The control channel read each request with no length cap, so a client sending gigabytes without a newline made the server thread allocate until the process was killed. Read lines against the 16 MiB cap the MCP server already uses, now one shared constant, answer a longer one with an error and close; close a connection after eight lines that are not JSON, serve at most sixteen connections at once, and run at most sixty-four queued requests per frame so a flood cannot starve drawing. Every file command checked the size with the metadata and then read to the end. A character device such as /dev/zero reports a length of 0, so the cap passed and the read was unbounded; a FIFO blocked the calling thread, which over the control channel is the thread drawing the window. vfs::read now takes the caller's cap, refuses anything that is not a regular file before opening it, re-checks on the handle to close the window between the two, and reads no more than the cap plus the byte that proves it was exceeded. Callers pass the limits they already had, and the recovery read and the CLI's own reads go through it too. `solvecraft-cli eval /dev/zero` and a FIFO now fail at once instead of never returning. Fixes #147 Co-Authored-By: Claude Opus 5 <[email protected]> (cherry picked from commit 4156e8acd11c90c435a54a3b0ccc59991db71b12)
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Control protocol
solvecraft --control PORT (or SOLVECRAFT_CONTROL_PORT=PORT) listens on 127.0.0.1:PORT for
JSON lines. Each request is one line {"id": …, "method": "…", "params": {…}}; each reply is one
line {"id": …, "ok": true, "result": …} or {"id": …, "ok": false, "error": "…"}. Requests are
handled on the UI thread between frames; pointer and keyboard input is injected as real egui
events, one pointer event per frame.
The channel is untrusted input. A request line may be at most 16 MiB; a longer one is answered
with {"ok": false, "error": "request too large"} and the connection is closed, as are
connections that send eight lines that are not JSON. At most 16 connections are served at once
(further ones get {"ok": false, "error": "too many connections"}), at most 64 queued requests
run per frame so a flood cannot starve drawing, and a request that the UI thread has not
answered within 60 seconds is replied to with {"ok": false, "error": "timeout"}. The same
16 MiB line limit applies to the MCP server.
Engine
| Method | Params | Result |
|---|---|---|
engine.execute |
command: command id, params: JSON object |
the command's result |
engine.script |
commands: [{command, params}, …] |
results, stops at the first error |
engine.commands |
— | every command: id, label, tab, panel, icon, shortcut, params doc, enabled |
document.inspect |
measure?: bool |
parameters, timeline (errors, timings), bodies, sketches, selection |
Commands never open dialogs when run this way. solvecraft-cli commands prints the same registry.
Every sketch.* command that changes a sketch adds created: {points, curves, constraints, dimensions} to its result (and wires for 3D curves): the ids of what it added, in creation
order, next to whatever else the command returns (curves, sides, corners…). Sketch ids are
stable and never reused, even after a delete (l1, l2, then l3 once l2 is gone; only undo
rolls the numbering back with the design), so they can go straight into later commands:
{"id":7,"method":"engine.execute","params":{"command":"sketch.line","params":{"points":[[0,0],[40,0]]}}}
→ {"curves":["l1"],"created":{"points":["l1.start","l1.end"],"curves":["l1"],"constraints":["k1"],"dimensions":[]},…}
{"id":8,"method":"engine.execute","params":{"command":"sketch.dimension","params":{"entities":["l1"],"value":50}}}
UI
| Method | Params | Notes |
|---|---|---|
ui.inspect |
— | UI state, what is hidden (visibility: bodies, origin and construction items, sketches; set it with the browser.visibility command), viewport rect, camera, active tool/dialog, hover, renderer, timings, live preview (active, busy, error, ms, bodies it stands in for) |
ui.set |
any UiState field (tab, perspective, showGrid, dark, …), and hiddenBodies, hiddenOrigin, hiddenSketches, shownSketches (whole lists; browser.visibility changes single items) |
dark: false switches to the light theme |
ui.view |
view: front, back, top, bottom, left, right, iso, home, fit; animate (bool, default false: snap) |
|
ui.start |
command |
like a toolbar click: starts the sketch tool or dialog for the command |
ui.click |
x, y (screen points), button?: left/right/middle, shift?, ctrl?, double? |
real pointer input |
ui.move |
x, y |
|
ui.drag |
x0, y0, x1, y1, button?, shift?, ctrl?, steps?, hold?, hold_end? |
press, move, release; a left drag on the model is a box selection (left to right: window, right to left: crossing); hold keeps the button down that many frames first (a right press-and-hold opens the marking menu, releasing over a direction picks it), hold_end that many frames at the end (a sketch drag shows its snap) |
ui.menu |
x?, y?, target?, close? |
with a point: open a context menu there as a right-click would (the viewport's marking menu, or a browser menu with target: {"type": "body", "name"} | {"type": "sketch", "id"} | {"type": "component", "id"}); without: the open menu (radial and items: id, label, shortcut, enabled) |
ui.menuPick |
item: id or label |
runs an item of the open menu, as clicking it does |
ui.rename |
text?, commit? (default true) |
finishes the rename box a Rename item opened |
ui.selection |
the selection, the open dialog's inputs, the hovered item, and the active sketch's drawn dimensions (dimensions: id and text centre, dimension_selected, dimension_editing) |
|
ui.worldToScreen |
points: [[x, y, z]…] world points |
their screen points |
ui.triad |
screen points of the 3D sketch move triad's handles (x, y, z, plane) |
|
ui.sketchToScreen |
points: [[x, y]…] in active-sketch coordinates |
their screen points (null when behind the camera) |
ui.dialogInput |
index |
what clicking an input's Select chip does: picks go to that input |
ui.at |
world: [x,y,z] | sketch: [x,y] | plane: "XY" | axis: "Z" | dimension: "d1" (its value text) | handle: "arrow" (a manipulator handle, see scenario::publish_handle) |
the screen point (a scenario step's target; see crates/ui-egui/src/scenario.rs) |
ui.handles |
prefix? |
the handles drawn last frame, [{name, x, y}]: toolbar buttons and drop-down items toolbar:<command id>, panel labels panel:<tab>:<panel>, browser rows row:<label> and fold arrows fold:<label>, manipulator handles; orientation tips axis_view:x, axis_view:-x (and y/z) |
ui.editFeature |
feature (id or name) |
what double-clicking a timeline item does: rolls back to it and opens its dialog filled in (sketches open in sketch mode) |
ui.scroll |
x, y, delta? |
wheel zoom at the cursor |
ui.key |
key (egui key name, Enter, Escape…), cmd?, shift? |
|
ui.text |
text |
typed text |
ui.screenshot |
path? |
PNG of the window (needs a presented frame) |
ui.render |
path, width?, height? |
CPU render of the model with the current camera (no window needed); cut by the section the viewport shows (inspect.section, an open Section Analysis dialog's preview, a sketch's Slice), with the cut face capped |
ui.confirm |
accept?: bool |
answers the Delete confirmation (shown when a delete takes other features with it or makes some fail); without accept, what it lists |
ui.documents |
action?: new, switch, close, quit; index?; force? (close without asking); answer?: save, dont_save, cancel (answers "save changes?") |
the open designs (tabs): names, unsaved flags, the active one, a pending "save changes?" prompt, whether a quit is asking |
ui.file |
path; insert?: bool |
starts an interactive background Open or Insert; poll ui.inspect.file_busy for completion; the window stays responsive |
ui.home |
open?: bool; sample?: index |
the start page: show or hide it, open a built-in sample (once built); returns open and the recent designs |
ui.shortcut |
command, key?, replace? |
a command's key, or rebinds it ("" clears; a key another command uses is refused unless replace) |
ui.help |
item?: about, shortcuts (read only), report (copies diagnostics) |
the version, commit, build date and diagnostic text |
ui.prefs |
any of default_units, nav (fusion, solidworks, inventor, alias, tinkercad), zoom_reverse, zoom_to_cursor, orbit_cursor, look_at_anim, look_at_speed, msaa, length_decimals, angle_decimals, theme (dark, light, system), language (en, ja; see localization), ui_scale, up_axis (z, y), offer_stand_up; open (a page: General, Navigation, Keyboard Shortcuts, Design, Graphics, Sketch, Selection) opens the Preferences dialog there; button: ok, cancel, apply, defaults; stand_up: true stands up a just-opened Y-up file |
sets preferences (kept between runs), returns them all plus dialog (the open page or null), dark and stand_up_offer |
ui.capture |
action?: capture, revert, cancel |
answers the Capture Position question (asked when a command starts or the design is saved while components were moved without capturing); without action, what waits |
ui.window |
action: minimize, maximize, restore, toggle, close |
what the title bar's caption buttons do (on Windows and Linux the application bar is the title bar); close asks about unsaved designs first |
ui.agent_cursor |
show (bool), speed: a number from 1 to 5 (times the normal speed) or "instant" (no animation: the command runs at once and the pointer jumps to where it acted), follow_camera (bool); all optional |
the settings. While the cursor is shown, engine.execute first glides to the command's toolbar button and to each pick, then runs and replies; later requests wait their turn. "animate": false on a call skips it |
ui.resize |
width, height |
|
app.quit |
force? (quit without asking about unsaved designs) |
quitting (the window closes), asking (a "save changes?" prompt is open) |
MCP
solvecraft-cli mcp --connect 127.0.0.1:PORT bridges an MCP client (an AI agent) to this
channel; see mcp.md.
Example
{"id":1,"method":"engine.execute","params":{"command":"sketch.create","params":{"plane":"XY"}}}
{"id":2,"method":"engine.execute","params":{"command":"sketch.rectangle.two_point","params":{"p0":[0,0],"p1":[40,30]}}}
{"id":3,"method":"engine.execute","params":{"command":"solid.extrude","params":{"distance":20}}}
{"id":4,"method":"engine.execute","params":{"command":"solid.fillet","params":{"edges":[[0,0,10]],"radius":3}}}
{"id":5,"method":"ui.screenshot","params":{"path":"/tmp/part.png"}}
Hold Shift during an orbit gesture to snap to the nearest standard or diagonal view. This applies to right-drag, the Orbit navigation tool, and dragging the axis view. Under the default preset, Shift+middle also orbits with snapping; middle alone pans. Axis-view tips use world coordinates, regardless of the up-axis preference. Clicking an aligned tip again flips to its opposite.
Shift-orbit snapping includes 45-degree edge views and isometric corner views, with a lightly damped spring transition and a small boundary margin to prevent flicker.