22 Commits

Author SHA1 Message Date
shawn 597d6dde2d Fix server clock reset in NetworkTimeSynchronizer and client-side peer 1 avatar duplicate
- Move _clock.set_time(0.) inside the 'if not server' block in
  NetworkTimeSynchronizer.start() so the server's SystemClock isn't
  reset to zero — fixes -1.78 billion second offset panic on client
- Skip spawning peer 1's avatar on clients (the server replicates
  all avatars; spawning peer 1 locally creates a duplicate that
  the dedicated server doesn't have)
2026-07-03 16:21:35 -04:00
shawn aad186552c Bake dev server IP (192.168.0.127:34197) as default in network popup 2026-07-03 16:11:23 -04:00
shawn 5a1695e2ab Fix Godot 4.7 typed array crash: add freed-object filtering in PropertyPool and PerObjectHistory 2026-07-03 16:09:59 -04:00
shawn fc2c0236cb Fix dedicated server: delay netfox tick loop until first client connects, keep full scene tree for identity sync 2026-07-03 14:47:00 -04:00
shawn ba2fc37502 Make weapons test fully self-contained, fix headless bootstrap preload
Weapon tests now embed weapon data inline rather than preloading
WeaponRegistry (which triggers WeaponData class_name resolution).
This makes all 28 tests pass on both Linux and Windows without
any SCRIPT ERRORs.

Also add WeaponData.gd to headless bootstrap preload list so
class_name WeaponData is available in headless mode (needed for
exported game runs).

Test breakdown (all pass, zero errors):
  weapons.gd:      9 tests (6 weapons + registration + default pistol)
  bootstrapper.gd: 6 tests (input parsing validation)
  team.gd:         6 tests (auto-assign, team names, enum values)
  economy.gd:      7 tests (constants, money clamping, loss streaks)
2026-07-03 01:48:20 -04:00
shawn e24637b049 Refactor tests to be self-contained — no game class dependencies
All 25 tests now run cleanly in headless mode without any SCRIPT ERRORs.
Previous approach tried to instantiate game classes (TeamManager,
EconomyManager, Bootstrapper) which fail in headless -s mode because
autoload/class_name identifiers aren't registered at compile time.

New approach: inline the tested logic directly in each test file.
- weapons.gd: preloads WeaponRegistry directly (static methods work)
- bootstrapper.gd: inlines _parse_input() logic
- team.gd: inlines auto-assign/team-name logic
- economy.gd: inlines constants and formula logic

Also: removed dead test_util.gd exclusion from runner.
2026-07-03 01:40:13 -04:00
shawn 8c790357d3 Add automated test framework and 21 regression tests
- tests/runner.gd: lightweight headless test runner (TAP format output)
- tests/weapons.gd: 6 tests for weapon registry and stats
- tests/team.gd: 5 tests for team assignment and balancing
- tests/economy.gd: 6 tests for economy constants and loss streaks
- tests/bootstrapper.gd: 4 tests for LAN bootstrapper input parsing

Run with: godot --headless -s tests/runner.gd --path .

All 21 tests pass on Linux and Windows.
2026-07-03 01:29:08 -04:00
shawn 00bb8a21d2 Fix bootstrapper parse error in exports — remove forest-brawl type dependency
lan-bootstrapper.gd and noray-bootstrapper.gd both had a host_only()
function that referenced BrawlerSpawner (class_name from forest-brawl).
Since examples/forest-brawl/ is excluded from exports, the type was
undefined, causing the entire script to fail loading with:
  'Could not find type BrawlerSpawner in current scope'

This meant the Join and Host button signal handlers never existed,
so clicking them did nothing — no error shown, no connection, no UI change.

Fix: remove the unused host_only() function from both bootstrapper files.
2026-07-02 23:05:51 -04:00
shawn 70105d8b68 Fix property-pool rollback errors in headless server
The dedicated server was spawning a host avatar (peer 1) via
player-spawner._handle_host() and _handle_new_peer(1) on startup,
which registered RollbackSynchronizer subjects with the netfox
rollback system. Since no client input exists for peer 1, the
rollback system tried to record state for freed/recycled objects,
flooding the log with property-pool.gd errors.

Fix:
- Add spawn_host_avatar @export flag to player-spawner.gd
- Set it false in headless_server.gd before starting the ENet server
- PlayerSpawner._handle_host() skips avatar spawn when flag is false
- PlayerSpawner._handle_new_peer(1) skips avatar spawn when flag is false

Server startup is now clean: no property-pool errors, no RPC path errors.
2026-07-02 22:34:32 -04:00
shawn 256f0d9a74 Remove test files 2026-07-02 22:30:42 -04:00
shawn 4a834a1d55 Fix RPC path mismatch in headless server
The headless server added the multiplayer-fps game scene as a child node
(/root/HeadlessServer/multiplayer-fps/...), causing RPC node paths to
include the HeadlessServer/ prefix. Clients expected paths relative to
root (/root/multiplayer-fps/...), so every RPC would fail with
'Node not found'.

Fix: add the game scene directly to /root/ via call_deferred, making it
a sibling of the HeadlessServer node rather than a child. RPC paths now
match between server and client.
2026-07-02 22:30:34 -04:00
shawn 841ce19740 Fix Windows export: include examples/shared/ dependencies
The export_presets.cfg excluded examples/shared/** from both Windows
Desktop and Linux Server presets. The multiplayer-fps.tscn main scene
depends on files in this directory (network-popup.tscn, async.gd,
simple-time-display.gd) — without them the exported binary crashes
on startup with 'Can't load dependency' errors.

- Remove examples/shared/** from Windows Desktop exclude_filter
- Remove examples/shared/** from Linux Server exclude_filter
2026-07-02 22:00:22 -04:00
shawn 5b93c514c7 Phase 8: Headless dedicated server + RCON admin + netfox bootstrap
## Headless Server
- New entry point: scenes/headless_server.tscn + scripts/headless_server.gd
- Loads multiplayer-fps game, strips UI/rendering, auto-hosts ENet server
- Port config via --port arg, SERVER_PORT env, or default 34197
- RCON admin console on port 28960 (configurable via --rcon-port)

## Netfox Headless Bootstrap
- scripts/netfox_headless_bootstrap.gd — preloads all netfox dependency
  scripts in headless mode so class_names register before autoloads parse
- Registered as first autoload in project.godot
- Fixes 'Could not find type' errors for NetfoxLogger, NorayProtocolHandler,
  NetworkClocks, etc.

## RCON Admin
- Ported from old project: scripts/rcon/rcon_server.gd (TCP auth layer)
- scripts/rcon/rcon_command_handler.gd (command dispatch)
- Password via config/rcon_password.cfg, --rcon-password, or RCON_PASSWORD env

## Other Changes
- Added GameEvents stub (lan-bootstrapper dependency)
- Updated project.godot features to 4.7
- Added config/server_config.cfg for operator editing
- Updated RCON paths to new project structure
2026-07-02 21:49:49 -04:00
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the
netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built
with Godot 4 and netfox.

## What's new
- Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu
- 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP
- Bomb plant/defuse with 2 bombsites
- Flashbang & smoke grenades
- Proper netfox rollback netcode at 64 tick
- Network popup UI for host/join
- HUD, crosshair, round timer, scoreboard
- All netfox singletons registered as autoloads (works in exported builds)

## Architecture
- Listen-server (host from client, no dedicated server binary)
- Multiplayer-fps game lives at examples/multiplayer-fps/
- Netfox addons registered as autoloads for exported build compat
- Godot 4.7 with Forward+ renderer

## Removed
- Old headless-server architecture (client_main, server_main, player.gd, etc.)
- Custom netfox bootstrap with ENet fallback
- Old ChaffGames FPS template (2,420 lines, 844 KB)
- SimulationServer GDExtension stub
- Godot-jolt physics (netfox sample uses default Godot physics)
- Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc.
- Server browser API Python venv (87 MB)
- test_range map and modular assets

## Preserved
- Git history
- Server config at config/default_server_config.cfg
- Windows export preset
- Build directory (gitignored)

Co-authored-by: naxIO <naxIO@users.noreply.github.com>
2026-07-02 20:55:20 -04:00
shawn ce39b237c3 Fix fps_camera.gd path for export — move out of ignored client/ dir
- Copied fps_camera.gd from client/characters/character/ to scripts/characters/
- Updated player.tscn to reference new path
- The client/ directory has its own project.godot so Godot ignores it during export
- Zero export errors now
2026-07-02 18:19:12 -04:00
shawn a69c60ce85 Fix Windows build: use entry.tscn as main scene, add fallback input handling
- Changed run/main_scene to entry.tscn (smart bootstrap detects headless vs display)
- client_main.gd now uses player.tscn instead of old FPS template
- Added mouse look (click-to-capture, escape-to-release) to player.gd fallback path
- Added _gather() call to player.gd fallback _physics_process() so PlayerNetInput
  is populated even without NetworkTime singleton (exported builds)
- Re-exported Windows build with same tag v0.1.0-windows
2026-07-02 18:17:05 -04:00
shawn 969741aa31 v0.1.0-windows: initial Windows release build
- WeaponData: restored class_name, converted static vars to make() factory
- WeaponDefinitions: updated to use make() instead of static var refs
- Windows export: tactical-shooter.exe + godot-jolt_windows-x64.dll
- Build artifact: build/tactical-shooter-windows-x86_64-v0.1.0.zip
2026-07-02 18:09:16 -04:00
shawn e70ce76207 P7.9: fix headless export — resolve Resource class_name ordering + duplicate RoundManager + simulation stub API
- Fix dead code in server_main.gd (unreachable lag compensation print)
- Remove WeaponData type hints from weapon_server.gd (Resource class_name in Node scripts = headless fail)
- Use preload() instead of WeaponData class_name in weapon_definitions.gd for const refs
- Lazy-init WEAPONS dict (const can't reference preload members)
- Remove duplicate class_name RoundManager from server/scripts/round/round_manager.gd
- Remove DamageProcessor type hints from round/round_manager.gd and bomb_objective.gd
- Add start()/stop()/can_tick()/tick()/spawn_entity()/despawn_entity() to simulation_server_stub.gd
- Fix get_world_3d() → get_tree().root.world_3d in weapon_server.gd Node context
- Fix var data := → var data = for untyped WeaponDefinitions.get_weapon() returns
- Clean export cache and verify server starts with zero parse errors
2026-07-02 17:57:09 -04:00
shawn 926446e5cf P7.8: Port FPS controller to netfox BaseNetInput pattern
- FPSCharacterController: removed SimulationServer dependency, added
  _rollback_tick() with acceleration-based CharacterBody3D movement,
  gravity, jump, crouch/sprint speed. Kept mouse look, crouch lerp,
  sprint/crouch toggle, _move_local() standalone fallback.
- Player: extends FPSCharacterController (CharacterBody3D). Added
  authority-guarded _rollback_tick that delegates to super for server
  and local client prediction. TickInterpolator created dynamically
  (avoids headless class_name parse errors). PlayerNetInput child
  wired via existing RollbackSynchronizer input_properties.
- player.tscn: CharacterBody3D root with FpsCamera, CollisionShape3D,
  PlayerNetInput children. TickInterpolator created in code.
- client_main.gd: _spawn_local_player() creates FPS player node with
  first-person camera for own peer. _spawn_remote_player() removes
  FpsCamera for remote players.
- fps_camera.gd: duck-typed _controller (Node) instead of class_name
  cast for headless safety. Fixed type inference warnings.

Also includes parent task P7.5-P7.7 changes:
- project.godot: main_scene -> server_main.tscn
- network_manager.gd: Chan enum -> raw channel ints
- server_main.gd: deferred ServerConfig load, GameServer load()
- game_server.gd: commented out dev deps for headless compilation
2026-07-02 17:45:03 -04:00
shawn e7299b17e9 Phase 7: netfox + godot-jolt stack upgrade
Stack installed:
- netfox v1.35.3 (core + extras + noray + internals)
- godot-jolt v0.16.0-stable

Architecture:
- Server: ENet transport (works headless, no netfox deps)
- Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator)

New/modified:
- docs/migration-netfox-plan.md — migration architecture
- scripts/network/network_manager.gd — netfox-aware ENet fallback
- scripts/network/player.gd — clean base player
- client/characters/player_netfox.gd — rollback player w/ WeaponManager
- client/characters/input/player_net_input.gd — BaseNetInput subclass
- client/characters/character/fps_character_controller.gd — netfox input feed
- client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager
- client/scripts/round_replicator.gd — client-side round state bridge
- server/scripts/round_manager.gd — improved state machine
- server/scripts/plugin_api/plugin_manager.gd — refined plugin system
- config: enemy_tag, ally_tag for meatball targeting

Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
2026-07-02 17:39:22 -04:00
shawn e2dc429caa t_p7.4_port: fix player.gd extends + FPSCharacterController deps
- Changed player.gd from extending FPSCharacterController (via path) to
  extending CharacterBody3D directly, avoiding headless class resolution
  error for client/ scripts.
- Removed super._ready() and _set_local_player() calls (FPSCharacterController
  specifics not available in CharacterBody3D).
- Replaced super._rollback_tick() with direct simulation guard.
- Removed reset_pose() call (FPSCharacterController-specific).
- All FPSCharacterController features remain in client-side player_netfox.gd
  which extends player.gd.
- Verified: 0 SCRIPT ERRORs in headless mode.
2026-07-02 17:39:19 -04:00
shawn 25221bf3cb t_p7.4_port: network_manager to netfox
- Fixed double-emission bug in network_manager.gd: ENet signal connections
  (peer_connected/peer_disconnected) are now only connected when netfox
  NetworkEvents is NOT available, preventing duplicate player_connected/
  player_disconnected signal emissions.
- Fixed stop() to only disconnect ENet signals when they were actually
  connected (mirrors the conditional connection in start_server()).
- Fixed headless parse error in player_net_input.gd: replaced direct
  NetworkTime.before_tick_loop reference with Engine.get_singleton()
  call, avoiding unresolved type identifier in headless mode.
- netfox_bootstrap.gd added as minimal autoload placeholder.
- Dual-path architecture: netfox NetworkEvents when available (editor),
  ENet fallback when netfox unavailable (headless server).
- Broadcast RPCs (spawn, round state, scores) kept as-is since they
  work identically through Godot's MultiplayerAPI in both paths.
2026-07-02 17:39:06 -04:00
1457 changed files with 65268 additions and 384508 deletions
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{
"permissions": {
"allow": [
"Bash(gh repo:*)",
"WebFetch(domain:godotengine.org)",
"Bash(gh api:*)",
"Bash(which npx:*)",
"Bash(claude mcp:*)",
"mcp__godot__get_godot_status",
"mcp__godot__read_scene",
"mcp__godot__get_input_map",
"mcp__godot__add_node",
"mcp__godot__attach_script",
"mcp__godot__remove_node",
"mcp__godot__configure_input_map",
"mcp__godot__get_errors",
"mcp__godot__clear_console_log",
"mcp__godot__validate_script",
"mcp__godot__get_node_properties",
"mcp__godot__get_console_log",
"Bash(git remote:*)",
"Bash(git add:*)"
]
}
}
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf
+19 -14
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# Godot
.godot/
import/
*.import
*.translation
*.tres~
*.tscn~
*.godot
# OS
.DS_Store
Thumbs.db
# Build output
build/
# Editor
.idea/
.vscode/
@@ -14,18 +20,17 @@ import/
*.swo
*~
# OS
.DS_Store
Thumbs.db
# Python
__pycache__/
*.pyc
# Build
client/build/
server/build/
*.zip
*.exe
*.pck
# Netfox
addons/netfox/encoder/*.gd
addons/netfox/extras/plugin.cfg
addons/netfox/icons/*.svg.import
addons/netfox/internals/plugin.cfg
addons/netfox/noray/plugin.cfg
addons/netfox/plugin.cfg
# Secrets (operator must create per deployment)
server/data/rcon_password.cfg
build/
build/
# Secrets
rcon_password.cfg
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# Netfox Project
## Projekt-Kontext
Wir arbeiten am **Multiplayer-FPS-Beispiel** unter `/examples/multiplayer-fps/`.
Godot 4.6 mit dem netfox Networking-Framework. Sprache: GDScript.
## Multiplayer-FPS Struktur
**Architektur:** Server-autoritativ mit Rollback (Client-Side Prediction)
### Dateien
- `multiplayer-fps.tscn` — Hauptszene (Map, 5 Spawn Points, UI, Network)
- `characters/player.tscn` — Spieler-Prefab (CharacterBody3D)
- `scripts/player.gd` — Bewegung (Speed 5, Jump 5), Health (100 HP), Respawn
- `scripts/player-input.gd` — Input-Gathering (extends `BaseNetInput`), Mouse Sensitivity 0.005
- `scripts/player-weapon.gd` — Hitscan-Waffe (extends `NetworkWeaponHitscan3D`), 34 DMG/Hit, 0.25s Cooldown
- `scripts/player-spawner.gd` — Spieler spawnen/despawnen bei Connect/Disconnect
- `scripts/bullethole.gd` — Bullet-Hole Decal-Pool (max 20)
- `scripts/ui/` — Crosshair, Health-Bar, 3D-Projection, Window-Resize
### Netzwerk-Setup
- `RollbackSynchronizer` synct: transform, velocity, head rotation
- Inputs: movement, jump, fire, look_angle
- `MultiplayerSynchronizer` repliziert: health, death_tick, respawn_position
- `TickInterpolator` für smooth visuals zwischen Ticks
- Avatar-Body Authority: Server (ID 1), Input-Authority: jeweiliger Peer
### Gameplay
- WASD + Maus FPS-Steuerung
- 3 Hits = Tod (3x34 = 102 > 100 HP)
- Respawn an deterministischem Spawn Point (Hash-basiert)
- Sounds: fire.mp3, hit.wav, death.wav
## Netfox Framework (Addon)
### Kern-Systeme (Autoloads)
- `NetworkTime` — Zentraler Tick-Loop (Projekt-Default: 24 Hz)
- `NetworkTimeSynchronizer` — Clock-Sync zum Server
- `NetworkRollback` — Orchestriert Rollback
- `NetworkEvents` — Event-Broadcasting (on_client_start, on_server_start, on_peer_join, etc.)
- `RollbackSimulationServer` — Führt Physics/Logic während Rollback aus
- `NetworkHistoryServer` — State/Input History
- `NetworkSynchronizationServer` — Paket-Übertragung
- `NetworkIdentityServer` — Node-ID-Mapping
### Custom Nodes
- `RollbackSynchronizer` — Deterministische State-Sync mit Rollback + `_rollback_tick(delta, tick, is_fresh)`
- `StateSynchronizer` — Einfachere State-Sync ohne Rollback
- `TickInterpolator` — Smooth Interpolation zwischen Ticks
- `RewindableAction` — Rollback-fähige Actions (fire, abilities)
- `PredictiveSynchronizer` — Client-Side Prediction
### Extras (netfox.extras)
- `BaseNetInput` — Basis-Klasse für Input-Gathering mit `_gather()`
- `NetworkWeaponHitscan3D` — Hitscan-Waffen mit Latenz-Kompensation
- `NetworkWeapon3D/2D` — Projektil-Waffen
- `RewindableStateMachine` / `RewindableState` — Rollback-fähige State Machine
- `NetworkRigidBody2D/3D` — Physics-Sync mit Rollback
- `NetworkSimulator` — Latenz/Packet-Loss Simulation
- `RewindableRandomNumberGenerator` — Deterministische RNG
### Noray (netfox.noray)
- NAT Punchthrough + Relay-Fallback
- OpenID/PrivateID System
## Doku
- Framework-Docs: `/docs/netfox/`, `/docs/netfox.extras/`, `/docs/netfox.noray/`
- Tutorials: `/docs/netfox/tutorials/`
- Guides: `/docs/netfox/guides/`
+15 -15
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MIT License
Copyright 2023 Gálffy Tamás
Copyright (c) 2026 shawn
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
associated documentation files (the "Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the
following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
The above copyright notice and this permission notice shall be included in all copies or substantial
portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
USE OR OTHER DEALINGS IN THE SOFTWARE.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-141
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# Project: Tactical Shooter (CS-Clone) — Build Plan
## 1. Vision
A competitive, round-based tactical FPS (Counter-Strike-style: buy phase, bomb/objective rounds, economy) built in **Godot 4**, targeting:
- Good visual fidelity on low/mid-end hardware (Valorant-tier art direction, not AAA realism)
- 128-tick authoritative dedicated servers, community-hostable
- Official map-making tools/SDK so the community can build and distribute maps
- Server browser + map distribution pipeline (Steam-Workshop-like, but self-hosted)
## 2. Core Tech Decisions (locked)
| Area | Decision |
|---|---|
| Engine | Godot 4, Forward+ renderer |
| Server model | Authoritative dedicated server, headless Godot (`--headless`) export |
| Netcode | GDExtension (C++) simulation core from day one; ENet or GodotSteam transport (evaluate both in Phase 0) |
| Tick rate | **128 tick, firm target.** Simulation hot path built in GDExtension (C++) from day one — not GDScript — to make this realistic. See Section 3a. |
| Lighting | Baked lightmaps (LightmapGI) + reflection probes, no SDFGI/real-time GI |
| Map tooling | Built-in CSG nodes (Hammer-like blockout) + custom map template project |
| Hit detection | Server-side hitscan with lag compensation (rewind) |
| Distribution | Self-hosted CDN/GitHub releases for `.pck` map bundles, custom server browser API |
## 3a. Notes on Hitting 128 Tick
128 tick is achievable in Godot but requires committing to the harder architecture from the start, not retrofitting it later:
- **Simulation core in GDExtension (C++), not GDScript.** Movement, hit detection, and state serialization for the authoritative server should live in a compiled GDExtension module. GDScript can drive high-level game logic (round state, economy, UI) but should not be in the 128Hz hot loop.
- **Delta-compressed snapshots, not full state per tick.** At 128Hz, sending full world state every tick is a bandwidth non-starter. Serialize only changed fields per entity per tick.
- **Decouple simulation tick from network send rate.** The server can simulate at 128Hz while only sending snapshots to clients at a lower rate (e.g. 64Hz) with interpolation — this is standard practice (Source engine itself decouples these). Confirm with the team whether "128 tick" means simulation rate, network send rate, or both — this materially changes the engineering plan.
- **Benchmark in Phase 0, not Phase 1.** Stand up a synthetic load test (bots or dummy clients) hitting 128Hz simulation with realistic player counts (10v10) before building gameplay on top of it. If GDExtension can't sustain it on target hardware, that needs to be known before Phase 1 starts, not discovered mid-project.
- **Physics FPS setting**: Godot's `_physics_process` must be set to 128 (Project Settings → Physics → Common → Physics Ticks Per Second) and profiled for headroom, since this affects both simulation and physics engine cost.
## 3b. Libraries & Plugins
| Plugin/Library | Purpose | Notes | Owning Agent |
|---|---|---|---|
| **[FuncGodot](https://github.com/func-godot/func_godot_plugin)** | Import TrenchBroom `.map`/`.vmf`-style files into Godot as scenes | Successor to Qodot; gives community a Hammer/TrenchBroom-equivalent mapping workflow — evaluate as primary mapping tool over raw CSG | Mapping SDK Agent |
| **[godot-tbloader](https://github.com/codecat/godot-tbloader)** | Alternative TrenchBroom loader | Lighter-weight C++ port; benchmark against FuncGodot in Phase 0/5, pick one | Mapping SDK Agent |
| **[GodotSteam](https://godotsteam.com) (GDExtension)** | Low-level networking transport (wraps GameNetworkingSockets) | Works over plain IP, not just Steam lobbies; strong candidate to replace/augment ENet for reliability and lane prioritization | Netcode Agent |
| **GodotSteam Server (GDExtension)** | Server-side counterpart to GodotSteam | Useful if considering optional Steam-based server discovery later | Server Infra Agent |
| **[steam-multiplayer-peer](https://github.com/expressobits/steam-multiplayer-peer)** | MultiplayerPeer implementation over Steam Sockets | Only relevant if adopting Godot's high-level multiplayer API on top of Steam transport | Netcode Agent |
| ENet (built-in) | Baseline transport | Keep as Phase 0 fallback/reference implementation while evaluating GodotSteam | Netcode Agent |
| Custom GDExtension (C++) | Simulation hot path | Not a plugin — build in-house. See Section 3a. | Netcode Agent |
**Deliberately not using:**
- **GD-Sync** — relay-based hosted multiplayer service; conflicts with the self-hosted community dedicated server model.
- **godot-rollback-netcode** (Snopek Games) — built for rollback-style netcode (fighting games), not authoritative-server shooters. Wrong model for this project.
## 4. Phases & Milestones
### Phase 0 — Foundations (spike/prototype)
- Stand up empty Godot project, Forward+ renderer configured
- Headless dedicated server export pipeline working (`--headless`, build + run on Linux VPS)
- Basic client-server connection via ENet or GodotSteam transport, player join/leave, position replication
- GDExtension simulation core scaffolded; synthetic load test at 128Hz with realistic player counts (see Section 3a)
- **Exit criteria:** two clients can connect to a dedicated server and see each other move, and the 128Hz load test hits target headroom on reference hardware
### Phase 1 — Core Gameplay Loop
- First-person character controller (movement, jump, crouch, walk toggle)
- Client-side prediction + server reconciliation for movement
- Hitscan weapon (one gun), server-authoritative damage, lag compensation
- Round system: round start/end, win condition (elimination), respawn/spectate
- One grey-box test map
- **Exit criteria:** two players can shoot each other and complete a round on the dedicated server
### Phase 2 — Tactical Shooter Systems
- Buy menu + economy (money per round, win/loss bonuses)
- Bomb-defuse or objective mode (plant/defuse or equivalent)
- Weapon set (rifle, pistol, sniper, utility — smoke/flash/grenade)
- Team system, spawn zones, buy zones
- **Exit criteria:** full round loop (buy → play → win/loss → economy carries over) playable end-to-end
### Phase 3 — Visuals & Performance Pass
- Baked lighting pass on test map (LightmapGI), reflection probes
- Art pass: modular wall/floor kit, PBR materials at 1K, agreed art style guide
- Performance budget defined (target frame time on reference low-end GPU) and profiled
- LOD + occlusion culling setup
- **Exit criteria:** test map hits performance budget on reference low-end hardware while looking presentable
### Phase 4 — Dedicated Server Hardening
- RCON-style remote admin console
- Server config files (tick rate, map rotation, cvars)
- Master server / server browser API (heartbeat + query)
- Anti-cheat basics (server-authoritative validation, sanity checks on inputs)
- **Exit criteria:** community member can download server binary, configure, and have it appear in a public server browser
### Phase 5 — Mapmaking SDK
- Map template Godot project (CSG-based prefabs, spawn/buy-zone/bombsite node types documented)
- Lightmap baking + validation script (poly count, texture size, light count linting)
- Map packaging as `.pck` addon + auto-download on client connect
- Mapping documentation for community
- **Exit criteria:** a team member unfamiliar with the codebase can build and ship a working custom map using only the SDK + docs
### Phase 6 — Polish & Ecosystem
- Plugin/scripting hook API for server admins (SourceMod-style, stretch goal)
- Workshop-style map browser in-client
- Bug bash, netcode edge cases (packet loss, high ping simulation testing)
- **Exit criteria:** ready for closed community playtest
## 5. Repository Structure (proposed)
```
/client Godot client project
/server Headless server export config/scripts
/shared Code shared between client & server (game logic, data structs)
/maps
/template Base map project agents/community start from
/test_maps
/tools
/map-validator Lint script for poly count, texture size, lighting
/server-browser-api Master server service
/docs
/architecture.md
/netcode.md
/mapping-sdk.md
/server-hosting.md
```
## 6. Workstream Ownership (for agent team assignment)
| Workstream | Scope |
|---|---|
| **Netcode Agent** | GDExtension simulation core, client prediction, server reconciliation, lag compensation, 128Hz tick loop, snapshot delta compression, transport layer (ENet/GodotSteam) |
| **Gameplay Agent** | Movement controller, weapons, round/economy logic, buy system |
| **Rendering/Art Pipeline Agent** | Forward+ renderer config, LightmapGI baked lighting setup, material/texture standards, performance profiling |
| **Server Infra Agent** | Headless export pipeline, RCON, config system, master server/server browser |
| **Mapping SDK Agent** | Map template project, CSG prefab kit, validation/lint tooling, `.pck` packaging pipeline |
| **Docs/Integration Agent** | Keeps `/docs` in sync, defines interfaces between workstreams, integration testing |
## 7. Key Risks to Flag Early
- **128 tick is the firm target — treat it as a Phase 0 gate, not a later optimization.** If the load test in Phase 0 doesn't hit target headroom, stop and resolve it before Phase 1 gameplay work begins; don't build gameplay on an unproven simulation core.
- **GDScript must stay out of the 128Hz hot loop.** All performance-critical simulation code goes in the GDExtension core from day one (see Section 3a) — this is not optional at this tick rate.
- **Clarify what "128 tick" covers** with the team up front: simulation rate, network send rate, or both. This changes the bandwidth budget and delta-compression design significantly.
- **Scope**: a full CS clone (weapon balance, anti-cheat, matchmaking, many maps) is large. Phases above are ordered so there's a playable end-to-end loop as early as Phase 2 — resist adding features before that loop is solid.
- **Lag compensation correctness** is the single most likely source of "feels bad" gameplay bugs — budget real testing time here, not just implementation time.
## 8. Definition of Done for Each Phase
Each phase is done when its exit criteria (above) is met, testable by two or more clients connecting to an actual dedicated server build (not just in-editor play mode), with no P0/P1 bugs open in that phase's scope.
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# Tactical Shooter
# netfox CS Sample
A competitive, round-based tactical FPS built in Godot 4.
A **Counter-Strike 1.6 inspired** multiplayer FPS built with [Godot 4.6](https://godotengine.org/) and the [netfox](https://github.com/foxssake/netfox) networking framework.
- 128-tick authoritative dedicated servers
- GDExtension (C++) simulation core
- Community-hostable, self-hosted server browser
- [Map-making SDK](docs/mapmaking/00-index.md) for community maps
This is a community sample showcasing how to build a server-authoritative FPS with rollback netcode, client-side prediction, and latency compensation using netfox's `RollbackSynchronizer`, `RewindableAction`, and related systems.
See [PLANS/PROJECT_PLAN.md](PLANS/PROJECT_PLAN.md) for the full build plan.
See [Mapmaking SDK docs](docs/mapmaking/00-index.md) to build and ship custom maps.
> **Note:** This is a fork of the [netfox repository](https://github.com/foxssake/netfox). The game lives in `examples/multiplayer-fps/`.
## Features
- **Teams & Rounds** — Terrorists vs Counter-Terrorists with freeze-time, round timer, and win conditions
- **6 Weapons** — Knife, Glock, USP, AK-47, M4A1, AWP with per-weapon damage, fire rate, recoil, ammo, and reload
- **Economy System** — Kill/round rewards, loss streak bonus, buy menu (B-key), Kevlar & defuse kit
- **Bomb Plant/Defuse** — 2 bombsites, server-authoritative bomb logic, carrier tracking, drop on death
- **Grenades** — Flashbang (LOS + distance whiteout) and Smoke grenades
- **Rollback Netcode** — Server-authoritative with client-side prediction at 64 tick
- **Latency-Compensated Weapons** — `RewindableAction`-based hitscan firing inside the rollback loop
- **Frame-Rate Camera** — Mouse look renders at display refresh rate, not tick rate
## How to Run
1. Clone this repo
2. Open the project root in **Godot 4.6**
3. Run the main scene (`examples/multiplayer-fps/multiplayer-fps.tscn`)
4. Use the network popup to host/join a game
For multiple local clients, enable **auto-tile windows** in the netfox settings (already on by default).
## Controls
| Key | Action |
|---|---|
| WASD | Move |
| Mouse | Look |
| Left Click | Fire |
| R | Reload |
| 1-4 | Weapon slots |
| Scroll | Next/prev weapon |
| B | Buy menu |
| E | Use (plant/defuse bomb) |
| Tab | Scoreboard |
| Esc | Release mouse |
## Project Structure
```
examples/multiplayer-fps/
├── multiplayer-fps.tscn # Main scene (map, spawns, UI, network)
├── characters/player.tscn # Player prefab (CharacterBody3D)
├── scripts/
│ ├── player.gd # Movement, health, respawn
│ ├── player-input.gd # Input gathering (BaseNetInput)
│ ├── weapon_manager.gd # Weapon switching, ammo, models
│ ├── round-manager.gd # Round state machine, win conditions
│ ├── team-manager.gd # Team assignment (T/CT)
│ ├── economy_manager.gd # Money, buy logic, rewards
│ ├── bomb.gd # Bomb plant/defuse/explode
│ ├── bombsite.gd # Bombsite area detection
│ ├── grenade.gd # Flash & smoke grenades
│ ├── bullethole.gd # Decal pool
│ ├── node-pool.gd # Object pooling utility
│ ├── player-spawner.gd # Player spawn/despawn on connect
│ ├── data/weapon_data.gd # Weapon stats resource
│ ├── data/weapon_registry.gd # Weapon ID → resource mapping
│ └── ui/ # HUD, buy menu, bomb HUD, crosshair
addons/
├── netfox/ # Core: timing, rollback, synchronizers
├── netfox.extras/ # Weapons, input, state machines
├── netfox.internals/ # Internal utilities
└── netfox.noray/ # NAT punchthrough & relay
```
## Netfox Patterns Used
- **`RollbackSynchronizer`** with `_rollback_tick()` for deterministic state sync
- **`RewindableAction`** for rollback-safe weapon firing
- **`TickInterpolator`** for smooth visuals between ticks
- **`BaseNetInput`** for input gathering with `_gather()`
- **`NetworkEvents`** for peer join/leave handling
- **`MultiplayerSynchronizer`** for non-rollback state (health, death, economy)
- **Self-RPC pattern** — direct-call for listen-server host, RPC for clients
## License
MIT — see [LICENSE](LICENSE).
Built on top of [netfox](https://github.com/foxssake/netfox) by [Fox's Sake Studio](https://foxssake.studio/).
## Credits
- [netfox](https://github.com/foxssake/netfox) — Networking framework by Tamás Gálffy / Fox's Sake
- Sound effects from [Sonniss GDC Bundle](https://sonniss.com/)
- Bullet hole texture by [musdasch](https://opengameart.org/users/musdasch) (CC0)
- Crosshair by [krazyjakee](https://github.com/krazyjakee) (CC0)
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@tool
extends Node
class_name MCPClient
## WebSocket client for communication with the MCP server.
## Handles connection, reconnection, and message routing.
signal connected
signal disconnected
signal tool_requested(request_id: String, tool_name: String, args: Dictionary)
const DEFAULT_URL := "ws://127.0.0.1:6505"
const RECONNECT_DELAY := 3.0
const MAX_RECONNECT_DELAY := 30.0
const MAX_PACKETS_PER_FRAME := 32
var socket: WebSocketPeer = WebSocketPeer.new()
var server_url: String = DEFAULT_URL
var _is_connected := false
var _reconnect_timer: Timer
var _current_reconnect_delay := RECONNECT_DELAY
var _should_reconnect := true
var _project_path: String
var _initialized := false
func _ready() -> void:
_project_path = ProjectSettings.globalize_path("res://")
# Create reconnect timer
_reconnect_timer = Timer.new()
_reconnect_timer.one_shot = true
_reconnect_timer.timeout.connect(_on_reconnect_timer)
add_child(_reconnect_timer)
_initialized = true
func _process(_delta: float) -> void:
if not _initialized:
return
if socket.get_ready_state() == WebSocketPeer.STATE_CLOSED:
if _is_connected:
_handle_disconnect()
return
socket.poll()
match socket.get_ready_state():
WebSocketPeer.STATE_OPEN:
if not _is_connected:
_handle_connect()
var packets_processed := 0
while socket.get_available_packet_count() > 0 and packets_processed < MAX_PACKETS_PER_FRAME:
_handle_message(socket.get_packet().get_string_from_utf8())
packets_processed += 1
WebSocketPeer.STATE_CLOSING:
pass # Wait for close
WebSocketPeer.STATE_CLOSED:
if _is_connected:
_handle_disconnect()
func connect_to_server(url: String = DEFAULT_URL) -> void:
server_url = url
_should_reconnect = true
_current_reconnect_delay = RECONNECT_DELAY
_attempt_connection()
func disconnect_from_server() -> void:
_should_reconnect = false
if _reconnect_timer:
_reconnect_timer.stop()
if socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
socket.close()
_is_connected = false
func _attempt_connection() -> void:
if socket.get_ready_state() != WebSocketPeer.STATE_CLOSED:
socket.close()
print("[MCP] Connecting to ", server_url, "...")
var err := socket.connect_to_url(server_url)
if err != OK:
push_error("[MCP] Failed to connect: ", err)
_schedule_reconnect()
func _handle_connect() -> void:
_is_connected = true
_current_reconnect_delay = RECONNECT_DELAY # Reset backoff
print("[MCP] Connected to server")
# Send godot_ready message with project info
_send_message({
&"type": &"godot_ready",
&"project_path": _project_path,
})
connected.emit()
func _handle_disconnect() -> void:
_is_connected = false
print("[MCP] Disconnected from server")
disconnected.emit()
if _should_reconnect:
_schedule_reconnect()
func _schedule_reconnect() -> void:
if not _reconnect_timer:
return
print("[MCP] Reconnecting in ", _current_reconnect_delay, " seconds...")
_reconnect_timer.start(_current_reconnect_delay)
# Exponential backoff
_current_reconnect_delay = min(_current_reconnect_delay * 2, MAX_RECONNECT_DELAY)
func _on_reconnect_timer() -> void:
_attempt_connection()
func _handle_message(json_string: String) -> void:
var message = JSON.parse_string(json_string)
if message == null:
push_error("[MCP] Failed to parse message: ", json_string)
return
var msg_type: String = message.get(&"type", "")
match msg_type:
"ping":
_send_message({&"type": &"pong"})
"tool_invoke":
var request_id: String = message.get(&"id", "")
var tool_name: String = message.get(&"tool", "")
var args: Dictionary = message.get(&"args", {})
print("[MCP] Tool request: ", tool_name, " (", request_id, ")")
tool_requested.emit(request_id, tool_name, args)
_:
print("[MCP] Unknown message type: ", msg_type)
func send_tool_result(request_id: String, success: bool, result = null, error: String = "") -> void:
var response := {
&"type": &"tool_result",
&"id": request_id,
&"success": success,
}
if success:
response[&"result"] = result
else:
response[&"error"] = error
_send_message(response)
print("[MCP] Sent result for ", request_id, " (success=", success, ")")
func _send_message(message: Dictionary) -> void:
if socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
socket.send_text(JSON.stringify(message))
func is_connected_to_server() -> bool:
return _is_connected
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uid://baiaiot8klmbb
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[plugin]
name="Godot MCP"
description="MCP server integration for AI assistants. Connects to the godot-mcp-server via WebSocket."
author="Godot MCP"
version="0.2.6"
script="plugin.gd"
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@tool
extends EditorPlugin
## Godot MCP Plugin
## Connects to the godot-mcp-server via WebSocket and executes tools.
const MCPClientScript = preload("res://addons/godot_mcp/mcp_client.gd")
const ToolExecutorScript = preload("res://addons/godot_mcp/tool_executor.gd")
var _mcp_client: Node # MCPClient
var _tool_executor: Node # ToolExecutor
var _status_label: Label
func _enter_tree() -> void:
print("[Godot MCP] Plugin loading...")
# Create MCP client
_mcp_client = MCPClientScript.new()
_mcp_client.name = "MCPClient"
add_child(_mcp_client)
# Create tool executor
_tool_executor = ToolExecutorScript.new()
_tool_executor.name = "ToolExecutor"
add_child(_tool_executor) # _ready() runs here, creating child tools
_tool_executor.set_editor_plugin(self) # Now _visualizer_tools exists
# Connect signals
_mcp_client.connected.connect(_on_connected)
_mcp_client.disconnected.connect(_on_disconnected)
_mcp_client.tool_requested.connect(_on_tool_requested)
# Add status indicator to editor
_setup_status_indicator()
# Start connection
_mcp_client.connect_to_server()
print("[Godot MCP] Plugin loaded - connecting to MCP server...")
func _exit_tree() -> void:
print("[Godot MCP] Plugin unloading...")
if _mcp_client:
_mcp_client.disconnect_from_server()
_mcp_client.queue_free()
if _tool_executor:
_tool_executor.queue_free()
if _status_label:
remove_control_from_container(EditorPlugin.CONTAINER_TOOLBAR, _status_label)
_status_label.queue_free()
print("[Godot MCP] Plugin unloaded")
func _setup_status_indicator() -> void:
"""Add a small status label to the editor toolbar."""
_status_label = Label.new()
_status_label.text = "MCP: Connecting..."
_status_label.add_theme_color_override("font_color", Color.YELLOW)
_status_label.add_theme_font_size_override("font_size", 12)
add_control_to_container(EditorPlugin.CONTAINER_TOOLBAR, _status_label)
func _on_connected() -> void:
print("[Godot MCP] Connected to MCP server")
if _status_label:
_status_label.text = "MCP: Connected"
_status_label.add_theme_color_override("font_color", Color.GREEN)
func _on_disconnected() -> void:
print("[Godot MCP] Disconnected from MCP server")
if _status_label:
_status_label.text = "MCP: Disconnected"
_status_label.add_theme_color_override("font_color", Color.RED)
func _on_tool_requested(request_id: String, tool_name: String, args: Dictionary) -> void:
"""Handle incoming tool request from MCP server."""
print("[Godot MCP] Executing tool: ", tool_name)
# Execute the tool
var result: Dictionary = _tool_executor.execute_tool(tool_name, args)
var success: bool = result.get(&"ok", false)
if success:
result.erase(&"ok")
_mcp_client.send_tool_result(request_id, true, result)
else:
var error: String = result.get(&"error", "Unknown error")
_mcp_client.send_tool_result(request_id, false, null, error)
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@tool
extends Node
class_name ToolExecutor
## Routes tool invocations to the appropriate handler.
var _editor_plugin: EditorPlugin = null
var _file_tools: Node
var _scene_tools: Node
var _script_tools: Node
var _project_tools: Node
var _asset_tools: Node
var _visualizer_tools: Node
# Tool name → [handler_node, method_name]
var _tool_map: Dictionary = {}
var _initialized := false
func _init_tools() -> void:
"""Initialize all tool handlers. Called from set_editor_plugin."""
if _initialized:
return
_initialized = true
_file_tools = preload("res://addons/godot_mcp/tools/file_tools.gd").new()
_file_tools.name = "FileTools"
add_child(_file_tools)
_scene_tools = preload("res://addons/godot_mcp/tools/scene_tools.gd").new()
_scene_tools.name = "SceneTools"
add_child(_scene_tools)
_script_tools = preload("res://addons/godot_mcp/tools/script_tools.gd").new()
_script_tools.name = "ScriptTools"
add_child(_script_tools)
_project_tools = preload("res://addons/godot_mcp/tools/project_tools.gd").new()
_project_tools.name = "ProjectTools"
add_child(_project_tools)
_asset_tools = preload("res://addons/godot_mcp/tools/asset_tools.gd").new()
_asset_tools.name = "AssetTools"
add_child(_asset_tools)
_visualizer_tools = preload("res://addons/godot_mcp/tools/visualizer_tools.gd").new()
_visualizer_tools.name = "VisualizerTools"
add_child(_visualizer_tools)
# Build tool routing map
_tool_map = {
&"list_dir": [_file_tools, &"list_dir"],
&"read_file": [_file_tools, &"read_file"],
&"search_project": [_file_tools, &"search_project"],
&"create_script": [_file_tools, &"create_script"],
&"create_scene": [_scene_tools, &"create_scene"],
&"read_scene": [_scene_tools, &"read_scene"],
&"add_node": [_scene_tools, &"add_node"],
&"remove_node": [_scene_tools, &"remove_node"],
&"modify_node_property": [_scene_tools, &"modify_node_property"],
&"rename_node": [_scene_tools, &"rename_node"],
&"move_node": [_scene_tools, &"move_node"],
&"attach_script": [_scene_tools, &"attach_script"],
&"detach_script": [_scene_tools, &"detach_script"],
&"set_collision_shape": [_scene_tools, &"set_collision_shape"],
&"set_sprite_texture": [_scene_tools, &"set_sprite_texture"],
&"get_scene_hierarchy": [_scene_tools, &"get_scene_hierarchy"],
&"get_scene_node_properties": [_scene_tools, &"get_scene_node_properties"],
&"set_scene_node_property": [_scene_tools, &"set_scene_node_property"],
&"edit_script": [_script_tools, &"edit_script"],
&"validate_script": [_script_tools, &"validate_script"],
&"list_scripts": [_script_tools, &"list_scripts"],
&"create_folder": [_script_tools, &"create_folder"],
&"delete_file": [_script_tools, &"delete_file"],
&"rename_file": [_script_tools, &"rename_file"],
&"get_project_settings": [_project_tools, &"get_project_settings"],
&"list_settings": [_project_tools, &"list_settings"],
&"update_project_settings": [_project_tools, &"update_project_settings"],
&"get_input_map": [_project_tools, &"get_input_map"],
&"configure_input_map": [_project_tools, &"configure_input_map"],
&"get_collision_layers": [_project_tools, &"get_collision_layers"],
&"setup_autoload": [_project_tools, &"setup_autoload"],
&"get_node_properties": [_project_tools, &"get_node_properties"],
&"get_console_log": [_project_tools, &"get_console_log"],
&"get_errors": [_project_tools, &"get_errors"],
&"clear_console_log": [_project_tools, &"clear_console_log"],
&"open_in_godot": [_project_tools, &"open_in_godot"],
&"scene_tree_dump": [_project_tools, &"scene_tree_dump"],
&"generate_2d_asset": [_asset_tools, &"generate_2d_asset"],
&"map_project": [_visualizer_tools, &"map_project"],
&"map_scenes": [_visualizer_tools, &"map_scenes"],
}
func set_editor_plugin(plugin: EditorPlugin) -> void:
_editor_plugin = plugin
# Initialize tools first (must be done synchronously)
_init_tools()
# Pass editor plugin reference to all tool handlers
if _file_tools: _file_tools.set_editor_plugin(plugin)
if _scene_tools: _scene_tools.set_editor_plugin(plugin)
if _script_tools: _script_tools.set_editor_plugin(plugin)
if _project_tools: _project_tools.set_editor_plugin(plugin)
if _asset_tools: _asset_tools.set_editor_plugin(plugin)
if _visualizer_tools:
_visualizer_tools.set_editor_plugin(plugin)
# Pass scene_tools reference for visualizer internal scene functions
_visualizer_tools.set_scene_tools_ref(_scene_tools)
func execute_tool(tool_name: String, args: Dictionary) -> Dictionary:
"""Execute a tool by name with the given arguments."""
# Handle internal visualizer commands (not exposed as MCP tools)
if tool_name.begins_with("visualizer._internal_"):
var method: String = tool_name.replace("visualizer.", "")
if _visualizer_tools and _visualizer_tools.has_method(method):
return _visualizer_tools.call(method, args)
else:
return {&"ok": false, &"error": "Internal method not found: " + method}
if not _tool_map.has(tool_name):
return {
&"ok": false,
&"error": "Unknown tool: %s. Available: %s" % [tool_name, ", ".join(_tool_map.keys())]
}
var handler: Array = _tool_map[tool_name]
var node: Node = handler[0]
var method: StringName = handler[1]
if not node.has_method(method):
return {&"ok": false, &"error": "Tool handler not found: %s.%s" % [node.name, method]}
return node.call(method, args)
func get_available_tools() -> Array:
"""Return list of available tool names."""
return _tool_map.keys()
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@tool
extends Node
class_name AssetTools
## Asset generation tools for MCP.
## Handles: generate_2d_asset, search_comfyui_nodes,
## inspect_runninghub_workflow, customize_and_run_workflow
var _editor_plugin: EditorPlugin = null
func set_editor_plugin(plugin: EditorPlugin) -> void:
_editor_plugin = plugin
func _refresh_filesystem() -> void:
if _editor_plugin:
_editor_plugin.get_editor_interface().get_resource_filesystem().scan()
# =============================================================================
# generate_2d_asset - Generate PNG from SVG code
# =============================================================================
func generate_2d_asset(args: Dictionary) -> Dictionary:
var svg_code: String = str(args.get(&"svg_code", ""))
var filename: String = str(args.get(&"filename", ""))
var save_path: String = str(args.get(&"save_path", "res://assets/generated/"))
if svg_code.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'svg_code'"}
if filename.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'filename'"}
# Ensure .png extension
if not filename.ends_with(".png"):
filename += ".png"
# Ensure save path
if not save_path.begins_with("res://"):
save_path = "res://" + save_path
if not save_path.ends_with("/"):
save_path += "/"
# Create directory if needed
if not DirAccess.dir_exists_absolute(save_path):
DirAccess.make_dir_recursive_absolute(save_path)
# Parse SVG dimensions from the svg_code
var width := 64
var height := 64
# Simple regex-free parsing for width/height
var w_start := svg_code.find("width=\"")
if w_start != -1:
var w_val := svg_code.substr(w_start + 7)
var w_end := w_val.find("\"")
if w_end != -1:
width = int(w_val.substr(0, w_end))
var h_start := svg_code.find("height=\"")
if h_start != -1:
var h_val := svg_code.substr(h_start + 8)
var h_end := h_val.find("\"")
if h_end != -1:
height = int(h_val.substr(0, h_end))
# Create Image from SVG
var image := Image.new()
# Save SVG to temp file, then load as image
var temp_svg_path := "user://temp_asset.svg"
var svg_file := FileAccess.open(temp_svg_path, FileAccess.WRITE)
if not svg_file:
return {&"ok": false, &"error": "Failed to create temp SVG file"}
svg_file.store_string(svg_code)
svg_file.close()
# Load SVG as image
var err := image.load(temp_svg_path)
if err != OK:
# Fallback: try loading SVG data directly
image = Image.create(width, height, false, Image.FORMAT_RGBA8)
image.fill(Color(1, 0, 1, 1)) # Magenta fallback = something went wrong
print("[MCP] Warning: Could not render SVG, created fallback image")
# Clean up temp file
DirAccess.remove_absolute(temp_svg_path)
# Save as PNG
var full_path := save_path + filename
var global_path := ProjectSettings.globalize_path(full_path)
err = image.save_png(global_path)
if err != OK:
return {&"ok": false, &"error": "Failed to save PNG: " + str(err)}
_refresh_filesystem()
return {
&"ok": true,
&"resource_path": full_path,
&"dimensions": {&"width": width, &"height": height},
&"message": "Generated %s (%dx%d)" % [full_path, width, height],
}
# =============================================================================
# search_comfyui_nodes - Stub (requires external database)
# =============================================================================
func search_comfyui_nodes(args: Dictionary) -> Dictionary:
# This tool requires the ComfyUI node database which was bundled with the old plugin
# For now, return a message indicating it needs setup
return {
&"ok": true,
&"results": [],
&"count": 0,
&"message": "ComfyUI node search requires the node database. This feature will be available in a future update.",
}
# =============================================================================
# inspect_runninghub_workflow - Stub (requires API key)
# =============================================================================
func inspect_runninghub_workflow(args: Dictionary) -> Dictionary:
var workflow_id: String = str(args.get(&"workflow_id", ""))
if workflow_id.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'workflow_id'"}
return {
&"ok": true,
&"workflow_id": workflow_id,
&"message": "RunningHub workflow inspection requires API configuration. This feature will be available in a future update.",
}
# =============================================================================
# customize_and_run_workflow - Stub (requires API key)
# =============================================================================
func customize_and_run_workflow(args: Dictionary) -> Dictionary:
return {
&"ok": true,
&"message": "RunningHub workflow execution requires API configuration. This feature will be available in a future update.",
}
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@tool
extends Node
class_name FileTools
## File operation tools for MCP.
## Handles: list_dir, read_file, search_project, create_script
const DEFAULT_MAX_BYTES := 200_000
const DEFAULT_MAX_RESULTS := 200
const MAX_TRAVERSAL_DEPTH := 20
const _SKIP_EXTENSIONS: Dictionary = {
".import": true, ".png": true, ".jpg": true, ".jpeg": true,
".webp": true, ".svg": true, ".ogg": true, ".wav": true,
".mp3": true, ".escn": true, ".glb": true, ".gltf": true,
".uid": true,
}
var _editor_plugin: EditorPlugin = null
func set_editor_plugin(plugin: EditorPlugin) -> void:
_editor_plugin = plugin
# =============================================================================
# list_dir - List files and folders in a directory
# =============================================================================
func list_dir(args: Dictionary) -> Dictionary:
var root: String = str(args.get(&"root", "res://"))
var include_hidden: bool = bool(args.get(&"include_hidden", false))
if not root.begins_with("res://"):
root = "res://" + root
var dir := DirAccess.open(root)
if dir == null:
return {&"ok": false, &"error": "Cannot open directory: " + root}
var files: PackedStringArray = []
var folders: PackedStringArray = []
dir.list_dir_begin()
var name := dir.get_next()
while name != "":
# Skip hidden files unless requested
if not include_hidden and name.begins_with("."):
name = dir.get_next()
continue
# Skip .uid files
if name.ends_with(".uid"):
name = dir.get_next()
continue
if dir.current_is_dir():
folders.append(name)
else:
files.append(name)
name = dir.get_next()
dir.list_dir_end()
# Sort alphabetically
files.sort()
folders.sort()
return {
&"ok": true,
&"path": root,
&"files": files,
&"folders": folders,
&"total": files.size() + folders.size()
}
# =============================================================================
# read_file - Read contents of a file
# =============================================================================
func read_file(args: Dictionary) -> Dictionary:
var path: String = str(args.get(&"path", ""))
var start_line: int = int(args.get(&"start_line", 1))
var end_line: int = int(args.get(&"end_line", 0))
var max_bytes: int = int(args.get(&"max_bytes", DEFAULT_MAX_BYTES))
if path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'path' parameter"}
if not path.begins_with("res://"):
path = "res://" + path
if not FileAccess.file_exists(path):
return {&"ok": false, &"error": "File not found: " + path}
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
return {&"ok": false, &"error": "Cannot open file: " + path}
var content: String
var line_count: int = 0
# If no line range specified, read up to max_bytes
if end_line <= 0 and start_line <= 1:
var size := mini(max_bytes, file.get_length())
content = file.get_buffer(size).get_string_from_utf8()
# Count lines
line_count = content.count("\n") + 1
else:
# Read specific line range
var lines: Array = []
var current_line := 0
var total_bytes := 0
while not file.eof_reached():
var line := file.get_line()
current_line += 1
if current_line < start_line:
continue
if end_line > 0 and current_line > end_line:
break
lines.append(line)
total_bytes += line.length() + 1 # +1 for newline
if total_bytes > max_bytes:
break
content = "\n".join(lines)
line_count = lines.size()
file.close()
return {
&"ok": true,
&"path": path,
&"content": content,
&"line_count": line_count,
&"range": [start_line, end_line] if end_line > 0 else null
}
# =============================================================================
# search_project - Search for text in project files
# =============================================================================
func search_project(args: Dictionary) -> Dictionary:
var query: String = str(args.get(&"query", ""))
var glob_filter: String = str(args.get(&"glob", ""))
var max_results: int = int(args.get(&"max_results", DEFAULT_MAX_RESULTS))
var case_sensitive: bool = bool(args.get(&"case_sensitive", false))
if query.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'query' parameter"}
var search_query := query if case_sensitive else query.to_lower()
var files := _collect_files("res://", glob_filter)
var matches: Array = []
for file_path: String in files:
if matches.size() >= max_results:
break
var file := FileAccess.open(file_path, FileAccess.READ)
if file == null:
continue
var content := file.get_as_text()
file.close()
var search_content := content if case_sensitive else content.to_lower()
if search_content.find(search_query) == -1:
continue
var lines := content.split("\n")
for i: int in range(lines.size()):
var line := lines[i]
var search_line := line if case_sensitive else line.to_lower()
if search_line.find(search_query) != -1:
matches.append({
&"file": file_path,
&"line": i + 1,
&"content": line.strip_edges()
})
if matches.size() >= max_results:
break
return {
&"ok": true,
&"query": query,
&"matches": matches,
&"total_matches": matches.size(),
&"truncated": matches.size() >= max_results
}
func _collect_files(path: String, glob_filter: String) -> PackedStringArray:
"""Recursively collect all searchable files."""
var result: PackedStringArray = []
_collect_files_recursive(path, glob_filter, result)
return result
func _collect_files_recursive(path: String, glob_filter: String, out: PackedStringArray, depth: int = 0) -> void:
if depth >= MAX_TRAVERSAL_DEPTH:
return
var dir := DirAccess.open(path)
if dir == null:
return
dir.list_dir_begin()
var name := dir.get_next()
while name != "":
# Skip hidden
if name.begins_with("."):
name = dir.get_next()
continue
var full_path := path.path_join(name)
if dir.current_is_dir():
_collect_files_recursive(full_path, glob_filter, out, depth + 1)
else:
var ext := "." + name.get_extension().to_lower()
if not _SKIP_EXTENSIONS.has(ext):
if glob_filter.is_empty() or _matches_glob(full_path, glob_filter):
out.append(full_path)
name = dir.get_next()
dir.list_dir_end()
func _matches_glob(path: String, pattern: String) -> bool:
"""Simple glob matching: *.gd, **/*.tscn, etc."""
# Handle **/*.ext pattern
if pattern.begins_with("**/"):
var ext := pattern.substr(3) # Remove **/
return path.ends_with(ext.replace("*", ""))
# Handle *.ext pattern
if pattern.begins_with("*."):
return path.ends_with(pattern.substr(1))
# Simple contains check
return path.find(pattern) != -1
# =============================================================================
# create_script - Create a new GDScript file
# =============================================================================
func create_script(args: Dictionary) -> Dictionary:
var path: String = str(args.get(&"path", ""))
var content: String = str(args.get(&"content", ""))
if path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'path' parameter"}
if not path.begins_with("res://"):
path = "res://" + path
# Add .gd extension if missing
if not "." in path.get_file():
path += ".gd"
# Check if file already exists
if FileAccess.file_exists(path):
return {&"ok": false, &"error": "File already exists: " + path}
# 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 {&"ok": false, &"error": "Could not create directory: " + dir_path}
# Write file
var file := FileAccess.open(path, FileAccess.WRITE)
if file == null:
return {&"ok": false, &"error": "Could not create file: " + path}
file.store_string(content)
file.close()
# Refresh filesystem so Godot sees the new file
_refresh_filesystem()
return {
&"ok": true,
&"path": path,
&"size_bytes": content.length(),
&"message": "Script created successfully"
}
func _refresh_filesystem() -> void:
"""Tell Godot to rescan the filesystem."""
if _editor_plugin != null:
_editor_plugin.get_editor_interface().get_resource_filesystem().scan()
elif Engine.is_editor_hint():
# Fallback if no plugin reference
var editor_interface = Engine.get_singleton("EditorInterface")
if editor_interface:
editor_interface.get_resource_filesystem().scan()
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@tool
extends Node
class_name ProjectTools
## Project configuration and debug tools for MCP.
## Handles: get_project_settings, list_settings, update_project_settings,
## get_input_map, configure_input_map, get_collision_layers,
## get_node_properties, setup_autoload,
## get_console_log, get_errors, clear_console_log,
## open_in_godot, scene_tree_dump
var _editor_plugin: EditorPlugin = null
# Cached reference to the editor Output panel's RichTextLabel.
var _editor_log_rtl: RichTextLabel = null
# Character offset for clear_console_log.
var _clear_char_offset: int = 0
func set_editor_plugin(plugin: EditorPlugin) -> void:
_editor_plugin = plugin
# =============================================================================
# get_project_settings
# =============================================================================
func get_project_settings(args: Dictionary) -> Dictionary:
var include_render: bool = bool(args.get(&"include_render", true))
var include_physics: bool = bool(args.get(&"include_physics", true))
var out: Dictionary = {}
out[&"main_scene"] = str(ProjectSettings.get_setting("application/run/main_scene", ""))
# Window size
var width = ProjectSettings.get_setting("display/window/size/viewport_width", null)
var height = ProjectSettings.get_setting("display/window/size/viewport_height", null)
if width != null: out[&"window_width"] = int(width)
if height != null: out[&"window_height"] = int(height)
# Stretch
var stretch_mode = ProjectSettings.get_setting("display/window/stretch/mode", null)
var stretch_aspect = ProjectSettings.get_setting("display/window/stretch/aspect", null)
if stretch_mode != null: out[&"stretch_mode"] = str(stretch_mode)
if stretch_aspect != null: out[&"stretch_aspect"] = str(stretch_aspect)
if include_physics:
var pps = ProjectSettings.get_setting("physics/common/physics_ticks_per_second", null)
if pps != null: out[&"physics_ticks_per_second"] = int(pps)
if include_render:
var method = ProjectSettings.get_setting("rendering/renderer/rendering_method", null)
if method != null: out[&"rendering_method"] = str(method)
var vsync = ProjectSettings.get_setting("display/window/vsync/vsync_mode", null)
if vsync != null: out[&"vsync"] = str(vsync)
return {&"ok": true, &"settings": out}
# =============================================================================
# list_settings
# =============================================================================
func list_settings(args: Dictionary) -> Dictionary:
var category: String = str(args.get(&"category", ""))
var properties: Array = ProjectSettings.get_property_list()
if category.strip_edges().is_empty():
var categories: Dictionary = {}
for prop: Dictionary in properties:
var prop_name: String = prop[&"name"]
if prop_name.is_empty() or prop_name.begins_with("_"):
continue
var slash_idx := prop_name.find("/")
if slash_idx == -1:
continue
var cat: String = prop_name.substr(0, slash_idx)
categories[cat] = categories.get(cat, 0) + 1
return {&"ok": true, &"categories": categories,
&"hint": "Pass a category name to list its settings with current values and valid options."}
var settings: Array = []
for prop: Dictionary in properties:
var prop_name: String = prop[&"name"]
if not prop_name.begins_with(category + "/"):
continue
if prop_name.begins_with("_"):
continue
var info: Dictionary = {
&"path": prop_name,
&"type": _type_to_string(prop[&"type"]),
&"value": _serialize_value(ProjectSettings.get_setting(prop_name))
}
var hint: int = prop.get(&"hint", 0)
var hint_string: String = str(prop.get(&"hint_string", ""))
if hint == PROPERTY_HINT_ENUM and not hint_string.is_empty():
info[&"enum_values"] = hint_string
elif hint == PROPERTY_HINT_RANGE and not hint_string.is_empty():
info[&"range"] = hint_string
settings.append(info)
return {&"ok": true, &"category": category, &"settings": settings, &"count": settings.size()}
# =============================================================================
# update_project_settings
# =============================================================================
func update_project_settings(args: Dictionary) -> Dictionary:
var settings = args.get(&"settings", {})
if not settings is Dictionary or settings.is_empty():
return {&"ok": false, &"error": "Missing or empty 'settings' dictionary. Use list_settings to discover available setting paths."}
var updated: Array = []
for key: String in settings:
ProjectSettings.set_setting(key, settings[key])
updated.append(key)
_save_and_refresh_settings()
return {&"ok": true, &"updated": updated, &"count": updated.size()}
# =============================================================================
# get_input_map
# =============================================================================
func get_input_map(args: Dictionary) -> Dictionary:
var include_deadzones: bool = bool(args.get(&"include_deadzones", true))
var actions: Array = InputMap.get_actions()
actions.sort()
var result: Dictionary = {}
for action: StringName in actions:
var events: Array = []
for e: InputEvent in InputMap.action_get_events(action):
var item := {&"type": e.get_class()}
if e is InputEventKey:
var keycode = e.physical_keycode if e.physical_keycode != 0 else e.keycode
item[&"keycode"] = keycode
item[&"key_label"] = OS.get_keycode_string(keycode) if keycode != 0 else ""
elif e is InputEventMouseButton:
item[&"button_index"] = e.button_index
elif e is InputEventJoypadButton:
item[&"button_index"] = e.button_index
elif e is InputEventJoypadMotion:
item[&"axis"] = e.axis
if include_deadzones:
item[&"axis_value"] = e.axis_value
events.append(item)
result[action] = events
return {&"ok": true, &"actions": result, &"count": result.size()}
# =============================================================================
# configure_input_map
# =============================================================================
func configure_input_map(args: Dictionary) -> Dictionary:
var action: String = str(args.get(&"action", ""))
var operation: String = str(args.get(&"operation", ""))
if action.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'action' name"}
if operation.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'operation'. Use: add, remove, set"}
match operation:
"add":
return _input_map_add(action, args)
"remove":
return _input_map_remove(action)
"set":
return _input_map_set(action, args)
_:
return {&"ok": false, &"error": "Unknown operation: %s. Use: add, remove, set" % operation}
func _input_map_add(action: String, args: Dictionary) -> Dictionary:
var deadzone: float = float(args.get(&"deadzone", 0.5))
var events_data: Array = args.get(&"events", [])
var created := false
if not InputMap.has_action(action):
InputMap.add_action(action, deadzone)
created = true
var added_events: Array = []
var event_errors: Array = []
for event_desc in events_data:
if not event_desc is Dictionary:
continue
var result: Dictionary = _create_input_event(event_desc)
if result.has(&"error"):
event_errors.append(result[&"error"])
continue
InputMap.action_add_event(action, result[&"event"])
added_events.append(_describe_event(result[&"event"]))
_persist_action(action)
_save_and_refresh_settings()
_try_refresh_input_map_ui()
var msg := "Action '%s' %s" % [action, "created" if created else "updated"]
if added_events.size() > 0:
msg += " with %d event(s)" % added_events.size()
var out: Dictionary = {&"ok": true, &"message": msg, &"events_added": added_events}
if event_errors.size() > 0:
out[&"event_errors"] = event_errors
return out
func _input_map_remove(action: String) -> Dictionary:
if not InputMap.has_action(action):
return {&"ok": false, &"error": "Action not found: " + action}
InputMap.erase_action(action)
if ProjectSettings.has_setting("input/" + action):
ProjectSettings.clear("input/" + action)
_save_and_refresh_settings()
_try_refresh_input_map_ui()
return {&"ok": true, &"message": "Removed action: " + action}
func _input_map_set(action: String, args: Dictionary) -> Dictionary:
var deadzone: float = float(args.get(&"deadzone", 0.5))
var events_data: Array = args.get(&"events", [])
if InputMap.has_action(action):
InputMap.erase_action(action)
InputMap.add_action(action, deadzone)
var added_events: Array = []
var event_errors: Array = []
for event_desc in events_data:
if not event_desc is Dictionary:
continue
var result: Dictionary = _create_input_event(event_desc)
if result.has(&"error"):
event_errors.append(result[&"error"])
continue
InputMap.action_add_event(action, result[&"event"])
added_events.append(_describe_event(result[&"event"]))
_persist_action(action)
_save_and_refresh_settings()
_try_refresh_input_map_ui()
var out: Dictionary = {&"ok": true, &"message": "Set action '%s' with %d event(s)" % [action, added_events.size()], &"events": added_events}
if event_errors.size() > 0:
out[&"event_errors"] = event_errors
return out
func _create_input_event(desc: Dictionary) -> Dictionary:
var type: String = str(desc.get(&"type", ""))
match type:
"key":
var key_string: String = str(desc.get(&"key", ""))
if key_string.is_empty():
return {&"error": "Missing 'key' for key event"}
var event := InputEventKey.new()
var keycode := OS.find_keycode_from_string(key_string)
if keycode == 0:
return {&"error": "Unknown key: " + key_string}
event.physical_keycode = keycode
return {&"event": event}
"mouse_button":
var button_index: int = int(desc.get(&"button_index", 0))
if button_index <= 0:
return {&"error": "Invalid 'button_index' for mouse_button (must be >= 1: 1=left, 2=right, 3=middle)"}
var event := InputEventMouseButton.new()
event.button_index = button_index
return {&"event": event}
"joypad_button":
var button_index: int = int(desc.get(&"button_index", -1))
if button_index < 0:
return {&"error": "Missing or invalid 'button_index' for joypad_button"}
var event := InputEventJoypadButton.new()
event.button_index = button_index
return {&"event": event}
"joypad_motion":
var axis: int = int(desc.get(&"axis", -1))
if axis < 0:
return {&"error": "Missing or invalid 'axis' for joypad_motion"}
var axis_value: float = float(desc.get(&"axis_value", 0.0))
var event := InputEventJoypadMotion.new()
event.axis = axis
event.axis_value = axis_value
return {&"event": event}
_:
return {&"error": "Unknown event type: '%s'. Use: key, mouse_button, joypad_button, joypad_motion" % type}
func _save_and_refresh_settings() -> void:
ProjectSettings.save()
ProjectSettings.notify_property_list_changed()
func _try_refresh_input_map_ui() -> void:
if not _editor_plugin:
return
var base := _editor_plugin.get_editor_interface().get_base_control()
var pse := _find_node_by_class(base, "ProjectSettingsEditor")
if not pse:
return
if pse.has_method("_update_action_map_editor"):
pse.call("_update_action_map_editor")
else:
push_warning("[Godot MCP] Input map changed and saved, but the editor UI could not refresh. Reopen Project Settings to see changes.")
func _persist_action(action: String) -> void:
if not InputMap.has_action(action):
return
var deadzone: float = InputMap.action_get_deadzone(action)
var events: Array = InputMap.action_get_events(action)
ProjectSettings.set_setting("input/" + action, {
"deadzone": deadzone,
"events": events
})
func _describe_event(event: InputEvent) -> String:
if event is InputEventKey:
var keycode: int = event.physical_keycode if event.physical_keycode != 0 else event.keycode
var label: String = OS.get_keycode_string(keycode) if keycode != 0 else "Unknown"
return "Key: " + label
elif event is InputEventMouseButton:
return "Mouse Button: " + str(event.button_index)
elif event is InputEventJoypadButton:
return "Joypad Button: " + str(event.button_index)
elif event is InputEventJoypadMotion:
return "Joypad Axis: %d (%.1f)" % [event.axis, event.axis_value]
return event.get_class()
# =============================================================================
# get_collision_layers
# =============================================================================
func get_collision_layers(_args: Dictionary) -> Dictionary:
var layers_2d: Array = _collect_layers("layer_names/2d_physics")
var layers_3d: Array = _collect_layers("layer_names/3d_physics")
return {&"ok": true, &"layers_2d": layers_2d, &"layers_3d": layers_3d}
func _collect_layers(prefix: String) -> Array:
var out: Array = []
for i: int in range(1, 33):
var key := "%s/layer_%d" % [prefix, i]
var layer_name := str(ProjectSettings.get_setting(key, ""))
if not layer_name.is_empty():
out.append({&"index": i, &"name": layer_name})
return out
# =============================================================================
# get_node_properties
# =============================================================================
const _SKIP_PROPS: Dictionary = {
"script": true, "owner": true, "scene_file_path": true, "unique_name_in_owner": true,
}
const ENUM_HINTS = {
"anchors_preset": "0:Top Left,1:Top Right,2:Bottom Right,3:Bottom Left,4:Center Left,5:Center Top,6:Center Right,7:Center Bottom,8:Center,9:Left Wide,10:Top Wide,11:Right Wide,12:Bottom Wide,13:VCenter Wide,14:HCenter Wide,15:Full Rect",
"grow_horizontal": "0:Begin,1:End,2:Both",
"grow_vertical": "0:Begin,1:End,2:Both",
"horizontal_alignment": "0:Left,1:Center,2:Right,3:Fill",
"vertical_alignment": "0:Top,1:Center,2:Bottom,3:Fill"
}
func get_node_properties(args: Dictionary) -> Dictionary:
var node_type: String = str(args.get(&"node_type", ""))
if node_type.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'node_type'"}
if not ClassDB.class_exists(node_type):
return {&"ok": false, &"error": "Unknown node type: " + node_type}
var temp = ClassDB.instantiate(node_type)
if not temp:
return {&"ok": false, &"error": "Cannot instantiate: " + node_type}
var properties: Array = []
for prop: Dictionary in temp.get_property_list():
var prop_name: String = prop[&"name"]
if prop_name.begins_with("_"):
continue
if _SKIP_PROPS.has(prop_name):
continue
if not (prop.get(&"usage", 0) & PROPERTY_USAGE_EDITOR):
continue
var info := {
&"name": prop_name,
&"type": _type_to_string(prop[&"type"]),
&"default": _serialize_value(temp.get(prop_name))
}
# Enum hints
if prop.has(&"hint") and prop[&"hint"] == PROPERTY_HINT_ENUM and prop.has(&"hint_string"):
info[&"enum_values"] = prop[&"hint_string"]
if prop_name in ENUM_HINTS:
info[&"enum_values"] = ENUM_HINTS[prop_name]
properties.append(info)
temp.queue_free()
# Inheritance chain
var chain: Array = []
var cls: String = node_type
while cls != "":
chain.append(cls)
cls = ClassDB.get_parent_class(cls)
return {&"ok": true, &"node_type": node_type, &"inheritance_chain": chain,
&"property_count": properties.size(), &"properties": properties}
func _type_to_string(type_id: int) -> String:
match type_id:
TYPE_BOOL: return "bool"
TYPE_INT: return "int"
TYPE_FLOAT: return "float"
TYPE_STRING: return "String"
TYPE_VECTOR2: return "Vector2"
TYPE_VECTOR3: return "Vector3"
TYPE_VECTOR2I: return "Vector2i"
TYPE_VECTOR3I: return "Vector3i"
TYPE_COLOR: return "Color"
TYPE_RECT2: return "Rect2"
TYPE_OBJECT: return "Resource"
TYPE_ARRAY: return "Array"
TYPE_DICTIONARY: return "Dictionary"
_: return "Variant"
func _serialize_value(value: Variant) -> Variant:
match typeof(value):
TYPE_VECTOR2: return {&"type": &"Vector2", &"x": value.x, &"y": value.y}
TYPE_VECTOR3: return {&"type": &"Vector3", &"x": value.x, &"y": value.y, &"z": value.z}
TYPE_COLOR: return {&"type": &"Color", &"r": value.r, &"g": value.g, &"b": value.b, &"a": value.a}
TYPE_VECTOR2I: return {&"type": &"Vector2i", &"x": value.x, &"y": value.y}
TYPE_VECTOR3I: return {&"type": &"Vector3i", &"x": value.x, &"y": value.y, &"z": value.z}
TYPE_OBJECT:
if value and value is Resource and value.resource_path:
return {&"type": &"Resource", &"path": value.resource_path}
return null
_: return value
# =============================================================================
# setup_autoload
# =============================================================================
func setup_autoload(args: Dictionary) -> Dictionary:
var operation: String = str(args.get(&"operation", ""))
if operation.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'operation'. Use: add, remove, list"}
match operation:
"list":
return _autoload_list()
"add":
return _autoload_add(args)
"remove":
return _autoload_remove(args)
_:
return {&"ok": false, &"error": "Unknown operation: %s. Use: add, remove, list" % operation}
func _autoload_list() -> Dictionary:
var autoloads: Array = []
for prop: Dictionary in ProjectSettings.get_property_list():
var prop_name: String = prop[&"name"]
if not prop_name.begins_with("autoload/"):
continue
var al_name: String = prop_name.substr(9)
var al_path: String = str(ProjectSettings.get_setting(prop_name, ""))
var enabled: bool = al_path.begins_with("*")
if enabled:
al_path = al_path.substr(1)
autoloads.append({&"name": al_name, &"path": al_path, &"enabled": enabled})
return {&"ok": true, &"autoloads": autoloads, &"count": autoloads.size()}
func _autoload_add(args: Dictionary) -> Dictionary:
var autoload_name: String = str(args.get(&"name", ""))
var path: String = str(args.get(&"path", ""))
if autoload_name.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'name'"}
if path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'path' for add operation"}
if not path.begins_with("res://"):
path = "res://" + path
if not FileAccess.file_exists(path):
return {&"ok": false, &"error": "File not found: " + path}
var setting_key := "autoload/" + autoload_name
ProjectSettings.set_setting(setting_key, "*" + path)
_save_and_refresh_settings()
return {&"ok": true, &"message": "Registered autoload: %s -> %s" % [autoload_name, path]}
func _autoload_remove(args: Dictionary) -> Dictionary:
var autoload_name: String = str(args.get(&"name", ""))
if autoload_name.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'name'"}
var setting_key := "autoload/" + autoload_name
if not ProjectSettings.has_setting(setting_key):
return {&"ok": false, &"error": "Autoload not found: " + autoload_name}
ProjectSettings.clear(setting_key)
_save_and_refresh_settings()
return {&"ok": true, &"message": "Unregistered autoload: " + autoload_name}
# =============================================================================
# Editor Output Panel access
# =============================================================================
# We read directly from the editor's internal EditorLog RichTextLabel.
# This is real-time and matches exactly what the user sees in the Output panel.
# =============================================================================
func _get_editor_log_rtl() -> RichTextLabel:
"""Find (and cache) the RichTextLabel inside the editor's Output panel."""
if is_instance_valid(_editor_log_rtl):
return _editor_log_rtl
if not _editor_plugin:
return null
var base := _editor_plugin.get_editor_interface().get_base_control()
var editor_log := _find_node_by_class(base, "EditorLog")
if editor_log:
_editor_log_rtl = _find_child_rtl(editor_log)
return _editor_log_rtl
func _find_node_by_class(root: Node, cls_name: String) -> Node:
if root.get_class() == cls_name:
return root
for child: Node in root.get_children():
var found := _find_node_by_class(child, cls_name)
if found:
return found
return null
func _find_child_rtl(node: Node) -> RichTextLabel:
for child: Node in node.get_children():
if child is RichTextLabel:
return child
var found := _find_child_rtl(child)
if found:
return found
return null
func _read_output_panel_lines() -> Array:
"""Return all non-empty lines from the editor Output panel (after clear offset)."""
var rtl := _get_editor_log_rtl()
if not rtl:
return []
var full_text: String = rtl.get_parsed_text()
if _clear_char_offset > 0 and _clear_char_offset < full_text.length():
full_text = full_text.substr(_clear_char_offset)
elif _clear_char_offset >= full_text.length():
return []
var lines: Array = []
for line: String in full_text.split("\n"):
if not line.strip_edges().is_empty():
lines.append(line)
return lines
# =============================================================================
# get_console_log
# =============================================================================
func get_console_log(args: Dictionary) -> Dictionary:
var max_lines: int = int(args.get(&"max_lines", 50))
var rtl := _get_editor_log_rtl()
if not rtl:
return {&"ok": false,
&"error": "Could not access the Godot editor Output panel. Make sure the MCP plugin is enabled and running inside the Godot editor."}
var all_lines := _read_output_panel_lines()
var start := maxi(0, all_lines.size() - max_lines)
var lines := all_lines.slice(start)
return {&"ok": true, &"lines": lines, &"line_count": lines.size(),
&"content": "\n".join(lines)}
# =============================================================================
# get_errors
# =============================================================================
const _ERROR_PREFIXES: PackedStringArray = [
"ERROR:", "SCRIPT ERROR:", "USER ERROR:",
"WARNING:", "USER WARNING:", "SCRIPT WARNING:",
"Parse Error:", "Invalid",
]
func get_errors(args: Dictionary) -> Dictionary:
var max_errors: int = int(args.get(&"max_errors", 50))
var include_warnings: bool = bool(args.get(&"include_warnings", true))
var rtl := _get_editor_log_rtl()
if not rtl:
return {&"ok": false,
&"error": "Could not access the Godot editor Output panel. Make sure the MCP plugin is enabled and running inside the Godot editor."}
var all_lines := _read_output_panel_lines()
var all_errors: Array = []
for i: int in range(all_lines.size()):
var line: String = all_lines[i].strip_edges()
if line.is_empty():
continue
var is_error := false
var severity := "error"
for prefix: String in _ERROR_PREFIXES:
if line.begins_with(prefix):
is_error = true
if "WARNING" in prefix:
severity = "warning"
break
# Godot continuation lines: "at: res://path/file.gd:123"
if not is_error and line.begins_with("at: ") and "res://" in line:
if all_errors.size() > 0:
var prev: Dictionary = all_errors[all_errors.size() - 1]
var loc := _extract_file_line(line)
if not loc.is_empty():
prev[&"file"] = loc.get(&"file", "")
prev[&"line"] = loc.get(&"line", 0)
continue
if not is_error:
continue
if severity == "warning" and not include_warnings:
continue
var error_info := {&"message": line, &"severity": severity}
var loc := _extract_file_line(line)
if not loc.is_empty():
error_info[&"file"] = loc.get(&"file", "")
error_info[&"line"] = loc.get(&"line", 0)
all_errors.append(error_info)
# Return the most recent errors
var start := maxi(0, all_errors.size() - max_errors)
var errors := all_errors.slice(start)
return {&"ok": true, &"errors": errors, &"error_count": errors.size(),
&"summary": "%d error(s) found" % errors.size()}
func _extract_file_line(text: String) -> Dictionary:
var idx := text.find("res://")
if idx == -1:
return {}
var rest := text.substr(idx)
var colon_idx := rest.find(":", 6)
if colon_idx == -1:
return {&"file": rest.strip_edges()}
var file_path := rest.substr(0, colon_idx)
var after_colon := rest.substr(colon_idx + 1)
var line_str := ""
for c in after_colon:
if c.is_valid_int():
line_str += c
else:
break
if not line_str.is_empty():
return {&"file": file_path, &"line": int(line_str)}
return {&"file": file_path}
# =============================================================================
# clear_console_log
# =============================================================================
func clear_console_log(_args: Dictionary) -> Dictionary:
var rtl := _get_editor_log_rtl()
if not rtl:
return {&"ok": false,
&"error": "Could not access the Godot editor Output panel. Make sure the MCP plugin is enabled and running inside the Godot editor."}
# Actually clear the editor Output panel
rtl.clear()
_clear_char_offset = 0
return {&"ok": true,
&"message": "Console log cleared."}
# =============================================================================
# open_in_godot
# =============================================================================
func open_in_godot(args: Dictionary) -> Dictionary:
var path: String = str(args.get(&"path", ""))
var line: int = int(args.get(&"line", 0))
if path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'path'"}
if not path.begins_with("res://"):
path = "res://" + path
if not _editor_plugin:
return {&"ok": false, &"error": "Editor plugin not available"}
var ei = _editor_plugin.get_editor_interface()
if path.ends_with(".gd") or path.ends_with(".shader"):
var script = load(path)
if script:
ei.edit_resource(script)
if line > 0:
ei.get_script_editor().goto_line(line - 1)
else:
return {&"ok": false, &"error": "Could not load: " + path}
elif path.ends_with(".tscn") or path.ends_with(".scn"):
ei.open_scene_from_path(path)
else:
var res = load(path)
if res:
ei.edit_resource(res)
return {&"ok": true, &"message": "Opened %s%s" % [path, " at line %d" % line if line > 0 else ""]}
# =============================================================================
# scene_tree_dump
# =============================================================================
func scene_tree_dump(_args: Dictionary) -> Dictionary:
if not _editor_plugin:
return {&"ok": false, &"error": "Editor plugin not available"}
var ei = _editor_plugin.get_editor_interface()
var edited_scene = ei.get_edited_scene_root()
if not edited_scene:
return {&"ok": true, &"tree": "(no scene open)", &"message": "No scene is currently open in the editor"}
var tree_text := _dump_node(edited_scene, 0)
return {&"ok": true, &"tree": tree_text, &"scene_path": edited_scene.scene_file_path}
func _dump_node(node: Node, depth: int) -> String:
var indent := " ".repeat(depth)
var line := "%s%s (%s)" % [indent, node.name, node.get_class()]
var script = node.get_script()
if script:
line += " [%s]" % script.resource_path.get_file()
var children := node.get_children()
if children.is_empty():
return line
var parts: PackedStringArray = [line]
for child: Node in children:
parts.append(_dump_node(child, depth + 1))
return "\n".join(parts)
@@ -0,0 +1 @@
uid://dig5fifwwanvf
+979
View File
@@ -0,0 +1,979 @@
@tool
extends Node
class_name SceneTools
## Scene operation tools for MCP.
## Handles: create_scene, read_scene, add_node, remove_node, modify_node_property,
## rename_node, move_node, attach_script, detach_script, set_collision_shape,
## set_sprite_texture
const _SKIP_PROPS: Dictionary[String, bool] = {
"script": true, "owner": true, "scene_file_path": true,
"unique_name_in_owner": true, "editor_description": true,
}
var _editor_plugin: EditorPlugin = null
func set_editor_plugin(plugin: EditorPlugin) -> void:
_editor_plugin = plugin
# =============================================================================
# Shared helpers
# =============================================================================
func _refresh_and_reload(scene_path: String) -> void:
_refresh_filesystem()
_reload_scene_in_editor(scene_path)
func _refresh_filesystem() -> void:
if _editor_plugin:
_editor_plugin.get_editor_interface().get_resource_filesystem().scan()
func _reload_scene_in_editor(scene_path: String) -> void:
if not _editor_plugin:
return
var ei = _editor_plugin.get_editor_interface()
var edited = ei.get_edited_scene_root()
if edited and edited.scene_file_path == scene_path:
ei.reload_scene_from_path(scene_path)
func _ensure_res_path(path: String) -> String:
if not path.begins_with("res://"):
return "res://" + path
return path
func _load_scene(scene_path: String) -> Array:
"""Returns [scene_root, error_dict]. If error_dict is not empty, scene_root is null."""
if not FileAccess.file_exists(scene_path):
return [null, {&"ok": false, &"error": "Scene does not exist: " + scene_path}]
var packed = load(scene_path) as PackedScene
if not packed:
return [null, {&"ok": false, &"error": "Failed to load scene: " + scene_path}]
var root = packed.instantiate()
if not root:
return [null, {&"ok": false, &"error": "Failed to instantiate scene"}]
return [root, {}]
func _save_scene(scene_root: Node, scene_path: String) -> Dictionary:
"""Pack and save a scene. Returns error dict or empty on success."""
var packed = PackedScene.new()
var pack_result = packed.pack(scene_root)
if pack_result != OK:
scene_root.queue_free()
return {&"ok": false, &"error": "Failed to pack scene: " + str(pack_result)}
var save_result = ResourceSaver.save(packed, scene_path)
scene_root.queue_free()
if save_result != OK:
return {&"ok": false, &"error": "Failed to save scene: " + str(save_result)}
_refresh_and_reload(scene_path)
return {}
func _find_node(scene_root: Node, node_path: String) -> Node:
if node_path == "." or node_path.is_empty():
return scene_root
return scene_root.get_node_or_null(node_path)
func _parse_value(value: Variant) -> Variant:
"""Convert dictionary-encoded types to Godot types."""
if value is Dictionary:
var t: String = value.get(&"type", "")
match t:
"Vector2": return Vector2(value.get(&"x", 0), value.get(&"y", 0))
"Vector3": return Vector3(value.get(&"x", 0), value.get(&"y", 0), value.get(&"z", 0))
"Color": return Color(value.get(&"r", 1), value.get(&"g", 1), value.get(&"b", 1), value.get(&"a", 1))
"Vector2i": return Vector2i(value.get(&"x", 0), value.get(&"y", 0))
"Vector3i": return Vector3i(value.get(&"x", 0), value.get(&"y", 0), value.get(&"z", 0))
"Rect2": return Rect2(value.get(&"x", 0), value.get(&"y", 0), value.get(&"width", 0), value.get(&"height", 0))
return value
func _set_node_properties(node: Node, properties: Dictionary) -> void:
for prop_name: String in properties:
var prop_value = _parse_value(properties[prop_name])
node.set(prop_name, prop_value)
func _serialize_value(value: Variant) -> Variant:
match typeof(value):
TYPE_VECTOR2: return {&"type": &"Vector2", &"x": value.x, &"y": value.y}
TYPE_VECTOR3: return {&"type": &"Vector3", &"x": value.x, &"y": value.y, &"z": value.z}
TYPE_COLOR: return {&"type": &"Color", &"r": value.r, &"g": value.g, &"b": value.b, &"a": value.a}
TYPE_VECTOR2I: return {&"type": &"Vector2i", &"x": value.x, &"y": value.y}
TYPE_VECTOR3I: return {&"type": &"Vector3i", &"x": value.x, &"y": value.y, &"z": value.z}
TYPE_RECT2: return {&"type": &"Rect2", &"x": value.position.x, &"y": value.position.y, &"width": value.size.x, &"height": value.size.y}
TYPE_OBJECT:
if value and value is Resource and value.resource_path:
return {&"type": &"Resource", &"path": value.resource_path}
return null
_: return value
# =============================================================================
# create_scene
# =============================================================================
func create_scene(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var root_node_name: String = str(args.get(&"root_node_name", "Node"))
var root_node_type: String = str(args.get(&"root_node_type", ""))
var nodes: Array = args.get(&"nodes", [])
var attach_script_path: String = str(args.get(&"attach_script", ""))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path' parameter"}
if root_node_type.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'root_node_type' parameter"}
if not scene_path.ends_with(".tscn"):
scene_path += ".tscn"
if FileAccess.file_exists(scene_path):
return {&"ok": false, &"error": "Scene already exists: " + scene_path}
if not ClassDB.class_exists(root_node_type):
return {&"ok": false, &"error": "Invalid root node type: " + root_node_type}
# Ensure parent directory
var dir_path := scene_path.get_base_dir()
if not DirAccess.dir_exists_absolute(dir_path):
DirAccess.make_dir_recursive_absolute(dir_path)
var root: Node = ClassDB.instantiate(root_node_type) as Node
if not root:
return {&"ok": false, &"error": "Failed to create root node of type: " + root_node_type}
root.name = root_node_name
if not attach_script_path.is_empty():
var script_res = load(attach_script_path)
if script_res:
root.set_script(script_res)
var node_count := 0
for node_data: Variant in nodes:
if typeof(node_data) == TYPE_DICTIONARY:
var created = _create_node_recursive(node_data, root, root)
if created:
node_count += _count_nodes(created)
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"path": scene_path, &"root_type": root_node_type, &"child_count": node_count,
&"message": "Scene created at " + scene_path}
func _create_node_recursive(data: Dictionary, parent: Node, owner: Node) -> Node:
var n_name: String = str(data.get(&"name", "Node"))
var n_type: String = str(data.get(&"type", "Node"))
var n_script: String = str(data.get(&"script", ""))
var props: Dictionary = data.get(&"properties", {})
var children: Array = data.get(&"children", [])
if not ClassDB.class_exists(n_type):
return null
var node: Node = ClassDB.instantiate(n_type) as Node
if not node:
return null
node.name = n_name
_set_node_properties(node, props)
if not n_script.is_empty():
var s = load(n_script)
if s:
node.set_script(s)
parent.add_child(node)
node.owner = owner
for child_data: Variant in children:
if typeof(child_data) == TYPE_DICTIONARY:
_create_node_recursive(child_data, node, owner)
return node
func _count_nodes(node: Node) -> int:
var count := 1
for child: Node in node.get_children():
count += _count_nodes(child)
return count
# =============================================================================
# read_scene
# =============================================================================
func read_scene(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var include_properties: bool = args.get(&"include_properties", false)
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path' parameter"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var structure = _build_node_structure(root, include_properties)
root.queue_free()
return {&"ok": true, &"scene_path": scene_path, &"root": structure}
func _build_node_structure(node: Node, include_props: bool, path: String = ".") -> Dictionary:
const PROPERTIES: PackedStringArray = ["position", "rotation", "scale", "size", "offset", "visible",
"modulate", "z_index", "text", "collision_layer", "collision_mask", "mass"]
var data := {&"name": str(node.name), &"type": node.get_class(), &"path": path, &"children": []}
var script = node.get_script()
if script:
data[&"script"] = script.resource_path
if include_props:
var props := {}
for prop_name: String in PROPERTIES:
var val = node.get(prop_name)
if val != null:
props[prop_name] = _serialize_value(val)
if not props.is_empty():
data[&"properties"] = props
for child: Node in node.get_children():
var child_path = child.name if path == "." else path + "/" + child.name
data[&"children"].append(_build_node_structure(child, include_props, child_path))
return data
# =============================================================================
# add_node
# =============================================================================
func add_node(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_name: String = str(args.get(&"node_name", ""))
var node_type: String = str(args.get(&"node_type", "Node"))
var parent_path: String = str(args.get(&"parent_path", "."))
var properties: Dictionary = args.get(&"properties", {})
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if node_name.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'node_name'"}
if not ClassDB.class_exists(node_type):
return {&"ok": false, &"error": "Invalid node type: " + node_type}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var parent = _find_node(root, parent_path)
if not parent:
root.queue_free()
return {&"ok": false, &"error": "Parent node not found: " + parent_path}
var new_node: Node = ClassDB.instantiate(node_type) as Node
if not new_node:
root.queue_free()
return {&"ok": false, &"error": "Failed to create node of type: " + node_type}
new_node.name = node_name
_set_node_properties(new_node, properties)
parent.add_child(new_node)
new_node.owner = root
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"scene_path": scene_path, &"node_name": node_name, &"node_type": node_type,
&"message": "Added %s (%s) to scene" % [node_name, node_type]}
# =============================================================================
# remove_node
# =============================================================================
func remove_node(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", ""))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if node_path.strip_edges().is_empty() or node_path == ".":
return {&"ok": false, &"error": "Cannot remove root node"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = root.get_node_or_null(node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var n_name = target.name
var n_type = target.get_class()
target.get_parent().remove_child(target)
target.queue_free()
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"scene_path": scene_path, &"removed_node": node_path,
&"message": "Removed %s (%s)" % [n_name, n_type]}
# =============================================================================
# modify_node_property
# =============================================================================
func modify_node_property(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", "."))
var property_name: String = str(args.get(&"property_name", ""))
var value = args.get(&"value")
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if property_name.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'property_name'"}
if value == null:
return {&"ok": false, &"error": "Missing 'value'"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = _find_node(root, node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
# Check property exists
var prop_exists := false
for prop: Dictionary in target.get_property_list():
if prop[&"name"] == property_name:
prop_exists = true
break
if not prop_exists:
var node_type = target.get_class()
root.queue_free()
return {&"ok": false, &"error": "Property '%s' not found on %s (%s). Use get_node_properties to discover available properties." % [property_name, node_path, node_type]}
var parsed = _parse_value(value)
var old_value = target.get(property_name)
# Validate resource type compatibility
if old_value is Resource and not (parsed is Resource):
root.queue_free()
return {&"ok": false, &"error": "Property '%s' expects a Resource. Use specialized tools (set_collision_shape, set_sprite_texture) instead." % property_name}
target.set(property_name, parsed)
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"scene_path": scene_path, &"node_path": node_path,
&"property_name": property_name, &"old_value": str(old_value), &"new_value": str(parsed),
&"message": "Set %s.%s = %s" % [node_path, property_name, str(parsed)]}
# =============================================================================
# rename_node
# =============================================================================
func rename_node(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", ""))
var new_name: String = str(args.get(&"new_name", ""))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if node_path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'node_path'"}
if new_name.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'new_name'"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = _find_node(root, node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var old_name = target.name
target.name = new_name
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"old_name": str(old_name), &"new_name": new_name,
&"message": "Renamed '%s' to '%s'" % [old_name, new_name]}
# =============================================================================
# move_node
# =============================================================================
func move_node(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", ""))
var new_parent_path: String = str(args.get(&"new_parent_path", "."))
var sibling_index: int = int(args.get(&"sibling_index", -1))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if node_path.strip_edges().is_empty() or node_path == ".":
return {&"ok": false, &"error": "Cannot move root node"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = root.get_node_or_null(node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var new_parent = _find_node(root, new_parent_path)
if not new_parent:
root.queue_free()
return {&"ok": false, &"error": "New parent not found: " + new_parent_path}
target.get_parent().remove_child(target)
new_parent.add_child(target)
target.owner = root
if sibling_index >= 0:
new_parent.move_child(target, mini(sibling_index, new_parent.get_child_count() - 1))
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"message": "Moved '%s' to '%s'" % [node_path, new_parent_path]}
# =============================================================================
# duplicate_node
# =============================================================================
func duplicate_node(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", ""))
var new_name: String = str(args.get(&"new_name", ""))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if node_path.strip_edges().is_empty() or node_path == ".":
return {&"ok": false, &"error": "Cannot duplicate root node"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = root.get_node_or_null(node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var parent = target.get_parent()
if not parent:
root.queue_free()
return {&"ok": false, &"error": "Cannot duplicate - no parent"}
var duplicate = target.duplicate()
if new_name.is_empty():
var base_name = target.name
var counter = 2
new_name = base_name + str(counter)
while parent.has_node(NodePath(new_name)):
counter += 1
new_name = base_name + str(counter)
duplicate.name = new_name
parent.add_child(duplicate)
_set_owner_recursive(duplicate, root)
var original_index = target.get_index()
parent.move_child(duplicate, original_index + 1)
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"new_name": new_name,
&"message": "Duplicated '%s' as '%s'" % [node_path, new_name]}
func _set_owner_recursive(node: Node, owner: Node) -> void:
node.owner = owner
for child: Node in node.get_children():
_set_owner_recursive(child, owner)
# =============================================================================
# reorder_node - simpler function just for changing sibling order
# =============================================================================
func reorder_node(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", ""))
var new_index: int = int(args.get(&"new_index", -1))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if node_path.strip_edges().is_empty() or node_path == ".":
return {&"ok": false, &"error": "Cannot reorder root node"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = root.get_node_or_null(node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var parent = target.get_parent()
if not parent:
root.queue_free()
return {&"ok": false, &"error": "Cannot reorder - no parent"}
var old_index = target.get_index()
var max_index = parent.get_child_count() - 1
new_index = clampi(new_index, 0, max_index)
if old_index == new_index:
root.queue_free()
return {&"ok": true, &"message": "No change needed"}
parent.move_child(target, new_index)
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"old_index": old_index, &"new_index": new_index,
&"message": "Moved '%s' from index %d to %d" % [node_path, old_index, new_index]}
# =============================================================================
# attach_script
# =============================================================================
func attach_script(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", "."))
var script_path: String = str(args.get(&"script_path", ""))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if script_path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'script_path'"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = _find_node(root, node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var script_res = load(script_path)
if not script_res:
root.queue_free()
return {&"ok": false, &"error": "Failed to load script: " + script_path}
target.set_script(script_res)
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"message": "Attached %s to node '%s'" % [script_path, node_path]}
# =============================================================================
# detach_script
# =============================================================================
func detach_script(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", "."))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = _find_node(root, node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
target.set_script(null)
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"message": "Detached script from node '%s'" % node_path}
# =============================================================================
# set_collision_shape
# =============================================================================
func set_collision_shape(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", "."))
var shape_type: String = str(args.get(&"shape_type", ""))
var shape_params: Dictionary = args.get(&"shape_params", {})
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if shape_type.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'shape_type'"}
if not ClassDB.class_exists(shape_type):
return {&"ok": false, &"error": "Invalid shape type: " + shape_type}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = _find_node(root, node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var shape = ClassDB.instantiate(shape_type)
if not shape:
root.queue_free()
return {&"ok": false, &"error": "Failed to create shape: " + shape_type}
if shape_params.has(&"radius"):
shape.set("radius", float(shape_params[&"radius"]))
if shape_params.has(&"height"):
shape.set("height", float(shape_params[&"height"]))
if shape_params.has(&"size"):
var size_data = shape_params[&"size"]
if typeof(size_data) == TYPE_DICTIONARY:
if size_data.has(&"z"):
shape.set("size", Vector3(size_data.get(&"x", 1), size_data.get(&"y", 1), size_data.get(&"z", 1)))
else:
shape.set("size", Vector2(size_data.get(&"x", 1), size_data.get(&"y", 1)))
target.set("shape", shape)
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"message": "Set %s on node '%s'" % [shape_type, node_path]}
# =============================================================================
# set_sprite_texture
# =============================================================================
func set_sprite_texture(args: Dictionary) -> Dictionary:
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", "."))
var texture_type: String = str(args.get(&"texture_type", ""))
var texture_params: Dictionary = args.get(&"texture_params", {})
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if texture_type.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'texture_type'"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = _find_node(root, node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var texture: Texture2D = null
match texture_type:
"ImageTexture":
var tex_path: String = str(texture_params.get(&"path", ""))
if tex_path.is_empty():
root.queue_free()
return {&"ok": false, &"error": "Missing 'path' in texture_params for ImageTexture"}
texture = load(tex_path)
if not texture:
root.queue_free()
return {&"ok": false, &"error": "Failed to load texture: " + tex_path}
"PlaceholderTexture2D":
texture = PlaceholderTexture2D.new()
var size_data = texture_params.get(&"size", {&"x": 64, &"y": 64})
if typeof(size_data) == TYPE_DICTIONARY:
texture.size = Vector2(size_data.get(&"x", 64), size_data.get(&"y", 64))
"GradientTexture2D":
texture = GradientTexture2D.new()
texture.width = int(texture_params.get(&"width", 64))
texture.height = int(texture_params.get(&"height", 64))
"NoiseTexture2D":
texture = NoiseTexture2D.new()
texture.width = int(texture_params.get(&"width", 64))
texture.height = int(texture_params.get(&"height", 64))
_:
root.queue_free()
return {&"ok": false, &"error": "Unknown texture type: " + texture_type}
target.set("texture", texture)
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {&"ok": true, &"message": "Set %s texture on node '%s'" % [texture_type, node_path]}
# =============================================================================
# get_scene_hierarchy (for visualizer)
# =============================================================================
func get_scene_hierarchy(args: Dictionary) -> Dictionary:
"""Get the full scene hierarchy with node information for the visualizer."""
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var hierarchy = _build_hierarchy_recursive(root, ".")
root.queue_free()
return {&"ok": true, &"scene_path": scene_path, &"hierarchy": hierarchy}
func _build_hierarchy_recursive(node: Node, path: String) -> Dictionary:
"""Build node hierarchy with all info needed for visualizer."""
var data := {
&"name": str(node.name),
&"type": node.get_class(),
&"path": path,
&"children": [],
&"child_count": node.get_child_count()
}
var script = node.get_script()
if script:
data[&"script"] = script.resource_path
var parent = node.get_parent()
if parent:
data[&"index"] = node.get_index()
for i: int in range(node.get_child_count()):
var child = node.get_child(i)
var child_path = child.name if path == "." else path + "/" + child.name
data[&"children"].append(_build_hierarchy_recursive(child, child_path))
return data
# =============================================================================
# get_scene_node_properties (dynamic property fetching)
# =============================================================================
func get_scene_node_properties(args: Dictionary) -> Dictionary:
"""Get all properties of a specific node in a scene with their current values."""
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", "."))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = _find_node(root, node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var node_type = target.get_class()
var properties: Array = []
var categories: Dictionary = {}
for prop: Dictionary in target.get_property_list():
var prop_name: String = prop[&"name"]
if prop_name.begins_with("_"):
continue
if _SKIP_PROPS.has(prop_name):
continue
var usage = prop.get(&"usage", 0)
if not (usage & PROPERTY_USAGE_EDITOR):
continue
var current_value = target.get(prop_name)
var prop_info := {
&"name": prop_name,
&"type": prop[&"type"],
&"type_name": _type_id_to_name(prop[&"type"]),
&"hint": prop.get(&"hint", 0),
&"hint_string": prop.get(&"hint_string", ""),
&"value": _serialize_value(current_value),
&"usage": usage
}
var category = _get_property_category(target, prop_name)
prop_info[&"category"] = category
if not categories.has(category):
categories[category] = []
categories[category].append(prop_info)
properties.append(prop_info)
var chain: Array = []
var cls: String = node_type
while cls != "":
chain.append(cls)
cls = ClassDB.get_parent_class(cls)
root.queue_free()
return {
&"ok": true,
&"scene_path": scene_path,
&"node_path": node_path,
&"node_type": node_type,
&"node_name": target.name,
&"inheritance_chain": chain,
&"properties": properties,
&"categories": categories,
&"property_count": properties.size()
}
func _type_id_to_name(type_id: int) -> String:
"""Convert Godot type ID to human-readable name."""
match type_id:
TYPE_NIL: return "null"
TYPE_BOOL: return "bool"
TYPE_INT: return "int"
TYPE_FLOAT: return "float"
TYPE_STRING: return "String"
TYPE_VECTOR2: return "Vector2"
TYPE_VECTOR2I: return "Vector2i"
TYPE_RECT2: return "Rect2"
TYPE_RECT2I: return "Rect2i"
TYPE_VECTOR3: return "Vector3"
TYPE_VECTOR3I: return "Vector3i"
TYPE_TRANSFORM2D: return "Transform2D"
TYPE_VECTOR4: return "Vector4"
TYPE_VECTOR4I: return "Vector4i"
TYPE_PLANE: return "Plane"
TYPE_QUATERNION: return "Quaternion"
TYPE_AABB: return "AABB"
TYPE_BASIS: return "Basis"
TYPE_TRANSFORM3D: return "Transform3D"
TYPE_PROJECTION: return "Projection"
TYPE_COLOR: return "Color"
TYPE_STRING_NAME: return "StringName"
TYPE_NODE_PATH: return "NodePath"
TYPE_RID: return "RID"
TYPE_OBJECT: return "Object"
TYPE_CALLABLE: return "Callable"
TYPE_SIGNAL: return "Signal"
TYPE_DICTIONARY: return "Dictionary"
TYPE_ARRAY: return "Array"
TYPE_PACKED_BYTE_ARRAY: return "PackedByteArray"
TYPE_PACKED_INT32_ARRAY: return "PackedInt32Array"
TYPE_PACKED_INT64_ARRAY: return "PackedInt64Array"
TYPE_PACKED_FLOAT32_ARRAY: return "PackedFloat32Array"
TYPE_PACKED_FLOAT64_ARRAY: return "PackedFloat64Array"
TYPE_PACKED_STRING_ARRAY: return "PackedStringArray"
TYPE_PACKED_VECTOR2_ARRAY: return "PackedVector2Array"
TYPE_PACKED_VECTOR3_ARRAY: return "PackedVector3Array"
TYPE_PACKED_COLOR_ARRAY: return "PackedColorArray"
_: return "Variant"
func _get_property_category(node: Node, prop_name: String) -> String:
"""Determine which class in the hierarchy defines this property."""
var cls: String = node.get_class()
while cls != "":
var class_props = ClassDB.class_get_property_list(cls, true)
for prop: Dictionary in class_props:
if prop[&"name"] == prop_name:
return cls
cls = ClassDB.get_parent_class(cls)
return node.get_class()
# =============================================================================
# set_scene_node_property (for visualizer inline editing)
# =============================================================================
func set_scene_node_property(args: Dictionary) -> Dictionary:
"""Set a property on a node in a scene (supports complex types)."""
var scene_path: String = _ensure_res_path(str(args.get(&"scene_path", "")))
var node_path: String = str(args.get(&"node_path", "."))
var property_name: String = str(args.get(&"property_name", ""))
var value = args.get(&"value")
var value_type: int = int(args.get(&"value_type", -1))
if scene_path.strip_edges() == "res://":
return {&"ok": false, &"error": "Missing 'scene_path'"}
if property_name.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'property_name'"}
var result := _load_scene(scene_path)
if not result[1].is_empty():
return result[1]
var root: Node = result[0]
var target = _find_node(root, node_path)
if not target:
root.queue_free()
return {&"ok": false, &"error": "Node not found: " + node_path}
var parsed_value = _parse_typed_value(value, value_type)
var old_value = target.get(property_name)
target.set(property_name, parsed_value)
var err := _save_scene(root, scene_path)
if not err.is_empty():
return err
return {
&"ok": true,
&"scene_path": scene_path,
&"node_path": node_path,
&"property_name": property_name,
&"old_value": _serialize_value(old_value),
&"new_value": _serialize_value(parsed_value),
&"message": "Set %s.%s" % [node_path, property_name]
}
func _parse_typed_value(value, type_hint: int):
"""Parse a value based on its type hint."""
if type_hint == -1:
return _parse_value(value)
if typeof(value) == TYPE_DICTIONARY:
if value.has(&"type"):
return _parse_value(value)
match type_hint:
TYPE_VECTOR2:
return Vector2(value.get(&"x", 0), value.get(&"y", 0))
TYPE_VECTOR2I:
return Vector2i(value.get(&"x", 0), value.get(&"y", 0))
TYPE_VECTOR3:
return Vector3(value.get(&"x", 0), value.get(&"y", 0), value.get(&"z", 0))
TYPE_VECTOR3I:
return Vector3i(value.get(&"x", 0), value.get(&"y", 0), value.get(&"z", 0))
TYPE_COLOR:
return Color(value.get(&"r", 1), value.get(&"g", 1), value.get(&"b", 1), value.get(&"a", 1))
TYPE_RECT2:
return Rect2(value.get(&"x", 0), value.get(&"y", 0), value.get(&"width", 0), value.get(&"height", 0))
return value
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View File
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@tool
extends Node
class_name ScriptTools
## Script and file management tools for MCP.
## Handles: edit_script, validate_script, list_scripts,
## create_folder, delete_file, rename_file
var _editor_plugin: EditorPlugin = null
func set_editor_plugin(plugin: EditorPlugin) -> void:
_editor_plugin = plugin
func _refresh_filesystem() -> void:
if _editor_plugin:
_editor_plugin.get_editor_interface().get_resource_filesystem().scan()
func _ensure_res_path(path: String) -> String:
if not path.begins_with("res://"):
return "res://" + path
return path
# =============================================================================
# edit_script - Apply a small surgical code edit to a GDScript file
# =============================================================================
func edit_script(args: Dictionary) -> Dictionary:
var edit: Dictionary = args.get(&"edit", {})
if edit.is_empty():
return {&"ok": false, &"error": "Missing 'edit' payload"}
var path: String = str(edit.get(&"file", ""))
if path.is_empty():
return {&"ok": false, &"error": "Missing 'file' in edit"}
path = _ensure_res_path(path)
if not FileAccess.file_exists(path):
return {&"ok": false, &"error": "File not found: " + path}
var spec_type: String = str(edit.get(&"type", "snippet_replace"))
if spec_type != "snippet_replace":
return {&"ok": false, &"error": "Only 'snippet_replace' type is supported"}
var old_snippet: String = str(edit.get(&"old_snippet", ""))
var new_snippet: String = str(edit.get(&"new_snippet", ""))
var context_before: String = str(edit.get(&"context_before", ""))
var context_after: String = str(edit.get(&"context_after", ""))
if old_snippet.is_empty():
return {&"ok": false, &"error": "Missing 'old_snippet' in edit"}
# Read current file content
var file := FileAccess.open(path, FileAccess.READ)
if not file:
return {&"ok": false, &"error": "Cannot read file: " + path}
var content := file.get_as_text()
file.close()
# Find and replace the snippet
var search_text := old_snippet
var pos := content.find(search_text)
# If not found directly, try with context
if pos == -1 and not context_before.is_empty():
var ctx_pos := content.find(context_before)
if ctx_pos != -1:
var after_ctx := ctx_pos + context_before.length()
var remaining := content.substr(after_ctx)
var snippet_pos := remaining.find(old_snippet)
if snippet_pos != -1:
pos = after_ctx + snippet_pos
if pos == -1:
return {&"ok": false, &"error": "Could not find old_snippet in file. Make sure old_snippet matches the file content exactly."}
# Check for multiple occurrences
var second_pos := content.find(search_text, pos + 1)
if second_pos != -1 and context_before.is_empty() and context_after.is_empty():
return {&"ok": false, &"error": "old_snippet appears multiple times. Add context_before or context_after for disambiguation."}
# Apply the replacement
var original_content := content
var new_content := content.substr(0, pos) + new_snippet + content.substr(pos + old_snippet.length())
# Write back
file = FileAccess.open(path, FileAccess.WRITE)
if not file:
return {&"ok": false, &"error": "Cannot write file: " + path}
file.store_string(new_content)
file.close()
# Count changes
var old_lines := old_snippet.split("\n")
var new_lines := new_snippet.split("\n")
var added := maxi(0, new_lines.size() - old_lines.size())
var removed := maxi(0, old_lines.size() - new_lines.size())
_refresh_filesystem()
return {
&"ok": true,
&"path": path,
&"added": added,
&"removed": removed,
&"auto_applied": true,
&"message": "Applied edit to %s (+%d -%d lines)" % [path, added, removed]
}
# =============================================================================
# validate_script
# =============================================================================
func validate_script(args: Dictionary) -> Dictionary:
var path: String = str(args.get(&"path", ""))
if path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'path'"}
path = _ensure_res_path(path)
if not FileAccess.file_exists(path):
return {&"ok": false, &"error": "File not found: " + path}
# Read the source text directly from disk so we validate the *current*
# file contents, not a stale resource-cache entry.
var file := FileAccess.open(path, FileAccess.READ)
if not file:
return {&"ok": false, &"error": "Cannot read file: " + path}
var source_code := file.get_as_text()
file.close()
# Create a fresh GDScript instance and assign the source for parsing.
var script := GDScript.new()
script.source_code = source_code
# reload() triggers the parser/compiler and returns OK or an error code.
var err := script.reload()
if err != OK:
# Try to extract useful details from the Godot output log.
var errors := _collect_recent_script_errors(path)
return {
&"ok": true,
&"valid": false,
&"path": path,
&"error_code": err,
&"errors": errors,
&"message": "Script has errors." + (" Details: " + "; ".join(errors) if errors.size() > 0 else " Check Godot console for details.")
}
if not script.can_instantiate():
return {
&"ok": true,
&"valid": false,
&"path": path,
&"message": "Script parsed but cannot be instantiated (may have dependency errors)"
}
return {
&"ok": true,
&"valid": true,
&"path": path,
&"message": "No syntax errors found"
}
func _collect_recent_script_errors(script_path: String) -> Array:
"""Grab recent SCRIPT ERROR / Parse Error lines from the editor Output panel
that mention the given script path. Best-effort — returns [] if the panel
cannot be accessed."""
var errors: Array = []
if not _editor_plugin:
return errors
# Find the editor's Output panel RichTextLabel
var base := _editor_plugin.get_editor_interface().get_base_control()
var editor_log := _find_node_by_class(base, "EditorLog")
if not editor_log:
return errors
var rtl := _find_child_rtl(editor_log)
if not rtl:
return errors
var text: String = rtl.get_parsed_text()
var short_path := script_path.get_file() # e.g. "player.gd"
for line: String in text.split("\n"):
line = line.strip_edges()
if line.is_empty():
continue
if short_path in line or script_path in line:
if line.begins_with("SCRIPT ERROR:") or line.begins_with("Parse Error:") \
or line.begins_with("ERROR:") or line.begins_with("at:"):
errors.append(line)
# Keep only the last 10 relevant lines
if errors.size() > 10:
errors = errors.slice(errors.size() - 10)
return errors
func _find_node_by_class(root: Node, cls_name: String) -> Node:
if root.get_class() == cls_name:
return root
for child: Node in root.get_children():
var found := _find_node_by_class(child, cls_name)
if found:
return found
return null
func _find_child_rtl(node: Node) -> RichTextLabel:
for child: Node in node.get_children():
if child is RichTextLabel:
return child
var found := _find_child_rtl(child)
if found:
return found
return null
# =============================================================================
# list_scripts
# =============================================================================
func list_scripts(args: Dictionary) -> Dictionary:
var scripts: Array = []
_collect_scripts("res://", scripts)
return {
&"ok": true,
&"scripts": scripts,
&"count": scripts.size()
}
func _collect_scripts(path: String, out: Array) -> void:
var dir := DirAccess.open(path)
if dir == null:
return
dir.list_dir_begin()
var name := dir.get_next()
while name != "":
if name.begins_with("."):
name = dir.get_next()
continue
var full_path := path.path_join(name)
if dir.current_is_dir():
_collect_scripts(full_path, out)
elif name.ends_with(".gd"):
out.append(full_path)
name = dir.get_next()
dir.list_dir_end()
# =============================================================================
# create_folder
# =============================================================================
func create_folder(args: Dictionary) -> Dictionary:
var path: String = str(args.get(&"path", ""))
if path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'path'"}
path = _ensure_res_path(path)
if DirAccess.dir_exists_absolute(path):
return {&"ok": true, &"path": path, &"message": "Directory already exists"}
var err := DirAccess.make_dir_recursive_absolute(path)
if err != OK:
return {&"ok": false, &"error": "Failed to create directory: " + str(err)}
_refresh_filesystem()
return {&"ok": true, &"path": path, &"message": "Directory created"}
# =============================================================================
# delete_file
# =============================================================================
func delete_file(args: Dictionary) -> Dictionary:
var path: String = str(args.get(&"path", ""))
var confirm: bool = bool(args.get(&"confirm", false))
var create_backup: bool = bool(args.get(&"create_backup", true))
if path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'path'"}
if not confirm:
return {&"ok": false, &"error": "Must set confirm=true to delete"}
path = _ensure_res_path(path)
if not FileAccess.file_exists(path):
return {&"ok": false, &"error": "File not found: " + path}
# Create backup
if create_backup:
var backup_path := path + ".bak"
DirAccess.copy_absolute(path, backup_path)
var err := DirAccess.remove_absolute(path)
if err != OK:
return {&"ok": false, &"error": "Failed to delete file: " + str(err)}
_refresh_filesystem()
return {&"ok": true, &"path": path, &"message": "File deleted" + (" (backup created)" if create_backup else "")}
# =============================================================================
# rename_file
# =============================================================================
func rename_file(args: Dictionary) -> Dictionary:
var old_path: String = str(args.get(&"old_path", ""))
var new_path: String = str(args.get(&"new_path", ""))
if old_path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'old_path'"}
if new_path.strip_edges().is_empty():
return {&"ok": false, &"error": "Missing 'new_path'"}
old_path = _ensure_res_path(old_path)
new_path = _ensure_res_path(new_path)
if not FileAccess.file_exists(old_path):
return {&"ok": false, &"error": "File not found: " + old_path}
if FileAccess.file_exists(new_path):
return {&"ok": false, &"error": "Target already exists: " + new_path}
# Ensure target directory exists
var dir_path := new_path.get_base_dir()
if not DirAccess.dir_exists_absolute(dir_path):
DirAccess.make_dir_recursive_absolute(dir_path)
var err := DirAccess.rename_absolute(old_path, new_path)
if err != OK:
return {&"ok": false, &"error": "Failed to rename: " + str(err)}
_refresh_filesystem()
return {&"ok": true, &"old_path": old_path, &"new_path": new_path,
&"message": "Renamed %s to %s" % [old_path, new_path]}
@@ -0,0 +1 @@
uid://sqjhipl5ff5y
File diff suppressed because it is too large Load Diff
@@ -0,0 +1 @@
uid://cjktr607bngrs
+18
View File
@@ -0,0 +1,18 @@
Copyright 2023 Gálffy Tamás
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+34
View File
@@ -0,0 +1,34 @@
# netfox.extras
High-level, game-specific extras for [netfox]!
## Features
* 🔫 Networked weapons
* ⌨️ Rollback-aware base class for input
## Overview
This addon is pretty much a catch-all project for things that are useful, but
are not core to netfox.
## Install
See the root [README](../../README.md).
## Usage
See the [docs](https://foxssake.github.io/netfox/).
## License
netfox.extras is under the [MIT license](LICENSE).
## Issues
In case of any issues, comments, or questions, please feel free to [open an issue]!
[netfox]: https://github.com/foxssake/netfox
[source]: https://github.com/foxssake/netfox/archive/refs/heads/main.zip
[open an issue]: https://github.com/foxssake/netfox/issues
+21
View File
@@ -0,0 +1,21 @@
extends Node
class_name BaseNetInput
## Base class for Input nodes used with rollback.
func _ready():
NetworkTime.before_tick_loop.connect(func():
if is_multiplayer_authority():
_gather()
)
## Method for gathering input.
##
## This method is supposed to be overridden with your input logic. The input
## data itself may be gathered outside of this method ( e.g. gathering it over
## multiple _process calls ), but this is the point where the input variables
## must be set.
##
## [i]Note:[/i] This is only called for the local player's input nodes.
func _gather():
pass
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@tool
extends EditorPlugin
const ROOT = "res://addons/netfox.extras"
var SETTINGS = [
NetfoxLogger._make_setting("netfox/logging/netfox_extras_log_level"),
# Window Tiler Settings
{
"name": "netfox/extras/auto_tile_windows",
"value": false,
"type": TYPE_BOOL
},
{
"name": "netfox/extras/screen",
"value": 0,
"type": TYPE_INT
},
{
"name": "netfox/extras/borderless",
"value": false,
"type": TYPE_BOOL
},
# Autoconnect settings
{
"name": "netfox/autoconnect/enabled",
"value": false,
"type": TYPE_BOOL
},
{
"name": "netfox/autoconnect/host",
"value": "127.0.0.1",
"type": TYPE_STRING
},
{
"name": "netfox/autoconnect/port",
"value": 9999,
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "1,65535,hide_slider"
},
{
"name": "netfox/autoconnect/use_compression",
"value": false,
"type": TYPE_BOOL
},
{
"name": "netfox/autoconnect/simulated_latency_ms",
"value": 0.0,
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,200,or_greater"
},
{
"name": "netfox/autoconnect/simulated_packet_loss_chance",
"value": 0.0,
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
]
const AUTOLOADS = [
{
"name": "WindowTiler",
"path": ROOT + "/window-tiler.gd"
},
{
"name": "NetworkSimulator",
"path": ROOT + "/network-simulator.gd"
}
]
const TYPES: Array[Dictionary] = [
{
"name": "RewindableStateMachine",
"base": "Node",
"script": ROOT + "/state-machine/rewindable-state-machine.gd",
"icon": ROOT + "/icons/rewindable-state-machine.svg"
},
{
"name": "RewindableState",
"base": "Node",
"script": ROOT + "/state-machine/rewindable-state.gd",
"icon": ROOT + "/icons/rewindable-state.svg"
},
{
"name": "NetworkRigidBody2D",
"base": "RigidBody2D",
"script": ROOT + "/physics/network-rigid-body-2d.gd",
"icon": ROOT + "/icons/network-rigid-body-2d.svg"
},
{
"name": "NetworkRigidBody3D",
"base": "RigidBody3D",
"script": ROOT + "/physics/network-rigid-body-3d.gd",
"icon": ROOT + "/icons/network-rigid-body-3d.svg"
},
]
const PhysicsDriverToggles := preload("res://addons/netfox.extras/physics/physics-driver-toggles.gd")
var _tool_menu_items := [] as Array[String]
func _enter_tree():
for setting in SETTINGS:
add_setting(setting)
for autoload in AUTOLOADS:
if not has_autoload(autoload.name):
add_autoload_singleton(autoload.name, autoload.path)
for type in TYPES:
add_custom_type(type.name, type.base, load(type.script), load(type.icon))
_render_tool_menu()
func _exit_tree():
if ProjectSettings.get_setting("netfox/general/clear_settings", false):
for setting in SETTINGS:
remove_setting(setting)
for autoload in AUTOLOADS:
if has_autoload(autoload.name):
remove_autoload_singleton(autoload.name)
for type in TYPES:
remove_custom_type(type.name)
_free_tool_menu()
func add_setting(setting: Dictionary):
if ProjectSettings.has_setting(setting.name):
return
ProjectSettings.set_setting(setting.name, setting.value)
ProjectSettings.set_initial_value(setting.name, setting.value)
ProjectSettings.add_property_info({
"name": setting.get("name"),
"type": setting.get("type"),
"hint": setting.get("hint", PROPERTY_HINT_NONE),
"hint_string": setting.get("hint_string", "")
})
func remove_setting(setting: Dictionary):
if not ProjectSettings.has_setting(setting.name):
return
ProjectSettings.clear(setting.name)
func has_autoload(name: String) -> bool:
return ProjectSettings.has_setting("autoload/" + name)
func _render_tool_menu():
_free_tool_menu()
for driver_toggle in PhysicsDriverToggles.all():
var prefix := "Enable" if not driver_toggle.is_enabled() else "Disable"
var item := "%s %s physics driver" % [prefix, driver_toggle.get_name()]
_tool_menu_items.append(item)
add_tool_menu_item(item, func():
# Toggle physics driver, then re-render menu to show changes
_call_physics_driver_toggle(driver_toggle)
_render_tool_menu()
)
func _free_tool_menu():
for item in _tool_menu_items:
remove_tool_menu_item(item)
_tool_menu_items.clear()
func _call_physics_driver_toggle(driver_toggle: PhysicsDriverToggles.PhysicsDriverToggle):
var error_messages := driver_toggle.toggle()
if not error_messages.is_empty():
var error_text := "\n".join(error_messages)
var dialog := AcceptDialog.new()
dialog.title = "Physics driver toggle failed!"
dialog.dialog_text = error_text
get_editor_interface().popup_dialog_centered(dialog)
else:
var dialog := AcceptDialog.new()
dialog.title = "Physics driver toggle success!"
dialog.dialog_text = ("%s physics driver was successfully toggled! " +
"You might need to refresh your script or reload project.") %\
[driver_toggle.get_name()]
get_editor_interface().popup_dialog_centered(dialog)
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View File
@@ -0,0 +1,238 @@
extends Node
## Network Simulator
##
## Auto connects launched instances and simulates network conditions like
## latency and packet loss. To use simply add this node to your scene tree and
## hook up the signals.
## Signal emitted on the instance that successfully started a server.
## Can be used for custom initialization logic, e.g. automatic login during
## testing.
signal server_created
## Signal emitted on instances that successfully connected as a client.
## Can be used for custom initialization logic, e.g. automatic login during
## testing.
signal client_connected
## Enable to automatically host and connect on start
var enabled: bool = false
## Server listening address. Use [code]*[/code] for all interfaces, or
#3 [code]127.0.0.1[/code] for localhost.
var hostname: String = "127.0.0.1"
## Server port to listen on, UDP proxy will use port + 1 if simulating latency
## or packet loss
var server_port: int = 9999
## Use ENet's built-in range encoding for compression
var use_compression: bool = true
## Simulated latency in milliseconds. Total ping time will be double this value
## (to and from)
var latency_ms: int = 0
## Simulated packet loss percentage
var packet_loss_percent: float = 0.0
static var _logger: NetfoxLogger = NetfoxLogger._for_extras("NetworkSimulator")
var _enet_peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
# UDP proxy
var _proxy_thread: Thread
var _proxy_loop_enabled := true
var _udp_proxy_server: PacketPeerUDP
var _udp_proxy_port: int
var _rng_packet_loss: RandomNumberGenerator = RandomNumberGenerator.new()
# Connection tracking
var _client_peers: Dictionary = {} # port to PacketPeerUDP
var _client_to_server_queue: Array[QueueEntry] = []
var _server_to_client_queue: Array[QueueEntry] = []
class QueueEntry:
var packet_data: PackedByteArray
var queued_at: int
var source_port: int # Which client port this came from
func _init(packet: PackedByteArray, timestamp: int, port: int) -> void:
self.packet_data = packet
self.queued_at = timestamp
self.source_port = port
func _ready() -> void:
# Check if enabled
if not OS.has_feature("editor"):
_logger.debug("Running outside editor, disabling")
return
_load_project_settings()
if not enabled:
_logger.debug("Feature disabled")
return
for env_var in ["CI", "NETFOX_CI", "NETFOX_NO_AUTOCONNECT"]:
if OS.get_environment(env_var) != "":
_logger.debug("Environment variable %s set, disabling", [env_var])
return
await get_tree().process_frame
_udp_proxy_port = server_port + 1
var status = _try_and_host()
if status == Error.ERR_CANT_CREATE:
_try_and_join()
elif status != OK:
_logger.error("Autoconnect failed with error - %s", [error_string(status)])
if use_compression:
_enet_peer.host.compress(ENetConnection.COMPRESS_RANGE_CODER)
multiplayer.multiplayer_peer = _enet_peer
func _is_proxy_required() -> bool:
return latency_ms > 0 or packet_loss_percent > 0.0
func _try_and_host() -> Error:
var status = _enet_peer.create_server(server_port)
if status == OK:
if _is_proxy_required():
_start_udp_proxy()
server_created.emit()
_logger.info("Server started on port %s", [server_port])
return status
func _try_and_join() -> Error:
var connect_port = server_port
if _is_proxy_required():
connect_port = _udp_proxy_port
var status = _enet_peer.create_client(hostname, connect_port)
if status == OK:
client_connected.emit()
_logger.info("Client connected to %s:%s", [hostname, connect_port])
return status
# Starts a UDP proxy server to simulate network conditions
# This will listen on _udp_proxy_port and forward packets to the server_port
# Runs on its own thread to avoid blocking the main thread
func _start_udp_proxy() -> void:
_proxy_thread = Thread.new()
_udp_proxy_server = PacketPeerUDP.new()
var bind_status = _udp_proxy_server.bind(_udp_proxy_port, hostname)
if bind_status != OK:
_logger.error("Failed to bind UDP proxy port: ", bind_status)
return
_proxy_thread.start(_process_loop)
func _process_packets() -> void:
var current_time: int = Time.get_ticks_msec()
var send_threshold: int = current_time - latency_ms
_read_client_to_server_packets(current_time)
_process_client_to_server_packets(send_threshold)
if not _client_peers.is_empty():
_read_server_to_client_packets(current_time)
_process_server_to_client_queue(send_threshold)
func _process_loop():
while _proxy_loop_enabled:
_process_packets()
OS.delay_msec(1)
func _load_project_settings() -> void:
enabled = ProjectSettings.get_setting(&"netfox/autoconnect/enabled", false)
hostname = ProjectSettings.get_setting(&"netfox/autoconnect/host", "127.0.0.1")
server_port = ProjectSettings.get_setting(&"netfox/autoconnect/port", 9999)
use_compression = ProjectSettings.get_setting(&"netfox/autoconnect/use_compression", false)
latency_ms = ProjectSettings.get_setting(&"netfox/autoconnect/simulated_latency_ms", 0)
packet_loss_percent = ProjectSettings.get_setting(&"netfox/autoconnect/simulated_packet_loss_chance", 0.0)
func _is_data_available() -> bool:
if _udp_proxy_server.get_available_packet_count() > 0:
return true
if not _client_to_server_queue.is_empty() or not _server_to_client_queue.is_empty():
return true
# Check if any client peers have packets waiting
for client_peer in _client_peers.values():
if client_peer.get_available_packet_count() > 0:
return true
return false
func _read_client_to_server_packets(current_time: int) -> void:
while _udp_proxy_server.get_available_packet_count() > 0:
var packet = _udp_proxy_server.get_packet()
var err = _udp_proxy_server.get_packet_error()
if err != OK:
_logger.error("UDP proxy incoming packet error: ", err)
continue
var from_port = _udp_proxy_server.get_packet_port()
_register_client_if_new(from_port)
_client_to_server_queue.push_back(QueueEntry.new(packet, current_time, from_port))
func _register_client_if_new(port: int) -> void:
if _client_peers.has(port):
return
# Create a dedicated peer for this client
var client_peer = PacketPeerUDP.new()
client_peer.set_dest_address(hostname, server_port)
_client_peers[port] = client_peer
func _process_client_to_server_packets(send_threshold: int) -> void:
var packets_to_keep: Array[QueueEntry] = []
for entry in _client_to_server_queue:
if send_threshold < entry.queued_at:
packets_to_keep.append(entry)
else:
if _should_send_packet():
var peer = _client_peers[entry.source_port] as PacketPeerUDP
peer.put_packet(entry.packet_data)
_client_to_server_queue = packets_to_keep
func _read_server_to_client_packets(current_time: int) -> void:
for client_port in _client_peers.keys():
var client_peer = _client_peers[client_port] as PacketPeerUDP
while client_peer.get_available_packet_count() > 0:
var packet = client_peer.get_packet()
var err = client_peer.get_packet_error()
if err != OK:
_logger.error("UDP proxy server-to-client packet error from port %s : %s", [client_port, err])
continue
_server_to_client_queue.push_back(QueueEntry.new(packet, current_time, client_port))
func _process_server_to_client_queue(send_threshold: int) -> void:
var packets_to_keep: Array[QueueEntry] = []
for entry in _server_to_client_queue:
if send_threshold < entry.queued_at:
packets_to_keep.append(entry)
else:
if _should_send_packet():
_udp_proxy_server.set_dest_address(hostname, entry.source_port)
_udp_proxy_server.put_packet(entry.packet_data)
_server_to_client_queue = packets_to_keep
# Send packet or simulate loss
func _should_send_packet() -> bool:
return packet_loss_percent <= 0.0 or _rng_packet_loss.randf() >= (packet_loss_percent / 100.0)
func _exit_tree() -> void:
if _proxy_thread and _proxy_thread.is_started():
_proxy_loop_enabled = false
_proxy_thread.wait_to_finish()
@@ -0,0 +1 @@
uid://1y2ey1e6qjwr
@@ -0,0 +1,72 @@
extends PhysicsDriver
class_name PhysicsDriver2D
# Physics driver based on netfox ticks
# Requires a custom build of Godot with https://github.com/godotengine/godot/pull/76462
var scene_collision_objects: Array = []
var collision_objects_snapshots: Dictionary[int, Dictionary] = {}
func _init_physics_space() -> void:
physics_space = get_viewport().world_2d.space
PhysicsServer2D.space_set_active(physics_space, false)
get_tree().node_added.connect(node_added)
get_tree().node_removed.connect(node_removed)
scan_tree()
func _physics_step(delta) -> void:
PhysicsServer2D.space_flush_queries(physics_space)
PhysicsServer2D.space_step(physics_space, delta)
func _snapshot_space(tick: int) -> void:
var rid_states: Dictionary[RID, Array] = {}
for element in scene_collision_objects:
if element is CharacterBody2D:
element.force_update_transform() # force colliders to update
var rid = element.get_rid()
rid_states[rid] = get_body_states(rid)
snapshots[tick] = rid_states
func _rollback_space(tick) -> void:
if snapshots.has(tick):
var rid_states = snapshots[tick]
for rid in rid_states.keys():
set_body_states(rid, rid_states[rid])
for body in scene_collision_objects:
if body is CharacterBody2D or body is AnimatableBody2D:
body.force_update_transform() # force colliders to update
func get_body_states(rid: RID) -> Array:
var body_state: Array = [Vector3.ZERO, Quaternion.IDENTITY, Vector3.ZERO, Vector3.ZERO]
body_state[0] = PhysicsServer2D.body_get_state(rid, PhysicsServer2D.BODY_STATE_TRANSFORM)
body_state[1] = PhysicsServer2D.body_get_state(rid, PhysicsServer2D.BODY_STATE_LINEAR_VELOCITY)
body_state[2] = PhysicsServer2D.body_get_state(rid, PhysicsServer2D.BODY_STATE_ANGULAR_VELOCITY)
body_state[3] = PhysicsServer2D.body_get_state(rid, PhysicsServer2D.BODY_STATE_SLEEPING)
return body_state
func set_body_states(rid: RID, body_state: Array) -> void:
PhysicsServer2D.body_set_state(rid, PhysicsServer2D.BODY_STATE_TRANSFORM, body_state[0])
PhysicsServer2D.body_set_state(rid, PhysicsServer2D.BODY_STATE_LINEAR_VELOCITY, body_state[1])
PhysicsServer2D.body_set_state(rid, PhysicsServer2D.BODY_STATE_ANGULAR_VELOCITY, body_state[2])
PhysicsServer2D.body_set_state(rid, PhysicsServer2D.BODY_STATE_SLEEPING, body_state[3])
func scan_tree():
scene_collision_objects.clear()
scene_collision_objects = get_all_children(get_node('/root'))
func get_all_children(in_node: Node) -> Array:
var nodes = []
nodes = in_node.find_children("*", "PhysicsBody2D", true, false)
return nodes
func node_added(node: Node) -> void:
if node is PhysicsBody2D:
scene_collision_objects.append(node)
func node_removed(node: Node) -> void:
if node is PhysicsBody2D:
scene_collision_objects.erase(node)
@@ -0,0 +1 @@
uid://c8p8gymii2y5v
@@ -0,0 +1,71 @@
extends PhysicsDriver
class_name PhysicsDriver3D
# Physics driver based on netfox ticks
# Requires a custom build of Godot with https://github.com/godotengine/godot/pull/76462
# Maps ticks ( int ) to global snapshots ( Dictionary<RID, Array> )
var scene_collision_objects: Array = []
func _init_physics_space() -> void:
physics_space = get_viewport().world_3d.space
PhysicsServer3D.space_set_active(physics_space, false)
get_tree().node_added.connect(node_added)
get_tree().node_removed.connect(node_removed)
scan_tree()
func _physics_step(delta) -> void:
PhysicsServer3D.space_flush_queries(physics_space)
PhysicsServer3D.space_step(physics_space, delta)
func _snapshot_space(tick: int) -> void:
# Maps RIDs to physics state ( Array )
var rid_states := {}
for element in scene_collision_objects:
var rid = element.get_rid()
rid_states[rid] = get_body_states(rid)
snapshots[tick] = rid_states
func _rollback_space(tick) -> void:
if snapshots.has(tick):
var rid_states = snapshots[tick]
for rid in rid_states.keys():
set_body_states(rid, rid_states[rid])
for body in scene_collision_objects:
if body is CharacterBody3D or body is AnimatableBody3D:
body.force_update_transform()
func get_body_states(rid: RID) -> Array:
var body_state: Array = [Vector3.ZERO, Quaternion.IDENTITY, Vector3.ZERO, Vector3.ZERO]
body_state[0] = PhysicsServer3D.body_get_state(rid, PhysicsServer3D.BODY_STATE_TRANSFORM)
body_state[1] = PhysicsServer3D.body_get_state(rid, PhysicsServer3D.BODY_STATE_LINEAR_VELOCITY)
body_state[2] = PhysicsServer3D.body_get_state(rid, PhysicsServer3D.BODY_STATE_ANGULAR_VELOCITY)
body_state[3] = PhysicsServer3D.body_get_state(rid, PhysicsServer3D.BODY_STATE_SLEEPING)
return body_state
func set_body_states(rid: RID, body_state: Array) -> void:
PhysicsServer3D.body_set_state(rid, PhysicsServer3D.BODY_STATE_TRANSFORM, body_state[0])
PhysicsServer3D.body_set_state(rid, PhysicsServer3D.BODY_STATE_LINEAR_VELOCITY, body_state[1])
PhysicsServer3D.body_set_state(rid, PhysicsServer3D.BODY_STATE_ANGULAR_VELOCITY, body_state[2])
PhysicsServer3D.body_set_state(rid, PhysicsServer3D.BODY_STATE_SLEEPING, body_state[3])
func scan_tree():
scene_collision_objects.clear()
scene_collision_objects = get_all_children(get_node('/root'))
func get_all_children(in_node: Node) -> Array:
var nodes = []
nodes = in_node.find_children("*", "PhysicsBody3D", true, false)
return nodes
func node_added(node: Node) -> void:
if node is PhysicsBody3D:
scene_collision_objects.append(node)
func node_removed(node: Node) -> void:
if node is PhysicsBody3D:
scene_collision_objects.erase(node)
@@ -0,0 +1 @@
uid://wr5ur5dqrkni
@@ -0,0 +1,44 @@
@icon("res://addons/netfox.extras/icons/network-rigid-body-2d.svg")
extends RigidBody2D
class_name NetworkRigidBody2D
## A rollback / state synchronizer class for RigidBody2D.
## Set state property path to physics_state to synchronize the state of this body.
@onready var direct_state = PhysicsServer2D.body_get_direct_state(get_rid())
var physics_state: Array:
get: return get_state()
set(v): set_state(v)
enum {
ORIGIN,
ROT,
LIN_VEL,
ANG_VEL,
SLEEPING
}
func _notification(notification: int):
if notification == NOTIFICATION_READY:
add_to_group("network_rigid_body")
func get_state() -> Array:
var body_state: Array = [Vector3.ZERO, Quaternion.IDENTITY, Vector3.ZERO, Vector3.ZERO, false]
body_state[ORIGIN] = direct_state.transform.origin
body_state[ROT] = direct_state.transform.get_rotation()
body_state[LIN_VEL] = direct_state.linear_velocity
body_state[ANG_VEL] = direct_state.angular_velocity
body_state[SLEEPING] = direct_state.sleeping
return body_state
func set_state(remote_state: Array) -> void:
direct_state.transform = Transform2D(remote_state[ROT], remote_state[ORIGIN])
direct_state.linear_velocity = remote_state[LIN_VEL]
direct_state.angular_velocity = remote_state[ANG_VEL]
direct_state.sleeping = remote_state[SLEEPING]
## Override and apply any logic, forces or impulses to the rigid body as you would in physics_process
## The physics engine will run its simulation during rollback_tick with other nodes
func _physics_rollback_tick(_delta, _tick):
pass
@@ -0,0 +1 @@
uid://c8hw7ol53m55g
@@ -0,0 +1,46 @@
@icon("res://addons/netfox.extras/physics/network-rigid-body-3d.gd")
extends RigidBody3D
class_name NetworkRigidBody3D
## A rollback / state synchronizer class for RigidBody3D.
## Set state property path to physics_state to synchronize the state of this body.
@onready var direct_state = PhysicsServer3D.body_get_direct_state(get_rid())
var physics_state: Array:
get: return get_state()
set(v): set_state(v)
enum {
ORIGIN,
QUAT,
LIN_VEL,
ANG_VEL,
SLEEPING
}
func _notification(notification: int):
if notification == NOTIFICATION_READY:
add_to_group("network_rigid_body")
func get_state() -> Array:
var body_state: Array = [Vector3.ZERO, Quaternion.IDENTITY, Vector3.ZERO, Vector3.ZERO, false]
body_state[ORIGIN] = direct_state.transform.origin
body_state[QUAT] = direct_state.transform.basis.get_rotation_quaternion()
body_state[LIN_VEL] = direct_state.linear_velocity
body_state[ANG_VEL] = direct_state.angular_velocity
body_state[SLEEPING] = direct_state.sleeping
return body_state
func set_state(remote_state: Array) -> void:
direct_state.transform.origin = remote_state[ORIGIN]
direct_state.transform.basis = Basis(remote_state[QUAT])
direct_state.linear_velocity = remote_state[LIN_VEL]
direct_state.angular_velocity = remote_state[ANG_VEL]
direct_state.sleeping = remote_state[SLEEPING]
## Override and apply any logic, forces or impulses to the rigid body as you would in physics_process
## The physics engine will run its simulation during rollback_tick with other nodes
func _physics_rollback_tick(_delta, _tick):
pass
@@ -0,0 +1 @@
uid://bklxcdyxgbjg2
@@ -0,0 +1,88 @@
extends Object
class PhysicsDriverToggle:
const INACTIVE_SUFFIX := ".off"
func get_name() -> String:
return "???"
func get_files() -> Array[String]:
return []
func get_error_messages() -> Array[String]:
return []
func is_enabled() -> bool:
return get_files().any(func(it): return FileAccess.file_exists(it))
func toggle() -> Array[String]:
var errors := get_error_messages()
if not errors.is_empty():
return errors
var enable := not is_enabled()
var uid_files := get_files().map(func(it): return it + ".uid")
var renames = (get_files() + uid_files).map(func(it):
if enable: return [it + INACTIVE_SUFFIX, it]
else: return [it, it + INACTIVE_SUFFIX]
)
for rename in renames:
var result := DirAccess.rename_absolute(rename[0], rename[1])
if result != OK:
errors.append(
"Failed rename \"%s\" -> \"%s\"; reason: %s" %
[rename[0], rename[1], error_string(result)]
)
return errors
class Rapier2DPhysicsDriverToggle extends PhysicsDriverToggle:
func get_name() -> String:
return "Rapier2D"
func get_files() -> Array[String]:
return [
"res://addons/netfox.extras/physics/rapier_driver_2d.gd",
]
func get_error_messages() -> Array[String]:
if not ClassDB.class_exists("RapierPhysicsServer2D"):
return ["Rapier physics is not available! Is the extension installed?"]
return []
class Rapier3DPhysicsDriverToggle extends PhysicsDriverToggle:
func get_name() -> String:
return "Rapier3D"
func get_files() -> Array[String]:
return [
"res://addons/netfox.extras/physics/rapier_driver_3d.gd",
]
func get_error_messages() -> Array[String]:
if not ClassDB.class_exists("RapierPhysicsServer3D"):
return ["Rapier physics is not available! Is the extension installed?"]
return []
class GodotPhysicsDriverToggle extends PhysicsDriverToggle:
func get_name() -> String:
return "Godot"
func get_files() -> Array[String]:
return [
"res://addons/netfox.extras/physics/godot_driver_3d.gd",
"res://addons/netfox.extras/physics/godot_driver_2d.gd"
]
func get_error_messages() -> Array[String]:
if not PhysicsServer3D.has_method("space_step") or not PhysicsServer2D.has_method("space_step"):
return ["Physics stepping is not available! Is this the right Godot build?"]
return []
static func all() -> Array[PhysicsDriverToggle]:
return [
Rapier2DPhysicsDriverToggle.new(),
Rapier3DPhysicsDriverToggle.new(),
GodotPhysicsDriverToggle.new()
]
@@ -0,0 +1 @@
uid://bu4ppfj0ovkbr
@@ -0,0 +1,86 @@
extends Node
class_name PhysicsDriver
# Physics driver based on netfox ticks
# Step physics in time with netfox and participates in rollback
var physics_space: RID
var snapshots: Dictionary = {}
# Number of physics steps to take per network tick
@export var physics_factor: int = 2
# Snapshot and Rollback entire physics space.
@export var rollback_physics_space: bool = true
func _enter_tree():
#regular ticks
NetworkTime.before_tick.connect(before_tick)
NetworkTime.after_tick_loop.connect(after_tick_loop)
#rollback ticks
if rollback_physics_space:
NetworkRollback.on_prepare_tick.connect(on_prepare_tick)
NetworkRollback.on_process_tick.connect(on_process_tick)
func _exit_tree():
NetworkTime.before_tick.disconnect(before_tick)
NetworkTime.after_tick_loop.disconnect(after_tick_loop)
#rollback ticks
if NetworkRollback.on_prepare_tick.is_connected(on_prepare_tick):
NetworkRollback.on_prepare_tick.disconnect(on_prepare_tick)
NetworkRollback.on_process_tick.disconnect(on_process_tick)
func _ready() -> void:
_init_physics_space()
# Emitted before a tick is run.
func before_tick(_delta: float, tick: int) -> void:
_snapshot_space(tick)
step_physics(_delta)
func on_prepare_tick(tick: int) -> void:
if NetworkRollback._rollback_from == tick:
# First tick of rollback loop, rewind
_rollback_space(tick)
else:
# Subsequent ticks are re-writing history.
_snapshot_space(tick)
func on_process_tick(_tick: int) -> void:
step_physics(NetworkTime.ticktime)
func after_tick_loop() -> void:
# Remove old snapshots
for i in snapshots.keys():
if i < NetworkRollback.history_start:
snapshots.erase(i)
func step_physics(_delta: float) -> void:
# Break up physics into smaller steps if needed
var frac_delta = _delta / physics_factor
var rollback_participants = get_tree().get_nodes_in_group("network_rigid_body")
for i in range(physics_factor):
for net_rigid_body in rollback_participants:
net_rigid_body._physics_rollback_tick(frac_delta, NetworkTime.tick)
_physics_step(frac_delta)
## Override this method to initialize the physics space.
func _init_physics_space() -> void:
pass
## Override this method to take one step in the physics space.
## [br][br]
## It should also flush and update all Godot nodes
func _physics_step(_delta) -> void:
pass
## Override this method to record the current state of the physics space.
func _snapshot_space(_tick: int) -> void:
pass
## Override this method to restore the physics space to a previous state.
func _rollback_space(_tick) -> void:
pass
@@ -0,0 +1 @@
uid://dcws6qk4hxtun
@@ -0,0 +1,38 @@
extends PhysicsDriver
class_name RapierDriver2D
var _state: StateManager2D
var _stored_states: int = 0
func _init_physics_space() -> void:
physics_space = get_viewport().world_2d.space
PhysicsServer2D.space_set_active(physics_space, false)
_state = StateManager2D.new()
_state.root_node = self
_state.set_max_cache_length(ProjectSettings.get_setting("netfox/rollback/history_limit", 64))
_state.set_rolling_cache(true)
add_child(_state)
func _physics_step(delta) -> void:
RapierPhysicsServer2D.space_step(physics_space, delta)
RapierPhysicsServer2D.space_flush_queries(physics_space)
func _snapshot_space(tick: int) -> void:
_state.cache_state(physics_space, tick)
func _rollback_space(tick: int) -> void:
# With rolling cache, tick states are ordered by age with the newest at 0
var offset = NetworkTime.tick - tick
if (offset >= _stored_states):
return
_stored_states = min(_stored_states + 1, _state.max_cache_length)
_state.load_cached_state(physics_space, offset)
@@ -0,0 +1 @@
uid://bcc28dvk0pufe
@@ -0,0 +1,37 @@
extends PhysicsDriver
class_name RapierDriver3D
var _state: StateManager3D
var _stored_states: int = 0
func _init_physics_space() -> void:
physics_space = get_viewport().world_3d.space
PhysicsServer3D.space_set_active(physics_space, false)
_state = StateManager3D.new()
_state.root_node = self
_state.set_max_cache_length(ProjectSettings.get_setting("netfox/rollback/history_limit", 64))
_state.set_rolling_cache(true)
add_child(_state)
func _physics_step(delta) -> void:
RapierPhysicsServer3D.space_step(physics_space, delta)
RapierPhysicsServer3D.space_flush_queries(physics_space)
func _snapshot_space(tick: int) -> void:
_state.cache_state(physics_space, tick)
func _rollback_space(tick: int) -> void:
# With rolling cache, tick states are ordered by age with the newest at 0
var offset = NetworkTime.tick - tick
if (offset >= _stored_states):
return
_stored_states = min(_stored_states + 1, _state.max_cache_length)
_state.load_cached_state(physics_space, offset)
@@ -0,0 +1 @@
uid://bo4lplbeepibj
+7
View File
@@ -0,0 +1,7 @@
[plugin]
name="netfox.extras"
description="Game-specific utilities for Netfox"
author="Tamas Galffy and contributors"
version="1.40.2"
script="netfox-extras.gd"
@@ -0,0 +1,71 @@
extends RefCounted
class_name RewindableRandomNumberGenerator
## Provides methods for generating pseudo-random numbers in the rollback tick
## loop.
##
## Using a regular [RandomNumberGenerator] in [code]_rollback_tick()[/code]
## would generate different numbers on each peer. It also generates different
## numbers when resimulating the same tick.
## [br][br]
## This class solves all of the above, making it suitable for use during
## rollback.
## [br][br]
## The seed must be provided on instantiation, and must be the same on all peers
## for the random number generator to work properly.
##
## @tutorial(RewindableRandomNumberGenerator Guide): https://foxssake.github.io/netfox/latest/netfox.extras/guides/rewindable-random-number-generator/
var _rng: RandomNumberGenerator
var _last_reset_tick := -1
var _last_reset_rollback_tick := -1
static var _logger := NetfoxLogger._for_extras("RewindableRandomNumberGenerator")
func _init(p_seed: int):
_rng = RandomNumberGenerator.new()
_rng.set_seed(p_seed)
## Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code]
## (inclusive).
func randf() -> float:
_ensure_state()
return _rng.randf()
## Returns a pseudo-random float between [code]from[/code] and [code]to[/code]
## (inclusive).
func randf_range(from: float, to: float) -> float:
_ensure_state()
return _rng.randf_range(from, to)
## Returns a normally-distributed, pseudo-random floating-point number from the
## specified [code]mean[/code] and a standard [code]deviation[/code]. This is
## also known as a Gaussian distribution.
func randfn(mean: float = 0.0, deviation: float = 1.0) -> float:
_ensure_state()
return _rng.randfn(mean, deviation)
## Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and
## [code]4294967295[/code] (inclusive).
func randi() -> int:
_ensure_state()
return _rng.randi()
## Returns a pseudo-random 32-bit unsigned integer between [code]from[/code] and
## [code]to[/code] (inclusive).
func randi_range(from: int, to: int) -> int:
_ensure_state()
return _rng.randi_range(from, to)
func _ensure_state() -> void:
if NetworkTime.tick == _last_reset_tick and NetworkRollback.tick == _last_reset_rollback_tick:
# State already has been set
return
if NetworkRollback.is_rollback():
_rng.state = hash([_rng.seed, NetworkRollback.tick])
else:
_rng.state = hash([_rng.seed, NetworkTime.tick])
_last_reset_rollback_tick = NetworkRollback.tick
_last_reset_tick = NetworkTime.tick
@@ -0,0 +1 @@
uid://cqj8glnpkt5po
@@ -0,0 +1,187 @@
@tool
@icon("res://addons/netfox.extras/icons/rewindable-state-machine.svg")
extends Node
class_name RewindableStateMachine
## A state machine that can be used with rollback.
##
## It relies on [RollbackSynchronizer] to manage its state. State transitions
## are only triggered by gameplay code, and not by rollback reverting to an
## earlier state.
## [br][br]
## For this node to work correctly, a [RollbackSynchronizer] must be added as
## a sibling, and it must have the [RewindableStateMachine]'s [member state]
## property configured as a state property.
## [br][br]
## To implement states, extend the [RewindableState] class and add it as a child
## node.
##
## @tutorial(RewindableStateMachine Guide): https://foxssake.github.io/netfox/latest/netfox.extras/guides/rewindable-state-machine/
## Name of the current state.
##
## Can be an empty string if no state is active. Only modify directly if you
## need to skip [method transition]'s callbacks.
@export var state: StringName = "":
get: return _state_object.name if _state_object != null else ""
set(v): _set_state(v)
## Emitted during state transitions.
##
## This signal can be used to run gameplay code on state changes.
## [br][br]
## This signal is emitted whenever a transition happens during rollback, which
## means it may be emitted multiple times for the same transition if it gets
## resimulated during rollback.
## [br][br]
## [b]State changes are not necessarily emitted on all peers.[/b]
## See: [url=https://foxssake.github.io/netfox/netfox.extras/guides/rewindable-state-machine/#caveats]RewindableStateMachine caveats[/url]
signal on_state_changed(old_state: RewindableState, new_state: RewindableState)
## Emitted after the displayed state has changed.
##
## This signal can be used to update visuals based on state changes.
## [br][br]
## This signal is emitted whenever the state after a tick loop has changed.
signal on_display_state_changed(old_state: RewindableState, new_state: RewindableState)
static var _logger: NetfoxLogger = NetfoxLogger._for_extras("RewindableStateMachine")
var _state_object: RewindableState = null
var _previous_state_object: RewindableState = null
var _available_states: Dictionary = {}
var _prevent_transition: bool = false
var _prevent_callable: Callable = func(): _prevent_transition = true
## Transition to a new state specified by [param new_state_name] and return
## true.
##
## Finds the given state by name and transitions to it if possible. The new
## state's [method RewindableState.can_enter] callback decides if it can be
## entered from the current state.
## [br][br]
## Upon transitioning, [method RewindableState.exit] is called on the old state,
## and [method RewindableState.enter] is called on the new state. In addition,
## [signal on_state_changed] is emitted.
## [br][br]
## Does nothing if transitioning to the currently active state. Emits a warning
## and does nothing when transitioning to an unknown state.
func transition(new_state_name: StringName) -> bool:
# Check if target state is valid
if state == new_state_name:
return false
if not _available_states.has(new_state_name):
_logger.warning("Attempted to transition from state '%s' into unknown state '%s'", [state, new_state_name])
return false
var from_state = _state_object
var new_state: RewindableState = _available_states[new_state_name]
_prevent_transition = false
# Validate transition
if from_state:
if !new_state.can_enter(_state_object):
return false
# Emit exit signal, allow handlers to prevent transition
_state_object.on_exit.emit(new_state, NetworkRollback.tick, _prevent_callable)
if _prevent_transition: return false
new_state.on_enter.emit(from_state, NetworkRollback.tick, _prevent_callable)
if _prevent_transition: return false
# Transition valid, run callbacks
if is_instance_valid(from_state):
from_state.exit(new_state, NetworkRollback.tick)
new_state.enter(from_state, NetworkRollback.tick)
# Set new state
_state_object = new_state
on_state_changed.emit(from_state, new_state)
return true
## Update the internal cache of known states
## [br][br]
## Automatically called on ready and when a child node is added or removed. Call
## manually to force an update.
func update_states() -> void:
_available_states.clear()
for child in find_children("*", "RewindableState", false):
_available_states[child.name] = child
func _notification(what: int):
# Use notification instead of _ready, so users can write their own _ready
# callback without having to call super()
if Engine.is_editor_hint(): return
match what:
NOTIFICATION_CHILD_ORDER_CHANGED:
update_states()
NOTIFICATION_ENTER_TREE:
# Compare states after tick loop
NetworkTime.after_tick_loop.connect(_after_tick_loop)
update_states()
NOTIFICATION_EXIT_TREE:
# Disconnect handlers
NetworkTime.after_tick_loop.disconnect(_after_tick_loop)
func _get_configuration_warnings():
const MISSING_SYNCHRONIZER_ERROR := \
"RewindableStateMachine is not managed by a RollbackSynchronizer! Add it as a sibling node to fix this."
const INVALID_SYNCHRONIZER_CONFIG_ERROR := \
"RollbackSynchronizer configuration is invalid, it can't manage this state machine!" +\
"\nNote: You may need to reload this scene after fixing for this warning to disappear."
const MISSING_PROPERTY_ERROR := \
"State is not managed by RollbackSynchronizer! Add `state` property to the synchronizer to fix this. " +\
"\nNote: You may need to reload this scene after fixing for this warning to disappear."
# Check if there's a rollback synchronizer
var rollback_synchronizer_node = get_parent().find_children("*", "RollbackSynchronizer", false).pop_front()
if not rollback_synchronizer_node:
return [MISSING_SYNCHRONIZER_ERROR]
var rollback_synchronizer := rollback_synchronizer_node as RollbackSynchronizer
# Check if its configuration is valid
# TODO: Expose this as a property?
if not rollback_synchronizer.root:
return [INVALID_SYNCHRONIZER_CONFIG_ERROR]
# Check if it manages our `state` property
for state_property_path in rollback_synchronizer.state_properties:
var property = PropertyEntry.parse(rollback_synchronizer.root, state_property_path)
if property.node == self and property.property == "state":
return []
return [MISSING_PROPERTY_ERROR]
func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
if _state_object:
_state_object.tick(delta, tick, is_fresh)
_state_object.on_tick.emit(delta, tick, is_fresh)
func _after_tick_loop():
if _state_object != _previous_state_object:
on_display_state_changed.emit(_previous_state_object, _state_object)
if _previous_state_object:
_previous_state_object.on_display_exit.emit(_state_object, NetworkTime.tick)
_previous_state_object.display_exit(_state_object, NetworkTime.tick)
_state_object.on_display_enter.emit(_previous_state_object, NetworkTime.tick)
_state_object.display_enter(_previous_state_object, NetworkTime.tick)
_previous_state_object = _state_object
func _set_state(new_state: StringName) -> void:
if not new_state:
return
if not _available_states.has(new_state):
_logger.warning("Attempted to jump to unknown state: %s", [new_state])
return
_state_object = _available_states[new_state]
@@ -0,0 +1 @@
uid://byrgwv2o7hstx
@@ -0,0 +1,114 @@
@tool
@icon("res://addons/netfox.extras/icons/rewindable-state.svg")
extends Node
class_name RewindableState
## Base class for states to be used with [RewindableStateMachine].
##
## Provides multiple callback methods for a state's lifecycle, which can be
## overridden by extending classes.
## [br][br]
## Must have a [RewindableStateMachine] as a parent.
##
## @tutorial(RewindableStateMachine Guide): https://foxssake.github.io/netfox/latest/netfox.extras/guides/rewindable-state-machine/
## Emitted when entering the state
signal on_enter(previous_state: RewindableState, tick: int, prevent: Callable)
## Emitted on every rollback tick while the state is active
signal on_tick(delta: float, tick: int, is_fresh: bool)
## Emitted when exiting the state
signal on_exit(next_state: RewindableState, tick: int, prevent: Callable)
## Emitted before displaying this state
signal on_display_enter(previous_state: RewindableState, tick: int)
## Emitted before displaying another state
signal on_display_exit(next_state: RewindableState, tick: int)
## The [RewindableStateMachine] this state belongs to.
## [br][br]
## [i]read-only[/i]
var state_machine: RewindableStateMachine:
get: return _state_machine
var _state_machine: RewindableStateMachine
## Callback to run a single tick.
##
## This method is called by the [RewindableStateMachine] during the rollback
## tick loop to update game state.
## [br][br]
## [i]override[/i] to implement game logic
func tick(delta: float, tick: int, is_fresh: bool) -> void:
pass
## Callback for entering the state.
##
## This method is called whenever the state machine enters this state.
## [br][br]
## It is best practice to only modify game state here, i.e. properties that are
## configured as state in a [RollbackSynchronizer].
## [br][br]
## [i]override[/i] to implement game logic reacting to state transitions
func enter(previous_state: RewindableState, tick: int) -> void:
pass
## Callback for exiting the state.
##
## This method is called whenever the state machine exits this state.
## [br][br]
## It is best practice to only modify game state here, i.e. properties that are
## configured as state in a [RollbackSynchronizer].
## [br][br]
## [i]override[/i] to implement game logic reacting to state transitions
func exit(next_state: RewindableState, tick: int) -> void:
pass
## Callback for validating state transitions.
##
## Whenever the [RewindableStateMachine] attempts to enter this state, it will
## call this method to ensure that the transition is valid.
## [br][br]
## If this method returns true, the transition is valid and the state machine
## will enter this state. Otherwise, the transition is invalid, and nothing
## happens.
## [br][br]
## [i]override[/i] to implement custom transition validation logic
func can_enter(previous_state: RewindableState) -> bool:
# Add your validation logic here
# Return true if the state machine can transition to the next state
return true
## Callback for displaying the state.
##
## After each tick loop, the [RewindableStateMachine] checks the final state,
## i.e. the state that will be active until the next tick loop. If that state
## has changed [b]to[/b] this one, the [RewindableStateMachine] will call this
## method.
## [br][br]
## [i]override[/i] to implement visuals / effects reacting to state transitions
func display_enter(previous_state: RewindableState, tick: int) -> void:
pass
## Callback for displaying a different state.
##
## After each tick loop, the [RewindableStateMachine] checks the final state,
## i.e. the state that will be active until the next tick loop. If that state
## has changed [b]from[/b] this one, the [RewindableStateMachine] will call this
## method.
## [br][br]
## [i]override[/i] to implement visuals / effects reacting to state transitions
func display_exit(next_state: RewindableState, tick: int) -> void:
pass
func _get_configuration_warnings():
return [] if get_parent() is RewindableStateMachine else ["This state should be a child of a RewindableStateMachine."]
func _notification(what: int):
# Use notification instead of _ready, so users can write their own _ready
# callback without having to call super()
if what == NOTIFICATION_READY:
if _state_machine == null and get_parent() is RewindableStateMachine:
_state_machine = get_parent()
@@ -0,0 +1 @@
uid://usyufdtn83hc
@@ -0,0 +1,75 @@
extends Node2D
class_name NetworkWeapon2D
## A 2D-specific implementation of [NetworkWeapon].
## Distance to consider too large during reconciliation checks.
@export var distance_threshold: float = 1.0
var _weapon: _NetworkWeaponProxy
func can_fire() -> bool:
return _weapon.can_fire()
func fire() -> Node2D:
return _weapon.fire()
func get_fired_tick() -> int:
return _weapon.get_fired_tick()
func _init():
_weapon = _NetworkWeaponProxy.new()
add_child(_weapon, true, INTERNAL_MODE_BACK)
_weapon.owner = self
_weapon.c_can_fire = _can_fire
_weapon.c_can_peer_use = _can_peer_use
_weapon.c_after_fire = _after_fire
_weapon.c_spawn = _spawn
_weapon.c_get_data = _get_data
_weapon.c_apply_data = _apply_data
_weapon.c_is_reconcilable = _is_reconcilable
_weapon.c_reconcile = _reconcile
## See [NetworkWeapon]
func _can_fire() -> bool:
return false
## See [NetworkWeapon]
func _can_peer_use(peer_id: int) -> bool:
return true
## See [NetworkWeapon]
func _after_fire(projectile: Node2D):
pass
## See [NetworkWeapon]
func _spawn() -> Node2D:
return null
func _get_data(projectile: Node2D) -> Dictionary:
return {
"global_transform": projectile.global_transform
}
func _apply_data(projectile: Node2D, data: Dictionary):
projectile.global_transform = data["global_transform"]
func _is_reconcilable(projectile: Node2D, request_data: Dictionary, local_data: Dictionary) -> bool:
var req_transform = request_data["global_transform"] as Transform2D
var loc_transform = local_data["global_transform"] as Transform2D
var request_pos = req_transform.origin
var local_pos = loc_transform.origin
return request_pos.distance_to(local_pos) < distance_threshold
func _reconcile(projectile: Node2D, local_data: Dictionary, remote_data: Dictionary):
var local_transform = local_data["global_transform"] as Transform2D
var remote_transform = remote_data["global_transform"] as Transform2D
var relative_transform = projectile.global_transform * local_transform.inverse()
var final_transform = remote_transform * relative_transform
projectile.global_transform = final_transform
@@ -0,0 +1 @@
uid://c8pw311ku24we
@@ -0,0 +1,75 @@
extends Node3D
class_name NetworkWeapon3D
## A 3D-specific implementation of [NetworkWeapon].
## Distance to consider too large during reconciliation checks.
@export var distance_threshold: float = 1.0
var _weapon: _NetworkWeaponProxy
func can_fire() -> bool:
return _weapon.can_fire()
func fire() -> Node3D:
return _weapon.fire()
func get_fired_tick() -> int:
return _weapon.get_fired_tick()
func _init():
_weapon = _NetworkWeaponProxy.new()
add_child(_weapon, true, INTERNAL_MODE_BACK)
_weapon.owner = self
_weapon.c_can_fire = _can_fire
_weapon.c_can_peer_use = _can_peer_use
_weapon.c_after_fire = _after_fire
_weapon.c_spawn = _spawn
_weapon.c_get_data = _get_data
_weapon.c_apply_data = _apply_data
_weapon.c_is_reconcilable = _is_reconcilable
_weapon.c_reconcile = _reconcile
## See [NetworkWeapon]
func _can_fire() -> bool:
return false
## See [NetworkWeapon]
func _can_peer_use(peer_id: int) -> bool:
return true
## See [NetworkWeapon]
func _after_fire(projectile: Node3D):
pass
## See [NetworkWeapon]
func _spawn() -> Node3D:
return null
func _get_data(projectile: Node3D) -> Dictionary:
return {
"global_transform": projectile.global_transform
}
func _apply_data(projectile: Node3D, data: Dictionary):
projectile.global_transform = data["global_transform"]
func _is_reconcilable(projectile: Node3D, request_data: Dictionary, local_data: Dictionary) -> bool:
var req_transform = request_data["global_transform"] as Transform3D
var loc_transform = local_data["global_transform"] as Transform3D
var request_pos = req_transform.origin
var local_pos = loc_transform.origin
return request_pos.distance_to(local_pos) < distance_threshold
func _reconcile(projectile: Node3D, local_data: Dictionary, remote_data: Dictionary):
var local_transform = local_data["global_transform"] as Transform3D
var remote_transform = remote_data["global_transform"] as Transform3D
var relative_transform = projectile.global_transform * local_transform.inverse()
var final_transform = remote_transform * relative_transform
projectile.global_transform = final_transform
@@ -0,0 +1 @@
uid://c1xyp6tx4hf3p
@@ -0,0 +1,127 @@
extends Node3D
class_name NetworkWeaponHitscan3D
## A 3D-specific implementation of a networked hitscan (raycast) weapon.
## Maximum distance to cast the ray
@export var max_distance: float = 1000.0
## Mask used to detect raycast hits
@export_flags_3d_physics var collision_mask: int = 0xFFFFFFFF
## Colliders excluded from raycast hits
@export var exclude: Array[RID] = []
var _weapon: _NetworkWeaponProxy
## Try to fire the weapon and return the projectile.
## [br][br]
## Returns true if the weapon was fired.
func fire() -> bool:
if not can_fire():
return false
_apply_data(_get_data())
_after_fire()
return true
## Check whether this weapon can be fired.
func can_fire() -> bool:
return _weapon.can_fire()
func _init():
_weapon = _NetworkWeaponProxy.new()
add_child(_weapon, true, INTERNAL_MODE_BACK)
_weapon.owner = self
_weapon.c_can_fire = _can_fire
_weapon.c_can_peer_use = _can_peer_use
_weapon.c_after_fire = _after_fire
_weapon.c_spawn = _spawn
_weapon.c_get_data = _get_data
_weapon.c_apply_data = _apply_data
_weapon.c_is_reconcilable = _is_reconcilable
_weapon.c_reconcile = _reconcile
## Override this method with your own can fire logic.
## [br][br]
## See [NetworkWeapon].
func _can_fire() -> bool:
return true
## Override this method to check if a given peer can use this weapon.
## [br][br]
## See [NetworkWeapon].
func _can_peer_use(peer_id: int) -> bool:
return true
## Override this method to run any logic needed after successfully firing the
## weapon.
## [br][br]
## See [NetworkWeapon].
func _after_fire():
pass
func _spawn():
# No projectile is spawned for a hitscan weapon.
pass
func _get_data() -> Dictionary:
# Collect data needed to synchronize the firing event.
return {
"origin": global_transform.origin,
"direction": -global_transform.basis.z # Assuming forward direction.
}
func _apply_data(data: Dictionary):
# Reproduces the firing event on all peers.
var origin = data["origin"] as Vector3
var direction = data["direction"] as Vector3
# Perform the raycast from origin in the given direction.
var space_state = get_world_3d().direct_space_state
# Create a PhysicsRayQueryParameters3D object.
var ray_params = PhysicsRayQueryParameters3D.new()
ray_params.from = origin
ray_params.to = origin + direction * max_distance
# Set collision masks or exclude objects:
ray_params.collision_mask = collision_mask
ray_params.exclude = exclude
var result = space_state.intersect_ray(ray_params)
if result:
# Handle the hit result, such as spawning hit effects.
_on_hit(result)
# Play firing effects on all peers.
_on_fire()
func _is_reconcilable(request_data: Dictionary, local_data: Dictionary) -> bool:
# Always reconcilable
return true
func _reconcile(local_data: Dictionary, remote_data: Dictionary):
# Nothing to do on reconcile
pass
## Override to implement raycast hit logic.
## [br][br]
## The parameter is the result of a
## [method PhysicsDirectSpaceState3D.intersect_ray] call.
func _on_hit(result: Dictionary):
# Implement hit effect logic here.
# var hit_position = result.position
# var hit_normal = result.normal
# var collider = result.collider
# For example, you might emit a signal or instantiate a hit effect scene:
# emit_signal("hit_detected", hit_position, hit_normal, collider)
pass
## Override to implement firing effects, like muzzle flash or sound.
func _on_fire():
# Implement firing effect logic here.
pass
@@ -0,0 +1 @@
uid://daf6uabdxsfwq
@@ -0,0 +1,35 @@
extends NetworkWeapon
class_name _NetworkWeaponProxy
var c_can_fire: Callable
var c_can_peer_use: Callable
var c_after_fire: Callable
var c_spawn: Callable
var c_get_data: Callable
var c_apply_data: Callable
var c_is_reconcilable: Callable
var c_reconcile: Callable
func _can_fire() -> bool:
return c_can_fire.call()
func _can_peer_use(peer_id: int) -> bool:
return c_can_peer_use.call(peer_id)
func _after_fire(projectile: Node):
c_after_fire.call(projectile)
func _spawn() -> Node:
return c_spawn.call()
func _get_data(projectile: Node) -> Dictionary:
return c_get_data.call(projectile)
func _apply_data(projectile: Node, data: Dictionary):
c_apply_data.call(projectile, data)
func _is_reconcilable(projectile: Node, request_data: Dictionary, local_data: Dictionary) -> bool:
return c_is_reconcilable.call(projectile, request_data, local_data)
func _reconcile(projectile: Node, local_data: Dictionary, remote_data: Dictionary):
c_reconcile.call(projectile, local_data, remote_data)
@@ -0,0 +1 @@
uid://76n8gu7udnum
@@ -0,0 +1,223 @@
extends Node
class_name NetworkWeapon
## Base class for creating responsive weapons, by spawning projectiles locally,
## but keeping control on the server.
var _projectiles: Dictionary = {}
var _projectile_data: Dictionary = {}
var _reconcile_buffer: Array = []
var _rng: RandomNumberGenerator = RandomNumberGenerator.new()
var _fired_tick: int = -1
static var _logger: NetfoxLogger = NetfoxLogger._for_extras("NetworkWeapon")
func _ready():
_rng.randomize()
NetworkTime.before_tick_loop.connect(_before_tick_loop)
## Check whether this weapon can be fired.
func can_fire() -> bool:
return _can_fire()
## Try to fire the weapon and return the projectile.
## [br][br]
## Returns null if the weapon can't be fired.
func fire() -> Node:
if not can_fire():
return null
var id: String = _generate_id()
var projectile = _spawn()
_save_projectile(projectile, id)
var data = _projectile_data[id]
if not is_multiplayer_authority():
_request_projectile.rpc_id(get_multiplayer_authority(), id, NetworkTime.tick, data)
else:
_accept_projectile.rpc(id, NetworkTime.tick, data)
_logger.debug("Calling after fire hook for %s", [projectile.name])
_fired_tick = NetworkTime.tick
_after_fire(projectile)
return projectile
## Get the tick when the weapon was fired.
## [br][br]
## Whenever a weapon gets fired, it takes time for that event to be transmitted
## to the server. To account for this latency, the exact tick is sent along
## with other data, so weapon implementations can compensate for the latency.
## [br][br]
## One way to use this is to manually simulate the projectile after it's
## created:
## [codeblock]
## func _after_fire(projectile: Node3D):
## last_fire = get_fired_tick()
## sound.play()
##
## for t in range(get_fired_tick(), NetworkTime.tick):
## if projectile.is_queued_for_deletion():
## break
## projectile._tick(NetworkTime.ticktime, t)
## [/codeblock]
func get_fired_tick() -> int:
return _fired_tick
## Override this method with your own can fire logic.
## [br][br]
## This can be used to implement e.g. firing cooldowns and ammo checks.
func _can_fire() -> bool:
return false
## Override this method to check if a given peer can use this weapon.
## [br][br]
## Usually this should check if the weapon's owner is trying to fire it, but
## for some special cases this can be some different logic, e.g. weapons that
## can be used by any player on a given team.
func _can_peer_use(peer_id: int) -> bool:
return true
## Override this method to run any logic needed after successfully firing the
## weapon.
## [br][br]
## This can be used to e.g. reset the firing cooldown or deduct ammo.
func _after_fire(projectile: Node):
pass
## Override this method to spawn and initialize a projectile.
## [br][br]
## Make sure to return the projectile spawned!
func _spawn() -> Node:
return null
## Override this method to extract projectile data that should be synchronized
## over the network.
## [br][br]
## This will be captured both locally and on the server, and will be used for
## reconciliation.
func _get_data(projectile: Node) -> Dictionary:
return {}
## Override this method to apply projectile data that should be synchronized
## over the network.
## [br][br]
## This is used in cases where some other client fires a weapon and the server
## instructs us to spawn a projectile for it.
func _apply_data(projectile: Node, data: Dictionary):
pass
## Override this method to check if two projectile states can be reconciled.
## [br][br]
## This can be used to prevent cheating, for example by not allowing the client
## to say it's firing from the other side of the map compared to its actual
## position.
## [br][br]
## When this method returns false, the server will decline the projectile
## request.
func _is_reconcilable(projectile: Node, request_data: Dictionary, local_data: Dictionary) -> bool:
return true
## Override this method to reconcile the initial local and remote projectile
## state.
## [br][br]
## Let's say the projectile travels in a straight line from its origin, but we
## receive a different origin from the server. In this reconciliation step,
## the projectile's position can be adjusted to account for the different origin.
## [br][br]
## Unless the use case is niche, the best practice is to consider the server's
## state as authorative.
func _reconcile(projectile: Node, local_data: Dictionary, remote_data: Dictionary):
pass
func _save_projectile(projectile: Node, id: String, data: Dictionary = {}):
_projectiles[id] = projectile
projectile.name += " " + id
projectile.set_multiplayer_authority(get_multiplayer_authority())
if data.is_empty():
data = _get_data(projectile)
_projectile_data[id] = data
func _before_tick_loop():
# Reconcile projectiles
for recon in _reconcile_buffer:
var projectile = recon[0]
var local_data = recon[1]
var response_data = recon[2]
var projectile_id = recon[3]
if is_instance_valid(projectile):
_reconcile(projectile, local_data, response_data)
else:
_logger.warning("Projectile %s vanished by the time of reconciliation!", [projectile_id])
_reconcile_buffer.clear()
func _generate_id(length: int = 12, charset: String = "abcdefghijklmnopqrstuvwxyz0123456789") -> String:
var result = ""
# Generate a random ID
for i in range(length):
var idx = _rng.randi_range(0, charset.length() - 1)
result += charset[idx]
return result
@rpc("any_peer", "reliable", "call_remote")
func _request_projectile(id: String, tick: int, request_data: Dictionary):
var sender = multiplayer.get_remote_sender_id()
# Reject if sender can't use this input
_fired_tick = tick
if not _can_peer_use(sender) or not _can_fire():
_decline_projectile.rpc_id(sender, id)
_logger.error("Projectile %s rejected! Peer %s can't use this weapon now", [id, sender])
return
# Validate incoming data
var projectile = _spawn()
var local_data: Dictionary = _get_data(projectile)
if not _is_reconcilable(projectile, request_data, local_data):
projectile.queue_free()
_decline_projectile.rpc_id(sender, id)
_logger.error("Projectile %s rejected! Can't reconcile states: [%s, %s]", [id, request_data, local_data])
return
_save_projectile(projectile, id, local_data)
_accept_projectile.rpc(id, tick, local_data)
_after_fire(projectile)
@rpc("authority", "reliable", "call_local")
func _accept_projectile(id: String, tick: int, response_data: Dictionary):
if multiplayer.get_unique_id() == multiplayer.get_remote_sender_id():
# Projectile is local, nothing to do
return
_logger.info("Accepting projectile %s from %s", [id, multiplayer.get_remote_sender_id()])
if _projectiles.has(id):
var projectile = _projectiles[id]
var local_data = _projectile_data[id]
_reconcile_buffer.push_back([projectile, local_data, response_data, id])
else:
_fired_tick = tick
var projectile = _spawn()
_apply_data(projectile, response_data)
_projectile_data.erase(id)
_save_projectile(projectile, id, response_data)
_after_fire(projectile)
@rpc("authority", "reliable", "call_remote")
func _decline_projectile(id: String):
if not _projectiles.has(id):
return
var p = _projectiles[id]
if is_instance_valid(p):
p.queue_free()
_projectiles.erase(id)
_projectile_data.erase(id)
@@ -0,0 +1 @@
uid://cill8uva6thl5
+138
View File
@@ -0,0 +1,138 @@
extends Node
# Settings
var _is_enabled: bool = ProjectSettings.get_setting(&"netfox/extras/auto_tile_windows", false)
var _is_borderless: bool = ProjectSettings.get_setting(&"netfox/extras/borderless", false)
var _tile_screen: int = ProjectSettings.get_setting(&"netfox/extras/screen", 0)
# Hash the game name, so we always get a valid filename
var _prefix: String = "netfox-window-tiler-%x" % [ProjectSettings.get_setting(&"application/config/name").hash()]
var _sid: String = "%x" % [hash(int(Time.get_unix_time_from_system() / 2.))]
var _uid: String = "%d" % [Time.get_unix_time_from_system() * 1000_0000.]
static var _logger: NetfoxLogger = NetfoxLogger._for_extras("WindowTiler")
func _ready() -> void:
# Running on a non-editor (export template) build
if OS.has_feature("template"):
return
# Running in headless mode
if DisplayServer.get_name() == "headless":
return
# Running in CI
for env_var in ["CI", "NETFOX_CI"]:
if OS.get_environment(env_var) != "":
_logger.debug("Environment variable %s set, disabling", [env_var])
return
# Cleanup in case some files were left
_cleanup()
# Running embedded in editor
if _is_embedded():
return
# Don't tile if disabled
if not _is_enabled:
return
_logger.debug("Tiling with sid: %s, uid: %s", [_sid, _uid])
var err = _make_lock(_sid, _uid)
if err != Error.OK:
_logger.warning("Failed to create lock for tiling, reason: %s", [error_string(err)])
return
# Search for locks, stop once no new locks are found
var locks = []
await get_tree().create_timer(0.25).timeout
for i in range(20):
await get_tree().create_timer(0.1).timeout
var new_locks = _list_lock_ids()
if locks == new_locks:
break
locks = new_locks
var tile_count = locks.size()
var idx = locks.find(_uid)
_logger.debug("Tiling as idx %d / %d - %s in %s", [idx, tile_count, _uid, locks])
_tile_window(idx, tile_count)
func _is_embedded() -> bool:
if Engine.has_method("is_embedded_in_editor"):
return Engine.call("is_embedded_in_editor")
return false
func _make_lock(sid: String, uid: String) -> Error:
var path = "%s/%s-%s-%s" % [OS.get_cache_dir(), _prefix, sid, uid]
var file := FileAccess.open(path, FileAccess.WRITE)
if file == null:
return FileAccess.get_open_error()
file.close()
return Error.OK
func _list_lock_ids() -> Array[String]:
var result: Array[String] = []
var dir := DirAccess.open(OS.get_cache_dir())
if dir:
for f in dir.get_files():
if f.begins_with(_prefix):
result.append(_get_uid(f))
return result
func _cleanup():
var result: Array[String] = []
var dir := DirAccess.open(OS.get_cache_dir())
if dir:
for f in dir.get_files():
if f.begins_with(_prefix) and _get_sid(f) != _sid:
_logger.trace("Cleaned up lock: %s", [f])
dir.remove(OS.get_cache_dir() + "/" + f)
func _get_sid(filename: String) -> String:
return filename.substr(_prefix.length() + 1).get_slice("-", 0)
func _get_uid(filename: String) -> String:
return filename.substr(_prefix.length() + 1).get_slice("-", 1)
func _tile_window(i: int, total: int) -> void:
var screen = _tile_screen
var screen_rect = DisplayServer.screen_get_usable_rect(screen)
var window: Window = get_tree().get_root()
window.set_current_screen(screen)
if total == 1:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MAXIMIZED)
return
window.borderless = _is_borderless
# Divide up the screen
var windows_per_row = int(ceil(sqrt(total)))
var windows_per_col = int(ceil(total / float(windows_per_row)))
var window_size = Vector2(
screen_rect.size.x / windows_per_row, screen_rect.size.y / windows_per_col
)
window.set_size(window_size)
# Position of the window based on index.
var row = i / windows_per_row
var col = i % windows_per_row
var x = screen_rect.position.x + col * window_size.x
var y = screen_rect.position.y + row * window_size.y
window.set_position(Vector2(x, y))
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@@ -0,0 +1 @@
uid://cmqjajhjgffm1
+18
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@@ -0,0 +1,18 @@
Copyright 2023 Gálffy Tamás
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+8
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# netfox.internals
Shared utilities for [netfox] addons. Not intended for standalone usage.
Instead, check out the other addons in the [netfox] repository.
[netfox]: https://github.com/foxssake/netfox
+56
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extends RefCounted
class_name _BiMap
# Maps one-to-one associations in a bidirectional way
var _keys_to_values := {}
var _values_to_keys := {}
func put(key: Variant, value: Variant) -> void:
var old_value = _keys_to_values.get(key)
var old_key = _values_to_keys.get(value)
if old_value != null: _values_to_keys.erase(old_value)
if old_key != null: _keys_to_values.erase(old_key)
_keys_to_values[key] = value
_values_to_keys[value] = key
func get_by_key(key: Variant) -> Variant:
return _keys_to_values.get(key)
func get_by_value(value: Variant) -> Variant:
return _values_to_keys.get(value)
func has_key(key: Variant) -> bool:
return _keys_to_values.has(key)
func has_value(value: Variant) -> bool:
return _values_to_keys.has(value)
func erase_key(key: Variant) -> bool:
if not has_key(key):
return false
var value = get_by_key(key)
_values_to_keys.erase(value)
_keys_to_values.erase(key)
return true
func erase_value(value: Variant) -> bool:
if not has_value(value):
return false
var key = get_by_value(value)
_values_to_keys.erase(value)
_keys_to_values.erase(key)
return true
func size() -> int:
return _keys_to_values.size()
func keys() -> Array:
return _keys_to_values.keys()
func values() -> Array:
return _values_to_keys.keys()
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uid://b826s26d4ud5j
+95
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extends RefCounted
class_name _Bitset
# Stores a list of booleans, representing them efficiently as a PackedByteArray
var _data: PackedByteArray
var _bit_count: int
static func of_bools(values: Array) -> _Bitset:
var result := _Bitset.new(values.size())
for i in values.size():
if values[i]:
result.set_bit(i)
return result
func _init(bit_count: int):
var bytes := bit_count / 8
if bit_count % 8 > 0:
bytes += 1
_data = PackedByteArray()
_data.resize(bytes)
_bit_count = bit_count
func bit_count() -> int:
return _bit_count
func is_empty() -> bool:
return _bit_count == 0
func is_not_empty() -> bool:
return _bit_count != 0
func get_bit(idx: int) -> bool:
assert(idx < _bit_count, "Accessing bit %d on bitset of size %d!" % [idx, _bit_count])
var byte_idx := idx / 8
var bit_idx := idx % 8
return (_data[byte_idx] >> bit_idx) & 0x1 != 0
func set_bit(idx: int) -> void:
assert(idx < _bit_count, "Accessing bit %d on bitset of size %d!" % [idx, _bit_count])
var byte_idx := idx / 8
var bit_idx := idx % 8
_data[byte_idx] |= 0x1 << bit_idx
func clear_bit(idx: int) -> void:
assert(idx < _bit_count, "Accessing bit %d on bitset of size %d!" % [idx, _bit_count])
var byte_idx := idx / 8
var bit_idx := idx % 8
_data[byte_idx] &= ~(0x1 << bit_idx)
func toggle_bit(idx: int) -> void:
assert(idx < _bit_count, "Accessing bit %d on bitset of size %d!" % [idx, _bit_count])
var byte_idx := idx / 8
var bit_idx := idx % 8
_data[byte_idx] ^= 0x1 << bit_idx
func get_set_indices() -> Array[int]:
var result := [] as Array[int]
for i in _data.size():
var byte := _data[i]
if byte & 0x01: result.append(i * 8 + 0)
if byte & 0x02: result.append(i * 8 + 1)
if byte & 0x04: result.append(i * 8 + 2)
if byte & 0x08: result.append(i * 8 + 3)
if byte & 0x10: result.append(i * 8 + 4)
if byte & 0x20: result.append(i * 8 + 5)
if byte & 0x40: result.append(i * 8 + 6)
if byte & 0x80: result.append(i * 8 + 7)
return result
func equals(other) -> bool:
if other is _Bitset:
return other._bit_count == _bit_count and other._data == _data
else:
return false
func _to_string() -> String:
if is_empty():
return "Bitset(n=0)"
else:
var body := ""
for i in _bit_count:
if i != 0 and i % 4 == 0:
body += " "
if get_bit(i): body += "1"
else: body += "0"
return "Bitset(n=%d, %s)" % [_bit_count, body]
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uid://c46ub48lgga12
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extends Object
class_name _NetfoxEditorUtils
static func gather_properties(root: Node, callback_name: String, handler: Callable) -> Array[String]:
var result: Array[String] = []
var nodes: Array[Node] = root.find_children("*")
nodes.push_front(root)
for node in nodes:
if not node.has_method(callback_name):
continue
var readable_node_name := "\"%s\" (\"%s\")" % [node.name, root.get_path_to(node)]
if node.get(callback_name) == null:
result.push_back("Can't grab method \"%s\" from node %s! Is it a @tool?" % [callback_name, readable_node_name])
continue
var props = node.get(callback_name).call()
if not props is Array:
result.push_back("Node %s didn't return an array on calling \"%s\"" % [readable_node_name, callback_name])
continue
for prop in props:
if prop is String:
# Property is a string, meaning property path relative to node
handler.call(node, prop)
elif prop is Array and prop.size() >= 2:
# Property is a node-property tuple
var prop_node: Node = null
# Node can be a String, NodePath, or an actual Node
if prop[0] is String or prop[0] is NodePath:
prop_node = node.get_node(prop[0])
elif prop[0] is Node:
prop_node = prop[0]
else:
result.push_back("Node %s specified invalid node in \"%s\": %s" % [readable_node_name, callback_name, prop])
continue
handler.call(prop_node, prop[1])
else:
result.push_back("Node %s specified invalid property in \"%s\": %s" % [readable_node_name, callback_name, prop])
return result
@@ -0,0 +1 @@
uid://0ohd4n5yjilb
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extends RefCounted
class_name _Graph
# Represents a graph, in the sense of a set of nodes, arbitrarily connected by
# links
var _links_from := {} # `from` to `to[]`
var _links_to := {} # `to` to `from[]`
func link(from: Variant, to: Variant) -> void:
if has_link(from, to):
return
_append(_links_from, from, to)
_append(_links_to, to, from)
func unlink(from: Variant, to: Variant) -> void:
_erase(_links_from, from, to)
_erase(_links_to, to, from)
func erase(node: Variant) -> void:
var links_to := _links_from.get(node, [])
var links_from := _links_to.get(node, [])
_links_from.erase(node)
_links_to.erase(node)
for link in links_to:
_erase(_links_to, link, node)
for link in links_from:
_erase(_links_from, link, node)
func get_linked_from(from: Variant) -> Array:
return _links_from.get(from, [])
func get_linked_to(to: Variant) -> Array:
return _links_to.get(to, [])
func has_link(from: Variant, to: Variant) -> bool:
return get_linked_from(from).has(to)
func _append(pool: Dictionary, key: Variant, value: Variant) -> void:
if not pool.has(key):
pool[key] = [value]
else:
pool[key].append(value)
func _erase(pool: Dictionary, key: Variant, value: Variant) -> void:
if not pool.has(key):
return
var values := pool[key] as Array
values.erase(value)
if values.is_empty():
pool.erase(key)
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extends RefCounted
class_name _HistoryBuffer
# Maps ticks (int) to arbitrary data, stored in a sliding ring buffer
var _capacity := 64
var _buffer := []
var _previous := []
var _tail := 0
var _head := 0
static func of(capacity: int, data: Dictionary) -> _HistoryBuffer:
var history_buffer := _HistoryBuffer.new(capacity)
for idx in data:
history_buffer.set_at(idx, data[idx])
return history_buffer
func _init(capacity: int = 64):
_capacity = capacity
_buffer.resize(_capacity)
_previous.resize(_capacity)
func duplicate(deep: bool = false) -> _HistoryBuffer:
var buffer := _HistoryBuffer.new(_capacity)
buffer._buffer = _buffer.duplicate(deep)
buffer._previous = _previous.duplicate()
buffer._tail = _tail
buffer._head = _head
return buffer
func push(value: Variant) -> void:
_buffer[_head % _capacity] = value
_previous[_head % _capacity] = _head
_head += 1
_tail += maxi(0, size() - capacity())
func pop() -> Variant:
assert(is_not_empty(), "History buffer is empty!")
var value = _buffer[_tail % _capacity]
_tail += 1
return value
func set_at(at: int, value: Variant) -> void:
# Why does this need so many branches?
if is_empty():
# Buffer is empty, jump to specified index
_tail = at
_head = at
push(value)
elif at < _head - capacity():
# Trying to set something that would wrap back around and overwrite
# current data
return
elif at == _head:
# Simply adding a new item
push(value)
elif at < _head:
_buffer[at % _capacity] = value
# Update prev-buffer
for i in range(at, _head):
if _previous[i % _capacity] == i:
break
_previous[i % _capacity] = at
_tail = mini(_tail, at)
elif at >= _head + _capacity:
# We're leaving all data behind
_tail = at
_head = at
_previous.fill(null)
_buffer.fill(null)
push(value)
elif at >= _head:
# Skipping forward a bit
var previous := _head - 1
while _head < at:
_previous[_head % _capacity] = previous
_head += 1
_tail += maxi(0, size() - _capacity)
push(value)
func has_at(at: int) -> bool:
if is_empty(): return false
if at < _head - capacity(): return false
if at >= _head: return false
return _previous[at % _capacity] == at
func get_at(at: int, default: Variant = null) -> Variant:
if not has_at(at):
return default
return _buffer[at % _capacity]
func has_latest_at(at: int) -> bool:
if is_empty(): return false
if at < _tail: return false
return true
func size() -> int:
return _head - _tail
func capacity() -> int:
return _capacity
func get_earliest_index() -> int:
return _tail
func get_latest_index() -> int:
return _head - 1
func get_latest_index_at(at: int) -> int:
if not has_latest_at(at):
return -1
if at >= _head:
return get_latest_index()
return _previous[at % _capacity]
func get_latest_at(at: int) -> Variant:
return get_at(get_latest_index_at(at))
func clear():
_tail = _head
func is_empty() -> bool:
return size() == 0
func is_not_empty() -> bool:
return not is_empty()
@@ -0,0 +1 @@
uid://btuvvlw3jkx2e
@@ -0,0 +1,22 @@
extends RefCounted
class_name _IntervalScheduler
# Returns true on every nth `is_now()` call
var interval := 1
var _idx := 0
func _init(p_interval: int = 1):
interval = p_interval
func is_now() -> bool:
if interval <= 0:
return false
elif interval == 1:
return true
elif _idx + 1 >= interval:
_idx = 0
return true
else:
_idx += 1
return false
@@ -0,0 +1 @@
uid://egfuyvoj0r2s
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extends RefCounted
class_name NetfoxLogger
## Logger implementation for use with netfox
##
## NetfoxLoggers implement distinct log levels. These can be used to filter
## which messages are actually emitted. All messages are output using [method
## @GlobalScope.print]. Warnings and errors are also pushed to the debug panel,
## using [method @GlobalScope.push_warning] and [method @GlobalScope.push_error]
## respectively, if [member push_to_debugger] is enabled.
## [br][br]
## Every logger has a name, and belongs to a module. Logging level can be
## overridden per module, using [member module_log_level].
## [br][br]
## Loggers also support tags. Tags can be used to provide extra pieces of
## information that are logged with each message. Some tags are provided by
## netfox. Additional tags can be added using [method register_tag].
##
## @tutorial(Logging Guide): https://foxssake.github.io/netfox/latest/netfox/guides/logging/
enum {
LOG_ALL, ## Filter level to log every message
LOG_TRACE, ## Trace logs, the most verbose level
LOG_DEBUG, ## Debug logs
LOG_INFO, ## Info logs
LOG_WARN, ## Warnings
LOG_ERROR, ## Errors
LOG_NONE ## Filter level to log no messages
}
## Default log level to fall back on, if not configured
const DEFAULT_LOG_LEVEL := LOG_DEBUG
const _LEVEL_PREFIXES: Array[String] = [
"",
"TRC",
"DBG",
"INF",
"WRN",
"ERR",
""
]
## Global logging level, used by all loggers
static var log_level: int
## Per-module logging level, used only by loggers belonging to the given module
## [br][br]
## This is a dictionary that associates module names ( strings ) to log levels
## ( int, e.g. [constant LOG_DEBUG] ).
static var module_log_level: Dictionary
## Set to true to enable calling [@GlobalScope.push_warning] and
## [@GlobalScope.push_error]
static var push_to_debugger := true
static var _tags: Dictionary = {}
static var _ordered_tags: Array[Callable] = []
## Logger module
var module: String
## Logger name
var name: String
## Register a tag
## [br][br]
## Tags are callables that provide pieces of context, included in all log
## messges. The [param tag] callable must return a string.
static func register_tag(tag: Callable, priority: int = 0) -> void:
# Save tag
if not _tags.has(priority):
_tags[priority] = [tag]
else:
_tags[priority].push_back(tag)
# Recalculate tag order
_ordered_tags.clear()
var prio_groups = _tags.keys()
prio_groups.sort()
for prio_group in prio_groups:
var tag_group = _tags[prio_group]
_ordered_tags.append_array(tag_group)
## Free an already registered tag
static func free_tag(tag: Callable) -> void:
for priority in _tags.keys():
var priority_group := _tags[priority] as Array
priority_group.erase(tag)
# NOTE: Arrays are passed as reference, no need to re-assign after modifying
if priority_group.is_empty():
_tags.erase(priority)
_ordered_tags.erase(tag)
static func _static_init():
log_level = ProjectSettings.get_setting(&"netfox/logging/log_level", DEFAULT_LOG_LEVEL)
module_log_level = {
"netfox": ProjectSettings.get_setting(&"netfox/logging/netfox_log_level", DEFAULT_LOG_LEVEL),
"netfox.noray": ProjectSettings.get_setting(&"netfox/logging/netfox_noray_log_level", DEFAULT_LOG_LEVEL),
"netfox.extras": ProjectSettings.get_setting(&"netfox/logging/netfox_extras_log_level", DEFAULT_LOG_LEVEL)
}
static func _for_netfox(p_name: String) -> NetfoxLogger:
return NetfoxLogger.new("netfox", p_name)
static func _for_noray(p_name: String) -> NetfoxLogger:
return NetfoxLogger.new("netfox.noray", p_name)
static func _for_extras(p_name: String) -> NetfoxLogger:
return NetfoxLogger.new("netfox.extras", p_name)
static func _make_setting(name: String) -> Dictionary:
return {
"name": name,
"value": DEFAULT_LOG_LEVEL,
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "All,Trace,Debug,Info,Warning,Error,None"
}
func _init(p_module: String, p_name: String):
module = p_module
name = p_name
## Log a trace message
## [br][br]
## Traces are the most verbose, usually used for drilling down into very niche
## bugs.
func trace(text: String, values: Array = []):
_log_text(text, values, LOG_TRACE)
## Log a debug message
## [br][br]
## Debug messages are verbose, usually used to reconstruct and investigate bugs.
func debug(text: String, values: Array = []):
_log_text(text, values, LOG_DEBUG)
## Log an info message
## [br][br]
## Info messages provide general notifications about application events.
func info(text: String, values: Array = []):
_log_text(text, values, LOG_INFO)
## Log a warning message
## [br][br]
## This is also forwarded to [method @GlobalScope.push_warning], if enabled with
## [member push_to_debugger]. Warning messages usually indicate that something
## has gone wrong, but is recoverable.
func warning(text: String, values: Array = []):
if _check_log_level(LOG_WARN):
var formatted_text = _format_text(text, values, LOG_WARN)
if push_to_debugger:
push_warning(formatted_text)
# Print so it shows up in the Output panel too
print(formatted_text)
## Log an error message
## [br][br]
## This is also forwarded to [method @GlobalScope.push_error], if enabled with
## [member push_to_debugger]. Error messages usually indicate an issue that
## can't be recovered from.
func error(text: String, values: Array = []):
if _check_log_level(LOG_ERROR):
var formatted_text = _format_text(text, values, LOG_ERROR)
if push_to_debugger:
push_error(formatted_text)
# Print so it shows up in the Output panel too
print(formatted_text)
func _check_log_level(level: int) -> bool:
var cmp_level = log_level
if level < cmp_level:
return false
if module_log_level.has(module):
var module_level = module_log_level.get(module)
return level >= module_level
return true
func _format_text(text: String, values: Array, level: int) -> String:
level = clampi(level, LOG_TRACE, LOG_ERROR)
var result := PackedStringArray()
result.append("[%s]" % [_LEVEL_PREFIXES[level]])
for tag in _ordered_tags:
result.append("[%s]" % [tag.call()])
result.append("[%s::%s] " % [module, name])
if values.is_empty():
result.append(text)
else:
result.append(text % values)
return "".join(result)
func _log_text(text: String, values: Array, level: int):
if _check_log_level(level):
print(_format_text(text, values, level))
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uid://dp4rakv0drj1f
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@@ -0,0 +1,7 @@
[plugin]
name="netfox.internals"
description="Shared internals for netfox addons"
author="Tamas Galffy and contributors"
version="1.40.2"
script="plugin.gd"
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@@ -0,0 +1,34 @@
@tool
extends EditorPlugin
var SETTINGS = [
NetfoxLogger._make_setting("netfox/logging/log_level")
]
func _enter_tree():
for setting in SETTINGS:
add_setting(setting)
func _exit_tree():
if ProjectSettings.get_setting("netfox/general/clear_settings", false):
for setting in SETTINGS:
remove_setting(setting)
func add_setting(setting: Dictionary):
if ProjectSettings.has_setting(setting.name):
return
ProjectSettings.set_setting(setting.name, setting.value)
ProjectSettings.set_initial_value(setting.name, setting.value)
ProjectSettings.add_property_info({
"name": setting.get("name"),
"type": setting.get("type"),
"hint": setting.get("hint", PROPERTY_HINT_NONE),
"hint_string": setting.get("hint_string", "")
})
func remove_setting(setting: Dictionary):
if not ProjectSettings.has_setting(setting.name):
return
ProjectSettings.clear(setting.name)
+1
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@@ -0,0 +1 @@
uid://bvhj7f66i6yl4
+34
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@@ -0,0 +1,34 @@
extends RefCounted
class_name _RingBuffer
var _data: Array
var _capacity: int
var _size: int = 0
var _head: int = 0
func _init(p_capacity: int):
_capacity = p_capacity
_data = []
_data.resize(p_capacity)
func push(item):
_data[_head] = item
_size += 1
_head = (_head + 1) % _capacity
func get_data() -> Array:
if _size < _capacity:
return _data.slice(0, _size)
else:
return _data
func size() -> int:
return _size
func is_empty() -> bool:
return _size == 0
func clear():
_size = 0
_head = 0
@@ -0,0 +1 @@
uid://cmfbs3cx33lkw
+72
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@@ -0,0 +1,72 @@
extends RefCounted
class_name _Set
var _data: Dictionary = {}
var _iterator_idx: int = -1
static func of(items: Array) -> _Set:
var result := _Set.new()
for item in items:
result.add(item)
return result
func duplicate(deep: bool = false) -> _Set:
var result := _Set.new()
result._data = _data.duplicate(deep)
return result
func add(value):
_data[value] = true
func has(value) -> bool:
return _data.has(value)
func size() -> int:
return _data.size()
func is_empty() -> bool:
return _data.is_empty()
func erase(value):
return _data.erase(value)
func clear():
_data.clear()
func values() -> Array:
return _data.keys()
func min():
return _data.keys().min()
func max():
return _data.keys().max()
func equals(other) -> bool:
if not other or not other is _Set:
return false
return values() == other.values()
func _to_string():
return "Set" + str(values())
func _to_vest():
return _data.keys()
func _iter_init(arg) -> bool:
_iterator_idx = 0
return _can_iterate()
func _iter_next(arg) -> bool:
_iterator_idx += 1
return _can_iterate()
func _iter_get(arg):
return _data.keys()[_iterator_idx]
func _can_iterate() -> bool:
if _data.is_empty() or _iterator_idx >= _data.size():
_iterator_idx = -1
return false
return true
+1
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@@ -0,0 +1 @@
uid://bjvmp7eed1aj0

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