gdharness 1.0.32 → 1.1.0
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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@@ -16546,7 +16546,7 @@ var init_tool_definitions = __esm(() => {
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says: {
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type: "string",
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ops: ["find"],
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16549
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-
description: "find: part of what the node has written on it as drawn, the way the text op reads it, case-insensitively, which is how a button is reached by the word on it rather than by a generated path. Its own text, so a row is found by the label in it, and hidden nodes match. A bare word is a contains; write a glob and it is one, matched against the whole of what the node says, the same as namePattern. A label with a line break is matched with the break in the words, and a backslash followed by n counts as one."
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16549
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description: "find: part of what the node has written on it as drawn, the way the text op reads it, case-insensitively, which is how a button is reached by the word on it rather than by a generated path. Its own text, so a row is found by the label in it, and hidden nodes match. A bare word is a contains; write a glob and it is one, matched against the whole of what the node says, the same as namePattern, and a glob that finds nothing says under note how many nodes it would find open at both ends. A label with a line break is matched with the break in the words, and a backslash followed by n counts as one."
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},
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limit: {
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type: "integer",
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@@ -16596,7 +16596,7 @@ var init_tool_definitions = __esm(() => {
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},
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{
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name: "runtime_invoke",
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description: "Sets a property or calls a method on a node in the running game. Needs the game running with the runtime addon. A call that takes longer than timeoutMs is not cancelled: the answer is pending: true with a requestId, the call goes on and does everything it was asked, and op result with that requestId collects its reply once it comes.",
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description: "Sets a property or calls a method on a node in the running game. Needs the game running with the runtime addon. The answer carries elapsed_usec, how long the call or the write took inside the game, measured around it there: the round trip to the game is a second or more, so timing from outside measures that instead. A call that takes longer than timeoutMs is not cancelled: the answer is pending: true with a requestId, the call goes on and does everything it was asked, and op result with that requestId collects its reply once it comes.",
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parameters: {
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projectPath: RUNNING_PROJECT_PATH,
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pid: RUNNING_PID,
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@@ -104,6 +104,15 @@ func find_nodes(params: Dictionary) -> Dictionary:
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# find would have matched if the name had been read the way it was probably meant.
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var literal: bool = _is_literal(wanted["name"])
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var nearly: int = 0
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# The same for the words: a glob is matched against the whole text, and one written as a prefix
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108
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# by habit, "Taken together*", missed the label whose sentence those words are in the middle of.
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# Nothing found then read as the words not being on screen, which is the wrong conclusion when
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110
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# checking that a change to the text landed.
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111
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var widened_says: String = _widened(wanted["says"])
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112
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var widened: Dictionary[String, String] = {}
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113
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for filter: String in wanted:
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widened[filter] = widened_says if filter == "says" else wanted[filter]
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115
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var nearly_said: int = 0
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var hidden: int = 0
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while not pending.is_empty():
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var node: Node = pending.pop_front()
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@@ -118,6 +127,12 @@ func find_nodes(params: Dictionary) -> Dictionary:
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found.append(_found(node, wanted_property))
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elif rest and literal and str(node.name).containsn(wanted["name"]):
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nearly += 1
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elif (
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not widened_says.is_empty()
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and _named(node, wanted["name"])
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and _matches_apart_from_name(node, widened)
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):
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nearly_said += 1
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# Internal children included, which they were not. A ConfirmationDialog builds its Yes and
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# its No as internal nodes, and a ScrollContainer its bars, so a find over a screen for
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# every Button came back without the two buttons the player is being asked to press:
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@@ -141,6 +156,16 @@ func find_nodes(params: Dictionary) -> Dictionary:
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% [nearly, holding, wanted["name"], wanted["name"]]
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)
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)
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if found.is_empty() and nearly_said > 0:
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(
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notes
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. append(
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(
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'says with a wildcard is matched as a glob against a node\'s whole text; "%s" would find %d node%s'
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% [widened_says, nearly_said, "" if nearly_said == 1 else "s"]
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)
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)
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)
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# How many the filter took out, so a short answer is not read as a small screen. Left out
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# entirely when nothing was hidden, which keeps a plain answer plain.
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if hidden > 0:
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@@ -234,6 +259,15 @@ static func _says(said: String, wanted: String) -> bool:
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return said.containsn(words) if _is_literal(words) else said.matchn(words)
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## [param wanted], a glob, open at both ends so it matches its words anywhere in a text; "" when
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## it is not a glob, or already open at both ends, and so has nothing to suggest.
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static func _widened(wanted: String) -> String:
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if wanted.is_empty() or _is_literal(wanted):
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return ""
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var open: String = "*" + wanted.lstrip("*").rstrip("*") + "*"
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return "" if open == wanted else open
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## [param wanted] as words on a screen: a backslash followed by n is a line break.
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##
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## A button with two lines on it was asked for with the break written as the two characters, the
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@@ -624,7 +658,10 @@ func set_property(params: Dictionary) -> Dictionary:
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"%s.%s is a typed %s: %s." % [reached["called"], named, _sort_of(old_value), typed["message"]]
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}
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given = typed["value"]
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# The write alone, setter included, which is where a property's cost is.
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var began: int = Time.get_ticks_usec()
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Paths.write(holder, named, given)
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var elapsed: int = Time.get_ticks_usec() - began
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var now: Variant = Paths.read_under(holder, named)
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# Read back rather than trusted. The engine drops a write it will not take without a word, and
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# the answer then showed the old value as the new one, shaped as a success: a typed container
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@@ -658,7 +695,8 @@ func set_property(params: Dictionary) -> Dictionary:
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"path": node_path,
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"property": property,
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"old_value": _values.serialize(old_value),
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"new_value": _values.serialize(now)
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"new_value": _values.serialize(now),
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"elapsed_usec": elapsed
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}
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@@ -695,12 +733,15 @@ func call_method(params: Dictionary) -> Dictionary:
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if Paths.method_of(spelled).is_empty():
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spelled += "()"
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if args.is_empty() and Paths.can_read(reached["holder"], spelled):
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var read_from: int = Time.get_ticks_usec()
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var answered: Variant = Paths.read_under(reached["holder"], spelled)
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var read_for: int = Time.get_ticks_usec() - read_from
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return {
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"type": "method_result",
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"path": node_path,
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"method": method,
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"result": _values.serialize(answered),
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"elapsed_usec": read_for,
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}
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var why: String = (
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"%s:%s takes no arguments" % [reached["called"], spelled]
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@@ -772,9 +813,19 @@ func call_method(params: Dictionary) -> Dictionary:
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given = typed["value"]
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deserialized_args.append(given)
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# Timed around the call alone, since the bridge's round trip is a second or more and swamps what
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# one click's work costs; the frame metrics read whichever frame is last, which is not this one.
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var began: int = Time.get_ticks_usec()
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var result: Variant = holder.callv(named, deserialized_args)
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var elapsed: int = Time.get_ticks_usec() - began
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-
return {
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return {
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"type": "method_result",
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"path": node_path,
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"method": method,
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"result": _values.serialize(result),
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"elapsed_usec": elapsed
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}
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## [method _object_named] with the path first, which is the order [method Values.typed_like] calls
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package/build/index.js
CHANGED
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@@ -30672,7 +30672,7 @@ var TOOL_SPECS = [
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says: {
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type: "string",
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ops: ["find"],
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30675
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-
description: "find: part of what the node has written on it as drawn, the way the text op reads it, case-insensitively, which is how a button is reached by the word on it rather than by a generated path. Its own text, so a row is found by the label in it, and hidden nodes match. A bare word is a contains; write a glob and it is one, matched against the whole of what the node says, the same as namePattern. A label with a line break is matched with the break in the words, and a backslash followed by n counts as one."
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description: "find: part of what the node has written on it as drawn, the way the text op reads it, case-insensitively, which is how a button is reached by the word on it rather than by a generated path. Its own text, so a row is found by the label in it, and hidden nodes match. A bare word is a contains; write a glob and it is one, matched against the whole of what the node says, the same as namePattern, and a glob that finds nothing says under note how many nodes it would find open at both ends. A label with a line break is matched with the break in the words, and a backslash followed by n counts as one."
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},
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limit: {
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type: "integer",
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@@ -30722,7 +30722,7 @@ var TOOL_SPECS = [
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},
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{
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name: "runtime_invoke",
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-
description: "Sets a property or calls a method on a node in the running game. Needs the game running with the runtime addon. A call that takes longer than timeoutMs is not cancelled: the answer is pending: true with a requestId, the call goes on and does everything it was asked, and op result with that requestId collects its reply once it comes.",
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description: "Sets a property or calls a method on a node in the running game. Needs the game running with the runtime addon. The answer carries elapsed_usec, how long the call or the write took inside the game, measured around it there: the round trip to the game is a second or more, so timing from outside measures that instead. A call that takes longer than timeoutMs is not cancelled: the answer is pending: true with a requestId, the call goes on and does everything it was asked, and op result with that requestId collects its reply once it comes.",
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parameters: {
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projectPath: RUNNING_PROJECT_PATH,
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pid: RUNNING_PID,
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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": "1.1.0",
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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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