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WebSocket bridge for headless / scripted control of Godot scenes.

Project description

godot-cli-control

WebSocket bridge for headless / scripted control of Godot 4 scenes — Python client + CLI.

Install

pipx install godot-cli-control

# or, for unreleased main:
pipx install "git+https://github.com/ClaymanTwinkle/godot-cli-control.git"

The wheel ships the Godot plugin source so the init command can drop it into your project.

Requires Python ≥ 3.10.

One-shot setup of a Godot project

cd path/to/your_godot_project
godot-cli-control init        # copies plugin, patches project.godot, detects Godot binary
godot-cli-control daemon start
godot-cli-control tree 3
godot-cli-control daemon stop

Re-running init refreshes both addons/godot_cli_control/ and the SKILL.md files to match the installed CLI version (the plugin directory is wiped and re-copied; project.godot patching stays idempotent). Pass --keep-addon to keep an existing addons/godot_cli_control/ untouched.

init also writes .claude/skills/godot-cli-control/SKILL.md and .codex/skills/godot-cli-control/SKILL.md so AI agents working in your Godot project can pick up this CLI surface automatically. Use --no-skills to skip, or --skills-only to refresh just those files after a CLI upgrade. See the top-level README for details.

Async API

import asyncio
from godot_cli_control import GameClient

async def main():
    # Omitting port lets GameClient auto-discover from .cli_control/port (written by daemon start)
    async with GameClient() as client:
        tree = await client.get_scene_tree(depth=3)
        await client.click("/root/MyScene/Button")
        await client.action_press("jump")
        await client.wait_game_time(0.5)
        await client.action_release("jump")
        png_bytes = await client.screenshot()
        open("frame.png", "wb").write(png_bytes)

asyncio.run(main())

Sync API (for scripts and tests)

# script.py
def run(bridge):
    bridge.click("/root/MyScene/StartButton")
    bridge.wait(2)
    bridge.tap("attack")
godot-cli-control run script.py --headless     # auto-starts and stops the daemon

pytest fixtures

pip install "godot-cli-control[pytest]"

The package ships a pytest plugin (auto-loaded via pytest11 entry-point):

# tests/test_jump.py — no fixture boilerplate needed
def test_jump(godot_daemon, bridge):
    bridge.click("/root/Game/Start")
    bridge.tap("jump")
    assert bridge.get_property("/root/Player", "on_floor") is False
  • godot_daemon (session-scoped) starts headless Godot once and stops it after all tests; if a daemon is already running it's reused (and not stopped at teardown — keeps your IDE workflow alive).

  • bridge (function-scoped) gives a fresh GameBridge; on teardown it best-effort restores global engine state — unpause(), time_scale back to its setup-time snapshot, release_all() — so a hold/pause/speed-up left behind by one case can't bleed into the next, then closes the connection.

  • fresh_scene (function-scoped, opt-in) calls scene_reload() at setup so the case starts on a pristine scene. Node references cached before the reload are invalid afterwards.

  • no_push_errors (function-scoped, opt-in) records an errors marker at setup and fails the case if any new push_error was emitted during it (warnings don't fail). Requires Godot 4.5+ (Logger API) — older engines raise RpcError 1012 at setup, loudly.

  • godot_instances (scope configurable, default function) is a multi-instance factory for multiplayer e2e — start a named server and clients inside one test and get connected GameBridge objects back; teardown stops everything the fixture started (and only that):

    def test_join(godot_instances):
        server = godot_instances.start("server")
        client = godot_instances.start("client1")
    

    start(name) is idempotent get-or-start (headless/time_scale follow the global options, overridable per call; port always defaults to 0 = OS-assigned); stop(name) stops one instance mid-test (restartable); daemon(name) exposes the underlying Daemon. --godot-cli-instances-scope session shares one set of instances across the whole suite (faster, no state isolation between tests).

  • On a test failure (non-headless daemon only) a best-effort screenshot is saved to .cli_control/failures/<nodeid>.png and the path is attached to the pytest report.

CLI options:

--godot-cli-port=N           # GameBridge port (default: read from .cli_control/port)
--godot-cli-no-headless      # open a real Godot window
--godot-cli-project-root=DIR # default: pytest rootdir
--godot-cli-time-scale=X     # Engine.time_scale applied at daemon startup (e.g. 5 to speed up the suite)
--godot-cli-instances-scope=function|session  # godot_instances fixture scope (default: function)

CLI

The CLI is the canonical surface — every GameClient method has a one-line equivalent. Default output is a JSON envelope (--text for legacy strings).

# Lifecycle
godot-cli-control init [--path DIR] [--keep-addon]
godot-cli-control daemon start [--headless | --gui] [--port N --idle-timeout 30m]
godot-cli-control daemon start --record --movie-path X [--fps N]   # 录制需真实渲染器,不能与 --headless 同用
godot-cli-control daemon stop [--all | --project PATH]
godot-cli-control daemon status
godot-cli-control daemon ls                  # list running daemons across all projects
godot-cli-control daemon logs [--tail N]     # last N lines of .cli_control/godot.log (works post-mortem)
godot-cli-control run <script.py> [--headless ...]

# Read
godot-cli-control tree [depth]
godot-cli-control get      <node_path> <prop> [prop2 ...]   # multi-prop = atomic same-frame read
godot-cli-control text     <node_path>
godot-cli-control exists   <node_path>      # exit 0=true, 1=false, 2=infra
godot-cli-control visible  <node_path>      # exit 0=true, 1=false, 2=infra
godot-cli-control children <node_path> [type-filter]
godot-cli-control pressed
godot-cli-control actions [--all]
godot-cli-control sprite-info <node_path>   # Sprite2D/AnimatedSprite2D/TextureRect render state in one call
godot-cli-control errors [--since MARKER] [--limit N]   # structured push_error/push_warning log (Godot 4.5+)

# Write / call
godot-cli-control set   <node_path> <prop>   <json-value>
godot-cli-control call  <node_path> <method> [json-args...]
godot-cli-control click <node_path>

# Input
godot-cli-control press|release <action>
godot-cli-control tap   <action> [duration]
godot-cli-control hold  <action>  <duration>
godot-cli-control combo --steps-json '[...]'   # or `combo file.json` / `combo -` (stdin)
godot-cli-control combo-cancel
godot-cli-control release-all

# Wait (exit 0=hit, 1=timeout)
godot-cli-control wait-node   <node_path> [timeout]
godot-cli-control wait-prop   <node_path> <prop> <value> [--op gt|lt|ge|le|ne] [--timeout S] [--tolerance T]
godot-cli-control wait-signal <node_path> <signal> [timeout]   # arm BEFORE triggering the action
godot-cli-control wait-frames <n> [--physics]
godot-cli-control wait-time <seconds>        # game time — scales with time-scale

# Scene isolation
godot-cli-control scene-reload [--timeout S]            # reload current scene, block until ready
godot-cli-control scene-change <res://path.tscn>        # switch scene, block until ready

# Time control
godot-cli-control time-scale [value]         # read (no arg) or set Engine.time_scale, (0, 100]
godot-cli-control pause | unpause
godot-cli-control step-frames <n> [--physics]   # deterministic stepping while paused

# Render (path is required as of 0.2.0)
godot-cli-control screenshot <output.png> [--node <node_path>]   # --node crops to that node's screen rect

Output contract

  • success: {"ok": true, "result": <data>} on stdout, exit 0
  • error: {"ok": false, "error": {"code": N, "message": "..."}} on stdout, exit 1 (RPC), 2 (connection / infra), or 64 (usage)
  • --text / --no-json switches back to the legacy human-readable strings; errors then go to stderr.

exists / visible and the wait-* commands propagate their boolean / hit-or-timeout result to the exit code, so shell if works:

if godot-cli-control exists /root/Main/Boss; then
  godot-cli-control click /root/Main/Boss
fi

The port is read from .cli_control/port if you don't pass --port, so RPC calls just work after daemon start.

Testing

# Python unit tests + coverage (fails if below 80%)
pip install -e ".[test]"
coverage run -m pytest python/tests/
coverage report

# GUT tests for the Godot plugin (needs GODOT_BIN env var)
# bash (Linux/macOS):
GODOT_BIN=/path/to/godot ./addons/godot_cli_control/tests/run_gut.sh
# cross-platform (Linux/macOS/Windows) — what CI runs:
GODOT_BIN=/path/to/godot python addons/godot_cli_control/tests/run_gut.py

Documentation

See the Godot plugin README for the full RPC reference, activation modes, security model, and known limitations.

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