gdharness 1.1.62 → 1.2.1

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
@@ -18413,7 +18413,7 @@ var init_tool_definitions = __esm(() => {
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  },
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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: []
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  }
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  },
@@ -18421,7 +18421,7 @@ var init_tool_definitions = __esm(() => {
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  },
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  {
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  name: "editor_output",
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- description: "What the project started by editor_run has printed, as entries with a severity: the errors and warnings the engine reported, each with where it happened, and everything else as info. For a run the editor plays the reports come from the game itself, through the runtime addon, since the editor's debugger relays what a game prints and not what it reports; a played game without the runtime addon answers here with its prints alone, with errorsUnread true and no clean, since what it raised reaches nothing here. Answers with the counts and the verdict as well as the entries. heldAt is three answers: null for a run this server knows is not held, running or over, an object for one it knows is held at a breakpoint, whether the adapter said so or the runtime did by accepting a connection and never answering, and absent with heldUnknown beside it for a server that connected to the debugger after the stop and has no runtime to ask, since the adapter reports a stop only to the sessions connected when it happened. A run that has quit still answers here, with running false and its exit code, until the next one starts; a run ended by a signal has no exit code, and exitSignal names the signal instead. A run this server started also answers with transcript, the file both its streams are written to: uncapped, written while the run is going, and the thing to read or tail for a long run rather than the engine's own log, which every engine start rotates away. Read the file for output and this answer for state: endedBy says whether gdharness ended the run, and a transcript that has stopped growing is a run between prints rather than a run that is over. running is asked of the operating system whenever there is a process to ask about, which is every run this server started and every editor-played run whose game announced its runtime. For an editor-played run that never announced, there is no process id here and running is the editor's answer, which can lag: one measured elsewhere reported a game as playing for fifteen seconds after its process had been ended from outside. editor_status names that game under runtimes, which does not depend on the editor answering. op: \"editor\" answers about the editor itself instead, which is a different log and the only way anything here can read what an editor printed: its console reaches no plugin, so the addon cannot scrape it, and an editor gdharness opened is asked for a log file as it starts. That covers the whole session from the editor's first line, which is where the output worth reading usually is, since the class cache, the plugins and the language server all say what they have to say before any harness has connected. The answer carries the entries in the order they were printed and, beside them under repeated, each message shape several lines share: how many, what varied in each slot of it and how many different values stood there, the first occurrence, and the ordinary lines above the group, found by walking back past the group rather than by counting lines. An editor somebody opened by hand has no console here and is refused saying so rather than answered empty, because an editor that printed nothing and an editor nobody captured are not the same thing.",
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+ description: "What the project started by editor_run has printed, as entries with a severity: the errors and warnings the engine reported, each with where it happened, and everything else as info. For a run the editor plays the reports come from the game itself, through the runtime addon, since the editor's debugger relays what a game prints and not what it reports; a played game without the runtime addon answers here with its prints alone, with errorsUnread true and no clean, since what it raised reaches nothing here. Answers with the counts and the verdict as well as the entries. heldAt is three answers: null for a run this server knows is not held, running or over, an object for one it knows is held at a breakpoint, whether the adapter said so or the runtime did by accepting a connection and never answering, and absent with heldUnknown beside it for a server that connected to the debugger after the stop and has no runtime to ask, since the adapter reports a stop only to the sessions connected when it happened. A run that has quit still answers here, with running false and its exit code, until the next one starts; a run ended by a signal has no exit code, and exitSignal names the signal instead. A run this server started also answers with transcript, the file both its streams are written to: uncapped, written while the run is going, and the thing to read or tail for a long run rather than the engine's own log, which every engine start rotates away. Read the file for output and this answer for state: endedBy says whether gdharness ended the run, and a transcript that has stopped growing is a run between prints rather than a run that is over. running is asked of the operating system whenever there is a process to ask about, which is every run this server started and every editor-played run whose game announced its runtime. For an editor-played run that never announced, there is no process id here and running is the editor's answer, which can lag: one measured elsewhere reported a game as playing for fifteen seconds after its process had been ended from outside. editor_status names that game under runtimes, which does not depend on the editor answering. op: \"editor\" answers about the editor itself instead, which is a different log and the only way anything here can read what an editor printed: its console reaches no plugin, so the addon cannot scrape it, and an editor gdharness opened is asked for a log file as it starts. That covers the whole session from the editor's first line, which is where the output worth reading usually is, since the class cache, the plugins and the language server all say what they have to say before any harness has connected. The answer carries the entries in the order they were printed and, beside them under repeated, each message shape several lines share: how many, what varied in each slot of it and how many different values stood there, the first occurrence, and the ordinary lines above the group, found by walking back past the group rather than by counting lines. An editor somebody opened by hand has no console here and is refused saying so rather than answered empty, because an editor that printed nothing and an editor nobody captured are not the same thing. startedAt is when the run began and elapsedMs how long it has been going; for a run that is over, endedAt is when it ended and elapsedMs how long it ran, and both are left out when nobody saw the end, as for a game closed in the editor or a run picked up from a note written before ends were recorded.",
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  parameters: {
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  severity: {
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  type: "string",
@@ -18469,7 +18469,7 @@ var init_tool_definitions = __esm(() => {
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  },
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  {
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  name: "editor_status",
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- 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.",
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+ 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. startedAt says when it began, and endedAt when it ended, wherever something saw the end: a run adopted from a note another server wrote can have ended hours before this server started. 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.",
18473
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  parameters: {},
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  requires: []
18475
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  },
@@ -42202,7 +42202,8 @@ function recordAt(path) {
42202
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  arguments: Array.isArray(args) ? args.filter((value) => typeof value === "string") : [],
42203
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  ...typeof fields["command"] === "string" ? { command: fields["command"] } : {},
42204
42204
  ...typeof fields["exitCode"] === "number" ? { exitCode: fields["exitCode"] } : {},
42205
- ...typeof fields["exitSignal"] === "string" ? { exitSignal: fields["exitSignal"] } : {}
42205
+ ...typeof fields["exitSignal"] === "string" ? { exitSignal: fields["exitSignal"] } : {},
42206
+ ...typeof fields["endedAt"] === "number" ? { endedAt: fields["endedAt"] } : {}
42206
42207
  };
42207
42208
  }
42208
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  async function runningAs(pid) {
@@ -42556,16 +42557,39 @@ function signatureParts(signature) {
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  return { script: parts.slice(0, -2).join("::"), line: Number.isFinite(line) ? line : 0, function: name };
42557
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  }
42558
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  function profiledFunctions(totals, limit, sourceOf = () => null) {
42559
- const rows = rowsOf(totals, sourceOf);
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- const scriptMs = ms(Object.values(totals.functions).reduce((sum, one) => sum + (one.calls > 0 ? one.selfSeconds : 0), 0));
42560
+ const perCallUs = perCallCostOf(totals);
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+ const rows = rowsOf(totals, sourceOf).map((row) => withOverhead(row, perCallUs));
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+ const scriptMs = ms(Object.entries(totals.functions).reduce((sum, [signature, one]) => sum + (one.calls > 0 && !isCalibration(signature) ? one.selfSeconds : 0), 0));
42561
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  return {
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  functions: rows.slice(0, limit).map((row) => placedLambda(row, sourceOf)),
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  omitted: Math.max(0, rows.length - limit),
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  scriptMs,
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  counted: rows.length,
42566
- superCallers: rows.filter((row) => row.selfIncludesSuper === true).length
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+ superCallers: rows.filter((row) => row.selfIncludesSuper === true).length,
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+ perCallUs,
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+ overheadDominated: rows.filter((row) => row.overheadMs !== undefined).length
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  };
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  }
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+ function isCalibration(signature) {
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+ const parts = signatureParts(signature);
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+ return parts.script.endsWith(RUNTIME_SCRIPT) && (parts.function === PROFILER_PROBE || parts.function === PROFILER_CALIBRATOR);
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+ }
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+ function perCallCostOf(totals) {
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+ for (const [signature, sum] of Object.entries(totals.functions)) {
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+ const parts = signatureParts(signature);
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+ if (parts.script.endsWith(RUNTIME_SCRIPT) && parts.function === PROFILER_PROBE && sum.calls > 0) {
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+ return Math.round(sum.selfSeconds / sum.calls * 1e9) / 1000;
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+ }
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+ }
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+ return null;
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+ }
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+ function withOverhead(row, perCallUs) {
42587
+ if (perCallUs === null || row.selfMs <= 0) {
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+ return row;
42589
+ }
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+ const overheadMs = Math.round(row.calls * perCallUs) / 1000;
42591
+ return overheadMs >= row.selfMs / 2 ? { ...row, overheadMs: Math.min(overheadMs, row.selfMs) } : row;
42592
+ }
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  function rowsOf(totals, sourceOf) {
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  const codes = new Map;
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  const codeOfScript = (script) => {
@@ -42575,7 +42599,7 @@ function rowsOf(totals, sourceOf) {
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  }
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  return codes.get(script) ?? null;
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  };
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- return Object.entries(totals.functions).filter(([, sum]) => sum.calls > 0).map(([signature, sum]) => {
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+ return Object.entries(totals.functions).filter(([signature, sum]) => sum.calls > 0 && !isCalibration(signature)).map(([signature, sum]) => {
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  const parts = signatureParts(signature);
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  const code = codeOfScript(parts.script);
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  return {
@@ -42641,7 +42665,7 @@ function callersOf(totals, name, scripts) {
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  sites.sort((a, b) => (b.withinTotalMs ?? -1) - (a.withinTotalMs ?? -1) || a.script.localeCompare(b.script) || a.line - b.line);
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  return { target, sites: sites.slice(0, CALL_SITES), omitted: Math.max(0, sites.length - CALL_SITES) };
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  }
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- 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;
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+ 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;
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  var init_script_profile = __esm(() => {
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  init_gdscript_source();
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  init_godot_variant();
@@ -43229,6 +43253,24 @@ function foldedScriptErrors(errors) {
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  function nonEmpty(lists) {
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  return Object.fromEntries(Object.entries(lists).filter(([, list]) => list.length > 0));
43231
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  }
43256
+ function withoutUidUnder(unminted, paths) {
43257
+ return unminted.map((script) => `res://${script}`).filter((script) => paths.some((path) => script === path || script.startsWith(path.endsWith("/") ? path : `${path}/`)));
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+ }
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+ function withUidsMissing(answer, missing) {
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+ const content = answer.content.map((part) => ({ ...part }));
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+ const last = content.at(-1);
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+ try {
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+ const parsed = JSON.parse(last?.text ?? "");
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+ if (last !== undefined && typeof parsed === "object" && parsed !== null && !Array.isArray(parsed)) {
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+ last.text = answerJson({
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+ ...parsed,
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+ uidsMissing: missing,
43268
+ 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 ${missing.length === 1 ? "it" : "them"}. project_import refresh_uids writes them.`
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+ });
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+ }
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+ } catch {}
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+ return { ...answer, content };
43273
+ }
43232
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  function withPreviousCut(answer, previous) {
43233
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  const content = answer.content.map((part) => ({ ...part }));
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  const last = content.at(-1);
@@ -43440,6 +43482,9 @@ function profileAnswer(reading, limit) {
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  if (table.superCallers > 0) {
43441
43483
  notes.push(`${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.`);
43442
43484
  }
43485
+ if (table.overheadDominated > 0 && table.perCallUs !== null) {
43486
+ 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 ${table.overheadDominated === 1 ? "its" : "their"} selfMs in it, under overheadMs: that much of its time is the profiler's and goes once the profiler is off, whether the function is inlined or not. What inlining saves is the call itself, which costs something without the profiler too, not the work inside it.`);
43487
+ }
43443
43488
  notes.push(...cappedNotes(totals));
43444
43489
  if (totals.unreadable > 0) {
43445
43490
  notes.push(`${totals.unreadable} message${totals.unreadable === 1 ? "" : "s"} from the game could not be read, so the totals have that many gaps.`);
@@ -43452,6 +43497,7 @@ function profileAnswer(reading, limit) {
43452
43497
  frames: totals.frames,
43453
43498
  coveredMs: reading.coveredMs,
43454
43499
  scriptMs: table.scriptMs,
43500
+ perCallOverheadUs: table.perCallUs ?? undefined,
43455
43501
  functionsCounted: table.counted,
43456
43502
  omitted: table.omitted > 0 ? table.omitted : undefined,
43457
43503
  functions: table.functions,
@@ -45181,11 +45227,14 @@ class GodotServer {
45181
45227
  return ticker;
45182
45228
  }
45183
45229
  async handleRunTests(args) {
45184
- const answer = await this.runTests(args);
45230
+ const ran = await this.runTests(args);
45185
45231
  const project = this.project(args);
45186
45232
  if (!project.ok || callSignal()?.aborted === true) {
45187
- return answer;
45233
+ return ran;
45188
45234
  }
45235
+ const paths = testPathsIn(project.value.path, args["path"]);
45236
+ const unminted = paths.ok ? withoutUidUnder(scriptsWithoutUid(project.value.path), paths.value) : [];
45237
+ const answer = unminted.length === 0 ? ran : withUidsMissing(ran, unminted);
45189
45238
  const previous = takeCutTestRun(project.value.path);
45190
45239
  return previous === null ? answer : withPreviousCut(answer, previous);
45191
45240
  }
@@ -45884,7 +45933,9 @@ class GodotServer {
45884
45933
  return {
45885
45934
  pid: run.pid ?? this.announcedPidOf(run) ?? run.announcedPid ?? null,
45886
45935
  ...run.throughEditor || run.projectPath === null ? {} : { project: run.projectPath },
45887
- ...run.pickedUp === true ? { adopted: true } : {}
45936
+ ...run.pickedUp === true ? { adopted: true } : {},
45937
+ startedAt: new Date(run.startedAt).toISOString(),
45938
+ ...run.endedAt === undefined ? {} : { endedAt: new Date(run.endedAt).toISOString() }
45888
45939
  };
45889
45940
  }
45890
45941
  async handleEditorStatus() {
@@ -46657,10 +46708,11 @@ class GodotServer {
46657
46708
  return "unreached";
46658
46709
  }
46659
46710
  running.endedThrough = "editor";
46660
- if (announced === undefined) {
46661
- return await this.untilTheEditorStopsPlaying() ? "gone" : "lingering";
46711
+ const stopped = announced === undefined ? await this.untilTheEditorStopsPlaying() : await untilGone([announced]);
46712
+ if (stopped) {
46713
+ running.endedAt = Date.now();
46662
46714
  }
46663
- return await untilGone([announced]) ? "gone" : "lingering";
46715
+ return stopped ? "gone" : "lingering";
46664
46716
  }
46665
46717
  if (running.pid === null) {
46666
46718
  return "gone";
@@ -46709,6 +46761,7 @@ class GodotServer {
46709
46761
  if (landed && gone) {
46710
46762
  running.exitCode = null;
46711
46763
  running.exitSignal = "SIGTERM";
46764
+ running.endedAt ??= Date.now();
46712
46765
  }
46713
46766
  if (landed) {
46714
46767
  running.endedThrough = "signal";
@@ -46733,6 +46786,7 @@ class GodotServer {
46733
46786
  if (asked === "signalled" && gone) {
46734
46787
  run.exitCode = null;
46735
46788
  run.exitSignal = "SIGTERM";
46789
+ run.endedAt ??= Date.now();
46736
46790
  }
46737
46791
  run.log.record(gone ? "info" : "warning", !gone ? `gdharness had the keeper holding pid ${pid} end it, and it was still running ${stopWaitMs() / 1000} seconds later.` : asked === "signalled" ? `gdharness ended pid ${pid} through the keeper holding it.` : `gdharness asked the keeper holding pid ${pid} to end it, and it had already gone.`);
46738
46792
  return gone ? "gone" : "lingering";
@@ -46780,6 +46834,7 @@ class GodotServer {
46780
46834
  this.logDebug(`Godot process exited with code ${code ?? "none"}, signal ${signal ?? "none"}`);
46781
46835
  started.exitCode = code;
46782
46836
  started.exitSignal = code === null ? signal : null;
46837
+ started.endedAt = Date.now();
46783
46838
  });
46784
46839
  child.on("error", (err) => {
46785
46840
  console.error("Failed to start Godot process:", err);
@@ -47094,6 +47149,9 @@ class GodotServer {
47094
47149
  adopted.log.finish();
47095
47150
  adopted.exitCode = record.exitCode ?? null;
47096
47151
  adopted.exitSignal = record.exitSignal ?? null;
47152
+ if (record.endedAt !== undefined) {
47153
+ adopted.endedAt = record.endedAt;
47154
+ }
47097
47155
  const exitMayBeComing = !alive(record.pid) && !exited(adopted);
47098
47156
  if (!exitMayBeComing) {
47099
47157
  adopted.endedUnwatched = !exited(adopted);
@@ -47387,6 +47445,9 @@ class GodotServer {
47387
47445
  if (record !== null && record.pid === run.pid && (record.exitCode !== undefined || record.exitSignal !== undefined)) {
47388
47446
  run.exitCode = record.exitCode ?? null;
47389
47447
  run.exitSignal = record.exitSignal ?? null;
47448
+ if (record.endedAt !== undefined) {
47449
+ run.endedAt = record.endedAt;
47450
+ }
47390
47451
  return true;
47391
47452
  }
47392
47453
  if (Date.now() >= until) {
@@ -47533,7 +47594,8 @@ class GodotServer {
47533
47594
  project: run.throughEditor ? undefined : run.projectPath ?? undefined,
47534
47595
  transcript: run.transcript ?? undefined,
47535
47596
  startedAt: new Date(run.startedAt).toISOString(),
47536
- elapsedMs: Date.now() - run.startedAt,
47597
+ endedAt: stillRunning(run) || run.endedAt === undefined ? undefined : new Date(run.endedAt).toISOString(),
47598
+ elapsedMs: stillRunning(run) ? Date.now() - run.startedAt : run.endedAt === undefined ? undefined : run.endedAt - run.startedAt,
47537
47599
  cpuSeconds,
47538
47600
  note: notes.length > 0 ? notes.join(" ") : undefined,
47539
47601
  omitted: selected.omitted,
@@ -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, so a function doing almost nothing, called six hundred thousand times, can read
205
+ ## as a second of its own that is mostly the profiler's. 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
 
@@ -551,20 +560,40 @@ func click(params: Dictionary) -> Dictionary:
551
560
  ## that does not process while the game is paused is hovered and never handed the event.
552
561
  func _takes_no_click(control: Control, node_path: String) -> String:
553
562
  if not control.is_visible_in_tree():
554
- return "%s is not visible, so nothing can click it" % node_path
563
+ return "%s is not visible%s, so nothing can click it" % [node_path, Targets.why_hidden(control)]
555
564
  var button: BaseButton = control as BaseButton
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
@@ -652,7 +681,10 @@ func _press_button(viewport: Viewport, event: InputEventMouseButton) -> void:
652
681
  ## anything the engine can be asked, so it is not claimed.
653
682
  func _click_in_the_world(node_path: String, item: Node3D, params: Dictionary) -> Dictionary:
654
683
  if not item.is_visible_in_tree():
655
- return {"type": "error", "message": "%s is not visible, so nothing can click it" % node_path}
684
+ return {
685
+ "type": "error",
686
+ "message": "%s is not visible%s, so nothing can click it" % [node_path, Targets.why_hidden(item)]
687
+ }
656
688
 
657
689
  var found: Dictionary = Queries.in_frame(item)
658
690
  if found.is_empty():
@@ -370,6 +370,99 @@ 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
+
379
+ ## Why [param node], which is not visible in the tree, is not, as a parenthesis to follow its path:
380
+ ## which nodes hide it, nearest first, and what is shown beside the nearest. Reading visible off
381
+ ## the node itself says true when only an ancestor is hidden, so without this a caller had nothing
382
+ ## to unhide; every hidden one is named because unhiding only the nearest leaves the rest hiding it.
383
+ ## "" when nothing on the way up says so.
384
+ static func why_hidden(node: Node) -> String:
385
+ var hiding: Array[Node] = _hiding(node)
386
+ if hiding.is_empty():
387
+ return ""
388
+ var named: Array[String] = []
389
+ for one: Node in hiding:
390
+ if one == node:
391
+ named.append("its own visible is false")
392
+ else:
393
+ named.append("%s is hidden%s" % [one.get_path(), "" if named.is_empty() else " too"])
394
+ var beside: Array[String] = []
395
+ var parent: Node = hiding[0].get_parent()
396
+ if parent != null:
397
+ for sibling: Node in parent.get_children():
398
+ if sibling != hiding[0] and _shown(sibling):
399
+ beside.append(str(sibling.get_path()))
400
+ return " (%s%s)" % [", and ".join(named), _shown_beside(beside)]
401
+
402
+
403
+ ## "; A, B and C beside it are shown" for [param beside], naming three at most and counting the rest.
404
+ static func _shown_beside(beside: Array[String]) -> String:
405
+ if beside.is_empty():
406
+ return ""
407
+ if beside.size() == 1:
408
+ return "; %s beside it is shown" % beside[0]
409
+ var listed: Array[String] = beside.slice(0, 3)
410
+ var rest: int = beside.size() - listed.size()
411
+ if rest > 0:
412
+ return "; %s and %d more beside it are shown" % [", ".join(listed), rest]
413
+ var last: String = listed.pop_back()
414
+ return "; %s and %s beside it are shown" % [", ".join(listed), last]
415
+
416
+
417
+ ## The nodes whose visible is false and keeps [param node] from being drawn, nearest first. Walked
418
+ ## the way the engine inherits visibility rather than by parent: an item under a plain Node is drawn
419
+ ## from its canvas layer, whatever a control above that Node says, so naming that control would send
420
+ ## a caller to unhide something that hides nothing.
421
+ static func _hiding(node: Node) -> Array[Node]:
422
+ var hiding: Array[Node] = []
423
+ var at: Node = node
424
+ while at != null:
425
+ var item: CanvasItem = at as CanvasItem
426
+ var spatial: Node3D = at as Node3D
427
+ if item != null:
428
+ if not item.visible:
429
+ hiding.append(item)
430
+ var above: CanvasItem = item.get_parent() as CanvasItem
431
+ if above != null:
432
+ at = above
433
+ continue
434
+ var layer: CanvasLayer = item.get_canvas_layer_node()
435
+ if layer != null and not layer.visible:
436
+ hiding.append(layer)
437
+ at = item.get_viewport()
438
+ elif spatial != null:
439
+ if not spatial.visible:
440
+ hiding.append(spatial)
441
+ at = spatial.get_parent_node_3d()
442
+ if at == null:
443
+ at = spatial.get_viewport()
444
+ else:
445
+ var window: Window = at as Window
446
+ if window != null and not window.visible:
447
+ hiding.append(window)
448
+ at = null
449
+ return hiding
450
+
451
+
452
+ ## Whether [param node] is something drawn and on show, for naming what stands beside a hidden one.
453
+ static func _shown(node: Node) -> bool:
454
+ var item: CanvasItem = node as CanvasItem
455
+ if item != null:
456
+ return item.is_visible_in_tree()
457
+ var spatial: Node3D = node as Node3D
458
+ if spatial != null:
459
+ return spatial.is_visible_in_tree()
460
+ var layer: CanvasLayer = node as CanvasLayer
461
+ if layer != null:
462
+ return layer.visible
463
+ return false
464
+
465
+
373
466
  ## Everything in the tree [param root] heads that a pointer can land on: each control on screen
374
467
  ## that does not let the pointer through, and each window embedded in another.
375
468
  static func _pointer_takers(root: Node) -> Array[Node]:
@@ -5,6 +5,7 @@ extends RefCounted
5
5
 
6
6
  const Menus = preload("runtime_menus.gd")
7
7
  const Read = preload("reading.gd")
8
+ const Targets = preload("runtime_targets.gd")
8
9
  const Values = preload("runtime_values.gd")
9
10
  const Words = preload("runtime_words.gd")
10
11
 
@@ -251,7 +252,11 @@ func choose(params: Dictionary) -> Dictionary:
251
252
  if holder != null and holder.disabled:
252
253
  return {"type": "error", "message": "%s is disabled, so its menu cannot be opened" % node_path}
253
254
  if holder != null and not holder.is_visible_in_tree():
254
- return {"type": "error", "message": "%s is not visible, so its menu cannot be opened" % node_path}
255
+ return {
256
+ "type": "error",
257
+ "message":
258
+ "%s is not visible%s, so its menu cannot be opened" % [node_path, Targets.why_hidden(holder)]
259
+ }
255
260
 
256
261
  # Shown first, because a menu nobody has opened has no focus to move and the press would go to
257
262
  # whatever is behind it, and before the item is looked for, because opening is when a game fills
package/build/index.js CHANGED
@@ -33008,7 +33008,8 @@ function recordAt(path) {
33008
33008
  arguments: Array.isArray(args) ? args.filter((value) => typeof value === "string") : [],
33009
33009
  ...typeof fields["command"] === "string" ? { command: fields["command"] } : {},
33010
33010
  ...typeof fields["exitCode"] === "number" ? { exitCode: fields["exitCode"] } : {},
33011
- ...typeof fields["exitSignal"] === "string" ? { exitSignal: fields["exitSignal"] } : {}
33011
+ ...typeof fields["exitSignal"] === "string" ? { exitSignal: fields["exitSignal"] } : {},
33012
+ ...typeof fields["endedAt"] === "number" ? { endedAt: fields["endedAt"] } : {}
33012
33013
  };
33013
33014
  }
33014
33015
  async function runningAs(pid) {
@@ -33353,16 +33354,42 @@ function signatureParts(signature) {
33353
33354
  }
33354
33355
  var ms = (seconds) => Math.round(seconds * 1e6) / 1000;
33355
33356
  function profiledFunctions(totals, limit, sourceOf = () => null) {
33356
- const rows = rowsOf(totals, sourceOf);
33357
- const scriptMs = ms(Object.values(totals.functions).reduce((sum, one) => sum + (one.calls > 0 ? one.selfSeconds : 0), 0));
33357
+ const perCallUs = perCallCostOf(totals);
33358
+ const rows = rowsOf(totals, sourceOf).map((row) => withOverhead(row, perCallUs));
33359
+ const scriptMs = ms(Object.entries(totals.functions).reduce((sum, [signature, one]) => sum + (one.calls > 0 && !isCalibration(signature) ? one.selfSeconds : 0), 0));
33358
33360
  return {
33359
33361
  functions: rows.slice(0, limit).map((row) => placedLambda(row, sourceOf)),
33360
33362
  omitted: Math.max(0, rows.length - limit),
33361
33363
  scriptMs,
33362
33364
  counted: rows.length,
33363
- superCallers: rows.filter((row) => row.selfIncludesSuper === true).length
33365
+ superCallers: rows.filter((row) => row.selfIncludesSuper === true).length,
33366
+ perCallUs,
33367
+ overheadDominated: rows.filter((row) => row.overheadMs !== undefined).length
33364
33368
  };
33365
33369
  }
33370
+ var RUNTIME_SCRIPT = "gdharness_runtime/runtime_autoload.gd";
33371
+ var PROFILER_PROBE = "_profiler_probe";
33372
+ var PROFILER_CALIBRATOR = "_calibrate_the_profiler";
33373
+ function isCalibration(signature) {
33374
+ const parts = signatureParts(signature);
33375
+ return parts.script.endsWith(RUNTIME_SCRIPT) && (parts.function === PROFILER_PROBE || parts.function === PROFILER_CALIBRATOR);
33376
+ }
33377
+ function perCallCostOf(totals) {
33378
+ for (const [signature, sum] of Object.entries(totals.functions)) {
33379
+ const parts = signatureParts(signature);
33380
+ if (parts.script.endsWith(RUNTIME_SCRIPT) && parts.function === PROFILER_PROBE && sum.calls > 0) {
33381
+ return Math.round(sum.selfSeconds / sum.calls * 1e9) / 1000;
33382
+ }
33383
+ }
33384
+ return null;
33385
+ }
33386
+ function withOverhead(row, perCallUs) {
33387
+ if (perCallUs === null || row.selfMs <= 0) {
33388
+ return row;
33389
+ }
33390
+ const overheadMs = Math.round(row.calls * perCallUs) / 1000;
33391
+ return overheadMs >= row.selfMs / 2 ? { ...row, overheadMs: Math.min(overheadMs, row.selfMs) } : row;
33392
+ }
33366
33393
  function rowsOf(totals, sourceOf) {
33367
33394
  const codes = new Map;
33368
33395
  const codeOfScript = (script) => {
@@ -33372,7 +33399,7 @@ function rowsOf(totals, sourceOf) {
33372
33399
  }
33373
33400
  return codes.get(script) ?? null;
33374
33401
  };
33375
- return Object.entries(totals.functions).filter(([, sum]) => sum.calls > 0).map(([signature, sum]) => {
33402
+ return Object.entries(totals.functions).filter(([signature, sum]) => sum.calls > 0 && !isCalibration(signature)).map(([signature, sum]) => {
33376
33403
  const parts = signatureParts(signature);
33377
33404
  const code = codeOfScript(parts.script);
33378
33405
  return {
@@ -34463,7 +34490,7 @@ var TOOL_SPECS = [
34463
34490
  },
34464
34491
  wait: { summary: "wait for the run to end, then answer as editor_output does", requires: [] },
34465
34492
  profile: {
34466
- 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",
34493
+ 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",
34467
34494
  requires: []
34468
34495
  }
34469
34496
  },
@@ -34471,7 +34498,7 @@ var TOOL_SPECS = [
34471
34498
  },
34472
34499
  {
34473
34500
  name: "editor_output",
34474
- description: "What the project started by editor_run has printed, as entries with a severity: the errors and warnings the engine reported, each with where it happened, and everything else as info. For a run the editor plays the reports come from the game itself, through the runtime addon, since the editor's debugger relays what a game prints and not what it reports; a played game without the runtime addon answers here with its prints alone, with errorsUnread true and no clean, since what it raised reaches nothing here. Answers with the counts and the verdict as well as the entries. heldAt is three answers: null for a run this server knows is not held, running or over, an object for one it knows is held at a breakpoint, whether the adapter said so or the runtime did by accepting a connection and never answering, and absent with heldUnknown beside it for a server that connected to the debugger after the stop and has no runtime to ask, since the adapter reports a stop only to the sessions connected when it happened. A run that has quit still answers here, with running false and its exit code, until the next one starts; a run ended by a signal has no exit code, and exitSignal names the signal instead. A run this server started also answers with transcript, the file both its streams are written to: uncapped, written while the run is going, and the thing to read or tail for a long run rather than the engine's own log, which every engine start rotates away. Read the file for output and this answer for state: endedBy says whether gdharness ended the run, and a transcript that has stopped growing is a run between prints rather than a run that is over. running is asked of the operating system whenever there is a process to ask about, which is every run this server started and every editor-played run whose game announced its runtime. For an editor-played run that never announced, there is no process id here and running is the editor's answer, which can lag: one measured elsewhere reported a game as playing for fifteen seconds after its process had been ended from outside. editor_status names that game under runtimes, which does not depend on the editor answering. op: \"editor\" answers about the editor itself instead, which is a different log and the only way anything here can read what an editor printed: its console reaches no plugin, so the addon cannot scrape it, and an editor gdharness opened is asked for a log file as it starts. That covers the whole session from the editor's first line, which is where the output worth reading usually is, since the class cache, the plugins and the language server all say what they have to say before any harness has connected. The answer carries the entries in the order they were printed and, beside them under repeated, each message shape several lines share: how many, what varied in each slot of it and how many different values stood there, the first occurrence, and the ordinary lines above the group, found by walking back past the group rather than by counting lines. An editor somebody opened by hand has no console here and is refused saying so rather than answered empty, because an editor that printed nothing and an editor nobody captured are not the same thing.",
34501
+ description: "What the project started by editor_run has printed, as entries with a severity: the errors and warnings the engine reported, each with where it happened, and everything else as info. For a run the editor plays the reports come from the game itself, through the runtime addon, since the editor's debugger relays what a game prints and not what it reports; a played game without the runtime addon answers here with its prints alone, with errorsUnread true and no clean, since what it raised reaches nothing here. Answers with the counts and the verdict as well as the entries. heldAt is three answers: null for a run this server knows is not held, running or over, an object for one it knows is held at a breakpoint, whether the adapter said so or the runtime did by accepting a connection and never answering, and absent with heldUnknown beside it for a server that connected to the debugger after the stop and has no runtime to ask, since the adapter reports a stop only to the sessions connected when it happened. A run that has quit still answers here, with running false and its exit code, until the next one starts; a run ended by a signal has no exit code, and exitSignal names the signal instead. A run this server started also answers with transcript, the file both its streams are written to: uncapped, written while the run is going, and the thing to read or tail for a long run rather than the engine's own log, which every engine start rotates away. Read the file for output and this answer for state: endedBy says whether gdharness ended the run, and a transcript that has stopped growing is a run between prints rather than a run that is over. running is asked of the operating system whenever there is a process to ask about, which is every run this server started and every editor-played run whose game announced its runtime. For an editor-played run that never announced, there is no process id here and running is the editor's answer, which can lag: one measured elsewhere reported a game as playing for fifteen seconds after its process had been ended from outside. editor_status names that game under runtimes, which does not depend on the editor answering. op: \"editor\" answers about the editor itself instead, which is a different log and the only way anything here can read what an editor printed: its console reaches no plugin, so the addon cannot scrape it, and an editor gdharness opened is asked for a log file as it starts. That covers the whole session from the editor's first line, which is where the output worth reading usually is, since the class cache, the plugins and the language server all say what they have to say before any harness has connected. The answer carries the entries in the order they were printed and, beside them under repeated, each message shape several lines share: how many, what varied in each slot of it and how many different values stood there, the first occurrence, and the ordinary lines above the group, found by walking back past the group rather than by counting lines. An editor somebody opened by hand has no console here and is refused saying so rather than answered empty, because an editor that printed nothing and an editor nobody captured are not the same thing. startedAt is when the run began and elapsedMs how long it has been going; for a run that is over, endedAt is when it ended and elapsedMs how long it ran, and both are left out when nobody saw the end, as for a game closed in the editor or a run picked up from a note written before ends were recorded.",
34475
34502
  parameters: {
34476
34503
  severity: {
34477
34504
  type: "string",
@@ -34519,7 +34546,7 @@ var TOOL_SPECS = [
34519
34546
  },
34520
34547
  {
34521
34548
  name: "editor_status",
34522
- 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.",
34549
+ 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. startedAt says when it began, and endedAt when it ended, wherever something saw the end: a run adopted from a note another server wrote can have ended hours before this server started. 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.",
34523
34550
  parameters: {},
34524
34551
  requires: []
34525
34552
  },
@@ -35685,6 +35712,24 @@ function foldedScriptErrors(errors) {
35685
35712
  function nonEmpty(lists) {
35686
35713
  return Object.fromEntries(Object.entries(lists).filter(([, list]) => list.length > 0));
35687
35714
  }
35715
+ function withoutUidUnder(unminted, paths) {
35716
+ return unminted.map((script) => `res://${script}`).filter((script) => paths.some((path) => script === path || script.startsWith(path.endsWith("/") ? path : `${path}/`)));
35717
+ }
35718
+ function withUidsMissing(answer, missing) {
35719
+ const content = answer.content.map((part) => ({ ...part }));
35720
+ const last = content.at(-1);
35721
+ try {
35722
+ const parsed = JSON.parse(last?.text ?? "");
35723
+ if (last !== undefined && typeof parsed === "object" && parsed !== null && !Array.isArray(parsed)) {
35724
+ last.text = answerJson({
35725
+ ...parsed,
35726
+ uidsMissing: missing,
35727
+ 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 ${missing.length === 1 ? "it" : "them"}. project_import refresh_uids writes them.`
35728
+ });
35729
+ }
35730
+ } catch {}
35731
+ return { ...answer, content };
35732
+ }
35688
35733
  function withPreviousCut(answer, previous) {
35689
35734
  const content = answer.content.map((part) => ({ ...part }));
35690
35735
  const last = content.at(-1);
@@ -35931,6 +35976,9 @@ function profileAnswer(reading, limit) {
35931
35976
  if (table.superCallers > 0) {
35932
35977
  notes.push(`${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.`);
35933
35978
  }
35979
+ if (table.overheadDominated > 0 && table.perCallUs !== null) {
35980
+ 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 ${table.overheadDominated === 1 ? "its" : "their"} selfMs in it, under overheadMs: that much of its time is the profiler's and goes once the profiler is off, whether the function is inlined or not. What inlining saves is the call itself, which costs something without the profiler too, not the work inside it.`);
35981
+ }
35934
35982
  notes.push(...cappedNotes(totals));
35935
35983
  if (totals.unreadable > 0) {
35936
35984
  notes.push(`${totals.unreadable} message${totals.unreadable === 1 ? "" : "s"} from the game could not be read, so the totals have that many gaps.`);
@@ -35943,6 +35991,7 @@ function profileAnswer(reading, limit) {
35943
35991
  frames: totals.frames,
35944
35992
  coveredMs: reading.coveredMs,
35945
35993
  scriptMs: table.scriptMs,
35994
+ perCallOverheadUs: table.perCallUs ?? undefined,
35946
35995
  functionsCounted: table.counted,
35947
35996
  omitted: table.omitted > 0 ? table.omitted : undefined,
35948
35997
  functions: table.functions,
@@ -37675,11 +37724,14 @@ class GodotServer {
37675
37724
  return ticker;
37676
37725
  }
37677
37726
  async handleRunTests(args) {
37678
- const answer = await this.runTests(args);
37727
+ const ran = await this.runTests(args);
37679
37728
  const project = this.project(args);
37680
37729
  if (!project.ok || callSignal()?.aborted === true) {
37681
- return answer;
37730
+ return ran;
37682
37731
  }
37732
+ const paths = testPathsIn(project.value.path, args["path"]);
37733
+ const unminted = paths.ok ? withoutUidUnder(scriptsWithoutUid(project.value.path), paths.value) : [];
37734
+ const answer = unminted.length === 0 ? ran : withUidsMissing(ran, unminted);
37683
37735
  const previous = takeCutTestRun(project.value.path);
37684
37736
  return previous === null ? answer : withPreviousCut(answer, previous);
37685
37737
  }
@@ -38378,7 +38430,9 @@ class GodotServer {
38378
38430
  return {
38379
38431
  pid: run.pid ?? this.announcedPidOf(run) ?? run.announcedPid ?? null,
38380
38432
  ...run.throughEditor || run.projectPath === null ? {} : { project: run.projectPath },
38381
- ...run.pickedUp === true ? { adopted: true } : {}
38433
+ ...run.pickedUp === true ? { adopted: true } : {},
38434
+ startedAt: new Date(run.startedAt).toISOString(),
38435
+ ...run.endedAt === undefined ? {} : { endedAt: new Date(run.endedAt).toISOString() }
38382
38436
  };
38383
38437
  }
38384
38438
  async handleEditorStatus() {
@@ -39151,10 +39205,11 @@ class GodotServer {
39151
39205
  return "unreached";
39152
39206
  }
39153
39207
  running.endedThrough = "editor";
39154
- if (announced === undefined) {
39155
- return await this.untilTheEditorStopsPlaying() ? "gone" : "lingering";
39208
+ const stopped = announced === undefined ? await this.untilTheEditorStopsPlaying() : await untilGone([announced]);
39209
+ if (stopped) {
39210
+ running.endedAt = Date.now();
39156
39211
  }
39157
- return await untilGone([announced]) ? "gone" : "lingering";
39212
+ return stopped ? "gone" : "lingering";
39158
39213
  }
39159
39214
  if (running.pid === null) {
39160
39215
  return "gone";
@@ -39203,6 +39258,7 @@ class GodotServer {
39203
39258
  if (landed && gone) {
39204
39259
  running.exitCode = null;
39205
39260
  running.exitSignal = "SIGTERM";
39261
+ running.endedAt ??= Date.now();
39206
39262
  }
39207
39263
  if (landed) {
39208
39264
  running.endedThrough = "signal";
@@ -39227,6 +39283,7 @@ class GodotServer {
39227
39283
  if (asked === "signalled" && gone) {
39228
39284
  run.exitCode = null;
39229
39285
  run.exitSignal = "SIGTERM";
39286
+ run.endedAt ??= Date.now();
39230
39287
  }
39231
39288
  run.log.record(gone ? "info" : "warning", !gone ? `gdharness had the keeper holding pid ${pid} end it, and it was still running ${stopWaitMs() / 1000} seconds later.` : asked === "signalled" ? `gdharness ended pid ${pid} through the keeper holding it.` : `gdharness asked the keeper holding pid ${pid} to end it, and it had already gone.`);
39232
39289
  return gone ? "gone" : "lingering";
@@ -39274,6 +39331,7 @@ class GodotServer {
39274
39331
  this.logDebug(`Godot process exited with code ${code ?? "none"}, signal ${signal ?? "none"}`);
39275
39332
  started.exitCode = code;
39276
39333
  started.exitSignal = code === null ? signal : null;
39334
+ started.endedAt = Date.now();
39277
39335
  });
39278
39336
  child.on("error", (err) => {
39279
39337
  console.error("Failed to start Godot process:", err);
@@ -39588,6 +39646,9 @@ class GodotServer {
39588
39646
  adopted.log.finish();
39589
39647
  adopted.exitCode = record.exitCode ?? null;
39590
39648
  adopted.exitSignal = record.exitSignal ?? null;
39649
+ if (record.endedAt !== undefined) {
39650
+ adopted.endedAt = record.endedAt;
39651
+ }
39591
39652
  const exitMayBeComing = !alive(record.pid) && !exited(adopted);
39592
39653
  if (!exitMayBeComing) {
39593
39654
  adopted.endedUnwatched = !exited(adopted);
@@ -39881,6 +39942,9 @@ class GodotServer {
39881
39942
  if (record !== null && record.pid === run.pid && (record.exitCode !== undefined || record.exitSignal !== undefined)) {
39882
39943
  run.exitCode = record.exitCode ?? null;
39883
39944
  run.exitSignal = record.exitSignal ?? null;
39945
+ if (record.endedAt !== undefined) {
39946
+ run.endedAt = record.endedAt;
39947
+ }
39884
39948
  return true;
39885
39949
  }
39886
39950
  if (Date.now() >= until) {
@@ -40027,7 +40091,8 @@ class GodotServer {
40027
40091
  project: run.throughEditor ? undefined : run.projectPath ?? undefined,
40028
40092
  transcript: run.transcript ?? undefined,
40029
40093
  startedAt: new Date(run.startedAt).toISOString(),
40030
- elapsedMs: Date.now() - run.startedAt,
40094
+ endedAt: stillRunning(run) || run.endedAt === undefined ? undefined : new Date(run.endedAt).toISOString(),
40095
+ elapsedMs: stillRunning(run) ? Date.now() - run.startedAt : run.endedAt === undefined ? undefined : run.endedAt - run.startedAt,
40031
40096
  cpuSeconds,
40032
40097
  note: notes.length > 0 ? notes.join(" ") : undefined,
40033
40098
  omitted: selected.omitted,
package/build/keeper.js CHANGED
@@ -421,7 +421,8 @@ function recordRunEnded(projectPath, pid, ending) {
421
421
  const written = {
422
422
  ...record,
423
423
  ...ending.exitCode === null ? {} : { exitCode: ending.exitCode },
424
- ...ending.exitSignal === null ? {} : { exitSignal: ending.exitSignal }
424
+ ...ending.exitSignal === null ? {} : { exitSignal: ending.exitSignal },
425
+ endedAt: Date.now()
425
426
  };
426
427
  try {
427
428
  writeFileSync2(path, JSON.stringify(written, null, 2), "utf8");
@@ -457,7 +458,8 @@ function recordAt(path) {
457
458
  arguments: Array.isArray(args) ? args.filter((value) => typeof value === "string") : [],
458
459
  ...typeof fields["command"] === "string" ? { command: fields["command"] } : {},
459
460
  ...typeof fields["exitCode"] === "number" ? { exitCode: fields["exitCode"] } : {},
460
- ...typeof fields["exitSignal"] === "string" ? { exitSignal: fields["exitSignal"] } : {}
461
+ ...typeof fields["exitSignal"] === "string" ? { exitSignal: fields["exitSignal"] } : {},
462
+ ...typeof fields["endedAt"] === "number" ? { endedAt: fields["endedAt"] } : {}
461
463
  };
462
464
  }
463
465
 
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "gdharness",
3
- "version": "1.1.62",
3
+ "version": "1.2.1",
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",