godot-mcp-runtime 2.3.0 → 3.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +30 -93
- package/dist/dispatch.d.ts +1 -11
- package/dist/dispatch.d.ts.map +1 -1
- package/dist/dispatch.js +7 -8
- package/dist/dispatch.js.map +1 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +12 -10
- package/dist/index.js.map +1 -1
- package/dist/scripts/godot_operations.gd +134 -283
- package/dist/scripts/mcp_bridge.gd +210 -43
- package/dist/tools/autoload-tools.d.ts +51 -0
- package/dist/tools/autoload-tools.d.ts.map +1 -0
- package/dist/tools/autoload-tools.js +187 -0
- package/dist/tools/autoload-tools.js.map +1 -0
- package/dist/tools/node-tools.d.ts +9 -78
- package/dist/tools/node-tools.d.ts.map +1 -1
- package/dist/tools/node-tools.js +105 -309
- package/dist/tools/node-tools.js.map +1 -1
- package/dist/tools/project-tools.d.ts +0 -168
- package/dist/tools/project-tools.d.ts.map +1 -1
- package/dist/tools/project-tools.js +106 -1192
- package/dist/tools/project-tools.js.map +1 -1
- package/dist/tools/runtime-tools.d.ts +108 -0
- package/dist/tools/runtime-tools.d.ts.map +1 -0
- package/dist/tools/runtime-tools.js +808 -0
- package/dist/tools/runtime-tools.js.map +1 -0
- package/dist/tools/scene-tools.d.ts +6 -48
- package/dist/tools/scene-tools.d.ts.map +1 -1
- package/dist/tools/scene-tools.js +55 -209
- package/dist/tools/scene-tools.js.map +1 -1
- package/dist/tools/validate-tools.d.ts.map +1 -1
- package/dist/tools/validate-tools.js +33 -28
- package/dist/tools/validate-tools.js.map +1 -1
- package/dist/utils/autoload-ini.d.ts +32 -0
- package/dist/utils/autoload-ini.d.ts.map +1 -0
- package/dist/utils/autoload-ini.js +111 -0
- package/dist/utils/autoload-ini.js.map +1 -0
- package/dist/utils/bridge-manager.d.ts +29 -0
- package/dist/utils/bridge-manager.d.ts.map +1 -0
- package/dist/utils/bridge-manager.js +136 -0
- package/dist/utils/bridge-manager.js.map +1 -0
- package/dist/utils/bridge-protocol.d.ts +34 -0
- package/dist/utils/bridge-protocol.d.ts.map +1 -0
- package/dist/utils/bridge-protocol.js +65 -0
- package/dist/utils/bridge-protocol.js.map +1 -0
- package/dist/utils/godot-runner.d.ts +57 -15
- package/dist/utils/godot-runner.d.ts.map +1 -1
- package/dist/utils/godot-runner.js +309 -277
- package/dist/utils/godot-runner.js.map +1 -1
- package/dist/utils/handler-helpers.d.ts +34 -0
- package/dist/utils/handler-helpers.d.ts.map +1 -0
- package/dist/utils/handler-helpers.js +55 -0
- package/dist/utils/handler-helpers.js.map +1 -0
- package/dist/utils/logger.d.ts +3 -0
- package/dist/utils/logger.d.ts.map +1 -0
- package/dist/utils/logger.js +11 -0
- package/dist/utils/logger.js.map +1 -0
- package/package.json +7 -4
package/README.md
CHANGED
|
@@ -14,7 +14,7 @@ A lightweight [MCP](https://modelcontextprotocol.io/) server that gives AI assis
|
|
|
14
14
|
|
|
15
15
|
**The distinction matters: the AI doesn't just write your game, it can check its work.**
|
|
16
16
|
|
|
17
|
-
When you run a project through this server, it injects a lightweight
|
|
17
|
+
When you run a project through this server, it injects a lightweight TCP bridge as an autoload, and suddenly the AI can interact with your game the same way a player would: press keys, click buttons, read what's on screen, and run arbitrary code against the live scene tree.
|
|
18
18
|
|
|
19
19
|
**No addon required.** Most Godot MCP servers that offer runtime support ship as a Godot addon — something you install into your project, commit to version control, and manage as a dependency. All this server needs is Node.js and a Godot executable: no addon installation, no project modifications, no cleanup.
|
|
20
20
|
|
|
@@ -28,9 +28,9 @@ Each tool teaches agents how to use it through its description and response mess
|
|
|
28
28
|
|
|
29
29
|
**Headless editing.** Create scenes, add nodes, set properties, attach scripts, connect signals, manage UIDs, validate GDScript. All the standard operations, no editor window required.
|
|
30
30
|
|
|
31
|
-
**Runtime bridge.** When `run_project` or `attach_project` is called, the server injects `McpBridge` as an autoload. This opens a
|
|
31
|
+
**Runtime bridge.** When `run_project` or `attach_project` is called, the server injects `McpBridge` as an autoload. This opens a TCP listener on port 9900 (localhost only, override with `MCP_BRIDGE_PORT`) and enables:
|
|
32
32
|
|
|
33
|
-
- **Screenshots:** Capture the viewport
|
|
33
|
+
- **Screenshots:** Capture the viewport — by default returns a 960x540 preview inline plus the full PNG on disk; use `responseMode: 'full'` for pixel-perfect or `'path_only'` to skip the inline image
|
|
34
34
|
- **Input simulation:** Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, and timed waits
|
|
35
35
|
- **UI discovery:** Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state
|
|
36
36
|
- **Live script execution:** Compile and run arbitrary GDScript with full SceneTree access while the game is running
|
|
@@ -45,7 +45,7 @@ The bridge cleans itself up automatically when `stop_project` or `detach_project
|
|
|
45
45
|
|
|
46
46
|
### Prerequisites
|
|
47
47
|
|
|
48
|
-
- [Node.js](https://nodejs.org/)
|
|
48
|
+
- [Node.js](https://nodejs.org/) v20+
|
|
49
49
|
- [Godot 4.x](https://godotengine.org/)
|
|
50
50
|
|
|
51
51
|
That's it. No Godot addon, no project modifications.
|
|
@@ -120,105 +120,34 @@ Ask your AI assistant to call `get_project_info`. If it returns a Godot version
|
|
|
120
120
|
|
|
121
121
|
## Tools
|
|
122
122
|
|
|
123
|
-
|
|
124
|
-
|
|
125
|
-
| Tool | Description |
|
|
126
|
-
| ------------------ | -------------------------------------------------------------------------------------- |
|
|
127
|
-
| `launch_editor` | Open the Godot editor GUI for a project |
|
|
128
|
-
| `run_project` | Run a project and inject the MCP bridge. Pass `background: true` to hide the window |
|
|
129
|
-
| `attach_project` | Inject the MCP bridge for a project you'll launch yourself |
|
|
130
|
-
| `detach_project` | Remove the injected bridge after manual-launch use, leaving the external process alone |
|
|
131
|
-
| `stop_project` | Stop the running project and remove the bridge (also detaches attached-mode state) |
|
|
132
|
-
| `get_debug_output` | Read stdout/stderr from an MCP-spawned project (unavailable in attached mode) |
|
|
133
|
-
| `list_projects` | Find Godot projects in a directory |
|
|
134
|
-
| `get_project_info` | Get project metadata and Godot version |
|
|
135
|
-
|
|
136
|
-
### Runtime (requires `run_project` or `attach_project` first)
|
|
137
|
-
|
|
138
|
-
After `run_project`, or after `attach_project` plus launching Godot manually, wait 2-3 seconds for the bridge to initialize before using these tools.
|
|
139
|
-
|
|
140
|
-
| Tool | Description |
|
|
141
|
-
| ----------------- | ---------------------------------------------------------------- |
|
|
142
|
-
| `take_screenshot` | Capture a PNG of the running viewport |
|
|
143
|
-
| `simulate_input` | Send batched input: key, mouse, click_element, action, wait |
|
|
144
|
-
| `get_ui_elements` | Get all visible Control nodes with positions, types, and text |
|
|
145
|
-
| `run_script` | Execute arbitrary GDScript at runtime with full SceneTree access |
|
|
146
|
-
|
|
147
|
-
### Scene Editing (headless)
|
|
148
|
-
|
|
149
|
-
All mutation operations save automatically. Use `save_scene` only for save-as (`newPath`) or to re-canonicalize a `.tscn` file.
|
|
150
|
-
|
|
151
|
-
| Tool | Description |
|
|
152
|
-
| ------------------------ | -------------------------------------------------------------------- |
|
|
153
|
-
| `create_scene` | Create a new scene file |
|
|
154
|
-
| `add_node` | Add a node to an existing scene (supports promoted spatial params) |
|
|
155
|
-
| `load_sprite` | Set a texture on a Sprite2D, Sprite3D, or TextureRect |
|
|
156
|
-
| `save_scene` | Re-pack and save the scene, or save-as with `newPath` |
|
|
157
|
-
| `export_mesh_library` | Export scenes as a MeshLibrary for GridMap |
|
|
158
|
-
| `batch_scene_operations` | Run multiple add_node/load_sprite/save ops in a single Godot process |
|
|
159
|
-
|
|
160
|
-
### Node Editing (headless)
|
|
161
|
-
|
|
162
|
-
All mutation operations save automatically.
|
|
163
|
-
|
|
164
|
-
| Tool | Description |
|
|
165
|
-
| --------------------------- | ------------------------------------------------------------------------- |
|
|
166
|
-
| `get_scene_tree` | Get the full scene tree hierarchy (use `maxDepth: 1` for shallow listing) |
|
|
167
|
-
| `get_node_properties` | Read properties from a node |
|
|
168
|
-
| `batch_get_node_properties` | Read properties from multiple nodes in one process |
|
|
169
|
-
| `set_node_property` | Set a property on a node |
|
|
170
|
-
| `batch_set_node_properties` | Set multiple properties in one process |
|
|
171
|
-
| `attach_script` | Attach a GDScript to a node |
|
|
172
|
-
| `duplicate_node` | Duplicate a node within the scene |
|
|
173
|
-
| `delete_node` | Remove a node from the scene |
|
|
174
|
-
| `get_node_signals` | List all signals on a node with their connections |
|
|
175
|
-
| `connect_signal` | Connect a signal to a method on another node |
|
|
176
|
-
| `disconnect_signal` | Disconnect a signal connection |
|
|
177
|
-
|
|
178
|
-
### Project Config (no Godot process required)
|
|
179
|
-
|
|
180
|
-
These tools edit `project.godot` directly or read the filesystem. Safe to use even when autoloads are broken.
|
|
181
|
-
|
|
182
|
-
| Tool | Description |
|
|
183
|
-
| ------------------------ | ------------------------------------------------------------- |
|
|
184
|
-
| `list_autoloads` | List all registered autoloads with paths and singleton status |
|
|
185
|
-
| `add_autoload` | Register a new autoload |
|
|
186
|
-
| `remove_autoload` | Unregister an autoload by name |
|
|
187
|
-
| `update_autoload` | Modify an existing autoload's path or singleton flag |
|
|
188
|
-
| `get_project_settings` | Read settings from `project.godot` by section and key |
|
|
189
|
-
| `get_project_files` | Get the project file tree with types and extensions |
|
|
190
|
-
| `search_project` | Search for a string across project source files |
|
|
191
|
-
| `get_scene_dependencies` | List all resources a scene depends on |
|
|
192
|
-
|
|
193
|
-
### Validation: `validate`
|
|
194
|
-
|
|
195
|
-
Validate before attaching or running. Catches syntax errors and missing resource references before they cause headless crashes or runtime failures. Supports `scriptPath`, `source` (inline GDScript), `scenePath`, or a `targets` array for batch validation.
|
|
196
|
-
|
|
197
|
-
### UIDs: `manage_uids` (Godot 4.4+)
|
|
198
|
-
|
|
199
|
-
| Operation | Description |
|
|
200
|
-
| --------- | --------------------------------------------- |
|
|
201
|
-
| `get` | Get a resource's UID |
|
|
202
|
-
| `update` | Resave all resources to update UID references |
|
|
123
|
+
See [`docs/tools.md`](docs/tools.md) for the full tool reference, grouped by category. Authoring standards for adding or modifying tools live in [`docs/tool-authoring.md`](docs/tool-authoring.md).
|
|
203
124
|
|
|
204
125
|
## Architecture
|
|
205
126
|
|
|
206
127
|
```
|
|
207
128
|
src/
|
|
208
|
-
├── index.ts # MCP server entry point,
|
|
129
|
+
├── index.ts # MCP server entry point, server setup
|
|
130
|
+
├── dispatch.ts # Tool-name → handler dispatch table
|
|
209
131
|
├── tools/
|
|
210
|
-
│ ├── project-tools.ts # Project
|
|
211
|
-
│ ├──
|
|
132
|
+
│ ├── project-tools.ts # Project introspection (list_projects, get_project_info, files, search, settings, scene_dependencies)
|
|
133
|
+
│ ├── runtime-tools.ts # Runtime/lifecycle (run_project, attach_project, take_screenshot, etc.)
|
|
134
|
+
│ ├── autoload-tools.ts # Autoload management (list/add/remove/update_autoload)
|
|
135
|
+
│ ├── scene-tools.ts # Scene creation, node addition, sprite loading, batch ops
|
|
212
136
|
│ ├── node-tools.ts # Node properties, scripts, tree, duplication, signals
|
|
213
137
|
│ └── validate-tools.ts # GDScript and scene validation
|
|
214
138
|
├── scripts/
|
|
215
139
|
│ ├── godot_operations.gd # Headless GDScript operations
|
|
216
|
-
│ └── mcp_bridge.gd #
|
|
140
|
+
│ └── mcp_bridge.gd # TCP autoload for runtime communication
|
|
217
141
|
└── utils/
|
|
218
|
-
|
|
142
|
+
├── godot-runner.ts # Process spawning, output parsing, shared validation helpers
|
|
143
|
+
├── handler-helpers.ts # executeSceneOp wrapper for headless-op handlers
|
|
144
|
+
├── bridge-manager.ts # McpBridge artifact lifecycle (inject, cleanup, repair)
|
|
145
|
+
├── bridge-protocol.ts # TCP framing (length-prefixed frames, port resolution)
|
|
146
|
+
├── autoload-ini.ts # project.godot [autoload] INI primitives
|
|
147
|
+
└── logger.ts # logDebug / logError helpers
|
|
219
148
|
```
|
|
220
149
|
|
|
221
|
-
Headless operations spawn Godot with `--headless --script godot_operations.gd`, perform the operation, and return JSON. Runtime operations communicate over
|
|
150
|
+
Headless operations spawn Godot with `--headless --script godot_operations.gd`, perform the operation, and return JSON. Runtime operations communicate over a long-lived TCP connection with the injected `McpBridge` autoload (4-byte big-endian length prefix + UTF-8 JSON frames).
|
|
222
151
|
|
|
223
152
|
## How the Bridge Works
|
|
224
153
|
|
|
@@ -226,12 +155,20 @@ When `run_project` or `attach_project` is called:
|
|
|
226
155
|
|
|
227
156
|
1. `mcp_bridge.gd` is copied into the project directory
|
|
228
157
|
2. It's registered as an autoload in `project.godot`
|
|
229
|
-
3. Godot launches with the bridge listening on `127.0.0.1:9900
|
|
230
|
-
4.
|
|
231
|
-
5. `stop_project` or `detach_project` removes the bridge script and autoload entry
|
|
158
|
+
3. Godot launches with the bridge listening on `127.0.0.1:9900` (override with `MCP_BRIDGE_PORT`). With `run_project`, MCP spawns the process; with `attach_project`, you launch it yourself.
|
|
159
|
+
4. The Node side opens a long-lived TCP connection on first runtime call and sends framed JSON commands; the bridge replies on the same connection
|
|
160
|
+
5. `stop_project` or `detach_project` sends a `shutdown` command (so the bridge releases the port cleanly), then removes the bridge script and autoload entry
|
|
232
161
|
|
|
233
162
|
Files generated during runtime (screenshots, executed scripts) are stored in `.mcp/` inside the project directory. This directory is automatically added to `.gitignore` and has a `.gdignore` so Godot won't import it.
|
|
234
163
|
|
|
164
|
+
`take_screenshot` defaults to `responseMode: "preview"` — the full PNG is saved to `.mcp/screenshots/` and a 960x540-bounded preview is returned inline. Override per call:
|
|
165
|
+
|
|
166
|
+
- `responseMode: "full"` — return the full inline PNG when the agent needs to inspect exact pixels, small UI text, or texture detail.
|
|
167
|
+
- `responseMode: "path_only"` — skip the inline image entirely when another tool or human will inspect the saved file.
|
|
168
|
+
- `previewMaxWidth` / `previewMaxHeight` — override the default 960x540 preview bounds (e.g. `{ "responseMode": "preview", "previewMaxWidth": 480, "previewMaxHeight": 270 }`).
|
|
169
|
+
|
|
170
|
+
The response is a JSON text entry (`{ responseMode, path, size, previewPath?, previewSize?, warnings? }`) plus an inline `image` entry for `full` and `preview`.
|
|
171
|
+
|
|
235
172
|
## Acknowledgments
|
|
236
173
|
|
|
237
174
|
Built on the foundation laid by [Coding-Solo/godot-mcp](https://github.com/Coding-Solo/godot-mcp) for headless Godot operations.
|
package/dist/dispatch.d.ts
CHANGED
|
@@ -10,17 +10,7 @@
|
|
|
10
10
|
* - Unknown tool names throw McpError(MethodNotFound, ...) — see
|
|
11
11
|
* `dispatchToolCall`.
|
|
12
12
|
*/
|
|
13
|
-
import type { GodotRunner, OperationParams } from './utils/godot-runner.js';
|
|
14
|
-
export interface ToolResponse {
|
|
15
|
-
content: Array<{
|
|
16
|
-
type: string;
|
|
17
|
-
text?: string;
|
|
18
|
-
[k: string]: unknown;
|
|
19
|
-
}>;
|
|
20
|
-
isError?: boolean;
|
|
21
|
-
[k: string]: unknown;
|
|
22
|
-
}
|
|
23
|
-
export type ToolHandler = (runner: GodotRunner, args: OperationParams) => Promise<ToolResponse> | ToolResponse;
|
|
13
|
+
import type { GodotRunner, OperationParams, ToolHandler, ToolResponse } from './utils/godot-runner.js';
|
|
24
14
|
export declare const toolDispatch: Record<string, ToolHandler>;
|
|
25
15
|
export declare function dispatchToolCall(runner: GodotRunner, toolName: string, args: OperationParams): Promise<ToolResponse>;
|
|
26
16
|
//# sourceMappingURL=dispatch.d.ts.map
|
package/dist/dispatch.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"dispatch.d.ts","sourceRoot":"","sources":["../src/dispatch.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAIH,OAAO,KAAK,
|
|
1
|
+
{"version":3,"file":"dispatch.d.ts","sourceRoot":"","sources":["../src/dispatch.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAIH,OAAO,KAAK,EACV,WAAW,EACX,eAAe,EACf,WAAW,EACX,YAAY,EACb,MAAM,yBAAyB,CAAC;AAsDjC,eAAO,MAAM,YAAY,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CA4CpD,CAAC;AAEF,wBAAsB,gBAAgB,CACpC,MAAM,EAAE,WAAW,EACnB,QAAQ,EAAE,MAAM,EAChB,IAAI,EAAE,eAAe,GACpB,OAAO,CAAC,YAAY,CAAC,CAMvB"}
|
package/dist/dispatch.js
CHANGED
|
@@ -11,9 +11,11 @@
|
|
|
11
11
|
* `dispatchToolCall`.
|
|
12
12
|
*/
|
|
13
13
|
import { ErrorCode, McpError } from '@modelcontextprotocol/sdk/types.js';
|
|
14
|
-
import { handleLaunchEditor, handleRunProject, handleAttachProject, handleDetachProject, handleGetDebugOutput, handleStopProject,
|
|
15
|
-
import {
|
|
16
|
-
import {
|
|
14
|
+
import { handleLaunchEditor, handleRunProject, handleAttachProject, handleDetachProject, handleGetDebugOutput, handleStopProject, handleTakeScreenshot, handleSimulateInput, handleGetUiElements, handleRunScript, } from './tools/runtime-tools.js';
|
|
15
|
+
import { handleListAutoloads, handleAddAutoload, handleRemoveAutoload, handleUpdateAutoload, } from './tools/autoload-tools.js';
|
|
16
|
+
import { handleListProjects, handleGetProjectInfo, handleGetProjectFiles, handleSearchProject, handleGetSceneDependencies, handleGetProjectSettings, } from './tools/project-tools.js';
|
|
17
|
+
import { handleCreateScene, handleAddNode, handleLoadSprite, handleSaveScene, handleExportMeshLibrary, handleBatchSceneOperations, } from './tools/scene-tools.js';
|
|
18
|
+
import { handleDeleteNodes, handleSetNodeProperties, handleGetNodeProperties, handleAttachScript, handleGetSceneTree, handleDuplicateNode, handleGetNodeSignals, handleConnectSignal, handleDisconnectSignal, } from './tools/node-tools.js';
|
|
17
19
|
import { handleValidate } from './tools/validate-tools.js';
|
|
18
20
|
export const toolDispatch = {
|
|
19
21
|
// Project tools
|
|
@@ -44,13 +46,10 @@ export const toolDispatch = {
|
|
|
44
46
|
save_scene: (runner, args) => handleSaveScene(runner, args),
|
|
45
47
|
export_mesh_library: (runner, args) => handleExportMeshLibrary(runner, args),
|
|
46
48
|
batch_scene_operations: (runner, args) => handleBatchSceneOperations(runner, args),
|
|
47
|
-
manage_uids: (runner, args) => handleManageUids(runner, args),
|
|
48
49
|
// Node tools
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
batch_set_node_properties: (runner, args) => handleBatchSetNodeProperties(runner, args),
|
|
50
|
+
delete_nodes: (runner, args) => handleDeleteNodes(runner, args),
|
|
51
|
+
set_node_properties: (runner, args) => handleSetNodeProperties(runner, args),
|
|
52
52
|
get_node_properties: (runner, args) => handleGetNodeProperties(runner, args),
|
|
53
|
-
batch_get_node_properties: (runner, args) => handleBatchGetNodeProperties(runner, args),
|
|
54
53
|
attach_script: (runner, args) => handleAttachScript(runner, args),
|
|
55
54
|
get_scene_tree: (runner, args) => handleGetSceneTree(runner, args),
|
|
56
55
|
duplicate_node: (runner, args) => handleDuplicateNode(runner, args),
|
package/dist/dispatch.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"dispatch.js","sourceRoot":"","sources":["../src/dispatch.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,oCAAoC,CAAC;
|
|
1
|
+
{"version":3,"file":"dispatch.js","sourceRoot":"","sources":["../src/dispatch.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,oCAAoC,CAAC;AASzE,OAAO,EACL,kBAAkB,EAClB,gBAAgB,EAChB,mBAAmB,EACnB,mBAAmB,EACnB,oBAAoB,EACpB,iBAAiB,EACjB,oBAAoB,EACpB,mBAAmB,EACnB,mBAAmB,EACnB,eAAe,GAChB,MAAM,0BAA0B,CAAC;AAElC,OAAO,EACL,mBAAmB,EACnB,iBAAiB,EACjB,oBAAoB,EACpB,oBAAoB,GACrB,MAAM,2BAA2B,CAAC;AAEnC,OAAO,EACL,kBAAkB,EAClB,oBAAoB,EACpB,qBAAqB,EACrB,mBAAmB,EACnB,0BAA0B,EAC1B,wBAAwB,GACzB,MAAM,0BAA0B,CAAC;AAElC,OAAO,EACL,iBAAiB,EACjB,aAAa,EACb,gBAAgB,EAChB,eAAe,EACf,uBAAuB,EACvB,0BAA0B,GAC3B,MAAM,wBAAwB,CAAC;AAEhC,OAAO,EACL,iBAAiB,EACjB,uBAAuB,EACvB,uBAAuB,EACvB,kBAAkB,EAClB,kBAAkB,EAClB,mBAAmB,EACnB,oBAAoB,EACpB,mBAAmB,EACnB,sBAAsB,GACvB,MAAM,uBAAuB,CAAC;AAE/B,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAE3D,MAAM,CAAC,MAAM,YAAY,GAAgC;IACvD,gBAAgB;IAChB,aAAa,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,kBAAkB,CAAC,MAAM,EAAE,IAAI,CAAC;IACjE,WAAW,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,gBAAgB,CAAC,MAAM,EAAE,IAAI,CAAC;IAC7D,cAAc,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,mBAAmB,CAAC,MAAM,EAAE,IAAI,CAAC;IACnE,cAAc,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,mBAAmB,CAAC,MAAM,CAAC;IACvD,gBAAgB,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,oBAAoB,CAAC,MAAM,EAAE,IAAI,CAAC;IACtE,YAAY,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,iBAAiB,CAAC,MAAM,CAAC;IACnD,aAAa,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,kBAAkB,CAAC,IAAI,CAAC;IAC1D,gBAAgB,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,oBAAoB,CAAC,MAAM,EAAE,IAAI,CAAC;IACtE,eAAe,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,oBAAoB,CAAC,MAAM,EAAE,IAAI,CAAC;IACrE,cAAc,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,mBAAmB,CAAC,MAAM,EAAE,IAAI,CAAC;IACnE,eAAe,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,mBAAmB,CAAC,MAAM,EAAE,IAAI,CAAC;IACpE,UAAU,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,eAAe,CAAC,MAAM,EAAE,IAAI,CAAC;IAC3D,cAAc,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,mBAAmB,CAAC,IAAI,CAAC;IAC5D,YAAY,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,iBAAiB,CAAC,IAAI,CAAC;IACxD,eAAe,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,oBAAoB,CAAC,IAAI,CAAC;IAC9D,eAAe,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,oBAAoB,CAAC,IAAI,CAAC;IAC9D,iBAAiB,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,qBAAqB,CAAC,IAAI,CAAC;IACjE,cAAc,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,mBAAmB,CAAC,IAAI,CAAC;IAC5D,sBAAsB,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,0BAA0B,CAAC,IAAI,CAAC;IAC3E,oBAAoB,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,wBAAwB,CAAC,IAAI,CAAC;IAEvE,cAAc;IACd,YAAY,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,iBAAiB,CAAC,MAAM,EAAE,IAAI,CAAC;IAC/D,QAAQ,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,aAAa,CAAC,MAAM,EAAE,IAAI,CAAC;IACvD,WAAW,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,gBAAgB,CAAC,MAAM,EAAE,IAAI,CAAC;IAC7D,UAAU,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,eAAe,CAAC,MAAM,EAAE,IAAI,CAAC;IAC3D,mBAAmB,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,uBAAuB,CAAC,MAAM,EAAE,IAAI,CAAC;IAC5E,sBAAsB,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,0BAA0B,CAAC,MAAM,EAAE,IAAI,CAAC;IAElF,aAAa;IACb,YAAY,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,iBAAiB,CAAC,MAAM,EAAE,IAAI,CAAC;IAC/D,mBAAmB,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,uBAAuB,CAAC,MAAM,EAAE,IAAI,CAAC;IAC5E,mBAAmB,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,uBAAuB,CAAC,MAAM,EAAE,IAAI,CAAC;IAC5E,aAAa,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,kBAAkB,CAAC,MAAM,EAAE,IAAI,CAAC;IACjE,cAAc,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,kBAAkB,CAAC,MAAM,EAAE,IAAI,CAAC;IAClE,cAAc,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,mBAAmB,CAAC,MAAM,EAAE,IAAI,CAAC;IACnE,gBAAgB,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,oBAAoB,CAAC,MAAM,EAAE,IAAI,CAAC;IACtE,cAAc,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,mBAAmB,CAAC,MAAM,EAAE,IAAI,CAAC;IACnE,iBAAiB,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,sBAAsB,CAAC,MAAM,EAAE,IAAI,CAAC;IAEzE,iBAAiB;IACjB,QAAQ,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC,cAAc,CAAC,MAAM,EAAE,IAAI,CAAC;CACzD,CAAC;AAEF,MAAM,CAAC,KAAK,UAAU,gBAAgB,CACpC,MAAmB,EACnB,QAAgB,EAChB,IAAqB;IAErB,MAAM,OAAO,GAAG,YAAY,CAAC,QAAQ,CAAC,CAAC;IACvC,IAAI,CAAC,OAAO,EAAE,CAAC;QACb,MAAM,IAAI,QAAQ,CAAC,SAAS,CAAC,cAAc,EAAE,iBAAiB,QAAQ,EAAE,CAAC,CAAC;IAC5E,CAAC;IACD,OAAO,MAAM,OAAO,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;AACrC,CAAC"}
|
package/dist/index.d.ts
CHANGED
|
@@ -7,5 +7,5 @@
|
|
|
7
7
|
* capture debug output, manipulate scenes and nodes, and more.
|
|
8
8
|
*/
|
|
9
9
|
export declare const allToolDefinitions: import("./utils/godot-runner.js").ToolDefinition[];
|
|
10
|
-
export declare const serverInstructions = "Godot MCP Server \u2014 AI-driven Godot 4.x project manipulation.\n\nTool categories:\n- Project management: launch_editor, run_project, attach_project, detach_project, stop_project, get_debug_output, list_projects, get_project_info\n- Scene editing (headless): create_scene, add_node, load_sprite, save_scene, export_mesh_library, batch_scene_operations\n- Node editing (headless):
|
|
10
|
+
export declare const serverInstructions = "Godot MCP Server \u2014 AI-driven Godot 4.x project manipulation.\n\nTool categories:\n- Project management: launch_editor, run_project, attach_project, detach_project, stop_project, get_debug_output, list_projects, get_project_info\n- Scene editing (headless): create_scene, add_node, load_sprite, save_scene, export_mesh_library, batch_scene_operations\n- Node editing (headless): delete_nodes, set_node_properties, get_node_properties, attach_script, get_scene_tree, duplicate_node, get_node_signals, connect_signal, disconnect_signal\n- Runtime (requires run_project or attach_project): take_screenshot, simulate_input, get_ui_elements, run_script\n- Project config (no Godot process): list_autoloads, add_autoload, remove_autoload, update_autoload, get_project_files, search_project, get_scene_dependencies, get_project_settings\n- Validation: validate\n\nKey behaviors:\n- All mutation operations (add_node, set_node_properties, delete_nodes, etc.) save the scene automatically. Only use save_scene for save-as (newPath) or re-canonicalization.\n- Headless Godot initializes ALL registered autoloads. If any autoload is broken, headless operations will fail. Use list_autoloads / remove_autoload to diagnose.\n- run_project verifies bridge readiness before returning success. If it reports degraded status, retry runtime tools after a moment or check get_debug_output.\n- attach_project is the fallback path for a manually launched Godot process. It injects the bridge and marks the project active, but it does not spawn Godot or capture stdout/stderr.\n- click_element in simulate_input resolves by node path or node name (BFS search), NOT by visible text. Use get_ui_elements to discover valid element identifiers.\n- run_script expects GDScript with \"extends RefCounted\" and \"func execute(scene_tree: SceneTree) -> Variant\".\n- run_project spawns Godot without -d so runtime errors do not pause execution; the `breakpoint` keyword in user code is a no-op (no debugger is attached). SCRIPT ERROR output and GDScript backtraces still appear in stderr.";
|
|
11
11
|
//# sourceMappingURL=index.d.ts.map
|
package/dist/index.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":";AACA;;;;;;GAMG;
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":";AACA;;;;;;GAMG;AAkBH,eAAO,MAAM,kBAAkB,oDAO9B,CAAC;AAEF,eAAO,MAAM,kBAAkB,mhEAiBmM,CAAC"}
|
package/dist/index.js
CHANGED
|
@@ -6,16 +6,21 @@
|
|
|
6
6
|
* It enables AI assistants to launch the Godot editor, run Godot projects,
|
|
7
7
|
* capture debug output, manipulate scenes and nodes, and more.
|
|
8
8
|
*/
|
|
9
|
+
// Lower-level `Server` is deliberate; see CONTRIBUTING.md "MCP SDK: Server vs McpServer".
|
|
9
10
|
import { Server } from '@modelcontextprotocol/sdk/server/index.js';
|
|
10
11
|
import { StdioServerTransport } from '@modelcontextprotocol/sdk/server/stdio.js';
|
|
11
12
|
import { CallToolRequestSchema, ListToolsRequestSchema } from '@modelcontextprotocol/sdk/types.js';
|
|
12
|
-
import { GodotRunner } from './utils/godot-runner.js';
|
|
13
|
+
import { GodotRunner, getErrorMessage } from './utils/godot-runner.js';
|
|
13
14
|
import { dispatchToolCall } from './dispatch.js';
|
|
15
|
+
import { runtimeToolDefinitions } from './tools/runtime-tools.js';
|
|
16
|
+
import { autoloadToolDefinitions } from './tools/autoload-tools.js';
|
|
14
17
|
import { projectToolDefinitions } from './tools/project-tools.js';
|
|
15
18
|
import { sceneToolDefinitions } from './tools/scene-tools.js';
|
|
16
19
|
import { nodeToolDefinitions } from './tools/node-tools.js';
|
|
17
20
|
import { validateToolDefinitions } from './tools/validate-tools.js';
|
|
18
21
|
export const allToolDefinitions = [
|
|
22
|
+
...runtimeToolDefinitions,
|
|
23
|
+
...autoloadToolDefinitions,
|
|
19
24
|
...projectToolDefinitions,
|
|
20
25
|
...sceneToolDefinitions,
|
|
21
26
|
...nodeToolDefinitions,
|
|
@@ -26,14 +31,13 @@ export const serverInstructions = `Godot MCP Server — AI-driven Godot 4.x proj
|
|
|
26
31
|
Tool categories:
|
|
27
32
|
- Project management: launch_editor, run_project, attach_project, detach_project, stop_project, get_debug_output, list_projects, get_project_info
|
|
28
33
|
- Scene editing (headless): create_scene, add_node, load_sprite, save_scene, export_mesh_library, batch_scene_operations
|
|
29
|
-
- Node editing (headless):
|
|
34
|
+
- Node editing (headless): delete_nodes, set_node_properties, get_node_properties, attach_script, get_scene_tree, duplicate_node, get_node_signals, connect_signal, disconnect_signal
|
|
30
35
|
- Runtime (requires run_project or attach_project): take_screenshot, simulate_input, get_ui_elements, run_script
|
|
31
36
|
- Project config (no Godot process): list_autoloads, add_autoload, remove_autoload, update_autoload, get_project_files, search_project, get_scene_dependencies, get_project_settings
|
|
32
37
|
- Validation: validate
|
|
33
|
-
- UIDs (Godot 4.4+): manage_uids
|
|
34
38
|
|
|
35
39
|
Key behaviors:
|
|
36
|
-
- All mutation operations (add_node,
|
|
40
|
+
- All mutation operations (add_node, set_node_properties, delete_nodes, etc.) save the scene automatically. Only use save_scene for save-as (newPath) or re-canonicalization.
|
|
37
41
|
- Headless Godot initializes ALL registered autoloads. If any autoload is broken, headless operations will fail. Use list_autoloads / remove_autoload to diagnose.
|
|
38
42
|
- run_project verifies bridge readiness before returning success. If it reports degraded status, retry runtime tools after a moment or check get_debug_output.
|
|
39
43
|
- attach_project is the fallback path for a manually launched Godot process. It injects the bridge and marks the project active, but it does not spawn Godot or capture stdout/stderr.
|
|
@@ -47,7 +51,7 @@ class GodotMcpServer {
|
|
|
47
51
|
this.runner = new GodotRunner(config);
|
|
48
52
|
this.server = new Server({
|
|
49
53
|
name: 'godot-mcp',
|
|
50
|
-
version: '
|
|
54
|
+
version: '3.0.0',
|
|
51
55
|
}, {
|
|
52
56
|
capabilities: {
|
|
53
57
|
tools: {},
|
|
@@ -67,7 +71,7 @@ class GodotMcpServer {
|
|
|
67
71
|
}
|
|
68
72
|
async cleanup() {
|
|
69
73
|
console.error('[SERVER] Cleaning up resources');
|
|
70
|
-
this.runner.stopProject();
|
|
74
|
+
await this.runner.stopProject();
|
|
71
75
|
await this.server.close();
|
|
72
76
|
}
|
|
73
77
|
setupToolHandlers() {
|
|
@@ -96,8 +100,7 @@ class GodotMcpServer {
|
|
|
96
100
|
console.error('Godot MCP server running on stdio');
|
|
97
101
|
}
|
|
98
102
|
catch (error) {
|
|
99
|
-
|
|
100
|
-
console.error('[SERVER] Failed to start:', errorMessage);
|
|
103
|
+
console.error('[SERVER] Failed to start:', getErrorMessage(error));
|
|
101
104
|
process.exit(1);
|
|
102
105
|
}
|
|
103
106
|
}
|
|
@@ -105,8 +108,7 @@ class GodotMcpServer {
|
|
|
105
108
|
// Create and run the server
|
|
106
109
|
const server = new GodotMcpServer();
|
|
107
110
|
server.run().catch((error) => {
|
|
108
|
-
|
|
109
|
-
console.error('Failed to run server:', errorMessage);
|
|
111
|
+
console.error('Failed to run server:', getErrorMessage(error));
|
|
110
112
|
process.exit(1);
|
|
111
113
|
});
|
|
112
114
|
//# sourceMappingURL=index.js.map
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":";AACA;;;;;;GAMG;AAEH,OAAO,EAAE,MAAM,EAAE,MAAM,2CAA2C,CAAC;AACnE,OAAO,EAAE,oBAAoB,EAAE,MAAM,2CAA2C,CAAC;AACjF,OAAO,EAAE,qBAAqB,EAAE,sBAAsB,EAAE,MAAM,oCAAoC,CAAC;AAGnG,OAAO,EAAE,WAAW,EAAE,MAAM,yBAAyB,CAAC;
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":";AACA;;;;;;GAMG;AAEH,0FAA0F;AAC1F,OAAO,EAAE,MAAM,EAAE,MAAM,2CAA2C,CAAC;AACnE,OAAO,EAAE,oBAAoB,EAAE,MAAM,2CAA2C,CAAC;AACjF,OAAO,EAAE,qBAAqB,EAAE,sBAAsB,EAAE,MAAM,oCAAoC,CAAC;AAGnG,OAAO,EAAE,WAAW,EAAE,eAAe,EAAE,MAAM,yBAAyB,CAAC;AAEvE,OAAO,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AACjD,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAClE,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AACpE,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAClE,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAC9D,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AAEpE,MAAM,CAAC,MAAM,kBAAkB,GAAG;IAChC,GAAG,sBAAsB;IACzB,GAAG,uBAAuB;IAC1B,GAAG,sBAAsB;IACzB,GAAG,oBAAoB;IACvB,GAAG,mBAAmB;IACtB,GAAG,uBAAuB;CAC3B,CAAC;AAEF,MAAM,CAAC,MAAM,kBAAkB,GAAG;;;;;;;;;;;;;;;;;kOAiBgM,CAAC;AAEnO,MAAM,cAAc;IACV,MAAM,CAAS;IACf,MAAM,CAAc;IAE5B,YAAY,MAA0B;QACpC,IAAI,CAAC,MAAM,GAAG,IAAI,WAAW,CAAC,MAAM,CAAC,CAAC;QAEtC,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,CACtB;YACE,IAAI,EAAE,WAAW;YACjB,OAAO,EAAE,OAAO;SACjB,EACD;YACE,YAAY,EAAE;gBACZ,KAAK,EAAE,EAAE;aACV;YACD,YAAY,EAAE,kBAAkB;SACjC,CACF,CAAC;QAEF,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,OAAO,GAAG,CAAC,KAAK,EAAE,EAAE,CAAC,OAAO,CAAC,KAAK,CAAC,aAAa,EAAE,KAAK,CAAC,CAAC;QAErE,OAAO,CAAC,EAAE,CAAC,QAAQ,EAAE,KAAK,IAAI,EAAE;YAC9B,MAAM,IAAI,CAAC,OAAO,EAAE,CAAC;YACrB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAClB,CAAC,CAAC,CAAC;QAEH,OAAO,CAAC,EAAE,CAAC,SAAS,EAAE,KAAK,IAAI,EAAE;YAC/B,MAAM,IAAI,CAAC,OAAO,EAAE,CAAC;YACrB,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAClB,CAAC,CAAC,CAAC;IACL,CAAC;IAEO,KAAK,CAAC,OAAO;QACnB,OAAO,CAAC,KAAK,CAAC,gCAAgC,CAAC,CAAC;QAChD,MAAM,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;QAChC,MAAM,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;IAC5B,CAAC;IAEO,iBAAiB;QACvB,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,sBAAsB,EAAE,KAAK,IAAI,EAAE,CAAC,CAAC;YACjE,KAAK,EAAE,kBAAkB;SAC1B,CAAC,CAAC,CAAC;QAEJ,IAAI,CAAC,MAAM,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;YACrE,MAAM,QAAQ,GAAG,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC;YACrC,MAAM,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,SAAS,IAAI,EAAE,CAAC;YAE5C,OAAO,CAAC,KAAK,CAAC,mCAAmC,QAAQ,EAAE,CAAC,CAAC;YAE7D,OAAO,MAAM,gBAAgB,CAAC,IAAI,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,CAAC,CAAC;QAC7D,CAAC,CAAC,CAAC;IACL,CAAC;IAED,KAAK,CAAC,GAAG;QACP,IAAI,CAAC;YACH,MAAM,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC;YAEpC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;YAC7C,IAAI,CAAC,SAAS,EAAE,CAAC;gBACf,OAAO,CAAC,KAAK,CACX,qFAAqF,CACtF,CAAC;YACJ,CAAC;iBAAM,CAAC;gBACN,OAAO,CAAC,KAAK,CAAC,4BAA4B,SAAS,EAAE,CAAC,CAAC;YACzD,CAAC;YAED,MAAM,SAAS,GAAG,IAAI,oBAAoB,EAAE,CAAC;YAC7C,MAAM,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;YACrC,OAAO,CAAC,KAAK,CAAC,mCAAmC,CAAC,CAAC;QACrD,CAAC;QAAC,OAAO,KAAc,EAAE,CAAC;YACxB,OAAO,CAAC,KAAK,CAAC,2BAA2B,EAAE,eAAe,CAAC,KAAK,CAAC,CAAC,CAAC;YACnE,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAClB,CAAC;IACH,CAAC;CACF;AAED,4BAA4B;AAC5B,MAAM,MAAM,GAAG,IAAI,cAAc,EAAE,CAAC;AACpC,MAAM,CAAC,GAAG,EAAE,CAAC,KAAK,CAAC,CAAC,KAAc,EAAE,EAAE;IACpC,OAAO,CAAC,KAAK,CAAC,uBAAuB,EAAE,eAAe,CAAC,KAAK,CAAC,CAAC,CAAC;IAC/D,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAClB,CAAC,CAAC,CAAC"}
|