update_project_uids
Update UID references in Godot projects by resaving resources to maintain compatibility with Godot 4.4+ versions.
Instructions
Update UID references in a Godot project by resaving resources (for Godot 4.4+)
Input Schema
TableJSON Schema
| Name | Required | Description | Default |
|---|---|---|---|
| projectPath | Yes | Path to the Godot project directory |
Implementation Reference
- src/index.ts:2058-2155 (handler)Handler function for 'update_project_uids' tool. Validates projectPath, checks Godot version (requires 4.4+), executes 'resave_resources' operation via Godot script to update UIDs by resaving resources, handles errors.* Handle the update_project_uids tool */ private async handleUpdateProjectUids(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: ${args.projectPath}`, [ 'Ensure the path points to a directory containing a project.godot file', 'Use list_projects to find valid Godot projects', ] ); } // Get Godot version to check if UIDs are supported const { stdout: versionOutput } = await execAsync(`"${this.godotPath}" --version`); const version = versionOutput.trim(); if (!this.isGodot44OrLater(version)) { return this.createErrorResponse( `UIDs are only supported in Godot 4.4 or later. Current version: ${version}`, [ 'Upgrade to Godot 4.4 or later to use UIDs', 'Use resource paths instead of UIDs for this version of Godot', ] ); } // Prepare parameters for the operation (already in camelCase) const params = { projectPath: args.projectPath, }; // Execute the operation const { stdout, stderr } = await this.executeOperation('resave_resources', params, args.projectPath); if (stderr && stderr.includes('Failed to')) { return this.createErrorResponse( `Failed to update project UIDs: ${stderr}`, [ 'Check if the project is valid', 'Ensure you have write permissions to the project directory', ] ); } return { content: [ { type: 'text', text: `Project UIDs updated successfully.\n\nOutput: ${stdout}`, }, ], }; } catch (error: any) { return this.createErrorResponse( `Failed to update project UIDs: ${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', ] ); } }
- src/index.ts:917-925 (schema)Input schema for update_project_uids tool: requires 'projectPath' as string.type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], },
- src/index.ts:914-926 (registration)Registration of update_project_uids tool in ListTools response, including name, description, and input schema.name: 'update_project_uids', description: 'Update UID references in a Godot project by resaving resources (for Godot 4.4+)', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, }, required: ['projectPath'], }, },
- src/index.ts:960-961 (registration)Handler registration in CallToolRequestSchema switch statement maps 'update_project_uids' to handleUpdateProjectUids method.case 'update_project_uids': return await this.handleUpdateProjectUids(request.params.arguments);
- src/index.ts:474-542 (helper)Shared helper method executeOperation that runs Godot headless with operations script (godot_operations.gd), passing 'resave_resources' as operation for this tool to perform UID updates.private async executeOperation( operation: string, params: OperationParams, projectPath: string ): Promise<{ stdout: string; stderr: string }> { this.logDebug(`Executing operation: ${operation} in project: ${projectPath}`); this.logDebug(`Original operation params: ${JSON.stringify(params)}`); // Convert camelCase parameters to snake_case for Godot script const snakeCaseParams = this.convertCamelToSnakeCase(params); this.logDebug(`Converted snake_case params: ${JSON.stringify(snakeCaseParams)}`); // Ensure godotPath is set if (!this.godotPath) { await this.detectGodotPath(); if (!this.godotPath) { throw new Error('Could not find a valid Godot executable path'); } } try { // Serialize the snake_case parameters to a valid JSON string const paramsJson = JSON.stringify(snakeCaseParams); // Escape single quotes in the JSON string to prevent command injection const escapedParams = paramsJson.replace(/'/g, "'\\''"); // On Windows, cmd.exe does not strip single quotes, so we use // double quotes and escape them to ensure the JSON is parsed // correctly by Godot. const isWindows = process.platform === 'win32'; const quotedParams = isWindows ? `\"${paramsJson.replace(/\"/g, '\\"')}\"` : `'${escapedParams}'`; // Add debug arguments if debug mode is enabled const debugArgs = GODOT_DEBUG_MODE ? ['--debug-godot'] : []; // Construct the command with the operation and JSON parameters const cmd = [ `"${this.godotPath}"`, '--headless', '--path', `"${projectPath}"`, '--script', `"${this.operationsScriptPath}"`, operation, quotedParams, // Pass the JSON string as a single argument ...debugArgs, ].join(' '); this.logDebug(`Command: ${cmd}`); const { stdout, stderr } = await execAsync(cmd); return { stdout, stderr }; } catch (error: unknown) { // If execAsync throws, it still contains stdout/stderr if (error instanceof Error && 'stdout' in error && 'stderr' in error) { const execError = error as Error & { stdout: string; stderr: string }; return { stdout: execError.stdout, stderr: execError.stderr, }; } throw error; } }