
Code Atlas
io.github.lusiem由 GitHub 账号 lusiem 发布v0.5.0更新于 Oct 25, 2026
Code intelligence MCP: symbols, call graphs, change impact + affected tests, routes, search.
发布方自己的服务:Red Atlas Api
概览
本地代码智能 MCP 服务器,为仓库建立索引,让助手搜索符号、追踪调用图、梳理路由并评估改动影响。
- 可以做什么
- 梳理与概览仓库:仓库地图、项目概览、文件与目录大纲、符号详情与批量符号查询,以及受 token 预算约束的上下文包和导入、调用、类型图的 Mermaid 图。搜索代码:符号搜索、全文内容搜索、本地语义搜索、AST 模式查询和近似重复代码查找。追踪关系:引用、定义、调用与类型层级、导入图、最短调用链,以及死代码与热点报告。评估改动:带受影响测试文件的改动影响、对照 git HEAD 的编辑后校验、符号相关测试、变更耦合与符号历史。检查 Web 路由与游戏引擎资源:框架路由与处理器、Godot/Unity/Unreal 场景与资源引用。
- 适用场景
- 当助手需要在不读整份文件的情况下理解大型或不熟悉的代码库时使用,例如绘制仓库结构、查找某函数的调用方,或预测改动会影响哪些测试。适合多语言项目,以及希望代码分析完全留在本机的团队。
- 运行要求
- 以本地 stdio 进程运行,通常通过 npm 包的 npx 启动,需要 Node.js。默认索引当前工作目录,可覆盖根路径。可选的语言服务器和本地嵌入模型会在首次使用时下载到用户级缓存,除非禁用。未声明账号、API 密钥或环境变量。
安装
在 SourceWeft 中
- 打开 控制台中的 Code Atlas,将其添加到工作区。
- 为需要使用其工具的对话启用该服务。
Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。
其他 MCP 客户端
参照 仓库 中的启动说明。
README
code-atlas
Multi-language code intelligence MCP server — gives Claude Code (and any MCP client) a structured view of your codebase instead of raw text: symbol search, file outlines, AST pattern queries, cross-file references, call/type hierarchies, import graphs, change-impact analysis with affected-test detection, web-framework route maps (Express/NestJS/Fastify/FastAPI/Flask/Django), Mermaid diagrams, precise LSP-backed answers, local-embedding semantic search, and game-engine asset understanding (Godot, Unity, Unreal). 25 languages indexed.
Instead of grepping and reading whole files, the model asks questions like "map this repo", "outline this file", "who calls parseConfig?", "how does the request handler reach the DB layer?", "what changes whenever this file changes?" — and gets compact, token-efficient answers backed by a persistent tree-sitter index.
Every answer is budgeted: tools take a max_tokens cap, and a clamped response returns a cursor you can pass back to continue rather than re-asking with a bigger budget.
Status: released (npm
@lusiem/code-atlas, MCP registryio.github.lusiem/code-atlas). 25 languages, 32 tools, LSP-exact answers with a structural floor, engine adapters, and an agent-workflow layer (repo_map,context_pack,verify_changes) built for token economy. Validated at 19k files / 6.3M LOC.
How it works
- Persistent index at
<repo>/.code-atlas/index.db(self-gitignored), incrementally refreshed by content hash. - Live — a gitignore-aware file watcher reindexes saves within a debounce beat and re-resolves only the affected files (
--no-watchor"watch": falseto disable). - Zero config — point it at a repo root and it works. Optional
code-atlas.jsonfor include/exclude tweaks. - Everything local — your code never leaves your machine.
Install & use with Claude Code
Or from a clone:
The server indexes the current working directory; pass --root <path> to override.
CLI
Tools
Full reference with example outputs: docs/tools.md.
Cross-file answers are LSP-first with a structural floor: when a language server is available
(found on PATH or auto-acquired into a per-user cache), references/definitions/hover/call
hierarchies are exact and tagged lsp; everywhere else, heuristic import/name resolution answers
with a confidence score per edge. Servers: typescript-language-server + pyright (npm), gopls
(go install), rust-analyzer + clangd (pinned, SHA-256-verified release binaries), Eclipse JDT LS
for Java (needs a Java 21+ runtime — detected via PATH/JAVA_HOME), kotlin-language-server (needs
any JRE), and csharp-ls for C# (needs the .NET SDK; installed as a dotnet tool — deliberately not
Microsoft's Roslyn LSP, whose license is VS-only). GDScript attaches to the Godot editor's
built-in language server (TCP 127.0.0.1:6005, override with CODE_ATLAS_GODOT_LSP_PORT)
whenever the editor has the project open — close the editor and answers fall back to structural,
reopen it and the next query reattaches. Missing runtimes degrade that language to
structural, reported honestly in index_status. A first-time acquisition (download + boot) never
blocks a query: tools wait up to 8 s, then answer structurally while the server finishes starting.
Disable with --no-lsp; disable auto-download with --no-download.
Semantic search embeds every function/class (signature + doc + body) with a code-tuned local
model — jinaai/jina-embeddings-v2-base-code, quantized ONNX — and fuses cosine similarity with
BM25 keyword rank. Everything stays on your machine. The ONNX runtime (~220 MB) and model
(~150 MB) are not part of this package: they download to the per-user cache the first time you
call semantic_search, never at install, and structural tools never wait on them. Until coverage
completes, results are keyword-weighted and say so. Embedding a 60k-symbol repo takes ~15 minutes
of background time, once; after that only edited symbols re-embed. "embeddings": {"model": "fast"} swaps in a 4× faster general-purpose model; --no-embeddings turns the layer off.
Languages
Indexing today (25): TypeScript, TSX, JavaScript, Python, C, C++, Rust, Go, Java, Kotlin, C#, GDScript, PHP, Ruby, Lua, Solidity, Zig, Nix, Swift, Scala, Dart, Terraform/HCL, Pascal/Delphi, Vue, Svelte.
Vue and Svelte single-file components index the <script> blocks (all of them, <script setup>
included) at their true file line numbers; component imports resolve, so .vue/.svelte
dependency graphs work in get_dependencies and change_impact. Terraform maps blocks to
symbols (resource "aws_s3_bucket" "logs" is searchable by either label) and resolves local
module sources as imports. Languages beyond the LSP-covered core answer structurally with
confidence-scored edges — same contract as everywhere else.
Test-file awareness: every indexed file is classified by per-language path conventions
(*.test.ts, test_*.py, *_test.go, src/test/, *_spec.rb, foundry .t.sol, …) — this
powers change_impact's affected-test reporting. Inline test blocks (Rust #[cfg(test)], Zig
test) are not path-classifiable and stay invisible by design.
Game engines: engine assets index alongside code — Godot .tscn/.tres scenes (node trees,
script attachments, signal connections, autoloads; res:// resolved per project.godot, monorepos
of many projects included), Unity .unity/.prefab/.asset + .meta GUID maps (MonoBehaviour →
C# class links, serialized references), and Unreal .uproject/.uplugin/Build.cs module graphs
plus indexed reflection macros: UCLASS/USTRUCT/UFUNCTION/UPROPERTY specifiers attach to the
symbol they annotate (searchable, shown in get_symbol_info), and dllexport macros
(class MYGAME_API AMyActor) no longer break C++ class extraction.
Unreal Blueprints (.uasset/.umap): binary editor packages are parsed natively (package
summary, name/import/export tables, asset-registry tags, and bounded tagged-property reads — no
Unreal installation needed). Blueprints surface their functions, event dispatchers, and member
variables as searchable symbols (search_symbols kind:event_dispatcher, lang:uasset), a
get_file_outline per asset, graph-node comments in full-text search, and asset//Game/-path +
parent-class + called-function references in find_asset_references (including
"who handles ReceiveBeginPlay" via handles_event). Blueprint→C++ links (parent classes via
Unreal's A/U/F naming, called UFUNCTIONs) materialize as confidence-scored
provenance: engine edges, lighting up type_hierarchy, call_hierarchy, and change_impact.
Uncooked (editor) assets are the target — validated against a real UE 5.6 project (1,763/1,764
assets parsing, save vintages from UE 4.25 through 5.6); cooked/marketplace packages are detected
and skipped with a recorded reason. Binary assets are capped by maxAssetFileBytes (default 64 MB) and
change-gated by size+mtime so warm sweeps never re-read them. Godot binary .scn remains out of
scope.
Roadmap
Structural core: scanner, SQLite+FTS5 index, TS/JS/Python extractors, first 6 tools✅All 11 language extractors, cross-file import resolution, call graph (✅find_references,call_hierarchy,trace_path)File watcher + incremental reindexing (scoped re-resolution, schema migrations)✅LSP layer (auto-acquired ts-ls/pyright/gopls; checksum-pinned rust-analyzer/clangd binaries; JDT LS/kotlin-language-server/csharp-ls with JRE/.NET detection; precise references/definitions/hover/call hierarchy with graceful fallback)✅Local-embedding semantic search (✅semantic_search, hybrid BM25+vector reciprocal-rank fusion, lazy model download, incremental re-embedding)Game-engine adapters: GDScript grammar (vendored wasm build), Godot scenes/autoloads, Unity prefabs/GUIDs, Unreal module graph + reflection search, Godot editor LSP attach (TCP 6005, nightly-tested against a real editor)✅Docs, benchmarks in CI (cold index 157k LOC ≈ 5 s, warm queries p95 < 10 ms), cross-platform CI, npm pack smoke✅ — npm publish + MCP registry submission pendingCompetitive push:✅change_impact(blast radius + affected tests, git-diff mode), web-framework route indexing (list_routes/find_route), 13 more languages incl. Vue/Svelte SFCsAgent-workflow release (0.4.0):✅context_pack(token-budgeted one-call briefings),verify_changes(post-edit check vs git HEAD),tests_for_symbol,find_similar_code,find_dead_code+hotspots,batch_symbols,max_tokenson every list-shaped tool, file-based routing (Next.js/SvelteKit/Nuxt/Remix), PHP PSR-4 / C# namespace / Swift SPM import resolution, opt-in LSP edge promotion, sqlite-vec vec0 KNNOrientation release (0.5.0):✅repo_map(annotated architecture map, importance ranking, entry points, dependency inventory), resumable cursors + a recalibrated token estimator, depth-collapsing outlines and directory outlines,change_coupling+symbol_historyon a persisted commit cache, streaming resolution for million-symbol reposToken-honesty and text release (0.6.0): an estimator that no longer under-counts high-entropy output (base64 was charged a quarter of its true cost, so✅max_tokenscould be exceeded), provenance stated once per answer instead of on every row,search_contentover a contentless FTS index with on-disk verification, non-code files (md/json/yaml/Dockerfile/CI) indexed for the first time
Performance (vuejs/core, 157k LOC, 536 files incl. .vue SFCs): cold index 3.8 s, warm tool
calls p95 ≤ 6 ms through a full MCP round-trip. scripts/bench.mjs runs in CI.
Scale (Unreal Engine Engine/Source/Runtime, 19,097 files, 6.3M LOC, 622k symbols, 502k edges):
cold index 413 s, warm structural queries p95 ≤ 18 ms, and repo_map returns the whole
architecture in p95 126 ms within a 2,500-token budget. Text search over all 19k files costs
p50 69 ms, and the content index is 45.6 MB — 4% of the database, because it stores no file
text: it proposes candidates and the disk verifies them.
Development
Position convention: lines are 1-based, columns 0-based, paths root-relative with forward slashes. See CONTRIBUTING.md for how to add languages, servers, and grammars.
License
MIT
来源:README.md,提交 1da41d1
工具
0版本历史
1- v0.5.0最新Sep 16, 2026
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