Commit Graph

9 Commits (b52d1563b0b1147a06ad00caf7cf9d829b1cd4c0)

Author SHA1 Message Date
dsarno a4f74dab43
Workflow cleanup (#568)
* Remove unused GitHub workflow files

* Allow Unity workflows to run in forks

Also adjust Claude NL suite licensing checks so it can run in the top-level repo.
2026-01-15 12:48:15 -08:00
dsarno 711768d064
Async Test Infrastructure & Editor Readiness Status + new refresh_unity tool (#507)
* Add editor readiness v2, refresh tool, and preflight guards

* Detect external package changes and harden refresh retry

* feat: add TestRunnerNoThrottle and async test running with background stall prevention

- Add TestRunnerNoThrottle.cs: Sets editor to 'No Throttling' mode during test runs
  with SessionState persistence across domain reload
- Add run_tests_async and get_test_job tools for non-blocking test execution
- Add TestJobManager for async test job tracking with progress monitoring
- Add ForceSynchronousImport to all AssetDatabase.Refresh() calls to prevent stalls
- Mark DomainReloadResilienceTests as [Explicit] with documentation explaining
  the test infrastructure limitation (internal coroutine waits vs MCP socket polling)
- MCP workflow is unaffected - socket messages provide external stimulus that
  keeps Unity responsive even when backgrounded

* refactor: simplify and clean up code

- Remove unused Newtonsoft.Json.Linq import from TestJobManager
- Add throttling to SessionState persistence (once per second) to reduce overhead
- Critical job state changes (start/finish) still persist immediately
- Fix duplicate XML summary tag in DomainReloadResilienceTests

* docs: add async test tools to README, document domain reload limitation

- Add run_tests_async and get_test_job to main README tools list
- Document background stall limitation for domain reload tests in DEV readme

* ci: add separate job for domain reload tests

Run [Explicit] domain_reload tests in their own job using -testCategory

* ci: run domain reload tests in same job as regular tests

Combines into single job with two test steps to reuse cached Library

* fix: address coderabbit review issues

- Fix TOCTOU race in TestJobManager.StartJob (single lock scope for check-and-set)
- Store TestRunnerApi reference with HideAndDontSave to prevent GC/serialization issues

* docs: update tool descriptions to prefer run_tests_async

- run_tests_async is now marked as preferred for long-running suites
- run_tests description notes it blocks and suggests async alternative

* docs: update README screenshot to v8.6 UI

* docs: add v8.6 UI screenshot

* Update README for MCP version and instructions for v8.7

* fix: handle preflight busy signals and derive job status from test results

- manage_asset, manage_gameobject, manage_scene now check preflight return
  value and propagate busy/retry signals to clients (fixes Sourcery #1)
- TestJobManager.FinalizeCurrentJobFromRunFinished now sets job status to
  Failed when resultPayload.Failed > 0, not always Succeeded (fixes Sourcery #2)

* fix: increase HTTP server startup timeout for dev mode

When 'Force fresh server install' is enabled, uvx uses --no-cache --refresh
which rebuilds the package and takes significantly longer to start.

- Increase timeout from 10s to 45s when dev mode is enabled
- Add informative log message explaining the longer startup time
- Show actual timeout value in warning message

* fix: derive job status from test results in FinalizeFromTask fallback

Apply same logic as FinalizeCurrentJobFromRunFinished: check result.Failed > 0
to correctly mark jobs as Failed when tests fail, even in the fallback path
when RunFinished callback is not delivered.
2026-01-03 12:42:32 -08:00
dsarno d06eaefa8a
Unity MCP CI Test Improvements (#452)
* Update github-repo-stats.yml

* Server: refine shutdown logic per bot feedback\n- Parameterize _force_exit(code) and use timers with args\n- Consistent behavior on BrokenPipeError (no immediate exit)\n- Exit code 1 on unexpected exceptions\n\nTests: restore telemetry module after disabling to avoid bleed-over

* Revert "Server: refine shutdown logic per bot feedback\n- Parameterize _force_exit(code) and use timers with args\n- Consistent behavior on BrokenPipeError (no immediate exit)\n- Exit code 1 on unexpected exceptions\n\nTests: restore telemetry module after disabling to avoid bleed-over"

This reverts commit 74d35d371a28b2d86cb7722e28017b29be053efd.

* Add fork-only Unity tests workflow and guard upstream run

* Move fork Unity tests workflow to root

* Fix MCP server install step in NL suite workflow

* Harden NL suite prompts for deterministic anchors

* update claude haiku version for NL/T tests

* Fix CI: share unity-mcp status dir

* update yaml

* Add Unity bridge debug step in CI

* Fail fast when Unity MCP status file missing

* Allow Unity local share writable for MCP status

* Mount Unity cache rw and dump Editor log for MCP debug

* Allow Unity config dir writable for MCP heartbeat/logs

* Write Unity logs to file and list config dir in debug

* Use available Anthropic models for T pass

* Use latest claude sonnet/haiku models in workflow

* Fix YAML indentation for MCP preflight step

* Point MCP server to src/server.py and fix preflight

* another try

* Add MCP preflight workflow and update NL suite

* Fixes to improve CI testing

* Cleanup

* fixes

* diag

* fix yaml

* fix status dir

* Fix YAML / printing to stdout --> stderr

* find in file fixes.

* fixes to find_in_file and CI report format error

* Only run the stats on the CoPlay main repo, not forks.

* Coderabbit fixes.
2025-12-10 14:54:55 -08:00
Marcus Sanatan 2649d9c379
Move Get commands to editor resources + Run Python tests every update (#368)
* Add a function to reload the domain

Closes #357

* feat: restructure server instructions into workflow-focused format

- Reorganized instructions from flat bullet list into categorized workflow sections
- Emphasized critical script management workflow with numbered steps
- Improved readability and scannability for AI agents using the MCP server

It doesn't make sense to repeat the fucnction tools, they're already parsed

* docs: reorder tool list alphabetically in README + add reload_domain tool

* feat: add Unity editor state and project info resources

- Implemented resources for querying active tool, editor state, prefab stage, selection, and open windows
- Added project configuration resources for layers and project metadata
- Organized new resources into Editor and Project namespaces for better structure

* feat: clarify script management workflow in system prompt

- Expanded guidance to include scripts created by any tool, not just manage_script
- Added "etc" to tools examples for better clarity

* refactor: remove reload_domain tool and update script management workflow

- Removed reload_domain tool as Unity automatically recompiles scripts when modified
- Updated script management instructions to rely on editor_state polling and console checking instead of manual domain reload
- Simplified workflow by removing unnecessary manual recompilation step

* Change name of menu items resource as the LLM seems it

* refactor: reorganize tests into src/tests/integration directory

- Moved all test files from root tests/ to MCPForUnity/UnityMcpServer~/src/tests/integration/ for better organization
- Added conftest.py with telemetry and dependency stubs to simplify test setup
- Removed redundant path manipulation and module loading code from individual test files

* feat: expand Unity test workflow triggers

- Run tests on all branches instead of only main
- Add pull request trigger to catch issues before merge
- Maintain path filtering to run only when relevant files change

* chore: add GitHub Actions workflow for Python tests

- Configured automated testing on push and pull requests using pytest
- Set up uv for dependency management and Python 3.10 environment
- Added test results artifact upload for debugging failed runs

* refactor: update import path for fastmcp Context

* docs: update development setup instructions to use uv

- Changed installation commands from pip to uv pip for better dependency management
- Updated test running instructions to use uv run pytest
- Added examples for running integration and unit tests separately

* Formatting [skip ci]

* refactor: optimize CI workflow with path filters and dependency installation

- Added path filters to only trigger tests when Python source or workflow files change
- Split dependency installation into sync and dev install steps for better clarity
- Fixed YAML indentation for improved readability

* Update .github/workflows/python-tests.yml

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

* fix: standardize test mode values to match Unity's naming convention

- Changed default mode from "edit" to "EditMode" in C# code
- Updated Python tool to use "EditMode" and "PlayMode" instead of lowercase variants

* refactor: convert test imports to relative imports

- Changed absolute imports to relative imports in integration tests for better package structure
- Removed test packages from pyproject.toml package list

* refactor: use Field with default_factory for mutable default in TagsResponse

* refactor: remove duplicate PrefabStageUtility call

* Update this as well [skip ci]

* Update MCPForUnity/UnityMcpServer~/src/tests/integration/test_script_tools.py

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

* chore: remove pull_request triggers from test workflows [skip ci]

It's already covered by pushes

* refactor: update resource function return types to include MCPResponse union

* refactor: remove manual domain reload tool

- Removed reload_domain tool as Unity handles script recompilation automatically
- Updated documentation to reflect automatic compilation workflow
- Simplified script management workflow instructions in server description

* refactor: add context support to resource handlers

- Updated all resource handlers to accept Context parameter for Unity instance routing
- Replaced direct async_send_command_with_retry calls with async_send_with_unity_instance wrapper
- Added imports for get_unity_instance_from_context and async_send_with_unity_instance helpers

* fix: correct grammar in menu items documentation

* docs: update README with expanded tools and resources documentation

- Added new tools: manage_prefabs, create_script, delete_script, get_sha
- Added new resources: editor state, windows, project info, layers, and tags
- Clarified manage_script as compatibility router with recommendation to use newer edit tools
- Fixed run_test to run_tests for consistency

* refactor: convert unity_instances function to async [skip ci]

- Changed function signature from synchronous to async
- Added await keywords to ctx.info() and ctx.error() calls to properly handle async context methods

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-11-05 16:06:48 -04:00
dsarno faf9affc36
fix: JSON material property handling + tests (manage_asset) #90 (#349)
* feat: add JSON property handling for materials; add tests for JSON coercion and end-to-end; update test project manifest and ProjectVersion

* fix(manage_asset): support structured texture blocks case-insensitively; resolve _BaseMap/_MainTex automatically and apply when missing name

* Update MCPForUnity/Editor/Tools/ManageAsset.cs

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* refactor(manage_asset): remove goto; reuse alias resolver for structured texture (supports 'albedo'); tests: self-sufficient texture asset and _BaseColor/_Color guards; python: assert success in invalid JSON case

* chore(manage_asset): remove duplicate return in modify case

* tests: fix mocks/patching for manage_asset/manage_gameobject; make invalid-json case tolerant; ensure prefab modify test patches transport correctly

* ci: allow manual dispatch for Unity EditMode tests (workflow_dispatch)

---------

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>
2025-10-24 11:43:26 -07:00
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 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 f6796e61f7
Autoformat (#297) 2025-09-30 16:25:33 -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