unity-mcp/MCPForUnity/Editor/Tools/GetTestJob.cs

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Async Test Infrastructure & Editor Readiness Status + new refresh_unity tool (#507) * Add editor readiness v2, refresh tool, and preflight guards * Detect external package changes and harden refresh retry * feat: add TestRunnerNoThrottle and async test running with background stall prevention - Add TestRunnerNoThrottle.cs: Sets editor to 'No Throttling' mode during test runs with SessionState persistence across domain reload - Add run_tests_async and get_test_job tools for non-blocking test execution - Add TestJobManager for async test job tracking with progress monitoring - Add ForceSynchronousImport to all AssetDatabase.Refresh() calls to prevent stalls - Mark DomainReloadResilienceTests as [Explicit] with documentation explaining the test infrastructure limitation (internal coroutine waits vs MCP socket polling) - MCP workflow is unaffected - socket messages provide external stimulus that keeps Unity responsive even when backgrounded * refactor: simplify and clean up code - Remove unused Newtonsoft.Json.Linq import from TestJobManager - Add throttling to SessionState persistence (once per second) to reduce overhead - Critical job state changes (start/finish) still persist immediately - Fix duplicate XML summary tag in DomainReloadResilienceTests * docs: add async test tools to README, document domain reload limitation - Add run_tests_async and get_test_job to main README tools list - Document background stall limitation for domain reload tests in DEV readme * ci: add separate job for domain reload tests Run [Explicit] domain_reload tests in their own job using -testCategory * ci: run domain reload tests in same job as regular tests Combines into single job with two test steps to reuse cached Library * fix: address coderabbit review issues - Fix TOCTOU race in TestJobManager.StartJob (single lock scope for check-and-set) - Store TestRunnerApi reference with HideAndDontSave to prevent GC/serialization issues * docs: update tool descriptions to prefer run_tests_async - run_tests_async is now marked as preferred for long-running suites - run_tests description notes it blocks and suggests async alternative * docs: update README screenshot to v8.6 UI * docs: add v8.6 UI screenshot * Update README for MCP version and instructions for v8.7 * fix: handle preflight busy signals and derive job status from test results - manage_asset, manage_gameobject, manage_scene now check preflight return value and propagate busy/retry signals to clients (fixes Sourcery #1) - TestJobManager.FinalizeCurrentJobFromRunFinished now sets job status to Failed when resultPayload.Failed > 0, not always Succeeded (fixes Sourcery #2) * fix: increase HTTP server startup timeout for dev mode When 'Force fresh server install' is enabled, uvx uses --no-cache --refresh which rebuilds the package and takes significantly longer to start. - Increase timeout from 10s to 45s when dev mode is enabled - Add informative log message explaining the longer startup time - Show actual timeout value in warning message * fix: derive job status from test results in FinalizeFromTask fallback Apply same logic as FinalizeCurrentJobFromRunFinished: check result.Failed > 0 to correctly mark jobs as Failed when tests fail, even in the fallback path when RunFinished callback is not delivered.
2026-01-04 04:42:32 +08:00
using System;
using MCPForUnity.Editor.Helpers;
using MCPForUnity.Editor.Services;
using Newtonsoft.Json.Linq;
namespace MCPForUnity.Editor.Tools
{
/// <summary>
/// Poll a previously started async test job by job_id.
/// </summary>
[McpForUnityTool("get_test_job", AutoRegister = false)]
public static class GetTestJob
{
public static object HandleCommand(JObject @params)
{
string jobId = @params?["job_id"]?.ToString() ?? @params?["jobId"]?.ToString();
if (string.IsNullOrWhiteSpace(jobId))
{
return new ErrorResponse("Missing required parameter 'job_id'.");
}
bool includeDetails = false;
bool includeFailedTests = false;
try
{
var includeDetailsToken = @params?["includeDetails"];
if (includeDetailsToken != null && bool.TryParse(includeDetailsToken.ToString(), out var parsedIncludeDetails))
{
includeDetails = parsedIncludeDetails;
}
var includeFailedTestsToken = @params?["includeFailedTests"];
if (includeFailedTestsToken != null && bool.TryParse(includeFailedTestsToken.ToString(), out var parsedIncludeFailedTests))
{
includeFailedTests = parsedIncludeFailedTests;
}
}
catch
{
// ignore parse failures
}
var job = TestJobManager.GetJob(jobId);
if (job == null)
{
return new ErrorResponse("Unknown job_id.");
}
var payload = TestJobManager.ToSerializable(job, includeDetails, includeFailedTests);
return new SuccessResponse("Test job status retrieved.", payload);
}
}
}