feat: add GDScript (Godot Engine) language server support

Closes #1446. Adds Language.GDSCRIPT backed by a new TCPLanguageServer
that extends LanguageServerInterface directly — no intermediate transport
abstraction layer.

Changes:
- ls_process.py: adds TCPConnectionInfo dataclass and TCPLanguageServer,
  a LanguageServerInterface subclass that manages a TCP socket directly
  (mirroring how StdioLanguageServer manages a subprocess). Stop order
  closes the socket before the BufferedReader wrapper to avoid a deadlock
  where BufferedReader.close() blocks on its internal read lock while
  readline() holds it waiting for data.
- ls_config.py: adds Language.GDSCRIPT with .gd/.gdscript file matcher.
- language_servers/godot_language_server.py: GodotLanguageServer connects
  to the Godot editor's TCP LSP (port 6008, same for Godot 3 and 4),
  registers Godot-specific notification handlers, and performs the
  initialize/initialized handshake. Godot version is auto-detected from
  config_version in project.godot.
- docs: adds GDScript to the language support list and a dedicated setup
  guide covering prerequisites, setup steps, performance characteristics
  (no workspace/symbol support → first full scan is slow, disk cache
  persists across sessions), and known limitations.

Tested against Godot 4.6.1 on Linux (Fedora 41): TCP connection,
initialize handshake, textDocument/documentSymbol returning full symbol
tree, and clean shutdown in <1s.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik M JacobsandClaude Sonnet 4.6 committed 2026-05-12 16:20:54 -04:00
1 parent 70d939739a
commit 1ab1c460cb
5 files changed
+376

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@@ -71,6 +71,10 @@ Some languages require additional installations or setup steps, as noted.
(requires [.NET v8.0+](https://dotnet.microsoft.com/en-us/download/dotnet); uses FsAutoComplete/Ionide, which is auto-installed; for Homebrew .NET on macOS, set DOTNET_ROOT in your environment)
* **Fortran**
(requires installation of fortls: `pip install fortls`)
* **GDScript** (Godot Engine)
(requires the Godot editor to be running with its built-in LSP enabled — default on port 6008;
Serena connects over TCP and does not launch Godot itself;
see the [GDScript Setup Guide](../03-special-guides/godot_gdscript_setup_guide_for_serena) for details)
* **Go**
(requires installation of `gopls`)
* **Groovy**
@@ -0,0 +1,78 @@
# GDScript (Godot Engine) Setup Guide for Serena
This guide explains how to prepare a Godot project so that Serena can provide code intelligence for GDScript (`.gd`) files via Godot's built-in Language Server Protocol (LSP) support.
Unlike most language servers, Serena does **not** launch a separate LSP process for GDScript. Instead, Serena connects over TCP to the LSP server that the Godot editor itself runs while it is open. This means the Godot editor must already be running with your project loaded before you start Serena.
---
## Prerequisites
- Godot Engine 3.x or 4.x installed and available on your system.
- A Godot project with a `project.godot` file at the project root.
No additional language server needs to be installed — Godot ships with a built-in LSP server that is enabled by default.
---
## How It Works
When a Godot project is open in the editor, the editor listens for LSP connections on **TCP port 6008** (the same default for both Godot 3 and Godot 4). Serena connects to this port and communicates using standard LSP Content-Length framing.
Serena automatically detects which major version of Godot your project targets by reading the `config_version` field from `project.godot`:
- `config_version` ≥ 5 → Godot 4
- `config_version` = 4 → Godot 3
No additional configuration is needed for version detection.
---
## Setup Steps
1. Open your Godot project in the Godot editor and allow it to finish loading.
2. Verify that the built-in LSP is enabled (it is on by default):
- Go to **Editor → Editor Settings → Network → Language Server**
- Confirm **"Use Language Server"** is checked.
- Confirm the port is **6008** (the default).
3. Add `gdscript` to the `languages` list in your project's Serena configuration:
```yaml
# .serena/project.yml
languages:
- gdscript
```
4. Start Serena in your project root. Serena will connect to the already-running Godot editor automatically.
---
## Using Serena with GDScript
- Serena recognizes `.gd` and `.gdscript` files. The language identifier used in LSP communication is `gdscript`.
- The Godot editor must remain open for the entire Serena session. If the editor is closed, Serena will lose its connection and will need to be restarted once the editor is open again.
- On first use, you may see a brief delay while Serena establishes the TCP connection and the editor indexes your project files — this is expected.
---
## Performance Note
Godot's built-in LSP does not implement the `workspace/symbol` request (global symbol search across the whole project). As a result, when Serena performs a workspace-wide symbol search — for example, calling `find_symbol` without a `relative_path` — it must fall back to sending a `textDocument/documentSymbol` request for **every `.gd` file** in the project individually.
For large projects, this initial full-project scan can take **30–60 seconds or more**.
To mitigate this:
- **Pass `relative_path` whenever possible.** Narrowing a search to a specific file or subdirectory avoids scanning the entire workspace.
- **Let the first full scan complete.** Serena caches the results to disk after the initial scan. Subsequent Serena sessions will use the on-disk cache and start instantly.
---
## Known Limitations
| Limitation | Detail |
|---|---|
| No `workspace/symbol` support | Godot's LSP does not implement this request. All symbol lookups fall back to per-file `documentSymbol` requests, making the first full-project scan slow. |
| Editor must stay open | Serena requires the Godot editor to be running throughout the session. Closing the editor breaks the TCP connection; restart Serena after reopening the editor. |
| Slower workspace operations | `find_symbol` and `find_references` across the whole workspace are slower than for languages whose LSP servers support native workspace-wide queries. |
---
## Reference
- Godot LSP documentation: [https://docs.godotengine.org/en/stable/tutorials/editor/external_editor.html](https://docs.godotengine.org/en/stable/tutorials/editor/external_editor.html)
- GDScript language reference: [https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/)
@@ -0,0 +1,127 @@
"""GDScript language server for Godot Engine projects.
Connects to an already-running Godot editor via TCP on port 6008.
Both Godot 3 and Godot 4 (tested through 4.6.x) use this port.
The editor must be open with its built-in language server enabled (default).
"""
import logging
import os
import pathlib
from collections.abc import Callable
from solidlsp.ls import SolidLanguageServer
from solidlsp.ls_config import LanguageServerConfig
from solidlsp.ls_process import LanguageServerInterface, TCPConnectionInfo, TCPLanguageServer
from solidlsp.lsp_protocol_handler.lsp_types import InitializeParams
from solidlsp.lsp_protocol_handler.server import ProcessLaunchInfo, StringDict
from solidlsp.settings import SolidLSPSettings
log = logging.getLogger(__name__)
# config_version in project.godot: 5 → Godot 4, 4 → Godot 3
_GODOT4_CONFIG_VERSION = 5
LSP_PORT = 6008
class GodotLanguageServer(SolidLanguageServer):
"""GDScript language server that connects to a running Godot editor.
Both Godot 3 and Godot 4 expose an LSP server on TCP port 6008.
The Godot editor must already be running — this class connects to it
rather than launching it.
"""
def __init__(self, config: LanguageServerConfig, repository_root_path: str, solidlsp_settings: SolidLSPSettings) -> None:
self._godot_version = self._detect_godot_version(repository_root_path)
log.info("Detected Godot version %d for project at %s", self._godot_version, repository_root_path)
self._conn_info = TCPConnectionInfo(host="127.0.0.1", port=LSP_PORT)
# Dummy ProcessLaunchInfo — _create_language_server_interface() ignores it
super().__init__(config, repository_root_path, ProcessLaunchInfo(cmd=""), "gdscript", solidlsp_settings)
@staticmethod
def _detect_godot_version(repo_path: str) -> int:
"""Read project.godot to determine the major Godot version. Defaults to 4."""
project_file = os.path.join(repo_path, "project.godot")
try:
with open(project_file, encoding="utf-8") as f:
for line in f:
line = line.strip()
if line.startswith("config_version="):
version = int(line.split("=", 1)[1])
return 4 if version >= _GODOT4_CONFIG_VERSION else 3
except (FileNotFoundError, ValueError, OSError):
pass
return 4
def _create_language_server_interface(
self,
process_launch_info: ProcessLaunchInfo,
logging_fn: Callable[[str, str, StringDict | str], None] | None,
) -> LanguageServerInterface:
return TCPLanguageServer(
connection_info=self._conn_info,
language=self.language,
determine_log_level=self._determine_log_level,
logger=logging_fn,
request_timeout=30.0,
)
@staticmethod
def _get_initialize_params(repository_absolute_path: str) -> InitializeParams:
root_uri = pathlib.Path(repository_absolute_path).as_uri()
params = {
"processId": os.getpid(),
"rootUri": root_uri,
"rootPath": repository_absolute_path,
"workspaceFolders": [{"uri": root_uri, "name": os.path.basename(repository_absolute_path)}],
"capabilities": {
"textDocument": {
"synchronization": {"didSave": True, "dynamicRegistration": True},
"definition": {"dynamicRegistration": True},
"declaration": {"dynamicRegistration": True},
"references": {"dynamicRegistration": True},
"documentSymbol": {
"dynamicRegistration": True,
"hierarchicalDocumentSymbolSupport": True,
"symbolKind": {"valueSet": list(range(1, 27))},
},
"completion": {
"dynamicRegistration": True,
"completionItem": {"snippetSupport": True},
},
"hover": {"dynamicRegistration": True, "contentFormat": ["markdown", "plaintext"]},
"publishDiagnostics": {"relatedInformation": True},
},
"workspace": {
"workspaceFolders": True,
"didChangeConfiguration": {"dynamicRegistration": True},
},
},
}
return params # type: ignore
def _start_server(self) -> None:
def do_nothing(params: dict) -> None:
return
# Godot sends this notification immediately on connect to report the open project path.
self.server.on_notification("gdscript_client/changeWorkspace", do_nothing)
# Godot-specific capability advertisement (not standard LSP).
self.server.on_notification("gdscript/capabilities", do_nothing)
self.server.on_notification("window/logMessage", lambda msg: log.info("LSP: window/logMessage: %s", msg))
self.server.on_notification("$/progress", do_nothing)
self.server.on_notification("textDocument/publishDiagnostics", do_nothing)
self.server.on_request("client/registerCapability", lambda params: None)
log.info("Connecting to Godot LSP at %s:%d", self._conn_info.host, self._conn_info.port)
self.server.start()
initialize_params = self._get_initialize_params(self.repository_root_path)
log.info("Sending LSP initialize request to Godot")
self.server.send.initialize(initialize_params)
self.server.notify.initialized({})
log.info("Godot LSP initialized")
+12
View File
@@ -123,6 +123,12 @@ class Language(str, Enum):
by the same server, since SPARK is distinguished by pragmas/aspects in
source rather than by file extension.
"""
GDSCRIPT = "gdscript"
"""GDScript language server for Godot Engine projects (Godot 3 and 4).
Connects to the Godot editor's built-in LSP server over TCP (port 6008).
The editor must already be running with its built-in LSP enabled (default).
Supports .gd and .gdscript files.
"""
# Experimental or deprecated Language Servers
TYPESCRIPT_VTS = "typescript_vts"
"""Use the typescript language server through the natively bundled vscode extension via https://github.com/yioneko/vtsls"""
@@ -472,6 +478,8 @@ class Language(str, Enum):
return FilenameMatcher(".bsl", ".os")
case self.ADA:
return FilenameMatcher(".ads", ".adb", ".ada", case_sensitive=False)
case self.GDSCRIPT:
return FilenameMatcher(".gd", ".gdscript")
case self.HTML:
return FilenameMatcher(".html", ".htm")
case self.SCSS:
@@ -727,6 +735,10 @@ class Language(str, Enum):
from solidlsp.language_servers.ada_language_server import AdaLanguageServer
return AdaLanguageServer
case self.GDSCRIPT:
from solidlsp.language_servers.godot_language_server import GodotLanguageServer
return GodotLanguageServer
case self.HTML:
from solidlsp.language_servers.vscode_html_language_server import VsCodeHtmlLanguageServer
+155
View File
@@ -3,6 +3,7 @@ import json
import logging
import os
import platform
import socket
import subprocess
import threading
import time
@@ -620,3 +621,157 @@ class StdioLanguageServer(LanguageServerInterface):
# Log the error but don't raise to prevent cascading failures
log.error(f"Failed to write to stdin: {e}")
return
@dataclass
class TCPConnectionInfo:
"""Connection parameters for an LSP server reachable over a TCP socket."""
host: str = "127.0.0.1"
port: int = 6008
connection_timeout: float = 30.0
retry_interval: float = 1.0
class TCPLanguageServer(LanguageServerInterface):
"""LanguageServerInterface that connects to an already-running LSP server over TCP.
Unlike :class:`StdioLanguageServer`, this class does not own the server process — it
connects to an externally-managed server (e.g. the Godot editor) and simply closes
the socket on stop. No LSP ``shutdown``/``exit`` sequence is sent, because the remote
server is expected to keep running after Serena disconnects.
"""
def __init__(
self,
connection_info: TCPConnectionInfo,
language: Language,
determine_log_level: Callable[[str], int],
logger: Callable[[str, str, StringDict | str], None] | None = None,
request_timeout: float | None = None,
) -> None:
super().__init__(language, determine_log_level, logger, request_timeout)
self._connection_info = connection_info
self._sock: socket.socket | None = None
self._file: Any = None # socket.makefile("rb") - buffered reader
self._write_lock = threading.Lock()
def is_running(self) -> bool:
return self._sock is not None
def _start(self) -> None:
deadline = time.monotonic() + self._connection_info.connection_timeout
last_exc: Exception | None = None
while True:
try:
sock = socket.create_connection((self._connection_info.host, self._connection_info.port), timeout=5.0)
sock.settimeout(None)
self._sock = sock
self._file = sock.makefile("rb")
log.info("TCPLanguageServer connected to %s:%d", self._connection_info.host, self._connection_info.port)
break
except OSError as exc:
last_exc = exc
remaining = deadline - time.monotonic()
if remaining <= 0:
raise RuntimeError(
f"Could not connect to {self._connection_info.host}:{self._connection_info.port} "
f"within {self._connection_info.connection_timeout}s"
) from last_exc
log.debug(
"TCPLanguageServer: connection failed (%s), retrying in %.1fs (%.0fs left)",
exc,
self._connection_info.retry_interval,
remaining,
)
time.sleep(min(self._connection_info.retry_interval, remaining))
threading.Thread(
target=self._read_loop,
name=f"LSP-tcp-reader:{self.language.value}",
daemon=True,
).start()
def _stop(self, timeout: float) -> None:
# Close the socket first — this unblocks any readline() in the reader thread.
# BufferedReader.close() acquires an internal lock that readline() holds while
# blocked waiting for data; closing the socket first causes readline() to return
# with an error, releasing the lock before we call f.close().
sock = self._sock
self._sock = None
f = self._file
self._file = None
if sock:
try:
sock.shutdown(socket.SHUT_RDWR)
except Exception:
pass
try:
sock.close()
except Exception:
pass
if f:
try:
f.close()
except Exception:
pass
def _send_payload(self, payload: StringDict) -> None:
sock = self._sock
if sock is None:
return
self._trace("solidlsp", "ls", payload)
data = b"".join(create_message(payload))
with self._write_lock:
try:
sock.sendall(data)
except OSError as e:
log.error("Failed to write to TCP language server: %s", e)
def _read_loop(self) -> None:
"""Read Content-Length-framed LSP messages from the TCP socket and dispatch them."""
exception: Exception | None = None
try:
while self._sock is not None:
f = self._file
if f is None:
break
try:
line = f.readline()
except OSError as exc:
if not self._is_stopping:
exception = LanguageServerTerminatedException("TCP read error", self.language, cause=exc)
break
if not line:
break
try:
num_bytes = content_length(line)
except ValueError:
continue
if num_bytes is None:
continue
while line and line.strip():
try:
line = f.readline()
except OSError:
line = b""
break
if not line:
continue
try:
body = f.read(num_bytes)
except OSError as exc:
if not self._is_stopping:
exception = LanguageServerTerminatedException("TCP read error", self.language, cause=exc)
break
if len(body) < num_bytes:
break
self._handle_body(body)
except Exception as exc:
exception = LanguageServerTerminatedException("Unexpected error in TCP language server read loop", self.language, cause=exc)
log.info("TCP language server read loop has terminated")
if not self._is_stopping:
if exception is None:
exception = LanguageServerTerminatedException("TCP language server read loop terminated unexpectedly", self.language)
log.error(str(exception))
self._cancel_pending_requests(exception)