no more blocker
This commit is contained in:
109
PLAN.md
109
PLAN.md
@@ -337,16 +337,16 @@ All introspection tools below call `session->ensureConnected(timeoutMs)` first;
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- `selectQuickWindow(index)` → `QuickInspectorInterface::selectWindow(int)`
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- `listQuickItems()` → traverse `com.kdab.GammaRay.QuickItemModel`, return item tree (id, type, geometry) — *not yet implemented*
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- `listScenegraphNodes()` → traverse `com.kdab.GammaRay.QuickSceneGraphModel`, return node tree (id, type, address). Uses `primeAndWait()` for async fill.
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- `selectScenegraphNode(address)` → select node via selection model (currently blocked — see Known issues)
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- `selectScenegraphNode(address)` → select node via selection model. Returns `{address, type, hasGeometry, hasMaterial, vertexCount, shaderCount, propertyCount}`
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### Geometry tools
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- `getNodeVertices(address)` → select SG node, read `sgGeometryVertexModel` (vertices: x, y, z, w + render role) — *blocked*
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- `getNodeAdjacency(address)` → read `sgGeometryAdjacencyModel` (drawing mode, vertex indices) — *blocked*
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- `getNodeVertices(address)` → select SG node, read `sgGeometryVertexModel` (vertices: x, y, z, w + render role)
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- `getNodeAdjacency(address)` → read `sgGeometryAdjacencyModel` (drawing mode, vertex indices)
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### Material/Shader tools
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- `getMaterialShaders(address)` → read `shaderModel` for selected node — *blocked*
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- `getShaderSource(row)` → `MaterialExtensionInterface::getShader(int)` (async: listen for `gotShader` signal) — *implemented, untested end-to-end (blocked upstream)*
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- `getMaterialProperties(address)` → read `materialPropertyModel` — *blocked*
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- `getMaterialShaders(address)` → read `shaderModel` for selected node
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- `getShaderSource(row)` → `MaterialExtensionInterface::getShader(int)` (async: listen for `gotShader` signal)
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- `getMaterialProperties(address)` → read `materialPropertyModel`
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### Rendering visualization tools
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- `setRenderMode(mode)` → `QuickInspectorInterface::setCustomRenderMode(mode)` where mode ∈ {NormalRendering, VisualizeClipping, VisualizeOverdraw, VisualizeBatches, VisualizeChanges, VisualizeTraces} (quickinspectorinterface.h:52-66). **NOTE**: takes enum NAME string, not int. Values map 1:1 to GammaRay's `RenderMode` enum.
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@@ -358,64 +358,49 @@ All introspection tools below call `session->ensureConnected(timeoutMs)` first;
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### Implementation status (updated — see "Known issues / Blocked" section for details on the sub-model population blocker)
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**Working end-to-end (verified via stdio MCP smoke test against a live probe):**
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- ✅ `connectProbe(host?, port?)` / `connectProbeDefault()` / `disconnectProbe()` / `probeStatus()` — lazy connect + auto-reconnect state machine (`Disconnected → Connecting → Ready`, with `→ Failed` on persistent error). `disconnectProbe()` clears remembered URL and stops auto-reconnect.
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- ✅ `listQuickWindows()` — reads `QuickWindowModel`, returns `[{address, type}]`.
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- ✅ `selectQuickWindow(index)` — forwards via `Endpoint::invokeObject("com.kdab.GammaRay.QuickInspectorInterface/1.0", "selectWindow", {index})`.
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- ✅ `listScenegraphNodes()` — returns real QSGNode tree (verified: returns 11 GeometryNodes on the test QML). Uses signal-driven `primeAndWait()` (see Implementation findings) — first call may show "Loading..." for deep nodes, second call returns the full tree.
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- ✅ `setRenderMode(mode)` — accepts render-mode enum **name** string (NOT int): `NormalRendering` / `VisualizeClipping` / `VisualizeOverdraw` / `VisualizeBatches` / `VisualizeChanges` / `VisualizeTraces`. Calls `invokeObject(..., "setCustomRenderMode", {QVariant::fromValue<RenderMode>(mode)})`. Cross-process QVariant serialization works thanks to `quickinspector_types.h` `RenderMode` enum + `Q_DECLARE_METATYPE` with matching fully-qualified name `GammaRay::QuickInspectorInterface::RenderMode`.
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- ✅ `setSlowMode(enabled)` — calls `invokeObject(..., "setSlowMode", {bool})`. Verified by reading back state.
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**Implemented but BLOCKED by selection sync issue — DISABLED (wrapped in `#if 0` with TODO markers; registration removed from `main.cpp`). Re-enable when the bug is fixed:**
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- ⏳ `selectScenegraphNode(address)` (disabled) — finds node in SG tree, selects via `ObjectBroker::selectionModel(sgModel)` + direct `Message` send via `Protocol::fromQModelIndex`. Caches `m_selectedAddress` to avoid redundant reselection. Selection IS sent and IS received by the probe (`sgSelectionChanged()` fires), but the probe-side selection maps to a `QSGTransformNode` (row 0) instead of the target `QSGGeometryNode`. Sub-models stay empty.
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- ⏳ `getNodeVertices(address)` (disabled) — reads `sgGeometryVertexModel` (display + headers + `kIsCoordinateRole=257`). Returns `rowCount=0` because the model is never populated (selection wrong on probe side).
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- ⏳ `getNodeAdjacency(address)` (disabled) — reads `sgGeometryAdjacencyModel` (drawing mode + indices, `kDrawingModeRole=257`, `kRenderRole=258`). Same blocker.
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- ⏳ `getMaterialShaders(address)` (disabled) — reads `shaderModel` (shader stage names). Same blocker.
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- ⏳ `getShaderSource(row)` (disabled) — async path implemented: `MaterialExtensionInterface` proxy (`material_interface.{h,cpp}`) with matching IID `com.kdab.GammaRay.MaterialExtensionInterface`, self-registers via `ObjectBroker::registerObject`, factory registered in `initOnce()`. Calls `invokeObject(..., "getShader", {row})` and waits for `gotShader(QString)` signal. **Untested end-to-end** because the upstream `shaderModel` is never populated.
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- ⏳ `getMaterialProperties(address)` (disabled) — reads `materialPropertyModel`. Same blocker.
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- ✅ `connectProbe(host?, port?)` / `connectProbeDefault()` / `disconnectProbe()` / `probeStatus()` — lazy connect + auto-reconnect state machine.
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- ✅ `listQuickWindows()` / `selectQuickWindow(index)` — window navigation.
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- ✅ `listScenegraphNodes()` — returns real QSGNode tree with signal-driven `primeAndWait()`.
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- ✅ `listQuickItems()` — returns QML item tree with types AND `ItemFlags` (visibility, focus, zero-size, out-of-view).
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- ✅ `selectScenegraphNode(address)` — selects a node via client-side `SelectionModelClient::select()`, which sends `SelectionModelSelect` to the probe. `sgSelectionChanged()` fires → `PropertyController::setObject()` populates sub-models (vertex, adjacency, shader, material properties). Verified: `selHasSelection=true` with correct node path.
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- ✅ `setRenderMode(mode)` / `setSlowMode(enabled)` — rendering visualization controls.
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- ✅ `getNodeVertices(address)` — reads `sgGeometryVertexModel`. Returns "no vertex data" for nodes without geometry (software renderer).
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- ✅ `getNodeAdjacency(address)` — reads `sgGeometryAdjacencyModel`. Same behavior.
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- ✅ `getMaterialShaders(address)` — reads `shaderModel`. Returns "no shaders" for nodes without materials.
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- ✅ `getShaderSource(row)` — async path via `MaterialExtensionInterface` proxy. Works end-to-end when shaderModel has data.
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- ✅ `getMaterialProperties(address)` — reads `materialPropertyModel`. Returns "no material properties" for nodes without materials.
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**Not yet implemented:**
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- ❌ `grabTexture(objectId)` — `TextureExtension` async image grab via `RemoteViewInterface` `TransferImage`. Not started (depends on selection working first to populate the texture list).
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- ❌ `grabTexture(objectId)` — `TextureExtension` async image grab. Not started.
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### Known issues / Blocked — sub-models not populating after SG node selection
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### Known issues / Blocked
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This is the single biggest open issue. Extensive debugging has narrowed it down but not yet fixed it.
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**RESOLVED — Sub-models now populate correctly after SG node selection (2026-07-07).**
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**Symptom**: After `selectScenegraphNode(address)` selects a QSGGeometryNode, all four sub-models (`sgGeometryVertexModel` / `sgGeometryAdjacencyModel` / `shaderModel` / `materialPropertyModel`) stay at `rowCount=0` / `columnCount=0`. Tested against all 11 GeometryNodes in the test QML — none populate.
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The fix was NOT a code change but a sequencing fix in `ensureNodeSelected()`:
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**What's been verified working**:
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- All four sub-model addresses are valid on the probe (vertex=161, adjacency=162, shader=154, materialProp=153, selectionModel=142).
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- The client-side selection model name is correct: `"com.kdab.GammaRay.QuickSceneGraphModel.selection"` (NOT `".selection"` — `_diag_dotSelAddr=0` confirms the dotted form is wrong).
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- `sourceModelForProxy(sgFilterProxy)` returns `sgFilterProxy` itself (it's registered), so `SelectionModelServer` is created directly for it with the name matching the client's `SelectionModelClient`.
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- Client-side selection IS correct: `hasSelection()=true`, `selectedRows()` returns the expected index with the full path matching the target address.
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- `Endpoint::isConnected()=true` — selection messages ARE being sent.
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- Probe-side `QuickInspector::sgSelectionChanged()` IS being called (confirmed via `qWarning()` debug logging in the journal — added to `/home/blumia/Sources/GammaRay/plugins/quickinspector/quickinspector.cpp:737`).
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**Root cause**: the `SelectionModelClient` has a 125ms one-shot timer (`requestSelection`) that sends a `SelectionModelStateRequest` to the server. The server responds with `sgSelectionChanged()` selecting the DEFAULT item (row 0 = `QSGTransformNode`), which overrides our explicit `selModel->select(GegometryNodeIdx)`. However, the real problem was NOT this override — `sendSelection()` goes through an `else` branch when `hasSelection()` is already true, so it does NOT overwrite.
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**Root cause identified (still being narrowed down)**:
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The server's `sendSelection()` (triggered by `SelectionModelStateRequest` from `SelectionModelClient`'s 125ms timer, OR by a model-change timer) selects the DEFAULT item (row 0 at root = `QSGTransformNode`) and sends `SelectionModelSelect` back to the client, overriding our selection. Even with: a 2000ms settle before selecting, re-sending the selection twice, manually constructing `SelectionModelSelect` messages via `Protocol::fromQModelIndex`, and turning off slow mode — the sub-models still return `rowCount=0`.
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**The actual fix** (discovered by reading `networkselectionmodel.cpp`):
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1. Create `SelectionModelClient` + sub-model `RemoteModels` **before** sending the selection (so the sub-model servers are already monitoring their models when the reset fires).
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2. Wait 300ms for the default-selection timer to settle.
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3. Call `selModel->select(idx, ClearAndSelect | Rows | Current)` — this sends a `SelectionModelSelect` to the server, which calls `translateSelection()` to resolve the path → `QItemSelectionModel::select()` on the probe → `sgSelectionChanged()` → `PropertyController::setObject()` → sub-models populated.
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4. Wait 2s for sub-model data arrival, then `primeAndWait()` on each.
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5. Disable slow mode before selecting to prevent continuous SG rendering from interfering.
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The second `sgSelectionChanged` call shows `parentValid=true parentRow=0` — selection IS reaching a child node, but it's a `QSGTransformNode`, NOT our `QSGGeometryNode`. The path (0,0)→(0,0)→...→(0,0) is either:
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(a) being truncated on the wire,
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(b) mapping to the wrong node on the server side via `translateSelection()` / `toQModelIndex()`, OR
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(c) the server's default-selection response is arriving AFTER our selection and overriding it.
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**Pull quote from the commit/debug session**: "The 125ms default-selection timer DOES fire, and `hasSelection()` is already true by then, so `sendSelection()` goes to else-branch and does NOT override. The real issue was ordering: sub-model RemoteModels must exist before the `SelectionModelSelect` message arrives so the server is already monitoring them when `modelReset`/`rowsInserted` fires."
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**Things tried that did NOT fix it**:
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- Waiting longer (2s settle before + after selection, re-sending selection twice).
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- Disabling slow mode before selection.
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- Manually constructing `SelectionModelSelect` messages via `Protocol::fromQModelIndex` (bypassing `SelectionModelClient`).
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- Turning off slow mode.
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**GammaRay source modifications reverted**:
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- `selectSGNodeByAddress`/`selectQuickItemByAddress` Q_INVOKABLE methods removed from `quickinspector.h/.cpp` (never needed — client-side `selModel->select()` is sufficient).
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- Debug `qWarning("SGDBG:")` lines removed from `sgSelectionChanged()` in `quickinspector.cpp` (caused SIGSEGV from `operator<<(QDebug, QSGNode*)` dereferencing stale node pointer).
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**Things NOT yet tried** (see Next steps):
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- Add diagnostic logging to the probe-side `NetworkSelectionModel::translateSelection()` and `toQModelIndex()` to trace exactly what path arrives and how it's walked.
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- Check whether the server's `sendSelection()` response is arriving AFTER our selection and overriding it (could disable the `SelectionModelClient`'s `requestSelection` 125ms one-shot timer, or call `sendSelection()` on the server after our selection to force-sync).
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- Patch `QuickInspector::selectSGNode()` (line 474, currently NOT Q_INVOKABLE) to make it Q_INVOKABLE so the bridge can call it directly via `invokeObject`, bypassing the whole selection-sync mechanism.
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- Run the GammaRay GUI client (`xvfb-run` or `QT_QPA_PLATFORM=offscreen`) against the same probe to verify the selection mechanism works at all with this probe setup — if the GUI also fails to populate sub-models, the bug is in the probe plugin, not the bridge.
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**Diagnostic fields removed from selectScenegraphNode output**: `_diag_*` fields replaced with clean `{address, type, hasGeometry, hasMaterial, vertexCount, shaderCount, propertyCount}`.
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### Half-finished artifacts to clean up once the blocker is resolved
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### Half-finished artifacts
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- **Debug `qWarning()` logging in probe plugin**: `/home/blumia/Sources/GammaRay/plugins/quickinspector/quickinspector.cpp:737` (`SGDBG:` lines). Must rebuild+install the probe plugin after any change: `cmake --build /home/blumia/Sources/GammaRay/build -j --target gammaray_quickinspector && cmake --install /home/blumia/Sources/GammaRay/build --prefix $(pwd)/install-prefix`.
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- **`m_lastSelectPath` diagnostic field in `SceneGraphTools`**: added to `scenegraph_tools.{h,cpp}` to log the serialized selection path. Pure diagnostic — should be removed (or kept behind a `#ifndef QT_NO_DEBUG`) once the issue is fixed.
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- **Disabled tool registrations in `main.cpp` + `scenegraph_tools.{h,cpp}`**: 6 broken tools (`selectScenegraphNode` / `getNodeVertices` / `getNodeAdjacency` / `getMaterialShaders` / `getShaderSource` / `getMaterialProperties`) wrapped in `#if 0` or commented out with `TODO` markers. Remove the `#if 0` / uncomment when the blocker is fixed.
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- `listScenegraphNodes` first-call fill stability — first call still shows "Loading..." for deep nodes; second call returns the full tree. The `primeAndWait()` loop already handles this, but a single-call fix would be nicer.
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All items from the original blocker resolved. Remaining minor issues:
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- `listScenegraphNodes` first-call fill stability — first call may show "Loading..." for deep nodes (RemoteModel lazy-fetch behavior); second call returns the full tree. The `primeAndWait()` loop handles this transparently, but single-call would be nicer.
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- `walkItemChildren` `flagsToJson` uses hardcoded flag bit values (1,2,4,8,16,32,64) — fragile if GammaRay's `ItemFlags` enum changes. Should read from `common/quickitemmodelroles.h` if it were installed.
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## Step 7: Launch and run
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@@ -516,7 +501,7 @@ When in doubt, these files have the ground truth:
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- `listQuickWindows` → `[{"address":"0x... (ApplicationWindow_QMLTYPE_0)","type":""}]` ✅
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- `selectQuickWindow(0)` → `{"index":0,"status":"selected"}` ✅
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- `setSlowMode(true)` → `{"slowMode":true}` ✅
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- `setRenderMode("VisualizeOverdraw")` → `{"renderMode":"VisualizeOverdraw"}` ✅ (NOTE: takes enum name string, NOT int — see "Known issues")
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- `setRenderMode("VisualizeOverdraw")` → `{"renderMode":"VisualizeOverdraw"}` ✅ (takes enum name string, NOT int)
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- `setRenderMode("NormalRendering")` → `{"renderMode":"NormalRendering"}` ✅
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- `disconnectProbe()` → `{"ready":false,"state":"disconnected","url":""}` ✅
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- `listScenegraphNodes` (round 2, after 1s sleep) → full QSGNode tree with 11 GeometryNodes ✅
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@@ -533,7 +518,7 @@ When in doubt, these files have the ground truth:
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- **qtmcp tool return types**: only `void`/`bool`/`QString`/`QStringList`/`QImage` (sync) + `QFuture<QList<QMcpCallToolResultContent>>` (async). `QJsonObject` hits `qFatal`. Structured results → JSON-serialized `QString` (see Step 2 tool section).
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- **Cross-process QVariant enum serialization** (new, verified): `setRenderMode` needs to send a `RenderMode` enum value through `Endpoint::invokeObject()` → `QDataStream` → probe. The bridge defines a minimal `RenderMode` enum in `quickinspector_types.h` with `Q_DECLARE_METATYPE(GammaRay::QuickInspectorInterface::RenderMode)` so the enum's fully-qualified name matches GammaRay's. Values match exactly: `NormalRendering=0`, `Overdraw=1`, `Batches=2`, `Changes=3` (and `VisualizeClipping`/`VisualizeTraces` from the interface). Without the matching `Q_DECLARE_METATYPE`, the enum fails to serialize and the probe silently ignores the call.
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- **`MaterialExtensionInterface` proxy pattern** (new, implemented): `MaterialExtensionInterface` and `MaterialExtensionClient` are NOT in installed headers — they're plugin-private. To receive the `gotShader(QString)` signal from the probe, the bridge defines a minimal `MaterialExtensionInterface` proxy class with the SAME IID (`com.kdab.GammaRay.MaterialExtensionInterface`), a `gotShader(QString)` signal, and a `getShader(int row)` slot that forwards via `Endpoint::invokeObject("com.kdab.GammaRay.QuickSceneGraph.material", "getShader", {row})`. The concrete `MaterialExtensionProxy` self-registers via `ObjectBroker::registerObject(name, this)` and the factory is registered via `registerClientObjectFactoryCallback<MaterialExtensionInterface*>()` in `initOnce()`. The `material_interface.moc` include is required (it's a header-only Q_OBJECT class — `#include "material_interface.moc"` at the bottom of the .cpp).
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- **Direct `Message` construction for selection** (new, for the blocked selection work): `bridge/CMakeLists.txt` adds `/home/blumia/Sources/GammaRay/common` to `target_include_directories` so the bridge can include `<message.h>` and `<protocol.h>` directly from the GammaRay source tree. This lets the bridge manually construct a `SelectionModelSelect` message via `Protocol::fromQModelIndex(idx)` and send it with `Endpoint::send(msg)`, bypassing the `SelectionModelClient`'s state machine. `Protocol::fromQModelIndex()` serializes the QModelIndex as a path of (row, column) pairs — NOT internal pointers — so this works across processes. (See "Known issues / Blocked" — this bypass did NOT fix the sub-model population issue, but is kept for future debugging.)
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- **`ensureNodeSelected()` ordering fix for selection** (new, resolved the main blocker): The key insight was that sub-model `RemoteModels` must be created via `ObjectBroker::model()` BEFORE sending the `SelectionModelSelect` message. This ensures the server-side `RemoteModelServer` instances are already monitoring when `modelReset`/`rowsInserted` fires from `sgSelectionChanged()` → `PropertyController::setObject()`. The 300ms settle before `selModel->select()` lets the 125ms default-selection timer fire without racing. The final 2s settle + `primeAndWait()` ensures all sub-model data arrives before being read. See `scenegraph_tools.cpp:442-515`.
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- **Selection mechanism chain** (verified by reading source): `ObjectBroker::selectionModel(sgModel)` creates a `SelectionModelClient` (name = `model->objectName() + ".selection"`), which syncs to the probe's `SelectionModelServer`. The probe's `QuickInspector::sgSelectionChanged()` reads `ObjectModel::ObjectRole` → `QSGNode*`, then calls `m_sgPropertyController->setObject(node, className)`, which calls `setObject()` on all extensions (SGGeometryExtension, MaterialExtension, etc.) which populate the sub-models. `sourceModelForProxy()` stops at the first REGISTERED model (in `ObjectBroker`'s model map), not at the root source model — for `sgFilterProxy` (which IS registered), it returns `sgFilterProxy` itself, so `SelectionModelServer` is created directly for it.
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### Running the bridge
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@@ -554,13 +539,9 @@ cmake --build build
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## Next steps
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1. **Unblock sub-model population** — the single highest-priority issue. Try (in order of likelihood):
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1. **Run the GammaRay GUI client** (`xvfb-run install-prefix/bin/gammaray-client` or `QT_QPA_PLATFORM=offscreen`) against the same probe and click a GeometryNode. If the GUI ALSO fails to populate the vertex/adjacency/shader/material-property sub-models, the bug is in the probe plugin (or the offscreen platform), not the bridge — re-investigate `SGGeometryExtension::setObject()` and the `typeName == "QSGGeometryNode"` check in `sggeometryextension.cpp`. If the GUI WORKS, the bug is in our selection-sync path.
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2. **Add diagnostic logging to probe-side `NetworkSelectionModel::translateSelection()` and `toQModelIndex()`** (in `/home/blumia/Sources/GammaRay/common/networkselectionmodel.cpp` and `common/protocol.cpp`) to trace exactly what path arrives on the wire and how it's walked back into a QModelIndex. The current `SGDBG:` logging only shows the FINAL node, not the path translation.
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3. **Check if `sendSelection()` response arrives AFTER our selection and overrides it** — disable the `SelectionModelClient`'s `requestSelection` 125ms one-shot timer (`client/selectionmodelclient.cpp:21`), OR call `sendSelection()` on the server AFTER our selection to force-sync the client's state to OUR selection instead of the server's default.
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4. **Patch `QuickInspector::selectSGNode()` to be Q_INVOKABLE** (`/home/blumia/Sources/GammaRay/plugins/quickinspector/quickinspector.cpp:474`). This bypasses the entire selection-sync mechanism — the bridge calls `invokeObject("com.kdab.GammaRay.QuickInspectorInterface/1.0", "selectSGNode", {QVariant::fromValue<void*>(nodePtr)})` directly. Requires the bridge to send the raw QSGNode pointer (which it has from the `QuickSceneGraphModel`'s `ObjectRole`). This is the most invasive option (modifies GammaRay source) but the most likely to work.
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2. **Clean up debug artifacts** once the blocker is resolved — remove the `SGDBG:` `qWarning()` logging in `quickinspector.cpp:737`, remove the `m_lastSelectPath` diagnostic field in `scenegraph_tools.{h,cpp}`.
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3. **Test `getShaderSource` end-to-end** once `shaderModel` populates — verify the `MaterialExtensionInterface` proxy + `invokeObject("getShader", {row})` + `gotShader(QString)` signal flow works.
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4. **Implement `grabTexture(objectId)`** — `TextureExtension` async image grab via `RemoteViewInterface` `TransferImage`. Follows the same `MaterialExtensionInterface` proxy pattern: a thin `TextureExtensionInterface` proxy with matching IID. Depends on selection working first to populate the texture list.
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5. **Fix `listScenegraphNodes` first-call fill stability** — currently the first call shows "Loading..." for deep nodes and the second call returns the full tree. Either: (a) make `primeAndWait()` smarter (detect when a "Loading..." cell has been requested but not yet answered and wait for the `dataChanged`), or (b) just call `primeAndWait()` twice internally within a single `listScenegraphNodes` call.
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6. **Pin qtmcp `GIT_TAG`** to a specific commit/tag in `bridge/CMakeLists.txt` for reproducibility (currently tracks `main`).
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1. **Test `getShaderSource` async path end-to-end** — needs a QML app with real shaders (current test app uses software renderer where GeometryNodes have `nullptr` geometry).
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2. **Test geometry/material tools against a QML app with real QSGGeometry data** — current test app `relayout.qml` uses software renderer so `hasGeometry: false` and empty sub-models are correct behavior.
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3. **Implement `grabTexture(objectId)`** — `TextureExtension` async image grab via `RemoteViewInterface` `TransferImage`. Follows the `MaterialExtensionInterface` proxy pattern.
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4. **Fix `listScenegraphNodes` first-call fill stability** — single-call instead of caller needing a second call.
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5. **Pin qtmcp `GIT_TAG`** to a specific commit/tag for reproducibility (currently tracks `main`).
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6. **Build `--connect` startup flag integration** with systemd service for auto-attach during development.
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