gdharness 1.1.25 → 1.1.27

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
@@ -17556,7 +17556,7 @@ var init_tool_definitions = __esm(() => {
17556
17556
  requires: ["projectPath"]
17557
17557
  },
17558
17558
  stop: {
17559
- summary: "end the run and answer with what it printed last, naming the process ended under endedPid: for a run the editor plays, the number its game announced under, read at the stop rather than remembered, and the operating system hands a freed number to the next process, so it can equal the game before it. A game that started processes of its own keeps them unless andChildren says to end those too. stopped is false, with the number under notSignalled, when that number no longer answers as the process the run was started as and nothing was signalled, and false with the number under stillGoing when what was told to end was still running ten seconds later",
17559
+ summary: "end the run and answer with what it printed last, naming the process ended under endedPid: for a run the editor plays, the number its game announced under, read at the stop rather than remembered, and the operating system hands a freed number to the next process, so it can equal the game before it. A game that started processes of its own keeps them unless andChildren says to end those too. stopped is false, with the number under notSignalled, when that number no longer answers as the process the run was started as and nothing was signalled, the note naming which property it failed on, and false with the number under stillGoing when what was told to end was still running ten seconds later. endedThrough says how the stop ended a run that was going: keeper (the process that started the game ended it through the handle it holds), signal (its pid was signalled once shown to still be the run), or editor (the editor playing it was asked). A start that ends the run before it says how under endedPreviousRunThrough, with the same values, and one that refused to signal that run names the property it failed on under previousRunLeftBecause",
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  requires: []
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  },
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  check: {
@@ -17724,7 +17724,7 @@ var init_tool_definitions = __esm(() => {
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  namePattern: {
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  type: "string",
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  ops: ["find"],
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- description: 'find: a case-insensitive glob on the node name, such as "Enemy*". Matched against the whole name, so a bare word finds only a node called exactly that; an answer of none says how many names contain it and what glob would have found them.'
17727
+ description: 'find: a case-insensitive glob on the node name, such as "Enemy*", or several separated by | the way says takes them, such as "Enemy*|Boss", with \\| for a bar in a name. Matched against the whole name, so a bare word finds only a node called exactly that; an answer of none says how many names contain it and what glob would have found them.'
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  },
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  group: { type: "string", ops: ["find"], description: "find: a group the node is in." },
17730
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  says: {
@@ -39767,7 +39767,7 @@ function stopVerdict(stop) {
39767
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  return {
39768
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  stopped: false,
39769
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  notSignalled: stop.endedPid,
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- note: `Nothing was ended: pid ${stop.endedPid ?? "unknown"} no longer answers as the process this run was started as (its engine, its project and when it started), so it was not signalled. If that process is still the game, end it yourself, for instance with runtime_invoke calling get_tree().quit() when the game has the runtime addon; if it is not, it belongs to something else.`,
39770
+ note: `Nothing was ended: pid ${stop.endedPid ?? "unknown"} no longer answers as the process this run was started as (${stop.notEndedBecause ?? "its engine, its project and when it started"}), so it was not signalled. If that process is still the game, end it yourself, for instance with runtime_invoke calling get_tree().quit() when the game has the runtime addon; if it is not, it belongs to something else.`,
39771
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  withChildren: false
39772
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  };
39773
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  }
@@ -39788,6 +39788,15 @@ function stopVerdict(stop) {
39788
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  withChildren: true
39789
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  };
39790
39790
  }
39791
+ function previousRunHow(ended) {
39792
+ if (ended === null) {
39793
+ return {};
39794
+ }
39795
+ return {
39796
+ ...ended.through === undefined || ended.ending === "refused" ? {} : { endedPreviousRunThrough: ended.through },
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+ ...ended.ending === "refused" && ended.notEndedBecause !== undefined ? { previousRunLeftBecause: ended.notEndedBecause } : {}
39798
+ };
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+ }
39791
39800
  function endedPreviousRun(ended) {
39792
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  if (ended?.ending !== "gone") {
39793
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  return;
@@ -42512,9 +42521,12 @@ class GodotServer {
42512
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  if (before !== null && await this.runStillGoing(before)) {
42513
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  this.logDebug("Ending the running game before starting another");
42514
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  const endingFrom = Date.now();
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+ const ending = await this.endActiveGame("editor_run start, which ends the run that was going before it starts another", true);
42515
42525
  ended = {
42516
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  pid: before.pid ?? this.announcedPidOf(before) ?? null,
42517
- ending: await this.endActiveGame("editor_run start, which ends the run that was going before it starts another", true)
42527
+ ending,
42528
+ ...before.endedThrough === undefined ? {} : { through: before.endedThrough },
42529
+ ...before.notEndedBecause === undefined ? {} : { notEndedBecause: before.notEndedBecause }
42518
42530
  };
42519
42531
  this.logDebug(`The running game was ${ended.ending} after ${Date.now() - endingFrom}ms`);
42520
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  }
@@ -42562,6 +42574,7 @@ class GodotServer {
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  savesNote: asked.value.savesIn !== undefined && savesStayPut() ? SAVES_NOT_MOVED_NOTE : undefined,
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  endedPreviousRun: endedPreviousRun(ended),
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  previousRunLeft: previousRunLeft(ended),
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+ ...previousRunHow(ended),
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  runtime: await this.runtimeUp(project.value.path, alreadyPlaying, runtimeWaitMs, given.value.length > 0),
42566
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  message: `Use editor_output for what it prints and editor_run stop to end it.${spawnedInstead}${endedForThis}${alsoRunning}`
42567
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  });
@@ -42714,6 +42727,7 @@ class GodotServer {
42714
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  debugPort: readNumber(playAnswer, "debugPort"),
42715
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  endedPreviousRun: endedPreviousRun(ended),
42716
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  previousRunLeft: previousRunLeft(ended),
42730
+ ...previousRunHow(ended),
42717
42731
  breakpoints: breakpoints.applied.length === 0 ? undefined : this.breakpointsAsProjectSpells(projectPath, breakpoints.applied),
42718
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  breakpointsRefused: breakpoints.refused.length === 0 ? undefined : breakpoints.refused.map((one) => ({
42719
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  scriptPath: projectSpelling(projectPath, one.scriptPath),
@@ -42868,6 +42882,7 @@ class GodotServer {
42868
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  running.log.record("warning", `This run was not ended here: the editor could not be asked to stop it (${asked.content[0]?.text ?? "no reason given"}).`);
42869
42883
  return "unreached";
42870
42884
  }
42885
+ running.endedThrough = "editor";
42871
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  if (announced === undefined) {
42872
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  return await this.untilTheEditorStopsPlaying() ? "gone" : "lingering";
42873
42888
  }
@@ -42896,6 +42911,7 @@ class GodotServer {
42896
42911
  if (why !== null) {
42897
42912
  clearTheRecord();
42898
42913
  running.endedHere = null;
42914
+ running.notEndedBecause = why;
42899
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  running.log.record("warning", `This run was not ended here: pid ${running.pid} no longer answers as the process the run was started as (${why}), so nothing was signalled. If that process is still the game, end it yourself; if it is not, it belongs to something else.`);
42900
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  return "refused";
42901
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  }
@@ -42920,6 +42936,9 @@ class GodotServer {
42920
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  running.exitCode = null;
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  running.exitSignal = "SIGTERM";
42922
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  }
42939
+ if (landed) {
42940
+ running.endedThrough = "signal";
42941
+ }
42923
42942
  clearTheRecord();
42924
42943
  running.log.record(gone ? "info" : "warning", declined !== null ? `gdharness could not signal pid ${running.pid}: the operating system refused it (${declined}). It had described that process as ${described}.` : !gone ? `gdharness signalled pid ${running.pid}, which the operating system described as ${described}, and it was still running ${STOP_WAIT_MS / 1000} seconds later.` : landed ? `gdharness ended pid ${running.pid}, which the operating system described as ${described}.` : `gdharness signalled pid ${running.pid} and it was already gone; the operating system had described it as ${described}.`);
42925
42944
  return gone ? "gone" : "lingering";
@@ -42930,6 +42949,9 @@ class GodotServer {
42930
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  this.logDebug(`The keeper of pid ${pid} could not be asked to end it (${asked.unreached})`);
42931
42950
  return null;
42932
42951
  }
42952
+ if (asked === "signalled") {
42953
+ run.endedThrough = "keeper";
42954
+ }
42933
42955
  const gone = await untilGone([pid]);
42934
42956
  if (gone) {
42935
42957
  await this.untilTheExitIsRecorded(run);
@@ -43655,11 +43677,13 @@ class GodotServer {
43655
43677
  endedPid,
43656
43678
  throughEditor: stopped.throughEditor,
43657
43679
  exitSignal: stopped.exitSignal,
43658
- clean: cleanVerdict(stopped)
43680
+ clean: cleanVerdict(stopped),
43681
+ ...stopped.notEndedBecause === undefined ? {} : { notEndedBecause: stopped.notEndedBecause }
43659
43682
  });
43660
43683
  return this.jsonTextResponse({
43661
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  stopped: verdict.stopped,
43662
43685
  through: stopped.throughEditor ? "editor" : "gdharness",
43686
+ endedThrough: wasRunning ? stopped.endedThrough : undefined,
43663
43687
  endedPid: verdict.endedPid,
43664
43688
  notSignalled: verdict.notSignalled,
43665
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  stillGoing: verdict.stillGoing,
@@ -43724,6 +43748,7 @@ class GodotServer {
43724
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  through: "gdharness",
43725
43749
  endedPid: gone ? pid : undefined,
43726
43750
  stillGoing: gone ? undefined : pid,
43751
+ ...landed ? { endedThrough: "signal" } : {},
43727
43752
  ...childrenFields(ended),
43728
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  exitedBeforeStop: !landed,
43729
43754
  note: `${!gone ? `pid ${pid} was told to end and was still running ${STOP_WAIT_MS / 1000} seconds later, so it has not stopped: a game of this project that no server here was holding,` : landed ? `pid ${pid} was ended: a game of this project that no server here was holding,` : `pid ${pid} had already gone when it was signalled: a game of this project that no server here was holding,`} identified by its announcement and by its command line, ${read.executable} run with --path ${read.projectPath ?? ""}. Nothing here read what it printed or holds its exit code, so neither is in this answer.${gone ? "" : " editor_status says when it has gone."} ${aboutTheChildren(ended, false)}`
@@ -70,7 +70,8 @@ func get_tree(params: Dictionary) -> Dictionary:
70
70
 
71
71
  ## Nodes matching every filter given, as paths, so a caller can name what it wants without
72
72
  ## reading the whole tree to find it. `class` matches native classes and their subclasses, and
73
- ## the global name of a script class; `name` is a case-insensitive glob; `script` is a path;
73
+ ## the global name of a script class; `name` is a case-insensitive glob, or several separated by `|`
74
+ ## the way `says` takes them, with `\|` for a bar in a name; `script` is a path;
74
75
  ## `says` is what the node has written on it.
75
76
  ##
76
77
  ## `property` names one to read off each of them, which is the difference between one question and
@@ -103,6 +104,12 @@ func find_nodes(params: Dictionary) -> Dictionary:
103
104
  if not wanted["script"].is_empty() and not wanted["script"].begins_with("res://"):
104
105
  wanted["script"] = "res://" + wanted["script"]
105
106
 
107
+ # Split once here rather than for each node the walk passes.
108
+ var names: Array[String] = Says.split_at_bars(wanted["name"])
109
+ if not wanted["name"].is_empty() and names.is_empty():
110
+ var bars_only: String = 'name "%s" is only bars, so it names no node; write the names between them'
111
+ return {"type": "error", "message": bars_only % wanted["name"]}
112
+
106
113
  var reached: Dictionary = Values.node_at(_host.get_tree().root, root_path)
107
114
  if reached.has("message"):
108
115
  return reached
@@ -113,7 +120,10 @@ func find_nodes(params: Dictionary) -> Dictionary:
113
120
  var truncated: bool = false
114
121
  # Counted while the tree is already being walked, for the answer below: how many nodes this
115
122
  # find would have matched if the name had been read the way it was probably meant.
116
- var literal: bool = Says.is_plain(wanted["name"])
123
+ var plain_names: Array[String] = []
124
+ for named: String in names:
125
+ if Says.is_plain(named):
126
+ plain_names.append(named)
117
127
  var nearly: int = 0
118
128
  # The same for the words: a glob is matched against the whole text, and one written as a prefix
119
129
  # by habit, "Taken together*", missed the label whose sentence those words are in the middle of.
@@ -132,7 +142,7 @@ func find_nodes(params: Dictionary) -> Dictionary:
132
142
  while not pending.is_empty():
133
143
  var node: Node = pending.pop_front()
134
144
  var rest: bool = _matches_apart_from_name(node, wanted)
135
- if rest and _named(node, wanted["name"]):
145
+ if rest and _named(node, names):
136
146
  if not include_hidden and not shown(node):
137
147
  hidden += 1
138
148
  elif found.size() >= limit:
@@ -140,16 +150,12 @@ func find_nodes(params: Dictionary) -> Dictionary:
140
150
  break
141
151
  else:
142
152
  found.append(_found(node, wanted_property))
143
- elif rest and literal and str(node.name).containsn(wanted["name"]):
153
+ elif rest and _contains_any(str(node.name), plain_names):
144
154
  if include_hidden or shown(node):
145
155
  nearly += 1
146
156
  else:
147
157
  nearly_hidden += 1
148
- elif (
149
- not widened_says.is_empty()
150
- and _named(node, wanted["name"])
151
- and _matches_apart_from_name(node, widened)
152
- ):
158
+ elif not widened_says.is_empty() and _named(node, names) and _matches_apart_from_name(node, widened):
153
159
  if include_hidden or shown(node):
154
160
  nearly_said += 1
155
161
  else:
@@ -172,17 +178,23 @@ func find_nodes(params: Dictionary) -> Dictionary:
172
178
  if found.is_empty() and nearly + nearly_hidden > 0:
173
179
  var named_near: int = nearly if nearly > 0 else nearly_hidden
174
180
  var holding: String = "names contain" if named_near > 1 else "name contains"
181
+ var near_words: Array[String] = []
182
+ for named: String in plain_names:
183
+ near_words.append('"%s"' % named)
184
+ var opened: Array[String] = []
185
+ for named: String in names:
186
+ opened.append("*%s*" % named if Says.is_plain(named) else named)
175
187
  (
176
188
  notes
177
189
  . append(
178
190
  (
179
- 'name is matched as a glob against the whole name; %d %snode %s "%s", which "*%s*"%s would find'
191
+ 'name is matched as a glob against the whole name; %d %snode %s %s, which "%s"%s would find'
180
192
  % [
181
193
  named_near,
182
194
  "" if nearly > 0 else "hidden ",
183
195
  holding,
184
- wanted["name"],
185
- wanted["name"],
196
+ " or ".join(PackedStringArray(near_words)),
197
+ Says.joined_at_bars(opened),
186
198
  "" if nearly > 0 else " with includeHidden true",
187
199
  ]
188
200
  )
@@ -308,10 +320,23 @@ static func _anything_asked(wanted: Dictionary[String, String]) -> bool:
308
320
  return false
309
321
 
310
322
 
311
- ## Whether [param node] carries the name a find asked for. Empty matches everything, which is what
312
- ## makes leaving a filter out the same as not having one.
313
- static func _named(node: Node, pattern: String) -> bool:
314
- return pattern.is_empty() or str(node.name).matchn(pattern)
323
+ ## Whether [param node] carries one of the names a find asked for. None matches everything, which is
324
+ ## what makes leaving a filter out the same as not having one.
325
+ static func _named(node: Node, names: Array[String]) -> bool:
326
+ if names.is_empty():
327
+ return true
328
+ var called: String = str(node.name)
329
+ for pattern: String in names:
330
+ if called.matchn(pattern):
331
+ return true
332
+ return false
333
+
334
+
335
+ static func _contains_any(called: String, words: Array[String]) -> bool:
336
+ for word: String in words:
337
+ if called.containsn(word):
338
+ return true
339
+ return false
315
340
 
316
341
 
317
342
  ## Every filter but the name, so a find that came back empty can say how many nodes the name was
@@ -54,18 +54,34 @@ static func alternatives(wanted: String) -> Array[String]:
54
54
  if kept != null:
55
55
  var split: Array[String] = kept
56
56
  return split
57
- var held: String = as_said(wanted).replace("\\|", ESCAPED_BAR)
57
+ var found: Array[String] = split_at_bars(as_said(wanted))
58
+ if _splits.size() >= SPLITS_KEPT:
59
+ _splits.clear()
60
+ _splits[wanted] = found
61
+ return found
62
+
63
+
64
+ ## [param written] split at every `|` not written as `\|`, empty alternatives dropped. Shared with a
65
+ ## find's name, which takes alternatives by the same rule so the two arguments beside each other do
66
+ ## not read a bar two ways: written in a name, `A|B` was one glob no node matched, and the empty
67
+ ## answer came with no note.
68
+ static func split_at_bars(written: String) -> Array[String]:
58
69
  var found: Array[String] = []
59
- for part: String in held.split("|"):
70
+ for part: String in written.replace("\\|", ESCAPED_BAR).split("|"):
60
71
  var words: String = part.replace(ESCAPED_BAR, "|")
61
72
  if not words.is_empty():
62
73
  found.append(words)
63
- if _splits.size() >= SPLITS_KEPT:
64
- _splits.clear()
65
- _splits[wanted] = found
66
74
  return found
67
75
 
68
76
 
77
+ ## [param parts] joined back into one pattern that [method split_at_bars] reads as them.
78
+ static func joined_at_bars(parts: Array[String]) -> String:
79
+ var escaped: Array[String] = []
80
+ for words: String in parts:
81
+ escaped.append(words.replace("|", "\\|"))
82
+ return "|".join(PackedStringArray(escaped))
83
+
84
+
69
85
  ## Whether [param pattern] is words written whole rather than as a glob, which is how a caller
70
86
  ## writes them when they mean "contains". [method String.matchn] answers nothing to it, and nothing
71
87
  ## is also what words that are simply not there answer.
package/build/index.js CHANGED
@@ -31540,7 +31540,7 @@ var TOOL_SPECS = [
31540
31540
  requires: ["projectPath"]
31541
31541
  },
31542
31542
  stop: {
31543
- summary: "end the run and answer with what it printed last, naming the process ended under endedPid: for a run the editor plays, the number its game announced under, read at the stop rather than remembered, and the operating system hands a freed number to the next process, so it can equal the game before it. A game that started processes of its own keeps them unless andChildren says to end those too. stopped is false, with the number under notSignalled, when that number no longer answers as the process the run was started as and nothing was signalled, and false with the number under stillGoing when what was told to end was still running ten seconds later",
31543
+ summary: "end the run and answer with what it printed last, naming the process ended under endedPid: for a run the editor plays, the number its game announced under, read at the stop rather than remembered, and the operating system hands a freed number to the next process, so it can equal the game before it. A game that started processes of its own keeps them unless andChildren says to end those too. stopped is false, with the number under notSignalled, when that number no longer answers as the process the run was started as and nothing was signalled, the note naming which property it failed on, and false with the number under stillGoing when what was told to end was still running ten seconds later. endedThrough says how the stop ended a run that was going: keeper (the process that started the game ended it through the handle it holds), signal (its pid was signalled once shown to still be the run), or editor (the editor playing it was asked). A start that ends the run before it says how under endedPreviousRunThrough, with the same values, and one that refused to signal that run names the property it failed on under previousRunLeftBecause",
31544
31544
  requires: []
31545
31545
  },
31546
31546
  check: {
@@ -31708,7 +31708,7 @@ var TOOL_SPECS = [
31708
31708
  namePattern: {
31709
31709
  type: "string",
31710
31710
  ops: ["find"],
31711
- description: 'find: a case-insensitive glob on the node name, such as "Enemy*". Matched against the whole name, so a bare word finds only a node called exactly that; an answer of none says how many names contain it and what glob would have found them.'
31711
+ description: 'find: a case-insensitive glob on the node name, such as "Enemy*", or several separated by | the way says takes them, such as "Enemy*|Boss", with \\| for a bar in a name. Matched against the whole name, so a bare word finds only a node called exactly that; an answer of none says how many names contain it and what glob would have found them.'
31712
31712
  },
31713
31713
  group: { type: "string", ops: ["find"], description: "find: a group the node is in." },
31714
31714
  says: {
@@ -32287,7 +32287,7 @@ function stopVerdict(stop) {
32287
32287
  return {
32288
32288
  stopped: false,
32289
32289
  notSignalled: stop.endedPid,
32290
- note: `Nothing was ended: pid ${stop.endedPid ?? "unknown"} no longer answers as the process this run was started as (its engine, its project and when it started), so it was not signalled. If that process is still the game, end it yourself, for instance with runtime_invoke calling get_tree().quit() when the game has the runtime addon; if it is not, it belongs to something else.`,
32290
+ note: `Nothing was ended: pid ${stop.endedPid ?? "unknown"} no longer answers as the process this run was started as (${stop.notEndedBecause ?? "its engine, its project and when it started"}), so it was not signalled. If that process is still the game, end it yourself, for instance with runtime_invoke calling get_tree().quit() when the game has the runtime addon; if it is not, it belongs to something else.`,
32291
32291
  withChildren: false
32292
32292
  };
32293
32293
  }
@@ -32308,6 +32308,15 @@ function stopVerdict(stop) {
32308
32308
  withChildren: true
32309
32309
  };
32310
32310
  }
32311
+ function previousRunHow(ended) {
32312
+ if (ended === null) {
32313
+ return {};
32314
+ }
32315
+ return {
32316
+ ...ended.through === undefined || ended.ending === "refused" ? {} : { endedPreviousRunThrough: ended.through },
32317
+ ...ended.ending === "refused" && ended.notEndedBecause !== undefined ? { previousRunLeftBecause: ended.notEndedBecause } : {}
32318
+ };
32319
+ }
32311
32320
  function endedPreviousRun(ended) {
32312
32321
  if (ended?.ending !== "gone") {
32313
32322
  return;
@@ -35092,9 +35101,12 @@ class GodotServer {
35092
35101
  if (before !== null && await this.runStillGoing(before)) {
35093
35102
  this.logDebug("Ending the running game before starting another");
35094
35103
  const endingFrom = Date.now();
35104
+ const ending = await this.endActiveGame("editor_run start, which ends the run that was going before it starts another", true);
35095
35105
  ended = {
35096
35106
  pid: before.pid ?? this.announcedPidOf(before) ?? null,
35097
- ending: await this.endActiveGame("editor_run start, which ends the run that was going before it starts another", true)
35107
+ ending,
35108
+ ...before.endedThrough === undefined ? {} : { through: before.endedThrough },
35109
+ ...before.notEndedBecause === undefined ? {} : { notEndedBecause: before.notEndedBecause }
35098
35110
  };
35099
35111
  this.logDebug(`The running game was ${ended.ending} after ${Date.now() - endingFrom}ms`);
35100
35112
  }
@@ -35142,6 +35154,7 @@ class GodotServer {
35142
35154
  savesNote: asked.value.savesIn !== undefined && savesStayPut() ? SAVES_NOT_MOVED_NOTE : undefined,
35143
35155
  endedPreviousRun: endedPreviousRun(ended),
35144
35156
  previousRunLeft: previousRunLeft(ended),
35157
+ ...previousRunHow(ended),
35145
35158
  runtime: await this.runtimeUp(project.value.path, alreadyPlaying, runtimeWaitMs, given.value.length > 0),
35146
35159
  message: `Use editor_output for what it prints and editor_run stop to end it.${spawnedInstead}${endedForThis}${alsoRunning}`
35147
35160
  });
@@ -35294,6 +35307,7 @@ class GodotServer {
35294
35307
  debugPort: readNumber(playAnswer, "debugPort"),
35295
35308
  endedPreviousRun: endedPreviousRun(ended),
35296
35309
  previousRunLeft: previousRunLeft(ended),
35310
+ ...previousRunHow(ended),
35297
35311
  breakpoints: breakpoints.applied.length === 0 ? undefined : this.breakpointsAsProjectSpells(projectPath, breakpoints.applied),
35298
35312
  breakpointsRefused: breakpoints.refused.length === 0 ? undefined : breakpoints.refused.map((one) => ({
35299
35313
  scriptPath: projectSpelling(projectPath, one.scriptPath),
@@ -35448,6 +35462,7 @@ class GodotServer {
35448
35462
  running.log.record("warning", `This run was not ended here: the editor could not be asked to stop it (${asked.content[0]?.text ?? "no reason given"}).`);
35449
35463
  return "unreached";
35450
35464
  }
35465
+ running.endedThrough = "editor";
35451
35466
  if (announced === undefined) {
35452
35467
  return await this.untilTheEditorStopsPlaying() ? "gone" : "lingering";
35453
35468
  }
@@ -35476,6 +35491,7 @@ class GodotServer {
35476
35491
  if (why !== null) {
35477
35492
  clearTheRecord();
35478
35493
  running.endedHere = null;
35494
+ running.notEndedBecause = why;
35479
35495
  running.log.record("warning", `This run was not ended here: pid ${running.pid} no longer answers as the process the run was started as (${why}), so nothing was signalled. If that process is still the game, end it yourself; if it is not, it belongs to something else.`);
35480
35496
  return "refused";
35481
35497
  }
@@ -35500,6 +35516,9 @@ class GodotServer {
35500
35516
  running.exitCode = null;
35501
35517
  running.exitSignal = "SIGTERM";
35502
35518
  }
35519
+ if (landed) {
35520
+ running.endedThrough = "signal";
35521
+ }
35503
35522
  clearTheRecord();
35504
35523
  running.log.record(gone ? "info" : "warning", declined !== null ? `gdharness could not signal pid ${running.pid}: the operating system refused it (${declined}). It had described that process as ${described}.` : !gone ? `gdharness signalled pid ${running.pid}, which the operating system described as ${described}, and it was still running ${STOP_WAIT_MS / 1000} seconds later.` : landed ? `gdharness ended pid ${running.pid}, which the operating system described as ${described}.` : `gdharness signalled pid ${running.pid} and it was already gone; the operating system had described it as ${described}.`);
35505
35524
  return gone ? "gone" : "lingering";
@@ -35510,6 +35529,9 @@ class GodotServer {
35510
35529
  this.logDebug(`The keeper of pid ${pid} could not be asked to end it (${asked.unreached})`);
35511
35530
  return null;
35512
35531
  }
35532
+ if (asked === "signalled") {
35533
+ run.endedThrough = "keeper";
35534
+ }
35513
35535
  const gone = await untilGone([pid]);
35514
35536
  if (gone) {
35515
35537
  await this.untilTheExitIsRecorded(run);
@@ -36235,11 +36257,13 @@ class GodotServer {
36235
36257
  endedPid,
36236
36258
  throughEditor: stopped.throughEditor,
36237
36259
  exitSignal: stopped.exitSignal,
36238
- clean: cleanVerdict(stopped)
36260
+ clean: cleanVerdict(stopped),
36261
+ ...stopped.notEndedBecause === undefined ? {} : { notEndedBecause: stopped.notEndedBecause }
36239
36262
  });
36240
36263
  return this.jsonTextResponse({
36241
36264
  stopped: verdict.stopped,
36242
36265
  through: stopped.throughEditor ? "editor" : "gdharness",
36266
+ endedThrough: wasRunning ? stopped.endedThrough : undefined,
36243
36267
  endedPid: verdict.endedPid,
36244
36268
  notSignalled: verdict.notSignalled,
36245
36269
  stillGoing: verdict.stillGoing,
@@ -36304,6 +36328,7 @@ class GodotServer {
36304
36328
  through: "gdharness",
36305
36329
  endedPid: gone ? pid : undefined,
36306
36330
  stillGoing: gone ? undefined : pid,
36331
+ ...landed ? { endedThrough: "signal" } : {},
36307
36332
  ...childrenFields(ended),
36308
36333
  exitedBeforeStop: !landed,
36309
36334
  note: `${!gone ? `pid ${pid} was told to end and was still running ${STOP_WAIT_MS / 1000} seconds later, so it has not stopped: a game of this project that no server here was holding,` : landed ? `pid ${pid} was ended: a game of this project that no server here was holding,` : `pid ${pid} had already gone when it was signalled: a game of this project that no server here was holding,`} identified by its announcement and by its command line, ${read.executable} run with --path ${read.projectPath ?? ""}. Nothing here read what it printed or holds its exit code, so neither is in this answer.${gone ? "" : " editor_status says when it has gone."} ${aboutTheChildren(ended, false)}`
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "gdharness",
3
- "version": "1.1.25",
3
+ "version": "1.1.27",
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",