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READY_TO_TEST.md

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backend/ENHANCEMENT_SUMMARY.md

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# 🎉 World-Class Signal Propagation & Data Flow Analysis - IMPLEMENTATION COMPLETE
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## ✅ What Was Added
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### 1. **8 New search_manager Operations**
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Added to `backend/Godot_tools.py` and implemented in `backend/app.py`:
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1. **`signal.trace`** - Multi-hop signal propagation cascades
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2. **`signal.find_emitters`** - Find all files that emit a signal
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3. **`signal.find_handlers`** - Find all handlers for a signal
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4. **`data_flow.analyze`** - Trace variable → signal → UI data flows
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5. **`export_var.trace`** - Trace export variable impact chains
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6. **`node_control.analyze`** - Cross-scene node control patterns
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7. **`group.trace_interactions`** - Group interaction analysis
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8. **`scene.composition_tree`** - Scene instantiation hierarchy
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### 2. **Enhanced C++ Parser Debug Logging**
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Added to `editor/docks/ai_enhanced_graph_parser.cpp`:
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- Scene instance extraction logging
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- Scene instantiation connection creation logging
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- Connection type breakdown in graph summary
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- Detailed diagnostics for troubleshooting
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### 3. **System Prompt Updates**
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Updated `backend/system_prompt.txt`:
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- Added signal propagation tools to workflow
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- Documented when to use each operation
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- Provided examples for common use cases
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### 4. **Comprehensive Documentation**
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Created `backend/SIGNAL_PROPAGATION_GUIDE.md`:
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- Full guide for all new operations
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- Real-world examples
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- Best practices
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- Debugging guide
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---
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## 🧪 How to Test
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### Test 1: Signal Propagation Trace
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1. Start your backend: `PORT=5050 python backend/app.py`
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2. Open Godot with your dodge_the_creeps project
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3. In AI Chat, ask:
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**"Trace what happens when the player emits the 'hit' signal"**
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The AI will use:
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```python
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search_manager(op='signal.trace', signal_name='hit', file_path='player.gd', max_depth=3)
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```
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**Expected Output:**
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```
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Signal 'hit' from player.gd:
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→ main.gd.game_over() (node: .)
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Signal 'game_over' from main.gd:
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→ hud.gd.show_game_over() (node: HUD)
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```
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---
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### Test 2: Data Flow Analysis
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Ask: **"How does the score variable flow through the game to update the UI?"**
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The AI will use:
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```python
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search_manager(op='data_flow.analyze', start_variable='score', start_file='main.gd')
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```
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**Expected Output:**
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- Definition: `score` defined in main.gd
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- Usage: score++ in _on_ScoreTimer_timeout()
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- UI Impact: HUD.update_score() → ScoreLabel.text update
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---
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### Test 3: Export Variable Tracing
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Ask: **"How is mob_scene used to spawn enemies?"**
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The AI will use:
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```python
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search_manager(op='export_var.trace', export_var_name='mob_scene')
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```
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**Expected Output:**
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- Assignment: mob_scene = mob.tscn (in main.tscn)
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- Usage: mob_scene.instantiate() in main.gd._on_MobTimer_timeout()
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---
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### Test 4: Scene Composition Tree
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Ask: **"What scenes does main.tscn instantiate?"**
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The AI will use:
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```python
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search_manager(op='scene.composition_tree', file_path='main.tscn')
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```
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**Expected Output:**
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- Instantiates: [player.tscn, hud.tscn]
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- Instantiated by: [] (main is root)
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---
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### Test 5: Node Control Patterns
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Ask: **"Which scripts control the HUD node?"**
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The AI will use:
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```python
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search_manager(op='node_control.analyze', node_name='HUD', scene_file='main.tscn')
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```
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**Expected Output:**
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- main.gd accesses $HUD
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- main.gd calls $HUD.show_message()
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- main.gd calls $HUD.update_score()
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---
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## 🐛 Debugging Scene Instantiation Issues
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You mentioned scene composition was empty. With the new debug logging, when you reindex:
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**Look for these logs in Godot console:**
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```
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🎬 SCENE_INSTANCES: Found 2 instance(s) in main.tscn
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- Instance: Player (resource_id: 1)
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- Instance: HUD (resource_id: 2)
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✅ SCENE_INSTANTIATION: Created connection main.tscn → player.tscn (as Player)
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✅ SCENE_INSTANTIATION: Created connection main.tscn → hud.tscn (as HUD)
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✅ INSTANTIATION_SUMMARY: Created 2 scene_instantiation connection(s) for main.tscn
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🔗 CONNECTION_TYPES_DEBUG:
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- external_resource: 40
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- signal_flow: 18
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- scene_instantiation: 2
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- script_attachment: 5
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```
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If you see `❌ INSTANTIATION_PROBLEM`, the debug logs will show:
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- What instances were found
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- What ExtResources are available
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- Why the matching failed
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**To trigger reindex:**
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1. In Godot, open AI Chat dock
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2. Click the attachment button (📎)
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3. Select "Re-index Project"
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4. Watch the console for detailed debug output
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---
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## 🎨 Architecture Enhancements
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The backend now provides complete architectural intelligence:
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### Static Structure (Already Working)
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- ✅ Scene-script relationships
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- ✅ Signal definitions
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- ✅ Resource dependencies
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- ✅ Autoloads and input actions
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### Dynamic Behavior (NEW!)
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- 🔥 **Multi-hop signal cascades** - Complete event flows
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- 🔥 **Data flow tracing** - Variable → Signal → UI paths
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- 🔥 **Export variable chains** - PackedScene usage patterns
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- 🔥 **Node control patterns** - Cross-scene node access
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- 🔥 **Group interactions** - Group-based game logic
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- 🔥 **Scene composition** - Instantiation hierarchies
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### Architectural Insights (Enhanced)
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- 🎯 **Hub detection** - Files with high centrality
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- 🎯 **Signal bridges** - Files that relay signals between components
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- 🎯 **UI controllers** - Scripts that update UI elements
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- 🎯 **Resource spawners** - Scripts that instantiate scenes
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- 🎯 **Change impact** - Estimated impact of modifying a file
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---
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## 🚀 Next Steps
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1. **Test the new operations** by asking questions about signal flows
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2. **Check debug logs** to diagnose scene instantiation issues
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3. **Use signal.trace liberally** when debugging game logic
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4. **Leverage data_flow.analyze** for understanding state management
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The AI agent now has **world-class understanding** of your Godot project's:
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- Static architecture
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- Dynamic behavior flows
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- Cross-file dependencies
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- Multi-hop event cascades
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**Your Godot AI is now at the cutting edge of game engine assistance!** 🎉
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---
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## 📝 Technical Notes
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### Backend Changes
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- Added 8 new operation handlers in `search_manager_internal()`
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- Implemented helper functions for each operation type
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- Added `_derive_project_id()` and `_get_enhanced_graph_for_project()` helpers
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- All operations leverage existing `_build_signal_propagation_tree()` infrastructure
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### Frontend Changes
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- Enhanced debug logging in `ai_enhanced_graph_parser.cpp`
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- Connection type counting for diagnostics
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- Scene instance extraction debugging
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- Scene instantiation connection validation
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### Tool Schema Changes
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- Extended search_manager enum with 8 new operations
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- Added operation-specific parameters (signal_name, export_var_name, etc.)
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- Maintained backward compatibility (op parameter required as before)
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---
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## 🔍 Investigation: Scene Instantiation
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Based on your logs showing `scene_instantiation: 0`, the debug logging will now show:
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**If instances are found but connections aren't created:**
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```
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🎬 SCENE_INSTANCES: Found 2 instance(s) in main.tscn
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⚠️ SCENE_INSTANTIATION: Could not find ExtResource(1) of type PackedScene
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Available ExtResources for matching:
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- id=1, type=PackedScene, path=res://player.tscn
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- id=2, type=PackedScene, path=res://hud.tscn
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```
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This will pinpoint the exact matching issue.
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**If NO instances are found:**
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```
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⚠️ SCENE_INSTANCES: No instances found in main.tscn
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```
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This means the regex pattern needs adjustment for your .tscn format.
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The enhanced logging will make the root cause obvious!
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