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get_uid

Retrieve the unique identifier (UID) for a specific file within a Godot 4.4+ project to enable proper file referencing and management.

Instructions

Get the UID for a specific file in a Godot project (for Godot 4.4+)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory
filePathYesPath to the file (relative to project) for which to get the UID

Implementation Reference

  • src/index.ts:896-912 (registration)
    Registers the 'get_uid' tool with its description and input schema in the ListTools response.
      name: 'get_uid',
      description: 'Get the UID for a specific file in a Godot project (for Godot 4.4+)',
      inputSchema: {
        type: 'object',
        properties: {
          projectPath: {
            type: 'string',
            description: 'Path to the Godot project directory',
          },
          filePath: {
            type: 'string',
            description: 'Path to the file (relative to project) for which to get the UID',
          },
        },
        required: ['projectPath', 'filePath'],
      },
    },
  • src/index.ts:958-959 (registration)
    Registers the handler dispatch for 'get_uid' tool in the CallToolRequestSchema switch statement.
    case 'get_uid':
      return await this.handleGetUid(request.params.arguments);
  • Handler function that validates inputs, checks Godot version compatibility, and executes the underlying Godot script operation to retrieve the UID for a file in the project.
    private async handleGetUid(args: any) {
      // Normalize parameters to camelCase
      args = this.normalizeParameters(args);
      
      if (!args.projectPath || !args.filePath) {
        return this.createErrorResponse(
          'Missing required parameters',
          ['Provide projectPath and filePath']
        );
      }
    
      if (!this.validatePath(args.projectPath) || !this.validatePath(args.filePath)) {
        return this.createErrorResponse(
          'Invalid path',
          ['Provide valid paths 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',
            ]
          );
        }
    
        // Check if the file exists
        const filePath = join(args.projectPath, args.filePath);
        if (!existsSync(filePath)) {
          return this.createErrorResponse(
            `File does not exist: ${args.filePath}`,
            ['Ensure the file path is correct']
          );
        }
    
        // 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 = {
          filePath: args.filePath,
        };
    
        // Execute the operation
        const { stdout, stderr } = await this.executeOperation('get_uid', params, args.projectPath);
    
        if (stderr && stderr.includes('Failed to')) {
          return this.createErrorResponse(
            `Failed to get UID: ${stderr}`,
            [
              'Check if the file is a valid Godot resource',
              'Ensure the file path is correct',
            ]
          );
        }
    
        return {
          content: [
            {
              type: 'text',
              text: `UID for ${args.filePath}: ${stdout.trim()}`,
            },
          ],
        };
      } catch (error: any) {
        return this.createErrorResponse(
          `Failed to get UID: ${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',
          ]
        );
      }
    }
  • Helper method that executes Godot operations via headless Godot with the godot_operations.gd script, used by get_uid to run the 'get_uid' operation.
    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;
      }
    }
  • Helper function used by get_uid handler to check if the Godot version supports UIDs (4.4+).
    private isGodot44OrLater(version: string): boolean {
      const match = version.match(/^(\d+)\.(\d+)/);
      if (match) {
        const major = parseInt(match[1], 10);
        const minor = parseInt(match[2], 10);
        return major > 4 || (major === 4 && minor >= 4);
      }
      return false;
    }
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries full burden but only states the basic function. It doesn't disclose behavioral traits such as whether this is a read-only operation (implied by 'Get' but not explicit), error handling (e.g., for invalid paths), performance aspects, or output format. This leaves significant gaps for a tool with no structured safety hints.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single, efficient sentence with zero waste—it directly states the tool's purpose and context (Godot 4.4+). It's appropriately sized and front-loaded, making it easy to parse quickly.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given no annotations and no output schema, the description is incomplete. It doesn't explain what a UID is, how it's used, the return format, or error conditions. For a tool with two required parameters and no structured output, more context is needed to guide effective use.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the schema fully documents both parameters. The description adds no additional meaning beyond implying the parameters relate to Godot projects and files, which is already clear from the schema. Baseline 3 is appropriate as the schema does the heavy lifting.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the action ('Get') and resource ('UID for a specific file in a Godot project'), specifying the target system and version constraint (Godot 4.4+). It distinguishes from siblings like 'get_project_info' or 'update_project_uids' by focusing on file-level UID retrieval, though it doesn't explicitly contrast them.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

No guidance is provided on when to use this tool versus alternatives. It doesn't mention prerequisites (e.g., needing an existing project), exclusions, or how it relates to siblings like 'get_project_info' (which might include UIDs) or 'update_project_uids' (which modifies them).

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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