Files
2026-03-09 17:50:20 +08:00

480 lines
18 KiB
C#

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";
}
}
}
}