More refactoring.
This commit is contained in:
@@ -41,7 +41,7 @@ public:
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{
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// Resolve the path to an object and get its editable template.
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MCPFetcher F;
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UObject* Template = F.Walk(Path).Template().Cast<UObject>();
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UObject* Template = F.Walk(Path).Cast<UObject>();
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if (!Template) return;
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TArray<MCPProperty> Props = MCPProperty::GetAllSubstring(Template, CPF_Edit, Query);
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@@ -33,10 +33,10 @@ public:
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virtual void Handle() override
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{
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MCPFetcher F;
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UObject* Template = F.Walk(Path).Template().Cast<UObject>();
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if (!Template) return;
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UObject* Obj = F.Walk(Path).Cast<UObject>();
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if (!Obj) return;
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MCPProperty P = MCPProperty::GetOneExactMatch(Template, CPF_Edit, Property);
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MCPProperty P = MCPProperty::GetOneExactMatch(Obj, CPF_Edit, Property);
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if (!P) return;
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UMCPServer::Print(P.GetText());
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@@ -35,8 +35,8 @@ public:
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{
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// Resolve the path to an object and get its editable template.
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MCPFetcher F;
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UObject* Template = F.Walk(Path).Template().Cast<UObject>();
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if (!Template) return;
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UObject* Obj = F.Walk(Path).Cast<UObject>();
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if (!Obj) return;
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if (!Properties.Json || Properties.Json->Values.Num() == 0)
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{
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@@ -48,7 +48,7 @@ public:
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TArray<TPair<MCPProperty, FString>> Resolved;
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for (const auto& Pair : Properties.Json->Values)
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{
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MCPProperty P = MCPProperty::GetOneExactMatch(Template, CPF_Edit, Pair.Key);
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MCPProperty P = MCPProperty::GetOneExactMatch(Obj, CPF_Edit, Pair.Key);
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if (!P) return;
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FString ValueStr;
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@@ -70,7 +70,7 @@ public:
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}
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// Save.
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bool bSaved = MCPUtils::SaveGenericPackage(Template);
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bool bSaved = MCPUtils::SaveGenericPackage(Obj);
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UMCPServer::Printf(TEXT("Set %d/%d properties.\n"), SuccessCount, Properties.Json->Values.Num());
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if (!bSaved)
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@@ -68,19 +68,8 @@ public:
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virtual void Handle() override
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{
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UMCPServer::Printf(TEXT("\n"));
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EmitCommandList();
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// Append Path documentation.
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UMCPServer::Print(TEXT("\n"));
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UMCPServer::Print(TEXT("Some commands take a Path parameter. A Path starts with an asset\n"));
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UMCPServer::Print(TEXT("package path (e.g. /Game/Widgets/WB_Hotkeys), followed by zero or\n"));
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UMCPServer::Print(TEXT("more comma-separated steps that navigate into the asset:\n"));
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UMCPServer::Print(TEXT("\n"));
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for (const MCPFetcher::FWalker& W : MCPFetcher::GetWalkerTable())
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{
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UMCPServer::Printf(TEXT(" %s — %s\n"), W.Key, W.Description);
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}
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UMCPServer::Print(TEXT("\nExample: /Game/Widgets/WB_Hotkeys,graph:EventGraph,node:Self_Reference_03,pin:Result\n"));
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UMCPServer::Printf(TEXT("\n"));
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MCPFetcher::PrintDocs();
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}
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};
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@@ -15,6 +15,30 @@
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#include "Engine/LevelScriptBlueprint.h"
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#include "Subsystems/AssetEditorSubsystem.h"
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MCPFetcher::WalkFunc MCPFetcher::GetWalker(const FString& Step)
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{
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if (Step.Equals(TEXT("graph"), ESearchCase::IgnoreCase)) return &MCPFetcher::Graph;
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if (Step.Equals(TEXT("node"), ESearchCase::IgnoreCase)) return &MCPFetcher::Node;
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if (Step.Equals(TEXT("pin"), ESearchCase::IgnoreCase)) return &MCPFetcher::Pin;
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if (Step.Equals(TEXT("component"), ESearchCase::IgnoreCase)) return &MCPFetcher::Component;
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if (Step.Equals(TEXT("levelblueprint"), ESearchCase::IgnoreCase)) return &MCPFetcher::LevelBlueprint;
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return nullptr;
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}
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void MCPFetcher::PrintDocs()
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{
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UMCPServer::Print(TEXT("Some commands take a Path parameter. A Path starts with an asset\n"));
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UMCPServer::Print(TEXT("package path (e.g. /Game/Widgets/WB_Hotkeys), followed by zero or\n"));
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UMCPServer::Print(TEXT("more comma-separated steps that navigate into the asset:\n\n"));
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UMCPServer::Print(TEXT(" graph — Find a named UEdGraph (blank name for material graphs)\n"));
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UMCPServer::Print(TEXT(" node — Find a named UEdGraphNode within a graph or blueprint\n"));
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UMCPServer::Print(TEXT(" pin — Find a named UEdGraphPin on a node\n"));
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UMCPServer::Print(TEXT(" component — Find a named component in a Blueprint's SCS\n"));
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UMCPServer::Print(TEXT(" levelblueprint — Get the level blueprint from a UWorld\n"));
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UMCPServer::Print(TEXT("\nExample: /Game/Widgets/WB_Hotkeys,graph:EventGraph,node:Self_Reference_03,pin:Result\n"));
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}
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void MCPFetcher::SetObj(UObject* InObj) { UMCPServer::AddTouchedObject(InObj); Obj = InObj; ResultPin = nullptr; }
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void MCPFetcher::SetPin(UEdGraphPin* InPin) { ResultPin = InPin; Obj = nullptr; }
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@@ -36,17 +60,7 @@ MCPFetcher& MCPFetcher::TypeMismatch(const TCHAR* Walker, const TCHAR* Expected)
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return *this;
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}
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const TArray<MCPFetcher::FWalker>& MCPFetcher::GetWalkerTable()
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{
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static TArray<FWalker> Table = {
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{ TEXT("graph"), TEXT("Find a named UEdGraph (blank name for material graphs)"), &MCPFetcher::Graph },
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{ TEXT("node"), TEXT("Find a named UEdGraphNode within a graph or blueprint"), &MCPFetcher::Node },
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{ TEXT("pin"), TEXT("Find a named UEdGraphPin on a node"), &MCPFetcher::Pin },
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{ TEXT("component"), TEXT("Find a named component in a Blueprint's SCS"), &MCPFetcher::Component },
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{ TEXT("levelblueprint"), TEXT("Get the level blueprint from a UWorld"), &MCPFetcher::LevelBlueprint },
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};
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return Table;
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}
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MCPFetcher& MCPFetcher::Walk(const FString& Path)
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{
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@@ -73,13 +87,13 @@ MCPFetcher& MCPFetcher::Walk(const FString& Path)
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if (!Segments[i].Split(TEXT(":"), &Key, &Value))
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Key = Segments[i];
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const FWalker* W = GetWalker(Key);
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if (!W)
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WalkFunc Func = GetWalker(Key);
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if (!Func)
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{
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UMCPServer::Printf(TEXT("ERROR: Unknown path step '%s'\n"), *Key);
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return SetError();
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}
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(this->*W->Func)(Value);
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(this->*Func)(Value);
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if (bError) return *this;
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}
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@@ -135,16 +149,6 @@ bool MCPFetcher::CheckAssetIsA(UClass* StaticClass)
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return true;
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}
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const MCPFetcher::FWalker* MCPFetcher::GetWalker(const FString& Key)
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{
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for (const FWalker& W : GetWalkerTable())
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{
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if (Key.Equals(W.Key, ESearchCase::IgnoreCase))
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return &W;
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}
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return nullptr;
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}
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MCPFetcher& MCPFetcher::Graph(const FString& Value)
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{
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if (bError) return *this;
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@@ -330,30 +334,6 @@ MCPFetcher& MCPFetcher::LevelBlueprint(const FString& Value)
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return *this;
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}
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MCPFetcher& MCPFetcher::Template()
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{
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if (bError) return *this;
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if (!Obj)
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{
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UMCPServer::Print(TEXT("ERROR: Template: object is null\n"));
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return SetError();
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}
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if (UBlueprint* BP = ::Cast<UBlueprint>(Obj))
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{
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if (!BP->GeneratedClass)
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{
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UMCPServer::Printf(TEXT("ERROR: Blueprint '%s' has no GeneratedClass\n"), *Obj->GetName());
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return SetError();
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}
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SetObj(BP->GeneratedClass->GetDefaultObject());
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return *this;
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}
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// Everything else is its own template — no navigation needed.
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return *this;
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}
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MCPFetcher& MCPFetcher::ToBlueprint()
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{
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if (bError) return *this;
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@@ -35,24 +35,44 @@ bool MCPProperty::SetText(const FString& Value)
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return true;
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}
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TArray<MCPProperty> MCPProperty::GetAll(UObject* Obj, EPropertyFlags Flags)
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void MCPProperty::Collect(UObject *Obj, TArray<MCPProperty> &Props, EPropertyFlags Flags)
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{
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TArray<MCPProperty> Result;
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if (!Obj) return Result;
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for (TFieldIterator<FProperty> It(Obj->GetClass()); It; ++It)
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{
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if (Flags != 0 && !It->HasAnyPropertyFlags(Flags)) continue;
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Result.Emplace(*It, Obj);
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Props.Emplace(*It, Obj);
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}
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}
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TArray<MCPProperty> MCPProperty::GetAll(UObject* Obj, EPropertyFlags Flags)
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{
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if (!Obj) return {};
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TArray<MCPProperty> Result;
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// Blueprints don't have editable properties. So
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// instead, we fetch properties from the generated CDO,
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// which is probably what the user intended.
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//
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if (UBlueprint *BP = ::Cast<UBlueprint>(Obj))
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{
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if (BP->GeneratedClass == nullptr)
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{
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UMCPServer::Printf(TEXT("ERROR: Blueprint '%s' has no GeneratedClass\n"), *Obj->GetName());
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return {};
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}
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Obj = BP->GeneratedClass->GetDefaultObject();
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}
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Collect(Obj, Result, Flags);
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// If it's a Material Graph node, also collect properties from
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// the associated material expression.
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//
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if (UMaterialGraphNode* MatNode = Cast<UMaterialGraphNode>(Obj))
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{
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if (UMaterialExpression* Expr = MatNode->MaterialExpression)
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{
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for (TFieldIterator<FProperty> It(Expr->GetClass()); It; ++It)
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{
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if (Flags != 0 && !It->HasAnyPropertyFlags(Flags)) continue;
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Result.Emplace(*It, Expr);
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}
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Collect(Expr, Result, Flags);
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}
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}
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return Result;
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@@ -5,79 +5,74 @@
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class UEdGraphPin;
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class IAssetEditorInstance;
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struct FWalker;
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// Resolves a path string into a UObject or UEdGraphPin.
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// MCPFetcher: Load an Asset and find an object within it.
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// To find an object, you use a path. This is typical:
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//
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// A path starts with a package path (e.g. "/Game/Widgets/WB_Hotkeys"),
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// followed by zero or more comma-separated walker segments of the form
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// "key:value". Each segment navigates from the current object to a child.
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// F.Walk(TEXT("/Game/Mat/M_Test,graph,node:Param_1"))
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//
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// The list of supported walkers is defined by GetWalkerTable().
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// A path always starts from an asset name. The path above
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// starts at a material asset, then it walks to the material
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// graph, then from there to a specific graph node.
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//
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// Example paths:
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// /Game/Widgets/WB_Hotkeys,graph:ReadLuaConfiguration,node:Self_Reference_03,pin:Result
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// /Game/Tangibles/TAN_Character,component:CharacterMesh0
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// Instead of specifying the path as a string, you can also
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// specify it using a sequence of procedural steps, like
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// this:
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//
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// Builder-style usage:
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// MCPFetcher F;
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// if (!F.Walk(Path).Ok()) return;
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// F.Asset(TEXT("/Game/Materials/M_Test"));
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// F.Graph();
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// F.Node(TEXT("Param_1"));
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//
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// MCPFetcher F(ExistingObj);
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// if (!F.Graph("EventGraph").Node("MyNode").Ok()) return;
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// When you're finally at the object you want, you usually
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// use the Cast method to get a pointer to the object.
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//
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// If any step fails, the MCPFetcher will print an error
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// message that can be seen by the MCP's caller. It will
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// also set an error flag. Once the error flag is set, all
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// further ops become no-ops. At that point, attempting a
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// Cast will return nullptr.
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//
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class MCPFetcher
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{
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public:
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MCPFetcher() {}
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MCPFetcher(UObject* O) : Obj(O) {}
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public:
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// Walk a path from an asset to an object
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// within that asset. If you call walk a
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// second time, it will walk additional steps.
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//
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MCPFetcher& Walk(const FString& Path);
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// Starting point is always Asset.
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// Walk a path using individual path
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// steps instead of a path. All these steps generate
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// errors if they cannot find the desired element.
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//
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MCPFetcher& Asset(const FString& PackagePath);
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// Walk one step.
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MCPFetcher& Graph(const FString& Value);
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MCPFetcher& Node(const FString& Value);
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MCPFetcher& Pin(const FString& Value);
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MCPFetcher& Component(const FString& Value);
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MCPFetcher& LevelBlueprint(const FString& Value);
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// Parse string and walk multiple steps.
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MCPFetcher& Walk(const FString& Path);
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// C++-only walk step: resolve to the editable template
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// (e.g. Blueprint → CDO, everything else → as-is).
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MCPFetcher& Template();
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// C++-only navigation: drill down to a specific type.
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// The following walkers cannot be invoked from
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// paths, only procedurally. If the current object
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// is already the target type, they do nothing.
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// Otherwise, they attempt to convert (e.g. World
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// to its level blueprint, Material to its graph).
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//
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MCPFetcher& ToBlueprint();
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MCPFetcher& ToGraph();
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// Walker table entry.
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struct FWalker
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{
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const TCHAR* Key; // e.g. "graph", "node", "matexp"
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const TCHAR* Description; // brief help text
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MCPFetcher& (MCPFetcher::*Func)(const FString& Value);
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};
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// Returns the static table of all supported walkers.
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static const TArray<FWalker>& GetWalkerTable();
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|
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|
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// Return true if there haven't been any errors.
|
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// Note that errors always automatically generate
|
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// output to MCPServer::Printf.
|
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//
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bool Ok() const { return !bError; }
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UObject* GetObj() const { return Obj; }
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UObject* GetAsset() const { return OriginalAsset; }
|
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template<class T> T* CastAsset()
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{
|
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if (!CheckAssetIsA(T::StaticClass())) return nullptr;
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return ::Cast<T>(OriginalAsset);
|
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}
|
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template<class AssetType, class EditorType>
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EditorType* CastEditor()
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{
|
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if (!CheckAssetIsA(AssetType::StaticClass())) return nullptr;
|
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return static_cast<EditorType*>(Editor);
|
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}
|
||||
|
||||
|
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// Try to fetch the current object as a UObject of
|
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// the specified type. If it isn't one, generates an
|
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// error and returns nullptr.
|
||||
//
|
||||
template<class T> T *Cast()
|
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{
|
||||
if (bError) return nullptr;
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@@ -87,12 +82,55 @@ public:
|
||||
return Result;
|
||||
}
|
||||
|
||||
// Get the current object as a UObject if it is one,
|
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// otherwise nullptr. Does not generate errors.
|
||||
//
|
||||
UObject* GetObj() const { return Obj; }
|
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|
||||
// Get the asset from where it all began: the first
|
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// step in the walk path. If the asset couldn't be
|
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// loaded, returns nullptr. Does not generate errors.
|
||||
//
|
||||
UObject* GetAsset() const { return OriginalAsset; }
|
||||
template<class T> T* CastAsset()
|
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{
|
||||
if (!CheckAssetIsA(T::StaticClass())) return nullptr;
|
||||
return ::Cast<T>(OriginalAsset);
|
||||
}
|
||||
|
||||
// When an asset is loaded, an editor is automatically
|
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// opened. Get the editor. You must specify the type
|
||||
// that you expect the asset to be, and the type to cast
|
||||
// the editor to. Does not generate errors.
|
||||
//
|
||||
template<class AssetType, class EditorType>
|
||||
EditorType* CastEditor()
|
||||
{
|
||||
if (!CheckAssetIsA(AssetType::StaticClass())) return nullptr;
|
||||
return static_cast<EditorType*>(Editor);
|
||||
}
|
||||
|
||||
// Initialize empty. You need to call Asset, or walk
|
||||
// a path that starts with an asset.
|
||||
//
|
||||
MCPFetcher() {}
|
||||
|
||||
// Initialize with an object. From there, you can walk
|
||||
// to sub-objects.
|
||||
//
|
||||
MCPFetcher(UObject* O) : Obj(O) {}
|
||||
|
||||
// Print out the documentation for paths, for the LLM.
|
||||
//
|
||||
static void PrintDocs();
|
||||
|
||||
private:
|
||||
// The Current Object or Pin
|
||||
|
||||
// The Current Object. Only one of these can be non-null.
|
||||
UObject* Obj = nullptr;
|
||||
UEdGraphPin* ResultPin = nullptr;
|
||||
|
||||
// The Starting Asset and the Editor we Opened
|
||||
// The Starting Asset and the Editor we Opened.
|
||||
UObject* OriginalAsset = nullptr;
|
||||
IAssetEditorInstance* Editor = nullptr;
|
||||
|
||||
@@ -100,12 +138,13 @@ private:
|
||||
bool bError = false;
|
||||
|
||||
// Internal methods.
|
||||
using WalkFunc = MCPFetcher& (MCPFetcher::*)(const FString&);
|
||||
void SetObj(UObject* InObj);
|
||||
void SetPin(UEdGraphPin* InPin);
|
||||
MCPFetcher& SetError();
|
||||
MCPFetcher& TypeMismatch(const TCHAR* Walker, const TCHAR* Expected);
|
||||
const FWalker* GetWalker(const FString& Key);
|
||||
bool CheckAssetIsA(UClass* StaticClass);
|
||||
WalkFunc GetWalker(const FString &Step);
|
||||
};
|
||||
|
||||
template<> inline UEdGraphPin* MCPFetcher::Cast<UEdGraphPin>()
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
// the value's storage. operator-> forwards to the FProperty.
|
||||
struct MCPProperty
|
||||
{
|
||||
public:
|
||||
FProperty* Prop = nullptr;
|
||||
void* Container = nullptr;
|
||||
|
||||
@@ -23,4 +24,7 @@ struct MCPProperty
|
||||
static TArray<MCPProperty> GetAllSubstring(UObject* Obj, EPropertyFlags Flags, const FString& Substring);
|
||||
static TArray<MCPProperty> GetAllExactMatch(UObject* Obj, EPropertyFlags Flags, const FString& Name);
|
||||
static MCPProperty GetOneExactMatch(UObject* Obj, EPropertyFlags Flags, const FString& Name);
|
||||
|
||||
private:
|
||||
static void Collect(UObject *Obj, TArray<MCPProperty> &Props, EPropertyFlags Flags);
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user