godot-bridge
DSH (DeepSeek Harness) plugin: launch and drive a running Godot 4.x game through its in-game TCP interaction server — replaces the godot-mcp MCP server with native agent tools.
一句话定位
DSH (DeepSeek Harness) plugin: launch and drive a running Godot 4.x game through its in-game TCP interaction server — replaces the godot-mcp MCP server with native agent tools.
安装方式
在 DSH 的 web profile 中执行下面的命令;装完刷新页面即可。
$ dsh plugin --profile web add godot-bridge@0.0.4-alpha
兼容的 DSH 版本
>=0.1.6-0
作者与热度
Smalldy · ★ 52 · 更新于 2026-11-08
关于这个插件
English | 中文 godot-bridge
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
godot_run_project starts without the local debugger (-d) by default, so godot_command eval works normally. debug:true is diagnostic mode: the instance runs with the local debugger, the interaction server refuses eval (it learns this from the GODOT_BRIDGE_DEBUGGER=1 environment variable the bridge sets at spawn — Godot consumes -d before OS.get_cmdline_args() can see it, measured on 4.7.2, so an argv check alone never fires) (a syntax error would otherwise enter the interactive debug> prompt and deadlock, issue #13), and a script error returns a debuggerTrace (break reason, *Frame N stack frames with file:line, ≤4 KB raw tail) plus a next step and ends that run. In diagnostic mode the bridge watches stdout for the debugger and writes exactly one quit (never continue), then classifies the outcome by exit code: exit 0 → diagnosis: "debugger-quit"; any non-zero code → diagnosis: "debugger-trap" with exitCode and crash: true; still running after 3 s → debugger-trap with killed: true. The classification is deliberately honest: on Godot 4.7.2-stable win64 writing quit exits in ~38 ms with 3221225477 (0xC0000005, ACCESS_VIOLATION) and a C++ backtrace, so that run is
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