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docs(game_eval): clarify timeout layers + add autoload hint to not-ready error (#500)
Addresses Copilot review on #503:
- The EVAL_READY_WAIT_SEC doc referenced 'handlers/editor.py' and lumped
dispatcher.gd's 15000ms budget as 'server-side'. Correct to the full path
(src/godot_ai/handlers/editor.py) and note dispatcher.gd's budget is
editor/plugin-side; the 15s ceiling is enforced at both layers.
- The not-ready error was optimized for 'game not running' but the same
symptom occurs when the _mcp_game_helper autoload is missing/disabled.
Point users to Project Settings → Autoload too (mirrors the screenshot path).
https://claude.ai/code/session_01Jq5X4ivngAf1N6r5UX2BVw
"Game-side autoload never registered its debugger capture within %ds. Is the game actually running? Start it with project_run / the editor's Play button, then retry."%int(EVAL_READY_WAIT_SEC))
437
+
"Game-side autoload never registered its debugger capture within %ds. Is the game actually running? Start it with project_run / the editor's Play button, then retry. If it IS running, check Project Settings → Autoload for _mcp_game_helper (added automatically when the plugin is enabled)."%int(EVAL_READY_WAIT_SEC))
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