@tool class_name McpErrorCodes extends RefCounted ## Error code constants shared across handlers. Mirrors protocol/errors.py. ## ## This `class_name` shipped in v2.3.2 and earlier and must stay reachable ## through self-update. v2.4.1 dropped it and triggered a "Could not resolve ## script" cascade for every user upgrading from any earlier version; v2.4.2 ## restored it as a hot-fix. The cascade fires because Godot keeps stale ## registry entries during the disable -> extract -> enable window when a ## previously-registered class_name disappears, and that failure mode is ## independent of the runner's install ordering. See CLAUDE.md's ## never-delete-published-class_name policy for the shape-aware shim path ## that retirement (if ever needed) must follow. ## ## All consumers use the preload-alias pattern ## (`const ErrorCodes := preload(...)`) introduced in #412. The alias is ## stylistic; both `McpErrorCodes.X` and `ErrorCodes.X` resolve through the ## same Script object cache, so the alias is not a parse-safety boundary ## under the single-phase runner. const INVALID_PARAMS := "INVALID_PARAMS" const EDITED_SCENE_MISMATCH := "EDITED_SCENE_MISMATCH" const EDITOR_NOT_READY := "EDITOR_NOT_READY" const UNKNOWN_COMMAND := "UNKNOWN_COMMAND" const INTERNAL_ERROR := "INTERNAL_ERROR" const DEFERRED_TIMEOUT := "DEFERRED_TIMEOUT" ## Python-originated attach bridge codes. GDScript has no emit path, but the ## public registry intentionally mirrors protocol/errors.py. const TRANSPORT_OUTCOME_UNKNOWN := "TRANSPORT_OUTCOME_UNKNOWN" const NEW_CLIENT_SESSION_REQUIRED := "NEW_CLIENT_SESSION_REQUIRED" const ATTACH_LOCK_TIMEOUT := "ATTACH_LOCK_TIMEOUT" const ATTACH_LOCK_ERROR := "ATTACH_LOCK_ERROR" const ATTACH_RUNTIME_DIR_ERROR := "ATTACH_RUNTIME_DIR_ERROR" const PORT_OCCUPIED := "PORT_OCCUPIED" const BACKEND_START_FAILED := "BACKEND_START_FAILED" const BACKEND_START_TIMEOUT := "BACKEND_START_TIMEOUT" # game_eval failure codes (#490) — keep in sync with protocol/errors.py const EVAL_COMPILE_ERROR := "EVAL_COMPILE_ERROR" const EVAL_RUNTIME_ERROR := "EVAL_RUNTIME_ERROR" ## #518: the play session is up (EditorInterface.is_playing_scene() is true, so ## editor_handler's EDITOR_NOT_READY "game is not running" gate already passed) ## but the game-side _mcp_game_helper autoload never registered its debugger ## capture within EVAL_READY_WAIT_SEC. Carved out of INTERNAL_ERROR so this ## boot-window / missing-autoload race stops masquerading as the opaque "eval ## hung" 10s timeout in telemetry — the same split #490 made for compile/runtime ## errors. NOT a hang: it fires fast (~3s) and is caller-actionable (let the game ## finish booting and retry, or check the autoload is enabled). const EVAL_GAME_NOT_READY := "EVAL_GAME_NOT_READY" ## #518: the eval genuinely never finished inside the timeout ladder — the ## game-side 8s deadline aborted a hung await, or the editor-side 10s backstop ## fired because the game never replied at all (CPU-bound loop, frozen / ## backgrounded idle loop). Carved out of INTERNAL_ERROR — the last big ## still-unlabeled bucket from #487/#488 — so "your eval code never finished" ## stops reading as an internal fault in telemetry and agent-facing errors. const EVAL_HUNG := "EVAL_HUNG" ## #518: the eval completed but its serialized result is too large for the ## debugger + WebSocket pipeline. Without this the reply is dropped silently ## (the debugger TCP peer discards messages over ~8 MiB) and the request rides ## to the 10s backstop as a phantom "hang". Failing fast game-side with the ## real byte count makes the failure actionable (return a smaller slice). const EVAL_RESULT_TOO_LARGE := "EVAL_RESULT_TOO_LARGE" ## #777: a game-side request (currently editor_screenshot source="game") ## reached a live, registered game helper but no reply came back before the ## editor-side timer fired. Every editor gate already passed ## (is_playing_scene, helper hello) so this is a TOP-LEVEL code, not an ## EDITOR_NOT_READY sub-code: the game process itself failed to respond — ## backgrounded with a frozen main loop and nothing rendered to fall back ## on, main thread blocked, or the helper died mid-run. Carved out of ## INTERNAL_ERROR (the largest opaque timeout bucket fleet-wide) so the ## residual timeout is attributable and actionable. const GAME_HELPER_TIMEOUT := "GAME_HELPER_TIMEOUT" ## audit-v2 #21 (issue #365): finer-grained codes carved out of the 471 ## INVALID_PARAMS sites so agents can distinguish recoverable input ## errors from structural ones. INVALID_PARAMS stays for genuinely ## catch-all input errors that don't fit any of the buckets below. ## ## - NODE_NOT_FOUND: scene-tree/autoload node lookup failed (path didn't ## resolve to a Node). ## - RESOURCE_NOT_FOUND: a `res://` path lookup failed (file/.tres/ ## .gdshader/.tscn etc. doesn't exist or couldn't load). Distinct from ## NODE_NOT_FOUND because the recovery path differs — agents need to ## know whether to fix a node path vs. create/import a resource. ## - PROPERTY_NOT_ON_CLASS: property/signal/method/uniform/slot lookup ## failed on a known instance (path resolved, but the requested ## member doesn't exist on that class). ## - VALUE_OUT_OF_RANGE: numeric/index bound violation OR enum value ## not in the allowed set. ## - WRONG_TYPE: input was a value (or a loaded resource) of the wrong ## type — the param was provided, but `typeof` or `is X` failed. ## - MISSING_REQUIRED_PARAM: required input field was absent or empty. const NODE_NOT_FOUND := "NODE_NOT_FOUND" const RESOURCE_NOT_FOUND := "RESOURCE_NOT_FOUND" const PROPERTY_NOT_ON_CLASS := "PROPERTY_NOT_ON_CLASS" const VALUE_OUT_OF_RANGE := "VALUE_OUT_OF_RANGE" const WRONG_TYPE := "WRONG_TYPE" const MISSING_REQUIRED_PARAM := "MISSING_REQUIRED_PARAM" ## #651 stage 1: EDITOR_NOT_READY sub-codes. These travel in ## `error.data.sub_code`, NEVER as the top-level `error.code` — existing ## callers and dashboards key on EDITOR_NOT_READY, so the top-level code is ## frozen. Each sub-code names the concrete editor state at rejection time, ## limited to states EditorInterface/EditorFileSystem can report ## deterministically. States we cannot observe (script compilation, ## resource reload, modal dialogs) intentionally get NO sub-code: a bare ## EDITOR_NOT_READY stays the honest fallback rather than a guessed label. ## Keep in sync with protocol/errors.py::EditorNotReadySubCode — enforced ## by tests/unit/test_editor_not_ready_hint_contract.py. const SUB_EDITOR_IMPORTING := "EDITOR_IMPORTING" const SUB_EDITOR_PLAYING := "EDITOR_PLAYING" const SUB_EDITOR_NO_SCENE := "EDITOR_NO_SCENE" const SUB_EDITOR_GAME_NOT_RUNNING := "EDITOR_GAME_NOT_RUNNING" const SUB_EDITOR_VIEWPORT_UNAVAILABLE := "EDITOR_VIEWPORT_UNAVAILABLE" const SUB_EDITOR_VIEWPORT_NOT_3D := "EDITOR_VIEWPORT_NOT_3D" const SUB_EDITOR_VIEWPORT_EMPTY := "EDITOR_VIEWPORT_EMPTY" const SUB_EDITOR_UNAVAILABLE := "EDITOR_UNAVAILABLE" ## Emitted only by the exclusive-run transport servicing path: a command ## arrived while a synchronous test run holds the main thread, and was ## rejected (not buffered) so it can't replay stale after its server-side ## future expires. See connection.gd::service_transport_during_exclusive_run. const SUB_EDITOR_TEST_RUNNING := "EDITOR_TEST_RUNNING" ## Terminal code for a test run that hit its between-test abort ceiling ## before finishing. error.data carries the partial summary; full partial ## results stay retrievable via get_test_results. const TEST_RUN_TIMEOUT := "TEST_RUN_TIMEOUT" ## Build a standard error response dictionary. static func make(code: String, message: String) -> Dictionary: return {"status": "error", "error": {"code": code, "message": message}} ## Build an EDITOR_NOT_READY error carrying the #651 stage-1 attribution ## payload: `data.sub_code` + `retryable` + `hint`. Mirrors the shape ## scene_path.gd::require_edited_scene established (editor_state/retryable/ ## hint). `hint` may be empty when `message` already IS the recovery hint — ## the server's GodotCommandError string-appends every data key, so ## duplicating the message into data would double the agent-visible text. static func make_not_ready( sub_code: String, message: String, retryable: bool, hint: String = "" ) -> Dictionary: var err := make(EDITOR_NOT_READY, message) var data := {"sub_code": sub_code, "retryable": retryable} if not hint.is_empty(): data["hint"] = hint err["error"]["data"] = data return err ## Return a NEW error dict with the original code and a prefixed message. ## Prefer this over mutating `err["error"]["message"]` in place — callers ## that want to add context ("Property '%s': …") shouldn't need to know ## the internal shape of the dict returned by `make`. Empty `prefix` ## returns `err` unchanged so callers don't need their own guard. static func prefix_message(err: Dictionary, prefix: String) -> Dictionary: if prefix.is_empty(): return err var inner: Dictionary = err.get("error", {}) var code: String = inner.get("code", INTERNAL_ERROR) var message: String = inner.get("message", "") return make(code, "%s: %s" % [prefix, message])