gdharness 1.2.16 → 1.2.17

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package/build/cli.js CHANGED
@@ -11832,7 +11832,7 @@ var init_tool_definitions = __esm(() => {
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  },
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  stop: {
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  effect: "destructive",
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- summary: "end the run and answer with what it printed last, naming the process ended under endedPid: for a run the editor plays, the number its game announced under, read at the stop rather than remembered, and the operating system hands a freed number to the next process, so it can equal the game before it. A game that started processes of its own keeps them unless andChildren says to end those too. stopped is false, with the number under notSignalled, when that number no longer answers as the process the run was started as and nothing was signalled, the note naming which property it failed on, and false with the number under stillGoing when what was told to end was still running ten seconds later. endedThrough says how the stop ended a run that was going: keeper (the process that started the game ended it through the handle it holds), signal (its pid was signalled once shown to still be the run), or editor (the editor playing it was asked). A start that ends the run before it says how under endedPreviousRunThrough, with the same values, and one that refused to signal that run names the property it failed on under previousRunLeftBecause",
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+ summary: "end the run and answer with the errors and warnings it printed under entries (editor_output has everything else it printed), naming the process ended under endedPid: for a run the editor plays, the number its game announced under, read at the stop rather than remembered, and the operating system hands a freed number to the next process, so it can equal the game before it. A game that started processes of its own keeps them unless andChildren says to end those too. stopped is false, with the number under notSignalled, when that number no longer answers as the process the run was started as and nothing was signalled, the note naming which property it failed on, and false with the number under stillGoing when what was told to end was still running ten seconds later. endedThrough says how the stop ended a run that was going: keeper (the process that started the game ended it through the handle it holds), signal (its pid was signalled once shown to still be the run), or editor (the editor playing it was asked). A start that ends the run before it says how under endedPreviousRunThrough, with the same values, and one that refused to signal that run names the property it failed on under previousRunLeftBecause",
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  requires: []
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  },
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  check: {
@@ -786,8 +786,10 @@ func _serialize_node(node: Node, include_properties: bool) -> Dictionary:
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  if include_properties:
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  var properties: Dictionary = {}
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+ # A script's own variables as well as what the node stores: a plain `var health` is not stored,
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+ # so a tree read of a running game answered every engine property and none of the game's state.
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  for prop: Dictionary in node.get_property_list():
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- if prop["usage"] & PROPERTY_USAGE_STORAGE:
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+ if prop["usage"] & (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_SCRIPT_VARIABLE):
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  var property_name: String = prop["name"]
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  if not property_name.begins_with("_"):
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  properties[property_name] = _values.serialize(node.get(property_name))
package/build/index.js CHANGED
@@ -34845,7 +34845,7 @@ var TOOL_SPECS = [
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  },
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  stop: {
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  effect: "destructive",
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- summary: "end the run and answer with what it printed last, naming the process ended under endedPid: for a run the editor plays, the number its game announced under, read at the stop rather than remembered, and the operating system hands a freed number to the next process, so it can equal the game before it. A game that started processes of its own keeps them unless andChildren says to end those too. stopped is false, with the number under notSignalled, when that number no longer answers as the process the run was started as and nothing was signalled, the note naming which property it failed on, and false with the number under stillGoing when what was told to end was still running ten seconds later. endedThrough says how the stop ended a run that was going: keeper (the process that started the game ended it through the handle it holds), signal (its pid was signalled once shown to still be the run), or editor (the editor playing it was asked). A start that ends the run before it says how under endedPreviousRunThrough, with the same values, and one that refused to signal that run names the property it failed on under previousRunLeftBecause",
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+ summary: "end the run and answer with the errors and warnings it printed under entries (editor_output has everything else it printed), naming the process ended under endedPid: for a run the editor plays, the number its game announced under, read at the stop rather than remembered, and the operating system hands a freed number to the next process, so it can equal the game before it. A game that started processes of its own keeps them unless andChildren says to end those too. stopped is false, with the number under notSignalled, when that number no longer answers as the process the run was started as and nothing was signalled, the note naming which property it failed on, and false with the number under stillGoing when what was told to end was still running ten seconds later. endedThrough says how the stop ended a run that was going: keeper (the process that started the game ended it through the handle it holds), signal (its pid was signalled once shown to still be the run), or editor (the editor playing it was asked). A start that ends the run before it says how under endedPreviousRunThrough, with the same values, and one that refused to signal that run names the property it failed on under previousRunLeftBecause",
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  requires: []
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  },
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  check: {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "gdharness",
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- "version": "1.2.16",
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+ "version": "1.2.17",
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  "mcpName": "io.github.Aureliolo/gdharness",
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  "description": "A harness for driving a Godot 4 project from an agent: editor addons, a runtime bridge into the running game, an MCP server in front of them, and a CLI that installs and diagnoses the Godot side.",
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  "type": "module",