godot-agent-tools-mcp 0.2.0 → 0.3.0

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Files changed (2) hide show
  1. package/package.json +1 -1
  2. package/server.mjs +694 -15
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "godot-agent-tools-mcp",
3
- "version": "0.2.0",
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+ "version": "0.3.0",
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  "type": "module",
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  "description": "MCP server that bridges coding agents to the Godot Agent Tools editor plugin.",
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  "main": "server.mjs",
package/server.mjs CHANGED
@@ -7,13 +7,67 @@ import { StdioServerTransport } from "@modelcontextprotocol/sdk/server/stdio.js"
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  import {
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  CallToolRequestSchema,
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  ListToolsRequestSchema,
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+ ListResourcesRequestSchema,
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+ ReadResourceRequestSchema,
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  } from "@modelcontextprotocol/sdk/types.js";
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  import net from "node:net";
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+ import fs from "node:fs";
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+ import path from "node:path";
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+ import os from "node:os";
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  const HOST = process.env.GODOT_AGENT_HOST || "127.0.0.1";
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- const PORT = parseInt(process.env.GODOT_AGENT_PORT || "9920", 10);
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+ // GODOT_AGENT_PORT env var forces a specific target, bypassing session discovery.
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+ // Leave unset to use the multi-session registry.
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+ const FORCED_PORT = process.env.GODOT_AGENT_PORT ? parseInt(process.env.GODOT_AGENT_PORT, 10) : null;
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  const TIMEOUT_MS = parseInt(process.env.GODOT_AGENT_TIMEOUT_MS || "15000", 10);
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23
 
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+ // Multi-editor session registry — matches the plugin-side writer at
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+ // <home>/.godot-agent-tools/sessions/<pid>.json. Each file describes one
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+ // running Godot editor with the plugin enabled.
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+ const SESSION_DIR = path.join(os.homedir(), ".godot-agent-tools", "sessions");
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+
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+ function isProcessAlive(pid) {
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+ try {
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+ // signal 0 doesn't send anything — just tests whether we can signal the pid.
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+ process.kill(pid, 0);
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+ return true;
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+ } catch (e) {
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+ // EPERM means the process exists but we can't signal it (still "alive" for us).
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+ return e.code === "EPERM";
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+ }
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+ }
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+
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+ function listSessions() {
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+ if (!fs.existsSync(SESSION_DIR)) return [];
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+ let entries;
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+ try { entries = fs.readdirSync(SESSION_DIR); }
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+ catch { return []; }
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+ const out = [];
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+ for (const name of entries) {
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+ if (!name.endsWith(".json")) continue;
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+ const full = path.join(SESSION_DIR, name);
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+ let parsed;
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+ try { parsed = JSON.parse(fs.readFileSync(full, "utf8")); }
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+ catch { continue; }
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+ if (!parsed.pid || !parsed.port) continue;
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+ const alive = isProcessAlive(parsed.pid);
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+ if (!alive) {
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+ // Clean up a stale entry opportunistically — plugin _exit_tree didn't fire
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+ // (probably editor crashed or was killed).
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+ try { fs.unlinkSync(full); } catch {}
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+ continue;
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+ }
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+ out.push(parsed);
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+ }
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+ // Most recently started first.
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+ out.sort((a, b) => (b.started_at_unix || 0) - (a.started_at_unix || 0));
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+ return out;
65
+ }
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+
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+ // Tracks which session the shim is currently forwarding tool calls to. Starts
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+ // unset; first call resolves via listSessions() or FORCED_PORT.
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+ let activeSessionPid = null;
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+
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  const TOOLS = [
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  {
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  name: "scene_inspect",
@@ -125,7 +179,22 @@ const TOOLS = [
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  name: "scene_set_property",
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  method: "scene.set_property",
127
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  description:
128
- "Set a property on a node. Coerces JSON to Godot types: Vector2/3 from [x,y(,z)], Color from [r,g,b(,a)] or '#hex', NodePath from string.",
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+ "Set a property on a node. JSON-to-Godot coercion: " +
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+ "primitives (bool/int/float/String/StringName) pass through; " +
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+ "NodePath from a string; " +
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+ "Vector2/2i/3/3i/4/4i from [x, y(, z(, w))]; " +
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+ "Rect2/2i from [x, y, width, height]; " +
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+ "Quaternion from [x, y, z, w]; " +
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+ "Color from [r, g, b(, a)] or '#rrggbb(aa)'; " +
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+ "Transform2D from {origin: [x,y], rotation: radians, scale: [x,y], skew?}; " +
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+ "Transform3D from {origin: [x,y,z], rotation: [x,y,z] (euler rad), scale: [x,y,z]}; " +
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+ "Basis from {rotation, scale} (same shape as Transform3D minus origin); " +
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+ "AABB from {position: [x,y,z], size: [x,y,z]}; " +
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+ "Plane from {normal: [x,y,z], d: float}; " +
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+ "Resource-typed properties (e.g. a CollisionShape2D's 'shape') auto-load from 'res://...' or 'uid://...' path strings; " +
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+ "Packed{String,Int32,Int64,Float32,Float64,Vector2,Vector3,Color}Array from plain JSON arrays (element-wise coerced); " +
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+ "other types pass through as-is. " +
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+ "Returns an error if Godot drops the assignment (e.g. type mismatch) instead of echoing a misleading null.",
129
198
  inputSchema: {
130
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  type: "object",
131
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  required: ["node_path", "property"],
@@ -150,6 +219,56 @@ const TOOLS = [
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  },
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  },
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  },
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+ {
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+ name: "scene_build_tree",
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+ method: "scene.build_tree",
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+ description:
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+ "Build a subtree in the currently-edited scene in one call — recursive spec instead of dozens of scene_add_node + scene_set_property + script_attach round trips. " +
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+ "Each tree entry: {type: 'ClassName' (required), name?: string, properties?: {propname: value, ...}, script?: 'res://...', children?: [entry, ...]}. " +
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+ "Properties are coerced via the same rules as scene_set_property (Vectors from arrays, Resources auto-loaded from res:// paths, Transforms from {origin,rotation,scale}, etc.). " +
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+ "Script is attached before properties so script-exported vars are settable in the same call. " +
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+ "Atomic: if any entry fails (unknown type, missing property, coercion error, read-only slot, silent-null assignment), every node created during this call is rolled back — the scene is left in its pre-call state.",
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+ inputSchema: {
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+ type: "object",
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+ required: ["nodes"],
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+ properties: {
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+ parent_path: { type: "string", default: ".", description: "Where to attach the new subtree. '.' = scene root." },
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+ nodes: {
237
+ type: "array",
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+ description: "Top-level tree entries (each may have arbitrarily nested children).",
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+ items: {
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+ type: "object",
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+ required: ["type"],
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+ properties: {
243
+ type: { type: "string", description: "Godot class name (e.g. 'PanelContainer', 'Button')." },
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+ name: { type: "string" },
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+ script: { type: "string", description: "Path to a .gd to attach before properties are applied." },
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+ properties: { type: "object", additionalProperties: true, description: "Property → value pairs; values use the scene_set_property coercion rules." },
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+ children: { type: "array", description: "Nested entries using the same shape as this one." },
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+ },
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+ },
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+ },
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+ },
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+ },
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+ },
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+ {
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+ name: "scene_call_method",
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+ method: "scene.call_method",
257
+ description:
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+ "Invoke a method on a node in the currently-edited scene (e.g. a custom helper, or Godot built-ins like 'queue_free', 'add_to_group'). Args are coerced against the method's declared parameter types using the same rules as scene_set_property — including 'res://...' → Resource auto-load. Return value is JSON-native. Useful when properties alone can't express what you need — e.g. calling a script method with multiple args.",
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+ inputSchema: {
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+ type: "object",
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+ required: ["node_path", "method"],
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+ properties: {
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+ node_path: { type: "string" },
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+ method: { type: "string" },
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+ args: {
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+ type: "array",
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+ description: "Method arguments in order. Each is coerced based on the method's declared parameter type.",
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+ },
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+ },
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+ },
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+ },
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  {
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  name: "scene_open",
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  method: "scene.open",
@@ -164,10 +283,11 @@ const TOOLS = [
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  name: "scene_save",
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  method: "scene.save",
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  description:
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- "Save the currently-edited scene. Pass 'path' to save-as (rebinds the scene to that path).",
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+ "Save the currently-edited scene. Pass 'path' to save-as (rebinds the scene to that path). " +
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+ "REQUIRED for fresh scenes: if the scene has never been saved (no backing file), the tool returns an error rather than triggering Godot's native Save-As dialog (which would block the editor waiting for a human click). Always pass 'path' when you built the scene from scratch via scene.build_tree / scene.add_node without going through scene.new.",
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  inputSchema: {
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  type: "object",
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- properties: { path: { type: "string", description: "Optional save-as target." } },
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+ properties: { path: { type: "string", description: "Save-as target, required when the scene has no existing file." } },
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  },
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  },
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  {
@@ -236,6 +356,32 @@ const TOOLS = [
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  },
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  },
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  },
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+ {
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+ name: "script_patch",
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+ method: "script.patch",
362
+ description:
363
+ "Apply targeted edits to an existing .gd file. Two modes: 'replacements' is an array of {old, new} where each 'old' must match exactly once in the file (ambiguous or missing matches return a clean error instead of silently mangling); 'full_source' overwrites the whole file. After writing, the tool parse-checks the result via ResourceLoader.load; if parsing fails the original is restored and an error is returned. Supports dry_run.",
364
+ inputSchema: {
365
+ type: "object",
366
+ required: ["path"],
367
+ properties: {
368
+ path: { type: "string", description: "Target .gd file." },
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+ replacements: {
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+ type: "array",
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+ items: {
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+ type: "object",
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+ required: ["old", "new"],
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+ properties: {
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+ old: { type: "string" },
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+ new: { type: "string" },
377
+ },
378
+ },
379
+ },
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+ full_source: { type: "string", description: "Alternative to replacements: overwrite with this full source." },
381
+ dry_run: { type: "boolean", default: false },
382
+ },
383
+ },
384
+ },
239
385
  {
240
386
  name: "script_create",
241
387
  method: "script.create",
@@ -290,7 +436,8 @@ const TOOLS = [
290
436
  {
291
437
  name: "resource_set_property",
292
438
  method: "resource.set_property",
293
- description: "Load a .tres, set one property, and save. Uses the same JSON-to-Godot coercion as scene_set_property.",
439
+ description:
440
+ "Load a .tres, set one property, and save. Same JSON-to-Godot coercion as scene_set_property: primitives, NodePath, Vector2/2i/3/3i/4/4i, Rect2/2i, Quaternion, Color, Transform2D/3D, Basis, AABB, Plane, Resource auto-load from 'res://'/'uid://' paths, and all Packed*Array variants. Errors on silently-dropped assignments.",
294
441
  inputSchema: {
295
442
  type: "object",
296
443
  required: ["path", "property"],
@@ -301,6 +448,22 @@ const TOOLS = [
301
448
  },
302
449
  },
303
450
  },
451
+ {
452
+ name: "resource_call_method",
453
+ method: "resource.call_method",
454
+ description:
455
+ "Load a .tres, invoke a method on it, save, return the method's result. Rounds out what set_property can't express — e.g. StyleBoxFlat.set_border_width_all(4), set_corner_radius_all(14), Curve.add_point(...). Args coerce via the same rules as resource_set_property. Pass save:false to call without persisting (read-only method calls).",
456
+ inputSchema: {
457
+ type: "object",
458
+ required: ["path", "method"],
459
+ properties: {
460
+ path: { type: "string" },
461
+ method: { type: "string" },
462
+ args: { type: "array", description: "Method arguments in order, coerced per the method's parameter types." },
463
+ save: { type: "boolean", default: true, description: "Save the resource after the call. Set false for read-only method calls." },
464
+ },
465
+ },
466
+ },
304
467
  {
305
468
  name: "refs_validate_project",
306
469
  method: "refs.validate_project",
@@ -406,6 +569,247 @@ const TOOLS = [
406
569
  description: "List all registered autoloads with their paths and singleton flags.",
407
570
  inputSchema: { type: "object", properties: {} },
408
571
  },
572
+ {
573
+ name: "editor_state",
574
+ method: "editor.state",
575
+ description:
576
+ "Consolidated editor + project status in one call: Godot version, project name, current scene (path/class/root_name/open), list of open scenes, is-playing flag, playing scene path.",
577
+ inputSchema: { type: "object", properties: {} },
578
+ },
579
+ {
580
+ name: "editor_selection_get",
581
+ method: "editor.selection_get",
582
+ description: "Return the currently-selected nodes in the editor tree dock — for 'operate on what I clicked' workflows.",
583
+ inputSchema: { type: "object", properties: {} },
584
+ },
585
+ {
586
+ name: "editor_selection_set",
587
+ method: "editor.selection_set",
588
+ description: "Select specific nodes in the editor tree dock. Useful after an agent operation to point the user's attention at the result.",
589
+ inputSchema: {
590
+ type: "object",
591
+ required: ["node_paths"],
592
+ properties: {
593
+ node_paths: { type: "array", items: { type: "string" }, description: "NodePaths relative to the scene root. '.' = root." },
594
+ },
595
+ },
596
+ },
597
+ {
598
+ name: "editor_game_screenshot",
599
+ method: "editor.game_screenshot",
600
+ description:
601
+ "Capture the viewport of the CURRENTLY RUNNING game (after user pressed F5 etc.). Works via the _MCPGameBridge autoload registered by this plugin. If no game is running, returns an error pointing the user to run.scene_headless as the subprocess-based alternative.",
602
+ inputSchema: {
603
+ type: "object",
604
+ properties: {
605
+ output: { type: "string", default: "res://.godot/agent_tools/game_screenshot.png" },
606
+ timeout_ms: { type: "integer", default: 5000 },
607
+ },
608
+ },
609
+ },
610
+ {
611
+ name: "logs_read",
612
+ method: "logs.read",
613
+ description:
614
+ "Read print / push_error / push_warning output from the currently running game (captured by the _MCPGameBridge autoload). Entries include level, message, and timestamp. Returns an empty buffer with a helpful note if the game isn't running.",
615
+ inputSchema: {
616
+ type: "object",
617
+ properties: {
618
+ clear: { type: "boolean", default: false, description: "Clear the buffer after reading." },
619
+ max_lines: { type: "integer", default: 200, description: "Cap on entries returned; older entries are omitted first." },
620
+ },
621
+ },
622
+ },
623
+ {
624
+ name: "logs_clear",
625
+ method: "logs.clear",
626
+ description: "Drop the game log buffer. Safe to call whether the game is running or not.",
627
+ inputSchema: { type: "object", properties: {} },
628
+ },
629
+ {
630
+ name: "performance_monitors",
631
+ method: "performance.monitors",
632
+ description:
633
+ "Read Godot's Performance monitors (FPS, frame time, memory, object/node counts, draw calls, etc.). Default returns a common set; pass 'monitors' with specific names (fps, frame_time, mem_static, draw_calls, orphan_nodes, ...) for targeted reads.",
634
+ inputSchema: {
635
+ type: "object",
636
+ properties: {
637
+ monitors: {
638
+ type: "array",
639
+ items: { type: "string" },
640
+ description: "Optional subset of monitor names. Full list: fps, frame_time, physics_time, mem_static, mem_static_max, objects, resources, nodes, orphan_nodes, draw_calls, primitives, 2d_items, 2d_draw_calls, video_mem, audio_latency, physics_2d_active_objects, physics_3d_active_objects.",
641
+ },
642
+ },
643
+ },
644
+ },
645
+ {
646
+ name: "test_run",
647
+ method: "test.run",
648
+ description:
649
+ "Detect and run a GDScript test framework (GUT or GdUnit4), return structured results. Auto-detects the installed framework (via addons/gut or addons/gdUnit4), can be forced via 'framework'. Returns {total, passed, failed, skipped, failures: [{name, file, line, message}], raw_output}. Higher level than run.scene_headless — understands the framework's test concepts and summary format instead of asking you to parse stdout.",
650
+ inputSchema: {
651
+ type: "object",
652
+ properties: {
653
+ framework: { type: "string", enum: ["auto", "gut", "gdunit4"], default: "auto" },
654
+ directory: { type: "string", description: "Test directory (defaults to 'res://test')." },
655
+ pattern: { type: "string", description: "Filename pattern (framework-specific default)." },
656
+ timeout_seconds: { type: "integer", default: 60 },
657
+ },
658
+ },
659
+ },
660
+ {
661
+ name: "client_list",
662
+ method: "client.list",
663
+ description: "List supported MCP clients and whether each has the godot-agent-tools server configured. Shows the config file path for every client so users know where to look.",
664
+ inputSchema: { type: "object", properties: {} },
665
+ },
666
+ {
667
+ name: "client_configure",
668
+ method: "client.configure",
669
+ description:
670
+ "Write the godot-agent-tools MCP server entry into the specified client's config file. Idempotent (won't duplicate); pass overwrite:true to force-replace an existing entry. Supported clients: claude_code_project, claude_code_user, claude_desktop, cursor_project, cursor_user.",
671
+ inputSchema: {
672
+ type: "object",
673
+ required: ["client"],
674
+ properties: {
675
+ client: { type: "string", enum: ["claude_code_project", "claude_code_user", "claude_desktop", "cursor_project", "cursor_user"] },
676
+ overwrite: { type: "boolean", default: false },
677
+ },
678
+ },
679
+ },
680
+ {
681
+ name: "client_remove",
682
+ method: "client.remove",
683
+ description: "Remove the godot-agent-tools entry from the specified client's config.",
684
+ inputSchema: {
685
+ type: "object",
686
+ required: ["client"],
687
+ properties: {
688
+ client: { type: "string", enum: ["claude_code_project", "claude_code_user", "claude_desktop", "cursor_project", "cursor_user"] },
689
+ },
690
+ },
691
+ },
692
+ {
693
+ name: "physics_autofit_collision_shape_2d",
694
+ method: "physics.autofit_collision_shape_2d",
695
+ description:
696
+ "Compute a CollisionShape2D sized to a sibling Sprite2D/AnimatedSprite2D's visual bounds. Can auto-create the CollisionShape2D if it doesn't exist yet (pass create:true). Shape type: 'rectangle' (default), 'circle', or 'capsule'. Optional margin shrinks the shape.",
697
+ inputSchema: {
698
+ type: "object",
699
+ required: ["node_path"],
700
+ properties: {
701
+ node_path: { type: "string", description: "CollisionShape2D to fit. Created if missing + create:true." },
702
+ source: { type: "string", description: "NodePath to a Sprite2D/AnimatedSprite2D. Auto-detected among siblings if omitted." },
703
+ shape: { type: "string", enum: ["rectangle", "circle", "capsule"], default: "rectangle" },
704
+ margin: { type: "number", default: 0 },
705
+ create: { type: "boolean", default: false },
706
+ },
707
+ },
708
+ },
709
+ {
710
+ name: "theme_set_color",
711
+ method: "theme.set_color",
712
+ description: "Set a color entry in a Theme resource. Wraps Theme.set_color(item, type, color) — e.g. item='font_color', type='Label'.",
713
+ inputSchema: {
714
+ type: "object",
715
+ required: ["path", "item", "type", "color"],
716
+ properties: {
717
+ path: { type: "string", description: "Path to .tres Theme resource." },
718
+ item: { type: "string", description: "Theme item name (e.g. 'font_color', 'bg_color')." },
719
+ type: { type: "string", description: "Control class name (e.g. 'Button', 'Label')." },
720
+ color: { description: "[r,g,b(,a)] or '#hex'." },
721
+ },
722
+ },
723
+ },
724
+ {
725
+ name: "theme_set_constant",
726
+ method: "theme.set_constant",
727
+ description: "Set an int constant in a Theme resource. E.g. item='h_separation', type='HBoxContainer'.",
728
+ inputSchema: {
729
+ type: "object",
730
+ required: ["path", "item", "type", "value"],
731
+ properties: {
732
+ path: { type: "string" },
733
+ item: { type: "string" },
734
+ type: { type: "string" },
735
+ value: { type: "integer" },
736
+ },
737
+ },
738
+ },
739
+ {
740
+ name: "theme_set_font_size",
741
+ method: "theme.set_font_size",
742
+ description: "Set a font-size entry in a Theme resource. E.g. item='font_size', type='Label'.",
743
+ inputSchema: {
744
+ type: "object",
745
+ required: ["path", "item", "type", "value"],
746
+ properties: {
747
+ path: { type: "string" },
748
+ item: { type: "string" },
749
+ type: { type: "string" },
750
+ value: { type: "integer" },
751
+ },
752
+ },
753
+ },
754
+ {
755
+ name: "theme_set_stylebox_flat",
756
+ method: "theme.set_stylebox_flat",
757
+ description:
758
+ "Create (or replace) a StyleBoxFlat on a Theme with the given properties and assign it to theme.<item>.<type>. Saves the usual multi-step StyleBoxFlat setup — e.g. {item: 'normal', type: 'Button', properties: {bg_color: [0.1,0.1,0.12,1], corner_radius_top_left: 8, ...}}.",
759
+ inputSchema: {
760
+ type: "object",
761
+ required: ["path", "item", "type"],
762
+ properties: {
763
+ path: { type: "string" },
764
+ item: { type: "string" },
765
+ type: { type: "string" },
766
+ properties: { type: "object", additionalProperties: true },
767
+ },
768
+ },
769
+ },
770
+ {
771
+ name: "session_list",
772
+ method: "__local__.session_list",
773
+ description:
774
+ "List every running Godot editor with the Agent Tools plugin enabled (each becomes a separate 'session' the shim can target). Each entry: {pid, port, project_path, project_name, godot_version, started_at_unix, active}. The shim's default target is the most-recently-started session; use session_activate to pin a specific one.",
775
+ inputSchema: { type: "object", properties: {} },
776
+ },
777
+ {
778
+ name: "session_activate",
779
+ method: "__local__.session_activate",
780
+ description:
781
+ "Pin subsequent tool calls to a specific Godot editor session (by pid from session_list). Pass pid:null to clear the pin and fall back to 'most-recently-started'. Changing the active session tears down the existing TCP connection; the next call reconnects to the new target.",
782
+ inputSchema: {
783
+ type: "object",
784
+ properties: {
785
+ pid: { type: ["integer", "null"], description: "PID of the session to target; null to clear." },
786
+ },
787
+ },
788
+ },
789
+ {
790
+ name: "batch_execute",
791
+ method: "batch.execute",
792
+ description:
793
+ "Run multiple tool calls in one round trip. Each call is dispatched server-side and results are returned in order. Useful when you know the exact sequence you want — saves TCP round trips vs. parallel MCP calls.",
794
+ inputSchema: {
795
+ type: "object",
796
+ required: ["calls"],
797
+ properties: {
798
+ calls: {
799
+ type: "array",
800
+ items: {
801
+ type: "object",
802
+ required: ["method"],
803
+ properties: {
804
+ method: { type: "string", description: "Dotted method name (e.g. 'scene.add_node')." },
805
+ params: { type: "object" },
806
+ },
807
+ },
808
+ },
809
+ stop_on_error: { type: "boolean", default: false, description: "Halt the batch on the first failure. Default keeps going." },
810
+ },
811
+ },
812
+ },
409
813
  {
410
814
  name: "editor_reload_filesystem",
411
815
  method: "editor.reload_filesystem",
@@ -450,7 +854,11 @@ const TOOLS = [
450
854
  name: "input_map_add_event",
451
855
  method: "input_map.add_event",
452
856
  description:
453
- "Attach an input event to an existing action. Event shapes: {type:'key', keycode:'A'|'Space'|...}, {type:'mouse_button', button_index:1|2|3}, {type:'joy_button', button_index:0..}.",
857
+ "Attach an input event to an existing action. Every event accepts an optional 'device' field (default -1 = all devices; set 0, 1, etc. for local-multiplayer device-specific bindings). Event shapes: " +
858
+ "{type:'key', keycode:'A'|'Space'|...}; " +
859
+ "{type:'mouse_button', button_index:1|2|3}; " +
860
+ "{type:'joy_button', button_index:0..}; " +
861
+ "{type:'joy_motion', axis:0..5 or 'left_x'|'left_y'|'right_x'|'right_y'|'trigger_left'|'trigger_right', axis_value:-1.0..1.0} (axis_value sign picks direction).",
454
862
  inputSchema: {
455
863
  type: "object",
456
864
  required: ["action", "event"],
@@ -460,10 +868,13 @@ const TOOLS = [
460
868
  type: "object",
461
869
  required: ["type"],
462
870
  properties: {
463
- type: { type: "string", enum: ["key", "mouse_button", "joy_button"] },
871
+ type: { type: "string", enum: ["key", "mouse_button", "joy_button", "joy_motion"] },
872
+ device: { type: "integer", default: -1, description: "-1 = all devices (default); 0, 1, etc. bind a specific controller for local multiplayer." },
464
873
  keycode: { description: "For type='key': 'A', 'Space', 'F1', or int keycode." },
465
- button_index: { type: "integer", description: "For mouse/joy button events." },
466
874
  physical: { type: "boolean", default: true, description: "For type='key': use physical keycode (recommended)." },
875
+ button_index: { type: "integer", description: "For mouse/joy button events." },
876
+ axis: { description: "For type='joy_motion': int 0..5 or 'left_x'|'left_y'|'right_x'|'right_y'|'trigger_left'|'trigger_right'." },
877
+ axis_value: { type: "number", description: "For type='joy_motion': -1.0 to 1.0; sign selects direction that triggers the action." },
467
878
  },
468
879
  },
469
880
  },
@@ -509,18 +920,129 @@ const TOOLS = [
509
920
  name: "run_scene_headless",
510
921
  method: "run.scene_headless",
511
922
  description:
512
- "Run a scene in a headless child Godot process and return exit code plus combined stdout/stderr. BLOCKS the editor for the duration — use small quit_after_seconds (1-3) for smoke tests.",
923
+ "Run a scene in a child Godot process with structured output. " +
924
+ "MODES: BARE (default) runs --headless — fast, no window, good for 'does _ready not crash' checks. " +
925
+ "DRIVEN (anything beyond path + quit_after_seconds) runs under a wrapper driver that can inject scripted input, capture screenshots at multiple frames, dump final scene state as JSON, and use a deterministic RNG seed. " +
926
+ "SCREENSHOTS: when screenshot(s) requested the subprocess drops --headless and runs with a real (offscreen) window because Godot 4.6's headless mode uses a dummy renderer. Expect a brief window flash. " +
927
+ "STRUCTURED RESULTS: tool parses stdout for ERROR: / USER ERROR: / SCRIPT ERROR: / WARNING: / USER WARNING: lines and returns them as result.errors and result.warnings arrays so the agent doesn't have to regex the raw output. state_dump:true adds result.final_state with the scene tree + common properties. " +
928
+ "Event types for input_script: " +
929
+ "{frame, type: 'action_tap', action}; " +
930
+ "{frame, type: 'action_press', action, strength?}; " +
931
+ "{frame, type: 'action_release', action}; " +
932
+ "{frame, type: 'key', keycode: 'Space'|int, pressed?: true}; " +
933
+ "{frame, type: 'mouse_click', position: [x, y], button?: 1}; " +
934
+ "{frame, type: 'mouse_motion', position: [x, y]}. " +
935
+ "BLOCKS the editor for the duration — use small quit_after_seconds (1-5).",
513
936
  inputSchema: {
514
937
  type: "object",
515
938
  required: ["path"],
516
939
  properties: {
517
940
  path: { type: "string", description: "Scene to run, e.g. 'res://Main.tscn'." },
518
- quit_after_seconds: { type: "number", default: 2, description: "Converted to frames assuming 60 fps." },
941
+ quit_after_seconds: { type: "number", default: 2, description: "Converted to frames assuming 60 fps. In DRIVEN mode this is also the quit_frame the driver targets." },
519
942
  extra_args: {
520
943
  type: "array",
521
944
  items: { type: "string" },
522
945
  description: "Additional CLI args passed to the child godot process.",
523
946
  },
947
+ input_script: {
948
+ type: "array",
949
+ description: "Optional: enters DRIVEN mode. Array of event specs keyed by frame. See description for event type shapes.",
950
+ items: {
951
+ type: "object",
952
+ required: ["frame", "type"],
953
+ properties: {
954
+ frame: { type: "integer", description: "0-based frame to fire on." },
955
+ type: { type: "string", enum: ["action_press", "action_release", "action_tap", "key", "mouse_click", "mouse_motion"] },
956
+ action: { type: "string" },
957
+ strength: { type: "number", default: 1.0 },
958
+ keycode: { description: "For type='key': 'A', 'Space', 'F1', or int keycode." },
959
+ pressed: { type: "boolean" },
960
+ button: { type: "integer", description: "Mouse button (1=left, 2=right, 3=middle)." },
961
+ position: { type: "array", description: "[x, y] viewport coordinates." },
962
+ },
963
+ },
964
+ },
965
+ screenshot: {
966
+ type: "string",
967
+ description: "Shorthand: one PNG saved at the final frame. Equivalent to screenshots:[{frame: quit_frame, path: ...}]. Triggers offscreen-windowed subprocess (brief window flash).",
968
+ },
969
+ screenshots: {
970
+ type: "array",
971
+ description: "Capture PNGs at multiple specific frames during the run — useful for verifying state transitions (spawn at frame 30, mid-animation at 60, final at 120).",
972
+ items: {
973
+ type: "object",
974
+ required: ["frame", "path"],
975
+ properties: {
976
+ frame: { type: "integer" },
977
+ path: { type: "string" },
978
+ },
979
+ },
980
+ },
981
+ resolution: {
982
+ type: "string",
983
+ default: "320x240",
984
+ description: "Window resolution 'WxH' when screenshots are captured. Default is tiny to minimize offscreen footprint; bump to 1280x720 or similar for UI verification.",
985
+ },
986
+ state_dump: {
987
+ type: "boolean",
988
+ default: false,
989
+ description: "When true, driver writes a JSON snapshot of the final scene tree (name, class, node_path, script, children, plus common props like visible/position/text/value/modulate). Returned as result.final_state. Lets agents verify end state programmatically instead of eyeballing the screenshot.",
990
+ },
991
+ seed: {
992
+ type: "integer",
993
+ description: "Optional RNG seed. Set before the target scene is instanced so randi/randf are reproducible. Useful for deterministic tests.",
994
+ },
995
+ },
996
+ },
997
+ },
998
+ {
999
+ name: "fs_read_text",
1000
+ method: "fs.read_text",
1001
+ description: "Read a text file under res://. Complement to user_fs_read (which targets user:// for runtime-written state).",
1002
+ inputSchema: {
1003
+ type: "object",
1004
+ required: ["path"],
1005
+ properties: { path: { type: "string", description: "Must begin with 'res://'." } },
1006
+ },
1007
+ },
1008
+ {
1009
+ name: "fs_write_text",
1010
+ method: "fs.write_text",
1011
+ description:
1012
+ "Write a text file under res://. Creates parent directories if needed; triggers the editor's filesystem rescan so the new file shows up in the FileSystem dock immediately. For .gd scripts prefer script_create / script_patch — those run a parse check.",
1013
+ inputSchema: {
1014
+ type: "object",
1015
+ required: ["path", "content"],
1016
+ properties: {
1017
+ path: { type: "string" },
1018
+ content: { type: "string" },
1019
+ overwrite: { type: "boolean", default: false },
1020
+ },
1021
+ },
1022
+ },
1023
+ {
1024
+ name: "user_fs_read",
1025
+ method: "user_fs.read",
1026
+ description:
1027
+ "Read a text file from the user:// data directory — where games persist save files, custom-level JSON, settings, etc. Separate from fs_list (which is res://-only) because user:// is runtime-written state.",
1028
+ inputSchema: {
1029
+ type: "object",
1030
+ required: ["path"],
1031
+ properties: {
1032
+ path: { type: "string", description: "Must begin with 'user://'." },
1033
+ },
1034
+ },
1035
+ },
1036
+ {
1037
+ name: "user_fs_list",
1038
+ method: "user_fs.list",
1039
+ description:
1040
+ "List files and subdirectories under a user:// directory. Optionally recursive.",
1041
+ inputSchema: {
1042
+ type: "object",
1043
+ properties: {
1044
+ dir: { type: "string", default: "user://", description: "Must begin with 'user://'." },
1045
+ recursive: { type: "boolean", default: false },
524
1046
  },
525
1047
  },
526
1048
  },
@@ -615,10 +1137,12 @@ const BY_NAME = Object.fromEntries(TOOLS.map((t) => [t.name, t]));
615
1137
 
616
1138
  // Persistent Godot TCP client. One socket reused across tool calls; outstanding
617
1139
  // requests are tracked by id so multiple in-flight calls don't interleave data.
1140
+ // Target port is resolved lazily per call so session.activate / session death
1141
+ // switch over without proactive teardown.
618
1142
  class GodotClient {
619
- constructor(host, port) {
1143
+ constructor(host) {
620
1144
  this.host = host;
621
- this.port = port;
1145
+ this.port = null;
622
1146
  this.socket = null;
623
1147
  this.buffer = "";
624
1148
  this.pending = new Map(); // id -> { resolve, reject, timer }
@@ -626,9 +1150,46 @@ class GodotClient {
626
1150
  this.connecting = null;
627
1151
  }
628
1152
 
1153
+ // Priority: GODOT_AGENT_PORT env > pinned active session > most recent session.
1154
+ _resolvePort() {
1155
+ if (FORCED_PORT != null) return FORCED_PORT;
1156
+ const sessions = listSessions();
1157
+ if (sessions.length === 0) return null;
1158
+ if (activeSessionPid != null) {
1159
+ const pinned = sessions.find((s) => s.pid === activeSessionPid);
1160
+ if (pinned) return pinned.port;
1161
+ activeSessionPid = null; // pinned session died — fall back
1162
+ }
1163
+ return sessions[0].port;
1164
+ }
1165
+
1166
+ // If the active session changed, drop the old socket so the next call
1167
+ // reconnects to the new target.
1168
+ _maybeResetForPortChange() {
1169
+ const target = this._resolvePort();
1170
+ if (target !== this.port && this.socket) {
1171
+ try { this.socket.destroy(); } catch {}
1172
+ this.socket = null;
1173
+ this.buffer = "";
1174
+ for (const { reject, timer } of this.pending.values()) {
1175
+ clearTimeout(timer);
1176
+ reject(new Error("session target changed mid-flight"));
1177
+ }
1178
+ this.pending.clear();
1179
+ }
1180
+ this.port = target;
1181
+ }
1182
+
629
1183
  async _ensureConnected() {
1184
+ this._maybeResetForPortChange();
630
1185
  if (this.socket && !this.socket.destroyed) return;
631
1186
  if (this.connecting) return this.connecting;
1187
+ if (this.port == null) {
1188
+ throw new Error(
1189
+ "No Godot editor session found. Open a project with the 'Agent Tools' plugin enabled, " +
1190
+ "or set the GODOT_AGENT_PORT env var to target a specific port."
1191
+ );
1192
+ }
632
1193
 
633
1194
  this.connecting = new Promise((resolve, reject) => {
634
1195
  const s = new net.Socket();
@@ -745,13 +1306,62 @@ class GodotClient {
745
1306
  }
746
1307
  }
747
1308
 
748
- const client = new GodotClient(HOST, PORT);
1309
+ const client = new GodotClient(HOST);
749
1310
 
750
1311
  const server = new Server(
751
- { name: "godot-agent-tools", version: "0.2.0" },
752
- { capabilities: { tools: {} } }
1312
+ { name: "godot-agent-tools", version: "0.3.0" },
1313
+ { capabilities: { tools: {}, resources: {} } }
753
1314
  );
754
1315
 
1316
+ // MCP Resources — subscribable read-only endpoints. Agents that support
1317
+ // resources can 'watch' these without repeatedly calling tools.
1318
+ const RESOURCES = [
1319
+ {
1320
+ uri: "godot://editor/state",
1321
+ name: "Editor state",
1322
+ description: "Current editor state: Godot version, project name, current scene, playing status.",
1323
+ mimeType: "application/json",
1324
+ method: "editor.state",
1325
+ },
1326
+ {
1327
+ uri: "godot://scene/current",
1328
+ name: "Current scene",
1329
+ description: "Currently-edited scene (path, root name, root class, open?).",
1330
+ mimeType: "application/json",
1331
+ method: "scene.current",
1332
+ },
1333
+ {
1334
+ uri: "godot://scene/hierarchy",
1335
+ name: "Current scene hierarchy",
1336
+ description: "Full tree of the currently-edited scene.",
1337
+ mimeType: "application/json",
1338
+ method: "scene.inspect",
1339
+ },
1340
+ {
1341
+ uri: "godot://selection/current",
1342
+ name: "Editor selection",
1343
+ description: "Nodes currently selected in the editor tree dock.",
1344
+ mimeType: "application/json",
1345
+ method: "editor.selection_get",
1346
+ },
1347
+ {
1348
+ uri: "godot://logs/recent",
1349
+ name: "Recent game logs",
1350
+ description: "Recent print / push_error / push_warning output from the running game.",
1351
+ mimeType: "application/json",
1352
+ method: "logs.read",
1353
+ },
1354
+ {
1355
+ uri: "godot://performance/monitors",
1356
+ name: "Performance monitors",
1357
+ description: "FPS, frame time, memory, draw calls, object counts.",
1358
+ mimeType: "application/json",
1359
+ method: "performance.monitors",
1360
+ },
1361
+ ];
1362
+
1363
+ const RESOURCE_BY_URI = Object.fromEntries(RESOURCES.map((r) => [r.uri, r]));
1364
+
755
1365
  server.setRequestHandler(ListToolsRequestSchema, async () => ({
756
1366
  tools: TOOLS.map(({ name, description, inputSchema }) => ({
757
1367
  name,
@@ -768,6 +1378,37 @@ server.setRequestHandler(CallToolRequestSchema, async (req) => {
768
1378
  content: [{ type: "text", text: `Unknown tool: ${req.params.name}` }],
769
1379
  };
770
1380
  }
1381
+
1382
+ // session_list / session_activate are shim-local — they manage the MCP shim's
1383
+ // own routing state and don't forward to any Godot process.
1384
+ if (tool.method === "__local__.session_list") {
1385
+ const sessions = listSessions().map((s) => ({
1386
+ ...s,
1387
+ active: activeSessionPid != null ? s.pid === activeSessionPid : s === listSessions()[0],
1388
+ }));
1389
+ return {
1390
+ content: [{ type: "text", text: JSON.stringify({ sessions, count: sessions.length, active_pid: activeSessionPid }, null, 2) }],
1391
+ };
1392
+ }
1393
+ if (tool.method === "__local__.session_activate") {
1394
+ const pid = req.params.arguments?.pid ?? null;
1395
+ if (pid === null) {
1396
+ activeSessionPid = null;
1397
+ } else {
1398
+ const sessions = listSessions();
1399
+ if (!sessions.some((s) => s.pid === pid)) {
1400
+ return {
1401
+ isError: true,
1402
+ content: [{ type: "text", text: `No active session with pid=${pid}. Call session_list to see candidates.` }],
1403
+ };
1404
+ }
1405
+ activeSessionPid = pid;
1406
+ }
1407
+ return {
1408
+ content: [{ type: "text", text: JSON.stringify({ active_pid: activeSessionPid }, null, 2) }],
1409
+ };
1410
+ }
1411
+
771
1412
  try {
772
1413
  const result = await client.call(tool.method, req.params.arguments || {});
773
1414
  return {
@@ -781,5 +1422,43 @@ server.setRequestHandler(CallToolRequestSchema, async (req) => {
781
1422
  }
782
1423
  });
783
1424
 
1425
+ server.setRequestHandler(ListResourcesRequestSchema, async () => ({
1426
+ resources: RESOURCES.map(({ uri, name, description, mimeType }) => ({
1427
+ uri,
1428
+ name,
1429
+ description,
1430
+ mimeType,
1431
+ })),
1432
+ }));
1433
+
1434
+ server.setRequestHandler(ReadResourceRequestSchema, async (req) => {
1435
+ const resource = RESOURCE_BY_URI[req.params.uri];
1436
+ if (!resource) {
1437
+ throw new Error(`Unknown resource URI: ${req.params.uri}`);
1438
+ }
1439
+ try {
1440
+ const result = await client.call(resource.method, {});
1441
+ return {
1442
+ contents: [
1443
+ {
1444
+ uri: resource.uri,
1445
+ mimeType: resource.mimeType,
1446
+ text: JSON.stringify(result, null, 2),
1447
+ },
1448
+ ],
1449
+ };
1450
+ } catch (e) {
1451
+ return {
1452
+ contents: [
1453
+ {
1454
+ uri: resource.uri,
1455
+ mimeType: resource.mimeType,
1456
+ text: JSON.stringify({ error: e.message }, null, 2),
1457
+ },
1458
+ ],
1459
+ };
1460
+ }
1461
+ });
1462
+
784
1463
  const transport = new StdioServerTransport();
785
1464
  await server.connect(transport);