185 lines
7.1 KiB
C#
185 lines
7.1 KiB
C#
using System;
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using System.Threading;
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using System.Threading.Tasks;
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using MCPForUnity.Editor.Helpers;
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using MCPForUnity.Editor.Services;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEditor.Compilation;
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namespace MCPForUnity.Editor.Tools
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{
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/// <summary>
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/// Explicitly refreshes Unity's asset database and optionally requests a script compilation.
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/// This is side-effectful and should be treated as a tool.
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/// </summary>
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[McpForUnityTool("refresh_unity", AutoRegister = false)]
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public static class RefreshUnity
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{
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private const int DefaultWaitTimeoutSeconds = 60;
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public static async Task<object> HandleCommand(JObject @params)
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{
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string mode = @params?["mode"]?.ToString() ?? "if_dirty";
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string scope = @params?["scope"]?.ToString() ?? "all";
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string compile = @params?["compile"]?.ToString() ?? "none";
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bool waitForReady = false;
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try
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{
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var waitToken = @params?["wait_for_ready"];
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if (waitToken != null && bool.TryParse(waitToken.ToString(), out var parsed))
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{
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waitForReady = parsed;
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}
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}
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catch
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{
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// ignore parse failures
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}
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if (TestRunStatus.IsRunning)
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{
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return new ErrorResponse("tests_running", new
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{
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reason = "tests_running",
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retry_after_ms = 5000
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});
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}
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bool refreshTriggered = false;
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bool compileRequested = false;
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try
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{
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// Best-effort semantics: if_dirty currently behaves like force unless future dirty signals are added.
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bool shouldRefresh = string.Equals(mode, "force", StringComparison.OrdinalIgnoreCase)
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|| string.Equals(mode, "if_dirty", StringComparison.OrdinalIgnoreCase);
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if (shouldRefresh)
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{
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if (string.Equals(scope, "scripts", StringComparison.OrdinalIgnoreCase))
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{
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// For scripts, requesting compilation is usually the meaningful action.
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// We avoid a heavyweight full refresh by default.
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}
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else
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{
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);
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refreshTriggered = true;
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}
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}
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if (string.Equals(compile, "request", StringComparison.OrdinalIgnoreCase))
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{
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CompilationPipeline.RequestScriptCompilation();
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compileRequested = true;
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}
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if (string.Equals(scope, "all", StringComparison.OrdinalIgnoreCase) && !refreshTriggered)
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{
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// If the caller asked for "all" and we skipped refresh above (e.g., scripts-only path),
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// do a lightweight refresh now. Use ForceSynchronousImport to ensure the refresh
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// completes before returning, preventing stalls when Unity is backgrounded.
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AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
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refreshTriggered = true;
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}
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}
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catch (Exception ex)
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{
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return new ErrorResponse($"refresh_failed: {ex.Message}");
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}
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// Unity 6+ fix: Skip wait_for_ready when compile was requested.
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// The EditorApplication.update polling in WaitForUnityReadyAsync doesn't survive
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// domain reloads properly in Unity 6+, causing infinite compilation loops.
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// When compilation is requested, return immediately and let client poll editor_state.
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// Earlier Unity versions retain the original behavior.
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#if UNITY_6000_0_OR_NEWER
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bool shouldWaitForReady = waitForReady && !compileRequested;
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#else
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bool shouldWaitForReady = waitForReady;
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#endif
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if (shouldWaitForReady)
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{
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try
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{
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await WaitForUnityReadyAsync(
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TimeSpan.FromSeconds(DefaultWaitTimeoutSeconds)).ConfigureAwait(true);
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}
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catch (TimeoutException)
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{
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return new ErrorResponse("refresh_timeout_waiting_for_ready", new
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{
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refresh_triggered = refreshTriggered,
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compile_requested = compileRequested,
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resulting_state = "unknown",
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});
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}
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catch (Exception ex)
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{
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return new ErrorResponse($"refresh_wait_failed: {ex.Message}");
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}
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}
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string resultingState = EditorApplication.isCompiling
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? "compiling"
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: (EditorApplication.isUpdating ? "asset_import" : "idle");
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return new SuccessResponse("Refresh requested.", new
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{
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refresh_triggered = refreshTriggered,
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compile_requested = compileRequested,
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resulting_state = resultingState,
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hint = shouldWaitForReady
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? "Unity refresh completed; editor should be ready."
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: "If Unity enters compilation/domain reload, poll editor_state until ready_for_tools is true."
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});
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}
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private static Task WaitForUnityReadyAsync(TimeSpan timeout)
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{
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var tcs = new TaskCompletionSource<bool>(TaskCreationOptions.RunContinuationsAsynchronously);
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var start = DateTime.UtcNow;
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void Tick()
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{
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try
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{
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if (tcs.Task.IsCompleted)
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{
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EditorApplication.update -= Tick;
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return;
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}
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if ((DateTime.UtcNow - start) > timeout)
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{
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EditorApplication.update -= Tick;
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tcs.TrySetException(new TimeoutException());
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return;
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}
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if (!EditorApplication.isCompiling
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&& !EditorApplication.isUpdating
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&& !TestRunStatus.IsRunning
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&& !EditorApplication.isPlayingOrWillChangePlaymode)
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{
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EditorApplication.update -= Tick;
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tcs.TrySetResult(true);
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}
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}
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catch (Exception ex)
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{
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EditorApplication.update -= Tick;
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tcs.TrySetException(ex);
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}
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}
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EditorApplication.update += Tick;
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// Nudge Unity to pump once in case update is throttled.
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try { EditorApplication.QueuePlayerLoopUpdate(); } catch { }
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return tcs.Task;
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}
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}
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}
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