godot ai 更新

This commit is contained in:
2026-10-23 16:56:35 +08:00
parent 5c0adb3a96
commit e2491bc4e1
26 changed files with 1800 additions and 127 deletions
+175 -6
View File
@@ -79,10 +79,21 @@ var path_template: Dictionary = {}
## a fallback path that may become invisible after copy-on-write. When
## that private leaf is new, Configure seeds it from the first later
## existing candidate so read-through content is not shadowed.
## 2. If no file or wildcard package match exists, the first non-wildcard
## template is the deterministic create target.
## 2. If no file or wildcard package match exists, the create target is the
## non-wildcard template whose own directories already exist, because the
## client has run from there (`_evident_create_path` gives the order),
## and otherwise the first non-wildcard template. This is what sends a
## Flatpak-only IDE's entry to `~/.var/app/<id>/config/...` instead of a
## `~/.config` it never reads.
## 3. Multiple matches within any wildcard group are ambiguous and fail
## closed instead of choosing an arbitrary package.
## 4. A template inside another Flatpak app's `~/.var/app/<id>` is never a
## create target while this editor's own Flatpak sandbox hides that
## directory (`McpPathTemplate.hidden_flatpak_app_dir`). When rule 2 then
## finds no existing directory among the rest, the resolution carries
## `create_error` and the unseen `hidden_paths`: status still reads the
## first template, and Configure refuses rather than create a file the
## client may never read.
##
## Exact-file and config-home environment overrides still have higher
## priority. When this map has no entry for the current platform,
@@ -331,6 +342,57 @@ func resolved_config_path_details() -> Dictionary:
return {"path": "", "error": unresolved_config_path_error(display_name, path)}
## Why Configure and Remove must leave this client's resolved file alone; ""
## when they may write it. See `unshared_flatpak_config_error`.
func config_write_error() -> String:
var path := resolved_config_path()
return "" if path.is_empty() else unshared_flatpak_config_error(display_name, path)
## Why Configure and Remove must leave the file at `path` alone when this
## editor runs in a Flatpak sandbox that does not share it read-write with the
## host; "" when it does, and outside Flatpak. A file written there is read
## back and verified by this editor and never seen by the client.
##
## Every strategy asks this before it writes, ahead of `create_error`: where a
## Flatpak build of the client keeps its settings is beside the point until
## the sandbox can write the ordinary location at all. Status does not ask.
## It keeps reading the path, and under a read-only grant that is the
## client's real file.
static func unshared_flatpak_config_error(client_name: String, path: String) -> String:
var block := McpPathTemplate.flatpak_write_block(path)
if block.is_empty():
return ""
var refused := (
"Godot runs in a Flatpak sandbox that cannot write %s where %s reads "
+ "it, so nothing was changed."
) % [path, client_name]
var by_hand := "or edit that file by hand (docs/steam-capability-directory.md)."
if block.has("unmounted"):
return refused + (
" Flatpak was asked to share %s but mounted nothing there, which "
+ "is what it does when the directory does not exist as Godot "
+ "starts. Create it, restart Godot, and try again, %s"
) % [block["unmounted"], by_hand]
if block.has("hidden"):
return refused + (
" Flatpak hides %s from this sandbox, as a --nofilesystem rule "
+ "does. Remove that rule, restart Godot, and try again, %s"
) % [block["hidden"], by_hand]
if block.has("read_only"):
return refused + (
" %s is mounted read-only. Make it writable, restart Godot, and "
+ "try again, %s"
) % [block["read_only"], by_hand]
var app_id := McpPathTemplate.flatpak_app_id()
return refused + (
" Run `flatpak override --user --filesystem=%s %s`, restart Godot, "
+ "and try again, or edit that file by hand: "
+ "docs/steam-capability-directory.md covers a sandbox without that "
+ "grant."
) % [block["needs"], app_id if not app_id.is_empty() else "<Godot's Flatpak ID>"]
## Shared wording for a path template `McpPathTemplate.expand` could not fully
## resolve. Used by the guard above and by the merge-tier loader in
## `_json_strategy.gd`, which resolves its own templates and never passes
@@ -404,7 +466,11 @@ func _resolve_ordered_config_path_candidates(templates: Variant) -> Dictionary:
var ordered_templates: Array = []
for template_variant in templates:
ordered_templates.append(str(template_variant))
var fallback_create_path := ""
## Candidates whose file does not exist yet and that Configure could create.
var create_templates := PackedStringArray()
var create_paths := PackedStringArray()
var hidden_app_dirs := PackedStringArray()
var hidden_paths := PackedStringArray()
for index in range(ordered_templates.size()):
var template := str(ordered_templates[index])
var expanded_template := McpPathTemplate.expand(template)
@@ -444,10 +510,113 @@ func _resolve_ordered_config_path_candidates(templates: Variant) -> Dictionary:
return {"path": "", "error": seed["error"]}
_clear_config_path_warning()
return {"path": path, "error": "", "seed_path": seed.get("path", "")}
if fallback_create_path.is_empty():
fallback_create_path = path
# Creating below a directory the sandbox hides would land on its
# private tmpfs and vanish with the editor, so a hidden candidate can
# be neither evidence nor a create target.
var hidden_app_dir := McpPathTemplate.hidden_flatpak_app_dir(path)
if not hidden_app_dir.is_empty():
hidden_paths.append(path)
if not hidden_app_dirs.has(hidden_app_dir):
hidden_app_dirs.append(hidden_app_dir)
continue
create_templates.append(template)
create_paths.append(path)
_clear_config_path_warning()
return {"path": fallback_create_path, "error": ""}
var evident_create_path := _evident_create_path(create_templates, create_paths)
if not evident_create_path.is_empty():
return {"path": evident_create_path, "error": ""}
var fallback_create_path := "" if create_paths.is_empty() else create_paths[0]
if hidden_app_dirs.is_empty():
return {"path": fallback_create_path, "error": ""}
var hidden_error := hidden_flatpak_config_error(
display_name, fallback_create_path.get_base_dir(), hidden_app_dirs
)
if fallback_create_path.is_empty():
return {"path": "", "error": hidden_error}
return {
"path": fallback_create_path,
"error": "",
"create_error": hidden_error,
"hidden_paths": hidden_paths,
}
## The location the client has demonstrably run from, among candidates with no
## config file yet; "" when nothing says. Candidates are compared level by
## level, from the directory that would hold the file upward, and the first
## level at which one of those directories exists decides, in descriptor order.
## A client nested in its host app's settings (a VS Code extension) therefore
## follows the host app when the extension's own directory exists nowhere,
## instead of creating a second, unread copy of the host's settings tree.
##
## Only directories the templates name below their shared root are compared,
## and only as many levels as the shortest template has. Those belong to the
## client; a container such as ~/.config exists whether or not the client does.
static func _evident_create_path(templates: PackedStringArray, paths: PackedStringArray) -> String:
if paths.is_empty():
return ""
var shared := _shared_root_length(templates)
var levels := -1
for template in templates:
var own_directories := template.split("/").size() - 1 - shared
levels = own_directories if levels < 0 else mini(levels, own_directories)
var directories := PackedStringArray()
for path in paths:
directories.append(path.get_base_dir())
for _level in range(maxi(levels, 0)):
for index in range(directories.size()):
if DirAccess.dir_exists_absolute(directories[index]):
return paths[index]
for index in range(directories.size()):
directories[index] = directories[index].get_base_dir()
return ""
## How many leading path elements every template shares, counting the root
## element (`$XDG_CONFIG_HOME`, `~`, a drive) and never the file name. At least
## one: the root is never the client's own directory.
static func _shared_root_length(templates: PackedStringArray) -> int:
if templates.size() < 2:
return 1
var first := templates[0].split("/")
var shared := first.size() - 1
for index in range(1, templates.size()):
var other := templates[index].split("/")
var limit := mini(shared, other.size() - 1)
var same := 0
while same < limit and first[same] == other[same]:
same += 1
shared = same
return maxi(shared, 1)
## Why Configure will not create a client's settings file from inside a
## Flatpak editor: nothing shows the client runs from the ordinary location,
## and the location a Flatpak build of it uses cannot be inspected. Names the
## one grant that lets this editor see it.
static func hidden_flatpak_config_error(
client_name: String, settings_dir: String, hidden_app_dirs: PackedStringArray
) -> String:
var app_id := McpPathTemplate.flatpak_app_id()
var grants := PackedStringArray()
for app_dir in hidden_app_dirs:
grants.append("--filesystem=%s" % app_dir)
var missing := (
"%s does not exist" % settings_dir
if not settings_dir.is_empty()
else "it has no settings location outside Flatpak"
)
return (
"Could not find where %s keeps its settings: %s, and a Flatpak build "
+ "keeps them under %s, which Godot's own Flatpak sandbox cannot see. "
+ "If you use the Flatpak build, run `flatpak override --user %s %s`, "
+ "restart Godot, and configure again. If it is installed outside "
+ "Flatpak, start it once so it creates its settings, then configure "
+ "again."
) % [
client_name, missing, ", ".join(hidden_app_dirs),
" ".join(grants), app_id if not app_id.is_empty() else "<Godot's Flatpak ID>",
]
## Find a readable seed for a newly-created authoritative wildcard target.