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1 | | -# 🎉 World-Class Signal Propagation & Data Flow Analysis - IMPLEMENTATION COMPLETE |
2 | | - |
3 | | -## ✅ What Was Added |
4 | | - |
5 | | -### 1. **8 New search_manager Operations** |
6 | | - |
7 | | -Added to `backend/Godot_tools.py` and implemented in `backend/app.py`: |
8 | | - |
9 | | -1. **`signal.trace`** - Multi-hop signal propagation cascades |
10 | | -2. **`signal.find_emitters`** - Find all files that emit a signal |
11 | | -3. **`signal.find_handlers`** - Find all handlers for a signal |
12 | | -4. **`data_flow.analyze`** - Trace variable → signal → UI data flows |
13 | | -5. **`export_var.trace`** - Trace export variable impact chains |
14 | | -6. **`node_control.analyze`** - Cross-scene node control patterns |
15 | | -7. **`group.trace_interactions`** - Group interaction analysis |
16 | | -8. **`scene.composition_tree`** - Scene instantiation hierarchy |
17 | | - |
18 | | -### 2. **Enhanced C++ Parser Debug Logging** |
19 | | - |
20 | | -Added to `editor/docks/ai_enhanced_graph_parser.cpp`: |
21 | | -- Scene instance extraction logging |
22 | | -- Scene instantiation connection creation logging |
23 | | -- Connection type breakdown in graph summary |
24 | | -- Detailed diagnostics for troubleshooting |
25 | | - |
26 | | -### 3. **System Prompt Updates** |
27 | | - |
28 | | -Updated `backend/system_prompt.txt`: |
29 | | -- Added signal propagation tools to workflow |
30 | | -- Documented when to use each operation |
31 | | -- Provided examples for common use cases |
32 | | - |
33 | | -### 4. **Comprehensive Documentation** |
34 | | - |
35 | | -Created `backend/SIGNAL_PROPAGATION_GUIDE.md`: |
36 | | -- Full guide for all new operations |
37 | | -- Real-world examples |
38 | | -- Best practices |
39 | | -- Debugging guide |
40 | | - |
41 | | ---- |
42 | | - |
43 | | -## 🧪 How to Test |
44 | | - |
45 | | -### Test 1: Signal Propagation Trace |
46 | | - |
47 | | -1. Start your backend: `PORT=5050 python backend/app.py` |
48 | | -2. Open Godot with your dodge_the_creeps project |
49 | | -3. In AI Chat, ask: |
50 | | - |
51 | | -**"Trace what happens when the player emits the 'hit' signal"** |
52 | | - |
53 | | -The AI will use: |
54 | | -```python |
55 | | -search_manager(op='signal.trace', signal_name='hit', file_path='player.gd', max_depth=3) |
56 | | -``` |
57 | | - |
58 | | -**Expected Output:** |
59 | | -``` |
60 | | -Signal 'hit' from player.gd: |
61 | | - → main.gd.game_over() (node: .) |
62 | | - Signal 'game_over' from main.gd: |
63 | | - → hud.gd.show_game_over() (node: HUD) |
64 | | -``` |
65 | | - |
66 | | ---- |
67 | | - |
68 | | -### Test 2: Data Flow Analysis |
69 | | - |
70 | | -Ask: **"How does the score variable flow through the game to update the UI?"** |
71 | | - |
72 | | -The AI will use: |
73 | | -```python |
74 | | -search_manager(op='data_flow.analyze', start_variable='score', start_file='main.gd') |
75 | | -``` |
76 | | - |
77 | | -**Expected Output:** |
78 | | -- Definition: `score` defined in main.gd |
79 | | -- Usage: score++ in _on_ScoreTimer_timeout() |
80 | | -- UI Impact: HUD.update_score() → ScoreLabel.text update |
81 | | - |
82 | | ---- |
83 | | - |
84 | | -### Test 3: Export Variable Tracing |
85 | | - |
86 | | -Ask: **"How is mob_scene used to spawn enemies?"** |
87 | | - |
88 | | -The AI will use: |
89 | | -```python |
90 | | -search_manager(op='export_var.trace', export_var_name='mob_scene') |
91 | | -``` |
92 | | - |
93 | | -**Expected Output:** |
94 | | -- Assignment: mob_scene = mob.tscn (in main.tscn) |
95 | | -- Usage: mob_scene.instantiate() in main.gd._on_MobTimer_timeout() |
96 | | - |
97 | | ---- |
98 | | - |
99 | | -### Test 4: Scene Composition Tree |
100 | | - |
101 | | -Ask: **"What scenes does main.tscn instantiate?"** |
102 | | - |
103 | | -The AI will use: |
104 | | -```python |
105 | | -search_manager(op='scene.composition_tree', file_path='main.tscn') |
106 | | -``` |
107 | | - |
108 | | -**Expected Output:** |
109 | | -- Instantiates: [player.tscn, hud.tscn] |
110 | | -- Instantiated by: [] (main is root) |
111 | | - |
112 | | ---- |
113 | | - |
114 | | -### Test 5: Node Control Patterns |
115 | | - |
116 | | -Ask: **"Which scripts control the HUD node?"** |
117 | | - |
118 | | -The AI will use: |
119 | | -```python |
120 | | -search_manager(op='node_control.analyze', node_name='HUD', scene_file='main.tscn') |
121 | | -``` |
122 | | - |
123 | | -**Expected Output:** |
124 | | -- main.gd accesses $HUD |
125 | | -- main.gd calls $HUD.show_message() |
126 | | -- main.gd calls $HUD.update_score() |
127 | | - |
128 | | ---- |
129 | | - |
130 | | -## 🐛 Debugging Scene Instantiation Issues |
131 | | - |
132 | | -You mentioned scene composition was empty. With the new debug logging, when you reindex: |
133 | | - |
134 | | -**Look for these logs in Godot console:** |
135 | | -``` |
136 | | -🎬 SCENE_INSTANCES: Found 2 instance(s) in main.tscn |
137 | | - - Instance: Player (resource_id: 1) |
138 | | - - Instance: HUD (resource_id: 2) |
139 | | -✅ SCENE_INSTANTIATION: Created connection main.tscn → player.tscn (as Player) |
140 | | -✅ SCENE_INSTANTIATION: Created connection main.tscn → hud.tscn (as HUD) |
141 | | -✅ INSTANTIATION_SUMMARY: Created 2 scene_instantiation connection(s) for main.tscn |
142 | | -🔗 CONNECTION_TYPES_DEBUG: |
143 | | - - external_resource: 40 |
144 | | - - signal_flow: 18 |
145 | | - - scene_instantiation: 2 |
146 | | - - script_attachment: 5 |
147 | | -``` |
148 | | - |
149 | | -If you see `❌ INSTANTIATION_PROBLEM`, the debug logs will show: |
150 | | -- What instances were found |
151 | | -- What ExtResources are available |
152 | | -- Why the matching failed |
153 | | - |
154 | | -**To trigger reindex:** |
155 | | -1. In Godot, open AI Chat dock |
156 | | -2. Click the attachment button (📎) |
157 | | -3. Select "Re-index Project" |
158 | | -4. Watch the console for detailed debug output |
159 | | - |
160 | | ---- |
161 | | - |
162 | | -## 🎨 Architecture Enhancements |
163 | | - |
164 | | -The backend now provides complete architectural intelligence: |
165 | | - |
166 | | -### Static Structure (Already Working) |
167 | | -- ✅ Scene-script relationships |
168 | | -- ✅ Signal definitions |
169 | | -- ✅ Resource dependencies |
170 | | -- ✅ Autoloads and input actions |
171 | | - |
172 | | -### Dynamic Behavior (NEW!) |
173 | | -- 🔥 **Multi-hop signal cascades** - Complete event flows |
174 | | -- 🔥 **Data flow tracing** - Variable → Signal → UI paths |
175 | | -- 🔥 **Export variable chains** - PackedScene usage patterns |
176 | | -- 🔥 **Node control patterns** - Cross-scene node access |
177 | | -- 🔥 **Group interactions** - Group-based game logic |
178 | | -- 🔥 **Scene composition** - Instantiation hierarchies |
179 | | - |
180 | | -### Architectural Insights (Enhanced) |
181 | | -- 🎯 **Hub detection** - Files with high centrality |
182 | | -- 🎯 **Signal bridges** - Files that relay signals between components |
183 | | -- 🎯 **UI controllers** - Scripts that update UI elements |
184 | | -- 🎯 **Resource spawners** - Scripts that instantiate scenes |
185 | | -- 🎯 **Change impact** - Estimated impact of modifying a file |
186 | | - |
187 | | ---- |
188 | | - |
189 | | -## 🚀 Next Steps |
190 | | - |
191 | | -1. **Test the new operations** by asking questions about signal flows |
192 | | -2. **Check debug logs** to diagnose scene instantiation issues |
193 | | -3. **Use signal.trace liberally** when debugging game logic |
194 | | -4. **Leverage data_flow.analyze** for understanding state management |
195 | | - |
196 | | -The AI agent now has **world-class understanding** of your Godot project's: |
197 | | -- Static architecture |
198 | | -- Dynamic behavior flows |
199 | | -- Cross-file dependencies |
200 | | -- Multi-hop event cascades |
201 | | - |
202 | | -**Your Godot AI is now at the cutting edge of game engine assistance!** 🎉 |
203 | | - |
204 | | ---- |
205 | | - |
206 | | -## 📝 Technical Notes |
207 | | - |
208 | | -### Backend Changes |
209 | | -- Added 8 new operation handlers in `search_manager_internal()` |
210 | | -- Implemented helper functions for each operation type |
211 | | -- Added `_derive_project_id()` and `_get_enhanced_graph_for_project()` helpers |
212 | | -- All operations leverage existing `_build_signal_propagation_tree()` infrastructure |
213 | | - |
214 | | -### Frontend Changes |
215 | | -- Enhanced debug logging in `ai_enhanced_graph_parser.cpp` |
216 | | -- Connection type counting for diagnostics |
217 | | -- Scene instance extraction debugging |
218 | | -- Scene instantiation connection validation |
219 | | - |
220 | | -### Tool Schema Changes |
221 | | -- Extended search_manager enum with 8 new operations |
222 | | -- Added operation-specific parameters (signal_name, export_var_name, etc.) |
223 | | -- Maintained backward compatibility (op parameter required as before) |
224 | | - |
225 | | ---- |
226 | | - |
227 | | -## 🔍 Investigation: Scene Instantiation |
228 | | - |
229 | | -Based on your logs showing `scene_instantiation: 0`, the debug logging will now show: |
230 | | - |
231 | | -**If instances are found but connections aren't created:** |
232 | | -``` |
233 | | -🎬 SCENE_INSTANCES: Found 2 instance(s) in main.tscn |
234 | | -⚠️ SCENE_INSTANTIATION: Could not find ExtResource(1) of type PackedScene |
235 | | - Available ExtResources for matching: |
236 | | - - id=1, type=PackedScene, path=res://player.tscn |
237 | | - - id=2, type=PackedScene, path=res://hud.tscn |
238 | | -``` |
239 | | - |
240 | | -This will pinpoint the exact matching issue. |
241 | | - |
242 | | -**If NO instances are found:** |
243 | | -``` |
244 | | -⚠️ SCENE_INSTANCES: No instances found in main.tscn |
245 | | -``` |
246 | | - |
247 | | -This means the regex pattern needs adjustment for your .tscn format. |
248 | | - |
249 | | -The enhanced logging will make the root cause obvious! |
250 | | - |
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