From 07b35837b74ded00bde58ec6e4a436e4d2f7dd1a Mon Sep 17 00:00:00 2001 From: David Sarno Date: Sat, 9 Aug 2025 15:08:28 -0700 Subject: [PATCH] Bridge: deferred init, stop-before-reload, breadcrumb logs; stable rebinds. Editor: auto-rewrite MCP client config when package path changes. Server: heartbeat-aware retries, structured {state: reloading, retry_after_ms}, single auto-retry across tools; guard empty calls. Repo: remove global *~ ignore (was hiding UnityMcpServer~), track tilde server folder (Unity still excludes it from assemblies). --- UnityMcpBridge/Editor/UnityMcpBridge.cs | 139 ++++++- .../Editor/Windows/UnityMcpEditorWindow.cs | 30 +- UnityMcpBridge/UnityMcpServer~/src/Dockerfile | 27 ++ .../UnityMcpServer~/src/__init__.py | 3 + UnityMcpBridge/UnityMcpServer~/src/config.py | 30 ++ .../UnityMcpServer~/src/port_discovery.py | 155 ++++++++ .../UnityMcpServer~/src/pyproject.toml | 15 + UnityMcpBridge/UnityMcpServer~/src/server.py | 73 ++++ .../UnityMcpServer~/src/tools/__init__.py | 21 ++ .../src/tools/execute_menu_item.py | 57 +++ .../UnityMcpServer~/src/tools/manage_asset.py | 93 +++++ .../src/tools/manage_editor.py | 58 +++ .../src/tools/manage_gameobject.py | 143 +++++++ .../UnityMcpServer~/src/tools/manage_scene.py | 52 +++ .../src/tools/manage_script.py | 79 ++++ .../src/tools/manage_shader.py | 72 ++++ .../UnityMcpServer~/src/tools/read_console.py | 76 ++++ .../UnityMcpServer~/src/unity_connection.py | 280 ++++++++++++++ UnityMcpBridge/UnityMcpServer~/src/uv.lock | 349 ++++++++++++++++++ 19 files changed, 1742 insertions(+), 10 deletions(-) create mode 100644 UnityMcpBridge/UnityMcpServer~/src/Dockerfile create mode 100644 UnityMcpBridge/UnityMcpServer~/src/__init__.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/config.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/port_discovery.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/pyproject.toml create mode 100644 UnityMcpBridge/UnityMcpServer~/src/server.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/tools/__init__.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/tools/execute_menu_item.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/tools/manage_asset.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/tools/manage_editor.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/tools/manage_gameobject.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/tools/manage_scene.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/tools/manage_script.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/tools/manage_shader.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/tools/read_console.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/unity_connection.py create mode 100644 UnityMcpBridge/UnityMcpServer~/src/uv.lock diff --git a/UnityMcpBridge/Editor/UnityMcpBridge.cs b/UnityMcpBridge/Editor/UnityMcpBridge.cs index 89bae4e..b7e8ef0 100644 --- a/UnityMcpBridge/Editor/UnityMcpBridge.cs +++ b/UnityMcpBridge/Editor/UnityMcpBridge.cs @@ -24,13 +24,31 @@ namespace UnityMcpBridge.Editor private static readonly object lockObj = new(); private static readonly object startStopLock = new(); private static bool initScheduled = false; + private static bool ensureUpdateHooked = false; + private static bool isStarting = false; + private static double nextStartAt = 0.0f; private static double nextHeartbeatAt = 0.0f; + private static int heartbeatSeq = 0; private static Dictionary< string, (string commandJson, TaskCompletionSource tcs) > commandQueue = new(); private static int currentUnityPort = 6400; // Dynamic port, starts with default private static bool isAutoConnectMode = false; + + // Debug helpers + private static bool IsDebugEnabled() + { + try { return EditorPrefs.GetBool("UnityMCP.DebugLogs", false); } catch { return false; } + } + + private static void LogBreadcrumb(string stage) + { + if (IsDebugEnabled()) + { + Debug.Log($"UNITY-MCP: [{stage}]"); + } + } public static bool IsRunning => isRunning; public static int GetCurrentPort() => currentUnityPort; @@ -78,11 +96,24 @@ namespace UnityMcpBridge.Editor static UnityMcpBridge() { - // Immediate start for minimal downtime, plus quit hook - Start(); + // Skip bridge in headless/batch environments (CI/builds) + if (Application.isBatchMode) + { + return; + } + // Defer start until the editor is idle and not compiling + ScheduleInitRetry(); + // Add a safety net update hook in case delayCall is missed during reload churn + if (!ensureUpdateHooked) + { + ensureUpdateHooked = true; + EditorApplication.update += EnsureStartedOnEditorIdle; + } EditorApplication.quitting += Stop; AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload; AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload; + // Also coalesce play mode transitions into a deferred init + EditorApplication.playModeStateChanged += _ => ScheduleInitRetry(); } /// @@ -94,7 +125,7 @@ namespace UnityMcpBridge.Editor initScheduled = false; // Play-mode friendly: allow starting in play mode; only defer while compiling - if (EditorApplication.isCompiling) + if (IsCompiling()) { ScheduleInitRetry(); return; @@ -118,9 +149,77 @@ namespace UnityMcpBridge.Editor return; } initScheduled = true; + // Debounce: start ~200ms after the last trigger + nextStartAt = EditorApplication.timeSinceStartup + 0.20f; + // Ensure the update pump is active + if (!ensureUpdateHooked) + { + ensureUpdateHooked = true; + EditorApplication.update += EnsureStartedOnEditorIdle; + } + // Keep the original delayCall as a secondary path EditorApplication.delayCall += InitializeAfterCompilation; } + // Safety net: ensure the bridge starts shortly after domain reload when editor is idle + private static void EnsureStartedOnEditorIdle() + { + // Do nothing while compiling + if (IsCompiling()) + { + return; + } + + // If already running, remove the hook + if (isRunning) + { + EditorApplication.update -= EnsureStartedOnEditorIdle; + ensureUpdateHooked = false; + return; + } + + // Debounced start: wait until the scheduled time + if (nextStartAt > 0 && EditorApplication.timeSinceStartup < nextStartAt) + { + return; + } + + if (isStarting) + { + return; + } + + isStarting = true; + // Attempt start; if it succeeds, remove the hook to avoid overhead + Start(); + isStarting = false; + if (isRunning) + { + EditorApplication.update -= EnsureStartedOnEditorIdle; + ensureUpdateHooked = false; + } + } + + // Helper to check compilation status across Unity versions + private static bool IsCompiling() + { + if (EditorApplication.isCompiling) + { + return true; + } + try + { + System.Type pipeline = System.Type.GetType("UnityEditor.Compilation.CompilationPipeline, UnityEditor"); + var prop = pipeline?.GetProperty("isCompiling", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static); + if (prop != null) + { + return (bool)prop.GetValue(null); + } + } + catch { } + return false; + } + public static void Start() { lock (startStopLock) @@ -140,6 +239,9 @@ namespace UnityMcpBridge.Editor // Always consult PortManager first so we prefer the persisted project port currentUnityPort = PortManager.GetPortWithFallback(); + // Breadcrumb: Start + LogBreadcrumb("Start"); + const int maxImmediateRetries = 3; const int retrySleepMs = 75; int attempt = 0; @@ -153,6 +255,13 @@ namespace UnityMcpBridge.Editor SocketOptionName.ReuseAddress, true ); +#if UNITY_EDITOR_WIN + try + { + listener.ExclusiveAddressUse = false; + } + catch { } +#endif // Minimize TIME_WAIT by sending RST on close try { @@ -180,6 +289,13 @@ namespace UnityMcpBridge.Editor SocketOptionName.ReuseAddress, true ); +#if UNITY_EDITOR_WIN + try + { + listener.ExclusiveAddressUse = false; + } + catch { } +#endif try { listener.Server.LingerState = new LingerOption(true, 0); @@ -198,7 +314,8 @@ namespace UnityMcpBridge.Editor Task.Run(ListenerLoop); EditorApplication.update += ProcessCommands; // Write initial heartbeat immediately - WriteHeartbeat(false); + heartbeatSeq++; + WriteHeartbeat(false, "ready"); nextHeartbeatAt = EditorApplication.timeSinceStartup + 0.5f; } catch (SocketException ex) @@ -571,16 +688,22 @@ namespace UnityMcpBridge.Editor // Heartbeat/status helpers private static void OnBeforeAssemblyReload() { - WriteHeartbeat(true); + // Stop cleanly before reload so sockets close and clients see 'reloading' + try { Stop(); } catch { } + WriteHeartbeat(true, "reloading"); + LogBreadcrumb("Reload"); } private static void OnAfterAssemblyReload() { // Will be overwritten by Start(), but mark as alive quickly - WriteHeartbeat(false); + WriteHeartbeat(false, "idle"); + LogBreadcrumb("Idle"); + // Schedule a safe restart after reload to avoid races during compilation + ScheduleInitRetry(); } - private static void WriteHeartbeat(bool reloading) + private static void WriteHeartbeat(bool reloading, string reason = null) { try { @@ -591,6 +714,8 @@ namespace UnityMcpBridge.Editor { unity_port = currentUnityPort, reloading, + reason = reason ?? (reloading ? "reloading" : "ready"), + seq = heartbeatSeq, project_path = Application.dataPath, last_heartbeat = DateTime.UtcNow.ToString("O") }; diff --git a/UnityMcpBridge/Editor/Windows/UnityMcpEditorWindow.cs b/UnityMcpBridge/Editor/Windows/UnityMcpEditorWindow.cs index 5dde570..1f9cbcc 100644 --- a/UnityMcpBridge/Editor/Windows/UnityMcpEditorWindow.cs +++ b/UnityMcpBridge/Editor/Windows/UnityMcpEditorWindow.cs @@ -1311,14 +1311,38 @@ namespace UnityMcpBridge.Editor.Windows // Common logic for checking configuration status if (configExists) { - if (pythonDir != null && - Array.Exists(args, arg => arg.Contains(pythonDir, StringComparison.Ordinal))) + bool matches = pythonDir != null && Array.Exists(args, arg => arg.Contains(pythonDir, StringComparison.Ordinal)); + if (matches) { mcpClient.SetStatus(McpStatus.Configured); } else { - mcpClient.SetStatus(McpStatus.IncorrectPath); + // Attempt auto-rewrite once if the package path changed + try + { + string rewriteResult = WriteToConfig(pythonDir, configPath, mcpClient); + if (rewriteResult == "Configured successfully") + { + if (debugLogsEnabled) + { + UnityEngine.Debug.Log($"UnityMCP: Auto-updated MCP config for '{mcpClient.name}' to new path: {pythonDir}"); + } + mcpClient.SetStatus(McpStatus.Configured); + } + else + { + mcpClient.SetStatus(McpStatus.IncorrectPath); + } + } + catch (Exception ex) + { + mcpClient.SetStatus(McpStatus.IncorrectPath); + if (debugLogsEnabled) + { + UnityEngine.Debug.LogWarning($"UnityMCP: Auto-config rewrite failed for '{mcpClient.name}': {ex.Message}"); + } + } } } else diff --git a/UnityMcpBridge/UnityMcpServer~/src/Dockerfile b/UnityMcpBridge/UnityMcpServer~/src/Dockerfile new file mode 100644 index 0000000..3f884f3 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/Dockerfile @@ -0,0 +1,27 @@ +FROM python:3.12-slim + +# Install required system dependencies +RUN apt-get update && apt-get install -y --no-install-recommends \ + git \ + && rm -rf /var/lib/apt/lists/* + +# Set working directory +WORKDIR /app + +# Install uv package manager +RUN pip install uv + +# Copy required files +COPY config.py /app/ +COPY server.py /app/ +COPY unity_connection.py /app/ +COPY pyproject.toml /app/ +COPY __init__.py /app/ +COPY tools/ /app/tools/ + +# Install dependencies using uv +RUN uv pip install --system -e . + + +# Command to run the server +CMD ["uv", "run", "server.py"] \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/__init__.py b/UnityMcpBridge/UnityMcpServer~/src/__init__.py new file mode 100644 index 0000000..62e5cd1 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/__init__.py @@ -0,0 +1,3 @@ +""" +Unity MCP Server package. +""" \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/config.py b/UnityMcpBridge/UnityMcpServer~/src/config.py new file mode 100644 index 0000000..d3a203c --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/config.py @@ -0,0 +1,30 @@ +""" +Configuration settings for the Unity MCP Server. +This file contains all configurable parameters for the server. +""" + +from dataclasses import dataclass + +@dataclass +class ServerConfig: + """Main configuration class for the MCP server.""" + + # Network settings + unity_host: str = "localhost" + unity_port: int = 6400 + mcp_port: int = 6500 + + # Connection settings + connection_timeout: float = 60.0 # default steady-state timeout; retries use shorter timeouts + buffer_size: int = 16 * 1024 * 1024 # 16MB buffer + + # Logging settings + log_level: str = "INFO" + log_format: str = "%(asctime)s - %(name)s - %(levelname)s - %(message)s" + + # Server settings + max_retries: int = 10 + retry_delay: float = 0.25 + +# Create a global config instance +config = ServerConfig() \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/port_discovery.py b/UnityMcpBridge/UnityMcpServer~/src/port_discovery.py new file mode 100644 index 0000000..9885533 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/port_discovery.py @@ -0,0 +1,155 @@ +""" +Port discovery utility for Unity MCP Server. + +What changed and why: +- Unity now writes a per-project port file named like + `~/.unity-mcp/unity-mcp-port-.json` to avoid projects overwriting + each other's saved port. The legacy file `unity-mcp-port.json` may still + exist. +- This module now scans for both patterns, prefers the most recently + modified file, and verifies that the port is actually a Unity MCP listener + (quick socket connect + ping) before choosing it. +""" + +import json +import os +import logging +from pathlib import Path +from typing import Optional, List +import glob +import socket + +logger = logging.getLogger("unity-mcp-server") + +class PortDiscovery: + """Handles port discovery from Unity Bridge registry""" + REGISTRY_FILE = "unity-mcp-port.json" # legacy single-project file + DEFAULT_PORT = 6400 + CONNECT_TIMEOUT = 0.3 # seconds, keep this snappy during discovery + + @staticmethod + def get_registry_path() -> Path: + """Get the path to the port registry file""" + return Path.home() / ".unity-mcp" / PortDiscovery.REGISTRY_FILE + + @staticmethod + def get_registry_dir() -> Path: + return Path.home() / ".unity-mcp" + + @staticmethod + def list_candidate_files() -> List[Path]: + """Return candidate registry files, newest first. + Includes hashed per-project files and the legacy file (if present). + """ + base = PortDiscovery.get_registry_dir() + hashed = sorted( + (Path(p) for p in glob.glob(str(base / "unity-mcp-port-*.json"))), + key=lambda p: p.stat().st_mtime, + reverse=True, + ) + legacy = PortDiscovery.get_registry_path() + if legacy.exists(): + # Put legacy at the end so hashed, per-project files win + hashed.append(legacy) + return hashed + + @staticmethod + def _try_probe_unity_mcp(port: int) -> bool: + """Quickly check if a Unity MCP listener is on this port. + Tries a short TCP connect, sends 'ping', expects a JSON 'pong'. + """ + try: + with socket.create_connection(("127.0.0.1", port), PortDiscovery.CONNECT_TIMEOUT) as s: + s.settimeout(PortDiscovery.CONNECT_TIMEOUT) + try: + s.sendall(b"ping") + data = s.recv(512) + # Minimal validation: look for a success pong response + if data and b'"message":"pong"' in data: + return True + except Exception: + return False + except Exception: + return False + return False + + @staticmethod + def _read_latest_status() -> Optional[dict]: + try: + base = PortDiscovery.get_registry_dir() + status_files = sorted( + (Path(p) for p in glob.glob(str(base / "unity-mcp-status-*.json"))), + key=lambda p: p.stat().st_mtime, + reverse=True, + ) + if not status_files: + return None + with status_files[0].open('r') as f: + return json.load(f) + except Exception: + return None + + @staticmethod + def discover_unity_port() -> int: + """ + Discover Unity port by scanning per-project and legacy registry files. + Prefer the newest file whose port responds; fall back to first parsed + value; finally default to 6400. + + Returns: + Port number to connect to + """ + # Prefer the latest heartbeat status if it points to a responsive port + status = PortDiscovery._read_latest_status() + if status: + port = status.get('unity_port') + if isinstance(port, int) and PortDiscovery._try_probe_unity_mcp(port): + logger.info(f"Using Unity port from status: {port}") + return port + + candidates = PortDiscovery.list_candidate_files() + + first_seen_port: Optional[int] = None + + for path in candidates: + try: + with open(path, 'r') as f: + cfg = json.load(f) + unity_port = cfg.get('unity_port') + if isinstance(unity_port, int): + if first_seen_port is None: + first_seen_port = unity_port + if PortDiscovery._try_probe_unity_mcp(unity_port): + logger.info(f"Using Unity port from {path.name}: {unity_port}") + return unity_port + except Exception as e: + logger.warning(f"Could not read port registry {path}: {e}") + + if first_seen_port is not None: + logger.info(f"No responsive port found; using first seen value {first_seen_port}") + return first_seen_port + + # Fallback to default port + logger.info(f"No port registry found; using default port {PortDiscovery.DEFAULT_PORT}") + return PortDiscovery.DEFAULT_PORT + + @staticmethod + def get_port_config() -> Optional[dict]: + """ + Get the most relevant port configuration from registry. + Returns the most recent hashed file's config if present, + otherwise the legacy file's config. Returns None if nothing exists. + + Returns: + Port configuration dict or None if not found + """ + candidates = PortDiscovery.list_candidate_files() + if not candidates: + return None + for path in candidates: + try: + with open(path, 'r') as f: + return json.load(f) + except Exception as e: + logger.warning(f"Could not read port configuration {path}: {e}") + return None \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/pyproject.toml b/UnityMcpBridge/UnityMcpServer~/src/pyproject.toml new file mode 100644 index 0000000..2c05fb8 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/pyproject.toml @@ -0,0 +1,15 @@ +[project] +name = "UnityMcpServer" +version = "2.0.0" +description = "Unity MCP Server: A Unity package for Unity Editor integration via the Model Context Protocol (MCP)." +readme = "README.md" +requires-python = ">=3.10" +dependencies = ["httpx>=0.27.2", "mcp[cli]>=1.4.1"] + +[build-system] +requires = ["setuptools>=64.0.0", "wheel"] +build-backend = "setuptools.build_meta" + +[tool.setuptools] +py-modules = ["config", "server", "unity_connection"] +packages = ["tools"] diff --git a/UnityMcpBridge/UnityMcpServer~/src/server.py b/UnityMcpBridge/UnityMcpServer~/src/server.py new file mode 100644 index 0000000..55360b5 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/server.py @@ -0,0 +1,73 @@ +from mcp.server.fastmcp import FastMCP, Context, Image +import logging +from dataclasses import dataclass +from contextlib import asynccontextmanager +from typing import AsyncIterator, Dict, Any, List +from config import config +from tools import register_all_tools +from unity_connection import get_unity_connection, UnityConnection + +# Configure logging using settings from config +logging.basicConfig( + level=getattr(logging, config.log_level), + format=config.log_format +) +logger = logging.getLogger("unity-mcp-server") + +# Global connection state +_unity_connection: UnityConnection = None + +@asynccontextmanager +async def server_lifespan(server: FastMCP) -> AsyncIterator[Dict[str, Any]]: + """Handle server startup and shutdown.""" + global _unity_connection + logger.info("Unity MCP Server starting up") + try: + _unity_connection = get_unity_connection() + logger.info("Connected to Unity on startup") + except Exception as e: + logger.warning(f"Could not connect to Unity on startup: {str(e)}") + _unity_connection = None + try: + # Yield the connection object so it can be attached to the context + # The key 'bridge' matches how tools like read_console expect to access it (ctx.bridge) + yield {"bridge": _unity_connection} + finally: + if _unity_connection: + _unity_connection.disconnect() + _unity_connection = None + logger.info("Unity MCP Server shut down") + +# Initialize MCP server +mcp = FastMCP( + "unity-mcp-server", + description="Unity Editor integration via Model Context Protocol", + lifespan=server_lifespan +) + +# Register all tools +register_all_tools(mcp) + +# Asset Creation Strategy + +@mcp.prompt() +def asset_creation_strategy() -> str: + """Guide for discovering and using Unity MCP tools effectively.""" + return ( + "Available Unity MCP Server Tools:\\n\\n" + "- `manage_editor`: Controls editor state and queries info.\\n" + "- `execute_menu_item`: Executes Unity Editor menu items by path.\\n" + "- `read_console`: Reads or clears Unity console messages, with filtering options.\\n" + "- `manage_scene`: Manages scenes.\\n" + "- `manage_gameobject`: Manages GameObjects in the scene.\\n" + "- `manage_script`: Manages C# script files.\\n" + "- `manage_asset`: Manages prefabs and assets.\\n" + "- `manage_shader`: Manages shaders.\\n\\n" + "Tips:\\n" + "- Create prefabs for reusable GameObjects.\\n" + "- Always include a camera and main light in your scenes.\\n" + ) + +# Run the server +if __name__ == "__main__": + mcp.run(transport='stdio') diff --git a/UnityMcpBridge/UnityMcpServer~/src/tools/__init__.py b/UnityMcpBridge/UnityMcpServer~/src/tools/__init__.py new file mode 100644 index 0000000..4d8d63c --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/tools/__init__.py @@ -0,0 +1,21 @@ +from .manage_script import register_manage_script_tools +from .manage_scene import register_manage_scene_tools +from .manage_editor import register_manage_editor_tools +from .manage_gameobject import register_manage_gameobject_tools +from .manage_asset import register_manage_asset_tools +from .manage_shader import register_manage_shader_tools +from .read_console import register_read_console_tools +from .execute_menu_item import register_execute_menu_item_tools + +def register_all_tools(mcp): + """Register all refactored tools with the MCP server.""" + print("Registering Unity MCP Server refactored tools...") + register_manage_script_tools(mcp) + register_manage_scene_tools(mcp) + register_manage_editor_tools(mcp) + register_manage_gameobject_tools(mcp) + register_manage_asset_tools(mcp) + register_manage_shader_tools(mcp) + register_read_console_tools(mcp) + register_execute_menu_item_tools(mcp) + print("Unity MCP Server tool registration complete.") diff --git a/UnityMcpBridge/UnityMcpServer~/src/tools/execute_menu_item.py b/UnityMcpBridge/UnityMcpServer~/src/tools/execute_menu_item.py new file mode 100644 index 0000000..10af529 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/tools/execute_menu_item.py @@ -0,0 +1,57 @@ +""" +Defines the execute_menu_item tool for running Unity Editor menu commands. +""" +from typing import Dict, Any +from mcp.server.fastmcp import FastMCP, Context +from unity_connection import get_unity_connection # Import unity_connection module +import time + +def register_execute_menu_item_tools(mcp: FastMCP): + """Registers the execute_menu_item tool with the MCP server.""" + + @mcp.tool() + async def execute_menu_item( + ctx: Context, + menu_path: str, + action: str = 'execute', + parameters: Dict[str, Any] = None, + ) -> Dict[str, Any]: + """Executes a Unity Editor menu item via its path (e.g., "File/Save Project"). + + Args: + ctx: The MCP context. + menu_path: The full path of the menu item to execute. + action: The operation to perform (default: 'execute'). + parameters: Optional parameters for the menu item (rarely used). + + Returns: + A dictionary indicating success or failure, with optional message/error. + """ + + action = action.lower() if action else 'execute' + + # Prepare parameters for the C# handler + params_dict = { + "action": action, + "menuPath": menu_path, + "parameters": parameters if parameters else {}, + } + + # Remove None values + params_dict = {k: v for k, v in params_dict.items() if v is not None} + + if "parameters" not in params_dict: + params_dict["parameters"] = {} # Ensure parameters dict exists + + # Get Unity connection and send the command + # We use the unity_connection module to communicate with Unity + unity_conn = get_unity_connection() + + # Send command to the ExecuteMenuItem C# handler + # The command type should match what the Unity side expects + resp = unity_conn.send_command("execute_menu_item", params_dict) + if isinstance(resp, dict) and not resp.get("success", True) and resp.get("state") == "reloading": + delay_ms = int(resp.get("retry_after_ms", 250)) + time.sleep(max(0.0, delay_ms / 1000.0)) + resp = unity_conn.send_command("execute_menu_item", params_dict) + return resp \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/tools/manage_asset.py b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_asset.py new file mode 100644 index 0000000..53c1470 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_asset.py @@ -0,0 +1,93 @@ +""" +Defines the manage_asset tool for interacting with Unity assets. +""" +import asyncio # Added: Import asyncio for running sync code in async +from typing import Dict, Any +from mcp.server.fastmcp import FastMCP, Context +# from ..unity_connection import get_unity_connection # Original line that caused error +from unity_connection import get_unity_connection # Use absolute import relative to Python dir +import time + +def register_manage_asset_tools(mcp: FastMCP): + """Registers the manage_asset tool with the MCP server.""" + + @mcp.tool() + async def manage_asset( + ctx: Context, + action: str, + path: str, + asset_type: str = None, + properties: Dict[str, Any] = None, + destination: str = None, + generate_preview: bool = False, + search_pattern: str = None, + filter_type: str = None, + filter_date_after: str = None, + page_size: int = None, + page_number: int = None + ) -> Dict[str, Any]: + """Performs asset operations (import, create, modify, delete, etc.) in Unity. + + Args: + ctx: The MCP context. + action: Operation to perform (e.g., 'import', 'create', 'modify', 'delete', 'duplicate', 'move', 'rename', 'search', 'get_info', 'create_folder', 'get_components'). + path: Asset path (e.g., "Materials/MyMaterial.mat") or search scope. + asset_type: Asset type (e.g., 'Material', 'Folder') - required for 'create'. + properties: Dictionary of properties for 'create'/'modify'. + example properties for Material: {"color": [1, 0, 0, 1], "shader": "Standard"}. + example properties for Texture: {"width": 1024, "height": 1024, "format": "RGBA32"}. + example properties for PhysicsMaterial: {"bounciness": 1.0, "staticFriction": 0.5, "dynamicFriction": 0.5}. + destination: Target path for 'duplicate'/'move'. + search_pattern: Search pattern (e.g., '*.prefab'). + filter_*: Filters for search (type, date). + page_*: Pagination for search. + + Returns: + A dictionary with operation results ('success', 'data', 'error'). + """ + # Ensure properties is a dict if None + if properties is None: + properties = {} + + # Prepare parameters for the C# handler + params_dict = { + "action": action.lower(), + "path": path, + "assetType": asset_type, + "properties": properties, + "destination": destination, + "generatePreview": generate_preview, + "searchPattern": search_pattern, + "filterType": filter_type, + "filterDateAfter": filter_date_after, + "pageSize": page_size, + "pageNumber": page_number + } + + # Remove None values to avoid sending unnecessary nulls + params_dict = {k: v for k, v in params_dict.items() if v is not None} + + # Get the current asyncio event loop + loop = asyncio.get_running_loop() + # Get the Unity connection instance + connection = get_unity_connection() + + # Run the synchronous send_command in the default executor (thread pool) + # This prevents blocking the main async event loop. + result = await loop.run_in_executor( + None, # Use default executor + connection.send_command, # The function to call + "manage_asset", # First argument for send_command + params_dict # Second argument for send_command + ) + if isinstance(result, dict) and not result.get("success", True) and result.get("state") == "reloading": + delay_ms = int(result.get("retry_after_ms", 250)) + await asyncio.sleep(max(0.0, delay_ms / 1000.0)) + result = await loop.run_in_executor( + None, + connection.send_command, + "manage_asset", + params_dict + ) + # Return the result obtained from Unity + return result \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/tools/manage_editor.py b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_editor.py new file mode 100644 index 0000000..9c347d0 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_editor.py @@ -0,0 +1,58 @@ +from mcp.server.fastmcp import FastMCP, Context +import time +from typing import Dict, Any +from unity_connection import get_unity_connection + +def register_manage_editor_tools(mcp: FastMCP): + """Register all editor management tools with the MCP server.""" + + @mcp.tool() + def manage_editor( + ctx: Context, + action: str, + wait_for_completion: bool = None, + # --- Parameters for specific actions --- + tool_name: str = None, + tag_name: str = None, + layer_name: str = None, + ) -> Dict[str, Any]: + """Controls and queries the Unity editor's state and settings. + + Args: + action: Operation (e.g., 'play', 'pause', 'get_state', 'set_active_tool', 'add_tag'). + wait_for_completion: Optional. If True, waits for certain actions. + Action-specific arguments (e.g., tool_name, tag_name, layer_name). + + Returns: + Dictionary with operation results ('success', 'message', 'data'). + """ + try: + # Prepare parameters, removing None values + params = { + "action": action, + "waitForCompletion": wait_for_completion, + "toolName": tool_name, # Corrected parameter name to match C# + "tagName": tag_name, # Pass tag name + "layerName": layer_name, # Pass layer name + # Add other parameters based on the action being performed + # "width": width, + # "height": height, + # etc. + } + params = {k: v for k, v in params.items() if v is not None} + + # Send command to Unity (with a single polite retry if reloading) + response = get_unity_connection().send_command("manage_editor", params) + if isinstance(response, dict) and not response.get("success", True) and response.get("state") == "reloading": + delay_ms = int(response.get("retry_after_ms", 250)) + time.sleep(max(0.0, delay_ms / 1000.0)) + response = get_unity_connection().send_command("manage_editor", params) + + # Process response + if response.get("success"): + return {"success": True, "message": response.get("message", "Editor operation successful."), "data": response.get("data")} + else: + return {"success": False, "message": response.get("error", "An unknown error occurred during editor management.")} + + except Exception as e: + return {"success": False, "message": f"Python error managing editor: {str(e)}"} \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/tools/manage_gameobject.py b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_gameobject.py new file mode 100644 index 0000000..3787148 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_gameobject.py @@ -0,0 +1,143 @@ +from mcp.server.fastmcp import FastMCP, Context +from typing import Dict, Any, List +from unity_connection import get_unity_connection +import time + +def register_manage_gameobject_tools(mcp: FastMCP): + """Register all GameObject management tools with the MCP server.""" + + @mcp.tool() + def manage_gameobject( + ctx: Context, + action: str, + target: str = None, # GameObject identifier by name or path + search_method: str = None, + # --- Combined Parameters for Create/Modify --- + name: str = None, # Used for both 'create' (new object name) and 'modify' (rename) + tag: str = None, # Used for both 'create' (initial tag) and 'modify' (change tag) + parent: str = None, # Used for both 'create' (initial parent) and 'modify' (change parent) + position: List[float] = None, + rotation: List[float] = None, + scale: List[float] = None, + components_to_add: List[str] = None, # List of component names to add + primitive_type: str = None, + save_as_prefab: bool = False, + prefab_path: str = None, + prefab_folder: str = "Assets/Prefabs", + # --- Parameters for 'modify' --- + set_active: bool = None, + layer: str = None, # Layer name + components_to_remove: List[str] = None, + component_properties: Dict[str, Dict[str, Any]] = None, + # --- Parameters for 'find' --- + search_term: str = None, + find_all: bool = False, + search_in_children: bool = False, + search_inactive: bool = False, + # -- Component Management Arguments -- + component_name: str = None, + includeNonPublicSerialized: bool = None, # Controls serialization of private [SerializeField] fields + ) -> Dict[str, Any]: + """Manages GameObjects: create, modify, delete, find, and component operations. + + Args: + action: Operation (e.g., 'create', 'modify', 'find', 'add_component', 'remove_component', 'set_component_property', 'get_components'). + target: GameObject identifier (name or path string) for modify/delete/component actions. + search_method: How to find objects ('by_name', 'by_id', 'by_path', etc.). Used with 'find' and some 'target' lookups. + name: GameObject name - used for both 'create' (initial name) and 'modify' (rename). + tag: Tag name - used for both 'create' (initial tag) and 'modify' (change tag). + parent: Parent GameObject reference - used for both 'create' (initial parent) and 'modify' (change parent). + layer: Layer name - used for both 'create' (initial layer) and 'modify' (change layer). + component_properties: Dict mapping Component names to their properties to set. + Example: {"Rigidbody": {"mass": 10.0, "useGravity": True}}, + To set references: + - Use asset path string for Prefabs/Materials, e.g., {"MeshRenderer": {"material": "Assets/Materials/MyMat.mat"}} + - Use a dict for scene objects/components, e.g.: + {"MyScript": {"otherObject": {"find": "Player", "method": "by_name"}}} (assigns GameObject) + {"MyScript": {"playerHealth": {"find": "Player", "component": "HealthComponent"}}} (assigns Component) + Example set nested property: + - Access shared material: {"MeshRenderer": {"sharedMaterial.color": [1, 0, 0, 1]}} + components_to_add: List of component names to add. + Action-specific arguments (e.g., position, rotation, scale for create/modify; + component_name for component actions; + search_term, find_all for 'find'). + includeNonPublicSerialized: If True, includes private fields marked [SerializeField] in component data. + + Action-specific details: + - For 'get_components': + Required: target, search_method + Optional: includeNonPublicSerialized (defaults to True) + Returns all components on the target GameObject with their serialized data. + The search_method parameter determines how to find the target ('by_name', 'by_id', 'by_path'). + + Returns: + Dictionary with operation results ('success', 'message', 'data'). + For 'get_components', the 'data' field contains a dictionary of component names and their serialized properties. + """ + try: + # --- Early check for attempting to modify a prefab asset --- + # ---------------------------------------------------------- + + # Prepare parameters, removing None values + params = { + "action": action, + "target": target, + "searchMethod": search_method, + "name": name, + "tag": tag, + "parent": parent, + "position": position, + "rotation": rotation, + "scale": scale, + "componentsToAdd": components_to_add, + "primitiveType": primitive_type, + "saveAsPrefab": save_as_prefab, + "prefabPath": prefab_path, + "prefabFolder": prefab_folder, + "setActive": set_active, + "layer": layer, + "componentsToRemove": components_to_remove, + "componentProperties": component_properties, + "searchTerm": search_term, + "findAll": find_all, + "searchInChildren": search_in_children, + "searchInactive": search_inactive, + "componentName": component_name, + "includeNonPublicSerialized": includeNonPublicSerialized + } + params = {k: v for k, v in params.items() if v is not None} + + # --- Handle Prefab Path Logic --- + if action == "create" and params.get("saveAsPrefab"): # Check if 'saveAsPrefab' is explicitly True in params + if "prefabPath" not in params: + if "name" not in params or not params["name"]: + return {"success": False, "message": "Cannot create default prefab path: 'name' parameter is missing."} + # Use the provided prefab_folder (which has a default) and the name to construct the path + constructed_path = f"{prefab_folder}/{params['name']}.prefab" + # Ensure clean path separators (Unity prefers '/') + params["prefabPath"] = constructed_path.replace("\\", "/") + elif not params["prefabPath"].lower().endswith(".prefab"): + return {"success": False, "message": f"Invalid prefab_path: '{params['prefabPath']}' must end with .prefab"} + # Ensure prefab_folder itself isn't sent if prefabPath was constructed or provided + # The C# side only needs the final prefabPath + params.pop("prefab_folder", None) + # -------------------------------- + + # Send the command to Unity via the established connection + # Use the get_unity_connection function to retrieve the active connection instance + # Changed "MANAGE_GAMEOBJECT" to "manage_gameobject" to potentially match Unity expectation + response = get_unity_connection().send_command("manage_gameobject", params) + if isinstance(response, dict) and not response.get("success", True) and response.get("state") == "reloading": + delay_ms = int(response.get("retry_after_ms", 250)) + time.sleep(max(0.0, delay_ms / 1000.0)) + response = get_unity_connection().send_command("manage_gameobject", params) + + # Check if the response indicates success + # If the response is not successful, raise an exception with the error message + if response.get("success"): + return {"success": True, "message": response.get("message", "GameObject operation successful."), "data": response.get("data")} + else: + return {"success": False, "message": response.get("error", "An unknown error occurred during GameObject management.")} + + except Exception as e: + return {"success": False, "message": f"Python error managing GameObject: {str(e)}"} \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/tools/manage_scene.py b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_scene.py new file mode 100644 index 0000000..c2fdcf2 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_scene.py @@ -0,0 +1,52 @@ +from mcp.server.fastmcp import FastMCP, Context +from typing import Dict, Any +from unity_connection import get_unity_connection +import time + +def register_manage_scene_tools(mcp: FastMCP): + """Register all scene management tools with the MCP server.""" + + @mcp.tool() + def manage_scene( + ctx: Context, + action: str, + name: str, + path: str, + build_index: int, + ) -> Dict[str, Any]: + """Manages Unity scenes (load, save, create, get hierarchy, etc.). + + Args: + action: Operation (e.g., 'load', 'save', 'create', 'get_hierarchy'). + name: Scene name (no extension) for create/load/save. + path: Asset path for scene operations (default: "Assets/"). + build_index: Build index for load/build settings actions. + # Add other action-specific args as needed (e.g., for hierarchy depth) + + Returns: + Dictionary with results ('success', 'message', 'data'). + """ + try: + params = { + "action": action, + "name": name, + "path": path, + "buildIndex": build_index + } + params = {k: v for k, v in params.items() if v is not None} + + # Send command to Unity (with a single polite retry if reloading) + response = get_unity_connection().send_command("manage_scene", params) + if isinstance(response, dict) and not response.get("success", True) and response.get("state") == "reloading": + delay_ms = int(response.get("retry_after_ms", 250)) + time.sleep(max(0.0, delay_ms / 1000.0)) + response = get_unity_connection().send_command("manage_scene", params) + + # Process response + if response.get("success"): + return {"success": True, "message": response.get("message", "Scene operation successful."), "data": response.get("data")} + else: + return {"success": False, "message": response.get("error", "An unknown error occurred during scene management.")} + + except Exception as e: + return {"success": False, "message": f"Python error managing scene: {str(e)}"} \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/tools/manage_script.py b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_script.py new file mode 100644 index 0000000..b74fbc8 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_script.py @@ -0,0 +1,79 @@ +from mcp.server.fastmcp import FastMCP, Context +from typing import Dict, Any +from unity_connection import get_unity_connection +import time +import os +import base64 + +def register_manage_script_tools(mcp: FastMCP): + """Register all script management tools with the MCP server.""" + + @mcp.tool() + def manage_script( + ctx: Context, + action: str, + name: str, + path: str, + contents: str, + script_type: str, + namespace: str + ) -> Dict[str, Any]: + """Manages C# scripts in Unity (create, read, update, delete). + Make reference variables public for easier access in the Unity Editor. + + Args: + action: Operation ('create', 'read', 'update', 'delete'). + name: Script name (no .cs extension). + path: Asset path (default: "Assets/"). + contents: C# code for 'create'/'update'. + script_type: Type hint (e.g., 'MonoBehaviour'). + namespace: Script namespace. + + Returns: + Dictionary with results ('success', 'message', 'data'). + """ + try: + # Prepare parameters for Unity + params = { + "action": action, + "name": name, + "path": path, + "namespace": namespace, + "scriptType": script_type + } + + # Base64 encode the contents if they exist to avoid JSON escaping issues + if contents is not None: + if action in ['create', 'update']: + # Encode content for safer transmission + params["encodedContents"] = base64.b64encode(contents.encode('utf-8')).decode('utf-8') + params["contentsEncoded"] = True + else: + params["contents"] = contents + + # Remove None values so they don't get sent as null + params = {k: v for k, v in params.items() if v is not None} + + # Send command to Unity (with single polite retry if reloading) + response = get_unity_connection().send_command("manage_script", params) + if isinstance(response, dict) and not response.get("success", True) and response.get("state") == "reloading": + delay_ms = int(response.get("retry_after_ms", 250)) + time.sleep(max(0.0, delay_ms / 1000.0)) + response = get_unity_connection().send_command("manage_script", params) + + # Process response from Unity + if response.get("success"): + # If the response contains base64 encoded content, decode it + if response.get("data", {}).get("contentsEncoded"): + decoded_contents = base64.b64decode(response["data"]["encodedContents"]).decode('utf-8') + response["data"]["contents"] = decoded_contents + del response["data"]["encodedContents"] + del response["data"]["contentsEncoded"] + + return {"success": True, "message": response.get("message", "Operation successful."), "data": response.get("data")} + else: + return {"success": False, "message": response.get("error", "An unknown error occurred.")} + + except Exception as e: + # Handle Python-side errors (e.g., connection issues) + return {"success": False, "message": f"Python error managing script: {str(e)}"} \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/tools/manage_shader.py b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_shader.py new file mode 100644 index 0000000..70e0d43 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/tools/manage_shader.py @@ -0,0 +1,72 @@ +from mcp.server.fastmcp import FastMCP, Context +from typing import Dict, Any +from unity_connection import get_unity_connection +import time +import os +import base64 + +def register_manage_shader_tools(mcp: FastMCP): + """Register all shader script management tools with the MCP server.""" + + @mcp.tool() + def manage_shader( + ctx: Context, + action: str, + name: str, + path: str, + contents: str, + ) -> Dict[str, Any]: + """Manages shader scripts in Unity (create, read, update, delete). + + Args: + action: Operation ('create', 'read', 'update', 'delete'). + name: Shader name (no .cs extension). + path: Asset path (default: "Assets/"). + contents: Shader code for 'create'/'update'. + + Returns: + Dictionary with results ('success', 'message', 'data'). + """ + try: + # Prepare parameters for Unity + params = { + "action": action, + "name": name, + "path": path, + } + + # Base64 encode the contents if they exist to avoid JSON escaping issues + if contents is not None: + if action in ['create', 'update']: + # Encode content for safer transmission + params["encodedContents"] = base64.b64encode(contents.encode('utf-8')).decode('utf-8') + params["contentsEncoded"] = True + else: + params["contents"] = contents + + # Remove None values so they don't get sent as null + params = {k: v for k, v in params.items() if v is not None} + + # Send command to Unity + response = get_unity_connection().send_command("manage_shader", params) + if isinstance(response, dict) and not response.get("success", True) and response.get("state") == "reloading": + delay_ms = int(response.get("retry_after_ms", 250)) + time.sleep(max(0.0, delay_ms / 1000.0)) + response = get_unity_connection().send_command("manage_shader", params) + + # Process response from Unity + if response.get("success"): + # If the response contains base64 encoded content, decode it + if response.get("data", {}).get("contentsEncoded"): + decoded_contents = base64.b64decode(response["data"]["encodedContents"]).decode('utf-8') + response["data"]["contents"] = decoded_contents + del response["data"]["encodedContents"] + del response["data"]["contentsEncoded"] + + return {"success": True, "message": response.get("message", "Operation successful."), "data": response.get("data")} + else: + return {"success": False, "message": response.get("error", "An unknown error occurred.")} + + except Exception as e: + # Handle Python-side errors (e.g., connection issues) + return {"success": False, "message": f"Python error managing shader: {str(e)}"} \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/tools/read_console.py b/UnityMcpBridge/UnityMcpServer~/src/tools/read_console.py new file mode 100644 index 0000000..94bf2bb --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/tools/read_console.py @@ -0,0 +1,76 @@ +""" +Defines the read_console tool for accessing Unity Editor console messages. +""" +from typing import List, Dict, Any +import time +from mcp.server.fastmcp import FastMCP, Context +from unity_connection import get_unity_connection + +def register_read_console_tools(mcp: FastMCP): + """Registers the read_console tool with the MCP server.""" + + @mcp.tool() + def read_console( + ctx: Context, + action: str = None, + types: List[str] = None, + count: int = None, + filter_text: str = None, + since_timestamp: str = None, + format: str = None, + include_stacktrace: bool = None + ) -> Dict[str, Any]: + """Gets messages from or clears the Unity Editor console. + + Args: + ctx: The MCP context. + action: Operation ('get' or 'clear'). + types: Message types to get ('error', 'warning', 'log', 'all'). + count: Max messages to return. + filter_text: Text filter for messages. + since_timestamp: Get messages after this timestamp (ISO 8601). + format: Output format ('plain', 'detailed', 'json'). + include_stacktrace: Include stack traces in output. + + Returns: + Dictionary with results. For 'get', includes 'data' (messages). + """ + + # Get the connection instance + bridge = get_unity_connection() + + # Set defaults if values are None + action = action if action is not None else 'get' + types = types if types is not None else ['error', 'warning', 'log'] + format = format if format is not None else 'detailed' + include_stacktrace = include_stacktrace if include_stacktrace is not None else True + + # Normalize action if it's a string + if isinstance(action, str): + action = action.lower() + + # Prepare parameters for the C# handler + params_dict = { + "action": action, + "types": types, + "count": count, + "filterText": filter_text, + "sinceTimestamp": since_timestamp, + "format": format.lower() if isinstance(format, str) else format, + "includeStacktrace": include_stacktrace + } + + # Remove None values unless it's 'count' (as None might mean 'all') + params_dict = {k: v for k, v in params_dict.items() if v is not None or k == 'count'} + + # Add count back if it was None, explicitly sending null might be important for C# logic + if 'count' not in params_dict: + params_dict['count'] = None + + # Forward the command using the bridge's send_command method (with a single polite retry on reload) + resp = bridge.send_command("read_console", params_dict) + if isinstance(resp, dict) and not resp.get("success", True) and resp.get("state") == "reloading": + delay_ms = int(resp.get("retry_after_ms", 250)) + time.sleep(max(0.0, delay_ms / 1000.0)) + resp = bridge.send_command("read_console", params_dict) + return resp \ No newline at end of file diff --git a/UnityMcpBridge/UnityMcpServer~/src/unity_connection.py b/UnityMcpBridge/UnityMcpServer~/src/unity_connection.py new file mode 100644 index 0000000..d874be6 --- /dev/null +++ b/UnityMcpBridge/UnityMcpServer~/src/unity_connection.py @@ -0,0 +1,280 @@ +import socket +import json +import logging +from dataclasses import dataclass +from pathlib import Path +import time +import random +import errno +from typing import Dict, Any +from config import config +from port_discovery import PortDiscovery + +# Configure logging using settings from config +logging.basicConfig( + level=getattr(logging, config.log_level), + format=config.log_format +) +logger = logging.getLogger("unity-mcp-server") + +@dataclass +class UnityConnection: + """Manages the socket connection to the Unity Editor.""" + host: str = config.unity_host + port: int = None # Will be set dynamically + sock: socket.socket = None # Socket for Unity communication + + def __post_init__(self): + """Set port from discovery if not explicitly provided""" + if self.port is None: + self.port = PortDiscovery.discover_unity_port() + + def connect(self) -> bool: + """Establish a connection to the Unity Editor.""" + if self.sock: + return True + try: + self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM) + self.sock.connect((self.host, self.port)) + logger.info(f"Connected to Unity at {self.host}:{self.port}") + return True + except Exception as e: + logger.error(f"Failed to connect to Unity: {str(e)}") + self.sock = None + return False + + def disconnect(self): + """Close the connection to the Unity Editor.""" + if self.sock: + try: + self.sock.close() + except Exception as e: + logger.error(f"Error disconnecting from Unity: {str(e)}") + finally: + self.sock = None + + def receive_full_response(self, sock, buffer_size=config.buffer_size) -> bytes: + """Receive a complete response from Unity, handling chunked data.""" + chunks = [] + sock.settimeout(config.connection_timeout) # Use timeout from config + try: + while True: + chunk = sock.recv(buffer_size) + if not chunk: + if not chunks: + raise Exception("Connection closed before receiving data") + break + chunks.append(chunk) + + # Process the data received so far + data = b''.join(chunks) + decoded_data = data.decode('utf-8') + + # Check if we've received a complete response + try: + # Special case for ping-pong + if decoded_data.strip().startswith('{"status":"success","result":{"message":"pong"'): + logger.debug("Received ping response") + return data + + # Handle escaped quotes in the content + if '"content":' in decoded_data: + # Find the content field and its value + content_start = decoded_data.find('"content":') + 9 + content_end = decoded_data.rfind('"', content_start) + if content_end > content_start: + # Replace escaped quotes in content with regular quotes + content = decoded_data[content_start:content_end] + content = content.replace('\\"', '"') + decoded_data = decoded_data[:content_start] + content + decoded_data[content_end:] + + # Validate JSON format + json.loads(decoded_data) + + # If we get here, we have valid JSON + logger.info(f"Received complete response ({len(data)} bytes)") + return data + except json.JSONDecodeError: + # We haven't received a complete valid JSON response yet + continue + except Exception as e: + logger.warning(f"Error processing response chunk: {str(e)}") + # Continue reading more chunks as this might not be the complete response + continue + except socket.timeout: + logger.warning("Socket timeout during receive") + raise Exception("Timeout receiving Unity response") + except Exception as e: + logger.error(f"Error during receive: {str(e)}") + raise + + def send_command(self, command_type: str, params: Dict[str, Any] = None) -> Dict[str, Any]: + """Send a command with retry/backoff and port rediscovery. Pings only when requested.""" + # Defensive guard: catch empty/placeholder invocations early + if not command_type: + raise ValueError("MCP call missing command_type") + if params is None: + # Return a fast, structured error that clients can display without hanging + return {"success": False, "error": "MCP call received with no parameters (client placeholder?)"} + attempts = max(config.max_retries, 5) + base_backoff = max(0.5, config.retry_delay) + + def read_status_file() -> dict | None: + try: + status_files = sorted(Path.home().joinpath('.unity-mcp').glob('unity-mcp-status-*.json'), key=lambda p: p.stat().st_mtime, reverse=True) + if not status_files: + return None + latest = status_files[0] + with latest.open('r') as f: + return json.load(f) + except Exception: + return None + + last_short_timeout = None + + # Preflight: if Unity reports reloading, return a structured hint so clients can retry politely + try: + status = read_status_file() + if status and (status.get('reloading') or status.get('reason') == 'reloading'): + return { + "success": False, + "state": "reloading", + "retry_after_ms": int(250), + "error": "Unity domain reload in progress", + "message": "Unity is reloading scripts; please retry shortly" + } + except Exception: + pass + + for attempt in range(attempts + 1): + try: + # Ensure connected + if not self.sock: + # During retries use short connect timeout + self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM) + self.sock.settimeout(1.0) + self.sock.connect((self.host, self.port)) + # restore steady-state timeout for receive + self.sock.settimeout(config.connection_timeout) + logger.info(f"Connected to Unity at {self.host}:{self.port}") + + # Build payload + if command_type == 'ping': + payload = b'ping' + else: + command = {"type": command_type, "params": params or {}} + payload = json.dumps(command, ensure_ascii=False).encode('utf-8') + + # Send + self.sock.sendall(payload) + + # During retry bursts use a short receive timeout + if attempt > 0 and last_short_timeout is None: + last_short_timeout = self.sock.gettimeout() + self.sock.settimeout(1.0) + response_data = self.receive_full_response(self.sock) + # restore steady-state timeout if changed + if last_short_timeout is not None: + self.sock.settimeout(config.connection_timeout) + last_short_timeout = None + + # Parse + if command_type == 'ping': + resp = json.loads(response_data.decode('utf-8')) + if resp.get('status') == 'success' and resp.get('result', {}).get('message') == 'pong': + return {"message": "pong"} + raise Exception("Ping unsuccessful") + + resp = json.loads(response_data.decode('utf-8')) + if resp.get('status') == 'error': + err = resp.get('error') or resp.get('message', 'Unknown Unity error') + raise Exception(err) + return resp.get('result', {}) + except Exception as e: + logger.warning(f"Unity communication attempt {attempt+1} failed: {e}") + try: + if self.sock: + self.sock.close() + finally: + self.sock = None + + # Re-discover port each time + try: + new_port = PortDiscovery.discover_unity_port() + if new_port != self.port: + logger.info(f"Unity port changed {self.port} -> {new_port}") + self.port = new_port + except Exception as de: + logger.debug(f"Port discovery failed: {de}") + + if attempt < attempts: + # Heartbeat-aware, jittered backoff + status = read_status_file() + # Base exponential backoff + backoff = base_backoff * (2 ** attempt) + # Decorrelated jitter multiplier + jitter = random.uniform(0.1, 0.3) + + # Fast‑retry for transient socket failures + fast_error = isinstance(e, (ConnectionRefusedError, ConnectionResetError, TimeoutError)) + if not fast_error: + try: + err_no = getattr(e, 'errno', None) + fast_error = err_no in (errno.ECONNREFUSED, errno.ECONNRESET, errno.ETIMEDOUT) + except Exception: + pass + + # Cap backoff depending on state + if status and status.get('reloading'): + cap = 0.8 + elif fast_error: + cap = 0.25 + else: + cap = 3.0 + + sleep_s = min(cap, jitter * (2 ** attempt)) + time.sleep(sleep_s) + continue + raise + +# Global Unity connection +_unity_connection = None + +def get_unity_connection() -> UnityConnection: + """Retrieve or establish a persistent Unity connection.""" + global _unity_connection + if _unity_connection is not None: + try: + # Try to ping with a short timeout to verify connection + result = _unity_connection.send_command("ping") + # If we get here, the connection is still valid + logger.debug("Reusing existing Unity connection") + return _unity_connection + except Exception as e: + logger.warning(f"Existing connection failed: {str(e)}") + try: + _unity_connection.disconnect() + except: + pass + _unity_connection = None + + # Create a new connection + logger.info("Creating new Unity connection") + _unity_connection = UnityConnection() + if not _unity_connection.connect(): + _unity_connection = None + raise ConnectionError("Could not connect to Unity. 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