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Smalldy

godot-bridge

DSH (DeepSeek Harness) plugin that launches and drives a running Godot 4.x game through its in-game TCP interaction server — replaces the godot-mcp MCP server with native agent tools.

Stars
3
Language
GDScript
Created
Aug 14, 2026
Updated
Aug 14, 2026

Introduction

English | 中文

godot-bridge

Awesome DSH Plugin

Native DeepSeek Harness (DSH) plugin that launches and drives a running Godot 4.x game through its in-game TCP interaction server — replacing the godot-mcp MCP server with first-class agent tools.

No MCP protocol, no Python server, no editor addon. The game side is untouched: McpInteractionServer (the mcp_interaction_server.gd autoload) already listens on 127.0.0.1:9090 and speaks newline-delimited JSON — godot-bridge speaks the same protocol natively from inside the DSH host.

Tools

ToolReplaces (godot-mcp)Purpose
godot_run_projectrun_projectLaunch the project in debug mode (godot -d --path …), wait for port 9090
godot_stop_projectstop_projectTerminate the game process (tree-scoped kill)
godot_get_debug_outputget_debug_outputIncremental stdout/stderr of the launched process
godot_commandall game_* (~130)Send any interaction-server command: get_scene_tree, get_ui_elements, eval, get/set_property, call_method, click, key_press, screenshot, raycast, serialize_state, ui_*, …
godot_screenshotgame_screenshotViewport capture as base64 PNG
godot_pingProbe whether the game answers on 9090 (also reports installed/latest plugin version)
godot_headless_opread_scene, modify_scene_node, remove_scene_node, attach_script, create_resource, save_scene, create_scene, add_node, get_uid, manage_scene_signals, …Headless static operations (godot --headless --script godot_operations.gd): 16 ops, no running game needed
godot_validate_scriptvalidate_scriptHeadless GDScript compile-check via validate_script.gd{valid, errors}
godot_set_project_settingmodify_project_settings, set_main_scene, manage_layers, manage_plugins, manage_translationsSet a typed key in any project.godot section (PackedStringArray(...) / Vector2i(...) / bool / …)
godot_manage_autoloadsmanage_autoloadsList / add / remove autoload singletons (Name="*res://…")
godot_manage_input_mapmanage_input_mapList / add / remove input actions — correct Godot 4 keycodes (fixes godot-mcp's Godot 3 baseline bug)
godot_manage_export_presetsmanage_export_presetsList / add / remove export presets (export_presets.cfg)
godot_create_scriptcreate_scriptGDScript template (extends / class_name / method stubs / source)
godot_create_projectcreate_project / create_csharp_scriptProject scaffold, optional Godot .NET .csproj
godot_export_projectexport_projectHeadless export (--export-release / --export-debug <preset> <output>)

The remaining godot-mcp tools were implemented in the MCP server's own Node process: pure file/editor operations are covered by DSH's native file tools, while a handful carry Godot-specific write logic (manage_input_map, manage_export_presets, modify_project_settings, project/script templates) that a generic edit replaces only with format knowledge — see COVERAGE.md for the full breakdown.

How it works

DSH session
  └─ godot-bridge (Host plugin)
       ├─ godot_run_project ──────► subprocess.spawn(Godot -d --path <project>)
       ├─ godot_get_debug_output ─► collect-mode output (incremental offsets)
       └─ godot_command / godot_screenshot / godot_ping
            └─ subprocess.spawn(node -e <bridge> <command> <paramsJson>)
                 └─ TCP 127.0.0.1:9090 ◄── in-game McpInteractionServer autoload
  • The in-game protocol ({command, params, id} + newline) is identical to godot-mcp, so the game side and any existing workflows keep working.
  • Each command spawns a one-shot node -e bridge that connects, sends one line, prints the first response line, and exits. The game server is single-connection/single-command (_busy), so short-lived connections are a perfect fit.
  • Spawning uses the harness's raw subprocess service (not the sandboxed shell executor), so Godot can write its user:// files without the DSH file sandbox killing it (see Pitfalls).

Requirements

  • DeepSeek Harness (a session with a host runtime)
  • A Godot 4.x project with the McpInteractionServer autoload registered. If your project does not have it yet, copy plugin/mcp_interaction_server.gd to the project root and register it as an autoload named McpInteractionServer (godot-mcp projects already have this).
  • node on PATH
  • Godot executable (use the real exe path, not the gdvm shim — see Pitfalls)

Install

Recommended — one command (requires the dsh CLI):

dsh plugin --profile web add github:Smalldy/godot-bridge

dsh plugin is a pnpm forwarder: it installs the package into the profile's node_modules and — because the package declares dsh.bundle (its cordis.patch.yml inserts the tool-godot-bridge row) — appends it to the profile's dsh.profile.bundles layer list. The web profile is the standard one the Web app already boots from, so this simply adds the tools to standard mode — no new profile is created. After a restart, the fifteen godot_* tools are available in every session on that profile. Listed in the awesome-dsh-plugin community registry (topic: dsh-plugin).

The same command installs a local checkout or tarball (dsh plugin --profile web add ./path/to/godot-bridge).

The plugin is a standard DSH bundle module: it imports defineTool from @deepseek-ai/dsh-tools and registers via ctx.tools.register. It must be installed through the bundle mechanism above — the harness heals the shared @deepseek-ai/* dependency layer inside the profile's node_modules, which is what makes the import resolve. Do not copy the file into a user agent preset (~/.dsh/.agent-presets/...); Node cannot resolve @deepseek-ai/dsh-tools from that location.

Uninstall

dsh plugin --profile web remove godot-bridge

Removes the package and its godot-bridge bundle layer from the profile — after a restart the fifteen godot_* tools are gone from sessions on that profile. The standard web profile itself is untouched (this never creates or removes a profile). Stop any running game first with godot_stop_project; the plugin's unload cleanup also terminates a Godot child it started. Reinstall any time with the add command above.

Update notices

On load the plugin does a best-effort version check: it fetches the repo's main-branch package.json (raw.githubusercontent.com, 5s timeout, silent on failure/offline) and compares it with the installed version. When a newer version exists it registers a system-prompt section, so the model surfaces "godot-bridge update available: installed X, latest Y" in every session until the plugin is updated (dsh plugin --profile web update godot-bridge, then restart DSH). godot_ping additionally reports plugin_version / latest_version / update_available for on-demand checks.

To publish an update: bump version in package.json (the release marker) and push — an unchanged version triggers no notice. Forks: set repository in package.json and the check follows the fork automatically.

Known limitations: the notice is a system-prompt section, so presets whose persona is complete/suppressing (e.g. 极简模式 / minimal) do not show it; the check needs network access at boot.

Usage

godot_run_project            # start the game (default: current workspace)
godot_ping                   # confirm 9090 answers
godot_command get_scene_tree # inspect the scene graph
godot_command get_ui_elements
godot_command eval {code: "return get_tree().current_scene.name"}
godot_command click {x: 576, y: 300}
godot_screenshot             # view the game
godot_get_debug_output       # read the boot log
godot_stop_project           # done

GODOT_PATH resolution: tool arg godot_path<workspace>/.omp/mcp.json env.GODOT_PATH → built-in gdvm 4.7.1 fallback.

Pitfalls (learned the hard way)

  • DSH file sandbox vs Godot user://: launching Godot through the sandboxed shell executor (pwsh/bash tool) propagates a restricted token and Godot crashes at startup (Failed to open 'user://logs/…', signal 11). godot-bridge spawns via the raw subprocess service, which is not file-confined — this is why it works.
  • node -e argv: with node -e <script> <cmd> <json>, extra args land at process.argv[1]/[2] (not [2]/[3]).
  • eval in debug mode: a compile error in eval code pauses the game at the debugger (same as godot-mcp). Use dynamic access (p.get("global_position")) to dodge static typing, and godot_stop_project + godot_run_project to recover.
  • Real exe, not the gdvm shim: the gdvm shim exits immediately and orphans the real Godot; process management misjudges it as dead.

Project layout

plugin/godot-bridge.mjs           # the plugin (standard DSH module, named exports name/inject/apply)
plugin/mcp_interaction_server.gd  # vendored from godot-mcp (MIT) — in-game TCP server autoload
plugin/godot_operations.gd        # vendored from godot-mcp (MIT) — headless ops script
plugin/validate_script.gd         # vendored from godot-mcp (MIT) — GDScript compile-check
package.json                      # dsh.bundle manifest (for `dsh plugin add`)
cordis.patch.yml                  # bundle patch layer (inserts the tool row)
install.md / install.zh-CN.md     # detailed install & maintenance
ARCHITECTURE.md / ARCHITECTURE.zh-CN.md  # how it replaces godot-mcp + protocol details
COVERAGE.md / COVERAGE.zh-CN.md   # full tool-by-tool comparison vs godot-mcp
CHANGELOG.md / CHANGELOG.zh-CN.md  # release history

mcp_interaction_server.gd, godot_operations.gd and validate_script.gd are vendored from godot-mcp (MIT). The plugin locates the headless scripts relative to the module (import.meta.url); pass an explicit ops_script / validate_script argument to override.

License

MIT