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stop_project

Stop the currently running Godot project to manage project execution and control debugging sessions.

Instructions

Stop the currently running Godot project

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Implementation Reference

  • Handler function that checks for an active Godot process, kills it if present, clears the activeProcess reference, and returns the final output and errors.
     * Handle the stop_project tool
     */
    private async handleStopProject() {
      if (!this.activeProcess) {
        return this.createErrorResponse(
          'No active Godot process to stop.',
          [
            'Use run_project to start a Godot project first',
            'The process may have already terminated',
          ]
        );
      }
    
      this.logDebug('Stopping active Godot process');
      this.activeProcess.process.kill();
      const output = this.activeProcess.output;
      const errors = this.activeProcess.errors;
      this.activeProcess = null;
    
      return {
        content: [
          {
            type: 'text',
            text: JSON.stringify(
              {
                message: 'Godot project stopped',
                finalOutput: output,
                finalErrors: errors,
              },
              null,
              2
            ),
          },
        ],
      };
    }
  • src/index.ts:940-941 (registration)
    Switch case registration that routes 'stop_project' tool calls to the handleStopProject method.
    case 'stop_project':
      return await this.handleStopProject();
  • Tool schema definition in the list of available tools, specifying name, description, and empty input schema (no parameters required).
      name: 'stop_project',
      description: 'Stop the currently running Godot project',
      inputSchema: {
        type: 'object',
        properties: {},
        required: [],
      },
    },
  • src/index.ts:667-928 (registration)
    Registration of all tools including 'stop_project' in the ListToolsRequestSchema handler.
    this.server.setRequestHandler(ListToolsRequestSchema, async () => ({
      tools: [
        {
          name: 'launch_editor',
          description: 'Launch Godot editor for a specific project',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
            },
            required: ['projectPath'],
          },
        },
        {
          name: 'run_project',
          description: 'Run the Godot project and capture output',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
              scene: {
                type: 'string',
                description: 'Optional: Specific scene to run',
              },
            },
            required: ['projectPath'],
          },
        },
        {
          name: 'get_debug_output',
          description: 'Get the current debug output and errors',
          inputSchema: {
            type: 'object',
            properties: {},
            required: [],
          },
        },
        {
          name: 'stop_project',
          description: 'Stop the currently running Godot project',
          inputSchema: {
            type: 'object',
            properties: {},
            required: [],
          },
        },
        {
          name: 'get_godot_version',
          description: 'Get the installed Godot version',
          inputSchema: {
            type: 'object',
            properties: {},
            required: [],
          },
        },
        {
          name: 'list_projects',
          description: 'List Godot projects in a directory',
          inputSchema: {
            type: 'object',
            properties: {
              directory: {
                type: 'string',
                description: 'Directory to search for Godot projects',
              },
              recursive: {
                type: 'boolean',
                description: 'Whether to search recursively (default: false)',
              },
            },
            required: ['directory'],
          },
        },
        {
          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'],
          },
        },
        {
          name: 'create_scene',
          description: 'Create a new Godot scene file',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
              scenePath: {
                type: 'string',
                description: 'Path where the scene file will be saved (relative to project)',
              },
              rootNodeType: {
                type: 'string',
                description: 'Type of the root node (e.g., Node2D, Node3D)',
                default: 'Node2D',
              },
            },
            required: ['projectPath', 'scenePath'],
          },
        },
        {
          name: 'add_node',
          description: 'Add a node to an existing scene',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
              scenePath: {
                type: 'string',
                description: 'Path to the scene file (relative to project)',
              },
              parentNodePath: {
                type: 'string',
                description: 'Path to the parent node (e.g., "root" or "root/Player")',
                default: 'root',
              },
              nodeType: {
                type: 'string',
                description: 'Type of node to add (e.g., Sprite2D, CollisionShape2D)',
              },
              nodeName: {
                type: 'string',
                description: 'Name for the new node',
              },
              properties: {
                type: 'object',
                description: 'Optional properties to set on the node',
              },
            },
            required: ['projectPath', 'scenePath', 'nodeType', 'nodeName'],
          },
        },
        {
          name: 'load_sprite',
          description: 'Load a sprite into a Sprite2D node',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
              scenePath: {
                type: 'string',
                description: 'Path to the scene file (relative to project)',
              },
              nodePath: {
                type: 'string',
                description: 'Path to the Sprite2D node (e.g., "root/Player/Sprite2D")',
              },
              texturePath: {
                type: 'string',
                description: 'Path to the texture file (relative to project)',
              },
            },
            required: ['projectPath', 'scenePath', 'nodePath', 'texturePath'],
          },
        },
        {
          name: 'export_mesh_library',
          description: 'Export a scene as a MeshLibrary resource',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
              scenePath: {
                type: 'string',
                description: 'Path to the scene file (.tscn) to export',
              },
              outputPath: {
                type: 'string',
                description: 'Path where the mesh library (.res) will be saved',
              },
              meshItemNames: {
                type: 'array',
                items: {
                  type: 'string',
                },
                description: 'Optional: Names of specific mesh items to include (defaults to all)',
              },
            },
            required: ['projectPath', 'scenePath', 'outputPath'],
          },
        },
        {
          name: 'save_scene',
          description: 'Save changes to a scene file',
          inputSchema: {
            type: 'object',
            properties: {
              projectPath: {
                type: 'string',
                description: 'Path to the Godot project directory',
              },
              scenePath: {
                type: 'string',
                description: 'Path to the scene file (relative to project)',
              },
              newPath: {
                type: 'string',
                description: 'Optional: New path to save the scene to (for creating variants)',
              },
            },
            required: ['projectPath', 'scenePath'],
          },
        },
        {
          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'],
          },
        },
        {
          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'],
          },
        },
      ],
    }));

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.8/5.0
Behavior2/5

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

No annotations are provided, so the description carries the full burden of behavioral disclosure. It only states the action 'Stop' without explaining side effects (e.g., unsaved changes, process termination), error conditions (no running project), or whether it's reversible. For a destructive action, this is a significant gap.

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, succinct sentence that directly states the action and target. It's front-loaded with the verb and resource, with zero redundancy or fluff.

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

Completeness4/5

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

For a simple tool with no parameters and no output schema, the description adequately covers the core action. However, it doesn't mention what happens if no project is running or whether the tool returns any feedback, which would be useful but not critical for a stop action. The description is mostly complete given its simplicity.

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

Parameters4/5

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

The tool has zero parameters, and the schema is empty (100% coverage). The description doesn't need to explain any parameters, and the baseline for 0-parameter tools is 4. It adds no extra parameter meaning because none exist.

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

Purpose5/5

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

The description states a specific action ('Stop') and a specific resource ('the currently running Godot project'). It clearly distinguishes from siblings like run_project (which starts) and get_debug_output (which retrieves output), so an agent can easily infer its purpose.

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

Usage Guidelines3/5

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

The description implies usage (when you need to stop a running project) but does not explicitly mention when not to use it or alternatives. Since it's a simple action with no parameters, the context is clear, but it doesn't provide explicit routing like naming run_project as the counterpart.

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