unity-mcp/MCPForUnity/Editor/Clients/Configurators/ClaudeCodeConfigurator.cs

28 lines
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C#
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using System.Collections.Generic;
using MCPForUnity.Editor.Models;
namespace MCPForUnity.Editor.Clients.Configurators
{
fix: comprehensive performance optimizations, claude code config, and stability improvements (issue #577) (#595) * fix: reduce per-frame GC allocations causing editor hitches (issue #577) Eliminate memory allocations that occurred every frame, which triggered garbage collection spikes (~28ms) approximately every second. Changes: - EditorStateCache: Skip BuildSnapshot() entirely when state unchanged (check BEFORE building). Increased poll interval from 0.25s to 1.0s. Cache DeepClone() results to avoid allocations on GetSnapshot(). - TransportCommandDispatcher: Early exit before lock/list allocation when Pending.Count == 0, eliminating per-frame allocations when idle. - StdioBridgeHost: Same early exit pattern for commandQueue. - MCPForUnityEditorWindow: Throttle OnEditorUpdate to 2-second intervals instead of every frame, preventing expensive socket checks 60+/sec. Fixes GitHub issue #577: High performance impact even when MCP server is off * fix: prevent multiple domain reloads when calling refresh_unity (issue #577) Root Cause: - send_command() had a hardcoded retry loop (min 6 attempts) on connection errors - Each retry resent the refresh_unity command, causing Unity to reload 6 times - retry_on_reload=False only controlled reload-state retries, not connection retries The Fix: 1. Unity C# (MCPForUnity/Editor): - Added --reinstall flag to uvx commands in dev mode - Ensures local development changes are picked up by uvx/Claude Code - Applies to all client configurators (Claude Code, Codex, etc.) 2. Python Server (Server/src): - Added max_attempts parameter to send_command() - Pass max_attempts=0 when retry_on_reload=False - Fixed type handling in refresh_unity.py (handle MCPResponse objects) - Added timeout to connection error recovery conditions - Recovery logic now returns success instead of error to prevent client retries Changes: - MCPForUnity/Editor: Added --reinstall to dev mode uvx commands - Server/refresh_unity.py: Fixed type handling, improved error recovery - Server/unity_connection.py: Added max_attempts param, disable retries when retry_on_reload=False Result: refresh_unity with compile=request now triggers only 1 domain reload instead of 6 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: UI and server stability improvements Unity Editor (C#): - Fix "Resuming..." stuck state when manually clicking End Session Clear ResumeStdioAfterReload and ResumeHttpAfterReload flags in OnConnectionToggleClicked and EndOrphanedSessionAsync to prevent UI from getting stuck showing "Resuming..." with disabled button - Remove unsupported --reinstall flag from all uvx command builders uvx does not support --reinstall and shows warning when used Use --no-cache --refresh instead for dev mode cache busting Python Server: - Add "aborted" to connection error patterns in refresh_unity Handle WinError 10053 (connection aborted) gracefully during Unity domain reload, treating it as expected behavior - Add WindowsSafeRotatingFileHandler to suppress log rotation errors Windows file locking prevents log rotation when file is open by another process; catch PermissionError to avoid noisy stack traces - Fix packaging: add py-modules = ["main"] to pyproject.toml setuptools.packages.find only discovers packages (directories with __init__.py), must explicitly list standalone module files Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: improve refresh_unity connection loss handling documentation Add detailed comments and logging to clarify why connection loss during compile is treated as success (expected domain reload behavior, not failure). This addresses PR feedback about potentially masking real connection errors. The logic is intentional and correct: - Connection loss only treated as success when compile='request' - Domain reload causing disconnect is expected Unity behavior - Subsequent wait_for_ready loop validates Unity becomes ready - Prevents multiple domain reload loops (issue #577) Added logging for observability: - Info log when expected disconnect detected - Warning log for non-recoverable errors Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: add missing logger import in refresh_unity Missing logger import causes NameError at runtime when connection loss handling paths are triggered (lines 82 and 91). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: address code review feedback on thread safety and semantics Addresses four issues raised in code review: 1. EditorStateCache.GetSnapshot() - Remove shared cached clone - Revert to always returning fresh DeepClone() to prevent mutation bugs - Main GC optimization remains: state-change detection prevents unnecessary _cached rebuilds (the expensive operation) - Removed _cachedClone and _cachedCloneSequence fields 2. refresh_unity.py - Fix blocking reason terminology mismatch - Changed "asset_refresh" to "asset_import" to match activityPhase values from EditorStateCache.cs - Ensures asset import is correctly detected as blocking state 3. TransportCommandDispatcher - Fix unsynchronized Count access - Moved Pending.Count check inside PendingLock - Prevents data races and InvalidOperationException from concurrent dictionary access 4. StdioBridgeHost - Fix unsynchronized Count access - Moved commandQueue.Count check inside lockObj - Ensures all collection access is properly serialized All changes maintain the GC allocation optimizations while fixing thread safety violations and semantic contract changes. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: address code review feedback on thread safety and timeout handling - refresh_unity.py: Track readiness explicitly and return failure on timeout instead of silently returning success when wait loop exits without confirming ready_for_tools=true - McpClientConfiguratorBase.cs: Add thread safety guard for Configure() call in CheckStatusWithProjectDir(). Changed default attemptAutoRewrite to false and added runtime check to prevent calling Configure() from background threads. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-21 10:11:25 +08:00
/// <summary>
/// Claude Code configurator using the CLI-based registration (claude mcp add/remove).
/// This integrates with Claude Code's native MCP management.
/// </summary>
public class ClaudeCodeConfigurator : ClaudeCliMcpConfigurator
{
public ClaudeCodeConfigurator() : base(new McpClient
{
name = "Claude Code",
SupportsHttpTransport = true,
})
{ }
public override IList<string> GetInstallationSteps() => new List<string>
{
fix: comprehensive performance optimizations, claude code config, and stability improvements (issue #577) (#595) * fix: reduce per-frame GC allocations causing editor hitches (issue #577) Eliminate memory allocations that occurred every frame, which triggered garbage collection spikes (~28ms) approximately every second. Changes: - EditorStateCache: Skip BuildSnapshot() entirely when state unchanged (check BEFORE building). Increased poll interval from 0.25s to 1.0s. Cache DeepClone() results to avoid allocations on GetSnapshot(). - TransportCommandDispatcher: Early exit before lock/list allocation when Pending.Count == 0, eliminating per-frame allocations when idle. - StdioBridgeHost: Same early exit pattern for commandQueue. - MCPForUnityEditorWindow: Throttle OnEditorUpdate to 2-second intervals instead of every frame, preventing expensive socket checks 60+/sec. Fixes GitHub issue #577: High performance impact even when MCP server is off * fix: prevent multiple domain reloads when calling refresh_unity (issue #577) Root Cause: - send_command() had a hardcoded retry loop (min 6 attempts) on connection errors - Each retry resent the refresh_unity command, causing Unity to reload 6 times - retry_on_reload=False only controlled reload-state retries, not connection retries The Fix: 1. Unity C# (MCPForUnity/Editor): - Added --reinstall flag to uvx commands in dev mode - Ensures local development changes are picked up by uvx/Claude Code - Applies to all client configurators (Claude Code, Codex, etc.) 2. Python Server (Server/src): - Added max_attempts parameter to send_command() - Pass max_attempts=0 when retry_on_reload=False - Fixed type handling in refresh_unity.py (handle MCPResponse objects) - Added timeout to connection error recovery conditions - Recovery logic now returns success instead of error to prevent client retries Changes: - MCPForUnity/Editor: Added --reinstall to dev mode uvx commands - Server/refresh_unity.py: Fixed type handling, improved error recovery - Server/unity_connection.py: Added max_attempts param, disable retries when retry_on_reload=False Result: refresh_unity with compile=request now triggers only 1 domain reload instead of 6 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: UI and server stability improvements Unity Editor (C#): - Fix "Resuming..." stuck state when manually clicking End Session Clear ResumeStdioAfterReload and ResumeHttpAfterReload flags in OnConnectionToggleClicked and EndOrphanedSessionAsync to prevent UI from getting stuck showing "Resuming..." with disabled button - Remove unsupported --reinstall flag from all uvx command builders uvx does not support --reinstall and shows warning when used Use --no-cache --refresh instead for dev mode cache busting Python Server: - Add "aborted" to connection error patterns in refresh_unity Handle WinError 10053 (connection aborted) gracefully during Unity domain reload, treating it as expected behavior - Add WindowsSafeRotatingFileHandler to suppress log rotation errors Windows file locking prevents log rotation when file is open by another process; catch PermissionError to avoid noisy stack traces - Fix packaging: add py-modules = ["main"] to pyproject.toml setuptools.packages.find only discovers packages (directories with __init__.py), must explicitly list standalone module files Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: improve refresh_unity connection loss handling documentation Add detailed comments and logging to clarify why connection loss during compile is treated as success (expected domain reload behavior, not failure). This addresses PR feedback about potentially masking real connection errors. The logic is intentional and correct: - Connection loss only treated as success when compile='request' - Domain reload causing disconnect is expected Unity behavior - Subsequent wait_for_ready loop validates Unity becomes ready - Prevents multiple domain reload loops (issue #577) Added logging for observability: - Info log when expected disconnect detected - Warning log for non-recoverable errors Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: add missing logger import in refresh_unity Missing logger import causes NameError at runtime when connection loss handling paths are triggered (lines 82 and 91). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: address code review feedback on thread safety and semantics Addresses four issues raised in code review: 1. EditorStateCache.GetSnapshot() - Remove shared cached clone - Revert to always returning fresh DeepClone() to prevent mutation bugs - Main GC optimization remains: state-change detection prevents unnecessary _cached rebuilds (the expensive operation) - Removed _cachedClone and _cachedCloneSequence fields 2. refresh_unity.py - Fix blocking reason terminology mismatch - Changed "asset_refresh" to "asset_import" to match activityPhase values from EditorStateCache.cs - Ensures asset import is correctly detected as blocking state 3. TransportCommandDispatcher - Fix unsynchronized Count access - Moved Pending.Count check inside PendingLock - Prevents data races and InvalidOperationException from concurrent dictionary access 4. StdioBridgeHost - Fix unsynchronized Count access - Moved commandQueue.Count check inside lockObj - Ensures all collection access is properly serialized All changes maintain the GC allocation optimizations while fixing thread safety violations and semantic contract changes. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: address code review feedback on thread safety and timeout handling - refresh_unity.py: Track readiness explicitly and return failure on timeout instead of silently returning success when wait loop exits without confirming ready_for_tools=true - McpClientConfiguratorBase.cs: Add thread safety guard for Configure() call in CheckStatusWithProjectDir(). Changed default attemptAutoRewrite to false and added runtime check to prevent calling Configure() from background threads. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-21 10:11:25 +08:00
"Ensure Claude CLI is installed (comes with Claude Code)",
fix: speed up Claude Code config check by reading JSON directly (#682) * fix: speed up Claude Code config check by reading JSON directly Instead of running `claude mcp list` (15+ seconds due to health checks), read the config directly from ~/.claude.json (instant). Changes: - Add ReadClaudeCodeConfig() to parse Claude's JSON config file - Walk up directory tree to find config at parent directories - Handle duplicate path entries (forward/backslash variants) - Add beta/stable version mismatch detection with clear messages - Add IsBetaPackageSource() to detect PyPI beta versions and prerelease ranges - Change button label from "Register" to "Configure" for consistency Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: speed up Claude Code config check by reading JSON directly Instead of running `claude mcp list` (15+ seconds due to health checks), read the config directly from ~/.claude.json (instant). Changes: - Add ReadClaudeCodeConfig() to parse Claude's JSON config file - Walk up directory tree to find config at parent directories - Handle duplicate path entries (forward/backslash variants) - Add beta/stable version mismatch detection with clear messages - Add IsBetaPackageSource() to detect PyPI beta versions and prerelease ranges - Change button label from "Register" to "Configure" for consistency - Refresh client status when switching to Connect tab or toggling beta mode Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat: add VersionMismatch status for Claude Code config detection - Add McpStatus.VersionMismatch enum value for version mismatch cases - Show "Version Mismatch" with yellow warning indicator instead of "Error" - Use VersionMismatch for beta/stable package source mismatches - Keep Error status for transport mismatches and general errors Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat: add version mismatch warning banner in Server section - Add version-mismatch-warning banner to McpConnectionSection.uxml - Add UpdateVersionMismatchWarning method to show/hide the banner - Fire OnClientConfigMismatch event when VersionMismatch status detected - Wire up event in main window to update the warning banner - Store mismatch details in configStatus for both Error and VersionMismatch Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: simplify version mismatch messages for non-technical users Before: "Beta/stable mismatch: registered with beta 'mcpforunityserver>=0.0.0a0' but plugin is stable 'mcpforunityserver==9.4.0'." After: "Configured for beta server, but 'Use Beta Server' is disabled in Advanced settings." Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: address PR review feedback - Treat missing ~/.claude.json as "not configured" instead of error (distinguishes "no Claude Code installed" from actual read failures) - Handle --from=VALUE format in ExtractPackageSourceFromConfig (in addition to existing --from VALUE format) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat: add beta/stable version mismatch detection to all JSON-based clients - Move GetExpectedPackageSourceForValidation() and IsBetaPackageSource() to base class so all configurators can use them - Update JsonFileMcpConfigurator.CheckStatus() to use beta-aware comparison - Show VersionMismatch status with clear messaging for Claude Desktop, Cursor, Windsurf, VS Code, and other JSON-based clients - Auto-rewrite still attempts to fix mismatches automatically Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: add beta-aware validation to CodexMcpConfigurator CodexMcpConfigurator was still using the non-beta-aware package source comparison. Now uses GetExpectedPackageSourceForValidation() and shows VersionMismatch status with clear messaging like other configurators. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-04 06:48:44 +08:00
"Click Configure to add UnityMCP via 'claude mcp add'",
fix: comprehensive performance optimizations, claude code config, and stability improvements (issue #577) (#595) * fix: reduce per-frame GC allocations causing editor hitches (issue #577) Eliminate memory allocations that occurred every frame, which triggered garbage collection spikes (~28ms) approximately every second. Changes: - EditorStateCache: Skip BuildSnapshot() entirely when state unchanged (check BEFORE building). Increased poll interval from 0.25s to 1.0s. Cache DeepClone() results to avoid allocations on GetSnapshot(). - TransportCommandDispatcher: Early exit before lock/list allocation when Pending.Count == 0, eliminating per-frame allocations when idle. - StdioBridgeHost: Same early exit pattern for commandQueue. - MCPForUnityEditorWindow: Throttle OnEditorUpdate to 2-second intervals instead of every frame, preventing expensive socket checks 60+/sec. Fixes GitHub issue #577: High performance impact even when MCP server is off * fix: prevent multiple domain reloads when calling refresh_unity (issue #577) Root Cause: - send_command() had a hardcoded retry loop (min 6 attempts) on connection errors - Each retry resent the refresh_unity command, causing Unity to reload 6 times - retry_on_reload=False only controlled reload-state retries, not connection retries The Fix: 1. Unity C# (MCPForUnity/Editor): - Added --reinstall flag to uvx commands in dev mode - Ensures local development changes are picked up by uvx/Claude Code - Applies to all client configurators (Claude Code, Codex, etc.) 2. Python Server (Server/src): - Added max_attempts parameter to send_command() - Pass max_attempts=0 when retry_on_reload=False - Fixed type handling in refresh_unity.py (handle MCPResponse objects) - Added timeout to connection error recovery conditions - Recovery logic now returns success instead of error to prevent client retries Changes: - MCPForUnity/Editor: Added --reinstall to dev mode uvx commands - Server/refresh_unity.py: Fixed type handling, improved error recovery - Server/unity_connection.py: Added max_attempts param, disable retries when retry_on_reload=False Result: refresh_unity with compile=request now triggers only 1 domain reload instead of 6 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: UI and server stability improvements Unity Editor (C#): - Fix "Resuming..." stuck state when manually clicking End Session Clear ResumeStdioAfterReload and ResumeHttpAfterReload flags in OnConnectionToggleClicked and EndOrphanedSessionAsync to prevent UI from getting stuck showing "Resuming..." with disabled button - Remove unsupported --reinstall flag from all uvx command builders uvx does not support --reinstall and shows warning when used Use --no-cache --refresh instead for dev mode cache busting Python Server: - Add "aborted" to connection error patterns in refresh_unity Handle WinError 10053 (connection aborted) gracefully during Unity domain reload, treating it as expected behavior - Add WindowsSafeRotatingFileHandler to suppress log rotation errors Windows file locking prevents log rotation when file is open by another process; catch PermissionError to avoid noisy stack traces - Fix packaging: add py-modules = ["main"] to pyproject.toml setuptools.packages.find only discovers packages (directories with __init__.py), must explicitly list standalone module files Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: improve refresh_unity connection loss handling documentation Add detailed comments and logging to clarify why connection loss during compile is treated as success (expected domain reload behavior, not failure). This addresses PR feedback about potentially masking real connection errors. The logic is intentional and correct: - Connection loss only treated as success when compile='request' - Domain reload causing disconnect is expected Unity behavior - Subsequent wait_for_ready loop validates Unity becomes ready - Prevents multiple domain reload loops (issue #577) Added logging for observability: - Info log when expected disconnect detected - Warning log for non-recoverable errors Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: add missing logger import in refresh_unity Missing logger import causes NameError at runtime when connection loss handling paths are triggered (lines 82 and 91). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: address code review feedback on thread safety and semantics Addresses four issues raised in code review: 1. EditorStateCache.GetSnapshot() - Remove shared cached clone - Revert to always returning fresh DeepClone() to prevent mutation bugs - Main GC optimization remains: state-change detection prevents unnecessary _cached rebuilds (the expensive operation) - Removed _cachedClone and _cachedCloneSequence fields 2. refresh_unity.py - Fix blocking reason terminology mismatch - Changed "asset_refresh" to "asset_import" to match activityPhase values from EditorStateCache.cs - Ensures asset import is correctly detected as blocking state 3. TransportCommandDispatcher - Fix unsynchronized Count access - Moved Pending.Count check inside PendingLock - Prevents data races and InvalidOperationException from concurrent dictionary access 4. StdioBridgeHost - Fix unsynchronized Count access - Moved commandQueue.Count check inside lockObj - Ensures all collection access is properly serialized All changes maintain the GC allocation optimizations while fixing thread safety violations and semantic contract changes. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: address code review feedback on thread safety and timeout handling - refresh_unity.py: Track readiness explicitly and return failure on timeout instead of silently returning success when wait loop exits without confirming ready_for_tools=true - McpClientConfiguratorBase.cs: Add thread safety guard for Configure() call in CheckStatusWithProjectDir(). Changed default attemptAutoRewrite to false and added runtime check to prevent calling Configure() from background threads. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-21 10:11:25 +08:00
"The server will be automatically available in Claude Code",
"Use Unregister to remove via 'claude mcp remove'"
};
}
}