godot-correctness-mcp
Offline static correctness MCP server for Godot 4.x GDScript projects that lints code, looks up API symbols, and validates scenes/resources, all without a running editor.
README
godot-correctness-mcp
Offline static correctness MCP server for Godot 4.x GDScript projects
A Model Context Protocol server (and gdcorrect CLI) that statically checks the
correctness of Godot 4.x GDScript projects. It runs headless, offline, and in
CI — it never launches the editor, never needs a running Godot instance, and
never touches the network at runtime.
Three pillars
- GDScript linting — anti-pattern detection via a committed tree-sitter
grammar (WASM). Rules like
delta-misuse,get-node-in-process,missing-onready,untyped-declaration,await-misuse,stringly-nodepath,connect-without-disconnect,float-grid-equality. See docs/lint.md. - Cross-version API lookup & diff — query classes/methods/properties/signals and diff the API between Godot 4.4 and 4.5, from committed offline symbol databases. See docs/symbol-db.md.
- Scene / resource / registry analysis — validate
.tscn,.tres, andproject.godot, including deep validation of data-driven.tresregistries (the dangling-path check). See docs/scenes.md.
Non-goals
- No live bridge. It does not connect to a running editor or game.
- No editor plugin. Nothing to install inside Godot.
- No C#. GDScript only.
- Nothing older than Godot 4.4. Symbol data is pinned to 4.4 and 4.5.
This is deliberately the complement to the live-session Godot MCP tools: it is the one you run in CI and headless pipelines.
Installation
As an MCP server (Claude Desktop / Cursor mcpServers config):
{
"mcpServers": {
"godot-correctness": {
"command": "npx",
"args": ["-y", "@tmhs/godot-correctness-mcp"]
}
}
}
As a CLI:
npx -y @tmhs/godot-correctness-mcp gdcorrect lint . --format json
MCP surface
Tools: server_info; api_symbol_lookup, api_class_summary, api_diff;
lint_file, lint_project; validate_scenes, validate_project_config,
validate_registries, project_report.
Resources: curated GDScript skill snippets under skill:// (data-driven
resources, signal hygiene, typed GDScript, preload vs load).
CLI and CI
gdcorrect <command> <projectPath> [--format json|pretty], where <command> is
lint, validate-scenes, validate-project, validate-registries, or report.
JSON is the primary, machine-readable format. Exit codes: 0 clean, 1 on
any error-severity finding, 2 on tool failure.
# .github/workflows/godot-correctness.yml
jobs:
correctness:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-node@v4
with: { node-version: 22 }
- name: Lint GDScript (fails on error-severity findings)
run: npx -y @tmhs/godot-correctness-mcp gdcorrect lint . --format json
- name: Validate registries
run: npx -y @tmhs/godot-correctness-mcp gdcorrect validate-registries . --format json
Configuration
Place godot-correctness.config.json at your project root (see
godot-correctness.config.example.json):
enable/disable rules, override severities, set include/exclude globs, and declare
registryDirs / pathPropertyPatterns for registry validation. Full reference in
docs/lint.md and docs/scenes.md.
Symbol database regeneration
The API pillar reads committed gzipped symbol DBs generated locally from pinned Godot binaries (CI validates them but never runs Godot). Regeneration procedure: docs/symbol-db.md.
Roadmap
See ROADMAP.md and BACKLOG.md.
Contributing
See CONTRIBUTING.md for guidelines.
License
CC-BY-NC-ND-4.0 -- see LICENSE for details.
Built by TMHSDigital
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