Commit Graph

77 Commits (8c6cefdd3feb98a2bd03d15b722cda1aa352b75d)

Author SHA1 Message Date
Marcus Sanatan 673456b701
Notify users when there's a new version (#329)
* feat: add package update service with version check and GitHub integration

* feat: add migration warning banner and dialog for legacy package users

* test: remove redundant cache expiration and clearing tests from PackageUpdateService

* test: add package update service tests for expired cache and asset store installations
2025-10-18 20:42:18 -04:00
Marcus Sanatan dbdaa76d75
test: remove unused tests for stale file cleanup in Python tools syncing (#327) 2025-10-18 00:56:57 -04:00
Marcus Sanatan 85cc93f33c
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt

This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta

CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:

asmdef example
{
    "name": "CustomTool.MCPEnabler",
    "rootNamespace": "MCPForUnity.Editor.Tools",
    "references": [
        "CustomTool",
        "MCPForUnity.Editor"
    ],
    "includePlatforms": [
        "Editor"
    ],
    "excludePlatforms": [],
    "allowUnsafeCode": false,
    "overrideReferences": false,
    "precompiledReferences": [],
    "autoReferenced": true,
    "defineConstraints": [],
    "versionDefines": [],
    "noEngineReferences": false
}

* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)

* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope

* Fixing so the MCP don't removes _skipDirs e.g. __pycache__

* skip empty folders with no py files

* Rabbit: "Fix identifier collision between different package roots."

* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.

* Fixed minor + missed onadding rabit change

* Revert "Fixed minor + missed onadding rabit change"

This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.

* refactor: remove Unity project tools copying and version tracking functionality

* refactor: consolidate module discovery logic into shared utility function

* Remove unused imports

* feat: add Python tool registry and sync system for MCP server integration

* feat: add auto-sync processor for Python tools with Unity editor integration

* feat: add menu item to reimport all Python files in project

Good to give users a manual option

* Fix infinite loop error

Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes

* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync

* Update docs

* Remove duplicate header

* feat: add OnValidate handler to sync Python tools when asset is modified

This fixes the issue with deletions in the asset, now file removals are synced

* test: add unit tests for Python tools asset and sync services

* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* style: remove trailing whitespace from Python tool sync files

* test: remove incomplete unit tests from ToolSyncServiceTests

* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths

---------

Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 00:18:25 -04:00
Marcus Sanatan 90911aa4d7
Use secure unity version (#321)
* chore: update Unity version from 2021.3.45f1 to 2021.3.45f2

Older Unity version had the security vulnerability, so we update it

* feat: add dynamic version display in editor window settings

* refactor: remove manual license file handling from Unity test workflow

* Revert "refactor: remove manual license file handling from Unity test workflow"

This reverts commit a6ab3d982e792039c01a4afd353e61c7e22a2c3c.

* feat: add Unity license credentials to Docker containers in CI workflow

* refactor: replace manual Unity license activation with game-ci/unity-activator

* refactor: simplify Unity CI setup by removing game-ci activation and using built-in license handling

* fix: improve Unity license activation in CI by using unityci image's built-in activation flow

* refactor:  activate once in a temporary container, then reuse the license in the long-running container

Now we got the license secret to be read, we got this error: "Machine bindings don't match". So it seems that the license I generated locally can't be used.

So we need to activate the license within the container

* Revert "refactor:  activate once in a temporary container, then reuse the license in the long-running container"

This reverts commit f6a9aa68f910df37cede6f83d535098be2a9f80b.

* Revert "fix: improve Unity license activation in CI by using unityci image's built-in activation flow"

This reverts commit a9f4c0223bc3467442be6dafa1d9303479623a7c.

* Revert "refactor: simplify Unity CI setup by removing game-ci activation and using built-in license handling"

This reverts commit 4e5ffc0051a7b15b9d87ecaa06fa646f8b13b0b9.

* Revert "refactor: replace manual Unity license activation with game-ci/unity-activator"

This reverts commit e9520ee768c4e9d48efc81b1a9c3cac3986cc96a.

* Revert "feat: add Unity license credentials to Docker containers in CI workflow"

This reverts commit 01b8879e35baaf88239988b51e6d4f1e5daaa1cf.
2025-10-17 13:35:47 -04:00
Marcus Sanatan f2c57ca91e
Add testing and move menu items to resources (#316)
* deps: add tomli>=2.3.0 dependency to UnityMcpServer package

* feat: dynamically fetch package version from pyproject.toml for telemetry

* Add pydantic

* feat: add resource registry for MCP resource auto-discovery

* feat: add telemetry decorator for tracking MCP resource usage

* feat: add auto-discovery and registration system for MCP resources

* feat: add resource registration to MCP server initialization

* feat: add MCPResponse model class for standardized API responses

* refactor: replace Debug.Log calls with McpLog wrapper for consistent logging

* feat: add test discovery endpoints for Unity Test Framework integration

We haven't connected them as yet, still thinking about how to do this neatly

* Fix server setup

* refactor: reduce log verbosity by changing individual resource/tool registration logs to debug level

* chore: bump mcp[cli] dependency from 1.15.0 to 1.17.0

* refactor: remove Context parameter and add uri keyword argument in resource decorator

The Context parameter doesn't work on our version of FastMCP

* chore: upgrade Python base image to 3.13 and simplify Dockerfile setup

* fix: apply telemetry decorator before mcp.tool to ensure proper wrapping order

* fix: swap order of telemetry and resource decorators to properly wrap handlers

* fix: update log prefixes for consistency in logging methods

* Fix compile errors

* feat: extend command registry to support both tools and resources

* Run get tests as a coroutine because it doesn't return results immediately

This works but it spams logs like crazy, maybe there's a better/simpler way

* refactor: migrate from coroutines to async/await for test retrieval and command execution

* feat: add optional error field to MCPResponse model

* Increased timeout because loading tests can take some time

* Make message optional so error responses that only have success and error don't cause Pydantic errors

* Set max_retries to 5

This connection module needs a lookover. The retries should be an exponential backoff and we could structure why it's failing so much

* Use pydantic model to structure the error output

* fix: initialize data field in GetTestsResponse to avoid potential errors

* Don't return path parameter

* feat: add Unity test runner execution with structured results and Python bindings

* refactor: simplify GetTests by removing mode filtering and related parsing logic

* refactor: move test runner functionality into dedicated service interface

* feat: add resource retrieval telemetry tracking with new record type and helper function

* fix: convert tool functions to async and await ctx.info calls

* refactor: reorganize menu item functionality into separate execute and get commands

An MCP resource for retrieval, and a simple command to execute. Because it's a resource, it's easier for the user to see what's in the menu items

* refactor: rename manage_menu_item to execute_menu_item and update tool examples to use async/await

We'll eventually put a section for resources

* Revert "fix: convert tool functions to async and await ctx.info calls"

This reverts commit 012ea6b7439bd1f2593864d98d03d9d95d7bdd03.

* fix: replace tomllib with tomli for Python 3.10 compatibility in telemetry module

* Remove confusing comment

* refactor: improve error handling and simplify test retrieval logic in GetTests commands

* No cache by default

* docs: remove redundant comment for HandleCommand method in ExecuteMenuItem
2025-10-13 11:16:43 -04:00
Marcus Sanatan e9b1ae44c5
Rename plugin folder to MCPForUnity (#303)
* Copy UnityMcpBridge into a new MCPForUnity folder

This is to close #284

* refactor: rename UnityMcpBridge directory to MCPForUnity in docs

* chore: rename UnityMcpBridge directory to MCPForUnity across workflow files

* chore: rename UnityMcpBridge directory to MCPForUnity across all files

* refactor: update import paths from UnityMcpBridge to MCPForUnity across test files

* fix: update module import paths to use MCPForUnity instead of UnityMcpBridge

* chore: update unity-mcp package path to MCPForUnity directory

* feat: add OneTimeSetUp to initialize CommandRegistry before tests run

Hopefully fix the CI failures

* Apply recent fix to new folder

* Temporarily trigger tests to see if CI works

* Revert "Temporarily trigger tests to see if CI works"

It works!

This reverts commit 8c6eaaad07545cef047769f2c52fe506545a8161.
2025-10-03 20:23:28 -04:00
Marcus Sanatan 5488af2c99
Make it easier to add tools (#301)
* Add a decorate that wraps around the `mcp.tool` decorator.

This will allow us to more easily collect tools

* Register tools that's defined in the tools folder

* Update Python tools to use new decorator

* Convert script_apply_edits tool

* Convert last remaining tools with new decorator

* Create an attribute so we can identify tools via Reflection

* Add attribute to all C# tools

* Use reflection to load tools

* Initialize command registry to load tools at startup

* Update tests

* Move Dev docs to docs folder

* Add docs for adding custom tools

* Update function docs for Python decorator

* Add working example of adding a screenshot tool

* docs: update relative links in README files

Updated the relative links in both README-DEV.md and README-DEV-zh.md to use direct filenames instead of paths relative to the docs directory, improving link correctness when files are accessed from the root directory.

* docs: update telemetry documentation path reference

Updated the link to TELEMETRY.md in README.md to point to the new docs/ directory location to ensure users can access the telemetry documentation correctly. Also moved the TELEMETRY.md file to the docs/ directory as part of the documentation restructuring.

* rename CursorHelp.md to docs/CURSOR_HELP.md

Moved the CursorHelp.md file to the docs directory to better organize documentation files and improve project structure.

* docs: update CUSTOM_TOOLS.md with improved tool naming documentation and path corrections

- Clarified that the `name` argument in `@mcp_for_unity_tool` decorator is optional and defaults to the function name
- Added documentation about using all FastMCP `mcp.tool` function decorator options
- Updated class naming documentation to mention snake_case conversion by default
- Corrected Python file path from `tools/screenshot_tool.py` to `UnityMcpServer~/src/tools/screenshot_tool.py`
- Enhanced documentation for tool discovery and usage examples

* docs: restructure development documentation and add custom tools guide

Rearranged the development section in README.md to better organize the documentation flow. Added a dedicated section for "Adding Custom Tools" with a link to the new CUSTOM_TOOLS.md file, and renamed the previous "For Developers" section to "Contributing to the Project" to better reflect its content. This improves discoverability and organization of the development setup documentation.

* docs: update developer documentation and add README links

- Added links to developer READMEs in CUSTOM_TOOLS.md to guide users to the appropriate documentation
- Fixed typo in README-DEV.md ("roote" → "root") for improved clarity
- These changes improve the developer experience by providing better documentation navigation and correcting technical inaccuracies

* feat(tools): enhance tool registration with wrapped function assignment

Updated the tool registration process to properly chain the mcp.tool decorator and telemetry wrapper, ensuring the wrapped function is correctly assigned to tool_info['func'] for proper tool execution and telemetry tracking. This change improves the reliability of tool registration and monitoring.

* Remove AI generated code that was never used...

* feat: Rebuild MCP server installation with embedded source

Refactored the server repair logic to implement a full rebuild of the MCP server installation using the embedded source. The new RebuildMcpServer method now:
- Uses embedded server source instead of attempting repair of existing installation
- Deletes the entire existing server directory before re-copying
- Handles UV process cleanup for the target path
- Simplifies the installation flow by removing the complex Python environment repair logic
- Maintains the same installation behavior but with a cleaner, more reliable rebuild approach

This change improves reliability of server installations by ensuring a clean slate rebuild rather than attempting to repair potentially corrupted environments.

* Add the rebuild server step

* docs: clarify tool description field requirements and client compatibility

* fix: move initialization flag after tool discovery to prevent race conditions

* refactor: remove redundant TryParseVersion overrides in platform detectors

* refactor: remove duplicate UV validation code from platform detectors

* Update UnityMcpBridge/Editor/Tools/CommandRegistry.cs

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* refactor: replace WriteToConfig reflection with direct McpConfigurationHelper call

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-03 18:53:09 -04:00
Marcus Sanatan f6796e61f7
Autoformat (#297) 2025-09-30 16:25:33 -04:00
Marcus Sanatan ac4eae926e
Open and close prefabs in the stage view + create them (#283)
* refactor: remove unused UnityEngine references from menu item classes

* Add new tools to manage a prefab, particularly, making them staged.

This might be enough, but it's possible we may have to extract some logic from ManageGameObject

* feat: add AssetPathUtility for asset path normalization and update references in ManageAsset and ManagePrefabs

* feat: add prefab management tools and register them with the MCP server

* feat: update prefab management commands to use 'prefabPath' and add 'create_from_gameobject' action

* fix: update parameter references to 'prefabPath' in ManagePrefabs and manage_prefabs tools

* fix: clarify error message for missing 'prefabPath' in create_from_gameobject command

* fix: ensure pull request triggers for unity tests workflow

* Revert "fix: ensure pull request triggers for unity tests workflow"

This reverts commit 10bfe54b5b7f3c449852b1bf1bb72f498289a1a0.

* Remove delayed execution of executing menu item, fixing #279
This brings the Unity window into focus but that seems to be a better UX for devs.
Also streamline manage_menu_item tool info, as FastMCP recommends

* docs: clarify menu item tool description with guidance to use list action first

* feat: add version update for server_version.txt in bump-version workflow

* fix: simplify error message for failed menu item execution
2025-09-26 19:28:56 -04:00
Marcus Sanatan 549ac1eb0c
Add Codex to autoconfig options (#288)
* feat: add Codex CLI client support with config.toml handling

* feat: add config helpers for managing Codex and MCP server configurations

* feat: add TOML array parsing support for multi-line and trailing comma formats

* fix: handle TOML inline comments in section headers during parsing

* fix: strip TOML comments before processing section headers

* fix: improve JSON parsing to handle escaped single quotes in config strings

* Use Tommy for TOML parsing

It's a single file and OSS, easy to integrate into Unity

* fix: patched Tommy’s literal-string handling so doubled single quotes inside literal strings are treated as embedded apostrophes instead of prematurely ending the value

* Don't overwrite MCP configs while testing

Seeing random JSON in my codex config was pretty annoying

* PR Feedback

* Keep Tommy compatible with Unity 2021

* Re-include Tommy's license

Probably a good habit to keep all 3rd party licenses and copyrights, even if they're also MIT licenses
2025-09-26 18:05:30 -04:00
许兴逸 da91f256a2
Replace command dispatcher with CommandRegistry, allow to add custom command handlers. (#261)
* Replace hard coded command dispatcher to command registry

* Bug fixed.

* bug fixed.

* bug fixed.

* Bug fixed.

* Fix tests.
2025-09-26 18:05:17 -04:00
Marcus Sanatan b5e0446348
Allow the LLMs to read menu items, not just execute them (#263)
* Move the current test to a Tools folder

* feat: add env object and disabled flag handling for MCP client configuration

* Format manual config specially for Windsurf and Kiro

* refactor: extract config JSON building logic into dedicated ConfigJsonBuilder class

* refactor: extract unity node population logic into centralized helper method

* refactor: only add env property to config for Windsurf and Kiro clients

If it ain't broke with the other clients, don't fix...

* fix: write UTF-8 without BOM encoding for config files to avoid Windows compatibility issues

* fix: enforce UTF-8 encoding without BOM when writing files to disk

* refactor: replace execute_menu_item with enhanced manage_menu_item tool supporting list/exists/refresh

* Update meta files for older Unity versions

* test: add unit tests for menu item management and execution

* feat: add tips for paths, script compilation, and menu item usage in asset creation strategy

* Use McpLog functionality instead of Unity's Debug

* Add telemetry

* Annotate parameters

More info to LLMs + better validation

* Remove the refresh command

It's only ever useful in the context of listing menu items

* Updated meta files since running in Unity 2021

* Slightly better README

* fix: rename server-version.txt to server_version.txt and update menu item description
2025-09-12 11:19:58 -04:00
dsarno eaf14ef46f
Fix: Unity Editor reload crash + debug-noise reduction (#266)
* Editor: fix reload crash via cooperative cancellation + safe shutdown; gate ExecuteMenuItem logs behind debug flag

* Dev: add tools/stress_mcp.py stress utility and document usage in README-DEV

* docs: document immediate-reload stress test and streamline stress tool (immediate refresh, precondition SHA, EOF edits); revert to manage_script.read for compatibility

* fix: harden editor reload shutdown; gate logs; structured errors for ManageGameObject; test hardening

* tools(stress): cross-platform Assets path derivation using Path.parts with project-root fallback

* stress: add IO timeouts, jitter, retries, and storm mode to reduce reload crashes
2025-09-06 10:58:11 -07:00
David Sarno 9697653b64 fix: address CodeRabbit and Greptile feedback
CodeRabbit fixes:
- Fix Python test assertions to use assert instead of print/return
- Update version consistency: server_version.txt from 3.2.0 to 3.3.0
- Assembly definition references already correctly configured

Greptile style fixes:
- Add missing newlines at end of Unity meta files and source files
- Fix test logic assumptions: use GreaterOrEqual instead of exact counts
- Make test assertions more robust for fuzzy matching algorithms

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 16:37:45 -07:00
David Sarno 28a9bc69bd test: Add comprehensive validation tests for improved brace validation
- Add ManageScriptValidationTests.cs: Unity-based validation tests for structural balance checking
- Add test_improved_anchor_matching.py: Python tests for enhanced anchor pattern matching
- Remove obsolete test_regex_delete_guard.py (functionality moved to C# validation)
- Tests validate the scoped validation fixes and anchor matching improvements

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 15:39:19 -07:00
David Sarno 8601c90552 fix: Replace missing TicTacToe3D with existing CustomComponent in ComponentResolver test
The TryResolve_PrefersPlayerAssemblies test was failing in CI because it referenced
TicTacToe3D.cs which exists only locally and is not committed to the repository.

- Replace test reference from "TicTacToe3D" to "CustomComponent"
- CustomComponent exists in Assets/Scripts/TestAsmdef/ and is tracked in git
- CustomComponent is properly compiled into the TestAsmdef Player assembly
- Add explicit assertion to verify resolution from correct TestAsmdef assembly
- Test maintains same functionality: verifying ComponentResolver finds user scripts from Player assemblies

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 10:24:52 -07:00
David Sarno 715600956c fix: Implement collect-and-continue behavior for component property operations
- Change from fail-fast to collect-and-continue at component iteration level
- Previously: first component error would halt processing of remaining components
- Now: all components are processed, errors collected and returned together
- Maintain existing collect-and-continue behavior within individual components
- Add comprehensive tests validating the collect-and-continue behavior works correctly
- All valid properties are applied even when invalid ones fail
- Processing continues through exceptions with proper error aggregation

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 09:57:12 -07:00
David Sarno 43abb003ef perf: Implement CodeRabbit nitpick improvements and fix TestAsmdef
Performance & Quality Improvements:
- Add shared JsonSerializer to eliminate per-call allocation overhead
- Optimize ComponentResolver with CacheByName for short-name lookups
- Deduplicate Vector3 parsing implementations to reduce maintenance burden
- Improve property name normalization for better fuzzy matching quality
- Reduce log noise by avoiding duplicate component resolution warnings

Code Quality:
- Keep using static import for ComponentResolver (CodeRabbit was incorrect about this)
- Normalize property names consistently in AI suggestions algorithm
- Remove duplicate ParseVector3 implementation

TestAsmdef Fix:
- Revert TestAsmdef back to runtime-compatible (remove "includePlatforms": ["Editor"])
- CustomComponent now works correctly for asmdef testing as originally intended
- Validates that ComponentResolver properly handles both short and FQN for asmdef components

Live Testing Validation:
- All ComponentResolver functionality verified through live MCP connection
- AI property matching working perfectly with natural language input
- Assembly definition support fully functional for both default and custom assemblies
- Error handling provides helpful suggestions and complete context

All 45 C# tests + 31 Python tests still passing. Production ready!

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 09:12:44 -07:00
David Sarno 17ad011b42 fix: Address CodeRabbit review issues and improve robustness
Critical Bug Fixes:
- Fix operator precedence bug in ManageAsset.cs that could cause null reference exceptions
- Fix GameObject memory leak in primitive creation when name validation fails
- Add proper cleanup with DestroyImmediate when primitive creation fails

ComponentResolver Integration:
- Replace fragile string-based GetComponent() calls with robust ComponentResolver
- Add ComponentResolver integration in ManageAsset.cs for component lookups
- Add fallback to string-based lookup in ManageGameObject.cs for compatibility

Enhanced Error Handling:
- Surface specific ComponentResolver error context in ScriptableObject creation failures
- Add support for setting private [SerializeField] fields in property matching
- Improve debugging with detailed error messages

Assembly Definition Fixes:
- Configure TestAsmdef as Editor-only to prevent build bloat
- Add explicit TestAsmdef reference to test assembly for proper component resolution
- Fix ComponentResolverTests to use accessible CustomComponent instead of TicTacToe3D

Code Quality:
- Disable nullable reference types for legacy codebase to eliminate 100+ warnings
- Maintain backward compatibility while improving reliability

All 45 unit tests pass, ensuring no regressions while significantly improving robustness.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 08:27:34 -07:00
David Sarno aac237c5cf test: Add comprehensive unit tests for ComponentResolver and intelligent property matching
- Add AIPropertyMatchingTests.cs with 14 tests covering property enumeration, fuzzy matching, caching, and Unity naming conventions
- Add ManageGameObjectTests.cs with 10 integration tests for component resolution, property matching, and error handling
- Add ComponentResolverTests.cs.meta for existing comprehensive ComponentResolver tests
- Add AssemblyInfo.cs.meta for test assembly access
- Fix ManageGameObject.HandleCommand null parameter handling to prevent NullReferenceException

All 45 unit tests now pass, providing full coverage of:
- Robust component resolution avoiding Assembly.LoadFrom
- Intelligent property name suggestions using rule-based fuzzy matching
- Assembly definition (asmdef) support via CompilationPipeline
- Comprehensive error handling with helpful suggestions

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-02 19:27:40 -07:00
David Sarno cb42364263 feat: add AI-powered property matching system for component properties
- Add intelligent property name suggestions when property setting fails
- Implement GetAllComponentProperties to enumerate available properties
- Add rule-based AI algorithm for property name matching (camelCase, spaces, etc.)
- Include comprehensive error messages with suggestions and full property lists
- Add Levenshtein distance calculation for fuzzy string matching
- Cache suggestions to improve performance on repeated queries
- Add comprehensive unit tests (11 tests) covering all ComponentResolver scenarios
- Add InternalsVisibleTo attribute for test access to internal classes

Examples of improved error messages:
- "Max Reach Distance" → "Did you mean: maxReachDistance?"
- Shows all available properties when property not found
- Handles Unity Inspector display names vs actual field names

All tests passing (21/21) including new ComponentResolver test suite.
The system eliminates silent property setting failures and provides
actionable feedback to developers.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-02 19:08:59 -07:00
David Sarno c40f3d0357 feat: implement robust ComponentResolver for assembly definitions
- Replace Assembly.LoadFrom with already-loaded assembly search
- Prioritize Player assemblies over Editor assemblies using CompilationPipeline
- Support both short names and fully-qualified component names
- Add comprehensive caching and error handling with disambiguation
- Use Undo.AddComponent for proper editor integration
- Handle ReflectionTypeLoadException safely during type enumeration
- Add fallback to TypeCache for comprehensive type discovery in Editor

Fixes component resolution across custom assembly definitions and eliminates
"Could not load the file 'Assembly-CSharp-Editor'" errors.

Tested with:
- Built-in Unity components (Rigidbody, MeshRenderer, AudioSource)
- Custom user scripts in Assembly-CSharp (TicTacToe3D)
- Custom assembly definition components (TestNamespace.CustomComponent)
- Error handling for non-existent components

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-02 18:45:30 -07:00
dsarno 0c52c1c92e
feat: Automatic Background Compile and Domain Reload for MCP Script Edits and New Script Creation (#248)
* Unity MCP: reliable auto-reload via Unity-side sentinel flip; remove Python writes

- Add MCP/Flip Reload Sentinel editor menu and flip package sentinel synchronously
- Trigger sentinel flip after Create/Update/ApplyTextEdits (sync) in ManageScript
- Instrument flip path with Debug.Log for traceability
- Remove Python reload_sentinel writes; tools now execute Unity menu instead
- Harden reload_sentinel path resolution to project/package
- ExecuteMenuItem runs synchronously for deterministic results
- Verified MCP edits trigger compile/reload without focus; no Python permission errors

* Getting double flips

* Fix double reload and ensure accurate batch edits; immediate structured reloads

* Remove MCP/Flip Reload Sentinel menu; rely on synchronous import/compile for reloads

* Route bridge/editor logs through McpLog and gate behind debug; create path now reloads synchronously

* chore: ignore backup artifacts; remove stray ManageScript.cs.backup files

* fix span logic

* fix: honor UNITY_MCP_STATUS_DIR for sentinel status file lookup (fallback to ~/.unity-mcp)

* test: add sentinel test honoring UNITY_MCP_STATUS_DIR; chore: ManageScript overlap check simplification and log consistency

* Harden environment path, remove extraneous flip menu test

* refactor: centralize import/compile via ManageScriptRefreshHelpers.ImportAndRequestCompile; replace duplicated sequences

* feat: add scheduledRefresh flag; standardize logs; gate info and DRY immediate import/compile

* chore: remove execute_menu_item sentinel flip from manage_script_edits; rely on import/compile

* chore: remove unused MCP reload sentinel mechanism

* fix: honor ignore_case for anchor_insert in text conversion path
2025-09-02 09:36:50 -07:00
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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* Update .github/scripts/mark_skipped.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

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

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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

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

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

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

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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

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

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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
Marcus Sanatan 22fe9dfbdb
Improve Windsurf MCP Config (#231)
* Move the current test to a Tools folder

* feat: add env object and disabled flag handling for MCP client configuration

* Format manual config specially for Windsurf and Kiro

* refactor: extract config JSON building logic into dedicated ConfigJsonBuilder class

* refactor: extract unity node population logic into centralized helper method

* refactor: only add env property to config for Windsurf and Kiro clients

If it ain't broke with the other clients, don't fix...

* fix: write UTF-8 without BOM encoding for config files to avoid Windows compatibility issues

* fix: enforce UTF-8 encoding without BOM when writing files to disk
2025-08-24 06:57:11 -04:00
Marcus Sanatan ae13ef41d5
Rename namespace and public facing plugin output from "Unity MCP" to "MCP for Unity" (#225)
* refactor: rename namespace from UnityMcpBridge to MCPForUnity across all files

See thread in #6, we can't use Unity MCP because it violates their trademark.
That name makes us look affiliated. We can use MCP for Unity

* Change package display name, menu item and menu titles

These are front facing so has to change for Unity asset store review

* Misc name changes in logs and comments for better consistency

* chore: update editor window title from 'MCP Editor' to 'MCP for Unity'

* refactor: update branding from UNITY-MCP to MCP-FOR-UNITY across all log messages and warnings

* chore: rename Unity MCP to MCP For Unity across all files and bump version to 2.1.2

* docs: update restore script title to clarify Unity MCP naming

* Fix usage instructions

* chore: update log messages to use MCP For Unity branding instead of UnityMCP

* Add a README inside plugin, required for distributing via the asset store

* docs: update Unity port description and fix typo in troubleshooting section

* Address Rabbit feedback

* Update Editor prefs to use new name

Prevents overlap with other Unity MCPs, happy to revert if it's too much

* refactor: rename server logger and identifier from unity-mcp-server to mcp-for-unity-server

* Standardize casing of renamed project to "MCP for Unity", as it is on the asset store

* Remove unused folder

* refactor: rename Unity MCP to MCP for Unity across codebase

* Update dangling references

* docs: update product name from UnityMCP to MCP for Unity in README

* Update log and comments for new name
2025-08-20 15:59:49 -04:00
Marcus Sanatan ce53639090
Set up Unit tests (#220)
* Add a base Unity project to run unit tests in

* Add Windsurf IDE support so I can test more easily

* Add a dummy script

* feat: add unit tests for CommandRegistry and document prefab asset workflows

* Run tests when code is pushed to main

* Bump version of actions

* Install the MCP plugin via relative path

* Remove test branch from GH workflow
2025-08-15 21:24:55 -04:00