gdharness

中文文档
1.3.69发布于 2026/11/04MITES Module零依赖构建来源已验证

A harness for driving a Godot 4 project from an agent: editor addons, a runtime bridge into the running game, an MCP server in front of them, and a CLI that installs and diagnoses the Godot side.

原始使用文档
文档目录5 节
  1. Install
  2. The loop it exists for
  3. At a glance
  4. Documentation
  5. Project

gdharness

CI Scorecard OpenSSF Best Practices OpenSSF Baseline SLSA Build 3 SBOM Signed releases npm Release MCP server MCP 2026-07-28 Made for Godot 4.7+ Node Bun Licence

An agent cannot see a running game. It reads your scripts and guesses at the rest: whether the button is on screen, whether the panel updated, whether that error mattered.

gdharness is an MCP server and four Godot addons. Through them the agent asks the open editor and the running game what the screen says and where a control is. It can also ask what a property holds now, what the console printed, and what broke on which line.

Install

Hand this to your agent:

Install gdharness here by following https://aureliolo.github.io/gdharness/agent.md,
then tell me what it asked you to recommend back to me.

Or do it yourself, and pick your harness: aureliolo.github.io/gdharness.

The loop it exists for

editor_run      { "op": "start", "projectPath": "C:/games/shop" }
runtime_inspect { "op": "find", "says": "Buy" }              // the button, by the word on it
runtime_input   { "op": "click", "nodePath": "/root/Shop/Ledger/BuyButton" }
runtime_inspect { "op": "text", "nodePath": "/root/Shop/Ledger" }   // what the panel says now
editor_output   { "projectPath": "C:/games/shop" }           // errors and warnings, with backtraces

The open editor plays the game, so you can set a breakpoint and read the variables in scope when it stops.

Writes answer with what the engine holds afterwards, never an echo of the request. A tool that cannot answer says which state it is in and what would change it.

At a glance

NeedsGodot 4.7 or newer, Node 22 or newer. Runs under Bun 1.4 too.
Surface31 tools named domain_verb, 4 godot:// resources and 3 prompts
ReachesThe editor that is open, a game it is playing, and the project on disk
Harnesses35, written inside the project wherever the harness has a project config
SkillWritten to .agents/skills, with a copy for Claude Code, Kiro and Cline
Installnpm, or a Sigstore-signed archive with an SBOM, SLSA Build Level 3
ProvenEvery tool driven against Godot 4.7.2 in CI, on Windows, Linux and macOS
Status1.x: every release is a patch. What a bump means

Godot before 4.7 is not tested.

Documentation

aureliolo.github.io/gdharness: installing it, how the parts connect, and every tool, op and argument.

SECURITY.md is how to report a security fault. CONTRIBUTING.md is what a change has to clear.

Project

Fork of GoPeak v2.3.9, September 2026, MIT. The original MCP server is godot-mcp by Solomon Elias, and GoPeak is by HaD0Yun.

Not affiliated with the Godot Foundation.

版本与发布记录

gdharness 共发布 311 个版本,首次发布于 2026/09/14;过去 12 个月发布了 311 个版本。最新版本附带 npm provenance 构建来源证明,可追溯到公开的 CI 构建记录。

版本发布日期距今
1.3.69latest2026/11/04今天
1.3.682026/11/03今天
1.3.672026/11/021 天前
1.3.662026/11/022 天前
1.3.652026/11/022 天前
1.3.642026/11/022 天前

关于 gdharness 的常见问题

gdharness 是什么?

用于从代理驱动Godot 4项目的工具: 编辑器插件,运行游戏的运行时桥,它们前面的MCP服务器以及安装和诊断Godot端的CLI。

如何安装 gdharness?

在项目目录运行 npm install gdharness,或使用 pnpm add / yarn add / bun add。它还提供命令行工具 gdharness,可以用 npx gdharness 直接运行。

gdharness 支持 TypeScript 吗?

该包的 package.json 没有声明类型入口。需要类型提示时,可以在 npm 上查找社区维护的 @types/gdharness 是否存在。

gdharness 支持 ESM 还是 CommonJS?

以 ES Module 形式发布,推荐使用 import 引入。在 CommonJS 项目中,Node.js 20.19+ / 22.12+ 可以直接 require() 不含顶层 await 的 ES Module,更早的版本需要改用动态 import()。

gdharness 需要什么版本的 Node.js?

package.json 的 engines 字段要求 Node.js >=22.0.0。版本不符时 npm 默认只给出警告,开启 engine-strict 后会拒绝安装。

gdharness 可以商用吗?

gdharness 使用 MIT 许可。宽松许可:允许商业使用、修改和再分发,通常只需在分发时保留原版权与许可声明。以上为概括,不构成法律意见,请以许可原文为准。

gdharness 还在维护吗?

最新版本 1.3.69 发布于 2026/11/04(今天);至今共发布 311 个版本,其中过去 12 个月发布了 311 个;首次发布于 2026/09/14。发布频率只是参考信号:功能稳定的工具可能很少需要更新,建议结合源码仓库的 issue 和提交记录判断。