gamecode-rag
Enables semantic search and call-graph exploration over decompiled Unity Mono C# codebases, with hybrid retrieval, LLM re-ranking, and lazy-loaded project indexes.
README
gamecode-rag
MCP server for semantic search + call-graph over decompiled Unity Mono C# codebases.
Use it as the “library” next to the live bridge. Mono only — for IL2CPP use the decompiler, not this.
Related projects (same suite)
| Repo | Role | When |
|---|---|---|
| This — gamecode-rag | Semantic search + call graph over dumped Mono C# | Game is Mono |
| bepinex-mcp | Live Unity bridge (get/set/patch/watch) | Game is running with BepInEx |
| il2cpp-decompiler | Static IL2CPP decompile (needs Il2CppDumper) | Game is IL2CPP |
What it does
| Tool | Purpose |
|---|---|
list_available_projects |
List ingested game indexes |
code_search_and_rerank |
Hybrid search (vectors + symbols) → LLM re-rank top snippets |
code_graph_search |
Callers / callees for a method id |
ingest_new_project |
Build an index from decompiled sources or a Mono assembly path |
Queries for code_search_and_rerank should be full natural-language questions (not keyword bags). Symbol names (TakeDamage, PlayerController) still work well thanks to hybrid search.
How search works
- Hybrid retrieval — dense embeddings + keyword/symbol match over method/class ids, fused with RRF
- LLM re-rank — scores the broad set down to a short list
- Call graph — optional follow-up via
code_graph_search
Indexes under PROJECT_DATABASES/ are lazy-loaded: startup only scans folder names; a project’s vectors enter RAM on the first search/graph call for that project_id.
Embedding models
Default (OpenRouter): qwen/qwen3-embedding-8b — strong on code/retrieval, long context (~32k), and typically cheaper than OpenAI text-embedding-3-small on OpenRouter.
Local embeddings (optional): any OpenAI-compatible /v1/embeddings server:
EMBEDDING_BACKEND=openai_compatible
EMBEDDING_BASE_URL=http://127.0.0.1:11434/v1
EMBEDDING_MODEL=qwen3-embedding:0.6b
Works with Ollama, LM Studio, vLLM, TEI, etc. Re-ranker still uses OpenRouter by default (OPENROUTER_API_KEY + RE_RANKER_MODEL); if the key is missing, search skips re-rank and returns hybrid order.
Default re-ranker: deepseek/deepseek-v4-flash — typically cheaper and stronger at code relevance than openai/gpt-4o-mini. Override with RE_RANKER_MODEL if you prefer another OpenRouter chat model.
Use the same EMBEDDING_MODEL for ingest and query. Changing models requires re-ingesting every project (old indexes won’t load).
Requirements
- Python 3.10+
- .NET 9 SDK (for the Roslyn code-graph tool)
- Embeddings: OpenRouter or a local OpenAI-compatible embed server
- OpenRouter key recommended for LLM re-rank (optional if you accept hybrid-only ranking)
- Per-game index under
PROJECT_DATABASES/<project_id>/(you create these; not shipped)
Setup
cd gamecode-rag # this repo
python -m venv .venv
# Windows: .venv\Scripts\activate
pip install -r requirements.txt
cp .env.example .env
# edit .env → OPENROUTER_API_KEY=... (and optional local EMBEDDING_* — see above)
# Build the C# Roslyn parser (required for full ingest)
dotnet build tools/roslyn-parser/RoslynCodeGraph.csproj -c Release
Build an index
Expect this to take a while. Indexing a full game is not a quick script:
| Step | What happens | Rough time |
|---|---|---|
| Decompile (if needed) | ilspycmd dumps .cs from Assembly-CSharp |
Often minutes; large Unity games can be slow or need retries |
| Roslyn graph | Walks every file, builds methods + call edges → code_graph.json |
Often several minutes |
| Embed + ingest | OpenRouter embeddings for each method/chunk | Often many minutes to tens of minutes (size + API rate limits) |
You only do this once per game (or when you re-ingest). After that, search is fast. Leave the process running and don’t cancel mid-embed unless you mean to restart from that step.
Option A — folder of decompiled .cs files
# 1) Roslyn → code_graph.json (can take several minutes)
dotnet run --project tools/roslyn-parser -c Release -- \
--project-path "D:\path\to\decompiled\Assembly-CSharp" \
--output "PROJECT_DATABASES\my_game\code_graph.json"
# 2) Embed + call graph (usually the slowest step)
python ingest_code_graph.py --project-id my_game --source PROJECT_DATABASES/my_game/code_graph.json
Option B — MCP one-shot (ingest_new_project with assembly_path or source_code_path): decompiles via ilspycmd when needed, runs Roslyn, then embeds. Same long pipeline in one tool call — keep the MCP client open until it finishes. Needs OpenRouter and a built RoslynCodeGraph.exe.
This writes under PROJECT_DATABASES/my_game/.
Run the MCP server
python gamecode_rag_server.py
Cursor (mcp.json):
"gamecode-rag": {
"command": "C:/Python313/python.exe",
"args": [
"C:/path/to/gamecode-rag/gamecode_rag_server.py",
"--transport=stdio"
]
}
Grok (config.toml):
[mcp_servers.gamecode-rag]
command = 'C:\Python313\python.exe'
args = ['C:\path\to\gamecode-rag\gamecode_rag_server.py', "--transport=stdio"]
enabled = true
Pair with the suite
| Need | Server |
|---|---|
| Read Mono game code (offline index) | gamecode-rag (this repo) |
| Change the running game | bepinex-mcp |
| Read IL2CPP methods (static decompile) | il2cpp-decompiler |
Typical Mono flow: search here → find Player.TakeDamage → live patch with bepinex-mcp.
Layout
gamecode-rag/
gamecode_rag_server.py # MCP server
ingest_code_graph.py # CLI embed + call-graph save
embeddings_client.py # OpenRouter or local OpenAI-compatible embeds
tools/roslyn-parser/ # C# Roslyn → code_graph.json
PROJECT_DATABASES/ # your local indexes (gitignored)
requirements.txt
.env.example
Dockerfile
License
MIT — use at your own risk. You are responsible for how you obtain and index game code.
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