High-risk tools in Godot Breakpoint
27 of the 239 tools in Godot 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.
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cs_dbg_continueExecuteResume execution and wait for the program to settle again (next breakpoint or termination).
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cs_dbg_evaluateExecuteEvaluate a C# expression in the context of a stopped frame. DESTRUCTIVE: arbitrary code execution — confirm with the user and keep this gated.
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cs_dbg_launchExecuteStart a C# Godot game under netcoredbg.
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cs_dbg_restartExecuteRestart the current C# debug session. Uses the DAP
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cs_dbg_set_exception_breakpointsExecuteEnable (replace) the debugger
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cs_dbg_stepExecuteStep execution:
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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).
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dbg_evaluateExecuteEvaluate a GDScript expression in the context of a stopped frame. DESTRUCTIVE: arbitrary code execution — confirm with the user and keep this capability gated.
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dbg_gotoExecuteMove the program counter within the current stopped frame —
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dbg_launchExecuteStart the game under the debugger. scene may be
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dbg_restartExecuteRestart the current debug session. Uses the DAP
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dbg_set_exception_breakpointsExecuteEnable (replace) the debugger
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dbg_set_variableExecuteChange a variable
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dbg_stepExecuteStep execution:
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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_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_managedExecuteRun the project as a managed child process with captured stdout/stderr, so godot_output can read ALL print()/error output.
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godot_run_projectExecuteRun the project (detached). Optionally start from a specific scene path (res://...). Returns the process id.
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godot_stopExecuteTerminate a managed process started by godot_run_managed.
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node_call_methodExecuteInvoke a method on a node in the EDITED scene. DESTRUCTIVE (arbitrary invocation, not undoable) — gated by confirmation.
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runtime_call_methodExecuteInvoke a method on a live node. DESTRUCTIVE (arbitrary invocation) — gated by confirmation. Args use the tagged-Variant convention.
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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.
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runtime_set_propertyExecuteSet a property on a live node. DESTRUCTIVE (mutates running game state) — gated by confirmation. Rich types use the {\
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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...
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.