fixed scripts not creating bug
parent
3feecb09af
commit
015774b469
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@ -49,19 +49,52 @@ namespace MCPServer.Editor.Commands
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string scriptType = (string)@params["script_type"] ?? "MonoBehaviour";
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string namespaceName = (string)@params["namespace"];
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string template = (string)@params["template"];
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string scriptFolder = (string)@params["script_folder"];
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string content = (string)@params["content"];
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// Ensure script name ends with .cs
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if (!scriptName.EndsWith(".cs"))
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scriptName += ".cs";
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string scriptPath;
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// If content is provided, use it directly
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if (!string.IsNullOrEmpty(content))
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{
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// Use specified folder or default to Scripts
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scriptPath = string.IsNullOrEmpty(scriptFolder) ? "Scripts" : scriptFolder;
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// Ensure folder exists
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string folderPath = Path.Combine(Application.dataPath, scriptPath);
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if (!Directory.Exists(folderPath))
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{
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Directory.CreateDirectory(folderPath);
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AssetDatabase.Refresh();
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}
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// Create the script file with provided content
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string fullPath = Path.Combine(Application.dataPath, scriptPath, scriptName);
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File.WriteAllText(fullPath, content);
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// Refresh the AssetDatabase
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AssetDatabase.Refresh();
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return new { message = $"Created script: {Path.Combine(scriptPath, scriptName)}" };
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}
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// Otherwise generate content based on template and parameters
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// Ensure Scripts folder exists
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EnsureScriptsFolderExists();
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// Create namespace-based folder structure if namespace is specified
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string scriptPath = "Scripts";
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scriptPath = string.IsNullOrEmpty(scriptFolder) ? "Scripts" : scriptFolder;
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if (!string.IsNullOrEmpty(namespaceName))
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{
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scriptPath = Path.Combine(scriptPath, namespaceName.Replace('.', '/'));
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if (scriptPath == "Scripts") // Only modify path if we're using the default
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{
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scriptPath = Path.Combine(scriptPath, namespaceName.Replace('.', '/'));
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}
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string namespaceFolderPath = Path.Combine(Application.dataPath, scriptPath);
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if (!Directory.Exists(namespaceFolderPath))
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{
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@ -71,52 +104,56 @@ namespace MCPServer.Editor.Commands
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}
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// Create the script content
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StringBuilder content = new StringBuilder();
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StringBuilder contentBuilder = new StringBuilder();
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// Add using directives
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contentBuilder.AppendLine("using UnityEngine;");
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contentBuilder.AppendLine();
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// Add namespace if specified
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if (!string.IsNullOrEmpty(namespaceName))
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{
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content.AppendLine($"namespace {namespaceName}");
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content.AppendLine("{");
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contentBuilder.AppendLine($"namespace {namespaceName}");
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contentBuilder.AppendLine("{");
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}
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// Add class definition
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content.AppendLine($" public class {Path.GetFileNameWithoutExtension(scriptName)} : {scriptType}");
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content.AppendLine(" {");
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contentBuilder.AppendLine($" public class {Path.GetFileNameWithoutExtension(scriptName)} : {scriptType}");
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contentBuilder.AppendLine(" {");
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// Add default Unity methods based on script type
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if (scriptType == "MonoBehaviour")
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{
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content.AppendLine(" private void Start()");
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content.AppendLine(" {");
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content.AppendLine(" // Initialize your component here");
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content.AppendLine(" }");
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content.AppendLine();
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content.AppendLine(" private void Update()");
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content.AppendLine(" {");
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content.AppendLine(" // Update your component here");
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content.AppendLine(" }");
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contentBuilder.AppendLine(" private void Start()");
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contentBuilder.AppendLine(" {");
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contentBuilder.AppendLine(" // Initialize your component here");
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contentBuilder.AppendLine(" }");
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contentBuilder.AppendLine();
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contentBuilder.AppendLine(" private void Update()");
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contentBuilder.AppendLine(" {");
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contentBuilder.AppendLine(" // Update your component here");
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contentBuilder.AppendLine(" }");
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}
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else if (scriptType == "ScriptableObject")
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{
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content.AppendLine(" private void OnEnable()");
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content.AppendLine(" {");
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content.AppendLine(" // Initialize your ScriptableObject here");
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content.AppendLine(" }");
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contentBuilder.AppendLine(" private void OnEnable()");
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contentBuilder.AppendLine(" {");
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contentBuilder.AppendLine(" // Initialize your ScriptableObject here");
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contentBuilder.AppendLine(" }");
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}
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// Close class
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content.AppendLine(" }");
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contentBuilder.AppendLine(" }");
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// Close namespace if specified
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if (!string.IsNullOrEmpty(namespaceName))
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{
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content.AppendLine("}");
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contentBuilder.AppendLine("}");
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}
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// Create the script file in the Scripts folder
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string fullPath = Path.Combine(Application.dataPath, scriptPath, scriptName);
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File.WriteAllText(fullPath, content.ToString());
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string fullFilePath = Path.Combine(Application.dataPath, scriptPath, scriptName);
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File.WriteAllText(fullFilePath, contentBuilder.ToString());
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// Refresh the AssetDatabase
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AssetDatabase.Refresh();
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@ -131,13 +168,39 @@ namespace MCPServer.Editor.Commands
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{
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string scriptPath = (string)@params["script_path"] ?? throw new System.Exception("Parameter 'script_path' is required.");
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string content = (string)@params["content"] ?? throw new System.Exception("Parameter 'content' is required.");
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bool createIfMissing = (bool?)@params["create_if_missing"] ?? false;
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bool createFolderIfMissing = (bool?)@params["create_folder_if_missing"] ?? false;
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string fullPath = Path.Combine(Application.dataPath, scriptPath);
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string directory = Path.GetDirectoryName(fullPath);
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// Check if file exists, create if requested
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if (!File.Exists(fullPath))
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throw new System.Exception($"Script file not found: {scriptPath}");
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{
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if (createIfMissing)
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{
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// Create the directory if requested and needed
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if (!Directory.Exists(directory) && createFolderIfMissing)
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{
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Directory.CreateDirectory(directory);
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}
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else if (!Directory.Exists(directory))
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{
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throw new System.Exception($"Directory does not exist: {Path.GetDirectoryName(scriptPath)}");
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}
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// Write new content
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// Create the file with content
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File.WriteAllText(fullPath, content);
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AssetDatabase.Refresh();
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return new { message = $"Created script: {scriptPath}" };
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}
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else
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{
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throw new System.Exception($"Script file not found: {scriptPath}");
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}
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}
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// Update existing script
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File.WriteAllText(fullPath, content);
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// Refresh the AssetDatabase
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@ -152,7 +215,24 @@ namespace MCPServer.Editor.Commands
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public static object ListScripts(JObject @params)
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{
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string folderPath = (string)@params["folder_path"] ?? "Assets";
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string fullPath = Path.Combine(Application.dataPath, folderPath);
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// Special handling for "Assets" path since it's already the root
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string fullPath;
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if (folderPath.Equals("Assets", StringComparison.OrdinalIgnoreCase))
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{
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fullPath = Application.dataPath;
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}
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else if (folderPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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{
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// Remove "Assets/" from the path since Application.dataPath already points to it
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string relativePath = folderPath.Substring(7);
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fullPath = Path.Combine(Application.dataPath, relativePath);
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}
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else
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{
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// Assume it's a relative path from Assets
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fullPath = Path.Combine(Application.dataPath, folderPath);
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}
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if (!Directory.Exists(fullPath))
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throw new System.Exception($"Folder not found: {folderPath}");
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@ -26,6 +26,19 @@ public static partial class UnityMCPBridge
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// Add public property to expose running state
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public static bool IsRunning => isRunning;
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// Add method to check existence of a folder
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public static bool FolderExists(string path)
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{
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if (string.IsNullOrEmpty(path))
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return false;
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if (path.Equals("Assets", StringComparison.OrdinalIgnoreCase))
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return true;
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string fullPath = Path.Combine(Application.dataPath, path.StartsWith("Assets/") ? path.Substring(7) : path);
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return Directory.Exists(fullPath);
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}
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static UnityMCPBridge()
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{
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LoadServerConfig();
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@ -84,7 +97,14 @@ public static partial class UnityMCPBridge
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try
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{
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var client = await listener.AcceptTcpClientAsync();
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_ = HandleClientAsync(client); // Fire and forget each client connection
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// Enable basic socket keepalive
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client.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.KeepAlive, true);
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// Set longer receive timeout to prevent quick disconnections
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client.ReceiveTimeout = 60000; // 60 seconds
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// Fire and forget each client connection
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_ = HandleClientAsync(client);
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}
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catch (Exception ex)
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{
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@ -96,61 +96,33 @@ def register_script_tools(mcp: FastMCP):
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try:
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unity = get_unity_connection()
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# Check if the script exists first
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existing_script_response = unity.send_command("VIEW_SCRIPT", {
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"script_path": script_path
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})
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# Parse script path (for potential creation)
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script_name = script_path.split("/")[-1].replace(".cs", "")
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script_folder = "/".join(script_path.split("/")[:-1])
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# If the script doesn't exist
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if "content" not in existing_script_response:
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if not create_if_missing:
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return f"Script at '{script_path}' not found. Use create_if_missing=True to create it."
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if create_if_missing:
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# When create_if_missing is true, we'll just try to update directly,
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# and let Unity handle the creation if needed
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params = {
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"script_path": script_path,
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"content": content,
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"create_if_missing": True
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}
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# If we should create the missing script
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script_name = script_path.split("/")[-1].replace(".cs", "")
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script_folder = "/".join(script_path.split("/")[:-1])
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# Add folder creation flag if requested
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if create_folder_if_missing:
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params["create_folder_if_missing"] = True
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# Check if the parent directory exists
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if script_folder:
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folder_exists = False
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try:
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# Try to list scripts in the folder to see if it exists
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folder_response = unity.send_command("LIST_SCRIPTS", {
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"folder_path": script_folder
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})
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# If we didn't get an error, the folder exists
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folder_exists = "error" not in folder_response
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except:
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folder_exists = False
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if not folder_exists:
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if not create_folder_if_missing:
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return f"Parent directory '{script_folder}' does not exist. Use create_folder_if_missing=True to create it."
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# Create the directory structure
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try:
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response = unity.send_command("CREATE_FOLDER", {
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"folder_path": script_folder
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})
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if "error" in response:
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return f"Error creating directory '{script_folder}': {response.get('error')}"
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except Exception as folder_error:
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return f"Error creating directory '{script_folder}': {str(folder_error)}"
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# Create the script with the provided content
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response = unity.send_command("CREATE_SCRIPT", {
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"script_name": script_name,
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"script_folder": script_folder,
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# Send command to Unity to update/create the script
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response = unity.send_command("UPDATE_SCRIPT", params)
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return response.get("message", "Script updated successfully")
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else:
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# Standard update without creation flags
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response = unity.send_command("UPDATE_SCRIPT", {
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"script_path": script_path,
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"content": content
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})
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return response.get("message", "Script created successfully")
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# Send command to Unity to update the script
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response = unity.send_command("UPDATE_SCRIPT", {
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"script_path": script_path,
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"content": content
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})
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return response.get("message", "Script updated successfully")
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return response.get("message", "Script updated successfully")
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except Exception as e:
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return f"Error updating script: {str(e)}"
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