High-risk tools in Breakpoint
33 of the 274 tools in Breakpoint are classified as high risk. This page profiles those tools specifically, with recommended policy actions and the attack patterns that target them.
Every operation listed below is an action PolicyLayer recommends controlling at the transport layer. Open any tool to see the full profile, risk score, and YAML policy snippet.
Tools at high risk
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cs_dbg_attachExecuteAttach netcoredbg to an already-running .NET process (e.g. a C# Godot game launched separately) by its OS process id. Any breakpoints set beforehand are applied during the hands...
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cs_dbg_continueExecuteResume execution and wait for the program to settle again (next breakpoint or termination). Returns the resulting state; if it runs on with no further breakpoint, reports state ...
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cs_dbg_launchExecuteStart a C# Godot game under netcoredbg. `program` defaults to the configured Mono/.NET Godot binary (GODOT_CSHARP_BIN) and `args` to ['--path', <C# project>]; override either to...
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cs_dbg_restartExecuteRestart the current C# debug session. Uses the DAP `restart` request when the adapter advertises `supportsRestartRequest`, otherwise falls back to terminate + relaunch — so it w...
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cs_dbg_set_breakpointsExecuteSet (replace) the breakpoints for a C# source file. Applied immediately if a session is running, else buffered until launch/attach. Feature-detected: the per-line `conditions` m...
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cs_dbg_set_exception_breakpointsExecuteEnable (replace) the debugger's exception breakpoint filters so execution halts when a matching .NET exception is thrown (DAP setExceptionBreakpoints). Pass the filter IDs to en...
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cs_dbg_set_variableExecuteChange a variable's value in a stopped C# frame (DAP setVariable). DESTRUCTIVE: mutates live program state — confirm with the user and keep this gated. `variables_ref` is the co...
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cs_dbg_stepExecuteStep execution: 'over' (next), 'in' (stepIn), or 'out' (stepOut), then wait for the step to land. Returns the resulting state and stop reason.
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dbg_attachExecuteAttach to an already-running Godot debug session.
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dbg_continueExecuteResume execution and wait for the program to settle again (next breakpoint or termination). Returns the resulting state; if it runs on with no further breakpoint, reports state ...
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dbg_data_breakpointsExecuteSet (replace) data breakpoints — 'watchpoints' that halt when a variable's value changes (DAP dataBreakpointInfo + setDataBreakpoints). Pass `watch` as a list of { name, variabl...
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dbg_gotoExecuteMove the program counter within the current stopped frame — 'set next statement' (DAP gotoTargets + goto). Call with `path` + `line` to list the valid goto targets on that line;...
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dbg_launchExecuteStart the game under the debugger. scene may be 'main', 'current', or a res:// scene path. Any breakpoints set beforehand are applied during the handshake. Refuses if the runtim...
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dbg_restartExecuteRestart the current debug session. Uses the DAP `restart` request when the adapter advertises `supportsRestartRequest`, otherwise falls back to terminate + relaunch — so it work...
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dbg_set_exception_breakpointsExecuteEnable (replace) the debugger's exception breakpoint filters so execution halts when a matching error/exception is thrown (DAP setExceptionBreakpoints). Pass the filter IDs to e...
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dbg_set_variableExecuteChange a variable's value in a stopped frame (DAP setVariable). DESTRUCTIVE: mutates live program state — confirm with the user and keep this gated. `variables_ref` is the conta...
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dbg_stepExecuteStep execution: 'over' (next), 'in' (stepIn), or 'out' (stepOut), then wait for the step to land. Returns the resulting state and stop reason. Note: stepOut may be unsupported o...
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filesystem_scanExecuteTrigger an editor rescan of the project filesystem so newly added or externally-changed files are picked up. Read-only side effect.
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godot_exportExecuteHeadless export using an export preset. Runs to completion and returns exit code + logs. Can be slow — exposed as an MCP task, so task-aware clients can poll, await, or cancel i...
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godot_importExecuteHeadless (re)import of project assets. Runs to completion and returns exit code + logs. Exposed as an MCP task (poll/await/cancel via tasks/get, tasks/result, tasks/cancel).
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godot_launch_editorExecuteOpen the Godot editor for the configured project (detached). Needed before any editor_* bridge tool can be used.
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godot_run_projectExecuteRun the project (detached). Optionally start from a specific scene path (res://...). Returns the process id. Refuses if the runtime bridge port is already bound — the new game c...
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godot_stopExecuteTerminate a managed process started by godot_run_managed.
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runtime_anim_playExecutePlay an animation on a LIVE AnimationPlayer node. DESTRUCTIVE (drives the running game) — gated by confirmation. Omit `animation` to (re)play the currently-assigned one.
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runtime_anim_stopExecuteStop (or pause) a LIVE AnimationPlayer node. DESTRUCTIVE (drives the running game) — gated by confirmation. keep_state:true pauses in place; false (default) stops.
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runtime_emit_signalExecuteEmit a signal from a live node. DESTRUCTIVE — gated by confirmation.
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runtime_inject_inputExecuteInject a synthetic input event for automated play-testing. DESTRUCTIVE. event.kind is 'action' | 'key' | 'mouse_button' | 'mouse_motion'. Example: {"kind":"action","action":"jum...
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runtime_node_addExecuteAdd a node to the LIVE running game as a child of `parent`. DESTRUCTIVE — gated by confirmation. Provide `scene` (a res:// PackedScene to instantiate) OR `type` (a ClassDB class...
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runtime_seed_rngExecuteSeed the running game's GLOBAL random number generator (GDScript seed()) so a playtest is reproducible. DESTRUCTIVE (changes RNG state) — gated by confirmation. Seeds only the g...
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runtime_step_framesExecuteAdvance the running game by an exact number of frames while otherwise frozen, for deterministic, frame-accurate playtesting. DESTRUCTIVE — gated by confirmation. `kind` selects ...
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runtime_time_scaleExecuteSet Engine.time_scale on the running game: 0 freezes time, 1 is normal, >1 fast, <1 slow-motion. DESTRUCTIVE (alters the running game's clock) — gated by confirmation. Freeze wi...
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signal_emitExecuteEmit a signal from a node in the EDITED scene, firing its connected callables now. DESTRUCTIVE (edit-time side effects) — gated by confirmation. Args use the tagged-Variant conv...
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vcs_switchExecuteSwitch to an existing branch (`git switch <branch>`). No --force: if local changes would be overwritten, git refuses and its message is returned unchanged — nothing is clobbered...
Attacks that target this class
High-risk tools in any server share these documented attack patterns. Each links to the full case and the defensive policy.