first commit

This commit is contained in:
Leonid Pershin
2026-08-10 20:39:06 +03:00
commit f16f60445c
281 changed files with 43576 additions and 0 deletions
+420
View File
@@ -0,0 +1,420 @@
@tool
extends RefCounted
const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
## Handles scene tree reading and node search.
var _connection: McpConnection
var _save_scene_callable: Callable = Callable()
var _save_scene_as_callable: Callable = Callable()
func _init(connection: McpConnection = null) -> void:
_connection = connection
func get_scene_tree(params: Dictionary) -> Dictionary:
var max_depth: int = params.get("depth", 10)
var offset: int = maxi(0, int(params.get("offset", 0)))
# limit <= 0 means "no limit" (the hierarchy resource reads the whole tree);
# the scene_get_hierarchy tool passes an explicit positive limit. Paginating
# here — rather than walking + serializing the full tree and slicing on the
# Python side — means only the requested window builds node dicts and clean
# scene paths, and only the window crosses the WebSocket.
var limit: int = int(params.get("limit", 0))
var scene_root := EditorInterface.get_edited_scene_root()
if scene_root == null:
return {"data": {
"nodes": [],
"total_count": 0,
"offset": offset,
"limit": limit,
"has_more": false,
"message": "No scene open",
}}
var nodes: Array[Dictionary] = []
# index_ref[0] is the running DFS index shared across the recursion (Arrays
# pass by reference in GDScript). The walk still visits every node to get an
# accurate total_count, but only materializes those inside the window.
var index_ref: Array[int] = [0]
# _walk_tree self-seeds the root's path for full reads; pass "" explicitly.
_walk_tree(scene_root, nodes, 0, max_depth, scene_root, offset, limit, index_ref, "")
var total: int = index_ref[0]
return {"data": {
"nodes": nodes,
"total_count": total,
"offset": offset,
"limit": limit,
"has_more": limit > 0 and offset + limit < total,
}}
func get_open_scenes(_params: Dictionary) -> Dictionary:
var scene_paths := EditorInterface.get_open_scenes()
var scene_root := EditorInterface.get_edited_scene_root()
var current := scene_root.scene_file_path if scene_root else ""
return {
"data": {
"scenes": scene_paths,
"current_scene": current,
"count": scene_paths.size(),
}
}
func find_nodes(params: Dictionary) -> Dictionary:
var name_filter: String = params.get("name", "")
var type_filter: String = params.get("type", "")
var group_filter: String = params.get("group", "")
if name_filter.is_empty() and type_filter.is_empty() and group_filter.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "At least one filter (name, type, group) is required")
var _scene_check := McpNodeValidator.require_scene_or_error()
if _scene_check.has("error"):
return _scene_check
var scene_root: Node = _scene_check.scene_root
var results: Array[Dictionary] = []
_find_recursive(scene_root, scene_root, name_filter, type_filter, group_filter, results)
return {"data": {"nodes": results, "count": results.size()}}
func _find_recursive(node: Node, scene_root: Node, name_filter: String, type_filter: String, group_filter: String, out: Array[Dictionary]) -> void:
var matches := true
if not name_filter.is_empty():
if node.name.to_lower().find(name_filter.to_lower()) == -1:
matches = false
if matches and not type_filter.is_empty():
if node.get_class() != type_filter:
matches = false
if matches and not group_filter.is_empty():
if not node.is_in_group(group_filter):
matches = false
if matches:
out.append({
"name": node.name,
"type": node.get_class(),
"path": McpScenePath.from_node(node, scene_root),
})
for child in node.get_children():
_find_recursive(child, scene_root, name_filter, type_filter, group_filter, out)
## Create a new scene with the given root node type, save to disk, and open it.
func create_scene(params: Dictionary) -> Dictionary:
var root_type: String = params.get("root_type", "Node3D")
var path: String = params.get("path", "")
if path.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
var path_err = McpPathValidator.path_error(path, "path", true)
if path_err != null:
return path_err
if not path.ends_with(".tscn") and not path.ends_with(".scn"):
path += ".tscn"
if not ClassDB.class_exists(root_type):
return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown node type: %s" % root_type)
if not ClassDB.is_parent_class(root_type, "Node"):
return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s is not a Node type" % root_type)
# Ensure parent directory exists
var dir_path := path.get_base_dir()
if not DirAccess.dir_exists_absolute(dir_path):
var err := DirAccess.make_dir_recursive_absolute(dir_path)
if err != OK:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path)
var root: Node = ClassDB.instantiate(root_type)
if root == null:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % root_type)
var root_name: String = params.get("root_name", "")
if root_name.is_empty():
root_name = path.get_file().get_basename()
root.name = root_name
if _connection:
_connection.pause_processing = true
var err := _pack_and_save_with_uid(root, path)
if err == OK:
EditorInterface.open_scene_from_path(path)
if _connection:
_connection.pause_processing = false
if err != OK:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to save scene: %s" % error_string(err))
return {
"data": {
"path": path,
"root_type": root_type,
"root_name": root_name,
"undoable": false,
"reason": "Scene creation involves file system operations",
}
}
## Pack `root` and save it to `path`, embedding a fresh uid or preserving the
## one `path` already had — the exact save sequence `create_scene` runs,
## minus the `pause_processing` guard (the caller owns that, since it also
## needs to bracket `open_scene_from_path`) and minus opening the scene
## (switching the editor's active scene isn't safe inside the shared test
## runner, so tests call this directly instead of going through
## `create_scene` end-to-end). Frees `root`. Returns `OK`, or the first
## `Error` encountered.
func _pack_and_save_with_uid(root: Node, path: String) -> Error:
var packed := PackedScene.new()
packed.pack(root)
root.free()
# Captured BEFORE the save below overwrites the file — see
# McpResourceIO.ensure_uid's doc comment.
var prior_uid := ResourceLoader.get_resource_uid(path) if FileAccess.file_exists(path) else ResourceUID.INVALID_ID
var err := ResourceSaver.save(packed, path)
if err == OK:
err = McpResourceIO.ensure_uid(path, prior_uid)
return err
## How long open_scene waits for the editor to actually switch to the
## requested scene before replying switched=false. Tab switches normally land
## within a few frames; keep this under the dispatcher's 4500 ms deferred
## default so the coroutine always answers before DEFERRED_TIMEOUT fires.
const _OPEN_SETTLE_MAX_MSEC := 3000
## Open an existing scene by file path.
func open_scene(params: Dictionary) -> Dictionary:
var path: String = params.get("path", "")
var force_reload: bool = params.get("force_reload", false)
if path.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
var path_err = McpPathValidator.loadable_error(path, "path")
if path_err != null:
return path_err
if not ResourceLoader.exists(path):
return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Scene not found: %s" % path)
var scene_root := EditorInterface.get_edited_scene_root()
var current_path := scene_root.scene_file_path if scene_root else ""
## Instance id of the root at call time. A completed open OR reload always
## replaces the edited-scene root with a NEW instance, so this is the
## reliable completion signal — unlike scene_file_path, which is unchanged
## across a force_reload of the already-open scene (#633 review).
var prev_root_id := scene_root.get_instance_id() if scene_root else 0
var payload := {
"path": path,
"force_reload": force_reload,
"reloaded_from_disk": false,
"previous_scene_path": current_path,
"undoable": false,
"reason": "Scene navigation cannot be undone via editor undo",
}
if current_path == path and not force_reload:
## Already the edited scene — nothing switches, reply immediately.
payload["switched"] = true
payload["settle"] = "already_current"
return {"data": payload}
if force_reload and current_path == path:
EditorInterface.reload_scene_from_path(path)
payload["reloaded_from_disk"] = true
else:
EditorInterface.open_scene_from_path(path)
## The tab switch completes asynchronously; replying now lets an immediate
## follow-up write land on the PREVIOUS scene (#633 — a scene_save issued
## right after open_scene saved the old scene). Defer the reply until the
## edited scene actually is `path` AND its root is a fresh instance, so
## success means "the editor is now editing the (re)loaded scene".
var request_id: String = params.get("_request_id", "")
if _connection != null and not request_id.is_empty():
_finish_open_scene_deferred(_connection, request_id, path, prev_root_id, payload)
return McpDispatcher.DEFERRED_RESPONSE
## Synchronous fallback (batch_execute and unit-test contexts can't await):
## preserve the old reply-immediately behavior, flagged as not waited on.
payload["switched"] = false
payload["settle"] = "not_waited"
return {"data": payload}
## `static` is load-bearing (same reason as FilesystemHandler's deferred scan
## finish): the coroutine must outlive this RefCounted handler, which can be
## freed mid-await by an editor_reload_plugin. Parameterise everything;
## reference no instance state.
static func _finish_open_scene_deferred(
connection: McpConnection,
request_id: String,
path: String,
prev_root_id: int,
payload: Dictionary,
) -> void:
if not is_instance_valid(connection):
return
var tree := connection.get_tree()
if tree == null:
return
# Hand back a frame so _dispatch() registers this request as deferred
# before the coroutine can push a reply.
await tree.process_frame
var deadline_ms := Time.get_ticks_msec() + _OPEN_SETTLE_MAX_MSEC
while Time.get_ticks_msec() < deadline_ms:
var root := EditorInterface.get_edited_scene_root()
# Require BOTH the target path AND a fresh root instance: a
# force_reload keeps scene_file_path == path across the reload, so the
# instance swap is what proves the (re)load actually completed rather
# than the coroutine settling on the stale pre-reload root.
if root != null and root.scene_file_path == path and root.get_instance_id() != prev_root_id:
if not is_instance_valid(connection):
return
payload["switched"] = true
payload["settle"] = "settled"
connection.send_deferred_response(request_id, {"data": payload})
return
await tree.process_frame
if not is_instance_valid(connection):
return
payload["switched"] = false
payload["settle"] = "timeout"
connection.send_deferred_response(request_id, {"data": payload})
## Save the currently edited scene.
## Pauses WebSocket processing during save to prevent re-entrant _process()
## calls during EditorNode::_save_scene_with_preview's thumbnail render.
func save_scene(_params: Dictionary) -> Dictionary:
var _scene_check := McpNodeValidator.require_scene_or_error()
if _scene_check.has("error"):
return _scene_check
var scene_root: Node = _scene_check.scene_root
var path := scene_root.scene_file_path
if path.is_empty():
return ErrorCodes.make(
ErrorCodes.INVALID_PARAMS,
"Current scene has never been saved; call scene_manage(op='save_as') with a res://... path ending in .tscn or .scn."
)
if _connection:
_connection.pause_processing = true
var err := _save_current_scene()
if _connection:
_connection.pause_processing = false
if err != OK:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to save scene: %s" % error_string(err))
return {
"data": {
"path": path,
"undoable": false,
"reason": "File save cannot be undone via editor undo",
}
}
## Save the currently edited scene to a new file path.
func save_scene_as(params: Dictionary) -> Dictionary:
var path: String = params.get("path", "")
if path.is_empty():
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
var path_err = McpPathValidator.path_error(path, "path", true)
if path_err != null:
return path_err
if not path.ends_with(".tscn") and not path.ends_with(".scn"):
path += ".tscn"
var _scene_check := McpNodeValidator.require_scene_or_error()
if _scene_check.has("error"):
return _scene_check
var scene_root: Node = _scene_check.scene_root
# Ensure parent directory exists
var dir_path := path.get_base_dir()
if not DirAccess.dir_exists_absolute(dir_path):
var err := DirAccess.make_dir_recursive_absolute(dir_path)
if err != OK:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path)
if _connection:
_connection.pause_processing = true
_save_current_scene_as(path)
if _connection:
_connection.pause_processing = false
return {
"data": {
"path": path,
"undoable": false,
"reason": "File save cannot be undone via editor undo",
}
}
func _save_current_scene() -> int:
if _save_scene_callable.is_valid():
return int(_save_scene_callable.call())
return EditorInterface.save_scene()
func _save_current_scene_as(path: String) -> void:
if _save_scene_as_callable.is_valid():
_save_scene_as_callable.call(path)
return
EditorInterface.save_scene_as(path)
func _walk_tree(node: Node, out: Array[Dictionary], depth: int, max_depth: int, scene_root: Node, offset: int, limit: int, index_ref: Array[int], node_path: String) -> void:
if depth > max_depth:
return
var idx: int = index_ref[0]
index_ref[0] = idx + 1
# Materialize only nodes inside the [offset, offset+limit) window. Outside
# it we still recurse (to count total_count) but skip the per-node dict.
#
# Path build strategy depends on the read shape (identical output either way):
# * A whole-tree read (offset == 0 and limit <= 0 — the resource-style read
# backing godot://scene/hierarchy) threads the parent's clean path down the
# DFS: each node's path is one O(1) concat reusing the descent, instead of
# McpScenePath.from_node's two native walks back up (is_ancestor_of +
# get_path_to). Benchmarked ~1.8x faster on a ~1.5k-node tree, up to ~5x on
# deep chains.
# * Any windowed read (limit > 0, or an offset > 0 skip) keeps from_node for
# just the emitted nodes: threading would concatenate a path for every node
# visited for total_count, which benchmarks ~20% slower for a small window.
#
# `node_path` is self-seeded at the scene root below, so a caller cannot leave
# a full read unseeded (it has no default — pass "" for windowed reads).
var incremental := limit <= 0 and offset == 0
if incremental and node == scene_root:
node_path = "/" + String(scene_root.name)
var in_window := idx >= offset and (limit <= 0 or idx < offset + limit)
if in_window:
out.append({
"name": node.name,
"type": node.get_class(),
"path": node_path if incremental else McpScenePath.from_node(node, scene_root),
"children_count": node.get_child_count(),
})
for child in node.get_children():
var child_path := (node_path + "/" + String(child.name)) if incremental else ""
_walk_tree(child, out, depth + 1, max_depth, scene_root, offset, limit, index_ref, child_path)