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Feature request: add GDScript (Godot) language support

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まだ誰も着手していません。

評価

難易度
4/5
見積もり時間
3〜5日
初心者へのやさしさ
48/100
issue の種類
機能追加
明瞭さ
おおむね明確
活発さ
静か
技術スタック
godot, javascript, lua
領域
devtools, tooling

調査の方向性

Read the Supported Languages section in README.md and the registrations in extraction/languages/index.js; compare how existing language extractors are wired. The issue leaves open whether to use a native tree-sitter grammar or extend extraction/languages/lua.js, so first determine which approach fits the project. Done means .gd files are indexed and the listed GDScript symbols can be queried.

索引モデルが issue の本文から書いたものです。

説明

Feature request: add GDScript (Godot) language support

Summary

GDScript — the primary scripting language for Godot Engine 4.x projects — is not currently in the list of supported languages (README.md "Supported Languages" section and extraction/languages/index.js registrations).

Why it matters

GDScript is one of the highest-popularity languages in the indie / open-source game-dev ecosystem, and Godot projects have characteristics that CodeGraph's pre-indexed model is particularly well-suited for:

  • Heavy cross-file references: Godot scenes, autoloads, and signals create a dense extends / class_name / @onready / signal graph across many .gd files. Today this requires grep + Read to reconstruct, which is exactly the workflow CodeGraph replaces.
  • Auto-sync fits the iterative gameplay-loop: CodeGraph's "index updates on every file change" model is a natural fit for the gameplay / UI iteration cycle Godot projects go through.
Concrete repro
  1. Run codegraph init in a Godot 4 project (any project with .gd files in scripts/).
  2. codegraph status reports 0 files indexed for any language matching .gd.
  3. No codegraph_explore / codegraph_query results return symbols defined in .gd files.

Expected: the 145 .gd files in a typical Godot project should appear under Files by Language, and GDScript symbols (class_name, func, signal, extends, var, @onready, preload, load) should be queryable.

Proposed approach

There are two reasonable paths; happy to send a PR either way:

A. Native tree-sitter grammar — tree-sitter-gdscript is maintained (https://github.com/PrestonKnopp/tree-sitter-gdscript) and already vendored by some tools. Mirrors how the other 27 languages in extraction/languages/ are wired.

B. Extend the existing Lua extractor — Given the recent Lua-parser work (#1616, #1617), GDScript's Lua-influenced syntax (block-by-indent, func/var declarations, extends/signal/class_name keywords layered on top) could be supported by extending extraction/languages/lua.js with a thin GDScript overlay rather than maintaining a separate extractor. Faster to land, naturally benefits from the same edge / dynamic-dispatch resolution infrastructure the Lua extractor is being improved with right now. Less accurate than a native grammar, but unblocks Godot users quickly.

Environment
  • CodeGraph v1.5.0 (/opt/homebrew/bin/codegraph via npm i -g @colbymchenry/codegraph)
  • macOS arm64
  • Test project: a Godot 4 project with ~145 .gd files and ~50 .tscn scene files

Thanks — happy to iterate on the design.

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環境構築

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はじめの一歩

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  2. 着手することを issue にコメントします — 二人が同じ作業をするのを防げます。
  3. リポジトリをフォークし、ブランチを切って変更します。
  4. issue 番号を参照したプルリクエストを送ります。

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