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141 lines
3.6 KiB
GDScript
141 lines
3.6 KiB
GDScript
# Structure for addons/godot_mcp/plugin.gd
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@tool
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extends EditorPlugin
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const SERVER_PORT = 6400
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var server: TCPServer = null
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var active_connections = []
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var command_handler
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func _enter_tree():
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# Initialize the plugin
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print("Godot MCP Plugin activated")
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# Create command handler
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command_handler = preload("res://addons/godot_mcp/command_handler.gd").new()
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command_handler.set_editor_plugin(self)
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# Start the TCP server
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server = TCPServer.new()
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var error = server.listen(SERVER_PORT)
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if error != OK:
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push_error("Failed to start Godot MCP Server on port %d: %s" % [SERVER_PORT, error])
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return
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print("Godot MCP Server listening on port %d" % SERVER_PORT)
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# Add UI
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add_control_to_bottom_panel(
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preload("res://addons/godot_mcp/ui/mcp_panel.tscn").instantiate(),
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"MCP"
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)
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func _exit_tree():
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# Clean up the plugin when disabled
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if server:
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server.stop()
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server = null
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for connection in active_connections:
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if connection.get_status() == StreamPeerTCP.STATUS_CONNECTED:
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connection.disconnect_from_host()
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active_connections.clear()
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# Remove UI
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remove_control_from_bottom_panel(get_editor_interface().get_base_control().get_node("MCPPanel"))
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print("Godot MCP Plugin deactivated")
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func _process(delta):
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# Check for new connections
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if server and server.is_connection_available():
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var connection = server.take_connection()
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if connection:
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active_connections.append(connection)
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print("New MCP connection established")
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# Process existing connections
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var i = 0
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while i < active_connections.size():
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var connection = active_connections[i]
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# Check connection status
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if connection.get_status() != StreamPeerTCP.STATUS_CONNECTED:
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active_connections.remove_at(i)
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print("MCP connection closed")
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continue
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# Check for incoming messages
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if connection.get_available_bytes() > 0:
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var data = _read_message(connection)
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if data.size() > 0:
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# Process the command
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var response = _process_command(data)
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# Send the response
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_send_message(connection, response)
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i += 1
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func _read_message(connection):
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# Read data from the connection
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var data = PackedByteArray()
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var bytes_available = connection.get_available_bytes()
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if bytes_available > 0:
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data = connection.get_data(bytes_available)[1]
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# Attempt to parse as JSON
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var json_string = data.get_string_from_utf8()
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var json = JSON.new()
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var error = json.parse(json_string)
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if error == OK:
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return json.get_data()
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else:
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print("Failed to parse JSON: ", json.get_error_message())
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return {}
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func _send_message(connection, data):
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# Convert to JSON and send
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var json_string = JSON.stringify(data)
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connection.put_data(json_string.to_utf8_buffer())
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func _process_command(data):
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# Process the command and return a response
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if data == null or typeof(data) != TYPE_DICTIONARY:
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return {
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"status": "error",
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"error": "Invalid command format. Expected a dictionary."
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}
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if not data.has("type") or not data.has("params"):
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return {
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"status": "error",
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"error": "Invalid command format. Expected 'type' and 'params' fields."
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}
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var command_type = data["type"]
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var params = data["params"]
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if command_type == "ping":
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return {"status": "success", "result": {"message": "pong"}}
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# Forward to command handler
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var result = command_handler.handle_command(command_type, params)
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# Check if result is valid
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if result == null:
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return {
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"status": "error",
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"error": "Command handler returned null result"
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}
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if result.has("error"):
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return {"status": "error", "error": result.error}
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else:
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return {"status": "success", "result": result}
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