61 lines
2.5 KiB
Python
61 lines
2.5 KiB
Python
import base64
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from typing import Annotated, Any, Literal
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from fastmcp import Context
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from registry import mcp_for_unity_tool
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from unity_connection import send_command_with_retry
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@mcp_for_unity_tool(
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description="Manages shader scripts in Unity (create, read, update, delete)."
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)
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def manage_shader(
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ctx: Context,
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action: Annotated[Literal['create', 'read', 'update', 'delete'], "Perform CRUD operations on shader scripts."],
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name: Annotated[str, "Shader name (no .cs extension)"],
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path: Annotated[str, "Asset path (default: \"Assets/\")"],
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contents: Annotated[str,
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"Shader code for 'create'/'update'"] | None = None,
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) -> dict[str, Any]:
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ctx.info(f"Processing manage_shader: {action}")
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try:
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# Prepare parameters for Unity
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params = {
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"action": action,
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"name": name,
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"path": path,
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}
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# Base64 encode the contents if they exist to avoid JSON escaping issues
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if contents is not None:
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if action in ['create', 'update']:
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# Encode content for safer transmission
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params["encodedContents"] = base64.b64encode(
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contents.encode('utf-8')).decode('utf-8')
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params["contentsEncoded"] = True
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else:
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params["contents"] = contents
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# Remove None values so they don't get sent as null
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params = {k: v for k, v in params.items() if v is not None}
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# Send command via centralized retry helper
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response = send_command_with_retry("manage_shader", params)
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# Process response from Unity
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if isinstance(response, dict) and response.get("success"):
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# If the response contains base64 encoded content, decode it
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if response.get("data", {}).get("contentsEncoded"):
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decoded_contents = base64.b64decode(
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response["data"]["encodedContents"]).decode('utf-8')
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response["data"]["contents"] = decoded_contents
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del response["data"]["encodedContents"]
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del response["data"]["contentsEncoded"]
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return {"success": True, "message": response.get("message", "Operation successful."), "data": response.get("data")}
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return response if isinstance(response, dict) else {"success": False, "message": str(response)}
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except Exception as e:
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# Handle Python-side errors (e.g., connection issues)
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return {"success": False, "message": f"Python error managing shader: {str(e)}"}
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