185 lines
5.1 KiB
Python
185 lines
5.1 KiB
Python
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#!/usr/bin/env python3
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#
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# godot-lsp-proxy
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#
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# TCP proxy that sits between vim (YCM) and Godot's built-in GDScript
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# language server, rewriting malformed file URIs on the fly.
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#
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# THE PROBLEM
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#
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# YCM (ycmd) sends LSP document URIs without any slash in protocol:
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#
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# file:/home/user/project/script.gd
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# ^^^^^
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# prefix 'file:'
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#
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# The LSP spec (RFC 3986) requires two slashes after protocol:
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#
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# file:///home/user/project/script.gd
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# ^^^^^^^
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# prefix 'file://'
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#
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# Most language servers are lenient about this, but Godot 4.5+ is
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# strict and rejects single-slash URIs with:
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#
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# ERROR: LSP: The language server only supports the file protocol
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#
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# This causes the LSP handshake to fail and Godot drops the
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# connection. YCM then reports "godotCompleter not running" and you
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# get zero autocompletion, jump-to-definition, or diagnostics.
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#
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# As of 2025-04, there is no config on either side to fix this:
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# - YCM has no setting to control URI format
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# - Godot has no setting to relax URI validation
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#
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# THE FIX
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#
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# This proxy listens on a local port (default 6015), and for every
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# LSP message FROM the editor TO Godot, rewrites:
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#
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# "file:/home/... -> "file:///home/...
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#
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# Messages are parsed as proper LSP (Content-Length header + JSON
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# body), so the Content-Length is recalculated after rewriting to
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# keep the protocol valid.
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#
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# Messages from Godot back to the editor are passed through
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# unmodified (Godot sends correct triple-slash URIs).
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#
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# USAGE
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#
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# godot-lsp-proxy [listen_port] [godot_port]
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#
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# defaults: listen on 6015, forward to 6005
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#
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# Point YCM at the proxy port (6015) instead of Godot's port (6005)
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# in your vim config:
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#
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# let g:ycm_language_server += [
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# \ { 'name': 'godot',
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# \ 'filetypes': ['gdscript'],
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# \ 'project_root_files': ['project.godot'],
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# \ 'port': 6015 }
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# \ ]
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#
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# REMOVAL
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#
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# When YCM or Godot fixes the URI handling on their end, delete
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# this script and point YCM back at port 6005 directly.
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#
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import socket
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import threading
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import re
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import sys
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LISTEN_PORT = int(sys.argv[1]) if len(sys.argv) > 1 else 6015
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GODOT_PORT = int(sys.argv[2]) if len(sys.argv) > 2 else 6005
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def fix_uri(data: bytes) -> bytes:
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return re.sub(rb'"file:/([^/])', rb'"file:///\1', data)
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def read_message(sock):
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header = b''
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while b'\r\n\r\n' not in header:
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chunk = sock.recv(1)
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if not chunk:
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return None
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header += chunk
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match = re.search(rb'Content-Length: (\d+)', header)
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if not match:
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return None
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length = int(match.group(1))
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body = b''
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while len(body) < length:
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chunk = sock.recv(length - len(body))
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if not chunk:
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return None
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body += chunk
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return body
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def send_message(sock, body: bytes):
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header = f'Content-Length: {len(body)}\r\n\r\n'.encode()
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sock.sendall(header + body)
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def relay(src, dst, label='', transform=None):
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try:
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while True:
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body = read_message(src)
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if body is None:
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break
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if transform:
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body = transform(body)
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send_message(dst, body)
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except Exception as e:
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print(f' [{label}] connection closed ({e})')
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finally:
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try:
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src.close()
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except Exception:
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pass
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try:
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dst.close()
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except Exception:
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pass
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print(f' [{label}] relay stopped')
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def print_banner():
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print()
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print(' godot-lsp-proxy')
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print(' ===============')
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print()
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print(' Workaround for YCM sending malformed file URIs to Godot.')
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print()
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print(f' vim (YCM) -> :{LISTEN_PORT} [rewrite file: -> file://] -> :{GODOT_PORT} (Godot LSP)')
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print(f' vim (YCM) <- :{LISTEN_PORT} [passthrough] <- :{GODOT_PORT} (Godot LSP)')
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print()
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print(' Waiting for YCM to connect...')
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print()
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def main():
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server = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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server.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
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server.bind(('127.0.0.1', LISTEN_PORT))
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server.listen(1)
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print_banner()
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while True:
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client, addr = server.accept()
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print(f' YCM connected from {addr[0]}:{addr[1]}')
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try:
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godot = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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godot.connect(('127.0.0.1', GODOT_PORT))
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print(f' Connected to Godot LSP on :{GODOT_PORT}')
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print(' Proxying LSP messages (ctrl-c to stop)')
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print()
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except ConnectionRefusedError:
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print(f' ERROR: Godot LSP not available on :{GODOT_PORT}')
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print(f' Is Godot running with the project open?')
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print()
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client.close()
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continue
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threading.Thread(
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target=relay, args=(client, godot, 'ycm->godot', fix_uri),
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daemon=True,
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).start()
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threading.Thread(
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target=relay, args=(godot, client, 'godot->ycm'),
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daemon=True,
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).start()
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if __name__ == '__main__':
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main()
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