/** * HTTP client for proxy mode. * Communicates with the primary server to forward tool calls and probe health. */ export interface ProbeResult { alive: boolean; version?: string; toolCount?: number; } export interface ProxyToolResult { content: Array<{ type: string; text: string; }>; isError?: boolean; } /** * Probe an existing primary server on the given port. * Returns { alive: true } if a healthy godot-mcp-bridge responds. */ export declare function probeExistingServer(port: number): Promise; /** * Identity of this proxy process, stable for its lifetime. The primary keys its * client set on this, so repeated registrations are the same client saying it is * still alive rather than a new one arriving. */ export declare const PROXY_CLIENT_ID: string; /** * Register this proxy client with the primary and keep re-announcing. * * The heartbeat is what makes the primary's count self-correcting: the * unregister below only runs on a graceful shutdown, so anything harder — * SIGKILL, a crash, a host going to sleep — is caught by the entry simply * going stale. */ export declare function registerProxyClient(port: number): Promise; /** * Unregister this proxy client from the primary and stop the heartbeat. */ export declare function unregisterProxyClient(port: number): Promise; /** * Forward a tool call to the primary server. * Timeout is generous because Godot tool execution can be slow. */ export declare function proxyToolCall(port: number, name: string, args: Record, timeoutMs: number): Promise; //# sourceMappingURL=proxy-client.d.ts.map