gdharness 1.0.9 → 1.0.11

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
@@ -201,7 +201,11 @@ function userDataIn(home, variables = process.env) {
201
201
  function savesStayPut(platform = process.platform) {
202
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  return platform === "darwin";
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  }
204
- var OPENED_BY_A_SERVER = "GDHARNESS_OPENED_BY_A_SERVER", SAVES_NOT_MOVED_NOTE = "On macOS the engine reads user:// off HOME and ignores the variables that move it elsewhere, measured on Godot 4.7.2, so this run wrote its saves where the player keeps theirs. A suite that saves a game has written into the same folder as the copy being played, and one that tidies up after itself may have removed real saves.";
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+ function environmentFor(options, variables = process.env) {
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+ const base = options.savesIn === undefined ? { ...variables } : userDataIn(options.savesIn, variables);
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+ return { ...base, ...options.env, GDHARNESS_RUNTIME_DIR: options.runtimeDirectory };
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+ }
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+ var OPENED_BY_A_SERVER = "GDHARNESS_OPENED_BY_A_SERVER", RESERVED_VARIABLE_PREFIX = "GDHARNESS_", SAVES_NOT_MOVED_NOTE = "On macOS the engine reads user:// off HOME and ignores the variables that move it elsewhere, measured on Godot 4.7.2, so this run wrote its saves where the player keeps theirs. A suite that saves a game has written into the same folder as the copy being played, and one that tidies up after itself may have removed real saves.";
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  // node_modules/yaml/dist/nodes/identity.js
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  var require_identity = __commonJS(function(exports) {
@@ -15344,6 +15348,9 @@ function projectPathSentence(without = callsWithoutProjectPath()) {
15344
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  const named = without.map((name) => `\`${name}\``).join(", ");
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  return `Every call takes \`projectPath\` except ${named}, which ${without.length === 1 ? "takes" : "take"} none`;
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  }
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+ function theGamePicked() {
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+ return "the game this server started or is playing when it is among those running, named under " + "`answeredBy` where there was a choice; else the only game there is; else a refusal naming " + "every game, which is what a machine running two projects at once gets";
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+ }
15347
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  function toolSpec(name) {
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  return SPECS_BY_NAME[name];
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  }
@@ -15404,7 +15411,7 @@ var init_tool_definitions = __esm(() => {
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  };
15405
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  RUNNING_PROJECT_PATH = {
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  type: "string",
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- description: "Which game, when more than one is running: the project directory it was started from. Not needed with one game."
15414
+ description: `Which game, when more than one is running: the project directory it was started from. The pick without it, in order: ${theGamePicked().replaceAll("`", "")}. Not needed with one game, nor for a call to this server's own.`
15408
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  };
15409
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  RUNNING_PID = {
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  type: "number",
@@ -16012,6 +16019,16 @@ var init_tool_definitions = __esm(() => {
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  description: `The game's own arguments, what OS.get_cmdline_user_args() answers, such as ["--level=2"]. The separator is added here. A run with any is started by this server rather than by the editor, which fixes the game's command line when it opens the project, so the debug_* tools do not answer for it.`
16013
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  },
16014
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  headless: { type: "boolean", ops: ["start"], description: "start: force a window or no window." },
16022
+ savesIn: {
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+ type: "string",
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+ ops: ["start", "check"],
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+ description: "An absolute directory for this run's user://, so a game that saves writes nowhere near the copy somebody plays: opening a save writes the one being left, and a game that autosaves writes on its own. Godot takes no flag for it, so this is the environment, and the run is started by this server rather than played by the editor, which cannot be given one. It does not have to exist: the engine makes it, and the Godot/app_userdata/<project> tree under it, measured on 4.7.2. On macOS the engine reads user:// off HOME and ignores it, also measured, and the answer says so under savesNote rather than leaving the caller to find out from the player's save list."
16026
+ },
16027
+ env: {
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+ type: "object",
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+ ops: ["start", "check"],
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+ description: "Environment variables for this run alone, as a map of strings, over the server's own environment. Like savesIn, a run carrying any is started by this server rather than played by the editor. Names beginning with GDHARNESS_ are refused: they are this server's contract with the addon in the game, and the runtime directory is set here whatever the rest of the environment says, so a game that moves TEMP still announces where this server looks."
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+ },
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  runtimeWaitMs: {
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  type: "number",
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  ops: ["start"],
@@ -37650,7 +37667,7 @@ import {
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  statSync as statSync5
37651
37668
  } from "node:fs";
37652
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  import { tmpdir as tmpdir5 } from "node:os";
37653
- import { basename as basename4, dirname as dirname14, join as join21, normalize as normalize3, relative as relative3 } from "node:path";
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+ import { basename as basename4, dirname as dirname14, isAbsolute as isAbsolute3, join as join21, normalize as normalize3, relative as relative3 } from "node:path";
37654
37671
  import { setTimeout as delay3 } from "node:timers/promises";
37655
37672
  import { fileURLToPath as fileURLToPath4 } from "node:url";
37656
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  import { promisify as promisify7 } from "node:util";
@@ -37932,6 +37949,9 @@ function camelCased(params) {
37932
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  }
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  return result;
37934
37951
  }
37952
+ function needsItsOwnProcess(asked) {
37953
+ return asked.savesIn !== undefined || asked.env !== undefined;
37954
+ }
37935
37955
 
37936
37956
  class GodotServer {
37937
37957
  mcp;
@@ -38627,6 +38647,51 @@ class GodotServer {
38627
38647
  }
38628
38648
  return { ok: true, value: given };
38629
38649
  }
38650
+ runEnvironment(args) {
38651
+ const savesIn = readNonEmptyString(args, "savesIn");
38652
+ if (savesIn !== undefined && !isAbsolute3(savesIn)) {
38653
+ return {
38654
+ ok: false,
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+ response: this.createErrorResponse(`savesIn must be an absolute path, not "${savesIn}".`, [
38656
+ "Name the directory user:// should be under, such as a temporary directory of this run's own"
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+ ])
38658
+ };
38659
+ }
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+ if (args["env"] === undefined) {
38661
+ return { ok: true, value: savesIn === undefined ? {} : { savesIn } };
38662
+ }
38663
+ const given = readParams(args, "env");
38664
+ if (given === undefined) {
38665
+ return {
38666
+ ok: false,
38667
+ response: this.createErrorResponse("env must be a map of names to string values.", [
38668
+ 'Pass the variables this run needs, such as {"MY_FLAG": "1"}'
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+ ])
38670
+ };
38671
+ }
38672
+ const env = {};
38673
+ for (const [name, value] of Object.entries(given)) {
38674
+ if (typeof value !== "string") {
38675
+ return {
38676
+ ok: false,
38677
+ response: this.createErrorResponse(`env values must be strings, and ${name} is ${typeof value}.`, [
38678
+ 'Pass every value as a string, such as {"WORKERS": "4"}'
38679
+ ])
38680
+ };
38681
+ }
38682
+ if (name.toUpperCase().startsWith(RESERVED_VARIABLE_PREFIX)) {
38683
+ return {
38684
+ ok: false,
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+ response: this.createErrorResponse(`env may not set ${name}: names beginning with ${RESERVED_VARIABLE_PREFIX} are this server's own.`, [
38686
+ "GDHARNESS_RUNTIME_DIR is where the game announces itself and this server looks for it",
38687
+ "Name the directory for user:// with savesIn rather than by moving the environment yourself"
38688
+ ])
38689
+ };
38690
+ }
38691
+ env[name] = value;
38692
+ }
38693
+ return { ok: true, value: { ...savesIn === undefined ? {} : { savesIn }, env } };
38694
+ }
38630
38695
  async debuggedGame(intent) {
38631
38696
  const game = this.activeProcess;
38632
38697
  if (game !== null && game.exitCode !== null) {
@@ -39614,6 +39679,10 @@ class GodotServer {
39614
39679
  if (!given.ok) {
39615
39680
  return given.response;
39616
39681
  }
39682
+ const asked = this.runEnvironment(args);
39683
+ if (!asked.ok) {
39684
+ return asked.response;
39685
+ }
39617
39686
  if (!sceneToRun && !hasMainScene(project.value.file)) {
39618
39687
  return this.createErrorResponse("The project sets no main scene, so there is nothing to run.", [
39619
39688
  "Pass scene to run one scene",
@@ -39630,7 +39699,7 @@ class GodotServer {
39630
39699
  }
39631
39700
  const sceneArgument = sceneToRun?.ok ? sceneToRun.relativePath : null;
39632
39701
  if (op === "check") {
39633
- return await this.checkBoot(engine.value, project.value.path, sceneArgument, args, given.value);
39702
+ return await this.checkBoot(engine.value, project.value.path, sceneArgument, args, given.value, asked.value);
39634
39703
  }
39635
39704
  await this.pickUpWhatTheEditorIsPlaying();
39636
39705
  let ended = null;
@@ -39648,7 +39717,7 @@ class GodotServer {
39648
39717
  });
39649
39718
  const runtimeWaitMs = this.announceBudget(args, project.value.path);
39650
39719
  const editorWouldPlay = !headless || editorPlaysHeadless(project.value.file);
39651
- if (this.godotBridge.isConnected() && editorWouldPlay && given.value.length === 0) {
39720
+ if (this.godotBridge.isConnected() && editorWouldPlay && given.value.length === 0 && !needsItsOwnProcess(asked.value)) {
39652
39721
  return await this.playThroughEditor(sceneArgument, refreshed.value, project.value.path, alreadyPlaying, runtimeWaitMs, ended);
39653
39722
  }
39654
39723
  const cmdArgs = runArguments({
@@ -39658,10 +39727,10 @@ class GodotServer {
39658
39727
  userArgs: given.value
39659
39728
  });
39660
39729
  this.logDebug(`Running Godot project: ${engine.value} ${cmdArgs.join(" ")}`);
39661
- const started = this.spawnKeptGame(engine.value, cmdArgs, project.value.path);
39730
+ const started = this.spawnKeptGame(engine.value, cmdArgs, project.value.path, needsItsOwnProcess(asked.value) ? environmentFor({ ...asked.value, runtimeDirectory: runtimeDirectory() }) : undefined);
39662
39731
  started.announcedBefore = alreadyPlaying;
39663
39732
  this.activeProcess = started;
39664
- const spawnedInstead = this.godotBridge.isConnected() && editorWouldPlay && given.value.length > 0 ? " The editor cannot be handed arguments for a game it plays, so this one was started " + "here: the debug_* tools answer only for a game the editor is playing." : "";
39733
+ const spawnedInstead = this.godotBridge.isConnected() && editorWouldPlay && given.value.length > 0 ? " The editor cannot be handed arguments for a game it plays, so this one was started " + "here: the debug_* tools answer only for a game the editor is playing." : this.godotBridge.isConnected() && editorWouldPlay && needsItsOwnProcess(asked.value) ? " The editor plays a game with its own environment, so a run given one was started " + "here: the debug_* tools answer only for a game the editor is playing." : "";
39665
39734
  const endedForThis = endedToStartThis(ended);
39666
39735
  const stranded = wereHereFirst.filter((one) => one.pid !== ended?.pid && alive(one.pid));
39667
39736
  const named = stranded.map((one) => one.protocol === null ? `pid ${one.pid}` : `pid ${one.pid} on protocol ${one.protocol}`).join(", ");
@@ -39674,6 +39743,7 @@ class GodotServer {
39674
39743
  arguments: cmdArgs,
39675
39744
  transcript: started.transcript,
39676
39745
  refreshedClasses: refreshed.value,
39746
+ savesNote: asked.value.savesIn !== undefined && savesStayPut() ? SAVES_NOT_MOVED_NOTE : undefined,
39677
39747
  endedPreviousRun: endedPreviousRun(ended),
39678
39748
  runtime: await this.runtimeUp(project.value.path, alreadyPlaying, runtimeWaitMs, given.value.length > 0),
39679
39749
  message: `Use editor_output for what it prints and editor_run stop to end it.${spawnedInstead}${endedForThis}${alsoRunning}`
@@ -40280,11 +40350,11 @@ class GodotServer {
40280
40350
  currentRun() {
40281
40351
  return this.activeProcess ?? this.adoptRecordedRun();
40282
40352
  }
40283
- async checkBoot(godotPath, projectPath, scene, args, userArgs) {
40353
+ async checkBoot(godotPath, projectPath, scene, args, userArgs, asked = {}) {
40284
40354
  const frames = readPositiveNumber(args, "frames") ?? 3;
40285
40355
  const timeoutMs = readPositiveNumber(args, "timeoutMs") ?? 60000;
40286
40356
  const cmdArgs = runArguments({ projectPath, headless: true, scene, quitAfter: frames, userArgs });
40287
- const boot = this.spawnGame(godotPath, cmdArgs);
40357
+ const boot = this.spawnGame(godotPath, cmdArgs, needsItsOwnProcess(asked) ? environmentFor({ ...asked, runtimeDirectory: runtimeDirectory() }) : undefined);
40288
40358
  const hung = await new Promise((resolve) => {
40289
40359
  const timer = setTimeout(() => {
40290
40360
  boot.process.kill();
@@ -40309,6 +40379,7 @@ class GodotServer {
40309
40379
  frames,
40310
40380
  errors,
40311
40381
  warnings,
40382
+ savesNote: asked.savesIn !== undefined && savesStayPut() ? SAVES_NOT_MOVED_NOTE : undefined,
40312
40383
  entries: forAnswer(boot.log.select({ severity: "warning", sinceLastCall: false, limit: 200 }).entries)
40313
40384
  });
40314
40385
  }
@@ -41643,7 +41714,7 @@ function displayPath(harness, platform = process3.platform) {
41643
41714
  return `${harness.scope === "home" ? "~/" : ""}${file.replaceAll("\\", "/")}`;
41644
41715
  }
41645
41716
  var OURS = ["GODOT_PATH", "GDHARNESS_PROJECT"];
41646
- function environmentFor(launch, held) {
41717
+ function environmentFor2(launch, held) {
41647
41718
  const kept = {};
41648
41719
  if (typeof held === "object" && held !== null && !Array.isArray(held)) {
41649
41720
  for (const [name, value] of Object.entries(held)) {
@@ -41661,7 +41732,7 @@ function entryFor(shape, launch, held) {
41661
41732
  ...before,
41662
41733
  type: "local",
41663
41734
  command: [launch.command, ...launch.args],
41664
- environment: environmentFor(launch, before["environment"]),
41735
+ environment: environmentFor2(launch, before["environment"]),
41665
41736
  enabled: true
41666
41737
  };
41667
41738
  }
@@ -41670,7 +41741,7 @@ function entryFor(shape, launch, held) {
41670
41741
  ...shape === "typed" ? { type: "stdio" } : {},
41671
41742
  command: launch.command,
41672
41743
  args: [...launch.args],
41673
- env: environmentFor(launch, before["env"])
41744
+ env: environmentFor2(launch, before["env"])
41674
41745
  };
41675
41746
  }
41676
41747
  function merged(existing, harness, launch) {
@@ -42375,7 +42446,8 @@ function renderToolsMarkdown() {
42375
42446
  "`op`. An unknown op or argument is refused with the valid set listed. Generated from the server.",
42376
42447
  "",
42377
42448
  `${projectPathSentence()}: the \`runtime_*\` and \`debug_*\` ones pick between running games`,
42378
- "instead, and the others answer about the editor on this server. An argument a tool does not",
42449
+ "instead, and the others answer about the editor on this server. The pick, when a call names",
42450
+ `neither \`projectPath\` nor \`pid\`: ${theGamePicked()}. An argument a tool does not`,
42379
42451
  "declare is refused rather than ignored. Answers are read from the engine after the change, not",
42380
42452
  "echoed from the request. Engine stderr comes back under `engine_messages`.",
42381
42453
  "",
@@ -42435,9 +42507,8 @@ that is running, and the project on disk. ${TOOL_SPECS.length} tools, named \`do
42435
42507
 
42436
42508
  - ${projectPathSentence()}. The \`runtime_*\` and \`debug_*\` ones pick between running
42437
42509
  games instead, by \`projectPath\`, or by \`pid\` when several run from one project, as a bench
42438
- and its workers do: without \`pid\` the game this server started or plays is the one asked, and
42439
- the answer says so under \`answeredBy\`; the others answer about the editor this server is
42440
- connected to. There is no ambient project, and an argument a tool does not declare is refused
42510
+ and its workers do. Naming neither picks ${theGamePicked()}; the others answer about the editor
42511
+ this server is connected to. There is no ambient project, and an argument a tool does not declare is refused
42441
42512
  rather than ignored.
42442
42513
  - \`editor_status\` says whether an editor is connected and whether its addon matches the server.
42443
42514
  \`addonIsStale\` means they differ, and \`staleNote\` says which half is behind: an editor that
@@ -42489,6 +42560,7 @@ that is running, and the project on disk. ${TOOL_SPECS.length} tools, named \`do
42489
42560
  | Whether this engine has a method or property, and what it takes | \`editor_classes info\` with \`member\`, which answers that one member and which class declares it rather than the whole class |
42490
42561
  | Wait for a run to finish | \`editor_run wait\`, never a sleep or a shell loop on the pid: it answers as \`editor_output\` does, once the run is over |
42491
42562
  | End a bench and the workers it opened | \`editor_run stop\` with \`andChildren\`, never a process listing by scene name: it ends every process under the run's, to any depth, that is a game of the project, announced as one or the project's engine run with \`--path\` on it, names them under \`endedChildren\` with what identified each, and leaves and names any other |
42563
+ | Play a game without touching the player's saves | \`editor_run start\` with \`savesIn\`, a directory for this run's \`user://\`: the editor plays with its own environment, so a run given one is started by the server, and the answer says under \`savesNote\` when the platform ignores it |
42492
42564
  | A picture, for a person who asked to see one | \`runtime_capture\` |
42493
42565
 
42494
42566
  These need the runtime autoload, which \`gdharness setup\` registers. \`runtime_capture\` needs a
package/build/index.js CHANGED
@@ -10185,7 +10185,7 @@ import {
10185
10185
  statSync as statSync5
10186
10186
  } from "node:fs";
10187
10187
  import { tmpdir as tmpdir4 } from "node:os";
10188
- import { basename as basename3, dirname as dirname9, join as join15, normalize as normalize2, relative as relative3 } from "node:path";
10188
+ import { basename as basename3, dirname as dirname9, isAbsolute as isAbsolute3, join as join15, normalize as normalize2, relative as relative3 } from "node:path";
10189
10189
  import { setTimeout as delay3 } from "node:timers/promises";
10190
10190
  import { fileURLToPath as fileURLToPath2 } from "node:url";
10191
10191
  import { promisify as promisify5 } from "node:util";
@@ -24811,6 +24811,11 @@ function userDataIn(home, variables = process.env) {
24811
24811
  function savesStayPut(platform = process.platform) {
24812
24812
  return platform === "darwin";
24813
24813
  }
24814
+ var RESERVED_VARIABLE_PREFIX = "GDHARNESS_";
24815
+ function environmentFor(options, variables = process.env) {
24816
+ const base = options.savesIn === undefined ? { ...variables } : userDataIn(options.savesIn, variables);
24817
+ return { ...base, ...options.env, GDHARNESS_RUNTIME_DIR: options.runtimeDirectory };
24818
+ }
24814
24819
  var SAVES_NOT_MOVED_NOTE = "On macOS the engine reads user:// off HOME and ignores the variables that move it elsewhere, measured on Godot 4.7.2, so this run wrote its saves where the player keeps theirs. A suite that saves a game has written into the same folder as the copy being played, and one that tidies up after itself may have removed real saves.";
24815
24820
 
24816
24821
  // src/process-children.ts
@@ -29205,13 +29210,16 @@ function opTakes(spec, op, name) {
29205
29210
  function argumentsOf(spec, op) {
29206
29211
  return Object.keys(spec.parameters).filter((name) => opTakes(spec, op, name));
29207
29212
  }
29213
+ function theGamePicked() {
29214
+ return "the game this server started or is playing when it is among those running, named under " + "`answeredBy` where there was a choice; else the only game there is; else a refusal naming " + "every game, which is what a machine running two projects at once gets";
29215
+ }
29208
29216
  var PROJECT_PATH = {
29209
29217
  type: "string",
29210
29218
  description: "Absolute path to the project directory, the one holding project.godot."
29211
29219
  };
29212
29220
  var RUNNING_PROJECT_PATH = {
29213
29221
  type: "string",
29214
- description: "Which game, when more than one is running: the project directory it was started from. Not needed with one game."
29222
+ description: `Which game, when more than one is running: the project directory it was started from. The pick without it, in order: ${theGamePicked().replaceAll("`", "")}. Not needed with one game, nor for a call to this server's own.`
29215
29223
  };
29216
29224
  var RUNNING_PID = {
29217
29225
  type: "number",
@@ -29819,6 +29827,16 @@ var TOOL_SPECS = [
29819
29827
  description: `The game's own arguments, what OS.get_cmdline_user_args() answers, such as ["--level=2"]. The separator is added here. A run with any is started by this server rather than by the editor, which fixes the game's command line when it opens the project, so the debug_* tools do not answer for it.`
29820
29828
  },
29821
29829
  headless: { type: "boolean", ops: ["start"], description: "start: force a window or no window." },
29830
+ savesIn: {
29831
+ type: "string",
29832
+ ops: ["start", "check"],
29833
+ description: "An absolute directory for this run's user://, so a game that saves writes nowhere near the copy somebody plays: opening a save writes the one being left, and a game that autosaves writes on its own. Godot takes no flag for it, so this is the environment, and the run is started by this server rather than played by the editor, which cannot be given one. It does not have to exist: the engine makes it, and the Godot/app_userdata/<project> tree under it, measured on 4.7.2. On macOS the engine reads user:// off HOME and ignores it, also measured, and the answer says so under savesNote rather than leaving the caller to find out from the player's save list."
29834
+ },
29835
+ env: {
29836
+ type: "object",
29837
+ ops: ["start", "check"],
29838
+ description: "Environment variables for this run alone, as a map of strings, over the server's own environment. Like savesIn, a run carrying any is started by this server rather than played by the editor. Names beginning with GDHARNESS_ are refused: they are this server's contract with the addon in the game, and the runtime directory is set here whatever the rest of the environment says, so a game that moves TEMP still announces where this server looks."
29839
+ },
29822
29840
  runtimeWaitMs: {
29823
29841
  type: "number",
29824
29842
  ops: ["start"],
@@ -30669,6 +30687,9 @@ function camelCased(params) {
30669
30687
  }
30670
30688
  return result;
30671
30689
  }
30690
+ function needsItsOwnProcess(asked) {
30691
+ return asked.savesIn !== undefined || asked.env !== undefined;
30692
+ }
30672
30693
 
30673
30694
  class GodotServer {
30674
30695
  mcp;
@@ -31364,6 +31385,51 @@ class GodotServer {
31364
31385
  }
31365
31386
  return { ok: true, value: given };
31366
31387
  }
31388
+ runEnvironment(args) {
31389
+ const savesIn = readNonEmptyString(args, "savesIn");
31390
+ if (savesIn !== undefined && !isAbsolute3(savesIn)) {
31391
+ return {
31392
+ ok: false,
31393
+ response: this.createErrorResponse(`savesIn must be an absolute path, not "${savesIn}".`, [
31394
+ "Name the directory user:// should be under, such as a temporary directory of this run's own"
31395
+ ])
31396
+ };
31397
+ }
31398
+ if (args["env"] === undefined) {
31399
+ return { ok: true, value: savesIn === undefined ? {} : { savesIn } };
31400
+ }
31401
+ const given = readParams(args, "env");
31402
+ if (given === undefined) {
31403
+ return {
31404
+ ok: false,
31405
+ response: this.createErrorResponse("env must be a map of names to string values.", [
31406
+ 'Pass the variables this run needs, such as {"MY_FLAG": "1"}'
31407
+ ])
31408
+ };
31409
+ }
31410
+ const env = {};
31411
+ for (const [name, value] of Object.entries(given)) {
31412
+ if (typeof value !== "string") {
31413
+ return {
31414
+ ok: false,
31415
+ response: this.createErrorResponse(`env values must be strings, and ${name} is ${typeof value}.`, [
31416
+ 'Pass every value as a string, such as {"WORKERS": "4"}'
31417
+ ])
31418
+ };
31419
+ }
31420
+ if (name.toUpperCase().startsWith(RESERVED_VARIABLE_PREFIX)) {
31421
+ return {
31422
+ ok: false,
31423
+ response: this.createErrorResponse(`env may not set ${name}: names beginning with ${RESERVED_VARIABLE_PREFIX} are this server's own.`, [
31424
+ "GDHARNESS_RUNTIME_DIR is where the game announces itself and this server looks for it",
31425
+ "Name the directory for user:// with savesIn rather than by moving the environment yourself"
31426
+ ])
31427
+ };
31428
+ }
31429
+ env[name] = value;
31430
+ }
31431
+ return { ok: true, value: { ...savesIn === undefined ? {} : { savesIn }, env } };
31432
+ }
31367
31433
  async debuggedGame(intent) {
31368
31434
  const game = this.activeProcess;
31369
31435
  if (game !== null && game.exitCode !== null) {
@@ -32351,6 +32417,10 @@ class GodotServer {
32351
32417
  if (!given.ok) {
32352
32418
  return given.response;
32353
32419
  }
32420
+ const asked = this.runEnvironment(args);
32421
+ if (!asked.ok) {
32422
+ return asked.response;
32423
+ }
32354
32424
  if (!sceneToRun && !hasMainScene(project.value.file)) {
32355
32425
  return this.createErrorResponse("The project sets no main scene, so there is nothing to run.", [
32356
32426
  "Pass scene to run one scene",
@@ -32367,7 +32437,7 @@ class GodotServer {
32367
32437
  }
32368
32438
  const sceneArgument = sceneToRun?.ok ? sceneToRun.relativePath : null;
32369
32439
  if (op === "check") {
32370
- return await this.checkBoot(engine.value, project.value.path, sceneArgument, args, given.value);
32440
+ return await this.checkBoot(engine.value, project.value.path, sceneArgument, args, given.value, asked.value);
32371
32441
  }
32372
32442
  await this.pickUpWhatTheEditorIsPlaying();
32373
32443
  let ended = null;
@@ -32385,7 +32455,7 @@ class GodotServer {
32385
32455
  });
32386
32456
  const runtimeWaitMs = this.announceBudget(args, project.value.path);
32387
32457
  const editorWouldPlay = !headless || editorPlaysHeadless(project.value.file);
32388
- if (this.godotBridge.isConnected() && editorWouldPlay && given.value.length === 0) {
32458
+ if (this.godotBridge.isConnected() && editorWouldPlay && given.value.length === 0 && !needsItsOwnProcess(asked.value)) {
32389
32459
  return await this.playThroughEditor(sceneArgument, refreshed.value, project.value.path, alreadyPlaying, runtimeWaitMs, ended);
32390
32460
  }
32391
32461
  const cmdArgs = runArguments({
@@ -32395,10 +32465,10 @@ class GodotServer {
32395
32465
  userArgs: given.value
32396
32466
  });
32397
32467
  this.logDebug(`Running Godot project: ${engine.value} ${cmdArgs.join(" ")}`);
32398
- const started = this.spawnKeptGame(engine.value, cmdArgs, project.value.path);
32468
+ const started = this.spawnKeptGame(engine.value, cmdArgs, project.value.path, needsItsOwnProcess(asked.value) ? environmentFor({ ...asked.value, runtimeDirectory: runtimeDirectory() }) : undefined);
32399
32469
  started.announcedBefore = alreadyPlaying;
32400
32470
  this.activeProcess = started;
32401
- const spawnedInstead = this.godotBridge.isConnected() && editorWouldPlay && given.value.length > 0 ? " The editor cannot be handed arguments for a game it plays, so this one was started " + "here: the debug_* tools answer only for a game the editor is playing." : "";
32471
+ const spawnedInstead = this.godotBridge.isConnected() && editorWouldPlay && given.value.length > 0 ? " The editor cannot be handed arguments for a game it plays, so this one was started " + "here: the debug_* tools answer only for a game the editor is playing." : this.godotBridge.isConnected() && editorWouldPlay && needsItsOwnProcess(asked.value) ? " The editor plays a game with its own environment, so a run given one was started " + "here: the debug_* tools answer only for a game the editor is playing." : "";
32402
32472
  const endedForThis = endedToStartThis(ended);
32403
32473
  const stranded = wereHereFirst.filter((one) => one.pid !== ended?.pid && alive(one.pid));
32404
32474
  const named = stranded.map((one) => one.protocol === null ? `pid ${one.pid}` : `pid ${one.pid} on protocol ${one.protocol}`).join(", ");
@@ -32411,6 +32481,7 @@ class GodotServer {
32411
32481
  arguments: cmdArgs,
32412
32482
  transcript: started.transcript,
32413
32483
  refreshedClasses: refreshed.value,
32484
+ savesNote: asked.value.savesIn !== undefined && savesStayPut() ? SAVES_NOT_MOVED_NOTE : undefined,
32414
32485
  endedPreviousRun: endedPreviousRun(ended),
32415
32486
  runtime: await this.runtimeUp(project.value.path, alreadyPlaying, runtimeWaitMs, given.value.length > 0),
32416
32487
  message: `Use editor_output for what it prints and editor_run stop to end it.${spawnedInstead}${endedForThis}${alsoRunning}`
@@ -33017,11 +33088,11 @@ class GodotServer {
33017
33088
  currentRun() {
33018
33089
  return this.activeProcess ?? this.adoptRecordedRun();
33019
33090
  }
33020
- async checkBoot(godotPath, projectPath, scene, args, userArgs) {
33091
+ async checkBoot(godotPath, projectPath, scene, args, userArgs, asked = {}) {
33021
33092
  const frames = readPositiveNumber(args, "frames") ?? 3;
33022
33093
  const timeoutMs = readPositiveNumber(args, "timeoutMs") ?? 60000;
33023
33094
  const cmdArgs = runArguments({ projectPath, headless: true, scene, quitAfter: frames, userArgs });
33024
- const boot = this.spawnGame(godotPath, cmdArgs);
33095
+ const boot = this.spawnGame(godotPath, cmdArgs, needsItsOwnProcess(asked) ? environmentFor({ ...asked, runtimeDirectory: runtimeDirectory() }) : undefined);
33025
33096
  const hung = await new Promise((resolve) => {
33026
33097
  const timer = setTimeout(() => {
33027
33098
  boot.process.kill();
@@ -33046,6 +33117,7 @@ class GodotServer {
33046
33117
  frames,
33047
33118
  errors,
33048
33119
  warnings,
33120
+ savesNote: asked.savesIn !== undefined && savesStayPut() ? SAVES_NOT_MOVED_NOTE : undefined,
33049
33121
  entries: forAnswer(boot.log.select({ severity: "warning", sinceLastCall: false, limit: 200 }).entries)
33050
33122
  });
33051
33123
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "gdharness",
3
- "version": "1.0.9",
3
+ "version": "1.0.11",
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",