修改提交
This commit is contained in:
@@ -0,0 +1,315 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace UnityTcp.Editor.Helpers
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{
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/// <summary>
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/// Manages long-running asynchronous operation states (compilation, UPM, baking, etc.)
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/// Provides operation ID generation, status tracking, and timeout management.
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/// </summary>
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public static class AsyncOperationTracker
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{
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/// <summary>
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/// Job status enum matching MCP protocol.
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/// </summary>
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public enum JobStatus
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{
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Pending,
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Complete,
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Error
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}
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/// <summary>
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/// Job type enum for categorizing operations.
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/// </summary>
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public enum JobType
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{
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Compilation,
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UpmPackage,
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NavMeshBake,
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LightingBake,
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Custom
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}
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/// <summary>
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/// Represents a tracked job/operation.
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/// </summary>
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public class Job
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{
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public string OpId { get; set; }
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public JobType Type { get; set; }
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public JobStatus Status { get; set; }
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public DateTime CreatedAt { get; set; }
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public DateTime? CompletedAt { get; set; }
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public string Message { get; set; }
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public object Data { get; set; }
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public string ErrorMessage { get; set; }
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public float Progress { get; set; } // 0.0 to 1.0
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}
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// Job storage
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private static readonly Dictionary<string, Job> _jobs = new Dictionary<string, Job>();
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private static readonly object _jobsLock = new object();
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// Default timeout in seconds
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private const int DefaultTimeoutSeconds = 300;
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/// <summary>
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/// Creates a new job with a unique op_id and registers it.
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/// </summary>
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public static Job CreateJob(JobType type, string message = null)
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{
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var job = new Job
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{
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OpId = GenerateOpId(),
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Type = type,
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Status = JobStatus.Pending,
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CreatedAt = DateTime.UtcNow,
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Message = message ?? $"{type} operation started",
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Progress = 0.0f
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};
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lock (_jobsLock)
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{
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_jobs[job.OpId] = job;
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}
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return job;
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}
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/// <summary>
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/// Gets a job by op_id.
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/// </summary>
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public static Job GetJob(string opId)
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{
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lock (_jobsLock)
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{
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return _jobs.TryGetValue(opId, out var job) ? job : null;
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}
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}
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/// <summary>
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/// Updates job status to Complete.
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/// </summary>
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public static void CompleteJob(string opId, string message = null, object data = null)
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{
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lock (_jobsLock)
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{
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if (_jobs.TryGetValue(opId, out var job))
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{
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job.Status = JobStatus.Complete;
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job.CompletedAt = DateTime.UtcNow;
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job.Progress = 1.0f;
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if (message != null) job.Message = message;
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if (data != null) job.Data = data;
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}
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}
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}
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/// <summary>
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/// Updates job status to Error.
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/// </summary>
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public static void FailJob(string opId, string errorMessage)
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{
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lock (_jobsLock)
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{
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if (_jobs.TryGetValue(opId, out var job))
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{
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job.Status = JobStatus.Error;
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job.CompletedAt = DateTime.UtcNow;
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job.ErrorMessage = errorMessage;
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job.Message = $"Operation failed: {errorMessage}";
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}
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}
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}
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/// <summary>
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/// Updates job progress (0.0 to 1.0).
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/// </summary>
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public static void UpdateProgress(string opId, float progress, string message = null)
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{
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lock (_jobsLock)
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{
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if (_jobs.TryGetValue(opId, out var job))
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{
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job.Progress = Mathf.Clamp01(progress);
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if (message != null) job.Message = message;
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}
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}
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}
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/// <summary>
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/// Removes a job from tracking.
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/// </summary>
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public static void RemoveJob(string opId)
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{
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lock (_jobsLock)
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{
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_jobs.Remove(opId);
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}
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}
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/// <summary>
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/// Gets all pending jobs of a specific type.
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/// </summary>
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public static List<Job> GetPendingJobs(JobType? type = null)
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{
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lock (_jobsLock)
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{
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return _jobs.Values
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.Where(j => j.Status == JobStatus.Pending && (!type.HasValue || j.Type == type.Value))
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.ToList();
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}
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}
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/// <summary>
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/// Cleans up old jobs that have been completed or timed out.
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/// Should be called periodically.
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/// </summary>
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public static void CleanupOldJobs(int maxAgeSeconds = 3600)
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{
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var cutoff = DateTime.UtcNow.AddSeconds(-maxAgeSeconds);
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lock (_jobsLock)
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{
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var toRemove = _jobs
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.Where(kv => kv.Value.CompletedAt.HasValue && kv.Value.CompletedAt.Value < cutoff)
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.Select(kv => kv.Key)
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.ToList();
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foreach (var opId in toRemove)
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{
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_jobs.Remove(opId);
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}
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if (toRemove.Count > 0)
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{
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Debug.Log($"[AsyncOperationTracker] Cleaned up {toRemove.Count} old jobs");
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}
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}
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}
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/// <summary>
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/// Checks if a job has timed out.
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/// </summary>
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public static bool IsJobTimedOut(string opId, int timeoutSeconds = DefaultTimeoutSeconds)
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{
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lock (_jobsLock)
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{
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if (_jobs.TryGetValue(opId, out var job))
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{
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if (job.Status == JobStatus.Pending)
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{
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var elapsed = (DateTime.UtcNow - job.CreatedAt).TotalSeconds;
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return elapsed > timeoutSeconds;
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}
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}
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}
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return false;
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}
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/// <summary>
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/// Creates a Pending async operation response for a job.
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/// Protocol: status/poll_interval/op_id
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/// </summary>
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public static object CreatePendingResponse(Job job, object stateDelta = null)
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{
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var response = new Dictionary<string, object>
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{
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["status"] = "pending",
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["poll_interval"] = 1.0, // Poll every 1 second
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["op_id"] = job.OpId,
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["success"] = true,
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["message"] = job.Message,
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["data"] = new
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{
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type = job.Type.ToString(),
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progress = job.Progress,
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createdAt = job.CreatedAt.ToString("o")
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}
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};
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// Add operations state delta showing the new pending operation
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var opDelta = StateComposer.CreateOperationsDelta(new[] {
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new { id = job.OpId, type = job.Type.ToString(), progress = job.Progress, message = job.Message }
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});
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response["state_delta"] = stateDelta != null
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? StateComposer.MergeStateDeltas(opDelta, stateDelta)
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: opDelta;
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return response;
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}
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/// <summary>
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/// Creates a Complete async operation response for a job.
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/// Protocol: status/op_id
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/// </summary>
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public static object CreateCompleteResponse(Job job, object stateDelta = null)
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{
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var response = new Dictionary<string, object>
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{
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["status"] = "complete",
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["op_id"] = job.OpId,
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["success"] = true,
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["message"] = job.Message,
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["data"] = job.Data
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};
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// Include state_delta if provided
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if (stateDelta != null)
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{
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response["state_delta"] = stateDelta;
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}
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return response;
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}
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/// <summary>
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/// Creates an Error async operation response for a job.
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/// Protocol: status/op_id
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/// </summary>
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public static object CreateErrorResponse(Job job, object stateDelta = null)
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{
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var response = new Dictionary<string, object>
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{
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["status"] = "error",
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["op_id"] = job.OpId,
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["success"] = false,
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["message"] = job.Message,
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["error"] = job.ErrorMessage
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};
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// Include state_delta if provided
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if (stateDelta != null)
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{
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response["state_delta"] = stateDelta;
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}
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return response;
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}
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/// <summary>
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/// Generates a unique operation ID.
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/// </summary>
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private static string GenerateOpId()
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{
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return Guid.NewGuid().ToString("N");
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}
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/// <summary>
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/// Gets count of all jobs by status.
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/// </summary>
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public static Dictionary<JobStatus, int> GetJobCounts()
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{
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lock (_jobsLock)
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{
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return _jobs.Values
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.GroupBy(j => j.Status)
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.ToDictionary(g => g.Key, g => g.Count());
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ccdab4cb337ac174395ef110bfa8f3b1
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MonoImporter:
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||||
externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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||||
executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,157 @@
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using System;
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using System.IO;
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using System.Net.Sockets;
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using System.Threading;
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using System.Threading.Tasks;
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namespace UnityTcp.Editor.Helpers
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{
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/// <summary>
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/// Helper class for handling binary framed TCP communication
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/// </summary>
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public static class BinaryFrameHelper
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{
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private const ulong MaxFrameBytes = 64UL * 1024 * 1024; // 64 MiB hard cap for framed payloads
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private const int FrameIOTimeoutMs = 30000; // Per-read timeout to avoid stalled clients
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/// <summary>
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/// Timeout-aware exact read helper with cancellation; avoids indefinite stalls and background task leaks
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/// </summary>
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public static async Task<byte[]> ReadExactAsync(NetworkStream stream, int count, int timeoutMs, CancellationToken cancel = default)
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{
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byte[] buffer = new byte[count];
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int offset = 0;
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var stopwatch = System.Diagnostics.Stopwatch.StartNew();
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while (offset < count)
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{
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int remaining = count - offset;
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int remainingTimeout = timeoutMs <= 0
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? Timeout.Infinite
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: timeoutMs - (int)stopwatch.ElapsedMilliseconds;
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// If a finite timeout is configured and already elapsed, fail immediately
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if (remainingTimeout != Timeout.Infinite && remainingTimeout <= 0)
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{
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throw new System.IO.IOException("Read timed out");
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}
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using var cts = CancellationTokenSource.CreateLinkedTokenSource(cancel);
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if (remainingTimeout != Timeout.Infinite)
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{
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cts.CancelAfter(remainingTimeout);
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||||
}
|
||||
|
||||
try
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||||
{
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||||
#if NETSTANDARD2_1 || NET6_0_OR_GREATER
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int read = await stream.ReadAsync(buffer.AsMemory(offset, remaining), cts.Token).ConfigureAwait(false);
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#else
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int read = await stream.ReadAsync(buffer, offset, remaining, cts.Token).ConfigureAwait(false);
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#endif
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||||
if (read == 0)
|
||||
{
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||||
throw new System.IO.IOException("Connection closed before reading expected bytes");
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||||
}
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offset += read;
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||||
}
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||||
catch (OperationCanceledException) when (!cancel.IsCancellationRequested)
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{
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||||
throw new System.IO.IOException("Read timed out");
|
||||
}
|
||||
}
|
||||
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return buffer;
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}
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/// <summary>
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/// Write a framed payload to the stream with default timeout
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/// </summary>
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public static async Task WriteFrameAsync(NetworkStream stream, byte[] payload)
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{
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using var cts = new CancellationTokenSource(FrameIOTimeoutMs);
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await WriteFrameAsync(stream, payload, cts.Token);
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||||
}
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||||
|
||||
/// <summary>
|
||||
/// Write a framed payload to the stream with cancellation support
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||||
/// </summary>
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public static async Task WriteFrameAsync(NetworkStream stream, byte[] payload, CancellationToken cancel)
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{
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if (payload == null)
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{
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throw new System.ArgumentNullException(nameof(payload));
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}
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if ((ulong)payload.LongLength > MaxFrameBytes)
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{
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throw new System.IO.IOException($"Frame too large: {payload.LongLength}");
|
||||
}
|
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byte[] header = new byte[8];
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WriteUInt64BigEndian(header, (ulong)payload.LongLength);
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#if NETSTANDARD2_1 || NET6_0_OR_GREATER
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await stream.WriteAsync(header.AsMemory(0, header.Length), cancel).ConfigureAwait(false);
|
||||
await stream.WriteAsync(payload.AsMemory(0, payload.Length), cancel).ConfigureAwait(false);
|
||||
#else
|
||||
await stream.WriteAsync(header, 0, header.Length, cancel).ConfigureAwait(false);
|
||||
await stream.WriteAsync(payload, 0, payload.Length, cancel).ConfigureAwait(false);
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read a framed UTF-8 string from the stream
|
||||
/// </summary>
|
||||
public static async Task<string> ReadFrameAsUtf8Async(NetworkStream stream, int timeoutMs, CancellationToken cancel)
|
||||
{
|
||||
byte[] header = await ReadExactAsync(stream, 8, timeoutMs, cancel).ConfigureAwait(false);
|
||||
ulong payloadLen = ReadUInt64BigEndian(header);
|
||||
if (payloadLen > MaxFrameBytes)
|
||||
{
|
||||
throw new System.IO.IOException($"Invalid framed length: {payloadLen}");
|
||||
}
|
||||
if (payloadLen == 0UL)
|
||||
throw new System.IO.IOException("Zero-length frames are not allowed");
|
||||
if (payloadLen > int.MaxValue)
|
||||
{
|
||||
throw new System.IO.IOException("Frame too large for buffer");
|
||||
}
|
||||
int count = (int)payloadLen;
|
||||
byte[] payload = await ReadExactAsync(stream, count, timeoutMs, cancel).ConfigureAwait(false);
|
||||
return System.Text.Encoding.UTF8.GetString(payload);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read a UInt64 from a byte array in big-endian format
|
||||
/// </summary>
|
||||
public static ulong ReadUInt64BigEndian(byte[] buffer)
|
||||
{
|
||||
if (buffer == null || buffer.Length < 8) return 0UL;
|
||||
return ((ulong)buffer[0] << 56)
|
||||
| ((ulong)buffer[1] << 48)
|
||||
| ((ulong)buffer[2] << 40)
|
||||
| ((ulong)buffer[3] << 32)
|
||||
| ((ulong)buffer[4] << 24)
|
||||
| ((ulong)buffer[5] << 16)
|
||||
| ((ulong)buffer[6] << 8)
|
||||
| buffer[7];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Write a UInt64 to a byte array in big-endian format
|
||||
/// </summary>
|
||||
public static void WriteUInt64BigEndian(byte[] dest, ulong value)
|
||||
{
|
||||
if (dest == null || dest.Length < 8)
|
||||
{
|
||||
throw new System.ArgumentException("Destination buffer too small for UInt64");
|
||||
}
|
||||
dest[0] = (byte)(value >> 56);
|
||||
dest[1] = (byte)(value >> 48);
|
||||
dest[2] = (byte)(value >> 40);
|
||||
dest[3] = (byte)(value >> 32);
|
||||
dest[4] = (byte)(value >> 24);
|
||||
dest[5] = (byte)(value >> 16);
|
||||
dest[6] = (byte)(value >> 8);
|
||||
dest[7] = (byte)(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9addeba67f678854eada157f672b975d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,232 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Helper class for Unity compilation status checking and error tracking
|
||||
/// </summary>
|
||||
public static class CompilationHelper
|
||||
{
|
||||
// Track last known compilation error/warning counts
|
||||
// IMPORTANT: Keep these nullable. Returning 0 when counts are unknown is misleading
|
||||
// (it can be interpreted as "validated: no errors/warnings").
|
||||
private static int? _lastErrorCount = null;
|
||||
private static int? _lastWarningCount = null;
|
||||
private static bool _trackingInitialized = false;
|
||||
|
||||
/// <summary>
|
||||
/// Helper to check compilation status across Unity versions
|
||||
/// </summary>
|
||||
public static bool IsCompiling()
|
||||
{
|
||||
if (EditorApplication.isCompiling)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
try
|
||||
{
|
||||
System.Type pipeline = System.Type.GetType("UnityEditor.Compilation.CompilationPipeline, UnityEditor");
|
||||
var prop = pipeline?.GetProperty("isCompiling", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
|
||||
if (prop != null)
|
||||
{
|
||||
return (bool)prop.GetValue(null);
|
||||
}
|
||||
}
|
||||
catch { }
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the count of compilation errors from the console.
|
||||
/// This is an approximation based on console log entries.
|
||||
/// </summary>
|
||||
public static int? GetCompilationErrors()
|
||||
{
|
||||
try
|
||||
{
|
||||
// Try to get error count from LogEntries (internal API)
|
||||
var logEntriesType = typeof(EditorApplication).Assembly.GetType("UnityEditor.LogEntries");
|
||||
if (logEntriesType != null)
|
||||
{
|
||||
var getCountMethod = logEntriesType.GetMethod(
|
||||
"GetCount",
|
||||
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic
|
||||
);
|
||||
|
||||
// Get count with error filter (mode = 1 for errors)
|
||||
var getCountByTypeMethod = logEntriesType.GetMethod(
|
||||
"GetCountsByType",
|
||||
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic
|
||||
);
|
||||
|
||||
if (getCountByTypeMethod != null)
|
||||
{
|
||||
// GetCountsByType returns counts for errors, warnings, logs
|
||||
var counts = new int[3];
|
||||
getCountByTypeMethod.Invoke(null, new object[] { counts });
|
||||
_lastErrorCount = counts[0]; // Errors
|
||||
return _lastErrorCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[CompilationHelper] Failed to get error count: {e.Message}");
|
||||
}
|
||||
|
||||
return _lastErrorCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the count of compilation warnings from the console.
|
||||
/// This is an approximation based on console log entries.
|
||||
/// </summary>
|
||||
public static int? GetCompilationWarnings()
|
||||
{
|
||||
try
|
||||
{
|
||||
// Try to get warning count from LogEntries (internal API)
|
||||
var logEntriesType = typeof(EditorApplication).Assembly.GetType("UnityEditor.LogEntries");
|
||||
if (logEntriesType != null)
|
||||
{
|
||||
var getCountByTypeMethod = logEntriesType.GetMethod(
|
||||
"GetCountsByType",
|
||||
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic
|
||||
);
|
||||
|
||||
if (getCountByTypeMethod != null)
|
||||
{
|
||||
// GetCountsByType returns counts for errors, warnings, logs
|
||||
var counts = new int[3];
|
||||
getCountByTypeMethod.Invoke(null, new object[] { counts });
|
||||
_lastWarningCount = counts[1]; // Warnings
|
||||
return _lastWarningCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[CompilationHelper] Failed to get warning count: {e.Message}");
|
||||
}
|
||||
|
||||
return _lastWarningCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets tracked error/warning counts.
|
||||
/// Should be called before starting a new compilation.
|
||||
/// </summary>
|
||||
public static void ResetCounts()
|
||||
{
|
||||
_lastErrorCount = null;
|
||||
_lastWarningCount = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts a standard compilation pipeline:
|
||||
/// 1. Clears console and gets since_token
|
||||
/// 2. Requests compilation
|
||||
/// 3. Returns pending response with token for later log reading
|
||||
///
|
||||
/// This is the recommended pattern after any script modification.
|
||||
/// </summary>
|
||||
public static object StartCompilationPipeline()
|
||||
{
|
||||
try
|
||||
{
|
||||
// Step 1: Clear console and get since_token
|
||||
var clearMethod = typeof(UnityTcp.Editor.Tools.ReadConsole).GetMethod(
|
||||
"HandleCommand",
|
||||
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public
|
||||
);
|
||||
|
||||
string sinceToken = null;
|
||||
if (clearMethod != null)
|
||||
{
|
||||
var clearParams = new Codely.Newtonsoft.Json.Linq.JObject
|
||||
{
|
||||
["action"] = "clear"
|
||||
};
|
||||
var clearResult = clearMethod.Invoke(null, new object[] { clearParams });
|
||||
|
||||
// Extract since_token from result
|
||||
if (clearResult != null)
|
||||
{
|
||||
var resultType = clearResult.GetType();
|
||||
var dataProp = resultType.GetProperty("data");
|
||||
if (dataProp != null)
|
||||
{
|
||||
var data = dataProp.GetValue(clearResult);
|
||||
if (data != null)
|
||||
{
|
||||
var tokenProp = data.GetType().GetProperty("sinceToken");
|
||||
sinceToken = tokenProp?.GetValue(data)?.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: get token from StateComposer
|
||||
if (string.IsNullOrEmpty(sinceToken))
|
||||
{
|
||||
sinceToken = StateComposer.GetCurrentConsoleToken();
|
||||
}
|
||||
|
||||
// Step 2: Reset error counts
|
||||
ResetCounts();
|
||||
|
||||
// Step 3: Create compilation job
|
||||
var job = AsyncOperationTracker.CreateJob(
|
||||
AsyncOperationTracker.JobType.Compilation,
|
||||
"Script compilation pipeline started"
|
||||
);
|
||||
|
||||
// Step 4: Request compilation
|
||||
UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
|
||||
|
||||
// Step 5: Return pending response with token and structured pipeline hints
|
||||
var response = AsyncOperationTracker.CreatePendingResponse(job) as System.Collections.Generic.Dictionary<string, object>;
|
||||
if (response != null)
|
||||
{
|
||||
response["since_token"] = sinceToken;
|
||||
response["pipeline"] = new
|
||||
{
|
||||
step = "compiling",
|
||||
sinceToken = sinceToken
|
||||
};
|
||||
response["pipeline_kind"] = "compile";
|
||||
response["requires_console_validation"] = true;
|
||||
}
|
||||
|
||||
return response ?? AsyncOperationTracker.CreatePendingResponse(job);
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"[CompilationHelper] StartCompilationPipeline failed: {e}");
|
||||
return Response.Error($"Failed to start compilation pipeline: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a summary of the last compilation result.
|
||||
/// </summary>
|
||||
public static object GetCompilationSummary()
|
||||
{
|
||||
var errors = GetCompilationErrors();
|
||||
var warnings = GetCompilationWarnings();
|
||||
|
||||
// Only include fields that are actually known; returning 0 is misleading.
|
||||
var result = new System.Collections.Generic.Dictionary<string, object>
|
||||
{
|
||||
["isCompiling"] = IsCompiling()
|
||||
};
|
||||
|
||||
if (errors.HasValue) result["errors"] = errors.Value;
|
||||
if (warnings.HasValue) result["warnings"] = warnings.Value;
|
||||
if (errors.HasValue) result["success"] = errors.Value == 0;
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 96c791cc231905b4ca2231ba84bc1f4f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
274
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/ExecPath.cs
Normal file
274
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/ExecPath.cs
Normal file
@@ -0,0 +1,274 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Runtime.InteropServices;
|
||||
using UnityEditor;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
internal static class ExecPath
|
||||
{
|
||||
private const string PrefClaude = "UnityTcp.ClaudeCliPath";
|
||||
|
||||
// Resolve Claude CLI absolute path. Pref → env → common locations → PATH.
|
||||
internal static string ResolveClaude()
|
||||
{
|
||||
try
|
||||
{
|
||||
string pref = EditorPrefs.GetString(PrefClaude, string.Empty);
|
||||
if (!string.IsNullOrEmpty(pref) && File.Exists(pref)) return pref;
|
||||
}
|
||||
catch { }
|
||||
|
||||
string env = Environment.GetEnvironmentVariable("CLAUDE_CLI");
|
||||
if (!string.IsNullOrEmpty(env) && File.Exists(env)) return env;
|
||||
|
||||
if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
|
||||
{
|
||||
string home = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile) ?? string.Empty;
|
||||
string[] candidates =
|
||||
{
|
||||
"/opt/homebrew/bin/claude",
|
||||
"/usr/local/bin/claude",
|
||||
Path.Combine(home, ".local", "bin", "claude"),
|
||||
};
|
||||
foreach (string c in candidates) { if (File.Exists(c)) return c; }
|
||||
// Try NVM-installed claude under ~/.nvm/versions/node/*/bin/claude
|
||||
string nvmClaude = ResolveClaudeFromNvm(home);
|
||||
if (!string.IsNullOrEmpty(nvmClaude)) return nvmClaude;
|
||||
#if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
|
||||
return Which("claude", "/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin");
|
||||
#else
|
||||
return null;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
|
||||
{
|
||||
#if UNITY_EDITOR_WIN
|
||||
// Common npm global locations
|
||||
string appData = Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) ?? string.Empty;
|
||||
string localAppData = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) ?? string.Empty;
|
||||
string[] candidates =
|
||||
{
|
||||
// Prefer .cmd (most reliable from non-interactive processes)
|
||||
Path.Combine(appData, "npm", "claude.cmd"),
|
||||
Path.Combine(localAppData, "npm", "claude.cmd"),
|
||||
// Fall back to PowerShell shim if only .ps1 is present
|
||||
Path.Combine(appData, "npm", "claude.ps1"),
|
||||
Path.Combine(localAppData, "npm", "claude.ps1"),
|
||||
};
|
||||
foreach (string c in candidates) { if (File.Exists(c)) return c; }
|
||||
string fromWhere = Where("claude.exe") ?? Where("claude.cmd") ?? Where("claude.ps1") ?? Where("claude");
|
||||
if (!string.IsNullOrEmpty(fromWhere)) return fromWhere;
|
||||
#endif
|
||||
return null;
|
||||
}
|
||||
|
||||
// Linux
|
||||
{
|
||||
string home = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile) ?? string.Empty;
|
||||
string[] candidates =
|
||||
{
|
||||
"/usr/local/bin/claude",
|
||||
"/usr/bin/claude",
|
||||
Path.Combine(home, ".local", "bin", "claude"),
|
||||
};
|
||||
foreach (string c in candidates) { if (File.Exists(c)) return c; }
|
||||
// Try NVM-installed claude under ~/.nvm/versions/node/*/bin/claude
|
||||
string nvmClaude = ResolveClaudeFromNvm(home);
|
||||
if (!string.IsNullOrEmpty(nvmClaude)) return nvmClaude;
|
||||
#if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
|
||||
return Which("claude", "/usr/local/bin:/usr/bin:/bin");
|
||||
#else
|
||||
return null;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// Attempt to resolve claude from NVM-managed Node installations, choosing the newest version
|
||||
private static string ResolveClaudeFromNvm(string home)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (string.IsNullOrEmpty(home)) return null;
|
||||
string nvmNodeDir = Path.Combine(home, ".nvm", "versions", "node");
|
||||
if (!Directory.Exists(nvmNodeDir)) return null;
|
||||
|
||||
string bestPath = null;
|
||||
Version bestVersion = null;
|
||||
foreach (string versionDir in Directory.EnumerateDirectories(nvmNodeDir))
|
||||
{
|
||||
string name = Path.GetFileName(versionDir);
|
||||
if (string.IsNullOrEmpty(name)) continue;
|
||||
if (name.StartsWith("v", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
// Extract numeric portion: e.g., v18.19.0-nightly -> 18.19.0
|
||||
string versionStr = name.Substring(1);
|
||||
int dashIndex = versionStr.IndexOf('-');
|
||||
if (dashIndex > 0)
|
||||
{
|
||||
versionStr = versionStr.Substring(0, dashIndex);
|
||||
}
|
||||
if (Version.TryParse(versionStr, out Version parsed))
|
||||
{
|
||||
string candidate = Path.Combine(versionDir, "bin", "claude");
|
||||
if (File.Exists(candidate))
|
||||
{
|
||||
if (bestVersion == null || parsed > bestVersion)
|
||||
{
|
||||
bestVersion = parsed;
|
||||
bestPath = candidate;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestPath;
|
||||
}
|
||||
catch { return null; }
|
||||
}
|
||||
|
||||
// Explicitly set the Claude CLI absolute path override in EditorPrefs
|
||||
internal static void SetClaudeCliPath(string absolutePath)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!string.IsNullOrEmpty(absolutePath) && File.Exists(absolutePath))
|
||||
{
|
||||
EditorPrefs.SetString(PrefClaude, absolutePath);
|
||||
}
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
|
||||
// Clear any previously set Claude CLI override path
|
||||
internal static void ClearClaudeCliPath()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (EditorPrefs.HasKey(PrefClaude))
|
||||
{
|
||||
EditorPrefs.DeleteKey(PrefClaude);
|
||||
}
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
|
||||
internal static bool TryRun(
|
||||
string file,
|
||||
string args,
|
||||
string workingDir,
|
||||
out string stdout,
|
||||
out string stderr,
|
||||
int timeoutMs = 15000,
|
||||
string extraPathPrepend = null)
|
||||
{
|
||||
stdout = string.Empty;
|
||||
stderr = string.Empty;
|
||||
try
|
||||
{
|
||||
// Handle PowerShell scripts on Windows by invoking through powershell.exe
|
||||
bool isPs1 = RuntimeInformation.IsOSPlatform(OSPlatform.Windows) &&
|
||||
file.EndsWith(".ps1", StringComparison.OrdinalIgnoreCase);
|
||||
|
||||
var psi = new ProcessStartInfo
|
||||
{
|
||||
FileName = isPs1 ? "powershell.exe" : file,
|
||||
Arguments = isPs1
|
||||
? $"-NoProfile -ExecutionPolicy Bypass -File \"{file}\" {args}".Trim()
|
||||
: args,
|
||||
WorkingDirectory = string.IsNullOrEmpty(workingDir) ? Environment.CurrentDirectory : workingDir,
|
||||
UseShellExecute = false,
|
||||
RedirectStandardOutput = true,
|
||||
RedirectStandardError = true,
|
||||
CreateNoWindow = true,
|
||||
};
|
||||
if (!string.IsNullOrEmpty(extraPathPrepend))
|
||||
{
|
||||
string currentPath = Environment.GetEnvironmentVariable("PATH") ?? string.Empty;
|
||||
psi.EnvironmentVariables["PATH"] = string.IsNullOrEmpty(currentPath)
|
||||
? extraPathPrepend
|
||||
: (extraPathPrepend + System.IO.Path.PathSeparator + currentPath);
|
||||
}
|
||||
|
||||
using var process = new Process { StartInfo = psi, EnableRaisingEvents = false };
|
||||
|
||||
var so = new StringBuilder();
|
||||
var se = new StringBuilder();
|
||||
process.OutputDataReceived += (_, e) => { if (e.Data != null) so.AppendLine(e.Data); };
|
||||
process.ErrorDataReceived += (_, e) => { if (e.Data != null) se.AppendLine(e.Data); };
|
||||
|
||||
if (!process.Start()) return false;
|
||||
|
||||
process.BeginOutputReadLine();
|
||||
process.BeginErrorReadLine();
|
||||
|
||||
if (!process.WaitForExit(timeoutMs))
|
||||
{
|
||||
try { process.Kill(); } catch { }
|
||||
return false;
|
||||
}
|
||||
|
||||
// Ensure async buffers are flushed
|
||||
process.WaitForExit();
|
||||
|
||||
stdout = so.ToString();
|
||||
stderr = se.ToString();
|
||||
return process.ExitCode == 0;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
|
||||
private static string Which(string exe, string prependPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
var psi = new ProcessStartInfo("/usr/bin/which", exe)
|
||||
{
|
||||
UseShellExecute = false,
|
||||
RedirectStandardOutput = true,
|
||||
CreateNoWindow = true,
|
||||
};
|
||||
string path = Environment.GetEnvironmentVariable("PATH") ?? string.Empty;
|
||||
psi.EnvironmentVariables["PATH"] = string.IsNullOrEmpty(path) ? prependPath : (prependPath + Path.PathSeparator + path);
|
||||
using var p = Process.Start(psi);
|
||||
string output = p?.StandardOutput.ReadToEnd().Trim();
|
||||
p?.WaitForExit(1500);
|
||||
return (!string.IsNullOrEmpty(output) && File.Exists(output)) ? output : null;
|
||||
}
|
||||
catch { return null; }
|
||||
}
|
||||
#endif
|
||||
|
||||
#if UNITY_EDITOR_WIN
|
||||
private static string Where(string exe)
|
||||
{
|
||||
try
|
||||
{
|
||||
var psi = new ProcessStartInfo("where", exe)
|
||||
{
|
||||
UseShellExecute = false,
|
||||
RedirectStandardOutput = true,
|
||||
CreateNoWindow = true,
|
||||
};
|
||||
using var p = Process.Start(psi);
|
||||
string first = p?.StandardOutput.ReadToEnd()
|
||||
.Split(new[] { '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries)
|
||||
.FirstOrDefault();
|
||||
p?.WaitForExit(1500);
|
||||
return (!string.IsNullOrEmpty(first) && File.Exists(first)) ? first : null;
|
||||
}
|
||||
catch { return null; }
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a4a955ce7b85e184597177720c6d46b3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,536 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using Codely.Newtonsoft.Json;
|
||||
using Codely.Newtonsoft.Json.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityTcp.Editor.Serialization; // For Converters
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles serialization of GameObjects and Components for MCP responses.
|
||||
/// Includes reflection helpers and caching for performance.
|
||||
/// </summary>
|
||||
public static class GameObjectSerializer
|
||||
{
|
||||
// --- Data Serialization ---
|
||||
|
||||
/// <summary>
|
||||
/// Creates a serializable representation of a GameObject.
|
||||
/// </summary>
|
||||
public static object GetGameObjectData(GameObject go)
|
||||
{
|
||||
if (go == null)
|
||||
return null;
|
||||
return new
|
||||
{
|
||||
name = go.name,
|
||||
instanceID = go.GetInstanceID(),
|
||||
tag = go.tag,
|
||||
layer = go.layer,
|
||||
activeSelf = go.activeSelf,
|
||||
activeInHierarchy = go.activeInHierarchy,
|
||||
isStatic = go.isStatic,
|
||||
scenePath = go.scene.path, // Identify which scene it belongs to
|
||||
transform = new // Serialize transform components carefully to avoid JSON issues
|
||||
{
|
||||
// Serialize Vector3 components individually to prevent self-referencing loops.
|
||||
// The default serializer can struggle with properties like Vector3.normalized.
|
||||
position = new
|
||||
{
|
||||
x = go.transform.position.x,
|
||||
y = go.transform.position.y,
|
||||
z = go.transform.position.z,
|
||||
},
|
||||
localPosition = new
|
||||
{
|
||||
x = go.transform.localPosition.x,
|
||||
y = go.transform.localPosition.y,
|
||||
z = go.transform.localPosition.z,
|
||||
},
|
||||
rotation = new
|
||||
{
|
||||
x = go.transform.rotation.eulerAngles.x,
|
||||
y = go.transform.rotation.eulerAngles.y,
|
||||
z = go.transform.rotation.eulerAngles.z,
|
||||
},
|
||||
localRotation = new
|
||||
{
|
||||
x = go.transform.localRotation.eulerAngles.x,
|
||||
y = go.transform.localRotation.eulerAngles.y,
|
||||
z = go.transform.localRotation.eulerAngles.z,
|
||||
},
|
||||
scale = new
|
||||
{
|
||||
x = go.transform.localScale.x,
|
||||
y = go.transform.localScale.y,
|
||||
z = go.transform.localScale.z,
|
||||
},
|
||||
forward = new
|
||||
{
|
||||
x = go.transform.forward.x,
|
||||
y = go.transform.forward.y,
|
||||
z = go.transform.forward.z,
|
||||
},
|
||||
up = new
|
||||
{
|
||||
x = go.transform.up.x,
|
||||
y = go.transform.up.y,
|
||||
z = go.transform.up.z,
|
||||
},
|
||||
right = new
|
||||
{
|
||||
x = go.transform.right.x,
|
||||
y = go.transform.right.y,
|
||||
z = go.transform.right.z,
|
||||
},
|
||||
},
|
||||
parentInstanceID = go.transform.parent?.gameObject.GetInstanceID() ?? 0, // 0 if no parent
|
||||
// Optionally include components, but can be large
|
||||
// components = go.GetComponents<Component>().Select(c => GetComponentData(c)).ToList()
|
||||
// Or just component names:
|
||||
componentNames = go.GetComponents<Component>()
|
||||
.Select(c => c.GetType().FullName)
|
||||
.ToList(),
|
||||
};
|
||||
}
|
||||
|
||||
// --- Metadata Caching for Reflection ---
|
||||
private class CachedMetadata
|
||||
{
|
||||
public readonly List<PropertyInfo> SerializableProperties;
|
||||
public readonly List<FieldInfo> SerializableFields;
|
||||
|
||||
public CachedMetadata(List<PropertyInfo> properties, List<FieldInfo> fields)
|
||||
{
|
||||
SerializableProperties = properties;
|
||||
SerializableFields = fields;
|
||||
}
|
||||
}
|
||||
// Key becomes Tuple<Type, bool>
|
||||
private static readonly Dictionary<Tuple<Type, bool>, CachedMetadata> _metadataCache = new Dictionary<Tuple<Type, bool>, CachedMetadata>();
|
||||
// --- End Metadata Caching ---
|
||||
|
||||
/// <summary>
|
||||
/// Creates a serializable representation of a Component, attempting to serialize
|
||||
/// public properties and fields using reflection, with caching and control over non-public fields.
|
||||
/// </summary>
|
||||
// Add the flag parameter here
|
||||
public static object GetComponentData(Component c, bool includeNonPublicSerializedFields = true)
|
||||
{
|
||||
// --- Add Early Logging ---
|
||||
// Debug.Log($"[GetComponentData] Starting for component: {c?.GetType()?.FullName ?? "null"} (ID: {c?.GetInstanceID() ?? 0})");
|
||||
// --- End Early Logging ---
|
||||
|
||||
if (c == null) return null;
|
||||
Type componentType = c.GetType();
|
||||
|
||||
// --- Special handling for Transform to avoid reflection crashes and problematic properties ---
|
||||
if (componentType == typeof(Transform))
|
||||
{
|
||||
Transform tr = c as Transform;
|
||||
// Debug.Log($"[GetComponentData] Manually serializing Transform (ID: {tr.GetInstanceID()})");
|
||||
return new Dictionary<string, object>
|
||||
{
|
||||
{ "typeName", componentType.FullName },
|
||||
{ "instanceID", tr.GetInstanceID() },
|
||||
// Manually extract known-safe properties. Avoid Quaternion 'rotation' and 'lossyScale'.
|
||||
{ "position", CreateTokenFromValue(tr.position, typeof(Vector3))?.ToObject<object>() ?? new JObject() },
|
||||
{ "localPosition", CreateTokenFromValue(tr.localPosition, typeof(Vector3))?.ToObject<object>() ?? new JObject() },
|
||||
{ "eulerAngles", CreateTokenFromValue(tr.eulerAngles, typeof(Vector3))?.ToObject<object>() ?? new JObject() }, // Use Euler angles
|
||||
{ "localEulerAngles", CreateTokenFromValue(tr.localEulerAngles, typeof(Vector3))?.ToObject<object>() ?? new JObject() },
|
||||
{ "localScale", CreateTokenFromValue(tr.localScale, typeof(Vector3))?.ToObject<object>() ?? new JObject() },
|
||||
{ "right", CreateTokenFromValue(tr.right, typeof(Vector3))?.ToObject<object>() ?? new JObject() },
|
||||
{ "up", CreateTokenFromValue(tr.up, typeof(Vector3))?.ToObject<object>() ?? new JObject() },
|
||||
{ "forward", CreateTokenFromValue(tr.forward, typeof(Vector3))?.ToObject<object>() ?? new JObject() },
|
||||
{ "parentInstanceID", tr.parent?.gameObject.GetInstanceID() ?? 0 },
|
||||
{ "rootInstanceID", tr.root?.gameObject.GetInstanceID() ?? 0 },
|
||||
{ "childCount", tr.childCount },
|
||||
// Include standard Object/Component properties
|
||||
{ "name", tr.name },
|
||||
{ "tag", tr.tag },
|
||||
{ "gameObjectInstanceID", tr.gameObject?.GetInstanceID() ?? 0 }
|
||||
};
|
||||
}
|
||||
// --- End Special handling for Transform ---
|
||||
|
||||
// --- Special handling for Camera to avoid matrix-related crashes ---
|
||||
if (componentType == typeof(Camera))
|
||||
{
|
||||
Camera cam = c as Camera;
|
||||
var cameraProperties = new Dictionary<string, object>();
|
||||
|
||||
// List of safe properties to serialize
|
||||
var safeProperties = new Dictionary<string, Func<object>>
|
||||
{
|
||||
{ "nearClipPlane", () => cam.nearClipPlane },
|
||||
{ "farClipPlane", () => cam.farClipPlane },
|
||||
{ "fieldOfView", () => cam.fieldOfView },
|
||||
{ "renderingPath", () => (int)cam.renderingPath },
|
||||
{ "actualRenderingPath", () => (int)cam.actualRenderingPath },
|
||||
{ "allowHDR", () => cam.allowHDR },
|
||||
{ "allowMSAA", () => cam.allowMSAA },
|
||||
{ "allowDynamicResolution", () => cam.allowDynamicResolution },
|
||||
{ "forceIntoRenderTexture", () => cam.forceIntoRenderTexture },
|
||||
{ "orthographicSize", () => cam.orthographicSize },
|
||||
{ "orthographic", () => cam.orthographic },
|
||||
{ "opaqueSortMode", () => (int)cam.opaqueSortMode },
|
||||
{ "transparencySortMode", () => (int)cam.transparencySortMode },
|
||||
{ "depth", () => cam.depth },
|
||||
{ "aspect", () => cam.aspect },
|
||||
{ "cullingMask", () => cam.cullingMask },
|
||||
{ "eventMask", () => cam.eventMask },
|
||||
{ "backgroundColor", () => cam.backgroundColor },
|
||||
{ "clearFlags", () => (int)cam.clearFlags },
|
||||
{ "stereoEnabled", () => cam.stereoEnabled },
|
||||
{ "stereoSeparation", () => cam.stereoSeparation },
|
||||
{ "stereoConvergence", () => cam.stereoConvergence },
|
||||
{ "enabled", () => cam.enabled },
|
||||
{ "name", () => cam.name },
|
||||
{ "tag", () => cam.tag },
|
||||
{ "gameObject", () => new { name = cam.gameObject.name, instanceID = cam.gameObject.GetInstanceID() } }
|
||||
};
|
||||
|
||||
foreach (var prop in safeProperties)
|
||||
{
|
||||
try
|
||||
{
|
||||
var value = prop.Value();
|
||||
if (value != null)
|
||||
{
|
||||
AddSerializableValue(cameraProperties, prop.Key, value.GetType(), value);
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// Silently skip any property that fails
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
return new Dictionary<string, object>
|
||||
{
|
||||
{ "typeName", componentType.FullName },
|
||||
{ "instanceID", cam.GetInstanceID() },
|
||||
{ "properties", cameraProperties }
|
||||
};
|
||||
}
|
||||
// --- End Special handling for Camera ---
|
||||
|
||||
var data = new Dictionary<string, object>
|
||||
{
|
||||
{ "typeName", componentType.FullName },
|
||||
{ "instanceID", c.GetInstanceID() }
|
||||
};
|
||||
|
||||
// --- Get Cached or Generate Metadata (using new cache key) ---
|
||||
Tuple<Type, bool> cacheKey = new Tuple<Type, bool>(componentType, includeNonPublicSerializedFields);
|
||||
if (!_metadataCache.TryGetValue(cacheKey, out CachedMetadata cachedData))
|
||||
{
|
||||
var propertiesToCache = new List<PropertyInfo>();
|
||||
var fieldsToCache = new List<FieldInfo>();
|
||||
|
||||
// Traverse the hierarchy from the component type up to MonoBehaviour
|
||||
Type currentType = componentType;
|
||||
while (currentType != null && currentType != typeof(MonoBehaviour) && currentType != typeof(object))
|
||||
{
|
||||
// Get properties declared only at the current type level
|
||||
BindingFlags propFlags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly;
|
||||
foreach (var propInfo in currentType.GetProperties(propFlags))
|
||||
{
|
||||
// Basic filtering (readable, not indexer, not transform which is handled elsewhere)
|
||||
if (!propInfo.CanRead || propInfo.GetIndexParameters().Length > 0 || propInfo.Name == "transform") continue;
|
||||
// Add if not already added (handles overrides - keep the most derived version)
|
||||
if (!propertiesToCache.Any(p => p.Name == propInfo.Name)) {
|
||||
propertiesToCache.Add(propInfo);
|
||||
}
|
||||
}
|
||||
|
||||
// Get fields declared only at the current type level (both public and non-public)
|
||||
BindingFlags fieldFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly;
|
||||
var declaredFields = currentType.GetFields(fieldFlags);
|
||||
|
||||
// Process the declared Fields for caching
|
||||
foreach (var fieldInfo in declaredFields)
|
||||
{
|
||||
if (fieldInfo.Name.EndsWith("k__BackingField")) continue; // Skip backing fields
|
||||
|
||||
// Add if not already added (handles hiding - keep the most derived version)
|
||||
if (fieldsToCache.Any(f => f.Name == fieldInfo.Name)) continue;
|
||||
|
||||
bool shouldInclude = false;
|
||||
if (includeNonPublicSerializedFields)
|
||||
{
|
||||
// If TRUE, include Public OR NonPublic with [SerializeField]
|
||||
shouldInclude = fieldInfo.IsPublic || (fieldInfo.IsPrivate && fieldInfo.IsDefined(typeof(SerializeField), inherit: false));
|
||||
}
|
||||
else // includeNonPublicSerializedFields is FALSE
|
||||
{
|
||||
// If FALSE, include ONLY if it is explicitly Public.
|
||||
shouldInclude = fieldInfo.IsPublic;
|
||||
}
|
||||
|
||||
if (shouldInclude)
|
||||
{
|
||||
fieldsToCache.Add(fieldInfo);
|
||||
}
|
||||
}
|
||||
|
||||
// Move to the base type
|
||||
currentType = currentType.BaseType;
|
||||
}
|
||||
// --- End Hierarchy Traversal ---
|
||||
|
||||
cachedData = new CachedMetadata(propertiesToCache, fieldsToCache);
|
||||
_metadataCache[cacheKey] = cachedData; // Add to cache with combined key
|
||||
}
|
||||
// --- End Get Cached or Generate Metadata ---
|
||||
|
||||
// --- Use cached metadata ---
|
||||
var serializablePropertiesOutput = new Dictionary<string, object>();
|
||||
|
||||
// --- Add Logging Before Property Loop ---
|
||||
// Debug.Log($"[GetComponentData] Starting property loop for {componentType.Name}...");
|
||||
// --- End Logging Before Property Loop ---
|
||||
|
||||
// Use cached properties
|
||||
foreach (var propInfo in cachedData.SerializableProperties)
|
||||
{
|
||||
string propName = propInfo.Name;
|
||||
|
||||
// --- Skip known obsolete/problematic Component shortcut properties ---
|
||||
bool skipProperty = false;
|
||||
if (propName == "rigidbody" || propName == "rigidbody2D" || propName == "camera" ||
|
||||
propName == "light" || propName == "animation" || propName == "constantForce" ||
|
||||
propName == "renderer" || propName == "audio" || propName == "networkView" ||
|
||||
propName == "collider" || propName == "collider2D" || propName == "hingeJoint" ||
|
||||
propName == "particleSystem" ||
|
||||
// Also skip potentially problematic Matrix properties prone to cycles/errors
|
||||
propName == "worldToLocalMatrix" || propName == "localToWorldMatrix")
|
||||
{
|
||||
// Debug.Log($"[GetComponentData] Explicitly skipping generic property: {propName}"); // Optional log
|
||||
skipProperty = true;
|
||||
}
|
||||
// --- End Skip Generic Properties ---
|
||||
|
||||
// --- Skip Renderer.material / materials to avoid instantiating materials in edit mode ---
|
||||
if (!skipProperty &&
|
||||
(typeof(Renderer).IsAssignableFrom(componentType)) &&
|
||||
(propName == "material" || propName == "materials"))
|
||||
{
|
||||
skipProperty = true;
|
||||
}
|
||||
// --- End skip Renderer material properties ---
|
||||
|
||||
// --- Skip specific potentially problematic Camera properties ---
|
||||
if (componentType == typeof(Camera) &&
|
||||
(propName == "pixelRect" ||
|
||||
propName == "rect" ||
|
||||
propName == "cullingMatrix" ||
|
||||
propName == "useOcclusionCulling" ||
|
||||
propName == "worldToCameraMatrix" ||
|
||||
propName == "projectionMatrix" ||
|
||||
propName == "nonJitteredProjectionMatrix" ||
|
||||
propName == "previousViewProjectionMatrix" ||
|
||||
propName == "cameraToWorldMatrix"))
|
||||
{
|
||||
// Debug.Log($"[GetComponentData] Explicitly skipping Camera property: {propName}");
|
||||
skipProperty = true;
|
||||
}
|
||||
// --- End Skip Camera Properties ---
|
||||
|
||||
// --- Skip specific potentially problematic Transform properties ---
|
||||
if (componentType == typeof(Transform) &&
|
||||
(propName == "lossyScale" ||
|
||||
propName == "rotation" ||
|
||||
propName == "worldToLocalMatrix" ||
|
||||
propName == "localToWorldMatrix"))
|
||||
{
|
||||
// Debug.Log($"[GetComponentData] Explicitly skipping Transform property: {propName}");
|
||||
skipProperty = true;
|
||||
}
|
||||
// --- End Skip Transform Properties ---
|
||||
|
||||
// Skip if flagged
|
||||
if (skipProperty)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// --- Add detailed logging ---
|
||||
// Debug.Log($"[GetComponentData] Accessing: {componentType.Name}.{propName}");
|
||||
// --- End detailed logging ---
|
||||
object value = propInfo.GetValue(c);
|
||||
Type propType = propInfo.PropertyType;
|
||||
AddSerializableValue(serializablePropertiesOutput, propName, propType, value);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// Debug.LogWarning($"Could not read property {propName} on {componentType.Name}");
|
||||
}
|
||||
}
|
||||
|
||||
// --- Add Logging Before Field Loop ---
|
||||
// Debug.Log($"[GetComponentData] Starting field loop for {componentType.Name}...");
|
||||
// --- End Logging Before Field Loop ---
|
||||
|
||||
// Use cached fields
|
||||
foreach (var fieldInfo in cachedData.SerializableFields)
|
||||
{
|
||||
try
|
||||
{
|
||||
// --- Add detailed logging for fields ---
|
||||
// Debug.Log($"[GetComponentData] Accessing Field: {componentType.Name}.{fieldInfo.Name}");
|
||||
// --- End detailed logging for fields ---
|
||||
object value = fieldInfo.GetValue(c);
|
||||
string fieldName = fieldInfo.Name;
|
||||
Type fieldType = fieldInfo.FieldType;
|
||||
AddSerializableValue(serializablePropertiesOutput, fieldName, fieldType, value);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// Debug.LogWarning($"Could not read field {fieldInfo.Name} on {componentType.Name}");
|
||||
}
|
||||
}
|
||||
// --- End Use cached metadata ---
|
||||
|
||||
if (serializablePropertiesOutput.Count > 0)
|
||||
{
|
||||
data["properties"] = serializablePropertiesOutput;
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
// Helper function to decide how to serialize different types
|
||||
private static void AddSerializableValue(Dictionary<string, object> dict, string name, Type type, object value)
|
||||
{
|
||||
// Simplified: Directly use CreateTokenFromValue which uses the serializer
|
||||
if (value == null)
|
||||
{
|
||||
dict[name] = null;
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// Use the helper that employs our custom serializer settings
|
||||
JToken token = CreateTokenFromValue(value, type);
|
||||
if (token != null) // Check if serialization succeeded in the helper
|
||||
{
|
||||
// Convert JToken back to a basic object structure for the dictionary
|
||||
dict[name] = ConvertJTokenToPlainObject(token);
|
||||
}
|
||||
// If token is null, it means serialization failed and a warning was logged.
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// Catch potential errors during JToken conversion or addition to dictionary
|
||||
Debug.LogWarning($"[AddSerializableValue] Error processing value for '{name}' (Type: {type.FullName}): {e.Message}. Skipping.");
|
||||
}
|
||||
}
|
||||
|
||||
// Helper to convert JToken back to basic object structure
|
||||
private static object ConvertJTokenToPlainObject(JToken token)
|
||||
{
|
||||
if (token == null) return null;
|
||||
|
||||
switch (token.Type)
|
||||
{
|
||||
case JTokenType.Object:
|
||||
var objDict = new Dictionary<string, object>();
|
||||
foreach (var prop in ((JObject)token).Properties())
|
||||
{
|
||||
objDict[prop.Name] = ConvertJTokenToPlainObject(prop.Value);
|
||||
}
|
||||
return objDict;
|
||||
|
||||
case JTokenType.Array:
|
||||
var list = new List<object>();
|
||||
foreach (var item in (JArray)token)
|
||||
{
|
||||
list.Add(ConvertJTokenToPlainObject(item));
|
||||
}
|
||||
return list;
|
||||
|
||||
case JTokenType.Integer:
|
||||
return token.ToObject<long>(); // Use long for safety
|
||||
case JTokenType.Float:
|
||||
return token.ToObject<double>(); // Use double for safety
|
||||
case JTokenType.String:
|
||||
return token.ToObject<string>();
|
||||
case JTokenType.Boolean:
|
||||
return token.ToObject<bool>();
|
||||
case JTokenType.Date:
|
||||
return token.ToObject<DateTime>();
|
||||
case JTokenType.Guid:
|
||||
return token.ToObject<Guid>();
|
||||
case JTokenType.Uri:
|
||||
return token.ToObject<Uri>();
|
||||
case JTokenType.TimeSpan:
|
||||
return token.ToObject<TimeSpan>();
|
||||
case JTokenType.Bytes:
|
||||
return token.ToObject<byte[]>();
|
||||
case JTokenType.Null:
|
||||
return null;
|
||||
case JTokenType.Undefined:
|
||||
return null; // Treat undefined as null
|
||||
|
||||
default:
|
||||
// Fallback for simple value types not explicitly listed
|
||||
if (token is JValue jValue && jValue.Value != null)
|
||||
{
|
||||
return jValue.Value;
|
||||
}
|
||||
// Debug.LogWarning($"Unsupported JTokenType encountered: {token.Type}. Returning null.");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Define custom JsonSerializerSettings for OUTPUT ---
|
||||
private static readonly JsonSerializerSettings _outputSerializerSettings = new JsonSerializerSettings
|
||||
{
|
||||
Converters = new List<JsonConverter>
|
||||
{
|
||||
new Vector3Converter(),
|
||||
new Vector2Converter(),
|
||||
new QuaternionConverter(),
|
||||
new ColorConverter(),
|
||||
new RectConverter(),
|
||||
new BoundsConverter(),
|
||||
new UnityEngineObjectConverter() // Handles serialization of references
|
||||
},
|
||||
ReferenceLoopHandling = ReferenceLoopHandling.Ignore,
|
||||
// ContractResolver = new DefaultContractResolver { NamingStrategy = new CamelCaseNamingStrategy() } // Example if needed
|
||||
};
|
||||
private static readonly JsonSerializer _outputSerializer = JsonSerializer.Create(_outputSerializerSettings);
|
||||
// --- End Define custom JsonSerializerSettings ---
|
||||
|
||||
// Helper to create JToken using the output serializer
|
||||
private static JToken CreateTokenFromValue(object value, Type type)
|
||||
{
|
||||
if (value == null) return JValue.CreateNull();
|
||||
|
||||
try
|
||||
{
|
||||
// Use the pre-configured OUTPUT serializer instance
|
||||
return JToken.FromObject(value, _outputSerializer);
|
||||
}
|
||||
catch (JsonSerializationException e)
|
||||
{
|
||||
Debug.LogWarning($"[GameObjectSerializer] Codely.Newtonsoft.Json Error serializing value of type {type.FullName}: {e.Message}. Skipping property/field.");
|
||||
return null; // Indicate serialization failure
|
||||
}
|
||||
catch (Exception e) // Catch other unexpected errors
|
||||
{
|
||||
Debug.LogWarning($"[GameObjectSerializer] Unexpected error serializing value of type {type.FullName}: {e}. Skipping property/field.");
|
||||
return null; // Indicate serialization failure
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 29be5222623c0324ca01f6b7ffaaa602
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,67 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Codely.Newtonsoft.Json.Linq;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Helper class for JSON command processing utilities
|
||||
/// </summary>
|
||||
public static class JsonCommandHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// Helper method to check if a string is valid JSON
|
||||
/// </summary>
|
||||
public static bool IsValidJson(string text)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(text))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
text = text.Trim();
|
||||
if (
|
||||
(text.StartsWith("{") && text.EndsWith("}"))
|
||||
|| // Object
|
||||
(text.StartsWith("[") && text.EndsWith("]"))
|
||||
) // Array
|
||||
{
|
||||
try
|
||||
{
|
||||
JToken.Parse(text);
|
||||
return true;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper method to get a summary of parameters for error reporting
|
||||
/// </summary>
|
||||
public static string GetParamsSummary(JObject @params)
|
||||
{
|
||||
try
|
||||
{
|
||||
return @params == null || !@params.HasValues
|
||||
? "No parameters"
|
||||
: string.Join(
|
||||
", ",
|
||||
@params
|
||||
.Properties()
|
||||
.Select(static p =>
|
||||
$"{p.Name}: {p.Value?.ToString()?[..Math.Min(20, p.Value?.ToString()?.Length ?? 0)]}"
|
||||
)
|
||||
);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return "Could not summarize parameters";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6a17149005eb51642ab32aa65be61cc7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,86 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEditor;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Helper class for main thread operations
|
||||
/// </summary>
|
||||
public static class MainThreadHelper
|
||||
{
|
||||
private static int mainThreadId;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the main thread ID for safe thread checks
|
||||
/// Call this from the main thread during static constructor
|
||||
/// </summary>
|
||||
public static void InitializeMainThreadId()
|
||||
{
|
||||
try { mainThreadId = Thread.CurrentThread.ManagedThreadId; } catch { mainThreadId = 0; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoke the given function on the Unity main thread and wait up to timeoutMs for the result.
|
||||
/// Returns null on timeout or error; caller should provide a fallback error response.
|
||||
/// </summary>
|
||||
public static object InvokeOnMainThreadWithTimeout(Func<object> func, int timeoutMs)
|
||||
{
|
||||
if (func == null) return null;
|
||||
try
|
||||
{
|
||||
// If mainThreadId is unknown, assume we're on main thread to avoid blocking the editor.
|
||||
if (mainThreadId == 0)
|
||||
{
|
||||
try { return func(); }
|
||||
catch (Exception ex) { throw new InvalidOperationException($"Main thread handler error: {ex.Message}", ex); }
|
||||
}
|
||||
// If we are already on the main thread, execute directly to avoid deadlocks
|
||||
try
|
||||
{
|
||||
if (Thread.CurrentThread.ManagedThreadId == mainThreadId)
|
||||
{
|
||||
return func();
|
||||
}
|
||||
}
|
||||
catch { }
|
||||
|
||||
object result = null;
|
||||
Exception captured = null;
|
||||
var tcs = new TaskCompletionSource<bool>(TaskCreationOptions.RunContinuationsAsynchronously);
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
try
|
||||
{
|
||||
result = func();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
captured = ex;
|
||||
}
|
||||
finally
|
||||
{
|
||||
try { tcs.TrySetResult(true); } catch { }
|
||||
}
|
||||
};
|
||||
|
||||
// Wait for completion with timeout (Editor thread will pump delayCall)
|
||||
bool completed = tcs.Task.Wait(timeoutMs);
|
||||
if (!completed)
|
||||
{
|
||||
return null; // timeout
|
||||
}
|
||||
if (captured != null)
|
||||
{
|
||||
throw new InvalidOperationException($"Main thread handler error: {captured.Message}", captured);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
throw new InvalidOperationException($"Failed to invoke on main thread: {ex.Message}", ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f24f49a4ec33ffe448b5c69d381dfa9a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
479
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/PortManager.cs
Normal file
479
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/PortManager.cs
Normal file
@@ -0,0 +1,479 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Security.Cryptography;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using Codely.Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages dynamic port allocation and persistent storage for Codely Bridge connections
|
||||
/// </summary>
|
||||
public static class PortManager
|
||||
{
|
||||
private static bool IsDebugEnabled()
|
||||
{
|
||||
try { return EditorPrefs.GetBool("UnityTcp.DebugLogs", false); }
|
||||
catch { return false; }
|
||||
}
|
||||
|
||||
private const int DefaultPort = 25916;
|
||||
private const int MaxPortAttempts = 100;
|
||||
private const string RegistryFileName = ".com-unity-codely.json";
|
||||
|
||||
[Serializable]
|
||||
public class PortConfig
|
||||
{
|
||||
public int unity_port;
|
||||
public string created_date;
|
||||
public string project_path;
|
||||
|
||||
// Status/heartbeat fields
|
||||
public bool reloading;
|
||||
public string reason;
|
||||
public int seq;
|
||||
public string last_heartbeat;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the port to use - either from storage or discover a new one
|
||||
/// Will try stored port first, then fallback to discovering new port
|
||||
/// </summary>
|
||||
/// <returns>Port number to use</returns>
|
||||
public static int GetPortWithFallback()
|
||||
{
|
||||
// Try to load stored port first, but only if it's from the current project
|
||||
var storedConfig = GetStoredPortConfig();
|
||||
if (storedConfig != null &&
|
||||
storedConfig.unity_port > 0 &&
|
||||
string.Equals(storedConfig.project_path ?? string.Empty, Application.dataPath ?? string.Empty, StringComparison.OrdinalIgnoreCase) &&
|
||||
IsPortAvailable(storedConfig.unity_port))
|
||||
{
|
||||
if (IsDebugEnabled()) Debug.Log($"<b><color=#2EA3FF>Codely Bridge</color></b>: Using stored port {storedConfig.unity_port} for current project");
|
||||
return storedConfig.unity_port;
|
||||
}
|
||||
|
||||
// If stored port exists but is currently busy, wait briefly for release
|
||||
if (storedConfig != null && storedConfig.unity_port > 0)
|
||||
{
|
||||
if (WaitForPortRelease(storedConfig.unity_port, 1500))
|
||||
{
|
||||
if (IsDebugEnabled()) Debug.Log($"<b><color=#2EA3FF>Codely Bridge</color></b>: Stored port {storedConfig.unity_port} became available after short wait");
|
||||
return storedConfig.unity_port;
|
||||
}
|
||||
// Prefer sticking to the same port; let the caller handle bind retries/fallbacks
|
||||
return storedConfig.unity_port;
|
||||
}
|
||||
|
||||
// If no valid stored port, find a new one and save it
|
||||
int newPort = FindAvailablePort();
|
||||
SavePort(newPort);
|
||||
return newPort;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Discover and save a new available port (used by Auto-Connect button)
|
||||
/// </summary>
|
||||
/// <returns>New available port</returns>
|
||||
public static int DiscoverNewPort()
|
||||
{
|
||||
int newPort = FindAvailablePort();
|
||||
SavePort(newPort);
|
||||
if (IsDebugEnabled()) Debug.Log($"<b><color=#2EA3FF>Codely Bridge</color></b>: Discovered and saved new port: {newPort}");
|
||||
return newPort;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find an available port starting from the default port
|
||||
/// </summary>
|
||||
/// <returns>Available port number</returns>
|
||||
private static int FindAvailablePort()
|
||||
{
|
||||
// Always try default port first
|
||||
if (IsPortAvailable(DefaultPort))
|
||||
{
|
||||
if (IsDebugEnabled()) Debug.Log($"<b><color=#2EA3FF>Codely Bridge</color></b>: Using default port {DefaultPort}");
|
||||
return DefaultPort;
|
||||
}
|
||||
|
||||
if (IsDebugEnabled()) Debug.Log($"<b><color=#2EA3FF>Codely Bridge</color></b>: Default port {DefaultPort} is in use, searching for alternative...");
|
||||
|
||||
// Search for alternatives
|
||||
for (int port = DefaultPort + 1; port < DefaultPort + MaxPortAttempts; port++)
|
||||
{
|
||||
if (IsPortAvailable(port))
|
||||
{
|
||||
if (IsDebugEnabled()) Debug.Log($"<b><color=#2EA3FF>Codely Bridge</color></b>: Found available port {port}");
|
||||
return port;
|
||||
}
|
||||
}
|
||||
|
||||
throw new Exception($"No available ports found in range {DefaultPort}-{DefaultPort + MaxPortAttempts}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if a specific port is available for binding
|
||||
/// Uses same socket options as the actual TCP listener to ensure consistent behavior
|
||||
/// </summary>
|
||||
/// <param name="port">Port to check</param>
|
||||
/// <returns>True if port is available</returns>
|
||||
public static bool IsPortAvailable(int port)
|
||||
{
|
||||
TcpListener testListener = null;
|
||||
try
|
||||
{
|
||||
testListener = new TcpListener(IPAddress.Loopback, port);
|
||||
|
||||
// Use same socket options as the actual listener for consistent checking
|
||||
#if UNITY_EDITOR_WIN
|
||||
// On Windows: no reuse + exclusive access for strict isolation
|
||||
testListener.Server.SetSocketOption(
|
||||
SocketOptionLevel.Socket,
|
||||
SocketOptionName.ReuseAddress,
|
||||
false
|
||||
);
|
||||
try
|
||||
{
|
||||
testListener.ExclusiveAddressUse = true; // Require exclusive access for availability check
|
||||
}
|
||||
catch { }
|
||||
#else
|
||||
// On macOS/Linux: Disable port reuse
|
||||
try
|
||||
{
|
||||
testListener.Server.SetSocketOption(
|
||||
SocketOptionLevel.Socket,
|
||||
SocketOptionName.ReuseAddress,
|
||||
false
|
||||
);
|
||||
}
|
||||
catch { }
|
||||
#endif
|
||||
|
||||
// Minimize TIME_WAIT by sending RST on close (same as actual listener)
|
||||
try
|
||||
{
|
||||
testListener.Server.LingerState = new LingerOption(true, 0);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// Ignore if not supported on platform
|
||||
}
|
||||
|
||||
testListener.Start();
|
||||
testListener.Stop();
|
||||
return true;
|
||||
}
|
||||
catch (SocketException)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
finally
|
||||
{
|
||||
try { testListener?.Stop(); } catch { }
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if a port is currently being used by Codely Bridge server
|
||||
/// This helps avoid unnecessary port changes when Unity itself is using the port
|
||||
/// </summary>
|
||||
/// <param name="port">Port to check</param>
|
||||
/// <returns>True if port appears to be used by Codely Bridge server</returns>
|
||||
public static bool IsPortUsedByUnityTcp(int port)
|
||||
{
|
||||
try
|
||||
{
|
||||
// Try to make a quick connection to see if it's a Codely Bridge server
|
||||
using var client = new TcpClient();
|
||||
var connectTask = client.ConnectAsync(IPAddress.Loopback, port);
|
||||
if (connectTask.Wait(100)) // 100ms timeout
|
||||
{
|
||||
// If connection succeeded, it's likely the Codely Bridge server
|
||||
return client.Connected;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Detect if another Codely Bridge instance is already using this port
|
||||
/// Provides better error reporting for port conflicts
|
||||
/// </summary>
|
||||
/// <param name="port">Port to check</param>
|
||||
/// <returns>Detailed information about port usage</returns>
|
||||
public static (bool inUse, string description) CheckPortConflict(int port)
|
||||
{
|
||||
// First check basic availability with exclusive access
|
||||
if (IsPortAvailable(port))
|
||||
{
|
||||
return (false, "Port is available");
|
||||
}
|
||||
|
||||
// Port is in use, try to determine what's using it
|
||||
if (IsPortUsedByUnityTcp(port))
|
||||
{
|
||||
return (true, "Port is in use by another Codely Bridge Bridge instance");
|
||||
}
|
||||
|
||||
// Port is in use by something else
|
||||
return (true, "Port is in use by another process");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wait for a port to become available for a limited amount of time.
|
||||
/// Used to bridge the gap during domain reload when the old listener
|
||||
/// hasn't released the socket yet.
|
||||
/// </summary>
|
||||
private static bool WaitForPortRelease(int port, int timeoutMs)
|
||||
{
|
||||
int waited = 0;
|
||||
const int step = 100;
|
||||
while (waited < timeoutMs)
|
||||
{
|
||||
if (IsPortAvailable(port))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// If the port is in use by a Codely Bridge instance, continue waiting briefly
|
||||
if (!IsPortUsedByUnityTcp(port))
|
||||
{
|
||||
// In use by something else; don't keep waiting
|
||||
return false;
|
||||
}
|
||||
|
||||
Thread.Sleep(step);
|
||||
waited += step;
|
||||
}
|
||||
return IsPortAvailable(port);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Save port to persistent storage, preserving existing status information
|
||||
/// </summary>
|
||||
/// <param name="port">Port to save</param>
|
||||
private static void SavePort(int port)
|
||||
{
|
||||
try
|
||||
{
|
||||
// Load existing config to preserve status information
|
||||
var existingConfig = GetStoredPortConfig();
|
||||
|
||||
var portConfig = new PortConfig
|
||||
{
|
||||
unity_port = port,
|
||||
created_date = existingConfig?.created_date ?? DateTime.UtcNow.ToString("O"),
|
||||
project_path = Application.dataPath,
|
||||
|
||||
// Preserve existing status fields
|
||||
reloading = existingConfig?.reloading ?? false,
|
||||
reason = existingConfig?.reason ?? "ready",
|
||||
seq = existingConfig?.seq ?? 0,
|
||||
last_heartbeat = existingConfig?.last_heartbeat
|
||||
};
|
||||
|
||||
SavePortConfig(portConfig);
|
||||
|
||||
if (IsDebugEnabled()) Debug.Log($"<b><color=#2EA3FF>Codely Bridge</color></b>: Saved port {port} to storage");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"Could not save port to storage: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Save port configuration to persistent storage
|
||||
/// </summary>
|
||||
/// <param name="portConfig">Port configuration to save</param>
|
||||
public static void SavePortConfig(PortConfig portConfig)
|
||||
{
|
||||
try
|
||||
{
|
||||
string registryDir = GetRegistryDirectory();
|
||||
Directory.CreateDirectory(registryDir);
|
||||
|
||||
string registryFile = GetRegistryFilePath();
|
||||
string json = JsonConvert.SerializeObject(portConfig, Formatting.Indented);
|
||||
// Write to project root config file
|
||||
File.WriteAllText(registryFile, json, new System.Text.UTF8Encoding(false));
|
||||
|
||||
// Also maintain backwards compatibility by writing to legacy location
|
||||
try
|
||||
{
|
||||
string legacyDir = GetLegacyRegistryDirectory();
|
||||
Directory.CreateDirectory(legacyDir);
|
||||
string legacyFile = Path.Combine(legacyDir, "unity-tcp-port.json");
|
||||
File.WriteAllText(legacyFile, json, new System.Text.UTF8Encoding(false));
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Ignore legacy write failures
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"Could not save port config to storage: {ex.Message}");
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load port from persistent storage
|
||||
/// </summary>
|
||||
/// <returns>Stored port number, or 0 if not found</returns>
|
||||
private static int LoadStoredPort()
|
||||
{
|
||||
try
|
||||
{
|
||||
string registryFile = GetRegistryFilePath();
|
||||
|
||||
if (!File.Exists(registryFile))
|
||||
{
|
||||
// Backwards compatibility: try the legacy locations
|
||||
// First try the new legacy location in project root
|
||||
string projectLegacy = Path.Combine(GetRegistryDirectory(), "unity-tcp-port.json");
|
||||
if (File.Exists(projectLegacy))
|
||||
{
|
||||
registryFile = projectLegacy;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Then try the old user home location
|
||||
string userHomeLegacy = Path.Combine(GetLegacyRegistryDirectory(), "unity-tcp-port.json");
|
||||
if (File.Exists(userHomeLegacy))
|
||||
{
|
||||
registryFile = userHomeLegacy;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Also check hash-based files in user home
|
||||
string hashBased = Path.Combine(GetLegacyRegistryDirectory(), $"unity-tcp-port-{ComputeProjectHash(Application.dataPath)}.json");
|
||||
if (File.Exists(hashBased))
|
||||
{
|
||||
registryFile = hashBased;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
string json = File.ReadAllText(registryFile);
|
||||
var portConfig = JsonConvert.DeserializeObject<PortConfig>(json);
|
||||
|
||||
return portConfig?.unity_port ?? 0;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"Could not load port from storage: {ex.Message}");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current stored port configuration
|
||||
/// </summary>
|
||||
/// <returns>Port configuration if exists, null otherwise</returns>
|
||||
public static PortConfig GetStoredPortConfig()
|
||||
{
|
||||
try
|
||||
{
|
||||
string registryFile = GetRegistryFilePath();
|
||||
|
||||
if (!File.Exists(registryFile))
|
||||
{
|
||||
// Backwards compatibility: try the legacy locations
|
||||
// First try the new legacy location in project root
|
||||
string projectLegacy = Path.Combine(GetRegistryDirectory(), "unity-tcp-port.json");
|
||||
if (File.Exists(projectLegacy))
|
||||
{
|
||||
registryFile = projectLegacy;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Then try the old user home location
|
||||
string userHomeLegacy = Path.Combine(GetLegacyRegistryDirectory(), "unity-tcp-port.json");
|
||||
if (File.Exists(userHomeLegacy))
|
||||
{
|
||||
registryFile = userHomeLegacy;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Also check hash-based files in user home
|
||||
string hashBased = Path.Combine(GetLegacyRegistryDirectory(), $"unity-tcp-port-{ComputeProjectHash(Application.dataPath)}.json");
|
||||
if (File.Exists(hashBased))
|
||||
{
|
||||
registryFile = hashBased;
|
||||
}
|
||||
else
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
string json = File.ReadAllText(registryFile);
|
||||
return JsonConvert.DeserializeObject<PortConfig>(json);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"Could not load port config: {ex.Message}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private static string GetRegistryDirectory()
|
||||
{
|
||||
// Use project root directory (parent of Assets folder)
|
||||
string assetsPath = Application.dataPath;
|
||||
string projectRoot = Directory.GetParent(assetsPath)?.FullName ?? assetsPath;
|
||||
return projectRoot;
|
||||
}
|
||||
|
||||
private static string GetLegacyRegistryDirectory()
|
||||
{
|
||||
// Legacy location in user home directory
|
||||
return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), ".unity-tcp");
|
||||
}
|
||||
|
||||
private static string GetRegistryFilePath()
|
||||
{
|
||||
string dir = GetRegistryDirectory();
|
||||
return Path.Combine(dir, RegistryFileName);
|
||||
}
|
||||
|
||||
private static string ComputeProjectHash(string input)
|
||||
{
|
||||
try
|
||||
{
|
||||
using SHA1 sha1 = SHA1.Create();
|
||||
byte[] bytes = Encoding.UTF8.GetBytes(input ?? string.Empty);
|
||||
byte[] hashBytes = sha1.ComputeHash(bytes);
|
||||
var sb = new StringBuilder();
|
||||
foreach (byte b in hashBytes)
|
||||
{
|
||||
sb.Append(b.ToString("x2"));
|
||||
}
|
||||
return sb.ToString()[..8]; // short, sufficient for filenames
|
||||
}
|
||||
catch
|
||||
{
|
||||
return "default";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db27ee87f1c170b47928576e31cc2c9a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
144
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/Response.cs
Normal file
144
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/Response.cs
Normal file
@@ -0,0 +1,144 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides static methods for creating standardized success and error response objects.
|
||||
/// Ensures consistent JSON structure for communication back to the Codely client.
|
||||
///
|
||||
/// Response format aligns with the OpenAPI spec:
|
||||
/// - ImmediateResponse: { success, message, data?, state?, state_delta? }
|
||||
/// - PendingResponse: { _mcp_status, op_id, poll_interval, message, state?, state_delta? }
|
||||
/// </summary>
|
||||
public static class Response
|
||||
{
|
||||
/// <summary>
|
||||
/// Creates a standardized success response object with optional state.
|
||||
/// </summary>
|
||||
/// <param name="message">A message describing the successful operation.</param>
|
||||
/// <param name="data">Optional additional data to include in the response.</param>
|
||||
/// <param name="includeState">Whether to include full state snapshot (default: false).</param>
|
||||
/// <param name="stateDelta">Optional state delta for incremental updates.</param>
|
||||
/// <returns>An object representing the success response.</returns>
|
||||
public static object Success(string message, object data = null, bool includeState = false, object stateDelta = null)
|
||||
{
|
||||
var response = new Dictionary<string, object>
|
||||
{
|
||||
{ "success", true },
|
||||
{ "message", message },
|
||||
// Always include current state revision so clients can keep client_state_rev in sync
|
||||
{ "rev", StateComposer.GetCurrentRevision() }
|
||||
};
|
||||
|
||||
if (data != null)
|
||||
{
|
||||
response["data"] = data;
|
||||
}
|
||||
|
||||
// Include state if explicitly requested
|
||||
if (includeState)
|
||||
{
|
||||
response["state"] = StateComposer.BuildFullState();
|
||||
}
|
||||
|
||||
// Include state_delta if provided
|
||||
if (stateDelta != null)
|
||||
{
|
||||
response["state_delta"] = stateDelta;
|
||||
}
|
||||
|
||||
return response;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a standardized success response with automatic state delta.
|
||||
/// Use this for write operations that modify Unity state.
|
||||
/// </summary>
|
||||
public static object SuccessWithDelta(string message, object data = null, object stateDelta = null)
|
||||
{
|
||||
StateComposer.IncrementRevision();
|
||||
return Success(message, data, includeState: false, stateDelta: stateDelta);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a standardized success response with full state snapshot.
|
||||
/// Use this for operations that require the client to have the latest state.
|
||||
/// </summary>
|
||||
public static object SuccessWithState(string message, object data = null)
|
||||
{
|
||||
StateComposer.IncrementRevision();
|
||||
return Success(message, data, includeState: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a standardized error response object.
|
||||
/// </summary>
|
||||
/// <param name="errorCodeOrMessage">A message describing the error.</param>
|
||||
/// <param name="data">Optional additional data (e.g., error details) to include.</param>
|
||||
/// <param name="includeState">Whether to include full state snapshot for recovery (default: false).</param>
|
||||
/// <returns>An object representing the error response.</returns>
|
||||
public static object Error(string errorCodeOrMessage, object data = null, bool includeState = false)
|
||||
{
|
||||
var response = new Dictionary<string, object>
|
||||
{
|
||||
{ "success", false },
|
||||
{ "code", errorCodeOrMessage },
|
||||
{ "error", errorCodeOrMessage }
|
||||
};
|
||||
|
||||
if (data != null)
|
||||
{
|
||||
response["data"] = data;
|
||||
}
|
||||
|
||||
// Include state on error for recovery scenarios
|
||||
if (includeState)
|
||||
{
|
||||
response["state"] = StateComposer.BuildFullState();
|
||||
}
|
||||
|
||||
return response;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a conflict response for state revision mismatches.
|
||||
/// This is returned when client_state_rev doesn't match server's revision.
|
||||
/// </summary>
|
||||
/// <param name="clientRev">The client's provided revision.</param>
|
||||
/// <param name="serverRev">The server's current revision.</param>
|
||||
/// <returns>A conflict response with full state for synchronization.</returns>
|
||||
public static object Conflict(int clientRev, int serverRev)
|
||||
{
|
||||
return new Dictionary<string, object>
|
||||
{
|
||||
{ "success", false },
|
||||
{ "code", "state_revision_conflict" },
|
||||
{ "error", $"State revision mismatch. Client: {clientRev}, Server: {serverRev}. Please refresh state." },
|
||||
{ "state", StateComposer.BuildFullState() }
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Legacy overload for backward compatibility.
|
||||
/// </summary>
|
||||
[Obsolete("Use Success(message, data, includeState, stateDelta) instead.")]
|
||||
public static object SuccessLegacy(string message, object data = null)
|
||||
{
|
||||
if (data != null)
|
||||
{
|
||||
return new
|
||||
{
|
||||
success = true,
|
||||
message = message,
|
||||
data = data,
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
return new { success = true, message = message };
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 635f93405037a114993e3a9a44c54745
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,76 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
public static class ServerPathResolver
|
||||
{
|
||||
/// <summary>
|
||||
/// Attempts to locate the package root directory for cn.tuanjie.codely.bridge.
|
||||
/// Returns true if found and sets packagePath to the package root folder.
|
||||
/// </summary>
|
||||
public static bool TryFindPackageRoot(out string packagePath, bool warnOnLegacyPackageId = true)
|
||||
{
|
||||
// Resolve via local package info (no network). Fall back to Client.List on older editors.
|
||||
try
|
||||
{
|
||||
#if UNITY_2021_2_OR_NEWER
|
||||
// Primary: the package that owns this assembly
|
||||
var owner = UnityEditor.PackageManager.PackageInfo.FindForAssembly(typeof(ServerPathResolver).Assembly);
|
||||
if (owner != null)
|
||||
{
|
||||
if (TryResolvePackage(owner, out packagePath, warnOnLegacyPackageId))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Secondary: scan all registered packages locally
|
||||
foreach (var p in UnityEditor.PackageManager.PackageInfo.GetAllRegisteredPackages())
|
||||
{
|
||||
if (TryResolvePackage(p, out packagePath, warnOnLegacyPackageId))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
#else
|
||||
// Older Unity versions: use Package Manager Client.List as a fallback
|
||||
var list = UnityEditor.PackageManager.Client.List();
|
||||
while (!list.IsCompleted) { }
|
||||
if (list.Status == UnityEditor.PackageManager.StatusCode.Success)
|
||||
{
|
||||
foreach (var pkg in list.Result)
|
||||
{
|
||||
if (TryResolvePackage(pkg, out packagePath, warnOnLegacyPackageId))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
catch { /* ignore */ }
|
||||
|
||||
packagePath = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool TryResolvePackage(UnityEditor.PackageManager.PackageInfo p, out string packagePath, bool warnOnLegacyPackageId)
|
||||
{
|
||||
const string CurrentId = "cn.tuanjie.codely.bridge";
|
||||
|
||||
packagePath = null;
|
||||
if (p == null || p.name != CurrentId)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
packagePath = p.resolvedPath;
|
||||
return !string.IsNullOrEmpty(packagePath) && Directory.Exists(packagePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a4d1d7c2b1e94b3f8a7d9c6e5f403a21
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,783 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Centralized state composition and revision tracking for Unity Editor state.
|
||||
/// Provides consistent state snapshots and incremental state_delta generation.
|
||||
/// </summary>
|
||||
public static class StateComposer
|
||||
{
|
||||
// Global state revision counter (incremented on every state change)
|
||||
private static int _globalRevision = 0;
|
||||
private static readonly object _revisionLock = new object();
|
||||
|
||||
// Console state tracking (shared with ReadConsole)
|
||||
private static string _currentConsoleToken = null;
|
||||
private static int _consoleUnreadCount = 0;
|
||||
private static readonly List<object> _lastConsoleErrors = new List<object>();
|
||||
private static readonly object _consoleLock = new object();
|
||||
|
||||
// Touched assets tracking
|
||||
private static readonly List<object> _touchedAssets = new List<object>();
|
||||
private static readonly object _assetsLock = new object();
|
||||
|
||||
// Pending operations tracking
|
||||
private static readonly List<object> _pendingOperations = new List<object>();
|
||||
private static readonly object _operationsLock = new object();
|
||||
|
||||
/// <summary>
|
||||
/// Increment and return the next global revision number.
|
||||
/// Thread-safe.
|
||||
/// </summary>
|
||||
public static int IncrementRevision()
|
||||
{
|
||||
lock (_revisionLock)
|
||||
{
|
||||
return ++_globalRevision;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get current global revision without incrementing.
|
||||
/// </summary>
|
||||
public static int GetCurrentRevision()
|
||||
{
|
||||
lock (_revisionLock)
|
||||
{
|
||||
return _globalRevision;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds a complete Unity state snapshot with current revision.
|
||||
/// Note: Does NOT auto-increment revision - caller should decide when to increment.
|
||||
/// </summary>
|
||||
public static object BuildFullState()
|
||||
{
|
||||
int currentRev;
|
||||
lock (_revisionLock)
|
||||
{
|
||||
currentRev = _globalRevision;
|
||||
}
|
||||
|
||||
var state = new
|
||||
{
|
||||
editor = BuildEditorState(),
|
||||
project = BuildProjectState(),
|
||||
scene = BuildSceneState(),
|
||||
selection = BuildSelectionState(),
|
||||
console = BuildConsoleState(),
|
||||
assets = BuildAssetsState(),
|
||||
operations = BuildOperationsState(),
|
||||
policy = BuildPolicyState(),
|
||||
rev = currentRev
|
||||
};
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds a complete Unity state snapshot and increments revision.
|
||||
/// Use this for read operations that need to return fresh state.
|
||||
/// </summary>
|
||||
public static object BuildFullStateAndIncrement()
|
||||
{
|
||||
int newRev = IncrementRevision();
|
||||
|
||||
var state = new
|
||||
{
|
||||
editor = BuildEditorState(),
|
||||
project = BuildProjectState(),
|
||||
scene = BuildSceneState(),
|
||||
selection = BuildSelectionState(),
|
||||
console = BuildConsoleState(),
|
||||
assets = BuildAssetsState(),
|
||||
operations = BuildOperationsState(),
|
||||
policy = BuildPolicyState(),
|
||||
rev = newRev
|
||||
};
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds editor-specific state.
|
||||
/// </summary>
|
||||
public static object BuildEditorState()
|
||||
{
|
||||
var playMode = EditorApplication.isPlaying ? "playing" :
|
||||
(EditorApplication.isPaused ? "paused" : "stopped");
|
||||
|
||||
// Get focused window
|
||||
string focusedWindow = null;
|
||||
if (EditorWindow.focusedWindow != null)
|
||||
{
|
||||
focusedWindow = EditorWindow.focusedWindow.GetType().Name;
|
||||
}
|
||||
|
||||
// Determine if operations require focus
|
||||
// This is a heuristic - some operations need the editor to be focused
|
||||
bool requiresFocusForOperations = DetermineIfFocusRequired();
|
||||
|
||||
return new
|
||||
{
|
||||
playMode = playMode,
|
||||
focusedWindow = focusedWindow,
|
||||
requiresFocusForOperations = requiresFocusForOperations,
|
||||
isCompiling = EditorApplication.isCompiling,
|
||||
isUpdating = EditorApplication.isUpdating,
|
||||
lastCompilation = BuildLastCompilationState(),
|
||||
timeSinceStartup = (float)EditorApplication.timeSinceStartup
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds last compilation state.
|
||||
///
|
||||
/// NOTE:
|
||||
/// - This is intentionally minimal and only reports whether Unity is
|
||||
/// currently compiling ("started" vs "idle").
|
||||
/// - It is NOT a per-compilation snapshot and does NOT expose error/
|
||||
/// warning counts for any specific pipeline.
|
||||
/// - For accurate diagnostics (including error/warning counts), callers
|
||||
/// must use:
|
||||
/// * Compilation deltas from StateComposer.CreateCompilationDelta
|
||||
/// (returned by wait_for_compile), and
|
||||
/// * The Unity console (read_console / unity_console) with sinceToken.
|
||||
/// </summary>
|
||||
private static object BuildLastCompilationState()
|
||||
{
|
||||
var status = EditorApplication.isCompiling ? "started" : "idle";
|
||||
|
||||
return new
|
||||
{
|
||||
status = status
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if current operations require focus.
|
||||
/// </summary>
|
||||
private static bool DetermineIfFocusRequired()
|
||||
{
|
||||
// Heuristic: Some operations need focus, especially during Play mode
|
||||
// or when performing visual operations like scene manipulation
|
||||
if (EditorApplication.isPlaying || EditorApplication.isPaused)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if SceneView needs focus for certain operations
|
||||
var sceneView = EditorWindow.focusedWindow as SceneView;
|
||||
if (sceneView != null)
|
||||
{
|
||||
return false; // Already focused
|
||||
}
|
||||
|
||||
return false; // Default: focus not strictly required
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds project-specific state.
|
||||
/// </summary>
|
||||
public static object BuildProjectState()
|
||||
{
|
||||
// Detect Render Pipeline
|
||||
string srp = "builtin";
|
||||
var currentRP = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline;
|
||||
if (currentRP != null)
|
||||
{
|
||||
string rpName = currentRP.GetType().Name.ToLowerInvariant();
|
||||
if (rpName.Contains("urp") || rpName.Contains("universal"))
|
||||
{
|
||||
srp = "urp";
|
||||
}
|
||||
else if (rpName.Contains("hdrp") || rpName.Contains("highdefinition"))
|
||||
{
|
||||
srp = "hdrp";
|
||||
}
|
||||
}
|
||||
|
||||
return new
|
||||
{
|
||||
srp = srp,
|
||||
defineSymbols = GetScriptingDefineSymbols(),
|
||||
packages = GetInstalledPackages(),
|
||||
dirty = false // Would track if project settings are modified
|
||||
};
|
||||
}
|
||||
|
||||
private static string[] GetScriptingDefineSymbols()
|
||||
{
|
||||
// Get scripting define symbols for current build target
|
||||
var buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
|
||||
var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
|
||||
return string.IsNullOrEmpty(symbols) ?
|
||||
new string[0] :
|
||||
symbols.Split(';', StringSplitOptions.RemoveEmptyEntries);
|
||||
}
|
||||
|
||||
private static string[] GetInstalledPackages()
|
||||
{
|
||||
// Simplified - in production would use PackageManager API
|
||||
return new string[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds scene-specific state.
|
||||
/// </summary>
|
||||
public static object BuildSceneState()
|
||||
{
|
||||
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
||||
|
||||
return new
|
||||
{
|
||||
activeScenePath = activeScene.path,
|
||||
dirty = activeScene.isDirty,
|
||||
hasNavMeshData = HasNavMeshData(),
|
||||
hasLightingData = HasLightingData()
|
||||
};
|
||||
}
|
||||
|
||||
private static bool HasNavMeshData()
|
||||
{
|
||||
// Check if current scene has NavMesh data using runtime reflection
|
||||
try
|
||||
{
|
||||
// First, try to check NavMeshSurface components (com.unity.ai.navigation package)
|
||||
Type navMeshSurfaceType = Type.GetType("Unity.AI.Navigation.NavMeshSurface, Unity.AI.Navigation");
|
||||
if (navMeshSurfaceType == null)
|
||||
{
|
||||
// Fallback: search in loaded assemblies
|
||||
foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
navMeshSurfaceType = assembly.GetType("Unity.AI.Navigation.NavMeshSurface");
|
||||
if (navMeshSurfaceType != null) break;
|
||||
}
|
||||
}
|
||||
|
||||
if (navMeshSurfaceType != null)
|
||||
{
|
||||
// Check NavMeshSurface components for navMeshData
|
||||
var activeSurfacesProperty = navMeshSurfaceType.GetProperty("activeSurfaces", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
|
||||
if (activeSurfacesProperty != null)
|
||||
{
|
||||
var activeSurfaces = activeSurfacesProperty.GetValue(null);
|
||||
if (activeSurfaces is System.Collections.IList surfaceList && surfaceList.Count > 0)
|
||||
{
|
||||
var navMeshDataProperty = navMeshSurfaceType.GetProperty("navMeshData");
|
||||
if (navMeshDataProperty != null)
|
||||
{
|
||||
foreach (var surface in surfaceList)
|
||||
{
|
||||
if (surface != null)
|
||||
{
|
||||
var navMeshData = navMeshDataProperty.GetValue(surface);
|
||||
if (navMeshData != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Also check all NavMeshSurface components in the scene (including inactive)
|
||||
var allSurfaces = Resources.FindObjectsOfTypeAll(navMeshSurfaceType);
|
||||
if (allSurfaces != null && allSurfaces.Length > 0)
|
||||
{
|
||||
var navMeshDataProperty = navMeshSurfaceType.GetProperty("navMeshData");
|
||||
if (navMeshDataProperty != null)
|
||||
{
|
||||
foreach (var surface in allSurfaces)
|
||||
{
|
||||
if (surface != null)
|
||||
{
|
||||
var navMeshData = navMeshDataProperty.GetValue(surface);
|
||||
if (navMeshData != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: Try to find NavMesh type using reflection (for built-in NavMesh)
|
||||
Type navMeshType = Type.GetType("UnityEngine.AI.NavMesh, UnityEngine.AIModule");
|
||||
if (navMeshType == null)
|
||||
{
|
||||
// Fallback: search in loaded assemblies
|
||||
foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
navMeshType = assembly.GetType("UnityEngine.AI.NavMesh");
|
||||
if (navMeshType != null) break;
|
||||
}
|
||||
}
|
||||
|
||||
if (navMeshType == null)
|
||||
return false;
|
||||
|
||||
// Get CalculateTriangulation method
|
||||
MethodInfo calculateTriangulationMethod = navMeshType.GetMethod("CalculateTriangulation", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
|
||||
if (calculateTriangulationMethod == null)
|
||||
return false;
|
||||
|
||||
// Call CalculateTriangulation using reflection
|
||||
var triangulation = calculateTriangulationMethod.Invoke(null, null);
|
||||
if (triangulation == null)
|
||||
return false;
|
||||
|
||||
// Get vertices property
|
||||
var verticesProperty = triangulation.GetType().GetProperty("vertices");
|
||||
if (verticesProperty == null)
|
||||
return false;
|
||||
|
||||
var vertices = verticesProperty.GetValue(triangulation) as Array;
|
||||
return vertices != null && vertices.Length > 0;
|
||||
}
|
||||
catch
|
||||
{
|
||||
// If any error occurs, assume no NavMesh data
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool HasLightingData()
|
||||
{
|
||||
// Check if current scene has baked lighting
|
||||
return Lightmapping.giWorkflowMode == Lightmapping.GIWorkflowMode.OnDemand ||
|
||||
Lightmapping.lightingDataAsset != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds selection state.
|
||||
/// </summary>
|
||||
public static object BuildSelectionState()
|
||||
{
|
||||
var activeObject = Selection.activeGameObject;
|
||||
object activeObjectInfo = null;
|
||||
|
||||
if (activeObject != null)
|
||||
{
|
||||
activeObjectInfo = new
|
||||
{
|
||||
id = activeObject.GetInstanceID(),
|
||||
name = activeObject.name,
|
||||
hierarchy_path = GetHierarchyPath(activeObject)
|
||||
};
|
||||
}
|
||||
|
||||
return new
|
||||
{
|
||||
activeObject = activeObjectInfo
|
||||
};
|
||||
}
|
||||
|
||||
private static string GetHierarchyPath(GameObject go)
|
||||
{
|
||||
if (go == null) return "";
|
||||
|
||||
var path = go.name;
|
||||
var parent = go.transform.parent;
|
||||
|
||||
while (parent != null)
|
||||
{
|
||||
path = parent.name + "/" + path;
|
||||
parent = parent.parent;
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds console state with real tracking data.
|
||||
/// </summary>
|
||||
public static object BuildConsoleState()
|
||||
{
|
||||
lock (_consoleLock)
|
||||
{
|
||||
return new
|
||||
{
|
||||
sinceToken = _currentConsoleToken,
|
||||
unreadCount = _consoleUnreadCount,
|
||||
lastErrors = _lastConsoleErrors.ToArray()
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates console state tracking. Called by ReadConsole.
|
||||
/// </summary>
|
||||
public static void UpdateConsoleState(string sinceToken, int unreadCount = 0, object[] lastErrors = null)
|
||||
{
|
||||
lock (_consoleLock)
|
||||
{
|
||||
_currentConsoleToken = sinceToken;
|
||||
_consoleUnreadCount = unreadCount;
|
||||
_lastConsoleErrors.Clear();
|
||||
if (lastErrors != null)
|
||||
{
|
||||
_lastConsoleErrors.AddRange(lastErrors);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current console token.
|
||||
/// </summary>
|
||||
public static string GetCurrentConsoleToken()
|
||||
{
|
||||
lock (_consoleLock)
|
||||
{
|
||||
return _currentConsoleToken;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds assets state with tracked touched assets.
|
||||
/// </summary>
|
||||
public static object BuildAssetsState()
|
||||
{
|
||||
lock (_assetsLock)
|
||||
{
|
||||
return new
|
||||
{
|
||||
touched = _touchedAssets.ToArray()
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a touched asset to tracking. Called by asset operations.
|
||||
/// </summary>
|
||||
public static void AddTouchedAsset(string path, bool imported = false, bool hasMeta = true)
|
||||
{
|
||||
lock (_assetsLock)
|
||||
{
|
||||
_touchedAssets.Add(new { path, imported, hasMeta });
|
||||
// Keep only last 100 entries
|
||||
while (_touchedAssets.Count > 100)
|
||||
{
|
||||
_touchedAssets.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears touched assets list.
|
||||
/// </summary>
|
||||
public static void ClearTouchedAssets()
|
||||
{
|
||||
lock (_assetsLock)
|
||||
{
|
||||
_touchedAssets.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds pending operations state from AsyncOperationTracker.
|
||||
/// </summary>
|
||||
public static object BuildOperationsState()
|
||||
{
|
||||
// Get pending operations from AsyncOperationTracker
|
||||
var pendingJobs = AsyncOperationTracker.GetPendingJobs();
|
||||
var pending = pendingJobs.Select(job => new
|
||||
{
|
||||
id = job.OpId,
|
||||
type = job.Type.ToString(),
|
||||
progress = job.Progress,
|
||||
message = job.Message
|
||||
}).ToArray();
|
||||
|
||||
return new
|
||||
{
|
||||
pending = pending
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Builds policy state.
|
||||
/// </summary>
|
||||
public static object BuildPolicyState()
|
||||
{
|
||||
return new
|
||||
{
|
||||
writeGuardInPlayMode = "deny", // Default: deny writes in Play mode
|
||||
refreshMode = "debounced",
|
||||
consoleReadPolicy = "must_clear_before_read"
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a Console state delta.
|
||||
/// </summary>
|
||||
public static object CreateConsoleDelta(string sinceToken = null, int? unreadCount = null, object[] lastErrors = null)
|
||||
{
|
||||
var consoleDelta = new Dictionary<string, object>();
|
||||
|
||||
if (sinceToken != null) consoleDelta["sinceToken"] = sinceToken;
|
||||
if (unreadCount.HasValue) consoleDelta["unreadCount"] = unreadCount.Value;
|
||||
if (lastErrors != null) consoleDelta["lastErrors"] = lastErrors;
|
||||
|
||||
return new { console = consoleDelta };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a Compilation state delta.
|
||||
/// </summary>
|
||||
public static object CreateCompilationDelta(bool? isCompiling = null, string status = null, int? errors = null, int? warnings = null)
|
||||
{
|
||||
var editorDelta = new Dictionary<string, object>();
|
||||
var compilationDelta = new Dictionary<string, object>();
|
||||
|
||||
if (isCompiling.HasValue) editorDelta["isCompiling"] = isCompiling.Value;
|
||||
|
||||
if (status != null) compilationDelta["status"] = status;
|
||||
if (errors.HasValue) compilationDelta["errors"] = errors.Value;
|
||||
if (warnings.HasValue) compilationDelta["warnings"] = warnings.Value;
|
||||
|
||||
if (compilationDelta.Count > 0)
|
||||
{
|
||||
editorDelta["lastCompilation"] = compilationDelta;
|
||||
}
|
||||
|
||||
return new { editor = editorDelta };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a Scene state delta.
|
||||
/// </summary>
|
||||
public static object CreateSceneDelta(string activeScenePath = null, bool? dirty = null)
|
||||
{
|
||||
var sceneDelta = new Dictionary<string, object>();
|
||||
|
||||
if (activeScenePath != null) sceneDelta["activeScenePath"] = activeScenePath;
|
||||
if (dirty.HasValue) sceneDelta["dirty"] = dirty.Value;
|
||||
|
||||
return new { scene = sceneDelta };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an Asset state delta.
|
||||
/// </summary>
|
||||
public static object CreateAssetDelta(object[] touchedAssets)
|
||||
{
|
||||
return new
|
||||
{
|
||||
assets = new
|
||||
{
|
||||
touched = touchedAssets
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an Editor state delta.
|
||||
/// </summary>
|
||||
public static object CreateEditorDelta(string focusedWindow = null, bool? isUpdating = null)
|
||||
{
|
||||
var editorDelta = new Dictionary<string, object>();
|
||||
|
||||
if (focusedWindow != null) editorDelta["focusedWindow"] = focusedWindow;
|
||||
if (isUpdating.HasValue) editorDelta["isUpdating"] = isUpdating.Value;
|
||||
|
||||
return new { editor = editorDelta };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an Operations state delta.
|
||||
/// </summary>
|
||||
public static object CreateOperationsDelta(object[] pendingOperations)
|
||||
{
|
||||
return new
|
||||
{
|
||||
operations = new
|
||||
{
|
||||
pending = pendingOperations
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates client state revision and returns conflict response if mismatched.
|
||||
/// Returns null if validation passes.
|
||||
/// </summary>
|
||||
public static object ValidateClientRevision(int? clientRev)
|
||||
{
|
||||
if (!clientRev.HasValue)
|
||||
{
|
||||
// No client revision provided - accept but don't enforce
|
||||
return null;
|
||||
}
|
||||
|
||||
int currentRev = GetCurrentRevision();
|
||||
if (clientRev.Value != currentRev)
|
||||
{
|
||||
// State mismatch - return 409-like conflict response with fresh state
|
||||
return new
|
||||
{
|
||||
success = false,
|
||||
message = $"State revision mismatch. Client: {clientRev.Value}, Server: {currentRev}. Please refresh state.",
|
||||
code = "state_revision_conflict",
|
||||
state = BuildFullStateAndIncrement()
|
||||
};
|
||||
}
|
||||
|
||||
return null; // Validation passed
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates client state revision from JObject params.
|
||||
/// Returns null if validation passes, error response if conflict.
|
||||
/// </summary>
|
||||
public static object ValidateClientRevisionFromParams(Codely.Newtonsoft.Json.Linq.JObject @params)
|
||||
{
|
||||
int? clientRev = @params?["client_state_rev"]?.ToObject<int?>();
|
||||
return ValidateClientRevision(clientRev);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Merges multiple state deltas into one combined delta.
|
||||
/// </summary>
|
||||
public static object MergeStateDeltas(params object[] deltas)
|
||||
{
|
||||
if (deltas == null || deltas.Length == 0) return null;
|
||||
if (deltas.Length == 1) return deltas[0];
|
||||
|
||||
// Preserve legacy behavior: if only one non-null delta is provided, return it as-is.
|
||||
int nonNullCount = 0;
|
||||
object single = null;
|
||||
foreach (var d in deltas)
|
||||
{
|
||||
if (d == null) continue;
|
||||
nonNullCount++;
|
||||
single = d;
|
||||
if (nonNullCount > 1) break;
|
||||
}
|
||||
if (nonNullCount == 0) return null;
|
||||
if (nonNullCount == 1) return single;
|
||||
|
||||
var merged = new Dictionary<string, object>();
|
||||
|
||||
foreach (var delta in deltas)
|
||||
{
|
||||
if (delta == null) continue;
|
||||
|
||||
// Prefer a JSON/dictionary representation to avoid reflection issues
|
||||
// (e.g., when a state_delta is already a JObject/JToken).
|
||||
Dictionary<string, object> deltaDict = null;
|
||||
try
|
||||
{
|
||||
// Codely.Newtonsoft.Json.Linq types (JObject / JToken)
|
||||
if (delta is Codely.Newtonsoft.Json.Linq.JObject jObj)
|
||||
{
|
||||
deltaDict = jObj.ToObject<Dictionary<string, object>>();
|
||||
}
|
||||
else if (delta is Codely.Newtonsoft.Json.Linq.JToken jTok &&
|
||||
jTok.Type == Codely.Newtonsoft.Json.Linq.JTokenType.Object)
|
||||
{
|
||||
var asObj = jTok as Codely.Newtonsoft.Json.Linq.JObject;
|
||||
deltaDict = (asObj ?? Codely.Newtonsoft.Json.Linq.JObject.FromObject(jTok))
|
||||
.ToObject<Dictionary<string, object>>();
|
||||
}
|
||||
else if (delta is IDictionary<string, object> iDict)
|
||||
{
|
||||
deltaDict = new Dictionary<string, object>(iDict);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Last resort: serialize arbitrary objects into a JObject then into a dictionary.
|
||||
var obj = Codely.Newtonsoft.Json.Linq.JObject.FromObject(delta);
|
||||
deltaDict = obj.ToObject<Dictionary<string, object>>();
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
deltaDict = null;
|
||||
}
|
||||
|
||||
if (deltaDict != null)
|
||||
{
|
||||
foreach (var kv in deltaDict)
|
||||
{
|
||||
if (kv.Value == null) continue;
|
||||
|
||||
if (merged.ContainsKey(kv.Key))
|
||||
{
|
||||
// Merge nested dictionaries (one level deep, consistent with legacy behavior)
|
||||
var existingDict = merged[kv.Key] as Dictionary<string, object>;
|
||||
var newDict = kv.Value as Dictionary<string, object>;
|
||||
if (existingDict != null && newDict != null)
|
||||
{
|
||||
foreach (var nk in newDict)
|
||||
{
|
||||
existingDict[nk.Key] = nk.Value;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
merged[kv.Key] = kv.Value;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
merged[kv.Key] = kv.Value;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Fallback: reflection-based merge (skip indexer properties to avoid invocation errors)
|
||||
try
|
||||
{
|
||||
var props = delta.GetType().GetProperties();
|
||||
foreach (var prop in props)
|
||||
{
|
||||
if (prop.GetIndexParameters().Length > 0) continue;
|
||||
|
||||
object value = null;
|
||||
try { value = prop.GetValue(delta); } catch { continue; }
|
||||
if (value == null) continue;
|
||||
|
||||
if (merged.ContainsKey(prop.Name))
|
||||
{
|
||||
// Merge nested dictionaries
|
||||
if (merged[prop.Name] is Dictionary<string, object> existingDict &&
|
||||
value is Dictionary<string, object> newDict)
|
||||
{
|
||||
foreach (var kv in newDict)
|
||||
{
|
||||
existingDict[kv.Key] = kv.Value;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
merged[prop.Name] = value;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
merged[prop.Name] = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Ignore merge errors from unexpected delta shapes.
|
||||
}
|
||||
}
|
||||
|
||||
return merged.Count > 0 ? merged : null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e6177725a55072419d7584603153d01
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,94 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using Codely.Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Helper class for status and heartbeat management
|
||||
/// </summary>
|
||||
public static class StatusHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// Write heartbeat status to the main config file
|
||||
/// </summary>
|
||||
public static void WriteHeartbeat(int currentUnityPort, bool reloading, int heartbeatSeq, string reason = null)
|
||||
{
|
||||
try
|
||||
{
|
||||
// Load existing config or create new one
|
||||
var existingConfig = PortManager.GetStoredPortConfig();
|
||||
|
||||
var portConfig = new PortManager.PortConfig
|
||||
{
|
||||
unity_port = currentUnityPort,
|
||||
created_date = existingConfig?.created_date ?? DateTime.UtcNow.ToString("O"),
|
||||
project_path = Application.dataPath,
|
||||
|
||||
// Update status fields
|
||||
reloading = reloading,
|
||||
reason = reason ?? (reloading ? "reloading" : "ready"),
|
||||
seq = heartbeatSeq,
|
||||
last_heartbeat = DateTime.UtcNow.ToString("O")
|
||||
};
|
||||
|
||||
PortManager.SavePortConfig(portConfig);
|
||||
|
||||
// Also maintain backwards compatibility by writing to legacy status location
|
||||
try
|
||||
{
|
||||
// Allow override of status directory (useful in CI/containers)
|
||||
string legacyDir = Environment.GetEnvironmentVariable("UNITY_TCP_STATUS_DIR");
|
||||
if (string.IsNullOrWhiteSpace(legacyDir))
|
||||
{
|
||||
legacyDir = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), ".unity-tcp");
|
||||
}
|
||||
Directory.CreateDirectory(legacyDir);
|
||||
string legacyFilePath = Path.Combine(legacyDir, $"unity-tcp-status-{ComputeProjectHash(Application.dataPath)}.json");
|
||||
var legacyPayload = new
|
||||
{
|
||||
unity_port = currentUnityPort,
|
||||
reloading,
|
||||
reason = reason ?? (reloading ? "reloading" : "ready"),
|
||||
seq = heartbeatSeq,
|
||||
project_path = Application.dataPath,
|
||||
last_heartbeat = DateTime.UtcNow.ToString("O")
|
||||
};
|
||||
File.WriteAllText(legacyFilePath, JsonConvert.SerializeObject(legacyPayload), new System.Text.UTF8Encoding(false));
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Ignore legacy write failures
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// Best-effort only
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compute a short hash of the project path for unique identification
|
||||
/// </summary>
|
||||
public static string ComputeProjectHash(string input)
|
||||
{
|
||||
try
|
||||
{
|
||||
using var sha1 = System.Security.Cryptography.SHA1.Create();
|
||||
byte[] bytes = System.Text.Encoding.UTF8.GetBytes(input ?? string.Empty);
|
||||
byte[] hashBytes = sha1.ComputeHash(bytes);
|
||||
var sb = new System.Text.StringBuilder();
|
||||
foreach (byte b in hashBytes)
|
||||
{
|
||||
sb.Append(b.ToString("x2"));
|
||||
}
|
||||
return sb.ToString()[..8];
|
||||
}
|
||||
catch
|
||||
{
|
||||
return "default";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 12eba3a4a35da834eba2ca7f63decd97
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
33
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/TcpLog.cs
Normal file
33
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/TcpLog.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
internal static class TcpLog
|
||||
{
|
||||
private const string Prefix = "<b><color=#2EA3FF>Codely Bridge</color></b>:";
|
||||
|
||||
private static bool IsDebugEnabled()
|
||||
{
|
||||
try { return EditorPrefs.GetBool("UnityTcp.DebugLogs", false); } catch { return false; }
|
||||
}
|
||||
|
||||
public static void Info(string message, bool always = true)
|
||||
{
|
||||
if (!always && !IsDebugEnabled()) return;
|
||||
Debug.Log($"{Prefix} {message}");
|
||||
}
|
||||
|
||||
public static void Warn(string message)
|
||||
{
|
||||
Debug.LogWarning($"<color=#cc7a00>{Prefix} {message}</color>");
|
||||
}
|
||||
|
||||
public static void Error(string message)
|
||||
{
|
||||
Debug.LogError($"<color=#cc3333>{Prefix} {message}</color>");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1da5b6ee62708c4a9df5c2a0f624f1c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
|
||||
@@ -0,0 +1,224 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Unity Bridge telemetry helper for collecting usage analytics
|
||||
/// Following privacy-first approach with easy opt-out mechanisms
|
||||
/// </summary>
|
||||
public static class TelemetryHelper
|
||||
{
|
||||
private const string TELEMETRY_DISABLED_KEY = "UnityTcp.TelemetryDisabled";
|
||||
private const string CUSTOMER_UUID_KEY = "UnityTcp.CustomerUUID";
|
||||
private static Action<Dictionary<string, object>> s_sender;
|
||||
|
||||
/// <summary>
|
||||
/// Check if telemetry is enabled (can be disabled via Environment Variable or EditorPrefs)
|
||||
/// </summary>
|
||||
public static bool IsEnabled
|
||||
{
|
||||
get
|
||||
{
|
||||
// Check environment variables first
|
||||
var envDisable = Environment.GetEnvironmentVariable("DISABLE_TELEMETRY");
|
||||
if (!string.IsNullOrEmpty(envDisable) &&
|
||||
(envDisable.ToLower() == "true" || envDisable == "1"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var unityMcpDisable = Environment.GetEnvironmentVariable("UNITY_MCP_DISABLE_TELEMETRY");
|
||||
if (!string.IsNullOrEmpty(unityMcpDisable) &&
|
||||
(unityMcpDisable.ToLower() == "true" || unityMcpDisable == "1"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Honor protocol-wide opt-out as well
|
||||
var mcpDisable = Environment.GetEnvironmentVariable("MCP_DISABLE_TELEMETRY");
|
||||
if (!string.IsNullOrEmpty(mcpDisable) &&
|
||||
(mcpDisable.Equals("true", StringComparison.OrdinalIgnoreCase) || mcpDisable == "1"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check EditorPrefs
|
||||
return !UnityEditor.EditorPrefs.GetBool(TELEMETRY_DISABLED_KEY, false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get or generate customer UUID for anonymous tracking
|
||||
/// </summary>
|
||||
public static string GetCustomerUUID()
|
||||
{
|
||||
var uuid = UnityEditor.EditorPrefs.GetString(CUSTOMER_UUID_KEY, "");
|
||||
if (string.IsNullOrEmpty(uuid))
|
||||
{
|
||||
uuid = System.Guid.NewGuid().ToString();
|
||||
UnityEditor.EditorPrefs.SetString(CUSTOMER_UUID_KEY, uuid);
|
||||
}
|
||||
return uuid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disable telemetry (stored in EditorPrefs)
|
||||
/// </summary>
|
||||
public static void DisableTelemetry()
|
||||
{
|
||||
UnityEditor.EditorPrefs.SetBool(TELEMETRY_DISABLED_KEY, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable telemetry (stored in EditorPrefs)
|
||||
/// </summary>
|
||||
public static void EnableTelemetry()
|
||||
{
|
||||
UnityEditor.EditorPrefs.SetBool(TELEMETRY_DISABLED_KEY, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send telemetry data to Python server for processing
|
||||
/// This is a lightweight bridge - the actual telemetry logic is in Python
|
||||
/// </summary>
|
||||
public static void RecordEvent(string eventType, Dictionary<string, object> data = null)
|
||||
{
|
||||
if (!IsEnabled)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
var telemetryData = new Dictionary<string, object>
|
||||
{
|
||||
["event_type"] = eventType,
|
||||
["timestamp"] = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
|
||||
["customer_uuid"] = GetCustomerUUID(),
|
||||
["unity_version"] = Application.unityVersion,
|
||||
["platform"] = Application.platform.ToString(),
|
||||
["source"] = "unity_bridge"
|
||||
};
|
||||
|
||||
if (data != null)
|
||||
{
|
||||
telemetryData["data"] = data;
|
||||
}
|
||||
|
||||
// Send to Python server via existing bridge communication
|
||||
// The Python server will handle actual telemetry transmission
|
||||
SendTelemetryToPythonServer(telemetryData);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// Never let telemetry errors interfere with functionality
|
||||
if (IsDebugEnabled())
|
||||
{
|
||||
Debug.LogWarning($"Telemetry error (non-blocking): {e.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allows the bridge to register a concrete sender for telemetry payloads.
|
||||
/// </summary>
|
||||
public static void RegisterTelemetrySender(Action<Dictionary<string, object>> sender)
|
||||
{
|
||||
Interlocked.Exchange(ref s_sender, sender);
|
||||
}
|
||||
|
||||
public static void UnregisterTelemetrySender()
|
||||
{
|
||||
Interlocked.Exchange(ref s_sender, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Record bridge startup event
|
||||
/// </summary>
|
||||
public static void RecordBridgeStartup()
|
||||
{
|
||||
RecordEvent("bridge_startup", new Dictionary<string, object>
|
||||
{
|
||||
["bridge_version"] = "3.0.2",
|
||||
["auto_connect"] = "unknown" // TODO: we have no such field
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Record bridge connection event
|
||||
/// </summary>
|
||||
public static void RecordBridgeConnection(bool success, string error = null)
|
||||
{
|
||||
var data = new Dictionary<string, object>
|
||||
{
|
||||
["success"] = success
|
||||
};
|
||||
|
||||
if (!string.IsNullOrEmpty(error))
|
||||
{
|
||||
data["error"] = error.Substring(0, Math.Min(200, error.Length));
|
||||
}
|
||||
|
||||
RecordEvent("bridge_connection", data);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Record tool execution from Unity side
|
||||
/// </summary>
|
||||
public static void RecordToolExecution(string toolName, bool success, float durationMs, string error = null)
|
||||
{
|
||||
var data = new Dictionary<string, object>
|
||||
{
|
||||
["tool_name"] = toolName,
|
||||
["success"] = success,
|
||||
["duration_ms"] = Math.Round(durationMs, 2)
|
||||
};
|
||||
|
||||
if (!string.IsNullOrEmpty(error))
|
||||
{
|
||||
data["error"] = error.Substring(0, Math.Min(200, error.Length));
|
||||
}
|
||||
|
||||
RecordEvent("tool_execution_unity", data);
|
||||
}
|
||||
|
||||
private static void SendTelemetryToPythonServer(Dictionary<string, object> telemetryData)
|
||||
{
|
||||
var sender = Volatile.Read(ref s_sender);
|
||||
if (sender != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
sender(telemetryData);
|
||||
return;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
if (IsDebugEnabled())
|
||||
{
|
||||
Debug.LogWarning($"Telemetry sender error (non-blocking): {e.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: log when debug is enabled
|
||||
if (IsDebugEnabled())
|
||||
{
|
||||
Debug.Log($"<b><color=#2EA3FF>MCP-TELEMETRY</color></b>: {telemetryData["event_type"]}");
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsDebugEnabled()
|
||||
{
|
||||
try
|
||||
{
|
||||
return UnityEditor.EditorPrefs.GetBool("UnityTcp.DebugLogs", false);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 75e6d1e08c44ad84d91f82a4baeea37e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,301 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Hook mechanism for external tools to notify Unity when they've modified files
|
||||
/// that may affect Unity's state (scripts, assets, scenes, etc.).
|
||||
/// This is NOT exposed as a tool to LLM - it's an internal notification system.
|
||||
/// </summary>
|
||||
public static class UnityStateDirtyHook
|
||||
{
|
||||
/// <summary>
|
||||
/// File change types that can affect Unity state.
|
||||
/// </summary>
|
||||
public enum FileChangeType
|
||||
{
|
||||
ScriptModified, // .cs files modified
|
||||
AssetModified, // Asset files (.prefab, .mat, .asset, etc.) modified
|
||||
SceneModified, // .unity scene files modified
|
||||
ShaderModified, // .shader files modified
|
||||
ConfigModified, // Project settings, package.json, etc. modified
|
||||
UIModified, // .uxml, .uss files modified
|
||||
Unknown // Other file types
|
||||
}
|
||||
|
||||
private static readonly Queue<DirtyNotification> _pendingNotifications = new Queue<DirtyNotification>();
|
||||
private static readonly object _notificationLock = new object();
|
||||
private static bool _refreshScheduled = false;
|
||||
|
||||
/// <summary>
|
||||
/// Notification record for dirty file changes.
|
||||
/// </summary>
|
||||
public class DirtyNotification
|
||||
{
|
||||
public DateTime Timestamp { get; set; }
|
||||
public FileChangeType ChangeType { get; set; }
|
||||
public string FilePath { get; set; }
|
||||
public string ToolName { get; set; }
|
||||
public bool RequiresReimport { get; set; }
|
||||
public bool RequiresCompilation { get; set; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by external agentic tools (edit, write, etc.) to notify Unity of file changes.
|
||||
/// This is the main entry point for the hook system.
|
||||
/// </summary>
|
||||
/// <param name="filePath">Path to the file that was modified</param>
|
||||
/// <param name="toolName">Name of the tool that made the change (for logging)</param>
|
||||
public static void NotifyFileChanged(string filePath, string toolName = "unknown")
|
||||
{
|
||||
if (string.IsNullOrEmpty(filePath))
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
// Normalize path
|
||||
filePath = filePath.Replace('\\', '/');
|
||||
|
||||
// Determine change type and required actions
|
||||
var changeType = DetermineChangeType(filePath);
|
||||
bool requiresReimport = ShouldReimport(filePath, changeType);
|
||||
bool requiresCompilation = RequiresCompilation(filePath, changeType);
|
||||
|
||||
var notification = new DirtyNotification
|
||||
{
|
||||
Timestamp = DateTime.UtcNow,
|
||||
ChangeType = changeType,
|
||||
FilePath = filePath,
|
||||
ToolName = toolName,
|
||||
RequiresReimport = requiresReimport,
|
||||
RequiresCompilation = requiresCompilation
|
||||
};
|
||||
|
||||
lock (_notificationLock)
|
||||
{
|
||||
_pendingNotifications.Enqueue(notification);
|
||||
|
||||
// Schedule refresh on next editor update
|
||||
if (!_refreshScheduled)
|
||||
{
|
||||
_refreshScheduled = true;
|
||||
EditorApplication.delayCall += ProcessPendingNotifications;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[UnityStateDirtyHook] Notified: {changeType} - {filePath} (from {toolName})");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[UnityStateDirtyHook] Failed to process notification for {filePath}: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process all pending dirty notifications and trigger appropriate Unity actions.
|
||||
/// </summary>
|
||||
private static void ProcessPendingNotifications()
|
||||
{
|
||||
List<DirtyNotification> toProcess;
|
||||
|
||||
lock (_notificationLock)
|
||||
{
|
||||
if (_pendingNotifications.Count == 0)
|
||||
{
|
||||
_refreshScheduled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
toProcess = new List<DirtyNotification>(_pendingNotifications);
|
||||
_pendingNotifications.Clear();
|
||||
_refreshScheduled = false;
|
||||
}
|
||||
|
||||
// Group by action type
|
||||
var needsReimport = toProcess.Where(n => n.RequiresReimport).Select(n => n.FilePath).Distinct().ToList();
|
||||
var needsCompilation = toProcess.Any(n => n.RequiresCompilation);
|
||||
|
||||
// Process reimports
|
||||
if (needsReimport.Count > 0)
|
||||
{
|
||||
Debug.Log($"[UnityStateDirtyHook] Reimporting {needsReimport.Count} assets...");
|
||||
foreach (var path in needsReimport)
|
||||
{
|
||||
// Convert to Unity-relative path if needed
|
||||
string unityPath = ConvertToUnityPath(path);
|
||||
if (!string.IsNullOrEmpty(unityPath))
|
||||
{
|
||||
AssetDatabase.ImportAsset(unityPath, ImportAssetOptions.ForceUpdate);
|
||||
}
|
||||
}
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
||||
}
|
||||
|
||||
// Increment state revision
|
||||
StateComposer.IncrementRevision();
|
||||
|
||||
// Log summary
|
||||
var summary = new
|
||||
{
|
||||
processed = toProcess.Count,
|
||||
reimported = needsReimport.Count,
|
||||
needsCompilation = needsCompilation,
|
||||
byType = toProcess.GroupBy(n => n.ChangeType).ToDictionary(g => g.Key.ToString(), g => g.Count())
|
||||
};
|
||||
|
||||
Debug.Log($"[UnityStateDirtyHook] Processed notifications: {Codely.Newtonsoft.Json.JsonConvert.SerializeObject(summary)}");
|
||||
|
||||
// If compilation is needed, it will happen automatically via Unity's asset pipeline
|
||||
if (needsCompilation)
|
||||
{
|
||||
Debug.Log("[UnityStateDirtyHook] Script changes detected - Unity will trigger compilation automatically");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determine the type of change based on file extension.
|
||||
/// </summary>
|
||||
private static FileChangeType DetermineChangeType(string filePath)
|
||||
{
|
||||
string ext = System.IO.Path.GetExtension(filePath).ToLowerInvariant();
|
||||
|
||||
switch (ext)
|
||||
{
|
||||
case ".cs":
|
||||
return FileChangeType.ScriptModified;
|
||||
case ".unity":
|
||||
case ".scene":
|
||||
return FileChangeType.SceneModified;
|
||||
case ".shader":
|
||||
case ".shadergraph":
|
||||
case ".shadersubgraph":
|
||||
return FileChangeType.ShaderModified;
|
||||
case ".prefab":
|
||||
case ".mat":
|
||||
case ".asset":
|
||||
case ".png":
|
||||
case ".jpg":
|
||||
case ".jpeg":
|
||||
case ".psd":
|
||||
case ".fbx":
|
||||
case ".obj":
|
||||
case ".mp3":
|
||||
case ".wav":
|
||||
case ".anim":
|
||||
case ".controller":
|
||||
return FileChangeType.AssetModified;
|
||||
case ".uxml":
|
||||
case ".uss":
|
||||
return FileChangeType.UIModified;
|
||||
case ".json":
|
||||
case ".asmdef":
|
||||
case ".asmref":
|
||||
return FileChangeType.ConfigModified;
|
||||
default:
|
||||
return FileChangeType.Unknown;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determine if a file change requires reimporting in Unity.
|
||||
/// </summary>
|
||||
private static bool ShouldReimport(string filePath, FileChangeType changeType)
|
||||
{
|
||||
// Check if file is in Assets/ folder
|
||||
if (!IsInAssetsFolder(filePath))
|
||||
return false;
|
||||
|
||||
switch (changeType)
|
||||
{
|
||||
case FileChangeType.ScriptModified:
|
||||
case FileChangeType.ShaderModified:
|
||||
case FileChangeType.AssetModified:
|
||||
case FileChangeType.SceneModified:
|
||||
case FileChangeType.UIModified:
|
||||
return true;
|
||||
case FileChangeType.ConfigModified:
|
||||
return filePath.Contains("package.json") || filePath.Contains(".asmdef");
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determine if a file change requires script compilation.
|
||||
/// </summary>
|
||||
private static bool RequiresCompilation(string filePath, FileChangeType changeType)
|
||||
{
|
||||
return changeType == FileChangeType.ScriptModified && IsInAssetsFolder(filePath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if a file path is within the Unity Assets folder.
|
||||
/// </summary>
|
||||
private static bool IsInAssetsFolder(string filePath)
|
||||
{
|
||||
string normalizedPath = filePath.Replace('\\', '/');
|
||||
return normalizedPath.Contains("/Assets/") || normalizedPath.StartsWith("Assets/");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert an absolute or relative path to Unity-relative path (Assets/...).
|
||||
/// </summary>
|
||||
private static string ConvertToUnityPath(string filePath)
|
||||
{
|
||||
string normalized = filePath.Replace('\\', '/');
|
||||
|
||||
// Already Unity-relative
|
||||
if (normalized.StartsWith("Assets/"))
|
||||
return normalized;
|
||||
|
||||
// Extract Assets/... portion
|
||||
int assetsIndex = normalized.IndexOf("/Assets/");
|
||||
if (assetsIndex >= 0)
|
||||
return normalized.Substring(assetsIndex + 1); // Skip the leading /
|
||||
|
||||
// Check if it's relative to project root
|
||||
string projectRoot = Application.dataPath.Replace("/Assets", "").Replace('\\', '/');
|
||||
if (normalized.StartsWith(projectRoot))
|
||||
{
|
||||
string relativePath = normalized.Substring(projectRoot.Length).TrimStart('/');
|
||||
if (relativePath.StartsWith("Assets/"))
|
||||
return relativePath;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get statistics about recent dirty notifications (for debugging).
|
||||
/// </summary>
|
||||
public static object GetStatistics()
|
||||
{
|
||||
lock (_notificationLock)
|
||||
{
|
||||
return new
|
||||
{
|
||||
pending = _pendingNotifications.Count,
|
||||
refreshScheduled = _refreshScheduled
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all pending notifications (for testing/debugging).
|
||||
/// </summary>
|
||||
public static void ClearPendingNotifications()
|
||||
{
|
||||
lock (_notificationLock)
|
||||
{
|
||||
_pendingNotifications.Clear();
|
||||
_refreshScheduled = false;
|
||||
}
|
||||
Debug.Log("[UnityStateDirtyHook] Cleared all pending notifications");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15dbae89d2b872442a3021294af9f5bd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,25 @@
|
||||
using Codely.Newtonsoft.Json.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Helper class for Vector3 operations
|
||||
/// </summary>
|
||||
public static class Vector3Helper
|
||||
{
|
||||
/// <summary>
|
||||
/// Parses a JArray into a Vector3
|
||||
/// </summary>
|
||||
/// <param name="array">The array containing x, y, z coordinates</param>
|
||||
/// <returns>A Vector3 with the parsed coordinates</returns>
|
||||
/// <exception cref="System.Exception">Thrown when array is invalid</exception>
|
||||
public static Vector3 ParseVector3(JArray array)
|
||||
{
|
||||
if (array == null || array.Count != 3)
|
||||
throw new System.Exception("Vector3 must be an array of 3 floats [x, y, z].");
|
||||
return new Vector3((float)array[0], (float)array[1], (float)array[2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8514fd42f23cb641a36e52550825b35
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
196
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/WriteGuard.cs
Normal file
196
Packages/cn.tuanjie.codely.bridge/Editor/Helpers/WriteGuard.cs
Normal file
@@ -0,0 +1,196 @@
|
||||
using System;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTcp.Editor.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// Write protection guard for Unity Editor operations.
|
||||
/// Prevents unsafe modifications during Play mode or other restricted states.
|
||||
/// </summary>
|
||||
public static class WriteGuard
|
||||
{
|
||||
/// <summary>
|
||||
/// Write guard policy enum.
|
||||
/// </summary>
|
||||
public enum Policy
|
||||
{
|
||||
/// <summary>
|
||||
/// Deny all writes in Play/Paused mode (default, safest)
|
||||
/// </summary>
|
||||
Deny,
|
||||
|
||||
/// <summary>
|
||||
/// Allow writes but log warnings (experimental, use with caution)
|
||||
/// </summary>
|
||||
AllowWithWarning
|
||||
}
|
||||
|
||||
// Current policy (default: Deny)
|
||||
private static Policy _currentPolicy = Policy.Deny;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current write guard policy.
|
||||
/// </summary>
|
||||
public static Policy CurrentPolicy
|
||||
{
|
||||
get => _currentPolicy;
|
||||
set => _currentPolicy = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if write operations are allowed in current editor state.
|
||||
/// Returns null if allowed, or an error response object if blocked.
|
||||
/// </summary>
|
||||
/// <param name="operationName">Name of the operation being attempted (for logging)</param>
|
||||
/// <returns>Error response if blocked, null if allowed</returns>
|
||||
public static object CheckWriteAllowed(string operationName = "write operation")
|
||||
{
|
||||
// Check if we're in Play or Paused mode
|
||||
bool inPlayMode = EditorApplication.isPlaying || EditorApplication.isPaused;
|
||||
|
||||
if (!inPlayMode)
|
||||
{
|
||||
// Not in Play mode - writes always allowed
|
||||
return null;
|
||||
}
|
||||
|
||||
// In Play mode - check policy
|
||||
switch (_currentPolicy)
|
||||
{
|
||||
case Policy.Deny:
|
||||
// Block the write and return error
|
||||
string errorMessage = $"Cannot perform {operationName} in Play/Paused mode. " +
|
||||
"Stop Play mode first, or change write guard policy to 'allow_with_warning' (experimental).";
|
||||
|
||||
Debug.LogWarning($"[WriteGuard] {errorMessage}");
|
||||
|
||||
return Response.Error("write_blocked_in_play_mode", new
|
||||
{
|
||||
code = "write_blocked_in_play_mode",
|
||||
message = errorMessage,
|
||||
currentPlayMode = EditorApplication.isPlaying ? "playing" : "paused",
|
||||
policy = "deny",
|
||||
suggestion = "Stop Play mode or change policy to 'allow_with_warning'"
|
||||
});
|
||||
|
||||
case Policy.AllowWithWarning:
|
||||
// Allow but warn
|
||||
string warningMessage = $"[EXPERIMENTAL] Performing {operationName} in Play/Paused mode. " +
|
||||
"This may cause unexpected behavior or data loss!";
|
||||
|
||||
Debug.LogWarning($"[WriteGuard] {warningMessage}");
|
||||
|
||||
// Log to audit trail
|
||||
LogAuditEvent(operationName, "allowed_with_warning");
|
||||
|
||||
// Return null to allow operation
|
||||
return null;
|
||||
|
||||
default:
|
||||
return Response.Error("Invalid write guard policy");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force-checks if write operations are blocked (returns true if blocked).
|
||||
/// </summary>
|
||||
public static bool IsWriteBlocked()
|
||||
{
|
||||
if (!EditorApplication.isPlaying && !EditorApplication.isPaused)
|
||||
{
|
||||
return false; // Not in Play mode - not blocked
|
||||
}
|
||||
|
||||
return _currentPolicy == Policy.Deny;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the write guard policy.
|
||||
/// </summary>
|
||||
/// <param name="policy">Policy to set ("deny" or "allow_with_warning")</param>
|
||||
/// <returns>Success or error response</returns>
|
||||
public static object SetPolicy(string policy)
|
||||
{
|
||||
if (string.IsNullOrEmpty(policy))
|
||||
{
|
||||
return Response.Error("Policy parameter is required");
|
||||
}
|
||||
|
||||
string lowerPolicy = policy.ToLowerInvariant();
|
||||
|
||||
switch (lowerPolicy)
|
||||
{
|
||||
case "deny":
|
||||
_currentPolicy = Policy.Deny;
|
||||
Debug.Log("[WriteGuard] Write guard policy set to: Deny");
|
||||
return Response.Success($"Write guard policy set to 'deny'.", new { policy = "deny" });
|
||||
|
||||
case "allow_with_warning":
|
||||
_currentPolicy = Policy.AllowWithWarning;
|
||||
Debug.LogWarning("[WriteGuard] Write guard policy set to: AllowWithWarning (EXPERIMENTAL)");
|
||||
return Response.Success($"Write guard policy set to 'allow_with_warning' (experimental).",
|
||||
new { policy = "allow_with_warning", warning = "This is experimental and may cause issues" });
|
||||
|
||||
default:
|
||||
return Response.Error($"Invalid policy: '{policy}'. Valid policies are: 'deny', 'allow_with_warning'");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current policy as a string.
|
||||
/// </summary>
|
||||
public static string GetPolicyString()
|
||||
{
|
||||
return _currentPolicy == Policy.Deny ? "deny" : "allow_with_warning";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logs audit events for write operations in Play mode.
|
||||
/// </summary>
|
||||
private static void LogAuditEvent(string operationName, string action)
|
||||
{
|
||||
// In production, this could write to a file or telemetry system
|
||||
var auditEntry = new
|
||||
{
|
||||
timestamp = DateTime.UtcNow.ToString("o"),
|
||||
operation = operationName,
|
||||
action = action,
|
||||
playMode = EditorApplication.isPlaying ? "playing" : (EditorApplication.isPaused ? "paused" : "stopped"),
|
||||
scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name
|
||||
};
|
||||
|
||||
Debug.Log($"[WriteGuard Audit] {Codely.Newtonsoft.Json.JsonConvert.SerializeObject(auditEntry)}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a write-blocked error response with detailed information.
|
||||
/// </summary>
|
||||
public static object CreateBlockedResponse(string operationName, string additionalInfo = null)
|
||||
{
|
||||
string message = $"Write operation '{operationName}' blocked in Play/Paused mode.";
|
||||
if (!string.IsNullOrEmpty(additionalInfo))
|
||||
{
|
||||
message += $" {additionalInfo}";
|
||||
}
|
||||
|
||||
return Response.Error("write_blocked_in_play_mode", new
|
||||
{
|
||||
code = "write_blocked_in_play_mode",
|
||||
operation = operationName,
|
||||
currentMode = EditorApplication.isPlaying ? "playing" : "paused",
|
||||
policy = GetPolicyString(),
|
||||
message = message,
|
||||
remediation = new
|
||||
{
|
||||
options = new[]
|
||||
{
|
||||
"Stop Play mode (recommended)",
|
||||
"Change write guard policy to 'allow_with_warning' (experimental, use with caution)"
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 593f57416aee1924495c4971200b544b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user