dbg_launch
Start 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 runtime bridge port is already bound — the new game could not host the bridge, so runtime_* would address the process already ...
This record as markdown: /tools/breakpoint-mcp/dbg-launch.md
What dbg_launch does on Breakpoint
AI agents invoke dbg_launch to trigger actions in Breakpoint. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
| Parameter | Type | Required | Description |
|---|---|---|---|
scene | string | — | 'main' (default), 'current', or res://scene.tscn |
stop_on_entry | boolean | — | Break at entry (default false) |
allow_port_conflict | boolean | — | Launch even though the runtime bridge port is already bound (default false). Breakpoints and stepping still work — a DAP session is addressed by session, not by |
Parameters from the server's own tool schema.
Why dbg_launch is rated High
This tool launches a game process with debugging capabilities, which is an external operation that executes code in the Godot game engine environment. While it doesn't directly delete data or move money, it initiates execution of arbitrary game code under debugger control.
From the tool's definition Tool description explicitly states "Start the game under the debugger" and manages runtime processes, port binding, and game startup with conditional logic around process conflicts.
Attacks that exploit this kind of access
The rule that runs dbg_launch safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Breakpoint, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For dbg_launch, this is the rule to start with:
dbg_launch stays usable, but rate-capped: a runaway agent can't fire it dozens of times a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Breakpoint, apply this rule, and every dbg_launch call is checked against it from then on.
Questions about dbg_launch
Start 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 runtime bridge port is already bound — the new game could not host the bridge, so runtime_* would address the process already holding the port. Clear the holder (godot_stop, or quit it), or dbg_attach onto it if it is already under the debugger, or pass allow_port_conflict (dbg_* is unaffected either way; only runtime_* is). It is categorised as a Execute tool in the Breakpoint MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
dbg_launch accepts 3 parameters: scene, stop_on_entry, allow_port_conflict. The full parameter table on this page comes from the server's own tool schema.
Register the Breakpoint MCP server in PolicyLayer and add a rule for dbg_launch: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Breakpoint. Nothing to install.
dbg_launch is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the dbg_launch rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for dbg_launch. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
dbg_launch is provided by the Breakpoint MCP server (breakpoint-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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