signal_emit
Emit 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 convention.
This record as markdown: /tools/godot-breakpoint-mcp/signal-emit.md
What signal_emit does on Godot Breakpoint
AI agents invoke signal_emit to trigger actions in Godot 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.
Why signal_emit is rated High
The tool triggers execution of connected callables at edit-time by emitting a signal, causing arbitrary code execution depending on what handlers are connected. While labeled 'DESTRUCTIVE' in the description, the actual risk is executing arbitrary callables/code paths rather than irreversible data deletion. This maps most precisely to Execute since the blast radius depends on what callables fire.
From the tool's definition 'Emit a signal from a node in the EDITED scene, firing its connected callables now' and 'DESTRUCTIVE (edit-time side effects) — gated by confirmation'
Attacks that exploit this kind of access
The rule that runs signal_emit safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Godot Breakpoint, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For signal_emit, this is the rule to start with:
signal_emit 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 Godot Breakpoint, apply this rule, and every signal_emit call is checked against it from then on.
Questions about signal_emit
Emit 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 convention. It is categorised as a Execute tool in the Godot Breakpoint MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
Register the Godot Breakpoint MCP server in PolicyLayer and add a rule for signal_emit: 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 Godot Breakpoint. Nothing to install.
signal_emit 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 signal_emit 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 signal_emit. 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.
signal_emit is provided by the Godot Breakpoint MCP server (jlivingston-Cipher/godot-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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