Commit Graph

5 Commits (1238eb1e84d6a4d34662a6e9d4baa1ce4247ce08)

Author SHA1 Message Date
dsarno 7d58053f87
fix: replace Editor-only McpLog with Debug.LogWarning in Runtime assembly (#535)
- UnityTypeConverters.cs referenced McpLog (Editor-only) from Runtime asmdef
- This caused CS0103 build errors in player builds
- Replaced with UnityEngine.Debug.LogWarning for runtime compatibility

Also cleaned up test file:
- Removed stale NL test artifacts (Build marker, Tail test comments)
- Removed unused local functions causing CS8321 warnings
2026-01-08 07:59:05 -08:00
dsarno 5511a2b8ad
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519)
* feat: Redesign GameObject API for better LLM ergonomics

- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)

- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type

- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
  - Legacy actions (find, get_components, etc.) log deprecation warnings

- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic

- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)

Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.

* feat: Add GameObject API stress tests and NL/T suite updates

Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles

NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__

Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore

All 254 EditMode tests pass (250 run, 4 explicit skips)

* fix: Address code review feedback

- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore

* fix: Address more code review feedback

NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools

Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)

* docs: update README tools and resources lists

- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality

* chore: Remove accidentally committed test artifacts

- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh

* refactor: remove deprecated manage_gameobject actions

- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains

Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.

* refactor: consolidate shared services across MCP tools

Major architectural improvements:
- Create UnityJsonSerializer for shared JSON/Unity type conversion
- Create ObjectResolver for unified object resolution (GameObjects, Components, Assets)
- Create UnityTypeResolver for consolidated type resolution with caching
- Create PropertyConversion for unified JSON→Unity property conversion
- Create ComponentOps for low-level component operations
- Create Pagination helpers for standardized pagination across tools

Tool simplifications:
- ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers
- ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType
- ManageScriptableObject: Remove ~40 lines duplicate ResolveType
- ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved)
- ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns
- FindGameObjects: Use PaginationRequest/PaginationResponse
- GameObjectLookup: FindComponentType delegates to UnityTypeResolver

Tests: 242/246 passed, 4 skipped (expected)

* Apply code review feedback: consolidate utilities and improve compatibility

Python Server:
- Extract normalize_properties() to shared utils.py (removes duplication)
- Move search_term validation before preflight() for fail-fast
- Fix manage_script.py documentation (remove incorrect 'update' reference)
- Remove stale comments in execute_menu_item.py, manage_editor.py
- Remove misleading destructiveHint from manage_shader.py

C# Unity:
- Add Vector4Converter (commonly used, was missing)
- Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType
- Add path normalization in ObjectResolver before StartsWith check
- Improve ComponentOps.SetProperty conversion error detection
- Add Undo.RecordObject in ManageComponents before property modifications
- Improve error message clarity in ManageMaterial.cs
- Add defensive error handling to stress test ToJObject helper
- Increase CI timeout thresholds for test stability

GitHub Workflows:
- Fix GO test sorting in markdown output (GO-10 now sorts after GO-9)
- Add warning logging for fragment parsing errors

* Fix animator hash names in test fixture to match parameter names

BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the
actual animator parameter names.

* fix(windows): improve HTTP server detection and auto-start reliability

- Fix netstat detection on Windows by running netstat.exe directly instead
  of piping through findstr (findstr returns exit code 1 when no matches,
  causing false detection failures)
- Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle
  slow server starts during first install, version upgrades, and dev mode
- Only attempt blind connection after 20 failed detection attempts to reduce
  connection error spam during server startup
- Remove verbose debug logs that were spamming the console every frame

* fix: auto-create tags and remove deprecated manage_gameobject actions

- ManageGameObject.cs: Check tag existence before setting; auto-create
  undefined tags using InternalEditorUtility.AddTag() instead of relying
  on exception handling (Unity logs warning, doesn't throw)
- manage_gameobject.py: Remove deprecated actions (find, get_components,
  add_component, remove_component, set_component_property, get_component)
  from Literal type - these are now handled by find_gameobjects and
  manage_components tools
- Update test suite and unit tests to reflect new auto-create behavior

* fix: address code review feedback

Bug fixes:
- Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload)
- Fix property lookup to try both original and normalized names for backwards compat
- Remove dead code for deprecated 'find' action validation
- Update error message to list only valid actions

Improvements:
- Add destructiveHint=True to manage_shader tool
- Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors
- Consolidate PropertyConversion exception handlers to single catch block
- Add tag existence assertion and cleanup in tag auto-creation tests

Test fixes:
- Update SetComponentProperties_ContinuesAfterException log regex for new error format
- Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-06 12:58:17 -08:00
dsarno dbdaa546b2
🎮 GameObject Toolset Redesign and Streamlining (#518)
* feat: Redesign GameObject API for better LLM ergonomics

## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)

## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type

## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
  - Legacy actions (find, get_components, etc.) log deprecation warnings

## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic

## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)

Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.

* feat: Add static gameobject_api helper resource for UI discoverability

Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools

* feat: Add GO tests to main NL/T CI workflow

- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs

* feat: Add GameObject API stress tests and NL/T suite updates

Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles

NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__

Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore

All 254 EditMode tests pass (250 run, 4 explicit skips)

* fix: Address code review feedback

- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore

* fix: Address additional code review feedback

- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes

* fix: Address more code review feedback

NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools

Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)

* docs: Add documentation for API limitations and behaviors

- GameObjectLookup.SearchByPath: Document and warn that includeInactive
  has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior

* More test fixes and tighten parameters on python tools

* fix: Align test expectation with implementation error message case

* docs: update README tools and resources lists

- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality

* fix: Address code review feedback

- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)

* chore: Remove accidentally committed test artifacts

- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh

* test: Improve delete tests to verify actual deletion

- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present

All tests now verify deletion occurred rather than just checking for a result.

* refactor: remove deprecated manage_gameobject actions

- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains

Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.

* fix: Remove starlette stubs from conftest.py

Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
2026-01-06 10:13:45 -08:00
Marcus Sanatan f6796e61f7
Autoformat (#297) 2025-09-30 16:25:33 -04:00
dsarno f4712656fa
Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243)
* CI: gate desktop-parity on Anthropic key; pass anthropic_api_key like NL suite

* Add quickprobe prompt and CI workflow (mcp-quickprobe.md, unity-mcp-quickprobe.yml)

* strictier tool use to prevent subagent spawning and force mcp tools

* update workflow filesto reduce likelihood of subagent spawning

* improve permissions for claude agent, fix mcpbridge timeout/token issue

* increase max turns to 10

* ci: align NL suite to new permissions schema; prevent subagent drift

* ci: NL suite -> mini prompt for e2e; add full NL/T prompt; server: ctx optional + project_root fallback; workflows: set UNITY_PROJECT_ROOT for CI

* ci: add checks:write; revert local project hardcodes (manifest, ProjectVersion.txt)

* tools: text-edit routing fixes (anchor_insert via text, CRLF calc); prompts: mini NL/T clarifications

* ci: use absolute UNITY_PROJECT_ROOT; prompts target TestProjects; server: accept relative UNITY_PROJECT_ROOT and bare spec URI

* ci: ignore Unity test project's packages-lock.json; remove from repo to avoid absolute paths

* CI: start persistent Unity Editor for MCP (guarded by license) + allow batch-mode bridge via UNITY_MCP_ALLOW_BATCH

* CI: hide license and pass via env to docker; fix invalid ref format

* CI: readiness probe uses handshake on Unity MCP port (deterministic)

* CI: fix YAML; use TCP handshake readiness probe (FRAMING=1)

* CI: prime Unity license via game-ci; mount ULF into container; extend readiness timeout

* CI: use ULF write + mount for Unity licensing; remove serial/email/pass from container

* CI: entitlement activation (UNITY_SERIAL=''); verify host ULF cache; keep mount

* CI: write ULF from secret and verify; drop entitlement activation step

* CI: detect any licensing path; GameCI prime; status dir env; log+probe readiness; fix YAML

* CI: add GameCI license prime; conditional ULF write; one-shot license validation; explicit status dir + license env

* CI: fix YAML (inline python), add Anthropic key detect via GITHUB_ENV; ready to run happy path

* CI: mount Unity token/ulf/cache dirs into container to share host license; create dirs before start

* CI: fix YAML indentation; write ULF on host; activate in container with shared mounts; mount .config and .cache too

* CI: gate Claude via outputs; mount all Unity license dirs; fix inline probe python; stabilize licensing flow

* CI: normalize detect to step outputs; ensure license dirs mounted and validated; fix indentation

* Bridge: honor UNITY_MCP_STATUS_DIR for heartbeat/status file (CI-friendly)

* CI: guard project path for activation/start; align tool allowlist; run MCP server with python; tighten secret scoping

* CI: finalize Unity licensing mounts + status dir; mode-detect (ULF/EBL); readiness logs+probe; Claude gating via outputs

* CI: fix YAML probe (inline python -c) and finalize happy-path Unity licensing and MCP/Claude wiring

* CI: inline python probe; unify Unity image and cache mounts; ready to test

* CI: fix docker run IMAGE placement; ignore cache find perms; keep same editor image

* CI: pass -manualLicenseFile to persistent Editor; keep mounts and single image

* CI: mount full GameCI cache to /root in persistent Unity; set HOME=/root; add optional license check

* CI: make -manualLicenseFile conditional; keep full /root mount and license check

* CI: set HOME=/github/home; mount GameCI cache there; adjust manualLicenseFile path; expand license check

* CI: EBL sign-in for persistent Unity (email/password/serial); revert HOME=/root and full /root mount; keep conditional manualLicenseFile and improved readiness

* CI: run full NL/T suite prompt (nl-unity-suite-full.md) instead of mini

* NL/T: require unified diffs + explicit verdicts in JUnit; CI: remove short sanity step, publish JUnit, upload artifacts

* NL/T prompt: require CDATA wrapping for JUnit XML fields; guidance for splitting embedded ]]>; keep VERDICT in CDATA only

* CI: remove in-container license check step; keep readiness and full suite

* NL/T prompt: add version header, stricter JUnit schema, hashing/normalization, anchors, statuses, atomic semantics, tool logging

* CI: increase Claude NL/T suite timeout to 30 minutes

* CI: pre-create reports dir and result files to avoid tool approval prompts

* CI: skip wait if container not running; skip Editor start if project missing; broaden MCP deps detection; expand allowed tools

* fixies to harden ManageScript

* CI: sanitize NL/T markdown report to avoid NUL/encoding issues

* revert breaking yyaml changes

* CI: prime license, robust Unity start/wait, sanitize markdown via heredoc

* Resolve merge: accept upstream renames/installer (fix/installer-cleanup-v2) and keep local framing/script-editing

- Restored upstream server.py, EditorWindow, uv.lock\n- Preserved ManageScript editing/validation; switched to atomic write + debounced refresh\n- Updated tools/__init__.py to keep script_edits/resources and adopt new logger name\n- All Python tests via uv: 7 passed, 6 skipped, 9 xpassed; Unity compile OK

* Fix Claude Desktop config path and atomic write issues

- Fix macOS path for Claude Desktop config: use ~/Library/Application Support/Claude/ instead of ~/.config/Claude/
- Improve atomic write pattern with backup/restore safety
- Replace File.Replace() with File.Move() for better macOS compatibility
- Add proper error handling and cleanup for file operations
- Resolves issue where installer couldn't find Claude Desktop config on macOS

* Editor: use macConfigPath on macOS for MCP client config writes (Claude Desktop, etc.). Fallback to linuxConfigPath only if mac path missing.

* Models: add macConfigPath to McpClient for macOS config path selection (fixes CS1061 in editor window).

* Editor: on macOS, prefer macConfigPath in ManualConfigEditorWindow (fallback to linux path); Linux/Windows unchanged.

* Fix McpClient: align with upstream/main, prep for framing split

* NL suite: shard workflow; tighten bridge readiness; add MCP preflight; use env-based shard vars

* NL suite: fix shard step indentation; move shard vars to env; remove invalid inputs

* MCP clients: split VSCode Copilot config paths into macConfigPath and linuxConfigPath

* Unity bridge: clean stale status; bind host; robust wait probe with IPv4/IPv6 + diagnostics

* CI: use MCPForUnity.Editor.MCPForUnityBridge.StartAutoConnect as executeMethod

* Action wiring: inline mcpServers in settings for all shards; remove redundant .claude/mcp.json step

* CI: embed mcpServers in settings for all shards; fix startup sanity step; lint clean

* CI: pin claude-code-base-action to e6f32c8; use claude_args --mcp-config; switch to allowed_tools; ensure MCP config per step

* CI: unpin claude-code-base-action to @beta (commit ref not found)

* CI: align with claude-code-base-action @beta; pass MCP via claude_args and allowedTools

* Editor: Fix apply_text_edits heuristic when edits shift positions; recompute method span on candidate text with fallback delta adjustment

* CI: unify MCP wiring across workflows; write .claude/mcp.json; switch to claude_args with --mcp-config/--allowedTools; remove unsupported inputs

* CI: collapse NL suite shards into a single run to avoid repeated test execution

* CI: minimize allowedTools for NL suite to essential Unity MCP + Bash("git:*") + Write

* CI: mkdir -p reports before run; remove unsupported --timeout-minutes from claude_args

* CI: broaden allowedTools to include find_in_file and mcp__unity__*

* CI: enable use_node_cache and switch NL suite model to claude-3-7-haiku-20250219

* CI: disable use_node_cache to avoid setup-node lockfile error

* CI: set NL suite model to claude-3-haiku-20240307

* CI: cap Haiku output with --max-tokens 2048 for NL suite

* CI: switch to claude-3-7-sonnet-latest and remove unsupported --max-tokens

* CI: update allowedTools to Bash(*) and explicit Unity MCP tool list

* CI: update NL suite workflow (latest tweaks)

* Tests: tighten NL suite prompt for logging, hash discipline, stale retry, evidence windows, diff cap, and VERDICT line

* Add disallowed tools to NL suite workflow

* docs: clarify stale write retry

* Add fallback JUnit report and adjust publisher

* Indent fallback JUnit XML in workflow

* fix: correct fallback JUnit report generation

* Update mcp-quickprobe.md

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* Update mcp-quickprobe.md

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* Update Response.cs

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* Update MCPForUnityBridge.cs

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* fix: correct McpTypes reference

* Add directory existence checks for symlink and XDG paths

* fix: only set installation flag after successful server install

* Update resource_tools.py

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* fix: respect mac config paths

* Use File.Replace for atomic config write

* Remove unused imports in manage_script

* bump server version

* Tests: update NL suite prompt and workflows; remove deprecated smoke/desktop-parity; quickprobe tidy

* Editor: atomic config write via File.Replace fallback; remove redundant backups and racey exists checks

* CI: harden NL suite - idempotent docker, gate on unity_ok, safer port probe, least-priv perms

* Editor: make atomic config write restoration safe (flag writeDone; copy-overwrite restore; cleanup in finally)

* CI: fix fallback JUnit heredoc by using printf lines (no EOF delimiter issues)

* CI: switch NL suite to mini prompt; mini prompt honors / and NL discipline

* CI: replace claude_args with allowed_tools/model/mcp_config per action schema

* CI: expand UNITY_PROJECT_ROOT via  in MCP config heredoc

* EditorWindow: add cross-platform fallback for File.Replace; macOS-insensitive PathsEqual; safer uv resolve; honor macConfigPath

* CI: strengthen JUnit publishing for NL mini suite (normalize, debug list, publish both, fail_on_parse_error)

* CI: set job-wide JUNIT_OUT/MD_OUT; normalization uses env; publish references env and ungroup reports

* CI: publish a single normalized JUnit (reports/junit-for-actions.xml); fallback writes same; avoid checkName/reportPaths mismatch

* CI: align mini prompt report filenames; redact Unity log tail in diagnostics

* chore: sync workflow and mini prompt; redacted logs; JUnit normalization/publish tweaks

* CI: redact sensitive tokens in Stop Unity; docs: CI usage + edit tools

* prompts: update nl-unity-suite-full (mini-style setup + reporting discipline); remove obsolete prompts

* CI: harden NL workflows (timeout_minutes, robust normalization); prompts: unify JUnit suite name and reporting discipline

* prompts: add guarded write pattern (LF hash, stale_file retry) to full suite

* prompts: enforce continue-on-failure, driver flow, and status handling in full suite

* Make test list more explicit in prompt. Get rid of old test prompts for hygeine.

* prompts: add stale fast-retry (server hash) + in-memory buf guidance

* CI: standardize JUNIT_OUT to reports/junit-nl-suite.xml; fix artifact upload indentation; prompt copy cleanups

* prompts: reporting discipline — append-only fragments, batch writes, no model round-trip

* prompts: stale fast-retry preference, buffer/sha carry, snapshot revert, essential logging

* workflows(nl-suite): precreate report skeletons, assemble junit, synthesize markdown; restrict allowed_tools to append-only Bash + MCP tools

* thsis too

* Update README-DEV.md

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* Update .github/workflows/claude-nl-suite-mini.yml

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* Update .github/workflows/claude-nl-suite.yml

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* workflows(nl-mini): fix YAML indentation/trailing spaces under with: and cleanup heredoc spacing

* workflows(nl-suite): fix indentation on docker logs redaction line (YAML lint)

* Add write to allowlist

* nl-suite: harden reporting discipline (fragment-only writes, forbid alt paths); workflow: clean stray junit-*updated*.xml

* nl-suite: enforce end-of-suite single Write (no bash redirection); workflow: restrict allowed_tools to Write+MCP only

* prompts(nl-full): end-of-suite results must be valid XML with single <cases> root and only <testcase> children; no raw text outside CDATA

* workflows(nl-suite): make Claude step non-fatal; tolerant normalizer extracts <testcase> via regex on bad fragments

* nl-suite: fix stale classname to UnityMCP.NL-T in mini fallback; prompt: require re-read after every revert; correct PLAN/PROGRESS to 15

* nl-suite: fix fallback JUnit classname to UnityMCP.NL-T; prompt: forbid create_script and env/mkdir checks, enforce single baseline-byte revert flow and post-revert re-read; add corruption-handling guidance

* prompts(nl-full): after each write re-read raw bytes to refresh pre_sha; prefer script_apply_edits for anchors; avoid header/using changes

* prompts(nl-full): canonicalize outputs to /; allow small fragment appends via Write or Bash(printf/echo); forbid wrappers and full-file round-trips

* prompts(nl-full): finalize markdown formatting for guarded write, execution order, specs, status

* workflows(nl-suite, mini): header/lint fixes and constrained Bash append path; align allowed_tools

* prompts(nl-full): format Fast Restore, Guarded Write, Execution, Specs, Status as proper markdown lists and code fences

* workflows(nl-suite): keep header tidy and append-path alignment with prompt

* minor fix

* workflows(nl-suite): fix indentation and dispatch; align allowed_tools and revert helper

* prompts(nl-full): switch to read_resource for buf/sha; re-read only when needed; convert 'Print this once' to heading; note snapshot helper creates parent dirs

* workflows(nl-suite): normalize step removes bootstrap when real testcases present; recompute tests/failures

* workflows(nl-suite): enrich Markdown summary by extracting per-test <system-out> blocks (truncated)

* clarify prompt resilience instructions

* ci(nl-suite): revert prompt and workflow to known-good e0f8a72 for green run; remove extra MD details

* ci(nl-suite): minimal fixes — no-mkdir guard in prompt; drop bootstrap and recompute JUnit counts

* ci(nl-suite): richer JUnit→Markdown report (per-test system-out)

* Small guard to incorret asset read call.

* ci(nl-suite): refine MD builder — unescape XML entities, safe code fences, PASS/FAIL badges

* Update UnityMcpBridge/UnityMcpServer~/src/tools/resource_tools.py

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* Update UnityMcpBridge/UnityMcpServer~/src/unity_connection.py

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* Update UnityMcpBridge/UnityMcpServer~/src/tools/manage_script_edits.py

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* Update .github/scripts/mark_skipped.py

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* server(manage_script): robust URI handling — percent-decode file://, normalize, strip host/leading slashes, return Assets-relative if present

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* tests(framing): reduce handshake poll window, nonblocking peek to avoid disconnect race; still enforce pre-handshake data drop

* tests(manage_script): add _split_uri tests for unity://path, file:// URLs (decoded/Assets-relative), and plain paths

* server+tests: fix handshake syntax error; robust file:// URI normalization in manage_script; add _split_uri tests; adjust stdout scan to ignore venv/site-packages

* bridge(framing): accept zero-length frames (treat as empty keepalive)

* tests(logging): use errors='replace' on decode fallback to avoid silent drops

* resources(list): restrict to Assets/, resolve symlinks, enforce .cs; add traversal/outside-path tests

* Update .claude/prompts/nl-unity-suite-full.md

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* Update UnityMcpBridge/UnityMcpServer~/src/unity_connection.py

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* misc: framing keepalive (zero-length), regex preview consistency, resource.list hardening, URI parsing, legacy update routing, test cleanups

* docs(tools): richer MCP tool descriptions; tests accept decorator kwargs; resource URI parsing hardened

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* net+docs: hard-reject zero-length frames; TCP_NODELAY on connect; Assets detection case-insensitive; NL prompt statuses aligned

* prompt(nl-suite): constrain Write destinations under reports/, forbid traversal

* prompt+net: harden Write path rules; use monotonic deadline and plain-text advisory for non-framed peers

* unity_connection: restore recv timeout via try/finally; make global connection getter thread-safe with module lock and double-checked init

* NL/T prompt: pin structured edit ops for T-D/T-E; add schema-error guarded write behavior; keep existing path/URI and revert rules

* unity_connection: add FRAMED_MAX; use ValueError for framed length violations; lower framed receive log to debug; serialize connect() with per-instance lock

* ManageScript: use UTF8Encoding(without BOM) for atomic writes in ApplyTextEdits/EditScript to align with Create/Update and avoid BOM-related diffs/hash mismatches

* NL/T prompt: make helper deletion regex multiline-safe ((?ms) so ^ anchors line starts)

* ManageScript: emit structured overlap status {status:"overlap"} for overlapping edit ranges in apply_text_edits and edit paths

* NL/T prompt: clarify fallback vs failure — fallback only for unsupported/missing_field; treat bad_request as failure; note unsupported after fallback as failure

* NL/T prompt: pin deterministic overlap probe (apply_text_edits two ranges from same snapshot); gate too_large behind RUN_TOO_LARGE env hint

* TB update

* NL/T prompt: harden Output Rules — constrain Bash(printf|echo) to stdout-only; forbid redirection/here-docs/tee; only scripts/nlt-revert.sh may mutate FS

* Prompt: enumerate allowed script_apply_edits ops; add manage_editor/read_console guidance; fix T‑F atomic batch to single script_apply_edits. ManageScript: regex timeout for diagnostics; symlink ancestor guard; complete allowed-modes list.

* Fixes

* ManageScript: add rich overlap diagnostics (conflicts + hint) for both text range and structured batch paths

* ManageScript: return structured {status:"validation_failed"} diagnostics in create/update/edits and validate before commit

* ManageScript: echo canonical uri in responses (create/read/update/apply_text_edits/structured edits) to reinforce resource identity

* improve clarity of capabilities message

* Framing: allow zero-length frames on both ends (C# bridge, Python server). Prompt: harden T-F to single text-range apply_text_edits batch (descending order, one snapshot). URI: normalize file:// outside Assets by stripping leading slash.

* ManageScript: include new sha256 in success payload for apply_text_edits; harden TryResolveUnderAssets by rejecting symlinked ancestors up to Assets/.

* remove claudetest dir

* manage_script_edits: normalize method-anchored anchor_insert to insert_method (map text->replacement); improves CI compatibility for T‑A/T‑E without changing Editor behavior.

* tighten testing protocol around mkdir

* manage_script: validate create_script inputs (Assets/.cs/name/no traversal); add Assets/ guard to delete_script; validate level+Assets in validate_script; make legacy manage_script optional params; harden legacy update routing with base64 reuse and payload size preflight.

* Tighten prompt for testing

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* Update UnityMcpBridge/Editor/Tools/ManageScript.cs

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* manage_script_edits: honor ignore_case on anchor_insert and regex_replace in both direct and text-conversion paths (MULTILINE|IGNORECASE).

* remove extra file

* workflow: use python3 for inline scripts and port detection on ubuntu-latest.

* Tighten prompt + manage_script

* Update UnityMcpBridge/UnityMcpServer~/src/tools/manage_script_edits.py

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* Update UnityMcpBridge/UnityMcpServer~/src/tools/manage_script_edits.py

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* manage_script: improve file:// UNC handling; preserve POSIX absolute semantics internally; keep test-expected slash stripping for non-Assets paths.

* ManageScript.cs: add TimeSpan timeouts to all Regex uses (IsMatch/Match/new Regex) and keep CultureInvariant/Multiline options; reduces risk of catastrophic backtracking stalls.

* workflow: ensure reports/ exists in markdown build step to avoid FileNotFoundError when writing MD_OUT.

* fix brace

* manage_script_edits: expand  backrefs for regex_replace in preview->text conversion and translate  to \g<n> in local apply; keeps previews and actual edits consistent.

* anchor_insert: default to position=after, normalize surrounding newlines in Python conversion paths; C# path ensures trailing newline and skips duplicate insertion within class.

* feat(mcp): add get_sha tool; apply_text_edits normalization+overlap preflight+strict; no-op evidence in C#; update NL suite prompt; add unit tests

* feat(frames): accept zero-length heartbeat frames in client; add heartbeat test

* feat(edits): guard destructive regex_replace with structural preflight; add robust tests; prompt uses delete_method for temp helper

* feat(frames): bound heartbeat loop with timeout/threshold; align zero-length response with C#; update test

* SDK hardening: atomic multi-span text edits; stop forcing sequential for structured ops; forward options on apply_text_edits; add validate=relaxed support and scoped checks; update NL/T prompt; add tests for options forwarding, relaxed mode, and atomic batches

* Router: default applyMode=atomic for multi-span apply_text_edits; add tests

* CI prompt: pass options.validate=relaxed for T-B/C; options.applyMode=atomic for T-F; emphasize always writing testcase and restoring on errors

* Validation & DX: add validate=syntax (scoped), standardize evidence windows; early regex compile with hints; debug_preview for apply_text_edits

* Update UnityMcpBridge/Editor/Windows/MCPForUnityEditorWindow.cs

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* NL/T suite-driven edits: LongUnityScriptClaudeTest, bridge helpers, server_version; prepare framing tests

* Fix duplicate macConfigPath field in McpClient to resolve CS0102

* Editor threading: run EnsureServerInstalled on main thread; marshal EditorPrefs/DeleteKey + logging via delayCall

* Docs(apply_text_edits): strengthen guidance on 1-based positions, verify-before-edit, and recommend anchors/structured edits

* Docs(script_apply_edits): add safety guidance (anchors, method ops, validators) and recommended practices

* Framed VerifyBridgePing in editor window; docs hardening for apply_text_edits and script_apply_edits

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2025-08-30 09:55:38 -07:00