/**
* Save Scene Tool
* Saves scenes with options for creating variants
*
* ISO/IEC 5055 compliant - Zod validation
* ISO/IEC 25010 compliant - data integrity
*/
import { ToolDefinition, ToolResponse, BaseToolArgs } from '../../server/types';
import {
prepareToolArgs,
validateProjectPath,
validateScenePath,
createSuccessResponse,
} from '../BaseToolHandler';
import { createErrorResponse } from '../../utils/ErrorHandler';
import { detectGodotPath } from '../../core/PathManager';
import { executeOperation } from '../../core/GodotExecutor';
import { logDebug } from '../../utils/Logger';
import {
SaveSceneSchema,
SaveSceneInput,
toMcpSchema,
safeValidateInput,
} from '../../core/ZodSchemas';
export const saveSceneDefinition: ToolDefinition = {
name: 'save_scene',
description: 'Save a scene, optionally as a new variant',
inputSchema: toMcpSchema(SaveSceneSchema),
};
export const handleSaveScene = async (args: BaseToolArgs): Promise<ToolResponse> => {
const preparedArgs = prepareToolArgs(args);
// Zod validation
const validation = safeValidateInput(SaveSceneSchema, preparedArgs);
if (!validation.success) {
return createErrorResponse(`Validation failed: ${validation.error}`, [
'Provide projectPath and scenePath',
]);
}
const typedArgs: SaveSceneInput = validation.data;
const projectValidationError = validateProjectPath(typedArgs.projectPath);
if (projectValidationError) {
return projectValidationError;
}
const sceneValidationError = validateScenePath(typedArgs.projectPath, typedArgs.scenePath);
if (sceneValidationError) {
return sceneValidationError;
}
try {
// Ensure Godot path is available
const godotPath = await detectGodotPath();
if (!godotPath) {
return createErrorResponse('Could not find a valid Godot executable path', [
'Ensure Godot is installed correctly',
'Set GODOT_PATH environment variable to specify the correct path',
]);
}
const isVariant = Boolean(typedArgs.newPath);
logDebug(`Saving scene: ${typedArgs.scenePath}${isVariant ? ` as variant: ${typedArgs.newPath}` : ''}`);
// Prepare parameters for the operation
const params: BaseToolArgs = {
scenePath: typedArgs.scenePath,
};
if (typedArgs.newPath) {
params.newPath = typedArgs.newPath;
}
// Execute the operation
const { stdout, stderr } = await executeOperation(
'save_scene',
params,
typedArgs.projectPath,
godotPath,
);
if (stderr && stderr.includes('Failed to')) {
return createErrorResponse(`Failed to save scene: ${stderr}`, [
'Check if you have write permissions',
'Ensure the scene file is not corrupted',
'Verify the output path is valid',
]);
}
const savedPath = typedArgs.newPath || typedArgs.scenePath;
return createSuccessResponse(`Scene saved successfully: ${savedPath}\n\nOutput: ${stdout}`);
} catch (error: unknown) {
const errorMessage = error instanceof Error ? error.message : 'Unknown error';
return createErrorResponse(`Failed to save scene: ${errorMessage}`, [
'Ensure Godot is installed correctly',
'Check if the GODOT_PATH environment variable is set correctly',
'Verify the project path is accessible',
]);
}
};