Harden PlayMode test runs (#396)

* Harden PlayMode test runs

- Guard against starting tests while already in Play Mode.
- Pre-save dirty scenes before PlayMode runs to avoid SaveModifiedSceneTask failures.
- Temporarily disable domain reload during PlayMode tests to keep the MCP bridge alive; restore settings afterward.
- Avoid runSynchronously because it can freeze Unity

* Handle the not too uncommon case where we have an empty scene
main
Marcus Sanatan 2025-11-25 17:08:33 -04:00 committed by GitHub
parent be6c387327
commit 2f50962b58
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GPG Key ID: B5690EEEBB952194
1 changed files with 98 additions and 3 deletions

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@ -5,8 +5,10 @@ using System.Threading;
using System.Threading.Tasks;
using MCPForUnity.Editor.Helpers;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEditor.TestTools.TestRunner.Api;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace MCPForUnity.Editor.Services
{
@ -31,7 +33,7 @@ namespace MCPForUnity.Editor.Services
public async Task<IReadOnlyList<Dictionary<string, string>>> GetTestsAsync(TestMode? mode)
{
await _operationLock.WaitAsync().ConfigureAwait(false);
await _operationLock.WaitAsync().ConfigureAwait(true);
try
{
var modes = mode.HasValue ? new[] { mode.Value } : AllModes;
@ -58,8 +60,11 @@ namespace MCPForUnity.Editor.Services
public async Task<TestRunResult> RunTestsAsync(TestMode mode)
{
await _operationLock.WaitAsync().ConfigureAwait(false);
await _operationLock.WaitAsync().ConfigureAwait(true);
Task<TestRunResult> runTask;
bool adjustedPlayModeOptions = false;
bool originalEnterPlayModeOptionsEnabled = false;
EnterPlayModeOptions originalEnterPlayModeOptions = EnterPlayModeOptions.None;
try
{
if (_runCompletionSource != null && !_runCompletionSource.Task.IsCompleted)
@ -67,16 +72,47 @@ namespace MCPForUnity.Editor.Services
throw new InvalidOperationException("A Unity test run is already in progress.");
}
if (EditorApplication.isPlaying || EditorApplication.isPlayingOrWillChangePlaymode)
{
throw new InvalidOperationException("Cannot start a test run while the Editor is in or entering Play Mode. Stop Play Mode and try again.");
}
if (mode == TestMode.PlayMode)
{
// PlayMode runs transition the editor into play across multiple update ticks. Unity's
// built-in pipeline schedules SaveModifiedSceneTask early, but that task uses
// EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo which throws once play mode is
// active. To minimize that window we pre-save dirty scenes and disable domain reload (so the
// MCP bridge stays alive). We do NOT force runSynchronously here because that can freeze the
// editor in some projects. If the TestRunner still hits the save task after entering play, the
// run can fail; in that case, rerun from a clean Edit Mode state.
adjustedPlayModeOptions = EnsurePlayModeRunsWithoutDomainReload(
out originalEnterPlayModeOptionsEnabled,
out originalEnterPlayModeOptions);
}
_leafResults.Clear();
_runCompletionSource = new TaskCompletionSource<TestRunResult>(TaskCreationOptions.RunContinuationsAsynchronously);
var filter = new Filter { testMode = mode };
_testRunnerApi.Execute(new ExecutionSettings(filter));
var settings = new ExecutionSettings(filter);
if (mode == TestMode.PlayMode)
{
SaveDirtyScenesIfNeeded();
}
_testRunnerApi.Execute(settings);
runTask = _runCompletionSource.Task;
}
catch
{
if (adjustedPlayModeOptions)
{
RestoreEnterPlayModeOptions(originalEnterPlayModeOptionsEnabled, originalEnterPlayModeOptions);
}
_operationLock.Release();
throw;
}
@ -87,6 +123,11 @@ namespace MCPForUnity.Editor.Services
}
finally
{
if (adjustedPlayModeOptions)
{
RestoreEnterPlayModeOptions(originalEnterPlayModeOptionsEnabled, originalEnterPlayModeOptions);
}
_operationLock.Release();
}
}
@ -149,6 +190,60 @@ namespace MCPForUnity.Editor.Services
#endregion
private static bool EnsurePlayModeRunsWithoutDomainReload(
out bool originalEnterPlayModeOptionsEnabled,
out EnterPlayModeOptions originalEnterPlayModeOptions)
{
originalEnterPlayModeOptionsEnabled = EditorSettings.enterPlayModeOptionsEnabled;
originalEnterPlayModeOptions = EditorSettings.enterPlayModeOptions;
// When Play Mode triggers a domain reload, the MCP connection is torn down and the pending
// test run response never makes it back to the caller. To keep the bridge alive for this
// invocation, temporarily enable Enter Play Mode Options with domain reload disabled.
bool domainReloadDisabled = (originalEnterPlayModeOptions & EnterPlayModeOptions.DisableDomainReload) != 0;
bool needsChange = !originalEnterPlayModeOptionsEnabled || !domainReloadDisabled;
if (!needsChange)
{
return false;
}
var desired = originalEnterPlayModeOptions | EnterPlayModeOptions.DisableDomainReload;
EditorSettings.enterPlayModeOptionsEnabled = true;
EditorSettings.enterPlayModeOptions = desired;
return true;
}
private static void RestoreEnterPlayModeOptions(bool originalEnabled, EnterPlayModeOptions originalOptions)
{
EditorSettings.enterPlayModeOptions = originalOptions;
EditorSettings.enterPlayModeOptionsEnabled = originalEnabled;
}
private static void SaveDirtyScenesIfNeeded()
{
int sceneCount = SceneManager.sceneCount;
for (int i = 0; i < sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (scene.isDirty)
{
if (string.IsNullOrEmpty(scene.path))
{
McpLog.Warn($"[TestRunnerService] Skipping unsaved scene '{scene.name}': save it manually before running PlayMode tests.");
continue;
}
try
{
EditorSceneManager.SaveScene(scene);
}
catch (Exception ex)
{
McpLog.Warn($"[TestRunnerService] Failed to save dirty scene '{scene.name}': {ex.Message}");
}
}
}
}
#region Test list helpers
private async Task<ITestAdaptor> RetrieveTestRootAsync(TestMode mode)