using System; using System.Collections.Generic; using System.IO; using System.Linq; using Codely.Newtonsoft.Json.Linq; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.SceneManagement; using UnityTcp.Editor.Helpers; // For Response class namespace UnityTcp.Editor.Tools { /// /// Handles scene management operations like loading, saving, creating, and querying hierarchy. /// public static class ManageScene { private static readonly string[] AllowedSceneExtensions = new[] { ".unity", ".scene" }; #if TUANJIE_1_OR_NEWER || TUANJIE_1 // Tuanjie Editor defines TUANJIE_* version macros (e.g. TUANJIE_1, TUANJIE_1_1, TUANJIE_1_1_2, TUANJIE_X_Y_OR_NEWER). private const bool IsTuanjieEditor = true; #else // Unity Editor builds do NOT define TUANJIE_* macros. private const bool IsTuanjieEditor = false; #endif private static bool HasAllowedSceneExtension(string path) { if (string.IsNullOrEmpty(path)) return false; return AllowedSceneExtensions.Any(ext => path.EndsWith(ext, StringComparison.OrdinalIgnoreCase) ); } private static string GetSceneExtensionFromPathOrName(string path, string name) { // If caller provided an explicit scene file path, respect its extension. if (!string.IsNullOrEmpty(path) && HasAllowedSceneExtension(path)) { return Path.GetExtension(path).ToLowerInvariant(); } // If caller (incorrectly) included an extension in name, respect it as a hint. if (!string.IsNullOrEmpty(name) && HasAllowedSceneExtension(name)) { return Path.GetExtension(name).ToLowerInvariant(); } // Default depends on editor: // - Unity: .unity // - Tuanjie: .scene return IsTuanjieEditor ? ".scene" : ".unity"; } private static string StripSceneExtension(string name) { if (string.IsNullOrEmpty(name)) return name; foreach (var ext in AllowedSceneExtensions) { if (name.EndsWith(ext, StringComparison.OrdinalIgnoreCase)) { return name.Substring(0, name.Length - ext.Length); } } return name; } private sealed class SceneCommand { public string action { get; set; } = string.Empty; public string name { get; set; } = string.Empty; public string path { get; set; } = string.Empty; public int? buildIndex { get; set; } } private static SceneCommand ToSceneCommand(JObject p) { if (p == null) return new SceneCommand(); int? BI(JToken t) { if (t == null || t.Type == JTokenType.Null) return null; var s = t.ToString().Trim(); if (s.Length == 0) return null; if (int.TryParse(s, out var i)) return i; if (double.TryParse(s, out var d)) return (int)d; return t.Type == JTokenType.Integer ? t.Value() : (int?)null; } return new SceneCommand { action = (p["action"]?.ToString() ?? string.Empty).Trim().ToLowerInvariant(), name = p["name"]?.ToString() ?? string.Empty, path = p["path"]?.ToString() ?? string.Empty, buildIndex = BI(p["buildIndex"] ?? p["build_index"]) }; } /// /// Main handler for scene management actions. /// public static object HandleCommand(JObject @params) { try { TcpLog.Info("[ManageScene] HandleCommand: start", always: false); } catch { } var cmd = ToSceneCommand(@params); string action = cmd.action; string name = string.IsNullOrEmpty(cmd.name) ? null : cmd.name; string path = string.IsNullOrEmpty(cmd.path) ? null : cmd.path; // Relative to Assets/ int? buildIndex = cmd.buildIndex; // bool loadAdditive = @params["loadAdditive"]?.ToObject() ?? false; // Example for future extension // --- Validate client_state_rev for write operations --- var writeActions = new[] { "ensure_scene_open", "ensure_scene_saved", "create", "load", "save" }; if (Array.Exists(writeActions, a => a == action)) { var revConflict = StateComposer.ValidateClientRevisionFromParams(@params); if (revConflict != null) return revConflict; } // Ensure path is relative to Assets/, removing any leading "Assets/" string relativeDir = path ?? string.Empty; if (!string.IsNullOrEmpty(relativeDir)) { relativeDir = relativeDir.Replace('\\', '/').Trim('/'); if (relativeDir.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase)) { relativeDir = relativeDir.Substring("Assets/".Length).TrimStart('/'); } } // Apply default *after* sanitizing, using the original path variable for the check if (string.IsNullOrEmpty(path) && action == "create") // Check original path for emptiness { relativeDir = "Scenes"; // Default relative directory } if (string.IsNullOrEmpty(action)) { return Response.Error("Action parameter is required."); } // Normalize name (strip extension if provided) name = StripSceneExtension(name); // Determine extension for scene file operations (Unity: .unity, Tuanjie: .scene) string sceneExt = GetSceneExtensionFromPathOrName(path, cmd.name); string sceneFileName = string.IsNullOrEmpty(name) ? null : $"{name}{sceneExt}"; // Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets) string fullPath = string.IsNullOrEmpty(sceneFileName) ? null : Path.Combine(fullPathDir, sceneFileName); // Ensure relativePath always starts with "Assets/" and uses forward slashes string relativePath = string.IsNullOrEmpty(sceneFileName) ? null : Path.Combine("Assets", relativeDir, sceneFileName).Replace('\\', '/'); // Ensure directory exists for 'create' if (action == "create" && !string.IsNullOrEmpty(fullPathDir)) { try { Directory.CreateDirectory(fullPathDir); } catch (Exception e) { return Response.Error( $"Could not create directory '{fullPathDir}': {e.Message}" ); } } // Route action try { TcpLog.Info($"[ManageScene] Route action='{action}' name='{name}' path='{path}' buildIndex={(buildIndex.HasValue ? buildIndex.Value.ToString() : "null")}", always: false); } catch { } switch (action) { // Ensure operations (idempotent) case "ensure_scene_open": // For ensure_scene_open, the path parameter is the full scene path (e.g., "Assets/Scenes/MyScene.unity") // NOT the directory path like other actions if (string.IsNullOrEmpty(path)) return Response.Error("'path' parameter is required for 'ensure_scene_open' action."); // Normalize the path - ensure it starts with Assets/ and uses forward slashes string ensureScenePath = path.Replace('\\', '/'); if (!ensureScenePath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase)) ensureScenePath = "Assets/" + ensureScenePath.TrimStart('/'); if (!HasAllowedSceneExtension(ensureScenePath)) return Response.Error("'path' must end with '.unity' or '.scene' for scene files."); return EnsureSceneOpen(ensureScenePath); case "ensure_scene_saved": return EnsureSceneSaved(); // Regular operations case "create": if (string.IsNullOrEmpty(name) || string.IsNullOrEmpty(relativePath)) return Response.Error( "'name' and 'path' parameters are required for 'create' action." ); return CreateScene(fullPath, relativePath); case "load": // Loading can be done by path/name or build index if (!string.IsNullOrEmpty(relativePath)) return LoadScene(relativePath); else if (buildIndex.HasValue) return LoadScene(buildIndex.Value); else return Response.Error( "Either 'name'/'path' or 'buildIndex' must be provided for 'load' action." ); case "save": // Save current scene, optionally to a new path return SaveScene(fullPath, relativePath); case "get_hierarchy": try { TcpLog.Info("[ManageScene] get_hierarchy: entering", always: false); } catch { } var gh = GetSceneHierarchy(); try { TcpLog.Info("[ManageScene] get_hierarchy: exiting", always: false); } catch { } return gh; case "get_active": try { TcpLog.Info("[ManageScene] get_active: entering", always: false); } catch { } var ga = GetActiveSceneInfo(); try { TcpLog.Info("[ManageScene] get_active: exiting", always: false); } catch { } return ga; case "get_build_settings": return GetBuildSettingsScenes(); // Add cases for modifying build settings, additive loading, unloading etc. default: return Response.Error( $"Unknown action: '{action}'. Valid actions: ensure_scene_open, ensure_scene_saved, create, load, save, get_hierarchy, get_active, get_build_settings." ); } } private static object CreateScene(string fullPath, string relativePath) { if (File.Exists(fullPath)) { return Response.Error($"Scene already exists at '{relativePath}'."); } try { // Create a new empty scene Scene newScene = EditorSceneManager.NewScene( NewSceneSetup.EmptyScene, NewSceneMode.Single ); // Save it to the specified path (creation is an authoring operation) bool saved = EditorSceneManager.SaveScene(newScene, relativePath); if (saved) { AssetDatabase.Refresh(); // Ensure Unity sees the new scene file return Response.Success( $"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.", new { path = relativePath } ); } else { // If SaveScene fails, it might leave an untitled scene open. // Optionally try to close it, but be cautious. return Response.Error($"Failed to save new scene to '{relativePath}'."); } } catch (Exception e) { return Response.Error($"Error creating scene '{relativePath}': {e.Message}"); } } private static object LoadScene(string relativePath) { if ( !File.Exists( Path.Combine( Application.dataPath.Substring( 0, Application.dataPath.Length - "Assets".Length ), relativePath ) ) ) { return Response.Error($"Scene file not found at '{relativePath}'."); } // Check for unsaved changes in the current scene if (EditorSceneManager.GetActiveScene().isDirty) { // Optionally prompt the user or save automatically before loading return Response.Error( "Current scene has unsaved changes. Please save or discard changes before loading a new scene." ); // Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); // if (!saveOK) return Response.Error("Load cancelled by user."); } try { EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single); return Response.Success( $"Scene '{relativePath}' loaded successfully.", new { path = relativePath, name = Path.GetFileNameWithoutExtension(relativePath), } ); } catch (Exception e) { return Response.Error($"Error loading scene '{relativePath}': {e.Message}"); } } private static object LoadScene(int buildIndex) { if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings) { return Response.Error( $"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}." ); } // Check for unsaved changes if (EditorSceneManager.GetActiveScene().isDirty) { return Response.Error( "Current scene has unsaved changes. Please save or discard changes before loading a new scene." ); } try { string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex); EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single); return Response.Success( $"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.", new { path = scenePath, name = Path.GetFileNameWithoutExtension(scenePath), buildIndex = buildIndex, } ); } catch (Exception e) { return Response.Error( $"Error loading scene with build index {buildIndex}: {e.Message}" ); } } private static object SaveScene(string fullPath, string relativePath) { try { Scene currentScene = EditorSceneManager.GetActiveScene(); if (!currentScene.IsValid()) { return Response.Error("No valid scene is currently active to save."); } bool saved; string finalPath = currentScene.path; // Path where it was last saved or will be saved if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath) { // Save As... // Ensure directory exists string dir = Path.GetDirectoryName(fullPath); if (!Directory.Exists(dir)) Directory.CreateDirectory(dir); saved = EditorSceneManager.SaveScene(currentScene, relativePath); finalPath = relativePath; } else { // Save (overwrite existing or save untitled) if (string.IsNullOrEmpty(currentScene.path)) { // Scene is untitled, needs a path return Response.Error( "Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality." ); } saved = EditorSceneManager.SaveScene(currentScene); } if (saved) { AssetDatabase.Refresh(); return Response.Success( $"Scene '{currentScene.name}' saved successfully to '{finalPath}'.", new { path = finalPath, name = currentScene.name } ); } else { return Response.Error($"Failed to save scene '{currentScene.name}'."); } } catch (Exception e) { return Response.Error($"Error saving scene: {e.Message}"); } } private static object GetActiveSceneInfo() { try { try { TcpLog.Info("[ManageScene] get_active: querying EditorSceneManager.GetActiveScene", always: false); } catch { } Scene activeScene = EditorSceneManager.GetActiveScene(); try { TcpLog.Info($"[ManageScene] get_active: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { } if (!activeScene.IsValid()) { return Response.Error("No active scene found."); } var sceneInfo = new { name = activeScene.name, path = activeScene.path, buildIndex = activeScene.buildIndex, // -1 if not in build settings isDirty = activeScene.isDirty, isLoaded = activeScene.isLoaded, rootCount = activeScene.rootCount, }; return Response.Success("Retrieved active scene information.", sceneInfo); } catch (Exception e) { try { TcpLog.Error($"[ManageScene] get_active: exception {e.Message}"); } catch { } return Response.Error($"Error getting active scene info: {e.Message}"); } } private static object GetBuildSettingsScenes() { try { var scenes = new List(); for (int i = 0; i < EditorBuildSettings.scenes.Length; i++) { var scene = EditorBuildSettings.scenes[i]; scenes.Add( new { path = scene.path, guid = scene.guid.ToString(), enabled = scene.enabled, buildIndex = i, // Actual build index considering only enabled scenes might differ } ); } return Response.Success("Retrieved scenes from Build Settings.", scenes); } catch (Exception e) { return Response.Error($"Error getting scenes from Build Settings: {e.Message}"); } } private static object GetSceneHierarchy() { try { try { TcpLog.Info("[ManageScene] get_hierarchy: querying EditorSceneManager.GetActiveScene", always: false); } catch { } Scene activeScene = EditorSceneManager.GetActiveScene(); try { TcpLog.Info($"[ManageScene] get_hierarchy: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { } if (!activeScene.IsValid() || !activeScene.isLoaded) { return Response.Error( "No valid and loaded scene is active to get hierarchy from." ); } try { TcpLog.Info("[ManageScene] get_hierarchy: fetching root objects", always: false); } catch { } GameObject[] rootObjects = activeScene.GetRootGameObjects(); try { TcpLog.Info($"[ManageScene] get_hierarchy: rootCount={rootObjects?.Length ?? 0}", always: false); } catch { } // Count total GameObjects to avoid massive responses int totalObjectCount = 0; foreach (var rootObj in rootObjects) { totalObjectCount += CountGameObjectsRecursive(rootObj); } // If too many objects would be serialized, return a shallow root-only tree with hints. if (totalObjectCount > 500) { var roots = rootObjects .Where(go => go != null) .Select(go => new Dictionary { { "name", go.name }, { "instanceID", go.GetInstanceID() }, { "activeSelf", go.activeSelf }, { "activeInHierarchy", go.activeInHierarchy }, { "tag", go.tag }, { "layer", go.layer }, { "isStatic", go.isStatic }, { "childCount", go.transform != null ? go.transform.childCount : 0 }, { "children", new List() }, // Keep tree shape (shallow) }) .ToList(); return Response.Success( $"Scene hierarchy is large ({totalObjectCount} GameObjects). Returned root objects only (children omitted).", new { partial = true, mode = "roots_only", totalObjectCount = totalObjectCount, rootCount = roots.Count, roots = roots, hints = new[] { "Use unity_gameobject action='list_children' on a specific root GameObject to expand its subtree with a depth limit.", "Use unity_gameobject action='find' with searchMethod='by_path' to locate a specific object (e.g. 'Root/Child') before listing children.", "If you only need a specific area, pick a root from this list and then drill down incrementally (depth=1..N)." } } ); } var hierarchy = rootObjects.Select(go => GetGameObjectDataRecursive(go)).ToList(); var resp = Response.Success( $"Retrieved hierarchy for scene '{activeScene.name}'.", hierarchy ); try { TcpLog.Info("[ManageScene] get_hierarchy: success", always: false); } catch { } return resp; } catch (Exception e) { try { TcpLog.Error($"[ManageScene] get_hierarchy: exception {e.Message}"); } catch { } return Response.Error($"Error getting scene hierarchy: {e.Message}"); } } // --- Ensure Methods (Idempotent Operations) --- /// /// Ensures a scene is open. Idempotent. /// private static object EnsureSceneOpen(string scenePath) { try { var writeCheck = WriteGuard.CheckWriteAllowed($"ensure_scene_open({scenePath})"); if (writeCheck != null) return writeCheck; if (!File.Exists(scenePath)) return Response.Error($"Scene file not found: {scenePath}"); Scene activeScene = SceneManager.GetActiveScene(); if (activeScene.path.Equals(scenePath, StringComparison.OrdinalIgnoreCase)) { return new { success = true, message = $"Scene is already active.", data = new { scenePath = activeScene.path, dirty = activeScene.isDirty }, state_delta = StateComposer.CreateSceneDelta(activeScene.path, activeScene.isDirty) }; } Scene loadedScene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single); if (!loadedScene.IsValid()) return Response.Error($"Failed to open scene: {scenePath}"); StateComposer.IncrementRevision(); return new { success = true, message = $"Scene opened.", data = new { scenePath = loadedScene.path, dirty = loadedScene.isDirty }, state_delta = StateComposer.CreateSceneDelta(loadedScene.path, loadedScene.isDirty) }; } catch (Exception e) { return Response.Error($"Failed to ensure scene open: {e.Message}"); } } /// /// Ensures the active scene is saved. Idempotent. /// private static object EnsureSceneSaved() { try { Scene activeScene = SceneManager.GetActiveScene(); if (!activeScene.IsValid()) return Response.Error("No active scene."); if (!activeScene.isDirty) { return new { success = true, message = "Scene already saved.", data = new { scenePath = activeScene.path, dirty = false }, state_delta = StateComposer.CreateSceneDelta(activeScene.path, false) }; } var writeCheck = WriteGuard.CheckWriteAllowed($"ensure_scene_saved"); if (writeCheck != null) return writeCheck; bool saved = EditorSceneManager.SaveScene(activeScene); if (!saved) return Response.Error($"Failed to save scene."); StateComposer.IncrementRevision(); return new { success = true, message = "Scene saved.", data = new { scenePath = activeScene.path, dirty = false }, state_delta = StateComposer.CreateSceneDelta(activeScene.path, false) }; } catch (Exception e) { return Response.Error($"Failed to ensure scene saved: {e.Message}"); } } /// /// Counts total GameObjects in a hierarchy. Uses an iterative traversal to avoid stack overflows on deep hierarchies. /// private static int CountGameObjectsRecursive(GameObject go) { if (go == null) return 0; int count = 0; var stack = new Stack(); if (go.transform != null) { stack.Push(go.transform); } while (stack.Count > 0) { var tr = stack.Pop(); if (tr == null) continue; count++; int cc = tr.childCount; for (int i = 0; i < cc; i++) { var child = tr.GetChild(i); if (child != null) stack.Push(child); } } return count; } /// /// Recursively builds a data representation of a GameObject and its children. /// private static object GetGameObjectDataRecursive(GameObject go) { if (go == null) return null; var childrenData = new List(); foreach (Transform child in go.transform) { childrenData.Add(GetGameObjectDataRecursive(child.gameObject)); } var gameObjectData = new Dictionary { { "name", go.name }, { "activeSelf", go.activeSelf }, { "activeInHierarchy", go.activeInHierarchy }, { "tag", go.tag }, { "layer", go.layer }, { "isStatic", go.isStatic }, { "instanceID", go.GetInstanceID() }, // Useful unique identifier { "transform", new { position = new { x = go.transform.localPosition.x, y = go.transform.localPosition.y, z = go.transform.localPosition.z, }, rotation = new { x = go.transform.localRotation.eulerAngles.x, y = go.transform.localRotation.eulerAngles.y, z = go.transform.localRotation.eulerAngles.z, }, // Euler for simplicity scale = new { x = go.transform.localScale.x, y = go.transform.localScale.y, z = go.transform.localScale.z, }, } }, { "children", childrenData }, }; return gameObjectData; } } }