from mcp.server.fastmcp import FastMCP, Context from typing import Dict, Any from unity_connection import get_unity_connection, send_command_with_retry from config import config import time import os import base64 def register_manage_shader_tools(mcp: FastMCP): """Register all shader script management tools with the MCP server.""" @mcp.tool() def manage_shader( ctx: Context, action: str, name: str, path: str, contents: str, ) -> Dict[str, Any]: """Manages shader scripts in Unity (create, read, update, delete). Args: action: Operation ('create', 'read', 'update', 'delete'). name: Shader name (no .cs extension). path: Asset path (default: "Assets/"). contents: Shader code for 'create'/'update'. Returns: Dictionary with results ('success', 'message', 'data'). """ try: # Prepare parameters for Unity params = { "action": action, "name": name, "path": path, } # Base64 encode the contents if they exist to avoid JSON escaping issues if contents is not None: if action in ['create', 'update']: # Encode content for safer transmission params["encodedContents"] = base64.b64encode(contents.encode('utf-8')).decode('utf-8') params["contentsEncoded"] = True else: params["contents"] = contents # Remove None values so they don't get sent as null params = {k: v for k, v in params.items() if v is not None} # Send command via centralized retry helper response = send_command_with_retry("manage_shader", params) # Process response from Unity if isinstance(response, dict) and response.get("success"): # If the response contains base64 encoded content, decode it if response.get("data", {}).get("contentsEncoded"): decoded_contents = base64.b64decode(response["data"]["encodedContents"]).decode('utf-8') response["data"]["contents"] = decoded_contents del response["data"]["encodedContents"] del response["data"]["contentsEncoded"] return {"success": True, "message": response.get("message", "Operation successful."), "data": response.get("data")} return response if isinstance(response, dict) else {"success": False, "message": str(response)} except Exception as e: # Handle Python-side errors (e.g., connection issues) return {"success": False, "message": f"Python error managing shader: {str(e)}"}