and take no arguments, "_game:run:board:size()" or "_game:inbox:keys()", and not those that change it, such as clear() or sort(). A step that is not there is named, and says what was there instead.'
16492
+ description: 'property: which one to read. find: read this one off every node matched, so a panel of labels is one call rather than one per label. Colons read through what a node holds, "_game:clock:speed", which is where a game keeps what is worth asking about. A number or a key steps into a list or a map, "_game:run:roster:0:traits", which is how the lists a game keeps its state in are walked: a roster, a board, an in-tray. A packed list, such as a PackedStringArray, steps the same way. A negative number counts from the end. A step written as a call, "get_viewport():gui_get_focus_owner()", calls a method that takes no arguments and walks into what it returned, which is how a question only a method answers is read in one call: which control holds the focus in the viewport this one is in. A list or a map answers the calls that read it and take no arguments, "_game:run:board:size()" or "_game:inbox:keys()", and not those that change it, such as clear() or sort(). A step that is not there is named, and says what was there instead.'
16493
16493
  },
16494
16494
  depth: { type: "number", ops: ["tree"], description: "tree: levels to descend. Default 3." },
16495
16495
  includeProperties: {
@@ -16779,7 +16779,7 @@ var init_tool_definitions = __esm(() => {
16779
16779
  says: {
16780
16780
  type: "string",
16781
16781
  ops: ["until"],
16782
- 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."
16782
+ 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."
16783
16783
  },
16784
16784
  includeHidden: {
16785
16785
  type: "boolean",
@@ -48,6 +48,22 @@ const MAP_CALLS: Array[String] = [
48
48
  "get_typed_value_class_name",
49
49
  "get_typed_value_script",
50
50
  ]
51
+ ## The calls a path makes on a packed list, which has fewer than a list: measured on 4.7.2, it has no
52
+ ## front(), back(), max(), min() or hash().
53
+ const PACKED_CALLS: Array[String] = ["size", "is_empty", "duplicate", "to_byte_array"]
54
+ ## The packed lists, which a game keeps names and points in as often as it keeps them in an Array.
55
+ const PACKED: Array[int] = [
56
+ TYPE_PACKED_BYTE_ARRAY,
57
+ TYPE_PACKED_INT32_ARRAY,
58
+ TYPE_PACKED_INT64_ARRAY,
59
+ TYPE_PACKED_FLOAT32_ARRAY,
60
+ TYPE_PACKED_FLOAT64_ARRAY,
61
+ TYPE_PACKED_STRING_ARRAY,
62
+ TYPE_PACKED_VECTOR2_ARRAY,
63
+ TYPE_PACKED_VECTOR3_ARRAY,
64
+ TYPE_PACKED_COLOR_ARRAY,
65
+ TYPE_PACKED_VECTOR4_ARRAY,
66
+ ]
51
67
  ## The calls an empty list has nothing to answer, which the engine reports as an error when asked.
52
68
  const NEEDS_AN_ELEMENT: Array[String] = ["front", "back", "pick_random"]
53
69
 
@@ -142,7 +158,13 @@ static func object_at(root: Node, node: Node, node_path: String, given: Variant)
142
158
  ## Whether a step can be taken into [param value] at all: an object, a list or a map can be walked
143
159
  ## into, and a number or a string is where a path ends whether the caller meant it to or not.
144
160
  static func _can_hold(value: Variant) -> bool:
145
- return value is Object or value is Array or value is Dictionary
161
+ return value is Object or value is Array or value is Dictionary or packed(value)
162
+
163
+
164
+ ## Whether [param value] is a packed list. Stepped into the way a list is, by index, and a write into
165
+ ## one reaches the game's own copy, since packed lists share their storage until one is duplicated.
166
+ static func packed(value: Variant) -> bool:
167
+ return typeof(value) in PACKED
146
168
 
147
169
 
148
170
  ## What is wrong with reading [param named] off [param holder], or "" when nothing is.
@@ -168,6 +190,10 @@ static func can_read(holder: Variant, named: String) -> bool:
168
190
  if not list_call.is_empty():
169
191
  return list_call in LIST_CALLS and not (items.is_empty() and list_call in NEEDS_AN_ELEMENT)
170
192
  return _index_in(named, items.size()) != -1
193
+ if packed(holder):
194
+ if not method_of(named).is_empty():
195
+ return method_of(named) in PACKED_CALLS
196
+ return _index_in(named, len(holder)) != -1
171
197
  if holder is Dictionary:
172
198
  var map: Dictionary = holder
173
199
  if not method_of(named).is_empty():
@@ -209,6 +235,10 @@ static func write(holder: Variant, named: String, value: Variant) -> void:
209
235
  var items: Array = holder
210
236
  items[_index_in(named, items.size())] = value
211
237
  return
238
+ if packed(holder):
239
+ var list: Variant = holder
240
+ list[_index_in(named, len(holder))] = value
241
+ return
212
242
  if holder is Dictionary:
213
243
  var map: Dictionary = holder
214
244
  # Written back under the key it was found under, since a map keyed by StringName and one
@@ -225,11 +255,14 @@ static func write(holder: Variant, named: String, value: Variant) -> void:
225
255
  ## What [param holder] holds under [param named], or answers to it when [param named] is a call.
226
256
  ## Only ever called once [method can_read] agrees.
227
257
  static func read_under(holder: Variant, named: String) -> Variant:
228
- if (holder is Array or holder is Dictionary) and not method_of(named).is_empty():
258
+ if (holder is Array or holder is Dictionary or packed(holder)) and not method_of(named).is_empty():
229
259
  return Callable.create(holder, method_of(named)).call()
230
260
  if holder is Array:
231
261
  var items: Array = holder
232
262
  return items[_index_in(named, items.size())]
263
+ if packed(holder):
264
+ var list: Variant = holder
265
+ return list[_index_in(named, len(holder))]
233
266
  if holder is Dictionary:
234
267
  var map: Dictionary = holder
235
268
  if map.has(named):
@@ -269,6 +302,10 @@ static func nothing_there(holder: Variant, named: String, called_as: String) ->
269
302
  if not container_call.is_empty():
270
303
  return container_calls_refused(called_as, "a list", container_call)
271
304
  return "%s is a list of %d, so there is no %s in it" % [called_as, items.size(), named]
305
+ if packed(holder):
306
+ if not container_call.is_empty():
307
+ return container_calls_refused(called_as, "a packed list", container_call)
308
+ return "%s is a packed list of %d, so there is no %s in it" % [called_as, len(holder), named]
272
309
  if holder is Dictionary:
273
310
  if not container_call.is_empty():
274
311
  return container_calls_refused(called_as, "a map", container_call)
@@ -303,10 +340,14 @@ static func nothing_there(holder: Variant, named: String, called_as: String) ->
303
340
  return "%s has no property %s" % [called_as, named]
304
341
 
305
342
 
306
- ## Why [param method] is not a call a path makes on [param sort] ("a list" or "a map"), naming
307
- ## the calls it does make.
343
+ ## Why [param method] is not a call a path makes on [param sort] ("a list", "a packed list" or "a
344
+ ## map"), naming the calls it does make.
308
345
  static func container_calls_refused(called_as: String, sort: String, method: String) -> String:
309
- var calls: Array[String] = LIST_CALLS if sort == "a list" else MAP_CALLS
346
+ var calls: Array[String] = MAP_CALLS
347
+ if sort == "a list":
348
+ calls = LIST_CALLS
349
+ elif sort == "a packed list":
350
+ calls = PACKED_CALLS
310
351
  var spelled: Array[String] = []
311
352
  for each: String in calls:
312
353
  spelled.append(each + "()")
@@ -379,11 +379,17 @@ static func _drawn(node: Node) -> bool:
379
379
  ## Public because three questions are the same question: what a screen reads as, which nodes say a
380
380
  ## given word, and whether anything has come to say it yet. Two copies of what a node says is how
381
381
  ## the three of them come to disagree about a SpinBox.
382
+ ##
383
+ ## Read rather than looked up in the property list, which the engine builds afresh on every call: a
384
+ ## wait asks this of every node on the screen every frame, and on a hall of 3,500 nodes the lookup
385
+ ## took the game it was watching from 60 frames a second to 11. A node without the property reads
386
+ ## as null, which is not a string.
382
387
  static func said_by(node: Node) -> String:
383
- for property: Dictionary in node.get_property_list():
384
- if str(property.get("name", "")) == "text" and Read.as_int(property.get("type", 0)) == TYPE_STRING:
385
- return str(node.get("text")).strip_edges()
386
- return ""
388
+ var text: Variant = node.get("text")
389
+ if not text is String:
390
+ return ""
391
+ var words: String = text
392
+ return words.strip_edges()
387
393
 
388
394
 
389
395
  func get_rect(params: Dictionary) -> Dictionary:
@@ -699,7 +705,11 @@ func call_method(params: Dictionary) -> Dictionary:
699
705
  # rather than as "has no method", which reads as a misspelling of a method that was never going
700
706
  # to be there, and with the element spelled out, since a method on what it holds is the usual aim.
701
707
  if not reached["holder"] is Object:
702
- var sort: String = "a list" if reached["holder"] is Array else "a map"
708
+ var sort: String = "a list"
709
+ if reached["holder"] is Dictionary:
710
+ sort = "a map"
711
+ elif Paths.packed(reached["holder"]):
712
+ sort = "a packed list"
703
713
  var spelled: String = str(reached["name"])
704
714
  if Paths.method_of(spelled).is_empty():
705
715
  spelled += "()"
@@ -15,6 +15,10 @@ const CEILING_MSEC: int = 120000
15
15
  ## The most frames one wait may cover, which is about half a minute of a game drawing slowly.
16
16
  const MOST_FRAMES: int = 600
17
17
 
18
+ ## How long a wait for words leaves between looks, as a multiple of what the last look took: nine
19
+ ## gives looking about a tenth of the time.
20
+ const LOOKS_APART: int = 9
21
+
18
22
  var _host: Node
19
23
  var _values: Values
20
24
 
@@ -140,6 +144,7 @@ func wait_until(params: Dictionary) -> Dictionary:
140
144
  return {"type": "error", "message": refused}
141
145
 
142
146
  var started: int = Time.get_ticks_msec()
147
+ var frames: int = 0
143
148
  # The type is checked every time round, not only at the top: a property that holds an object a
144
149
  # frame later is the same error arriving late.
145
150
  while (
@@ -148,6 +153,7 @@ func wait_until(params: Dictionary) -> Dictionary:
148
153
  and Time.get_ticks_msec() - started < timeout_ms
149
154
  ):
150
155
  await _host.get_tree().process_frame
156
+ frames += 1
151
157
  if not is_instance_valid(node):
152
158
  return {"type": "error", "message": "%s was freed while waiting" % node_path}
153
159
  watched = _watched(node, node_path, property)
@@ -162,6 +168,7 @@ func wait_until(params: Dictionary) -> Dictionary:
162
168
  "met": Values.comparable(current, wanted) and current == wanted,
163
169
  "value": _values.serialize(current),
164
170
  "elapsed_ms": Time.get_ticks_msec() - started,
171
+ "frames": frames,
165
172
  }
166
173
 
167
174
 
@@ -232,13 +239,36 @@ static func _watched(node: Node, node_path: String, property: String) -> Diction
232
239
  ## answered met in two milliseconds while the sweep was still animating, and every wait on that
233
240
  ## screen fell back to counting frames. [param include_hidden] asks the other question, for a
234
241
  ## caller waiting on words a hidden node holds.
242
+ ##
243
+ ## Paced by what a look costs, so the watching leaves the game its speed: every frame while a look is
244
+ ## cheap, and on a screen large enough for one to cost a real share of a frame, often enough that
245
+ ## looking takes about a tenth of the time. Every frame on a hall of 3,500 nodes held the game at a
246
+ ## sixth of its frame rate, and its clock, which advances by the frame's delta, lost three quarters
247
+ ## of its time, so a wait for a date timed out on a clock that turned a day every thirty seconds.
248
+ ## The answer says how many frames the wait spanned and how many looks it took, which is how a
249
+ ## caller sees what it cost.
235
250
  func _wait_until_said(node_path: String, said: String, timeout_ms: int, include_hidden: bool) -> Dictionary:
236
251
  var started: int = Time.get_ticks_msec()
237
252
  var words: String = Queries.as_said(said)
238
- var found: bool = _anything_says(node_path, words, include_hidden)
239
- while not found and Time.get_ticks_msec() - started < timeout_ms:
253
+ var frames: int = 0
254
+ var looks: int = 0
255
+ var next_look: int = 0
256
+ var found: bool = false
257
+ while true:
258
+ if Time.get_ticks_usec() >= next_look:
259
+ var looking: int = Time.get_ticks_usec()
260
+ found = _anything_says(node_path, words, include_hidden)
261
+ looks += 1
262
+ next_look = Time.get_ticks_usec() + (Time.get_ticks_usec() - looking) * LOOKS_APART
263
+ if found or Time.get_ticks_msec() - started >= timeout_ms:
264
+ break
240
265
  await _host.get_tree().process_frame
266
+ frames += 1
267
+ # One more look at the end, so words that arrived between two paced looks are not answered as
268
+ # never having come.
269
+ if not found:
241
270
  found = _anything_says(node_path, words, include_hidden)
271
+ looks += 1
242
272
 
243
273
  return {
244
274
  "type": "condition",
@@ -247,6 +277,8 @@ func _wait_until_said(node_path: String, said: String, timeout_ms: int, include_
247
277
  "met": found,
248
278
  "include_hidden": include_hidden,
249
279
  "elapsed_ms": Time.get_ticks_msec() - started,
280
+ "frames": frames,
281
+ "looks": looks,
250
282
  }
251
283
 
252
284
 
package/build/index.js CHANGED
@@ -30496,7 +30496,7 @@ var TOOL_SPECS = [
30496
30496
  property: {
30497
30497
  type: "string",
30498
30498
  ops: ["property", "find"],
30499
- description: 'property: which one to read. find: read this one off every node matched, so a panel of labels is one call rather than one per label. Colons read through what a node holds, "_game:clock:speed", which is where a game keeps what is worth asking about. A number or a key steps into a list or a map, "_game:run:roster:0:traits", which is how the lists a game keeps its state in are walked: a roster, a board, an in-tray. A negative number counts from the end. A step written as a call, "get_viewport():gui_get_focus_owner()", calls a method that takes no arguments and walks into what it returned, which is how a question only a method answers is read in one call: which control holds the focus in the viewport this one is in. A list or a map answers the calls that read it and take no arguments, "_game:run:board:size()" or "_game:inbox:keys()", and not those that change it, such as clear() or sort(). A step that is not there is named, and says what was there instead.'
30499
+ description: 'property: which one to read. find: read this one off every node matched, so a panel of labels is one call rather than one per label. Colons read through what a node holds, "_game:clock:speed", which is where a game keeps what is worth asking about. A number or a key steps into a list or a map, "_game:run:roster:0:traits", which is how the lists a game keeps its state in are walked: a roster, a board, an in-tray. A packed list, such as a PackedStringArray, steps the same way. A negative number counts from the end. A step written as a call, "get_viewport():gui_get_focus_owner()", calls a method that takes no arguments and walks into what it returned, which is how a question only a method answers is read in one call: which control holds the focus in the viewport this one is in. A list or a map answers the calls that read it and take no arguments, "_game:run:board:size()" or "_game:inbox:keys()", and not those that change it, such as clear() or sort(). A step that is not there is named, and says what was there instead.'
30500
30500
  },
30501
30501
  depth: { type: "number", ops: ["tree"], description: "tree: levels to descend. Default 3." },
30502
30502
  includeProperties: {
@@ -30786,7 +30786,7 @@ var TOOL_SPECS = [
30786
30786
  says: {
30787
30787
  type: "string",
30788
30788
  ops: ["until"],
30789
- 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."
30789
+ 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."
30790
30790
  },
30791
30791
  includeHidden: {
30792
30792
  type: "boolean",
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "gdharness",
3
- "version": "1.0.24",
3
+ "version": "1.0.26",
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",