gdharness 1.1.61 → 1.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/build/cli.js CHANGED
@@ -9270,17 +9270,23 @@ function parametersOf(text, from) {
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  }
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  return names;
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  }
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- function isLocalAt(lines, index, name) {
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+ function declaredClass(text, name) {
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+ const word = `(?<![\\p{L}\\p{N}_.])${escapedForPattern(name)}`;
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+ const found = new RegExp(`${word}\\s*:\\s*(${DOTTED})`, "u").exec(text)?.[1] ?? new RegExp(`${word}\\s*:=\\s*(${DOTTED})\\.new\\s*\\(`, "u").exec(text)?.[1] ?? new RegExp(`${word}\\s*:?=[^\\n]*?\\bas\\s+(${DOTTED})\\s*$`, "u").exec(text)?.[1];
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+ return found === undefined ? null : found.slice(found.lastIndexOf(".") + 1);
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+ }
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+ function localAt(lines, index, name) {
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  const word = escapedForPattern(name);
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  const declares = new RegExp(`(?<![\\p{L}\\p{N}_.])(?:var|const)\\s+${word}(?![\\p{L}\\p{N}_])`, "u");
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  const iterates = new RegExp(`^\\s*for\\s+${word}(?![\\p{L}\\p{N}_])`, "u");
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+ const local = (text) => ({ type: declaredClass(text, name) });
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  const own = lines[index] ?? "";
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  const headerOnOwnLine = FUNC_LINE.exec(own) ?? LAMBDA_HEADER.exec(own);
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  if (headerOnOwnLine !== null && parametersOf(own, headerOnOwnLine.index).includes(name)) {
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- return true;
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+ return local(own);
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  }
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  if (FUNC_LINE.test(own)) {
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- return false;
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+ return null;
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  }
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  let depth = indentOf(own);
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  for (let at = index - 1;at >= 0; at -= 1) {
@@ -9296,21 +9302,21 @@ function isLocalAt(lines, index, name) {
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  if (indent < depth) {
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  depth = indent;
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  if (named !== null) {
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- return parametersOf(text, named.index).includes(name);
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+ return parametersOf(text, named.index).includes(name) ? local(text) : null;
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  }
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  const lambda = LAMBDA_HEADER.exec(text);
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  if (lambda !== null && parametersOf(text, lambda.index).includes(name) || iterates.test(text)) {
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- return true;
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+ return local(text);
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  }
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  }
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  if (named !== null || depth === 0) {
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- return false;
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+ return null;
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  }
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  if (declares.test(text)) {
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- return true;
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+ return local(text);
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  }
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  }
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- return false;
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+ return null;
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  }
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  function receiverBefore(code, offset) {
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  let at = offset - 1;
@@ -9328,7 +9334,14 @@ function receiverBefore(code, offset) {
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  while (start > 0 && isIdentifierPart(code[start - 1])) {
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  start -= 1;
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  }
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- return start <= at ? code.slice(start, at + 1) : null;
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+ if (start > at) {
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+ return null;
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+ }
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+ let before = start - 1;
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+ while (before >= 0 && /\s/.test(code[before] ?? "")) {
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+ before -= 1;
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+ }
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+ return { name: code.slice(start, at + 1), dotted: code[before] === "." };
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  }
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  function bodyHolding(body, offset) {
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  const inner = body.inner.find((one) => one.start <= offset && offset <= one.end);
@@ -9341,13 +9354,27 @@ function callSitesOf(source, name, otherClasses = new Set) {
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  `);
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  const lines = new Lines(source);
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  const shape = shapeOf(source);
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+ const memberClass = (member, at) => {
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+ const declared = bodyHolding(shape.body, at).declarations.find((one) => one.name === member && (one.kind === "var" || one.kind === "const"));
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+ return declared === undefined ? null : declaredClass(codeLines[lines.positionOf(declared.offset).line] ?? "", member);
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+ };
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  return occurrencesOf(source, name, regions).filter((one) => one.kind === "code" && one.declaredAs === null).filter((one) => {
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+ const index = lines.positionOf(one.offset).line;
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  if (one.afterDot) {
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  const receiver = receiverBefore(code, one.offset);
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- return receiver === null || !otherClasses.has(receiver);
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+ if (receiver === null || otherClasses.size === 0) {
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+ return true;
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+ }
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+ if (otherClasses.has(receiver.name)) {
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+ return false;
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+ }
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+ if (receiver.dotted) {
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+ return true;
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+ }
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+ const typed = localAt(codeLines, index, receiver.name)?.type ?? memberClass(receiver.name, one.offset);
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+ return typed === null || !otherClasses.has(typed);
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  }
9349
- const index = lines.positionOf(one.offset).line;
9350
- if (isLocalAt(codeLines, index, name)) {
9377
+ if (localAt(codeLines, index, name) !== null) {
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  return false;
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  }
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  return !bodyHolding(shape.body, one.offset).declarations.some((declared) => declared.name === name && MEMBER_KINDS.has(declared.kind));
@@ -9372,7 +9399,7 @@ function collectEnumValues(text, from, into) {
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  function isIdentifier(name) {
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  return new RegExp(`^${NAME}$`, "u").test(name) && !KEYWORDS.has(name);
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  }
9375
- var IDENTIFIER_START, IDENTIFIER_PART, DECLARING, NAME = "[\\p{L}_][\\p{L}\\p{N}_]*", ANNOTATIONS = "(?:@[\\p{L}_][\\p{L}\\p{N}_]*(?:\\([^)]*\\))?\\s+)*", DECLARATION_LINE, CLASS_NAME_LINE, EXTENDS_LINE, EXTENDS_CLAUSE, FUNC_LINE, SUPER_CALL, LAMBDA_HEADER, MEMBER_KINDS, KEYWORDS;
9402
+ var IDENTIFIER_START, IDENTIFIER_PART, DECLARING, NAME = "[\\p{L}_][\\p{L}\\p{N}_]*", ANNOTATIONS = "(?:@[\\p{L}_][\\p{L}\\p{N}_]*(?:\\([^)]*\\))?\\s+)*", DECLARATION_LINE, CLASS_NAME_LINE, EXTENDS_LINE, EXTENDS_CLAUSE, FUNC_LINE, SUPER_CALL, LAMBDA_HEADER, DOTTED, MEMBER_KINDS, KEYWORDS;
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  var init_gdscript_source = __esm(() => {
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  IDENTIFIER_START = /[\p{L}_]/u;
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  IDENTIFIER_PART = /[\p{L}\p{N}_]/u;
@@ -9384,6 +9411,7 @@ var init_gdscript_source = __esm(() => {
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  FUNC_LINE = new RegExp(`^[ \\t]*${ANNOTATIONS}(?:static\\s+)?func\\s+(${NAME})\\s*\\(`, "u");
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  SUPER_CALL = /(?<![\p{L}\p{N}_.])super\s*[.(]/u;
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  LAMBDA_HEADER = new RegExp(`(?<![\\p{L}\\p{N}_])func(?:\\s+${NAME})?\\s*\\(`, "u");
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+ DOTTED = `${NAME}(?:\\.${NAME})*`;
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  MEMBER_KINDS = new Set(["var", "const", "signal", "enum", "enumValue"]);
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  KEYWORDS = new Set([
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  "and",
@@ -18349,7 +18377,7 @@ var init_tool_definitions = __esm(() => {
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  callersOf: {
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  type: "string",
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  ops: ["profile"],
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- description: "profile: also answer, under callers, where the project's scripts name this function in code: its name, or Class.name for the functions of one class. Each place has its script, line, the named function it is written in (within), whether the function is called there or passed on as a Callable (called), and the profile's calls, self and total milliseconds for the function it is in, those taking the most time first, forty at most. Found by name in the source, since the engine's profiler records nothing about who made a call, so a method of the same name on another class is listed too, except one called through another class of the project by name when Class.name was asked, and a call made through a string is not. A parameter, local or class variable of the same name is not the function and is not listed."
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+ description: "profile: also answer, under callers, where the project's scripts name this function in code: its name, or Class.name for the functions of one class. Each place has its script, line, the named function it is written in (within), whether the function is called there or passed on as a Callable (called), and the profile's calls, self and total milliseconds for the function it is in, those taking the most time first, forty at most. Found by name in the source, since the engine's profiler records nothing about who made a call, so a method of the same name on another class is listed too, except, when Class.name was asked, one called through another class of the project by name or through a parameter, local or class variable declared as one, and a call made through a string is not. A parameter, local or class variable of the same name is not the function and is not listed."
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  },
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  limit: {
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  type: "integer",
@@ -18385,7 +18413,7 @@ var init_tool_definitions = __esm(() => {
18385
18413
  },
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  wait: { summary: "wait for the run to end, then answer as editor_output does", requires: [] },
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  profile: {
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- summary: "where the run spends its time by GDScript function, while it runs or after it ended: per function its script, the function (Class.name when the script declares a class_name), the line its body's first statement is on, for a lambda the named function it is written in (within), calls, and self and total milliseconds, sorted by self time, with functionsCounted, scriptMs (the self time of them all) and coveredMs. complete is true when the engine's own totals arrived, which it sends only when the profiler is switched off: the runtime addon does that as a game quits, so a scene that does its work in _ready and quits is covered whole; otherwise the answer is the frames summed so far and the note says what that misses. Self time counts a call into the engine's own methods as the caller's, and a call through super too, while the overridden function's row counts it again: such a row carries selfIncludesSuper, so self times along an override chain overlap. A function the profiler started inside is left out, since its time would be counted from the engine's start. The milliseconds are time passed while the function ran, not processor time given to it, so they grow when other processes compete for the processor: compare two profiles taken under the same load. A run started with profile: true is profiled from its start. A game the editor plays that was not is profiled from the moment this is asked, and the answer says so; a run this server started without it is refused, since its debugger is fixed as it starts",
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+ summary: "where the run spends its time by GDScript function, while it runs or after it ended: per function its script, the function (Class.name when the script declares a class_name), the line its body's first statement is on, for a lambda the named function it is written in (within), calls, and self and total milliseconds, sorted by self time, with functionsCounted, scriptMs (the self time of them all) and coveredMs. complete is true when the engine's own totals arrived, which it sends only when the profiler is switched off: the runtime addon does that as a game quits, so a scene that does its work in _ready and quits is covered whole; otherwise the answer is the frames summed so far and the note says what that misses. Self time counts a call into the engine's own methods as the caller's, and a call through super too, while the overridden function's row counts it again: such a row carries selfIncludesSuper, so self times along an override chain overlap. The profiler's own cost of timing a call lands in the self time of the function called; with the runtime addon it is measured each run on an empty function, as perCallOverheadUs, and a row with at least half its selfMs in it carries overheadMs, since a small function called often costs that much less without the profiler. A function the profiler started inside is left out, since its time would be counted from the engine's start. The milliseconds are time passed while the function ran, not processor time given to it, so they grow when other processes compete for the processor: compare two profiles taken under the same load. A run started with profile: true is profiled from its start. A game the editor plays that was not is profiled from the moment this is asked, and the answer says so; a run this server started without it is refused, since its debugger is fixed as it starts",
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  requires: []
18390
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  }
18391
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  },
@@ -18441,7 +18469,7 @@ var init_tool_definitions = __esm(() => {
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  },
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  {
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  name: "editor_status",
18444
- description: "Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable: runtimeConnected counts the games of the project this server serves, and runtimes lists every game on the machine with ofThisProject saying which is which, since a game of another project is reached only by naming its projectPath. playingInEditor is null when the editor was not asked or did not answer, which is not the same as a no: with no editor connected there is nobody to ask, and an editor that does not serve the question is given a moment and then left. A game can be playing while this is null, so read it as unanswered rather than as nothing playing, and use processActive and runtimes, which come from elsewhere and do not depend on the editor answering. game.run names the run processActive is about, the one editor_output and editor_run stop answer for: its pid, its project, and adopted true when this server read it back from another server rather than starting it; null when there is none. editor.lspListening and editor.dapListening say whether anything accepts connections on the ports the editor names, lspPort and dapPort: Godot binds each once, as the editor starts, and reports a failure only in the log panel of the editor itself, so a false comes with serversNote, and editor_launch restart binds it again. editor.scan says whether the editor is scanning or importing and how many milliseconds ago its last scan finished (finishedMsAgo), or is null when it did not answer: the editor rewrites the class cache just after a scan, and editor_run waits that out before starting a game, saying so under waitedForEditorScanMs. Each game under runtimes is pinged with a short wait, so one held at a breakpoint is listed as unreachable rather than making this call wait out the runtime timeout; for the run this server is reporting on, heldAt says whether that is what it is, with the same three answers editor_output gives. A game the editor played announces the editor under editorPid, and so does whatever that game started for itself; a game some other server started announces none, which is how the two are told apart when both are running from one project. Each game also says which runtime addon it loaded, under addonVersion (null when it cannot say); addonIsStale is true when that code is not what this server ships, and staleNote says whether the project needs gdharness upgrade, the game a restart, or this server a reconnect. A second checkout of a project, such as a git worktree, carries addons of its own and is where this shows. Every runtime_* answer from such a game carries addonIsStale and staleNote too. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means \"not reached yet\" as often as it means \"no editor\". True is worth waiting out; false is an editor that is not there. False beside restartInterrupted is one that an editor_launch restart on a previous server asked to quit, where the launch half never ran because that server was ended in between, usually by the reconnect the restart was taken for; editor_launch open finishes it. True beside restartUnderway is a restart still in progress, its server alive and within the wait for the old editor to go: the editor is coming, and opening another would put two on one project. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read. An editor this server opened counts for as long as its process lives, however far past that window the import runs, and awaitingLaunchedEditor names its pid so the two reasons for true are told apart. Any editor of this project running and not yet connected, whoever opened it, makes it true as well and is named under editorsNotYetConnected with its pid and start time, so a restart a reconnect interrupted after its launch is not read as nothing being there. settingsDropped appears here once when the editor this server opened saved project.godot on its way in, which is the same reading editor_launch restart makes in its own answer. A game that has announced itself in a protocol this server does not speak is listed under unreadable rather than left out, with the protocol it speaks and whether the server or the addon is the older half. This happens during an upgrade that moves the runtime protocol, which most do not: installing replaces the addon on disk as soon as the pin moves, while a server that is already running stays on the version it started with, so the two speak different protocols until the server is reconnected. Those games are real and running, but no tool here can reach them until the halves match, so runtimes stays empty and runtimeConnected stays false. An upgrade that leaves the protocol alone opens no such window and this list stays empty through it. addonIsStale is decided by the code of the editor addons rather than their version, so an editor started before an upgrade that left that code alone reports the older addonVersion, is not stale, and addonNote says so: it needs no restart. port is the one the editor bridge is on; when that is not the one this server was configured with, portWanted names the configured one and portNote says why it moved and, when it was the server this one replaced, which pid kept it. A server replacing another of its project that holds the configured port waits for it to stand down and takes the port over, which takes a few seconds; bridgeHandover says so while it waits, and it moves only if that server has not let go within the wait. An editor that has connected and not yet greeted, which lasts a frame and longer while it imports, reports nothing about itself: greeting says so, addonIsStale is absent rather than guessed, and a restart asked then waits for the greeting to learn who opened it. startedByAnEditor is an editor another editor started, by Godot's own restart or the project manager, which has none of the arguments a server gave the one before it; startedByAnEditorNote says what that costs. An engine run that loads the editor addon to do one job and quit, such as a gate's godot --headless --import, an export or a script, is not taken as the editor: a process that greets without a server's mark has its command line read first, and while that is read identifying is true and connected false; one started with such an option is turned away, and turnedAway names the last one, its pid and the option. Every other call made while an editor is arriving, before its greeting or while it is looked up, waits up to ten seconds for it to settle rather than acting on connected as it reads in that window.",
18472
+ description: "Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable: runtimeConnected counts the games of the project this server serves, and runtimes lists every game on the machine with ofThisProject saying which is which, since a game of another project is reached only by naming its projectPath. playingInEditor is null when the editor was not asked or did not answer, which is not the same as a no: with no editor connected there is nobody to ask, and an editor that does not serve the question is given a moment and then left. A game can be playing while this is null, so read it as unanswered rather than as nothing playing, and use processActive and runtimes, which come from elsewhere and do not depend on the editor answering. game.run names the run processActive is about, the one editor_output and editor_run stop answer for: its pid, its project, and adopted true when this server read it back from another server rather than starting it. It stays named after the run ends, beside processActive false, so editor_output can still read what that run printed; null when there is no run at all. editor.lspListening and editor.dapListening say whether anything accepts connections on the ports the editor names, lspPort and dapPort: Godot binds each once, as the editor starts, and reports a failure only in the log panel of the editor itself, so a false comes with serversNote, and editor_launch restart binds it again. editor.scan says whether the editor is scanning or importing and how many milliseconds ago its last scan finished (finishedMsAgo), or is null when it did not answer: the editor rewrites the class cache just after a scan, and editor_run waits that out before starting a game, saying so under waitedForEditorScanMs. Each game under runtimes is pinged with a short wait, so one held at a breakpoint is listed as unreachable rather than making this call wait out the runtime timeout; for the run this server is reporting on, heldAt says whether that is what it is, with the same three answers editor_output gives. A game the editor played announces the editor under editorPid, and so does whatever that game started for itself; a game some other server started announces none, which is how the two are told apart when both are running from one project. Each game also says which runtime addon it loaded, under addonVersion (null when it cannot say); addonIsStale is true when that code is not what this server ships, and staleNote says whether the project needs gdharness upgrade, the game a restart, or this server a reconnect. A second checkout of a project, such as a git worktree, carries addons of its own and is where this shows. Every runtime_* answer from such a game carries addonIsStale and staleNote too. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means \"not reached yet\" as often as it means \"no editor\". True is worth waiting out; false is an editor that is not there. False beside restartInterrupted is one that an editor_launch restart on a previous server asked to quit, where the launch half never ran because that server was ended in between, usually by the reconnect the restart was taken for; editor_launch open finishes it. True beside restartUnderway is a restart still in progress, its server alive and within the wait for the old editor to go: the editor is coming, and opening another would put two on one project. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read. An editor this server opened counts for as long as its process lives, however far past that window the import runs, and awaitingLaunchedEditor names its pid so the two reasons for true are told apart. Any editor of this project running and not yet connected, whoever opened it, makes it true as well and is named under editorsNotYetConnected with its pid and start time, so a restart a reconnect interrupted after its launch is not read as nothing being there. settingsDropped appears here once when the editor this server opened saved project.godot on its way in, which is the same reading editor_launch restart makes in its own answer. A game that has announced itself in a protocol this server does not speak is listed under unreadable rather than left out, with the protocol it speaks and whether the server or the addon is the older half. This happens during an upgrade that moves the runtime protocol, which most do not: installing replaces the addon on disk as soon as the pin moves, while a server that is already running stays on the version it started with, so the two speak different protocols until the server is reconnected. Those games are real and running, but no tool here can reach them until the halves match, so runtimes stays empty and runtimeConnected stays false. An upgrade that leaves the protocol alone opens no such window and this list stays empty through it. addonIsStale is decided by the code of the editor addons rather than their version, so an editor started before an upgrade that left that code alone reports the older addonVersion, is not stale, and addonNote says so: it needs no restart. port is the one the editor bridge is on; when that is not the one this server was configured with, portWanted names the configured one and portNote says why it moved and, when it was the server this one replaced, which pid kept it. A server replacing another of its project that holds the configured port waits for it to stand down and takes the port over, which takes a few seconds; bridgeHandover says so while it waits, and it moves only if that server has not let go within the wait. An editor that has connected and not yet greeted, which lasts a frame and longer while it imports, reports nothing about itself: greeting says so, addonIsStale is absent rather than guessed, and a restart asked then waits for the greeting to learn who opened it. startedByAnEditor is an editor another editor started, by Godot's own restart or the project manager, which has none of the arguments a server gave the one before it; startedByAnEditorNote says what that costs. An engine run that loads the editor addon to do one job and quit, such as a gate's godot --headless --import, an export or a script, is not taken as the editor: a process that greets without a server's mark has its command line read first, and while that is read identifying is true and connected false; one started with such an option is turned away, and turnedAway names the last one, its pid and the option. Every other call made while an editor is arriving, before its greeting or while it is looked up, waits up to ten seconds for it to settle rather than acting on connected as it reads in that window.",
18445
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  parameters: {},
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  requires: []
18447
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  },
@@ -42528,16 +42556,39 @@ function signatureParts(signature) {
42528
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  return { script: parts.slice(0, -2).join("::"), line: Number.isFinite(line) ? line : 0, function: name };
42529
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  }
42530
42558
  function profiledFunctions(totals, limit, sourceOf = () => null) {
42531
- const rows = rowsOf(totals, sourceOf);
42532
- const scriptMs = ms(Object.values(totals.functions).reduce((sum, one) => sum + (one.calls > 0 ? one.selfSeconds : 0), 0));
42559
+ const perCallUs = perCallCostOf(totals);
42560
+ const rows = rowsOf(totals, sourceOf).map((row) => withOverhead(row, perCallUs));
42561
+ const scriptMs = ms(Object.entries(totals.functions).reduce((sum, [signature, one]) => sum + (one.calls > 0 && !isCalibration(signature) ? one.selfSeconds : 0), 0));
42533
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  return {
42534
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  functions: rows.slice(0, limit).map((row) => placedLambda(row, sourceOf)),
42535
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  omitted: Math.max(0, rows.length - limit),
42536
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  scriptMs,
42537
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  counted: rows.length,
42538
- superCallers: rows.filter((row) => row.selfIncludesSuper === true).length
42567
+ superCallers: rows.filter((row) => row.selfIncludesSuper === true).length,
42568
+ perCallUs,
42569
+ overheadDominated: rows.filter((row) => row.overheadMs !== undefined).length
42539
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  };
42540
42571
  }
42572
+ function isCalibration(signature) {
42573
+ const parts = signatureParts(signature);
42574
+ return parts.script.endsWith(RUNTIME_SCRIPT) && (parts.function === PROFILER_PROBE || parts.function === PROFILER_CALIBRATOR);
42575
+ }
42576
+ function perCallCostOf(totals) {
42577
+ for (const [signature, sum] of Object.entries(totals.functions)) {
42578
+ const parts = signatureParts(signature);
42579
+ if (parts.script.endsWith(RUNTIME_SCRIPT) && parts.function === PROFILER_PROBE && sum.calls > 0) {
42580
+ return Math.round(sum.selfSeconds / sum.calls * 1e9) / 1000;
42581
+ }
42582
+ }
42583
+ return null;
42584
+ }
42585
+ function withOverhead(row, perCallUs) {
42586
+ if (perCallUs === null || row.selfMs <= 0) {
42587
+ return row;
42588
+ }
42589
+ const overheadMs = Math.round(row.calls * perCallUs) / 1000;
42590
+ return overheadMs >= row.selfMs / 2 ? { ...row, overheadMs: Math.min(overheadMs, row.selfMs) } : row;
42591
+ }
42541
42592
  function rowsOf(totals, sourceOf) {
42542
42593
  const codes = new Map;
42543
42594
  const codeOfScript = (script) => {
@@ -42547,7 +42598,7 @@ function rowsOf(totals, sourceOf) {
42547
42598
  }
42548
42599
  return codes.get(script) ?? null;
42549
42600
  };
42550
- return Object.entries(totals.functions).filter(([, sum]) => sum.calls > 0).map(([signature, sum]) => {
42601
+ return Object.entries(totals.functions).filter(([signature, sum]) => sum.calls > 0 && !isCalibration(signature)).map(([signature, sum]) => {
42551
42602
  const parts = signatureParts(signature);
42552
42603
  const code = codeOfScript(parts.script);
42553
42604
  return {
@@ -42613,7 +42664,7 @@ function callersOf(totals, name, scripts) {
42613
42664
  sites.sort((a, b) => (b.withinTotalMs ?? -1) - (a.withinTotalMs ?? -1) || a.script.localeCompare(b.script) || a.line - b.line);
42614
42665
  return { target, sites: sites.slice(0, CALL_SITES), omitted: Math.max(0, sites.length - CALL_SITES) };
42615
42666
  }
42616
- var QUEUE_SETTING = "limits/debugger/max_queued_messages", QUEUE_DEFAULT = 2048, QUEUE_HEADROOM = 512, UNNAMED_PREFIX = "#", ms = (seconds) => Math.round(seconds * 1e6) / 1000, CALL_SITES = 40;
42667
+ var QUEUE_SETTING = "limits/debugger/max_queued_messages", QUEUE_DEFAULT = 2048, QUEUE_HEADROOM = 512, UNNAMED_PREFIX = "#", ms = (seconds) => Math.round(seconds * 1e6) / 1000, RUNTIME_SCRIPT = "gdharness_runtime/runtime_autoload.gd", PROFILER_PROBE = "_profiler_probe", PROFILER_CALIBRATOR = "_calibrate_the_profiler", CALL_SITES = 40;
42617
42668
  var init_script_profile = __esm(() => {
42618
42669
  init_gdscript_source();
42619
42670
  init_godot_variant();
@@ -43201,6 +43252,24 @@ function foldedScriptErrors(errors) {
43201
43252
  function nonEmpty(lists) {
43202
43253
  return Object.fromEntries(Object.entries(lists).filter(([, list]) => list.length > 0));
43203
43254
  }
43255
+ function withoutUidUnder(unminted, paths) {
43256
+ return unminted.map((script) => `res://${script}`).filter((script) => paths.some((path) => script === path || script.startsWith(path.endsWith("/") ? path : `${path}/`)));
43257
+ }
43258
+ function withUidsMissing(answer, missing) {
43259
+ const content = answer.content.map((part) => ({ ...part }));
43260
+ const last = content.at(-1);
43261
+ try {
43262
+ const parsed = JSON.parse(last?.text ?? "");
43263
+ if (last !== undefined && typeof parsed === "object" && parsed !== null && !Array.isArray(parsed)) {
43264
+ last.text = answerJson({
43265
+ ...parsed,
43266
+ uidsMissing: missing,
43267
+ uidsNote: `${missing.length === 1 ? "This script has" : "These scripts have"} no .uid sidecar yet: the engine writes one when it imports the project, which a test run does not, so a check that tracks the sidecars fails on ${missing.length === 1 ? "it" : "them"}. project_import refresh_uids writes them.`
43268
+ });
43269
+ }
43270
+ } catch {}
43271
+ return { ...answer, content };
43272
+ }
43204
43273
  function withPreviousCut(answer, previous) {
43205
43274
  const content = answer.content.map((part) => ({ ...part }));
43206
43275
  const last = content.at(-1);
@@ -43412,6 +43481,9 @@ function profileAnswer(reading, limit) {
43412
43481
  if (table.superCallers > 0) {
43413
43482
  notes.push(`${table.superCallers === 1 ? "One function calls" : `${table.superCallers} functions call`} through super, marked selfIncludesSuper: the engine takes every other call out of the caller's self time, and not a super call, so ${table.superCallers === 1 ? "its" : "their"} selfMs holds the overridden function's time, which that function's own row counts again. Self time therefore cannot be added along an override chain, and scriptMs counts the time under a super call once more for each level above it.`);
43414
43483
  }
43484
+ if (table.overheadDominated > 0 && table.perCallUs !== null) {
43485
+ notes.push(`The profiler costs about ${table.perCallUs}µs a call in this run, measured on an empty function the runtime addon calls as it goes on, and that time lands in the self time of the function called. ${table.overheadDominated === 1 ? "One function has" : `${table.overheadDominated} functions have`} at least half ${table.overheadDominated === 1 ? "its" : "their"} selfMs in it, under overheadMs: a function that does little and is called often looks expensive here and costs that much less once the profiler is off, so inlining it gains little.`);
43486
+ }
43415
43487
  notes.push(...cappedNotes(totals));
43416
43488
  if (totals.unreadable > 0) {
43417
43489
  notes.push(`${totals.unreadable} message${totals.unreadable === 1 ? "" : "s"} from the game could not be read, so the totals have that many gaps.`);
@@ -43424,6 +43496,7 @@ function profileAnswer(reading, limit) {
43424
43496
  frames: totals.frames,
43425
43497
  coveredMs: reading.coveredMs,
43426
43498
  scriptMs: table.scriptMs,
43499
+ perCallOverheadUs: table.perCallUs ?? undefined,
43427
43500
  functionsCounted: table.counted,
43428
43501
  omitted: table.omitted > 0 ? table.omitted : undefined,
43429
43502
  functions: table.functions,
@@ -45153,11 +45226,14 @@ class GodotServer {
45153
45226
  return ticker;
45154
45227
  }
45155
45228
  async handleRunTests(args) {
45156
- const answer = await this.runTests(args);
45229
+ const ran = await this.runTests(args);
45157
45230
  const project = this.project(args);
45158
45231
  if (!project.ok || callSignal()?.aborted === true) {
45159
- return answer;
45232
+ return ran;
45160
45233
  }
45234
+ const paths = testPathsIn(project.value.path, args["path"]);
45235
+ const unminted = paths.ok ? withoutUidUnder(scriptsWithoutUid(project.value.path), paths.value) : [];
45236
+ const answer = unminted.length === 0 ? ran : withUidsMissing(ran, unminted);
45161
45237
  const previous = takeCutTestRun(project.value.path);
45162
45238
  return previous === null ? answer : withPreviousCut(answer, previous);
45163
45239
  }
@@ -48557,7 +48633,7 @@ async function runGodotServer() {
48557
48633
  const server = new GodotServer;
48558
48634
  await server.run();
48559
48635
  }
48560
- var UPDATE_NOTICE_EVERY = 500, FEEDBACK_NOTICE_EVERY = 250, run4, __dirname2, EDITOR_SERVERS_START_MS = 20000, HOLD_PING_MS = 2000, SLOWEST_FRAME_RATE = 20, PLAY_STARTS_WITHIN_MS = 30000, KEEPER_ANSWER_MS = 15000, EXIT_REPORTED_WITHIN_MS = 2000, CONSOLE_WRAPPER, LONGEST_BOOT_NOTED_MS, MOST_GROUPS = 20, VALUE_NAMES, BRIDGE_RETRY_MS = 2000, SUCCESSOR_CHECK_MS = 1e4, CONSOLE_WATCH_MS = 250, BOUNDARY_WAIT_MS = 2000, HANDOVER_MS, HANDOVER_POLL_MS = 250, CACHE_WRITE_MS = 2000, STREAMS_GRACE_MS = 2000, PLAYING_STATUS_MS = 1000, SCAN_START_MS = 2000, SCAN_SETTLED_MS = 500, REIMPORT_TIMEOUT_MS = 300000, AUDIO_BUS_OPS, STALLED_AFTER_MS = 30000, TEST_HEARTBEAT_MS = 20000, DEPENDED_FAILED = "Failed to compile depended scripts", WAIT_FOR_RUN_MS = 600000, RUN_POLL_MS = 250, PATH_SOLUTIONS, PROJECT_FILE_ARGUMENTS, DEBUG_STATE_CALLS, PROJECT_INFO_SECTIONS2, RUNNER_DIRECTORY = "addons/gdUnit4/", PROFILE_FUNCTIONS = 30, PROFILER_ON_MS = 3000, CALLERS_FOUND_BY_NAME = "Found by name in the project's scripts, since the engine's profiler counts calls and time per function and records nothing about who made them: a method of the same name on another class is listed too, unless it is called through that class by name and one class was asked about. Each place carries the profile's numbers for the function it is written in.", MOST_ENGINE_ENTRIES = 200, ERROR_ASSERT = "GdUnitGodotErrorAssertImpl.gd", EXTERNAL_MEMBER = 'Could not resolve external class member "';
48636
+ var UPDATE_NOTICE_EVERY = 500, FEEDBACK_NOTICE_EVERY = 250, run4, __dirname2, EDITOR_SERVERS_START_MS = 20000, HOLD_PING_MS = 2000, SLOWEST_FRAME_RATE = 20, PLAY_STARTS_WITHIN_MS = 30000, KEEPER_ANSWER_MS = 15000, EXIT_REPORTED_WITHIN_MS = 2000, CONSOLE_WRAPPER, LONGEST_BOOT_NOTED_MS, MOST_GROUPS = 20, VALUE_NAMES, BRIDGE_RETRY_MS = 2000, SUCCESSOR_CHECK_MS = 1e4, CONSOLE_WATCH_MS = 250, BOUNDARY_WAIT_MS = 2000, HANDOVER_MS, HANDOVER_POLL_MS = 250, CACHE_WRITE_MS = 2000, STREAMS_GRACE_MS = 2000, PLAYING_STATUS_MS = 1000, SCAN_START_MS = 2000, SCAN_SETTLED_MS = 500, REIMPORT_TIMEOUT_MS = 300000, AUDIO_BUS_OPS, STALLED_AFTER_MS = 30000, TEST_HEARTBEAT_MS = 20000, DEPENDED_FAILED = "Failed to compile depended scripts", WAIT_FOR_RUN_MS = 600000, RUN_POLL_MS = 250, PATH_SOLUTIONS, PROJECT_FILE_ARGUMENTS, DEBUG_STATE_CALLS, PROJECT_INFO_SECTIONS2, RUNNER_DIRECTORY = "addons/gdUnit4/", PROFILE_FUNCTIONS = 30, PROFILER_ON_MS = 3000, CALLERS_FOUND_BY_NAME = "Found by name in the project's scripts, since the engine's profiler counts calls and time per function and records nothing about who made them: a method of the same name on another class is listed too, unless one class was asked about and it is called through another class by name or through a variable declared as one. Each place carries the profile's numbers for the function it is written in.", MOST_ENGINE_ENTRIES = 200, ERROR_ASSERT = "GdUnitGodotErrorAssertImpl.gd", EXTERNAL_MEMBER = 'Could not resolve external class member "';
48561
48637
  var init_server3 = __esm(() => {
48562
48638
  init_mcp();
48563
48639
  init_stdio2();
@@ -39,6 +39,10 @@ const PROFILE_RECEIVED: String = "gdharness:profile_received"
39
39
  ## editor without the gdharness addon, holds every profiled exit this long.
40
40
  const PROFILE_CONFIRM_MS: int = 3000
41
41
 
42
+ ## How many times the empty function is called to measure what the profiler costs per call: enough
43
+ ## that the clock's microsecond steps are lost in the sum, and a few milliseconds of one frame.
44
+ const PROFILER_PROBE_CALLS: int = 10000
45
+
42
46
  ## How many calls of `EngineDebugger.line_poll` read the debugger's messages once: it reads them
43
47
  ## on every 2048th call and only counts the others.
44
48
  const POLLS_PER_READ: int = 2048
@@ -103,6 +107,7 @@ var _commands: Dictionary = {}
103
107
  var _loaded_version: String = _read_marker(VERSION_MARKER)
104
108
  var _loaded_digest: String = _read_marker(DIGEST_MARKER)
105
109
  var _profile_received: bool = false
110
+ var _profiler_calibrated: bool = false
106
111
 
107
112
 
108
113
  func _init() -> void:
@@ -193,6 +198,31 @@ func _send_the_profile() -> void:
193
198
  )
194
199
 
195
200
 
201
+ ## What the script profiler costs per call in this game, measured once each time it is switched on.
202
+ ##
203
+ ## The profiler times every call it counts, and that bookkeeping lands in the self time of the
204
+ ## function called: a function doing almost nothing, called six hundred thousand times, read as a
205
+ ## second of its own, and inlining it saved nothing once the profiler was off. So an empty function
206
+ ## is called here [constant PROFILER_PROBE_CALLS] times while the profiler watches, under the load
207
+ ## the game is under, and the server reads its row as the cost of one call.
208
+ func _calibrate_the_profiler() -> void:
209
+ var profiling: bool = EngineDebugger.is_active() and EngineDebugger.is_profiling("servers")
210
+ if not profiling:
211
+ _profiler_calibrated = false
212
+ return
213
+ if _profiler_calibrated:
214
+ return
215
+ _profiler_calibrated = true
216
+ for _call: int in PROFILER_PROBE_CALLS:
217
+ _profiler_probe()
218
+
219
+
220
+ ## Does nothing, so its time under the profiler is the profiler's own. Kept in step with
221
+ ## `PROFILER_PROBE` in src/script-profile.ts.
222
+ func _profiler_probe() -> void:
223
+ pass
224
+
225
+
196
226
  func _on_debugger_message(message: String, _data: Array) -> bool:
197
227
  if PROFILE_CAPTURE + ":" + message == PROFILE_RECEIVED:
198
228
  _profile_received = true
@@ -223,6 +253,7 @@ func _process(_delta: float) -> void:
223
253
  if not _enabled or _server == null:
224
254
  return
225
255
  _queries.note_frame(Time.get_ticks_usec())
256
+ _calibrate_the_profiler()
226
257
 
227
258
  if _server.is_connection_available():
228
259
  var client: StreamPeerTCP = _server.take_connection()
@@ -25,6 +25,15 @@ const HEADLESS_VIEWPORT: Vector2 = Vector2(64, 64)
25
25
  ## everything that process starts. Kept in step with `DESKTOP_VARIABLE` in src/desktop.ts.
26
26
  const DESKTOP_VARIABLE: String = "GDHARNESS_DESKTOP"
27
27
 
28
+ ## Node.ProcessMode as its names, for a refusal to say which one is in force.
29
+ const PROCESS_MODES: Dictionary[int, String] = {
30
+ Node.PROCESS_MODE_INHERIT: "INHERIT",
31
+ Node.PROCESS_MODE_PAUSABLE: "PAUSABLE",
32
+ Node.PROCESS_MODE_WHEN_PAUSED: "WHEN_PAUSED",
33
+ Node.PROCESS_MODE_ALWAYS: "ALWAYS",
34
+ Node.PROCESS_MODE_DISABLED: "DISABLED",
35
+ }
36
+
28
37
  ## Whether this run has had the pointer note in full; the game process is the run.
29
38
  static var _pointer_explained: bool = false
30
39
 
@@ -556,15 +565,35 @@ func _takes_no_click(control: Control, node_path: String) -> String:
556
565
  if button != null and button.disabled:
557
566
  return "%s is disabled, so clicking it presses nothing" % node_path
558
567
  if not control.can_process():
568
+ var why: String = _why_it_does_not_process(control, node_path)
569
+ var over: Node = Targets.drawn_over(control)
570
+ var cover: String = "" if over == null else "; %s is drawn over it" % over.get_path()
559
571
  if _host.get_tree().paused:
560
572
  return (
561
- "the game is paused and %s does not process while it is, so clicking it does nothing"
562
- % node_path
573
+ "the game is paused and %s does not process while it is (%s), so clicking it does nothing%s"
574
+ % [node_path, why, cover]
563
575
  )
564
- return "%s has its processing disabled, so clicking it does nothing" % node_path
576
+ return "%s does not process (%s), so clicking it does nothing%s" % [node_path, why, cover]
565
577
  return ""
566
578
 
567
579
 
580
+ ## Which node's process_mode keeps [param control] from processing, and what it is. A node set to
581
+ ## inherit takes its parent's, so the one deciding can be any node above it: the game turning a
582
+ ## whole screen off while a menu shows over it reads, on the button, as a button turned off.
583
+ static func _why_it_does_not_process(control: Control, node_path: String) -> String:
584
+ var deciding: Node = control
585
+ while deciding.process_mode == Node.PROCESS_MODE_INHERIT and deciding.get_parent() != null:
586
+ deciding = deciding.get_parent()
587
+ # The root inherits from nothing, which processes as pausable.
588
+ var value: int = deciding.process_mode
589
+ if value == Node.PROCESS_MODE_INHERIT:
590
+ value = Node.PROCESS_MODE_PAUSABLE
591
+ var mode: String = PROCESS_MODES.get(value, str(value))
592
+ if deciding == control:
593
+ return "its process_mode is %s" % mode
594
+ return "%s inherits process_mode %s from %s" % [node_path, mode, deciding.get_path()]
595
+
596
+
568
597
  ## Why a click at [param control]'s centre would reach nothing, or "" when it would reach it: the
569
598
  ## centre outside the viewport it is drawn in, at [param local]; outside the viewport showing that
570
599
  ## one on the screen, which [param reached] holds with the centre there; or clipped away by a
@@ -370,6 +370,12 @@ static func _pressed_through(control: Control) -> Control:
370
370
  return control
371
371
 
372
372
 
373
+ ## What a pointer at [param target]'s centre would reach instead of it, drawn over it, or null.
374
+ static func drawn_over(target: Control) -> Node:
375
+ var drawn: Array[Node] = _pointer_takers(target.get_tree().root)
376
+ return _cover_of(target, drawn, _areas_of(drawn))
377
+
378
+
373
379
  ## Everything in the tree [param root] heads that a pointer can land on: each control on screen
374
380
  ## that does not let the pointer through, and each window embedded in another.
375
381
  static func _pointer_takers(root: Node) -> Array[Node]:
package/build/index.js CHANGED
@@ -26641,17 +26641,24 @@ function parametersOf(text, from) {
26641
26641
  }
26642
26642
  return names;
26643
26643
  }
26644
- function isLocalAt(lines, index, name) {
26644
+ var DOTTED = `${NAME}(?:\\.${NAME})*`;
26645
+ function declaredClass(text, name) {
26646
+ const word = `(?<![\\p{L}\\p{N}_.])${escapedForPattern(name)}`;
26647
+ const found = new RegExp(`${word}\\s*:\\s*(${DOTTED})`, "u").exec(text)?.[1] ?? new RegExp(`${word}\\s*:=\\s*(${DOTTED})\\.new\\s*\\(`, "u").exec(text)?.[1] ?? new RegExp(`${word}\\s*:?=[^\\n]*?\\bas\\s+(${DOTTED})\\s*$`, "u").exec(text)?.[1];
26648
+ return found === undefined ? null : found.slice(found.lastIndexOf(".") + 1);
26649
+ }
26650
+ function localAt(lines, index, name) {
26645
26651
  const word = escapedForPattern(name);
26646
26652
  const declares = new RegExp(`(?<![\\p{L}\\p{N}_.])(?:var|const)\\s+${word}(?![\\p{L}\\p{N}_])`, "u");
26647
26653
  const iterates = new RegExp(`^\\s*for\\s+${word}(?![\\p{L}\\p{N}_])`, "u");
26654
+ const local = (text) => ({ type: declaredClass(text, name) });
26648
26655
  const own = lines[index] ?? "";
26649
26656
  const headerOnOwnLine = FUNC_LINE.exec(own) ?? LAMBDA_HEADER.exec(own);
26650
26657
  if (headerOnOwnLine !== null && parametersOf(own, headerOnOwnLine.index).includes(name)) {
26651
- return true;
26658
+ return local(own);
26652
26659
  }
26653
26660
  if (FUNC_LINE.test(own)) {
26654
- return false;
26661
+ return null;
26655
26662
  }
26656
26663
  let depth = indentOf(own);
26657
26664
  for (let at = index - 1;at >= 0; at -= 1) {
@@ -26667,21 +26674,21 @@ function isLocalAt(lines, index, name) {
26667
26674
  if (indent < depth) {
26668
26675
  depth = indent;
26669
26676
  if (named !== null) {
26670
- return parametersOf(text, named.index).includes(name);
26677
+ return parametersOf(text, named.index).includes(name) ? local(text) : null;
26671
26678
  }
26672
26679
  const lambda = LAMBDA_HEADER.exec(text);
26673
26680
  if (lambda !== null && parametersOf(text, lambda.index).includes(name) || iterates.test(text)) {
26674
- return true;
26681
+ return local(text);
26675
26682
  }
26676
26683
  }
26677
26684
  if (named !== null || depth === 0) {
26678
- return false;
26685
+ return null;
26679
26686
  }
26680
26687
  if (declares.test(text)) {
26681
- return true;
26688
+ return local(text);
26682
26689
  }
26683
26690
  }
26684
- return false;
26691
+ return null;
26685
26692
  }
26686
26693
  function receiverBefore(code, offset) {
26687
26694
  let at = offset - 1;
@@ -26699,7 +26706,14 @@ function receiverBefore(code, offset) {
26699
26706
  while (start > 0 && isIdentifierPart(code[start - 1])) {
26700
26707
  start -= 1;
26701
26708
  }
26702
- return start <= at ? code.slice(start, at + 1) : null;
26709
+ if (start > at) {
26710
+ return null;
26711
+ }
26712
+ let before = start - 1;
26713
+ while (before >= 0 && /\s/.test(code[before] ?? "")) {
26714
+ before -= 1;
26715
+ }
26716
+ return { name: code.slice(start, at + 1), dotted: code[before] === "." };
26703
26717
  }
26704
26718
  var MEMBER_KINDS = new Set(["var", "const", "signal", "enum", "enumValue"]);
26705
26719
  function bodyHolding(body, offset) {
@@ -26713,13 +26727,27 @@ function callSitesOf(source, name, otherClasses = new Set) {
26713
26727
  `);
26714
26728
  const lines = new Lines(source);
26715
26729
  const shape = shapeOf(source);
26730
+ const memberClass = (member, at) => {
26731
+ const declared = bodyHolding(shape.body, at).declarations.find((one) => one.name === member && (one.kind === "var" || one.kind === "const"));
26732
+ return declared === undefined ? null : declaredClass(codeLines[lines.positionOf(declared.offset).line] ?? "", member);
26733
+ };
26716
26734
  return occurrencesOf(source, name, regions).filter((one) => one.kind === "code" && one.declaredAs === null).filter((one) => {
26735
+ const index = lines.positionOf(one.offset).line;
26717
26736
  if (one.afterDot) {
26718
26737
  const receiver = receiverBefore(code, one.offset);
26719
- return receiver === null || !otherClasses.has(receiver);
26738
+ if (receiver === null || otherClasses.size === 0) {
26739
+ return true;
26740
+ }
26741
+ if (otherClasses.has(receiver.name)) {
26742
+ return false;
26743
+ }
26744
+ if (receiver.dotted) {
26745
+ return true;
26746
+ }
26747
+ const typed = localAt(codeLines, index, receiver.name)?.type ?? memberClass(receiver.name, one.offset);
26748
+ return typed === null || !otherClasses.has(typed);
26720
26749
  }
26721
- const index = lines.positionOf(one.offset).line;
26722
- if (isLocalAt(codeLines, index, name)) {
26750
+ if (localAt(codeLines, index, name) !== null) {
26723
26751
  return false;
26724
26752
  }
26725
26753
  return !bodyHolding(shape.body, one.offset).declarations.some((declared) => declared.name === name && MEMBER_KINDS.has(declared.kind));
@@ -33325,16 +33353,42 @@ function signatureParts(signature) {
33325
33353
  }
33326
33354
  var ms = (seconds) => Math.round(seconds * 1e6) / 1000;
33327
33355
  function profiledFunctions(totals, limit, sourceOf = () => null) {
33328
- const rows = rowsOf(totals, sourceOf);
33329
- const scriptMs = ms(Object.values(totals.functions).reduce((sum, one) => sum + (one.calls > 0 ? one.selfSeconds : 0), 0));
33356
+ const perCallUs = perCallCostOf(totals);
33357
+ const rows = rowsOf(totals, sourceOf).map((row) => withOverhead(row, perCallUs));
33358
+ const scriptMs = ms(Object.entries(totals.functions).reduce((sum, [signature, one]) => sum + (one.calls > 0 && !isCalibration(signature) ? one.selfSeconds : 0), 0));
33330
33359
  return {
33331
33360
  functions: rows.slice(0, limit).map((row) => placedLambda(row, sourceOf)),
33332
33361
  omitted: Math.max(0, rows.length - limit),
33333
33362
  scriptMs,
33334
33363
  counted: rows.length,
33335
- superCallers: rows.filter((row) => row.selfIncludesSuper === true).length
33364
+ superCallers: rows.filter((row) => row.selfIncludesSuper === true).length,
33365
+ perCallUs,
33366
+ overheadDominated: rows.filter((row) => row.overheadMs !== undefined).length
33336
33367
  };
33337
33368
  }
33369
+ var RUNTIME_SCRIPT = "gdharness_runtime/runtime_autoload.gd";
33370
+ var PROFILER_PROBE = "_profiler_probe";
33371
+ var PROFILER_CALIBRATOR = "_calibrate_the_profiler";
33372
+ function isCalibration(signature) {
33373
+ const parts = signatureParts(signature);
33374
+ return parts.script.endsWith(RUNTIME_SCRIPT) && (parts.function === PROFILER_PROBE || parts.function === PROFILER_CALIBRATOR);
33375
+ }
33376
+ function perCallCostOf(totals) {
33377
+ for (const [signature, sum] of Object.entries(totals.functions)) {
33378
+ const parts = signatureParts(signature);
33379
+ if (parts.script.endsWith(RUNTIME_SCRIPT) && parts.function === PROFILER_PROBE && sum.calls > 0) {
33380
+ return Math.round(sum.selfSeconds / sum.calls * 1e9) / 1000;
33381
+ }
33382
+ }
33383
+ return null;
33384
+ }
33385
+ function withOverhead(row, perCallUs) {
33386
+ if (perCallUs === null || row.selfMs <= 0) {
33387
+ return row;
33388
+ }
33389
+ const overheadMs = Math.round(row.calls * perCallUs) / 1000;
33390
+ return overheadMs >= row.selfMs / 2 ? { ...row, overheadMs: Math.min(overheadMs, row.selfMs) } : row;
33391
+ }
33338
33392
  function rowsOf(totals, sourceOf) {
33339
33393
  const codes = new Map;
33340
33394
  const codeOfScript = (script) => {
@@ -33344,7 +33398,7 @@ function rowsOf(totals, sourceOf) {
33344
33398
  }
33345
33399
  return codes.get(script) ?? null;
33346
33400
  };
33347
- return Object.entries(totals.functions).filter(([, sum]) => sum.calls > 0).map(([signature, sum]) => {
33401
+ return Object.entries(totals.functions).filter(([signature, sum]) => sum.calls > 0 && !isCalibration(signature)).map(([signature, sum]) => {
33348
33402
  const parts = signatureParts(signature);
33349
33403
  const code = codeOfScript(parts.script);
33350
33404
  return {
@@ -34399,7 +34453,7 @@ var TOOL_SPECS = [
34399
34453
  callersOf: {
34400
34454
  type: "string",
34401
34455
  ops: ["profile"],
34402
- description: "profile: also answer, under callers, where the project's scripts name this function in code: its name, or Class.name for the functions of one class. Each place has its script, line, the named function it is written in (within), whether the function is called there or passed on as a Callable (called), and the profile's calls, self and total milliseconds for the function it is in, those taking the most time first, forty at most. Found by name in the source, since the engine's profiler records nothing about who made a call, so a method of the same name on another class is listed too, except one called through another class of the project by name when Class.name was asked, and a call made through a string is not. A parameter, local or class variable of the same name is not the function and is not listed."
34456
+ description: "profile: also answer, under callers, where the project's scripts name this function in code: its name, or Class.name for the functions of one class. Each place has its script, line, the named function it is written in (within), whether the function is called there or passed on as a Callable (called), and the profile's calls, self and total milliseconds for the function it is in, those taking the most time first, forty at most. Found by name in the source, since the engine's profiler records nothing about who made a call, so a method of the same name on another class is listed too, except, when Class.name was asked, one called through another class of the project by name or through a parameter, local or class variable declared as one, and a call made through a string is not. A parameter, local or class variable of the same name is not the function and is not listed."
34403
34457
  },
34404
34458
  limit: {
34405
34459
  type: "integer",
@@ -34435,7 +34489,7 @@ var TOOL_SPECS = [
34435
34489
  },
34436
34490
  wait: { summary: "wait for the run to end, then answer as editor_output does", requires: [] },
34437
34491
  profile: {
34438
- summary: "where the run spends its time by GDScript function, while it runs or after it ended: per function its script, the function (Class.name when the script declares a class_name), the line its body's first statement is on, for a lambda the named function it is written in (within), calls, and self and total milliseconds, sorted by self time, with functionsCounted, scriptMs (the self time of them all) and coveredMs. complete is true when the engine's own totals arrived, which it sends only when the profiler is switched off: the runtime addon does that as a game quits, so a scene that does its work in _ready and quits is covered whole; otherwise the answer is the frames summed so far and the note says what that misses. Self time counts a call into the engine's own methods as the caller's, and a call through super too, while the overridden function's row counts it again: such a row carries selfIncludesSuper, so self times along an override chain overlap. A function the profiler started inside is left out, since its time would be counted from the engine's start. The milliseconds are time passed while the function ran, not processor time given to it, so they grow when other processes compete for the processor: compare two profiles taken under the same load. A run started with profile: true is profiled from its start. A game the editor plays that was not is profiled from the moment this is asked, and the answer says so; a run this server started without it is refused, since its debugger is fixed as it starts",
34492
+ summary: "where the run spends its time by GDScript function, while it runs or after it ended: per function its script, the function (Class.name when the script declares a class_name), the line its body's first statement is on, for a lambda the named function it is written in (within), calls, and self and total milliseconds, sorted by self time, with functionsCounted, scriptMs (the self time of them all) and coveredMs. complete is true when the engine's own totals arrived, which it sends only when the profiler is switched off: the runtime addon does that as a game quits, so a scene that does its work in _ready and quits is covered whole; otherwise the answer is the frames summed so far and the note says what that misses. Self time counts a call into the engine's own methods as the caller's, and a call through super too, while the overridden function's row counts it again: such a row carries selfIncludesSuper, so self times along an override chain overlap. The profiler's own cost of timing a call lands in the self time of the function called; with the runtime addon it is measured each run on an empty function, as perCallOverheadUs, and a row with at least half its selfMs in it carries overheadMs, since a small function called often costs that much less without the profiler. A function the profiler started inside is left out, since its time would be counted from the engine's start. The milliseconds are time passed while the function ran, not processor time given to it, so they grow when other processes compete for the processor: compare two profiles taken under the same load. A run started with profile: true is profiled from its start. A game the editor plays that was not is profiled from the moment this is asked, and the answer says so; a run this server started without it is refused, since its debugger is fixed as it starts",
34439
34493
  requires: []
34440
34494
  }
34441
34495
  },
@@ -34491,7 +34545,7 @@ var TOOL_SPECS = [
34491
34545
  },
34492
34546
  {
34493
34547
  name: "editor_status",
34494
- description: "Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable: runtimeConnected counts the games of the project this server serves, and runtimes lists every game on the machine with ofThisProject saying which is which, since a game of another project is reached only by naming its projectPath. playingInEditor is null when the editor was not asked or did not answer, which is not the same as a no: with no editor connected there is nobody to ask, and an editor that does not serve the question is given a moment and then left. A game can be playing while this is null, so read it as unanswered rather than as nothing playing, and use processActive and runtimes, which come from elsewhere and do not depend on the editor answering. game.run names the run processActive is about, the one editor_output and editor_run stop answer for: its pid, its project, and adopted true when this server read it back from another server rather than starting it; null when there is none. editor.lspListening and editor.dapListening say whether anything accepts connections on the ports the editor names, lspPort and dapPort: Godot binds each once, as the editor starts, and reports a failure only in the log panel of the editor itself, so a false comes with serversNote, and editor_launch restart binds it again. editor.scan says whether the editor is scanning or importing and how many milliseconds ago its last scan finished (finishedMsAgo), or is null when it did not answer: the editor rewrites the class cache just after a scan, and editor_run waits that out before starting a game, saying so under waitedForEditorScanMs. Each game under runtimes is pinged with a short wait, so one held at a breakpoint is listed as unreachable rather than making this call wait out the runtime timeout; for the run this server is reporting on, heldAt says whether that is what it is, with the same three answers editor_output gives. A game the editor played announces the editor under editorPid, and so does whatever that game started for itself; a game some other server started announces none, which is how the two are told apart when both are running from one project. Each game also says which runtime addon it loaded, under addonVersion (null when it cannot say); addonIsStale is true when that code is not what this server ships, and staleNote says whether the project needs gdharness upgrade, the game a restart, or this server a reconnect. A second checkout of a project, such as a git worktree, carries addons of its own and is where this shows. Every runtime_* answer from such a game carries addonIsStale and staleNote too. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means \"not reached yet\" as often as it means \"no editor\". True is worth waiting out; false is an editor that is not there. False beside restartInterrupted is one that an editor_launch restart on a previous server asked to quit, where the launch half never ran because that server was ended in between, usually by the reconnect the restart was taken for; editor_launch open finishes it. True beside restartUnderway is a restart still in progress, its server alive and within the wait for the old editor to go: the editor is coming, and opening another would put two on one project. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read. An editor this server opened counts for as long as its process lives, however far past that window the import runs, and awaitingLaunchedEditor names its pid so the two reasons for true are told apart. Any editor of this project running and not yet connected, whoever opened it, makes it true as well and is named under editorsNotYetConnected with its pid and start time, so a restart a reconnect interrupted after its launch is not read as nothing being there. settingsDropped appears here once when the editor this server opened saved project.godot on its way in, which is the same reading editor_launch restart makes in its own answer. A game that has announced itself in a protocol this server does not speak is listed under unreadable rather than left out, with the protocol it speaks and whether the server or the addon is the older half. This happens during an upgrade that moves the runtime protocol, which most do not: installing replaces the addon on disk as soon as the pin moves, while a server that is already running stays on the version it started with, so the two speak different protocols until the server is reconnected. Those games are real and running, but no tool here can reach them until the halves match, so runtimes stays empty and runtimeConnected stays false. An upgrade that leaves the protocol alone opens no such window and this list stays empty through it. addonIsStale is decided by the code of the editor addons rather than their version, so an editor started before an upgrade that left that code alone reports the older addonVersion, is not stale, and addonNote says so: it needs no restart. port is the one the editor bridge is on; when that is not the one this server was configured with, portWanted names the configured one and portNote says why it moved and, when it was the server this one replaced, which pid kept it. A server replacing another of its project that holds the configured port waits for it to stand down and takes the port over, which takes a few seconds; bridgeHandover says so while it waits, and it moves only if that server has not let go within the wait. An editor that has connected and not yet greeted, which lasts a frame and longer while it imports, reports nothing about itself: greeting says so, addonIsStale is absent rather than guessed, and a restart asked then waits for the greeting to learn who opened it. startedByAnEditor is an editor another editor started, by Godot's own restart or the project manager, which has none of the arguments a server gave the one before it; startedByAnEditorNote says what that costs. An engine run that loads the editor addon to do one job and quit, such as a gate's godot --headless --import, an export or a script, is not taken as the editor: a process that greets without a server's mark has its command line read first, and while that is read identifying is true and connected false; one started with such an option is turned away, and turnedAway names the last one, its pid and the option. Every other call made while an editor is arriving, before its greeting or while it is looked up, waits up to ten seconds for it to settle rather than acting on connected as it reads in that window.",
34548
+ description: "Whether the editor addon is connected, which Godot answers, whether the editor is playing something, and whether a game with the runtime addon is reachable: runtimeConnected counts the games of the project this server serves, and runtimes lists every game on the machine with ofThisProject saying which is which, since a game of another project is reached only by naming its projectPath. playingInEditor is null when the editor was not asked or did not answer, which is not the same as a no: with no editor connected there is nobody to ask, and an editor that does not serve the question is given a moment and then left. A game can be playing while this is null, so read it as unanswered rather than as nothing playing, and use processActive and runtimes, which come from elsewhere and do not depend on the editor answering. game.run names the run processActive is about, the one editor_output and editor_run stop answer for: its pid, its project, and adopted true when this server read it back from another server rather than starting it. It stays named after the run ends, beside processActive false, so editor_output can still read what that run printed; null when there is no run at all. editor.lspListening and editor.dapListening say whether anything accepts connections on the ports the editor names, lspPort and dapPort: Godot binds each once, as the editor starts, and reports a failure only in the log panel of the editor itself, so a false comes with serversNote, and editor_launch restart binds it again. editor.scan says whether the editor is scanning or importing and how many milliseconds ago its last scan finished (finishedMsAgo), or is null when it did not answer: the editor rewrites the class cache just after a scan, and editor_run waits that out before starting a game, saying so under waitedForEditorScanMs. Each game under runtimes is pinged with a short wait, so one held at a breakpoint is listed as unreachable rather than making this call wait out the runtime timeout; for the run this server is reporting on, heldAt says whether that is what it is, with the same three answers editor_output gives. A game the editor played announces the editor under editorPid, and so does whatever that game started for itself; a game some other server started announces none, which is how the two are told apart when both are running from one project. Each game also says which runtime addon it loaded, under addonVersion (null when it cannot say); addonIsStale is true when that code is not what this server ships, and staleNote says whether the project needs gdharness upgrade, the game a restart, or this server a reconnect. A second checkout of a project, such as a git worktree, carries addons of its own and is where this shows. Every runtime_* answer from such a game carries addonIsStale and staleNote too. When connected is false, mayYetConnect says whether that is final: the editor dials this server rather than the other way round and backs off between tries, so for the first half-minute after a server starts, false means \"not reached yet\" as often as it means \"no editor\". True is worth waiting out; false is an editor that is not there. False beside restartInterrupted is one that an editor_launch restart on a previous server asked to quit, where the launch half never ran because that server was ended in between, usually by the reconnect the restart was taken for; editor_launch open finishes it. True beside restartUnderway is a restart still in progress, its server alive and within the wait for the old editor to go: the editor is coming, and opening another would put two on one project. listeningSince is when this server took the bridge port, which is what that window is measured from and what a caller wanting its own window should read. An editor this server opened counts for as long as its process lives, however far past that window the import runs, and awaitingLaunchedEditor names its pid so the two reasons for true are told apart. Any editor of this project running and not yet connected, whoever opened it, makes it true as well and is named under editorsNotYetConnected with its pid and start time, so a restart a reconnect interrupted after its launch is not read as nothing being there. settingsDropped appears here once when the editor this server opened saved project.godot on its way in, which is the same reading editor_launch restart makes in its own answer. A game that has announced itself in a protocol this server does not speak is listed under unreadable rather than left out, with the protocol it speaks and whether the server or the addon is the older half. This happens during an upgrade that moves the runtime protocol, which most do not: installing replaces the addon on disk as soon as the pin moves, while a server that is already running stays on the version it started with, so the two speak different protocols until the server is reconnected. Those games are real and running, but no tool here can reach them until the halves match, so runtimes stays empty and runtimeConnected stays false. An upgrade that leaves the protocol alone opens no such window and this list stays empty through it. addonIsStale is decided by the code of the editor addons rather than their version, so an editor started before an upgrade that left that code alone reports the older addonVersion, is not stale, and addonNote says so: it needs no restart. port is the one the editor bridge is on; when that is not the one this server was configured with, portWanted names the configured one and portNote says why it moved and, when it was the server this one replaced, which pid kept it. A server replacing another of its project that holds the configured port waits for it to stand down and takes the port over, which takes a few seconds; bridgeHandover says so while it waits, and it moves only if that server has not let go within the wait. An editor that has connected and not yet greeted, which lasts a frame and longer while it imports, reports nothing about itself: greeting says so, addonIsStale is absent rather than guessed, and a restart asked then waits for the greeting to learn who opened it. startedByAnEditor is an editor another editor started, by Godot's own restart or the project manager, which has none of the arguments a server gave the one before it; startedByAnEditorNote says what that costs. An engine run that loads the editor addon to do one job and quit, such as a gate's godot --headless --import, an export or a script, is not taken as the editor: a process that greets without a server's mark has its command line read first, and while that is read identifying is true and connected false; one started with such an option is turned away, and turnedAway names the last one, its pid and the option. Every other call made while an editor is arriving, before its greeting or while it is looked up, waits up to ten seconds for it to settle rather than acting on connected as it reads in that window.",
34495
34549
  parameters: {},
34496
34550
  requires: []
34497
34551
  },
@@ -35657,6 +35711,24 @@ function foldedScriptErrors(errors) {
35657
35711
  function nonEmpty(lists) {
35658
35712
  return Object.fromEntries(Object.entries(lists).filter(([, list]) => list.length > 0));
35659
35713
  }
35714
+ function withoutUidUnder(unminted, paths) {
35715
+ return unminted.map((script) => `res://${script}`).filter((script) => paths.some((path) => script === path || script.startsWith(path.endsWith("/") ? path : `${path}/`)));
35716
+ }
35717
+ function withUidsMissing(answer, missing) {
35718
+ const content = answer.content.map((part) => ({ ...part }));
35719
+ const last = content.at(-1);
35720
+ try {
35721
+ const parsed = JSON.parse(last?.text ?? "");
35722
+ if (last !== undefined && typeof parsed === "object" && parsed !== null && !Array.isArray(parsed)) {
35723
+ last.text = answerJson({
35724
+ ...parsed,
35725
+ uidsMissing: missing,
35726
+ uidsNote: `${missing.length === 1 ? "This script has" : "These scripts have"} no .uid sidecar yet: the engine writes one when it imports the project, which a test run does not, so a check that tracks the sidecars fails on ${missing.length === 1 ? "it" : "them"}. project_import refresh_uids writes them.`
35727
+ });
35728
+ }
35729
+ } catch {}
35730
+ return { ...answer, content };
35731
+ }
35660
35732
  function withPreviousCut(answer, previous) {
35661
35733
  const content = answer.content.map((part) => ({ ...part }));
35662
35734
  const last = content.at(-1);
@@ -35850,7 +35922,7 @@ function playedCap(held) {
35850
35922
  totalCapped: readBoolean(held, "totalCapped") === true
35851
35923
  };
35852
35924
  }
35853
- var CALLERS_FOUND_BY_NAME = "Found by name in the project's scripts, since the engine's profiler counts calls and time per function and records nothing about who made them: a method of the same name on another class is listed too, unless it is called through that class by name and one class was asked about. Each place carries the profile's numbers for the function it is written in.";
35925
+ var CALLERS_FOUND_BY_NAME = "Found by name in the project's scripts, since the engine's profiler counts calls and time per function and records nothing about who made them: a method of the same name on another class is listed too, unless one class was asked about and it is called through another class by name or through a variable declared as one. Each place carries the profile's numbers for the function it is written in.";
35854
35926
  function projectSourceOf(projectPath) {
35855
35927
  const read = new Map;
35856
35928
  return (script) => {
@@ -35903,6 +35975,9 @@ function profileAnswer(reading, limit) {
35903
35975
  if (table.superCallers > 0) {
35904
35976
  notes.push(`${table.superCallers === 1 ? "One function calls" : `${table.superCallers} functions call`} through super, marked selfIncludesSuper: the engine takes every other call out of the caller's self time, and not a super call, so ${table.superCallers === 1 ? "its" : "their"} selfMs holds the overridden function's time, which that function's own row counts again. Self time therefore cannot be added along an override chain, and scriptMs counts the time under a super call once more for each level above it.`);
35905
35977
  }
35978
+ if (table.overheadDominated > 0 && table.perCallUs !== null) {
35979
+ notes.push(`The profiler costs about ${table.perCallUs}µs a call in this run, measured on an empty function the runtime addon calls as it goes on, and that time lands in the self time of the function called. ${table.overheadDominated === 1 ? "One function has" : `${table.overheadDominated} functions have`} at least half ${table.overheadDominated === 1 ? "its" : "their"} selfMs in it, under overheadMs: a function that does little and is called often looks expensive here and costs that much less once the profiler is off, so inlining it gains little.`);
35980
+ }
35906
35981
  notes.push(...cappedNotes(totals));
35907
35982
  if (totals.unreadable > 0) {
35908
35983
  notes.push(`${totals.unreadable} message${totals.unreadable === 1 ? "" : "s"} from the game could not be read, so the totals have that many gaps.`);
@@ -35915,6 +35990,7 @@ function profileAnswer(reading, limit) {
35915
35990
  frames: totals.frames,
35916
35991
  coveredMs: reading.coveredMs,
35917
35992
  scriptMs: table.scriptMs,
35993
+ perCallOverheadUs: table.perCallUs ?? undefined,
35918
35994
  functionsCounted: table.counted,
35919
35995
  omitted: table.omitted > 0 ? table.omitted : undefined,
35920
35996
  functions: table.functions,
@@ -37647,11 +37723,14 @@ class GodotServer {
37647
37723
  return ticker;
37648
37724
  }
37649
37725
  async handleRunTests(args) {
37650
- const answer = await this.runTests(args);
37726
+ const ran = await this.runTests(args);
37651
37727
  const project = this.project(args);
37652
37728
  if (!project.ok || callSignal()?.aborted === true) {
37653
- return answer;
37729
+ return ran;
37654
37730
  }
37731
+ const paths = testPathsIn(project.value.path, args["path"]);
37732
+ const unminted = paths.ok ? withoutUidUnder(scriptsWithoutUid(project.value.path), paths.value) : [];
37733
+ const answer = unminted.length === 0 ? ran : withUidsMissing(ran, unminted);
37655
37734
  const previous = takeCutTestRun(project.value.path);
37656
37735
  return previous === null ? answer : withPreviousCut(answer, previous);
37657
37736
  }
package/build/keeper.js CHANGED
@@ -551,6 +551,7 @@ var CLASS_NAME_LINE = new RegExp(`^${ANNOTATIONS}class_name\\s+(${NAME})`, "u");
551
551
  var EXTENDS_LINE = new RegExp(`^${ANNOTATIONS}(?:class_name\\s+${NAME}\\s+)?extends\\s`, "u");
552
552
  var FUNC_LINE = new RegExp(`^[ \\t]*${ANNOTATIONS}(?:static\\s+)?func\\s+(${NAME})\\s*\\(`, "u");
553
553
  var LAMBDA_HEADER = new RegExp(`(?<![\\p{L}\\p{N}_])func(?:\\s+${NAME})?\\s*\\(`, "u");
554
+ var DOTTED = `${NAME}(?:\\.${NAME})*`;
554
555
  var MEMBER_KINDS = new Set(["var", "const", "signal", "enum", "enumValue"]);
555
556
  var KEYWORDS = new Set([
556
557
  "and",
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "gdharness",
3
- "version": "1.1.61",
3
+ "version": "1.2.0",
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",