gdharness 1.2.21 → 1.2.22

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
@@ -8002,6 +8002,11 @@ class GameLog {
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  transcript: null
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  };
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  seen = { error: 0, warning: 0, info: 0 };
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+ crashed = {
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+ stdout: null,
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+ stderr: null,
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+ transcript: null
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+ };
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  byScript = new Set;
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  append(source, chunk) {
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  const decoded = typeof chunk === "string" ? chunk : this.decoders[source].write(chunk);
@@ -8026,6 +8031,21 @@ class GameLog {
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  if (line.trim() === "") {
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  return;
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  }
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+ const report = this.crashed[source];
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+ if (report !== null) {
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+ const said = line.trim();
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+ if (!CRASH_FILLER.test(said)) {
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+ report.push(said);
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+ }
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+ return;
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+ }
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+ if (CRASH.test(line)) {
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+ const detail = [];
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+ this.entries.push({ index: this.entries.length, severity: "error", source, text: line.trim(), detail });
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+ this.crashed[source] = detail;
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+ this.lastHeadline[source] = null;
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+ return;
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+ }
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  const owner = this.lastHeadline[source];
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  if (owner !== null && /^\s/.test(line)) {
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  owner.detail.push(line.trim());
@@ -8096,9 +8116,11 @@ function answersTo(entry, severity, contains) {
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  const needle = contains.toLowerCase();
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  return [entry.text, ...entry.detail].some((line) => line.toLowerCase().includes(needle));
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  }
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- var HEADLINE, COLOUR_CODE, STREAMS, ADMITTED, FRAME, LONGEST_CYCLE = 64;
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+ var HEADLINE, CRASH, CRASH_FILLER, COLOUR_CODE, STREAMS, ADMITTED, FRAME, LONGEST_CYCLE = 64;
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  var init_game_log = __esm(() => {
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  HEADLINE = /^(USER )?(SCRIPT ERROR|SHADER ERROR|ERROR|WARNING):\s?(.*)$/;
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+ CRASH = /^(?:CrashHandlerException|handle_crash): Program crashed with signal \d+/;
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+ CRASH_FILLER = /^(?:=+|-- END OF .* BACKTRACE --|\[\d+\] .* - no debug info in .*)$/;
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  COLOUR_CODE = new RegExp(`${String.fromCharCode(27)}\\[[0-9;]*m`, "g");
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  STREAMS = ["stdout", "stderr", "transcript"];
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  ADMITTED = {
@@ -11082,7 +11104,7 @@ var init_tool_definitions = __esm(() => {
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  {
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  name: "project_settings",
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  title: "Project settings",
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- description: "Reads or writes project.godot: settings, autoloads, the main scene, input actions, plugins and audio buses. A write with an editor open on the project is handed to the editor, which takes the settings the write changed or names from the file (named under editorAdopted), including a setting the file already held, since the editor can hold another value after the file was put back, or reloads the bus layout, so it answers the new values and does not save the old ones back over them. editorNote is an editor that could not take the write, one on an addon from before this, which still holds the old values until editor_launch restart. An enabled plugin's code still loads on the editor's next start. set answers old_value and new_value, with was_new true when project.godot did not set the setting before, and was_default true when what it held was the engine's own default, which old_value then is. get answers exists, true for any setting the engine knows, and at_default, true when the value is the engine's own default and so has no line in project.godot.",
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+ description: "Reads or writes project.godot: settings, autoloads, the main scene, input actions, plugins and audio buses. A write with an editor open on the project is handed to the editor, which takes the settings the write changed or names from the file (named under editorAdopted), including a setting the file already held, since the editor can hold another value after the file was put back, or reloads the bus layout, so it answers the new values and does not save the old ones back over them. editorNote is an editor that could not take the write, one on an addon from before this, which still holds the old values until editor_launch restart. An enabled plugin's code still loads on the editor's next start. set answers old_value and new_value, with was_new true when project.godot did not set the setting before, and was_default true when what it held was the engine's own default, which old_value then is. get answers exists, true for any setting the engine knows, and at_default, true when the value is the engine's own default and so has no line in project.godot. Each setting under prefix carries at_default too, so a family read separates what the project sets from the engine's defaults; it is absent for a setting the engine registers no default for, such as an input action the project added, which only the project can have set.",
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  parameters: {
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  projectPath: PROJECT_PATH,
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  setting: {
@@ -11924,7 +11946,7 @@ var init_tool_definitions = __esm(() => {
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  requires: []
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  }
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  },
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- answer: "stop: endedPid is, 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. 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. check: hung is a run killed at timeoutMs, and errors and warnings count what it printed, which comes back under entries with repeats folded together. arguments is the engine command line the check ran, as a start's is. profile: 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, 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. They are also summed over every thread: a function run by WorkerThreadPool or a Thread on several threads at once counts each thread's time, the engine does not say which thread a call ran on, and a function waiting for them has the wait in its own self time, so selfMs is not time taken from frames, and scriptMs can exceed coveredMs, which the note then says. A property's get and set blocks are named Class.@name_getter and Class.@name_setter, as the engine names them, and their rows carry property, the property's name. A game the editor plays that was not started with profile: true says, in the answer, that it was profiled from the moment it was asked.",
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+ answer: "stop: endedPid is, 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. 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. check: hung is a run killed at timeoutMs, and errors and warnings count what it printed, which comes back under entries with repeats folded together. entries holds the errors and warnings and not the ordinary lines the run printed, which printedLinesNotShown counts; a check given --verbose holds those too, and editor_run start then editor_output reads everything. An engine crash is an error whatever it prints after: the crash handler's report is the entry, and the engine version and the native and GDScript backtraces are its detail, so a crashed run is never booted or clean. arguments is the engine command line the check ran, as a start's is. profile: 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, 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. They are also summed over every thread: a function run by WorkerThreadPool or a Thread on several threads at once counts each thread's time, the engine does not say which thread a call ran on, and a function waiting for them has the wait in its own self time, so selfMs is not time taken from frames, and scriptMs can exceed coveredMs, which the note then says. A property's get and set blocks are named Class.@name_getter and Class.@name_setter, as the engine names them, and their rows carry property, the property's name. A game the editor plays that was not started with profile: true says, in the answer, that it was profiled from the moment it was asked.",
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  defaultOperation: "start"
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  },
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  {
@@ -43558,6 +43580,14 @@ function runtimeVerdict(endpoint, after) {
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  }
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  const state = after.playingSeen === false ? "the editor has not yet reported the game as playing, which a restarted editor does not until its scan is over" : "the game is still running";
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  const sized = after.sizedToMs === undefined ? "" : halfAsLongAgain(after.sizedToMs) > after.budgetMs ? `, the longest a start waits unasked though the slowest of its last boots took ${after.sizedToMs}ms to announce,` : `, half as long again as the ${after.sizedToMs}ms the slowest of its last boots took,`;
43583
+ if (!after.running && after.runtimeCameUp === true) {
43584
+ return {
43585
+ listening: false,
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+ mayYetAnnounce: false,
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+ note: "the game's runtime came up and the game quit before this start could reach it, so there is nothing to talk to: editor_output has what it printed, and a scene that is to be inspected has to stay running past its first frame",
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+ heldAt: null
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+ };
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+ }
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  return {
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  listening: false,
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  mayYetAnnounce: after.running,
@@ -47119,15 +47149,20 @@ class GodotServer {
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  note: `${fresh.length} games of this project announced at once and none could be told from the process tree as this run's own game rather than one it started, so none is taken as its runtime. editor_status lists them under runtimes.`
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  };
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  }
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+ const running = endpoint !== null || going !== null && await this.runStillGoing(going);
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+ if (going !== null && !running) {
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+ this.drainTranscript(going);
47155
+ }
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  return runtimeVerdict(endpoint, {
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  addon: true,
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  budgetMs,
47125
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  ...budget.sizedToMs === undefined ? {} : { sizedToMs: budget.sizedToMs },
47126
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  heldAt: this.dapClient?.whereItStopped() ?? null,
47127
- running: endpoint !== null || going !== null && await this.runStillGoing(going),
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+ running,
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  withArgs,
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  servesAProject: this.ownProject !== null,
47130
- ...going?.throughEditor === true ? { playingSeen: going.seenPlaying === true } : {}
47164
+ ...going?.throughEditor === true ? { playingSeen: going.seenPlaying === true } : {},
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+ runtimeCameUp: going !== null && !running && going.log.all.some((entry) => entry.text.startsWith(RUNTIME_LISTENING_LINE))
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  });
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  }
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  announceBudget(args, projectPath, scene) {
@@ -47983,6 +48018,8 @@ class GodotServer {
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  await boot.settled;
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  const errors = boot.log.count("error");
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  const warnings = boot.log.count("warning");
48021
+ const floor = engineArgs.includes("--verbose") ? "info" : "warning";
48022
+ const printed = boot.log.count("info");
47986
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  return this.jsonTextResponse({
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  booted: !hung && boot.exitCode === 0 && errors === 0,
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  hung,
@@ -47996,7 +48033,8 @@ class GodotServer {
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  argsNote: engineFlagsNote(userArgs),
47997
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  ...scanWaitAnswer(scanned),
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  savesNote: asked.savesIn !== undefined && savesStayPut() ? SAVES_NOT_MOVED_NOTE : undefined,
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- ...foldedEntriesAnswer(boot.log, engineArgs.includes("--verbose") ? "info" : "warning")
48036
+ printedLinesNotShown: floor === "warning" && printed > 0 ? printed : undefined,
48037
+ ...foldedEntriesAnswer(boot.log, floor)
48000
48038
  });
48001
48039
  }
48002
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  async handleRunProfile(args) {
@@ -49378,7 +49416,7 @@ async function runGodotServer() {
49378
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  const server = new GodotServer;
49379
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  await server.run();
49380
49418
  }
49381
- var UPDATE_NOTICE_EVERY = 500, FEEDBACK_NOTICE_EVERY = 250, run4, __dirname2, EDITOR_SERVERS_START_MS = 20000, HOLD_PING_MS = 2000, SLOWEST_FRAME_RATE = 20, PLAY_STARTS_WITHIN_MS = 30000, KEEPER_ANSWER_MS = 15000, EXIT_REPORTED_WITHIN_MS = 2000, CONSOLE_WRAPPER, LONGEST_BOOT_NOTED_MS, PROFILE_SEND_MS = 5000, MOST_GROUPS = 20, VALUE_NAMES, BRIDGE_RETRY_MS = 2000, SUCCESSOR_CHECK_MS = 1e4, CONSOLE_WATCH_MS = 250, BOUNDARY_WAIT_MS = 2000, HANDOVER_MS, HANDOVER_POLL_MS = 250, CACHE_WRITE_MS = 2000, STREAMS_GRACE_MS = 2000, PLAYING_STATUS_MS = 1000, SCAN_START_MS = 2000, SCAN_SETTLED_MS = 500, REIMPORT_TIMEOUT_MS = 300000, OPS_ELSEWHERE, AUDIO_BUS_OPS, STALLED_AFTER_MS = 30000, TEST_HEARTBEAT_MS = 20000, DEPENDED_FAILED = "Failed to compile depended scripts", WAIT_FOR_RUN_MS = 600000, RUN_POLL_MS = 250, PATH_SOLUTIONS, PROJECT_FILE_ARGUMENTS, DEBUG_STATE_CALLS, PROJECT_INFO_SECTIONS2, RUNNER_DIRECTORY = "addons/gdUnit4/", PROFILE_FUNCTIONS = 30, PROFILER_ON_MS = 3000, PROPERTY_PLACES = "It is a property, so each place says whether it writes it (access write), which runs its set block, or reads it (access read), which runs its get block: withinCalls on a read says nothing of the set block, nor on a write of the get block unless the write is a compound one such as +=. Inside the property's own blocks its name is the value stored, which the engine reads and writes without running them, so those lines are not listed.", CALLERS_FOUND_BY_NAME = "Found by name in the project's scripts, since the engine's profiler counts calls and time per function and records nothing about who made them: a method of the same name on another class is listed too, unless one class was asked about and it is called through another class by name or through a variable declared as one. Each place carries the profile's numbers for the function it is written in.", MOST_ENGINE_ENTRIES = 200, ERROR_ASSERT = "GdUnitGodotErrorAssertImpl.gd", EXTERNAL_MEMBER = 'Could not resolve external class member "', STATIC_LIST_HINT;
49419
+ var UPDATE_NOTICE_EVERY = 500, FEEDBACK_NOTICE_EVERY = 250, run4, __dirname2, EDITOR_SERVERS_START_MS = 20000, HOLD_PING_MS = 2000, SLOWEST_FRAME_RATE = 20, PLAY_STARTS_WITHIN_MS = 30000, KEEPER_ANSWER_MS = 15000, EXIT_REPORTED_WITHIN_MS = 2000, CONSOLE_WRAPPER, LONGEST_BOOT_NOTED_MS, PROFILE_SEND_MS = 5000, MOST_GROUPS = 20, RUNTIME_LISTENING_LINE = "[gdharness] runtime listening on ", VALUE_NAMES, BRIDGE_RETRY_MS = 2000, SUCCESSOR_CHECK_MS = 1e4, CONSOLE_WATCH_MS = 250, BOUNDARY_WAIT_MS = 2000, HANDOVER_MS, HANDOVER_POLL_MS = 250, CACHE_WRITE_MS = 2000, STREAMS_GRACE_MS = 2000, PLAYING_STATUS_MS = 1000, SCAN_START_MS = 2000, SCAN_SETTLED_MS = 500, REIMPORT_TIMEOUT_MS = 300000, OPS_ELSEWHERE, AUDIO_BUS_OPS, STALLED_AFTER_MS = 30000, TEST_HEARTBEAT_MS = 20000, DEPENDED_FAILED = "Failed to compile depended scripts", WAIT_FOR_RUN_MS = 600000, RUN_POLL_MS = 250, PATH_SOLUTIONS, PROJECT_FILE_ARGUMENTS, DEBUG_STATE_CALLS, PROJECT_INFO_SECTIONS2, RUNNER_DIRECTORY = "addons/gdUnit4/", PROFILE_FUNCTIONS = 30, PROFILER_ON_MS = 3000, PROPERTY_PLACES = "It is a property, so each place says whether it writes it (access write), which runs its set block, or reads it (access read), which runs its get block: withinCalls on a read says nothing of the set block, nor on a write of the get block unless the write is a compound one such as +=. Inside the property's own blocks its name is the value stored, which the engine reads and writes without running them, so those lines are not listed.", CALLERS_FOUND_BY_NAME = "Found by name in the project's scripts, since the engine's profiler counts calls and time per function and records nothing about who made them: a method of the same name on another class is listed too, unless one class was asked about and it is called through another class by name or through a variable declared as one. Each place carries the profile's numbers for the function it is written in.", MOST_ENGINE_ENTRIES = 200, ERROR_ASSERT = "GdUnitGodotErrorAssertImpl.gd", EXTERNAL_MEMBER = 'Could not resolve external class member "', STATIC_LIST_HINT;
49382
49420
  var init_server = __esm(() => {
49383
49421
  init_dist();
49384
49422
  init_stdio();
@@ -82,6 +82,11 @@ func _settings_under(prefix: String) -> Dictionary:
82
82
  "type": type_string(kind),
83
83
  "value": _values.serialize_value(value),
84
84
  }
85
+ # As a single get says it, so a family read can be told apart into what the project sets
86
+ # and the engine's defaults: "input/" is ninety actions the engine ships and the project's few.
87
+ var default_value: Variant = ProjectSettings.property_get_revert(name)
88
+ if default_value != null:
89
+ described["at_default"] = value == default_value
85
90
  found.append(described)
86
91
 
87
92
  found.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a["setting"] < b["setting"])
package/build/index.js CHANGED
@@ -28147,6 +28147,8 @@ import { dirname as dirname7, join as join10 } from "node:path";
28147
28147
  // src/game-log.ts
28148
28148
  import { StringDecoder } from "node:string_decoder";
28149
28149
  var HEADLINE = /^(USER )?(SCRIPT ERROR|SHADER ERROR|ERROR|WARNING):\s?(.*)$/;
28150
+ var CRASH = /^(?:CrashHandlerException|handle_crash): Program crashed with signal \d+/;
28151
+ var CRASH_FILLER = /^(?:=+|-- END OF .* BACKTRACE --|\[\d+\] .* - no debug info in .*)$/;
28150
28152
  var COLOUR_CODE = new RegExp(`${String.fromCharCode(27)}\\[[0-9;]*m`, "g");
28151
28153
  function announced(line) {
28152
28154
  const match = HEADLINE.exec(line);
@@ -28261,6 +28263,11 @@ class GameLog {
28261
28263
  transcript: null
28262
28264
  };
28263
28265
  seen = { error: 0, warning: 0, info: 0 };
28266
+ crashed = {
28267
+ stdout: null,
28268
+ stderr: null,
28269
+ transcript: null
28270
+ };
28264
28271
  byScript = new Set;
28265
28272
  append(source, chunk) {
28266
28273
  const decoded = typeof chunk === "string" ? chunk : this.decoders[source].write(chunk);
@@ -28285,6 +28292,21 @@ class GameLog {
28285
28292
  if (line.trim() === "") {
28286
28293
  return;
28287
28294
  }
28295
+ const report = this.crashed[source];
28296
+ if (report !== null) {
28297
+ const said = line.trim();
28298
+ if (!CRASH_FILLER.test(said)) {
28299
+ report.push(said);
28300
+ }
28301
+ return;
28302
+ }
28303
+ if (CRASH.test(line)) {
28304
+ const detail = [];
28305
+ this.entries.push({ index: this.entries.length, severity: "error", source, text: line.trim(), detail });
28306
+ this.crashed[source] = detail;
28307
+ this.lastHeadline[source] = null;
28308
+ return;
28309
+ }
28288
28310
  const owner = this.lastHeadline[source];
28289
28311
  if (owner !== null && /^\s/.test(line)) {
28290
28312
  owner.detail.push(line.trim());
@@ -34114,7 +34136,7 @@ var TOOL_SPECS = [
34114
34136
  {
34115
34137
  name: "project_settings",
34116
34138
  title: "Project settings",
34117
- description: "Reads or writes project.godot: settings, autoloads, the main scene, input actions, plugins and audio buses. A write with an editor open on the project is handed to the editor, which takes the settings the write changed or names from the file (named under editorAdopted), including a setting the file already held, since the editor can hold another value after the file was put back, or reloads the bus layout, so it answers the new values and does not save the old ones back over them. editorNote is an editor that could not take the write, one on an addon from before this, which still holds the old values until editor_launch restart. An enabled plugin's code still loads on the editor's next start. set answers old_value and new_value, with was_new true when project.godot did not set the setting before, and was_default true when what it held was the engine's own default, which old_value then is. get answers exists, true for any setting the engine knows, and at_default, true when the value is the engine's own default and so has no line in project.godot.",
34139
+ description: "Reads or writes project.godot: settings, autoloads, the main scene, input actions, plugins and audio buses. A write with an editor open on the project is handed to the editor, which takes the settings the write changed or names from the file (named under editorAdopted), including a setting the file already held, since the editor can hold another value after the file was put back, or reloads the bus layout, so it answers the new values and does not save the old ones back over them. editorNote is an editor that could not take the write, one on an addon from before this, which still holds the old values until editor_launch restart. An enabled plugin's code still loads on the editor's next start. set answers old_value and new_value, with was_new true when project.godot did not set the setting before, and was_default true when what it held was the engine's own default, which old_value then is. get answers exists, true for any setting the engine knows, and at_default, true when the value is the engine's own default and so has no line in project.godot. Each setting under prefix carries at_default too, so a family read separates what the project sets from the engine's defaults; it is absent for a setting the engine registers no default for, such as an input action the project added, which only the project can have set.",
34118
34140
  parameters: {
34119
34141
  projectPath: PROJECT_PATH2,
34120
34142
  setting: {
@@ -34956,7 +34978,7 @@ var TOOL_SPECS = [
34956
34978
  requires: []
34957
34979
  }
34958
34980
  },
34959
- answer: "stop: endedPid is, 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. 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. check: hung is a run killed at timeoutMs, and errors and warnings count what it printed, which comes back under entries with repeats folded together. arguments is the engine command line the check ran, as a start's is. profile: 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, 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. They are also summed over every thread: a function run by WorkerThreadPool or a Thread on several threads at once counts each thread's time, the engine does not say which thread a call ran on, and a function waiting for them has the wait in its own self time, so selfMs is not time taken from frames, and scriptMs can exceed coveredMs, which the note then says. A property's get and set blocks are named Class.@name_getter and Class.@name_setter, as the engine names them, and their rows carry property, the property's name. A game the editor plays that was not started with profile: true says, in the answer, that it was profiled from the moment it was asked.",
34981
+ answer: "stop: endedPid is, 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. 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. check: hung is a run killed at timeoutMs, and errors and warnings count what it printed, which comes back under entries with repeats folded together. entries holds the errors and warnings and not the ordinary lines the run printed, which printedLinesNotShown counts; a check given --verbose holds those too, and editor_run start then editor_output reads everything. An engine crash is an error whatever it prints after: the crash handler's report is the entry, and the engine version and the native and GDScript backtraces are its detail, so a crashed run is never booted or clean. arguments is the engine command line the check ran, as a start's is. profile: 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, 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. They are also summed over every thread: a function run by WorkerThreadPool or a Thread on several threads at once counts each thread's time, the engine does not say which thread a call ran on, and a function waiting for them has the wait in its own self time, so selfMs is not time taken from frames, and scriptMs can exceed coveredMs, which the note then says. A property's get and set blocks are named Class.@name_getter and Class.@name_setter, as the engine names them, and their rows carry property, the property's name. A game the editor plays that was not started with profile: true says, in the answer, that it was profiled from the moment it was asked.",
34960
34982
  defaultOperation: "start"
34961
34983
  },
34962
34984
  {
@@ -36211,6 +36233,7 @@ function endedToStartThis(ended) {
36211
36233
  var LONGEST_BOOT_NOTED_MS = 5 * 60000;
36212
36234
  var PROFILE_SEND_MS = 5000;
36213
36235
  var MOST_GROUPS = 20;
36236
+ var RUNTIME_LISTENING_LINE = "[gdharness] runtime listening on ";
36214
36237
  function runtimeVerdict(endpoint, after) {
36215
36238
  if (endpoint !== null) {
36216
36239
  return { listening: true, pid: endpoint.pid, port: endpoint.port };
@@ -36232,6 +36255,14 @@ function runtimeVerdict(endpoint, after) {
36232
36255
  }
36233
36256
  const state = after.playingSeen === false ? "the editor has not yet reported the game as playing, which a restarted editor does not until its scan is over" : "the game is still running";
36234
36257
  const sized = after.sizedToMs === undefined ? "" : halfAsLongAgain(after.sizedToMs) > after.budgetMs ? `, the longest a start waits unasked though the slowest of its last boots took ${after.sizedToMs}ms to announce,` : `, half as long again as the ${after.sizedToMs}ms the slowest of its last boots took,`;
36258
+ if (!after.running && after.runtimeCameUp === true) {
36259
+ return {
36260
+ listening: false,
36261
+ mayYetAnnounce: false,
36262
+ note: "the game's runtime came up and the game quit before this start could reach it, so there is nothing to talk to: editor_output has what it printed, and a scene that is to be inspected has to stay running past its first frame",
36263
+ heldAt: null
36264
+ };
36265
+ }
36235
36266
  return {
36236
36267
  listening: false,
36237
36268
  mayYetAnnounce: after.running,
@@ -39863,15 +39894,20 @@ class GodotServer {
39863
39894
  note: `${fresh.length} games of this project announced at once and none could be told from the process tree as this run's own game rather than one it started, so none is taken as its runtime. editor_status lists them under runtimes.`
39864
39895
  };
39865
39896
  }
39897
+ const running = endpoint !== null || going !== null && await this.runStillGoing(going);
39898
+ if (going !== null && !running) {
39899
+ this.drainTranscript(going);
39900
+ }
39866
39901
  return runtimeVerdict(endpoint, {
39867
39902
  addon: true,
39868
39903
  budgetMs,
39869
39904
  ...budget.sizedToMs === undefined ? {} : { sizedToMs: budget.sizedToMs },
39870
39905
  heldAt: this.dapClient?.whereItStopped() ?? null,
39871
- running: endpoint !== null || going !== null && await this.runStillGoing(going),
39906
+ running,
39872
39907
  withArgs,
39873
39908
  servesAProject: this.ownProject !== null,
39874
- ...going?.throughEditor === true ? { playingSeen: going.seenPlaying === true } : {}
39909
+ ...going?.throughEditor === true ? { playingSeen: going.seenPlaying === true } : {},
39910
+ runtimeCameUp: going !== null && !running && going.log.all.some((entry) => entry.text.startsWith(RUNTIME_LISTENING_LINE))
39875
39911
  });
39876
39912
  }
39877
39913
  announceBudget(args, projectPath, scene) {
@@ -40727,6 +40763,8 @@ class GodotServer {
40727
40763
  await boot.settled;
40728
40764
  const errors = boot.log.count("error");
40729
40765
  const warnings = boot.log.count("warning");
40766
+ const floor = engineArgs.includes("--verbose") ? "info" : "warning";
40767
+ const printed = boot.log.count("info");
40730
40768
  return this.jsonTextResponse({
40731
40769
  booted: !hung && boot.exitCode === 0 && errors === 0,
40732
40770
  hung,
@@ -40740,7 +40778,8 @@ class GodotServer {
40740
40778
  argsNote: engineFlagsNote(userArgs),
40741
40779
  ...scanWaitAnswer(scanned),
40742
40780
  savesNote: asked.savesIn !== undefined && savesStayPut() ? SAVES_NOT_MOVED_NOTE : undefined,
40743
- ...foldedEntriesAnswer(boot.log, engineArgs.includes("--verbose") ? "info" : "warning")
40781
+ printedLinesNotShown: floor === "warning" && printed > 0 ? printed : undefined,
40782
+ ...foldedEntriesAnswer(boot.log, floor)
40744
40783
  });
40745
40784
  }
40746
40785
  async handleRunProfile(args) {
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "gdharness",
3
- "version": "1.2.21",
3
+ "version": "1.2.22",
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",