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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
NameRequiredDescriptionDefault
projectPathYesPath to the Godot project directory

Implementation Reference

  • 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',
          ]
        );
      }
    }
  • 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);
  • 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;
      }
    }

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