gdharness 1.0.32 → 1.1.0

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package/build/cli.js CHANGED
@@ -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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- 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",
@@ -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,
@@ -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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+ # 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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+ # checking that a change to the text landed.
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+ var widened_says: String = _widened(wanted["says"])
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+ var widened: Dictionary[String, String] = {}
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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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+ 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()
@@ -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:
@@ -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:
@@ -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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+
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+
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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
@@ -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
@@ -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]
@@ -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 {"type": "method_result", "path": node_path, "method": method, "result": _values.serialize(result)}
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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
package/build/index.js CHANGED
@@ -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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- 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",
@@ -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,
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "gdharness",
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- "version": "1.0.32",
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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",