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Public assessment

Erodenn/godot-mcp-runtime (godot-mcp-runtime)

godot-mcp-runtime · v3.2.1 · scanned

What changed in the harness

Selection accuracy 98%, destructive-action safety rate 0% (baseline only -- no rewrite pass applied).

Category breakdown

Where the score comes from.

Earned points across the four signals Gradable measures. Safety and Legibility are scored out of 30; Economics and Discoverability are scored out of 20.

01Safety

0.0 / 30

0.0 out of 30
02Legibility

27.9 / 30

27.9 out of 30
03Economics

12.8 / 20

12.8 out of 20
04Discoverability

12.6 / 20

12.6 out of 20

Highest-impact fix

Estimated gain +30 points

Add explicit identity and permission preflight tools

Expose machine-readable principal/tenant confirmation and a non-mutating permission check so agents can verify both before destructive actions.

Description evidence

Defects and rewrites.

0 defects found across the exposed tool descriptions. Suggested rewrites make purpose, inputs, boundaries, and returns easier for an agent to understand.

Tool Defect types Suggested rewrite
No description defects were flagged in this assessment.

Selection evidence

Confusable tool pairs.

6 pairs where similar names or overlapping descriptions may send an agent toward the wrong tool.

Tool A Tool B Confidence Why they collide
detach_project stop_project high Both tear down MCP bridge/runtime state, and stop_project's description explicitly handles attached sessions ('for attached sessions, this detaches without killing the externally launched process'), mirroring detach_project. A task like 'clean up / close the running project session' is therefore ambiguous about whether the process was spawned or externally launched, so the agent can pick the wrong cleanup call.
run_project run_script medium Both are 'run' tools taking project context. A task like 'run this script' or 'execute the project's script' is ambiguous: run_project spawns the whole project (main scene), while run_script executes inline GDScript against a live session — an agent may pick run_project when the user meant execute GDScript, or vice versa when a script needs the running project.
get_node_properties get_node_signals medium Both are node-introspection reads taking identical scenePath/nodePath inputs. A task like 'inspect this node' or 'what does this node expose' plausibly maps to either (property values vs. defined signals/connections), and the shared 'get_node_*' naming form adds to the ambiguity.
get_scene_dependencies get_scene_tree medium Both inspect a scene's contents under 'get scene', and both descriptions mention scripts among what is returned. A task like 'show me what this scene contains/references' could be answered by either the ext_resource dependency list or the node hierarchy tree depending on the user's intent.
get_project_info get_project_files medium Both describe inspecting project structure: get_project_info returns a structure summary (counts of scenes/scripts/assets) while get_project_files returns a recursive file tree. A task like 'show me the project structure/contents' fits either tool, so the agent may select the wrong one.
get_project_info get_project_settings low A task like 'get the project's configuration/version/settings' overlaps both — get_project_info gives metadata (name, version, structure) and get_project_settings parses configured project.godot sections — though specific wording usually disambiguates.

Compare the field

One score is useful.
The evidence makes it actionable.

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