gdharness 1.1.28 → 1.1.29

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
@@ -17144,7 +17144,7 @@ var init_tool_definitions = __esm(() => {
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  requires: ["resourcePath", "options"]
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  },
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  reimport: {
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- summary: "reimport what status says is outdated or failed, one resource with resourcePath, or what is current as well with force. Through the open editor when one serves the project, so it reloads what it holds, waiting for it to finish; otherwise through the engine's own import pass. Answered from a second status read: reimported lists what is current now, notReimported what is not, with its status and reason, and via says which of the two did the work. stillImporting is an editor that had not finished within timeoutMs",
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+ summary: "reimport what status says is outdated or failed, one resource with resourcePath, or what is current as well with force. Through the open editor when one serves the project, so it reloads what it holds, waiting for it to finish; otherwise through the engine's own import pass. Answered from a second status read: reimported lists what is current now, notReimported what is not, with its status and reason, and via says which of the two did the work. A whole-project reimport also answers missingSource, the .import files whose source is not beside them, empty when there are none, whether or not anything needed reimporting; one resourcePath is not a walk of the project and leaves it out. stillImporting is an editor that had not finished within timeoutMs",
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  requires: []
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  },
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  uid: {
@@ -41377,6 +41377,7 @@ class GodotServer {
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  }
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  const listed = importStatuses(before.payload);
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  const missingSource = listed.filter((one) => one.status === "missing_source").map((one) => one.path);
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+ const sourceless = resourcePath === undefined ? { missingSource } : {};
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  if (resourcePath !== undefined && missingSource.length > 0) {
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  return {
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  ok: false,
@@ -41397,6 +41398,7 @@ class GodotServer {
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  payload: {
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  reimported: [],
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  notReimported: [],
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+ ...sourceless,
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  note: resourcePath === undefined ? "Nothing needed reimporting. Pass force to reimport what is current." : `${listed[0]?.path ?? resourcePath} is current. Pass force to reimport it anyway.`
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  }
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  };
@@ -41415,6 +41417,7 @@ class GodotServer {
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  via: "editor",
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  stillImporting: true,
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  asked: targets,
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+ ...sourceless,
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  note: `The editor had not finished after ${timeoutMs} ms. project_import status says what it has done so far; pass a longer timeoutMs to wait it out.`
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  }
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  };
@@ -41451,7 +41454,7 @@ class GodotServer {
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  via: viaEditor ? "editor" : "engine",
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  reimported,
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  notReimported,
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- ...missingSource.length > 0 ? { missingSource } : {},
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+ ...sourceless,
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  ...extra
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  }
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  };
package/build/index.js CHANGED
@@ -31128,7 +31128,7 @@ var TOOL_SPECS = [
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  requires: ["resourcePath", "options"]
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  },
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  reimport: {
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- summary: "reimport what status says is outdated or failed, one resource with resourcePath, or what is current as well with force. Through the open editor when one serves the project, so it reloads what it holds, waiting for it to finish; otherwise through the engine's own import pass. Answered from a second status read: reimported lists what is current now, notReimported what is not, with its status and reason, and via says which of the two did the work. stillImporting is an editor that had not finished within timeoutMs",
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+ summary: "reimport what status says is outdated or failed, one resource with resourcePath, or what is current as well with force. Through the open editor when one serves the project, so it reloads what it holds, waiting for it to finish; otherwise through the engine's own import pass. Answered from a second status read: reimported lists what is current now, notReimported what is not, with its status and reason, and via says which of the two did the work. A whole-project reimport also answers missingSource, the .import files whose source is not beside them, empty when there are none, whether or not anything needed reimporting; one resourcePath is not a walk of the project and leaves it out. stillImporting is an editor that had not finished within timeoutMs",
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  requires: []
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  },
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  uid: {
@@ -33957,6 +33957,7 @@ class GodotServer {
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  }
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  const listed = importStatuses(before.payload);
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  const missingSource = listed.filter((one) => one.status === "missing_source").map((one) => one.path);
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+ const sourceless = resourcePath === undefined ? { missingSource } : {};
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  if (resourcePath !== undefined && missingSource.length > 0) {
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  return {
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  ok: false,
@@ -33977,6 +33978,7 @@ class GodotServer {
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  payload: {
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  reimported: [],
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  notReimported: [],
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+ ...sourceless,
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  note: resourcePath === undefined ? "Nothing needed reimporting. Pass force to reimport what is current." : `${listed[0]?.path ?? resourcePath} is current. Pass force to reimport it anyway.`
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  }
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  };
@@ -33995,6 +33997,7 @@ class GodotServer {
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  via: "editor",
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  stillImporting: true,
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  asked: targets,
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+ ...sourceless,
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  note: `The editor had not finished after ${timeoutMs} ms. project_import status says what it has done so far; pass a longer timeoutMs to wait it out.`
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  }
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  };
@@ -34031,7 +34034,7 @@ class GodotServer {
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  via: viaEditor ? "editor" : "engine",
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  reimported,
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  notReimported,
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- ...missingSource.length > 0 ? { missingSource } : {},
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+ ...sourceless,
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  ...extra
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  }
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  };
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "gdharness",
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- "version": "1.1.28",
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+ "version": "1.1.29",
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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",