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@godot-loop-mcp/server

v0.3.1

Published

MCP bridge server for godot-loop-mcp.

Readme

@godot-loop-mcp/server

TypeScript bridge server for godot-loop-mcp.

Requirements

  • Node.js 22.14.0+

Install / run

From a Godot project root:

npx @godot-loop-mcp/server

If the current directory is not the Godot project root, set GODOT_LOOP_MCP_REPO_ROOT.

Logging

  • Default console output is WARN and above so MCP clients do not get flooded with heartbeat chatter
  • Detailed logs still go to .godot/mcp/*.log with a default file threshold of DEBUG
  • Override thresholds with GODOT_LOOP_MCP_CONSOLE_LOG_LEVEL and GODOT_LOOP_MCP_FILE_LOG_LEVEL

Local development

npm ci
npm run typecheck
npm run dev

To verify the published entry locally:

npm run build
npm run start

The published CLI runs from compiled JS in dist/. The source repo still uses Node's --experimental-strip-types flow for local development, and prepack rebuilds dist/ before npm pack / npm publish.

Publishability checks:

npm run pack:dry-run
npm run publish:dry-run

For the M1 read-only observation smoke:

$env:GODOT_LOOP_MCP_GODOT_BIN = (Get-Command godot_console.exe).Source
npm run smoke:m1

For the M2 edit/play smoke:

$env:GODOT_LOOP_MCP_GODOT_BIN = (Get-Command godot_console.exe).Source
npm run smoke:m2

For the M3 search / UID / dynamic catalog smoke:

$env:GODOT_LOOP_MCP_GODOT_BIN = (Get-Command godot_console.exe).Source
npm run smoke:m3

For the M4 verification / prompts / template smoke:

$env:GODOT_LOOP_MCP_GODOT_BIN = (Get-Command godot_console.exe).Source
npm run smoke:m4

For the M4 adapter-detection smoke:

$env:GODOT_LOOP_MCP_GODOT_BIN = (Get-Command godot_console.exe).Source
npm run smoke:m4:adapters

For the M4 GUI screenshot / runtime-debug smoke:

$env:GODOT_LOOP_MCP_GODOT_GUI_BIN = (Get-Command godot.exe).Source
npm run smoke:m4:gui

For the M6 dangerous-mode smoke:

$env:GODOT_LOOP_MCP_GODOT_BIN = (Get-Command godot_console.exe).Source
npm run smoke:m6

The startup MCP catalog is security-aware and intentionally stable for snapshotting clients such as Codex/Claude. Before the addon session becomes ready, the server still advertises the full non-dangerous surface; tools that depend on an active addon session return No ready addon session. until handshake completes. Once the addon is ready, tool calls continue to enforce addon capability and security checks at execution time.

On Godot 4.5+, get_output_logs / get_godot_errors prefer the addon-side editor console ring buffer via OS.add_logger(). In headless play_scene, the addon launches an external runtime and returns runtime-log-file entries from .godot/mcp/runtime.log once output is available. On Godot 4.4, the server falls back to .godot/mcp addon/server logs when editor/runtime capture is unavailable.

Security and audit notes:

  • GODOT_LOOP_MCP_SECURITY_LEVEL controls the server-side maximum level
  • GODOT_LOOP_MCP_REPO_ROOT overrides workspace detection when the server is not launched from a Godot project root
  • GODOT_LOOP_MCP_ENABLE_EDITOR_SCRIPT, GODOT_LOOP_MCP_ALLOWED_WRITE_PREFIXES, and GODOT_LOOP_MCP_ALLOWED_SHELL_COMMANDS are enforced by the addon for dangerous-mode tools
  • .godot/mcp/audit.log records tool/resource/prompt access with hashed arguments and duration
  • dangerous tools stay hidden unless both server and addon opt into Dangerous

Relevant guides: