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@runreal/unreal-mcp

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MCP server for Unreal Engine using Unreal Python Remote Execution

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"use strict"; var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); const node_child_process_1 = require("node:child_process"); // https://github.com/modelcontextprotocol/inspector/blob/main/cli/scripts/make-executable.js /** * Cross-platform script to make a file executable */ const node_fs_1 = require("node:fs"); const node_os_1 = require("node:os"); const node_path_1 = __importDefault(require("node:path")); const TARGET_FILE = node_path_1.default.resolve("dist/bin.js"); function makeExecutable() { return __awaiter(this, void 0, void 0, function* () { try { // On Unix-like systems (Linux, macOS), use chmod if ((0, node_os_1.platform)() !== "win32") { (0, node_child_process_1.execSync)(`chmod +x "${TARGET_FILE}"`); console.log("Made file executable with chmod"); } else { // On Windows, no need to make files "executable" in the Unix sense // Just ensure the file exists yield node_fs_1.promises.access(TARGET_FILE); console.log("File exists and is accessible on Windows"); } } catch (error) { console.error("Error making file executable:", error); process.exit(1); } }); } makeExecutable();