Outil de débogage mobile - Hub d'inspection de scène

Un seul canal WebSocket exposant l'état du client, les flux de logs et une commande eval pour GDScript. Utilisez pour inspecter les clients Godot Explorer Decentraland sur toutes les plateformes, y compris mobiles.

Spar Skills Guide Bot
DeveloppementIntermédiaire
2024/07/2026
Claude CodeCursor
#debugging#scene-inspector#websocket#gdscript#decentraland

Recommandé pour


name: mobile-dev-debug-tool description: Use when inspecting or reporting the state of the running Decentraland Godot Explorer client — on desktop or on a mobile device (iOS/Android) — over the unified scene-inspector debug-hub (cargo run -- debug-hub; device port 9231, consumer port 9230) that the client dials out to. Covers the SCENE_INSPECTOR_CMD JSON protocol, the five trees (scene/entity, ui_scene/ui_entity, avatars/avatar, app_ui, ping/scenes), the focus keyboard-focus tracker, the log/network streams, the shared filters dict, the websocat helper scripts (scripts/unified.sh, unified-tail.sh), and the wiring across godot/src/tool/debug_server/, scene_inspector_bridge.gd and the Rust SceneManager::debug_* / AvatarScene::debug_* hooks. Also covers the eval command for running arbitrary GDScript against the live client (non-production only). Trigger when the user asks what state the running app/client is in (what scenes/realm are loaded, where the avatar is, what the UI is showing — desktop or on-device/mobile/iOS/Android), asks to connect to or host the debug-hub, or mentions the scene-inspector channel, debug-hub, port 9230/9231, DebugWs, debug_collector, websocat against the client, or running/evaluating GDScript against the running client.

Mobile dev debug tool — scene-inspector debug-hub

A single WebSocket channel exposes live client state (scenes / entities / UI / avatars / focus), a log/network/lifecycle stream, and an eval command that runs arbitrary GDScript — reachable on any platform, including iOS/Android devices that can't be dialed into. The client dials out to a desktop debug-hub; local tools (AI / websocat) connect to the hub's consumer port.

There is one transport: the scene-inspector CMD protocol (the source-of-truth contract an external inspector app already parses, so additions stay backward-compatible). eval is hard-disabled in production builds.

Bring up the hub

cargo run -- debug-hub                       # device port 9231, consumer port 9230
# launch the client pointed at the hub's device port (LAN IP shown in the banner):
cargo run -- run -- --scene-inspector=ws://127.0.0.1:9231              # desktop
cargo run -- run --target ios -- --scene-inspector=ws://<this-mac>:9231   # device

On iOS the dcl-ios-devtools export plugin auto-bakes the hub address (debug builds), so even a Godot-editor deploy phones home — just accept the local-network prompt on first launch. The bridge activates at boot (global.gd::_activate_scene_inspector_from_config, from _ready + on every deeplink), so the channel is live from the lobby, before login — no need to enter a world first.

Answering "what state is the app in?" — ONE step

Run the pre-armed connector in the background, read its output, then query:

scripts/hub-connect.sh          # Bash tool: run_in_background: true — read its output

hub-connect.sh does the whole cold-start dance in one shot: wires Android adb reverse, ensures a hub (reuse or start), waits ≤35 s for the device to dial in, and prints either === CONNECTED === + a ping snapshot or a NO DEVICE relaunch hint. If it started the hub it keeps the task alive so the hub persists. Then query with the id-filtered helpers:

scripts/unified.sh scenes
scripts/unified.sh scene '{"scene_id":0,"filters":{"limit":5}}'
scripts/unified.sh eval  'return {"scene": str(get_tree().current_scene.name), "scenes_loaded": Global.scene_runner.debug_get_loaded_scene_ids().size()}'

Why it just works: the client dials out and retries forever (backoff 1s→…→30 s cap, scene_inspector_websocket.gd), and debug builds default the target to ws://127.0.0.1:9231 with no arg (global.gd), so a hub started after the app is picked up within ≤30 s — no app restart needed. Per platform:

  • iOS — the dcl-ios-devtools export plugin bakes ws://<LAN-IP>:9231 (even a Godot-editor deploy phones home); accept the Local Network prompt once.
  • Android — NO plugin bakes the arg (the baking plugin is iOS-only, and Android editor-deploy CLI args don't reach the app). The debug loopback default + adb reverse tcp:9231 (set by hub-connect.sh) carry it instead. A build made before that default won't connect — rebuild+redeploy, or use cargo run -- run --target android.
  • desktopcargo run -- run -- --scene-inspector=ws://127.0.0.1:9231, or an editor F5 also auto-dials loopback.

If hub-connect.sh reports NO DEVICE, the app simply isn't dialing — follow the hint it prints (usually: relaunch/redeploy the app).

Wiring

  • Command backend: DebugWs autoload → godot/src/tool/debug_server/debug_ws_server.gd (run_command) + debug_collector.gd (data assembly). No longer a server — purely the shared inspection/eval backend + keyboard-focus tracker.
  • Transport: godot/src/tool/scene_inspector_bridge.gd (drives CMD ↔ ACK and the streams) + godot/src/logic/scene_inspector_websocket.gd; Rust side in lib/src/tools/scene_inspector/. The hub is the debug-hub xtask (src/log_server.rs).
  • Rust #[func] hooks for state only Rust can reach:
    • SceneManager::debug_* (lib/src/scene_runner/scene_manager.rs) — CRDT enumeration, deserialization, UI control lookup.
    • AvatarScene::debug_* (lib/src/avatars/avatar_scene.rs) — avatar listing, address/alias/entity/local lookup.

Protocol (scene-inspector CMD)

  • request: {"type":"SCENE_INSPECTOR_CMD","cmd":"<verb>","args":{...},"id":"<id>"}
  • reply: {"type":"SCENE_INSPECTOR_CMD_ACK","id":"<id>","ok":<bool>,"data":...} (or {"ok":false,"error":"..."})
  • streams (push): {"type":"SCENE_INSPECTOR","payload":{"sessionId":...,"entries":[{type:...}]}} where entries[].type ∈ crdt | op_call_start | op_call_end | scene_lifecycle | perf | log | network | session_start | session_end.

The id is echoed in the ACK — always match replies by it (see the perf-vs-ACK note below). The helpers (scripts/unified.sh) do this for you.

Five trees, one command surface

| cmd | Tree | Identified by | |---|---|---| | scene / entity | 3D entity tree (DclSceneNodeDclNodeEntity3d) | (scene_id, entity_id) | | ui_scene / ui_entity | per-scene SDK UI (UiNode.base_control) | (scene_id, entity_id) | | avatars / avatar | global AvatarScene | by ∈ {address,alias,entity,local} | | app_ui | Explorer's own UI | auto-detected (/root/explorer/UI or /root/Menu) | | ping / scenes / focus | — | — |

All four data cmds (scene, ui_scene, avatar, app_ui) share a filters dict:

  • component: [...] — OR-match SDK component names (cheap, no proto decode)
  • property_is: {component, field, contains} — generic substring filter on any (SDK component, field) pair
  • collect_nodes: {<child_name>: [<property>, ...]} — per-child-node property dump via Object.get(); values pass through _variant_to_json
  • include_parents, include_children, limit, offset, depth, class_filter, name_contains — traversal/pagination knobs

Querying — unified.sh

scripts/unified.sh <cmd> [args-json] sends one CMD frame to the hub consumer port (ws://127.0.0.1:9230) and returns its matching ACK. It bakes in -B 16777216 so websocat doesn't split large replies, and keeps the socket open until the ACK's id matches (needed for on-device round-trips). Requires websocat on $PATH (cargo install websocat or your package manager).

# Confirm the round-trip to the connected client
scripts/unified.sh ping

# All loaded scenes
scripts/unified.sh scenes

# All TextShape entities in scene 0 with their Label3D properties
scripts/unified.sh scene '{"scene_id":0,"filters":{
  "component":["TextShape"],
  "collect_nodes":{"TextShape":["text","font_size","pixel_size","outline_size","modulate"]}
}}'

# Your own avatar — what it's wearing + what's playing
scripts/unified.sh avatar '{"by":"local","filters":{
  "collect_nodes":{"AnimationPlayer":["current_animation","autoplay"],"AnimationTree":["active"]}
}}'

# Explorer's own UI hierarchy (lobby in this state, scene UI when loaded)
scripts/unified.sh app_ui '{"filters":{"depth":2}}'

# Keyboard-focus tracker — current owner + ui_root + change history
scripts/unified.sh focus

Eval — running GDScript

scripts/unified.sh eval '<gdscript>' compiles and runs the snippet against the live client and returns the serialized result — the agent-facing equivalent of a devtools console. Non-production only: in a production build the cmd replies {"ok":false,"error":"eval disabled in production builds"}.

code is a GDScript function body. Use return X to send a value back. Three locals are in scope:

| local | what | |---|---| | tree | the SceneTree (tree.root, tree.get_node(...)) | | global | the Global autoload | | server | the DebugWsServer command-backend node |

Autoloads (Global, DebugWs, …) and engine singletons (OS, Engine, Time, …) are reachable directly too. A bare single-line expression is auto-wrapped in return, so eval '1 + 1' works without the keyword.

The result passes through the same _variant_to_json used elsewhere (primitives, Vector*, Color, AABB, Array, Dictionary; everything else — Object/Node/Callable — falls back to str()).

# Bare expression (auto-wrapped)
scripts/unified.sh eval 'Engine.get_frames_per_second()'

# Reach into the tree
scripts/unified.sh eval 'return tree.get_root().get_child_count()'

# Multi-line statement body
scripts/unified.sh eval 'var names = []
for c in tree.get_root().get_children():
	names.append(c.name)
return names'

Limitations: synchronous onlyawait is not supported (it would return a coroutine signal, not the awaited value). GDScript runtime errors (e.g. a null access) are logged to the client console and the eval returns null with ok:true; only compile errors come back as ok:false.

focus — keyboard-focus tracker

focus takes no args and returns the viewport's current keyboard-focus owner plus a timestamped change history (no filters). Reply data: {"current": "<path> [<class>]", "ui_root_path": "/root/explorer/UI", "history": [{"t_ms", "frame", "from", "to"}, ...]} (last FOCUS_HISTORY_MAX = 64 changes; "<none>" means focus was released to null).

DebugWs polls get_viewport().gui_get_focus_owner() every _process frame (in debug builds) so the history captures transient changes — including release-to-null, which the engine's gui_focus_changed signal misses.

Use it for "input stops working" bugs: mobile walk/jump are gated by player.gdexplorer_has_focus() (== ui_root.has_focus()), so movement silently dies whenever currentui_root_path. The history shows which control stole focus and on which frame. (This is how the navbar-toggle focus-steal bug was found: the gate read true→false when a press landed focus on the navbar's full-rect Button.)

Streams — unified-tail.sh

scripts/unified-tail.sh                 # logs only (default)
scripts/unified-tail.sh log,network     # logs + HTTP
scripts/unified-tail.sh log,lifecycle   # logs + per-tick scene lifecycle

Capture is connection-gated + opt-in. With no consumer connected, the device captures NOTHING (no buffering) — safe to leave the tool enabled in prod. Classic streams (crdt/perf) flow once a consumer connects; log/network/lifecycle are opt-in (the helper subscribes for you). source ∈ rust | godot | native (Swift/ObjC on iOS).

MCP / AI loop: the hub's consumer port (ws://127.0.0.1:9230) is a stable local endpoint an MCP server (or the helpers above, called from Bash) can use to read all logs and issue eval/queries — the same contract the external app uses.

Important notes

  • Report state from a request/reply ACK, never from a stray perf frame. On the hub, perf (and crdt) are always-on pushes that start the instant a consumer connects — so a naïve read of the socket returns a perf frame, not the answer to your command. Always query with the id-filtered request/reply (unified.sh <cmd>), which matches the ACK by its unique id. If a query comes back empty, that's a dropped ACK — do not fall back to inferring app state from a perf push (it only happens to carry fps/mem/scene_count; it has no realm/avatar/UI, and its scene_count: 0 can mislead you into "everything's fine / in lobby"). On a device the ACK needs a full consumer→hub→device→hub round-trip, so it lands after the first pushed perf: the helper must keep the socket open until the id matches (unified.sh does this via a trailing sleep that grep -m1 tears down on match). Closing stdin right after sending — as an ad-hoc printf frame | websocat does — drops the ACK on-device.
  • The local-player avatar appears in avatars with is_local: true and lives on SceneManager.player_avatar_node, separate from the AvatarScene.avatar_godot_scene HashMap that tracks remote players.
  • The entity cmd returns godot.present: false for CRDT entities the renderer hasn't instantiated yet — that's an instantiation throttle in large scenes, not a bug in the tool.
  • app_ui skips <root>/SceneUIContainer/scenes_ui by default to avoid shadowing ui_scene; pass include_scene_ui: true to lift the skip.
  • The inspection cmds are read-only; only eval can mutate client state.
  • Large replies (expanded scene / app_ui) can be huge — narrow filters (add component / property_is, drop include_children/include_parents, use limit) if a reply is unwieldy.
  • scene defaults include_children and include_parents to false. Pass them as true explicitly when you want the tree expanded; entity still inlines parents/direct children by default.

Recipes (use cases)

Setup once (export H=.claude/skills/mobile-dev-debug-tool/scripts):

cargo run -- debug-hub                                    # the hub (terminal 1)
cargo run -- run -- --scene-inspector=ws://127.0.0.1:9231 # desktop client -> hub
# iOS device: cargo run -- run --target ios  (export plugin auto-bakes the hub
#   address); then log in + enter a world + accept the local-network prompt.

1. Inspect a scene

$H/unified.sh scenes                                           # loaded scenes (id/title/urn/count)
$H/unified.sh scene  '{"scene_id":0,"filters":{"limit":5}}'    # entities + their components
$H/unified.sh entity '{"scene_id":0,"entity_id":600}'          # one entity + parents/children
$H/unified.sh scene  '{"scene_id":0,"filters":{"component":["MeshRenderer"]}}'  # by component
$H/unified.sh avatars                                          # avatars present
$H/unified.sh avatar '{"by":"local"}'                          # your avatar (position, animations)
$H/unified.sh app_ui '{"filters":{"depth":2}}'                 # the explorer's own UI tree

Component histogram across the scene (via eval): $H/unified.sh eval with a snippet that loops debug_list_entities × debug_get_entity_component_names and tallies — see "Tower of Madness" example in the session notes (Transform/TextShape/GltfContainer counts).

2. See logs

$H/unified-tail.sh log | jq -r 'select(.type=="SCENE_INSPECTOR").payload.entries[]?
                               | select(.type=="log") | "[\(.source)] \(.msg)"'
$H/unified-tail.sh log,network                                 # + HTTP

Logs are opt-in (the helper subscribes for you) and connection-gated — nothing flows without it. source ∈ rust | godot | native (Swift/ObjC on iOS).

3. Follow the app lifecycle via logs

Start tailing BEFORE the action, then trigger it (realm change / jump / re-enter world):

$H/unified-tail.sh log | jq -rc 'select(.type=="SCENE_INSPECTOR").payload.entries[]?
  | select(.type=="log" or .type=="scene_lifecycle")
  | if .type=="log" then "[\(.source)] \(.msg)"
    else "LIFECYCLE \(.event) scene=\(.scene_id)" end'

scene_lifecycle events: scene_init, main_crdt_loaded, script_loaded, on_start, on_update(_end), scene_shutdown. Silence the per-tick on_update firehose with the set_lifecycle_verbose command (args:{"enabled":false}) so boot/load events stay readable.

4. Instrument a feature you're building (add logs + verify)

The dev loop while working ON this branch:

  1. Add a log at debug level for your feature:
    • Rust: tracing::debug!("[myfeat] x={:?}", x); — use debug!, NOT info! (info ships to mobile/Sentry-adjacent paths).
    • GDScript: print("[myfeat] ...") — captured as source "godot".
  2. Run with debug logging on for your module:
    cargo run -- run -- --scene-inspector=ws://127.0.0.1:9231 --rust-log='dclgodot::yourmod=debug,warn'
    
    (device: bake --rust-log=... into DCL_IOS_GODOT_CMDLINE next to --scene-inspector=.)
  3. Tail just your tag while you exercise the feature:
    $H/unified-tail.sh log | jq -rc 'select(.type=="SCENE_INSPECTOR").payload.entries[]?
      | select(.type=="log" and (.msg|test("myfeat"))) | "[\(.source)] \(.msg)"'
    
  4. Poke it live without redeploying — eval to read state or call your code:
    $H/unified.sh eval 'return Global.your_singleton.your_state'
    $H/unified.sh eval 'Global.your_singleton.trigger(); return "ok"'
    
    (eval mutates — non-prod only. Ideal for "does my new function actually do X?" with no rebuild.)

Caveats: GDScript print is captured but push_warning/push_error are NOT (only Rust warn/error, via the tracing layer). Mobile's default filter is info, so debug! lines need --rust-log=...=debug. Everything is connection-gated + opt-in, so a prod build with the tool present captures nothing until you connect.

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