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get_project_info

Retrieve metadata about a Godot project directory to understand its structure, configuration, and properties for development workflows.

Instructions

Retrieve metadata about a Godot project

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory

Implementation Reference

  • The main handler function for the 'get_project_info' tool. Validates input, checks project validity, retrieves Godot version, scans project structure, extracts project name from project.godot, and returns JSON with project metadata.
    private async handleGetProjectInfo(args: any) { // Normalize parameters to camelCase args = this.normalizeParameters(args); if (!args.projectPath) { return this.createErrorResponse( 'Project path is required', ['Provide a valid path to a Godot project directory'] ); } if (!this.validatePath(args.projectPath)) { return this.createErrorResponse( 'Invalid project path', ['Provide a valid path without ".." or other potentially unsafe characters'] ); } try { // Ensure godotPath is set if (!this.godotPath) { await this.detectGodotPath(); if (!this.godotPath) { return this.createErrorResponse( 'Could not find a valid Godot executable path', [ 'Ensure Godot is installed correctly', 'Set GODOT_PATH environment variable to specify the correct path', ] ); } } // Check if the project directory exists and contains a project.godot file const projectFile = join(args.projectPath, 'project.godot'); if (!existsSync(projectFile)) { return this.createErrorResponse( `Not a valid Godot project: ${args.projectPath}`, [ 'Ensure the path points to a directory containing a project.godot file', 'Use list_projects to find valid Godot projects', ] ); } this.logDebug(`Getting project info for: ${args.projectPath}`); // Get Godot version const execOptions = { timeout: 10000 }; // 10 second timeout const { stdout } = await execAsync(`"${this.godotPath}" --version`, execOptions); // Get project structure using the recursive method const projectStructure = await this.getProjectStructureAsync(args.projectPath); // Extract project name from project.godot file let projectName = basename(args.projectPath); try { const fs = require('fs'); const projectFileContent = fs.readFileSync(projectFile, 'utf8'); const configNameMatch = projectFileContent.match(/config\/name="([^"]+)"/); if (configNameMatch && configNameMatch[1]) { projectName = configNameMatch[1]; this.logDebug(`Found project name in config: ${projectName}`); } } catch (error) { this.logDebug(`Error reading project file: ${error}`); // Continue with default project name if extraction fails } return { content: [ { type: 'text', text: JSON.stringify( { name: projectName, path: args.projectPath, godotVersion: stdout.trim(), structure: projectStructure, }, null, 2 ), }, ], }; } catch (error: any) { return this.createErrorResponse( `Failed to get project info: ${error?.message || 'Unknown error'}`, [ 'Ensure Godot is installed correctly', 'Check if the GODOT_PATH environment variable is set correctly', 'Verify the project path is accessible', ] ); } }
  • The input schema and description for the 'get_project_info' tool, defining the required projectPath parameter.
    name: 'get_project_info', description: 'Retrieve metadata about a Godot project', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], }, },
  • src/index.ts:946-947 (registration)
    The switch case that routes calls to the 'get_project_info' tool to its handler method.
    case 'get_project_info': return await this.handleGetProjectInfo(request.params.arguments);
  • Helper function that recursively scans the project directory to count scenes (.tscn), scripts (.gd, .gdscript, .cs), assets (images, audio), and other files for the project structure summary.
    private getProjectStructureAsync(projectPath: string): Promise<any> { return new Promise((resolve) => { try { const structure = { scenes: 0, scripts: 0, assets: 0, other: 0, }; const scanDirectory = (currentPath: string) => { const entries = readdirSync(currentPath, { withFileTypes: true }); for (const entry of entries) { const entryPath = join(currentPath, entry.name); // Skip hidden files and directories if (entry.name.startsWith('.')) { continue; } if (entry.isDirectory()) { // Recursively scan subdirectories scanDirectory(entryPath); } else if (entry.isFile()) { // Count file by extension const ext = entry.name.split('.').pop()?.toLowerCase(); if (ext === 'tscn') { structure.scenes++; } else if (ext === 'gd' || ext === 'gdscript' || ext === 'cs') { structure.scripts++; } else if (['png', 'jpg', 'jpeg', 'webp', 'svg', 'ttf', 'wav', 'mp3', 'ogg'].includes(ext || '')) { structure.assets++; } else { structure.other++; } } } }; // Start scanning from the project root scanDirectory(projectPath); resolve(structure); } catch (error) { this.logDebug(`Error getting project structure asynchronously: ${error}`); resolve({ error: 'Failed to get project structure', scenes: 0, scripts: 0, assets: 0, other: 0 }); } }); }

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