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MCP server · Gaming

Gdep

MCP server for gdep — Game Codebase Analysis Tool (Unity/UE5/C++/C#)

42Fair

Scored 6 months ago · breakdown

About Gdep

Gdep is an MCP server in the Gaming category: mCP server for gdep — Game Codebase Analysis Tool (Unity/UE5/C++/C#).

Install

Claude Code
claude mcp add gdep -- npx -y gdep-mcp
npx
npx -y gdep-mcp

This server has no ConduID identity, so agent calls to it are not receipted. Pin the version you install and review the source before granting it credentials.

Tools (30)

analyze_axmol_eventsAxmol EventDispatcher/Scheduler binding map

Parameters not published.

analyze_impact_and_riskBefore modifying any class or method (`method_name=` for method-level callers; `detail_level="summary"` for quick count)

Parameters not published.

analyze_ue5_animationABP states + Montage + GAS Notifies

Parameters not published.

analyze_ue5_behavior_treeBehaviorTree asset structure

Parameters not published.

analyze_ue5_blueprint_mappingC++ class → Blueprint impl mapping — with **confidence header**

Parameters not published.

analyze_ue5_gasGAS Abilities / Effects / Tags / ASC — with **confidence header** + IS-A asset role breakdown

Parameters not published.

analyze_ue5_state_treeStateTree asset structure

Parameters not published.

analyze_unity_animatorAnimator state machine structure

Parameters not published.

detect_patternsDetect design patterns in the codebase (Singleton, Subsystem, GAS, Component, etc.)

Parameters not published.

execute_gdep_cliRaw access to all CLI features

Parameters not published.

Show all 30 tools
explain_method_logicInternal control flow of a single method — Guard/Branch/Loop/Always. Supports C++ namespace-style functions. `include_source=True` appends method body

Parameters not published.

explore_class_semanticsUnfamiliar class deep-dive. Default `compact=True` keeps output AI-friendly (~4–8 KB); `include_source=True` appends source code

Parameters not published.

find_call_pathShortest call path between two methods (A → B, **C#/Unity only**)

Parameters not published.

find_class_hierarchyFull inheritance tree — ancestors (parent chain) + descendants (subclass tree)

Parameters not published.

find_method_callersReverse call graph — who calls this method

Parameters not published.

find_unity_event_bindingsInspector-wired methods (invisible in code search)

Parameters not published.

find_unused_assetsUnreferenced assets — Unity GUID scan / UE5 binary path reference scan

Parameters not published.

get_architecture_adviceFull project diagnosis + LLM-powered advice

Parameters not published.

get_project_context**Always call first** — full project overview

Parameters not published.

inspect_architectural_healthTech debt audit

Parameters not published.

query_project_apiSearch project API by class/method/property name with relevance scoring

Parameters not published.

read_class_sourceReturn actual source code of a class or a specific method. `method_name=` to return only that method's body (token-efficient)

Parameters not published.

suggest_lint_fixesLint issues with code fix suggestions (dry-run)

Parameters not published.

suggest_test_scopeWhich test files to run after modifying a class

Parameters not published.

summarize_project_diffArchitecture-level summary of a git diff

Parameters not published.

trace_gameplay_flowTrace C++ → Blueprint call chains (`summary=True` for compact output)

Parameters not published.

wiki_getRead full content of a specific wiki node

Parameters not published.

wiki_listList all wiki nodes with staleness status — see what has already been analyzed

Parameters not published.

wiki_save_conversationSave agent conversation summary to wiki — persists session context, decisions, and findings across sessions. Creates `discussed_in` edges to referenced classes

Parameters not published.

wiki_search**Call before any analysis** — search previously analyzed classes/assets by keyword (FTS5 BM25). Instant if cached

Parameters not published.

Ask AI

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README

🎮 gdep — Game Codebase Analysis Tool

Understand a Unity/UE5/Axmol project in 0.5 seconds. Make Claude and Cursor read the actual code.

CI PyPI npm

"If I modify this class, what breaks?" — answered in 3 seconds, grounded in source. Source-grounded: structural facts from C++ source and binary assets. Confidence tier (HIGH/MEDIUM/LOW) reported on every result.

Read this in other languages: 한국어 · 日本語 · 简体中文 · 繁體中文


✨ Why gdep?

Large game codebases are brutal:

  • UE5 with 300+ Blueprints → "Where is this Ability actually called?" — half a day gone
  • Unity with 50 Managers + Prefab refs → refactor triggers circular dep explosion
  • "What breaks if I change this class?" → open files manually for 30 minutes

gdep answers all of this in under 0.5 seconds.

Measured Performance

Metric Result Notes
UE5 warm scan 0.46 s 2,800+ asset project
Unity warm scan 0.49 s SSD, 900+ classes
Peak memory 28.5 MB 10× headroom vs target
MCP accuracy 5 / 5 (100%) Code-based facts

Full details → docs/BENCHMARK.md · docs/mcp-benchmark.md


🤖 MCP Integration — Make AI Read Real Code

gdep ships an MCP server for Claude Desktop, Cursor, and any MCP-compatible agent.

Install in 1 line

npm install -g gdep-mcp

Configure your agent (copy-paste)

{
  "mcpServers": {
    "gdep": {
      "command": "gdep-mcp",
      "env": { "PYTHONUTF8": "1" }
    }
  }
}

That's it. Your AI now has 30 game-engine-aware tools available on every conversation.

What changes with MCP

Without gdep:  "CombatCore probably has some Manager dependencies..." ← hallucination
With gdep:     Direct deps: 2 · Indirect: 200+ UI classes · Asset: prefabs/UI/combat.prefab

30 MCP Tools at a glance

Tool When to use
get_project_context Always call first — full project overview
wiki_search Call before any analysis — search previously analyzed classes/assets by keyword (FTS5 BM25). Instant if cached
wiki_list List all wiki nodes with staleness status — see what has already been analyzed
wiki_get Read full content of a specific wiki node
wiki_save_conversation Save agent conversation summary to wiki — persists session context, decisions, and findings across sessions. Creates discussed_in edges to referenced classes
analyze_impact_and_risk Before modifying any class or method (method_name= for method-level callers; detail_level="summary" for quick count)
explain_method_logic Internal control flow of a single method — Guard/Branch/Loop/Always. Supports C++ namespace-style functions. include_source=True appends method body
trace_gameplay_flow Trace C++ → Blueprint call chains (summary=True for compact output)
inspect_architectural_health Tech debt audit
explore_class_semantics Unfamiliar class deep-dive. Default compact=True keeps output AI-friendly (~4–8 KB); include_source=True appends source code
suggest_test_scope Which test files to run after modifying a class
suggest_lint_fixes Lint issues with code fix suggestions (dry-run)
summarize_project_diff Architecture-level summary of a git diff
get_architecture_advice Full project diagnosis + LLM-powered advice
find_method_callers Reverse call graph — who calls this method
find_call_path Shortest call path between two methods (A → B, C#/Unity only)
find_class_hierarchy Full inheritance tree — ancestors (parent chain) + descendants (subclass tree)
read_class_source Return actual source code of a class or a specific method. method_name= to return only that method's body (token-efficient)
find_unused_assets Unreferenced assets — Unity GUID scan / UE5 binary path reference scan
query_project_api Search project API by class/method/property name with relevance scoring
detect_patterns Detect design patterns in the codebase (Singleton, Subsystem, GAS, Component, etc.)
execute_gdep_cli Raw access to all CLI features
find_unity_event_bindings Inspector-wired methods (invisible in code search)
analyze_unity_animator Animator state machine structure
analyze_axmol_events Axmol EventDispatcher/Scheduler binding map
analyze_ue5_gas GAS Abilities / Effects / Tags / ASC — with confidence header + IS-A asset role breakdown
analyze_ue5_behavior_tree BehaviorTree asset structure
analyze_ue5_state_tree StateTree asset structure
analyze_ue5_animation ABP states + Montage + GAS Notifies
analyze_ue5_blueprint_mapping C++ class → Blueprint impl mapping — with confidence header

Wiki — Analysis Result Cache

Analysis results are automatically saved to .gdep/wiki/ and indexed in SQLite + FTS5. The wiki accumulates knowledge across sessions — always wiki_search before running fresh analysis.

wiki_search("zombie ability") → instant result if already analyzed
wiki_list()                   → see all cached nodes with staleness status
wiki_get("class:ZombieChar")  → full cached analysis content

Key features:

  • FTS5 full-text search with BM25 ranking — CamelCase-aware ("GameplayAbility" finds ULyraGameplayAbility)
  • Dependency edges auto-extracted (inheritance, UPROPERTY, Behavioral Dependencies)
  • Staleness detection: node flagged when source file changes since last analysis
  • related=True on wiki_search expands results via dependency edges

UE5 Confidence Transparency

Every analyze_ue5_gas and analyze_ue5_blueprint_mapping response starts with:

> Analysis method: cpp_source_regex + binary_pattern_match
> Confidence: **MEDIUM**
> Coverage: 4633/4633 assets parsed (100.0%)
> UE version: 5.6 (validated)

gdep init generates a .gdep/AGENTS.md that tells AI agents exactly when to trust gdep results (HIGH = trust fully, MEDIUM = reliable, LOW = verify source) and when to read source files directly.

Full MCP setup → gdep-cli/gdep_mcp/README.md


📦 Installation

Prerequisites

Item Version Purpose
Python 3.11+ CLI · MCP server
.NET Runtime 8.0+ C# / Unity project analysis

One-click (Recommended)

# Windows
install.bat

# macOS / Linux
chmod +x install.sh && ./install.sh

Manual

cd gdep-cli && pip install -e .

🚀 Quick Start

gdep detect {path}                          # auto-detect engine
gdep scan {path} --circular --top 15        # structure overview
gdep init {path}                            # create .gdep/AGENTS.md for AI agents
gdep advise {path}                          # architecture diagnosis + advice

After gdep init, Claude / Cursor / Gemini automatically read the project context and know which gdep tools to call for which questions.


🖥️ Web UI — Visual Analysis in Your Browser

gdep ships a browser UI for interactive, visual analysis — no terminal required after setup.

Step 1 — Install (run once from project root)

install.bat          # Windows
./install.sh         # macOS / Linux

Step 2 — Launch

run.bat              # Windows — opens backend + frontend in two separate terminals automatically
./run.sh             # macOS/Linux — Terminal 1: backend  (http://localhost:8000)
./run_front.sh       # macOS/Linux — Terminal 2: frontend (http://localhost:5173)

Open http://localhost:5173 → point the sidebar to your project's source folder.

What you get:

  • Interactive dependency graphs and call-flow visualization
  • Class browser with impact analysis and lint
  • AI chat agent that reads your actual codebase (tool-calling)
  • Engine-specific explorers: GAS · Blueprint mapping · Animator · BehaviorTree · StateTree

UI language: English and Korean only · Local LLM: Ollama supported · Non-commercial, features may not be perfect

Full documentation → gdep-cli/web/README.md


🎯 Command Reference

Command Summary When to Use
detect Auto-detect engine type Before first analysis
scan Coupling · Cycles · Dead code Understand structure, before refactor
describe Class detail + full inheritance chain + Blueprint impl + AI summary Unfamiliar class, code review
flow Method call chain (C++→BP boundary) Bug tracing, flow analysis
impact Change impact reverse-trace Safety check before refactoring
method-impact Reverse-trace callers of a specific method Before modifying a method, find all call sites
path Shortest call path between two methods (BFS, C#/Unity only) Trace how A connects to B
test-scope Test files to run after modifying a class Before merging, CI planning
watch Live file-change monitor (impact+test+lint) During active development
lint Game-specific anti-pattern scan (+ --fix) Quality check before PR
advise Full architecture diagnosis + LLM advice Architecture review, tech debt
graph Dependency graph export Documentation, visualization
diff Dependency diff before/after commit PR review, CI gate
init Create AI Agent context file AI coding assistant setup
context Print project context Copy-paste to AI chat
hints Manage singleton hints Improve flow accuracy
config LLM configuration Before using AI summary features

📖 Command Details

scan

gdep scan {path} [options]
Option Description
--circular Detect circular dependencies
--dead-code Detect unreferenced classes
--deep Deep analysis including method bodies
--include-refs Include Prefab/Blueprint back-references
--top N Show top N by coupling (default: 20)
--format json JSON output (for CI/Agent)

flow — traces C++ → Blueprint boundaries

gdep flow {path} --class <Class> --method <Method> [--depth N]
└── UARGamePlayAbility_BasicAttack.ActivateAbility
    ├── CommitAbility ○
    ├── BP_GA_BasicAttack_C.K2_ActivateAbility ○ [BP]   ← Blueprint entry
    └── BP_GA_HeavyAttack_C.K2_ActivateAbility ○ [BP]

test-scope — find test files affected by a class change

gdep test-scope {path} <ClassName>
gdep test-scope {path} <ClassName> --format json   # CI pipeline output
gdep test-scope {path} <ClassName> --depth 5       # broader search

watch — live monitor for file changes

gdep watch {path}                        # watch whole project
gdep watch {path} --class CombatManager  # only watch files related to class
gdep watch {path} --debounce 2.0         # adjust debounce (seconds)

On every save, instantly prints: impact count · test file count · lint warnings.

advise — architecture diagnosis

gdep advise {path}                        # full project diagnosis
gdep advise {path} --focus CombatManager  # class-focused diagnosis
gdep advise {path} --format json          # CI/MCP output

Without LLM configured: structured data report (cycles/coupling/dead-code/lint). With LLM configured: IMMEDIATE / MID-TERM / LONG-TERM natural-language advice.

lint — 19 game-engine anti-pattern rules

gdep lint {path}                # scan
gdep lint {path} --fix          # scan + code fix suggestions (dry-run, no file changes)
Rule ID Engine Description
UNI-PERF-001 Unity GetComponent/Find in Update
UNI-PERF-002 Unity new/Instantiate in Update
UNI-ASYNC-001 Unity Coroutine while(true) without yield
UNI-ASYNC-002 Unity FindObjectOfType/Resources.Load in Coroutine
UE5-PERF-001 UE5 SpawnActor/LoadObject in Tick
UE5-PERF-002 UE5 Synchronous LoadObject in BeginPlay
UE5-BASE-001 UE5 Missing Super:: call
UE5-GAS-001 UE5 Missing CommitAbility() in ActivateAbility()
UE5-GAS-002 UE5 Expensive world queries in GAS Ability
UE5-GAS-003 UE5 Excessive BlueprintCallable (>10)
UE5-GAS-004 UE5 Missing const on BlueprintPure method
UE5-NET-001 UE5 Replicated property without ReplicatedUsing callback
AXM-PERF-001 Axmol getChildByName/Tag in update()
AXM-MEM-001 Axmol retain() without release()
AXM-EVENT-001 Axmol addEventListenerWith* without removeEventListener
UE5-BP-001 UE5 Blueprint references a C++ class not found in source (orphan reference)
UE5-BP-002 UE5 Blueprint K2 override references a deleted/changed C++ function
UNI-ASSET-001 Unity Prefab script reference broken (.meta GUID mismatch)
GEN-ARCH-001 Common Circular dependency

🎮 Supported Engines

Engine Class Analysis Flow Analysis Back-refs Specialized
Unity (C#) ✅ ✅ ✅ Prefab/Scene UnityEvent, Animator
Unreal Engine 5 ✅ UCLASS/USTRUCT/UENUM ✅ C++→BP ✅ Blueprint/Map GAS, BP mapping, BT/ST, ABP/Montage
Axmol / Cocos2d-x (C++) ✅ Tree-sitter ✅ — EventDispatcher/Scheduler bindings
.NET (C#) ✅ ✅ —
Generic C++ ✅ ✅ —

🔄 Representative Workflows

Onboarding an unfamiliar codebase

gdep init {path}
gdep scan {path} --circular --top 20
gdep describe {path} CombatManager --summarize
gdep flow {path} --class CombatManager --method ExecuteAction

UE5 GAS end-to-end

gdep describe {path} UARGameplayAbility_Dash
gdep flow {path} --class UARGameplayAbility_Dash --method ActivateAbility

Pre-refactor safety check

gdep impact {path} CombatCore --depth 5
gdep test-scope {path} CombatCore
gdep lint {path} --fix
gdep diff {path} --commit HEAD

Architecture review

gdep advise {path}
gdep advise {path} --focus BattleManager

CI quality gate

gdep diff . --commit HEAD~1 --fail-on-cycles
gdep lint . --format json > lint_report.json
gdep test-scope . ChangedClass --format json > test_scope.json

Active development (live feedback)

gdep watch {path} --class CombatManager
# → On every save: impact count · test files · lint warnings

⚙️ C# Parser (gdep.dll)

Ships as an OS-agnostic single DLL — identical behavior on Windows · macOS · Linux.

dotnet publish -c Release --no-self-contained -o publish_dll

Detection priority: $GDEP_DLL env → publish_dll/gdep.dll → publish/gdep.dll → legacy binary


MCP Server → gdep-cli/gdep_mcp/README.md CI/CD Integration → docs/ci-integration.md Performance Benchmark → docs/BENCHMARK.md MCP Token & Accuracy → docs/mcp-benchmark.md

README copy captured when this server was indexed; it may lag the repository. The original is authoritative.

Questions

About Gdep

How do I install Gdep?

Run claude mcp add gdep -- npx -y gdep-mcp, then add the server to your MCP client's configuration.

Is Gdep safe to use with an AI agent?

Its trust score is 42 out of 100 (fair). It passes 1 of the 1 static security checks run so far. It has no ConduID identity yet, so agent calls to it are not receipted.

Is Gdep still maintained?

Conduid hasn't recorded a commit date for this repository yet. Check the repository directly for recent activity.