using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using MCPForUnity.Editor.Helpers; // For Response class
using MCPForUnity.Runtime.Helpers; // For ScreenshotUtility
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;

namespace MCPForUnity.Editor.Tools
{
    /// <summary>
    /// Handles scene management operations like loading, saving, creating, and querying hierarchy.
    /// </summary>
    [McpForUnityTool("manage_scene", AutoRegister = false)]
    public static class ManageScene
    {
        private sealed class SceneCommand
        {
            public string action { get; set; } = string.Empty;
            public string name { get; set; } = string.Empty;
            public string path { get; set; } = string.Empty;
            public int? buildIndex { get; set; }
            public string fileName { get; set; } = string.Empty;
            public int? superSize { get; set; }

            // screenshot: camera selection, inline image, batch, view positioning
            public string camera { get; set; }
            public string captureSource { get; set; }   // "game_view" (default) or "scene_view"
            public bool? includeImage { get; set; }
            public int? maxResolution { get; set; }
            public string outputFolder { get; set; }    // optional override; null falls back to user pref / Assets/Screenshots
            public string batch { get; set; }           // "surround" or "orbit" for multi-angle batch capture
            public JToken viewTarget { get; set; }       // GO reference or [x,y,z] to focus on before capture
            public Vector3? viewPosition { get; set; }  // camera position for view-based capture
            public Vector3? viewRotation { get; set; }  // euler rotation for view-based capture

            // orbit batch params
            public int? orbitAngles { get; set; }       // number of azimuth samples (default 8)
            public float[] orbitElevations { get; set; } // elevation angles in degrees (default [0, 30, -15])
            public float? orbitDistance { get; set; }    // camera distance from target (default auto from bounds)
            public float? orbitFov { get; set; }         // camera FOV in degrees (default 60)

            // scene_view_frame
            public JToken sceneViewTarget { get; set; }

            // get_hierarchy paging + safety (summary-first)
            public JToken parent { get; set; }
            public int? pageSize { get; set; }
            public int? cursor { get; set; }
            public int? maxNodes { get; set; }
            public int? maxDepth { get; set; }
            public int? maxChildrenPerNode { get; set; }
            public bool? includeTransform { get; set; }

            // Multi-scene editing
            public string sceneName { get; set; }
            public string scenePath { get; set; }
            public string target { get; set; }           // GO reference for move_to_scene
            public bool? removeScene { get; set; }       // for close_scene
            public bool? additive { get; set; }          // for load additive mode
            public string template { get; set; }         // for create with template
            public bool? autoRepair { get; set; }        // for validate with auto-repair
        }

        private static float[] ParseFloatArray(JToken token)
        {
            if (token == null || token.Type == JTokenType.Null) return null;
            if (token.Type == JTokenType.Array)
            {
                var arr = (JArray)token;
                var result = new float[arr.Count];
                for (int i = 0; i < arr.Count; i++)
                {
                    try
                    {
                        result[i] = arr[i].ToObject<float>();
                    }
                    catch (Exception ex)
                    {
                        throw new Newtonsoft.Json.JsonException(
                            $"Failed to parse float at index {i}: '{arr[i]}'", ex);
                    }
                }
                return result;
            }
            // Single value → array of one
            var single = ParamCoercion.CoerceFloatNullable(token);
            return single.HasValue ? new[] { single.Value } : null;
        }

        private static SceneCommand ToSceneCommand(JObject p)
        {
            if (p == null) return new SceneCommand();
            var toolParams = new ToolParams(p);
            return new SceneCommand
            {
                action = (p["action"]?.ToString() ?? string.Empty).Trim().ToLowerInvariant(),
                name = p["name"]?.ToString() ?? string.Empty,
                path = p["path"]?.ToString() ?? string.Empty,
                buildIndex = ParamCoercion.CoerceIntNullable(p["buildIndex"] ?? p["build_index"]),
                fileName = (p["fileName"] ?? p["filename"])?.ToString() ?? string.Empty,
                superSize = ParamCoercion.CoerceIntNullable(p["superSize"] ?? p["super_size"] ?? p["supersize"]),

                // screenshot: camera selection, inline image, batch, view positioning
                camera = (p["camera"])?.ToString(),
                captureSource = toolParams.Get("capture_source"),
                includeImage = ParamCoercion.CoerceBoolNullable(p["includeImage"] ?? p["include_image"]),
                maxResolution = ParamCoercion.CoerceIntNullable(p["maxResolution"] ?? p["max_resolution"]),
                outputFolder = (p["outputFolder"] ?? p["output_folder"])?.ToString(),
                batch = (p["batch"])?.ToString(),
                viewTarget = p["viewTarget"] ?? p["view_target"],
                viewPosition = VectorParsing.ParseVector3(p["viewPosition"] ?? p["view_position"]),
                viewRotation = VectorParsing.ParseVector3(p["viewRotation"] ?? p["view_rotation"]),

                // orbit batch params
                orbitAngles = ParamCoercion.CoerceIntNullable(p["orbitAngles"] ?? p["orbit_angles"]),
                orbitElevations = ParseFloatArray(p["orbitElevations"] ?? p["orbit_elevations"]),
                orbitDistance = ParamCoercion.CoerceFloatNullable(p["orbitDistance"] ?? p["orbit_distance"]),
                orbitFov = ParamCoercion.CoerceFloatNullable(p["orbitFov"] ?? p["orbit_fov"]),

                // scene_view_frame
                sceneViewTarget = toolParams.GetRaw("scene_view_target"),

                // get_hierarchy paging + safety
                parent = p["parent"],
                pageSize = ParamCoercion.CoerceIntNullable(p["pageSize"] ?? p["page_size"]),
                cursor = ParamCoercion.CoerceIntNullable(p["cursor"]),
                maxNodes = ParamCoercion.CoerceIntNullable(p["maxNodes"] ?? p["max_nodes"]),
                maxDepth = ParamCoercion.CoerceIntNullable(p["maxDepth"] ?? p["max_depth"]),
                maxChildrenPerNode = ParamCoercion.CoerceIntNullable(p["maxChildrenPerNode"] ?? p["max_children_per_node"]),
                includeTransform = ParamCoercion.CoerceBoolNullable(p["includeTransform"] ?? p["include_transform"]),

                // Multi-scene editing
                sceneName = (p["sceneName"] ?? p["scene_name"])?.ToString(),
                scenePath = (p["scenePath"] ?? p["scene_path"])?.ToString(),
                target = (p["target"])?.ToString(),
                removeScene = ParamCoercion.CoerceBoolNullable(p["removeScene"] ?? p["remove_scene"]),
                additive = ParamCoercion.CoerceBoolNullable(p["additive"]),
                template = (p["template"])?.ToString()?.ToLowerInvariant(),
                autoRepair = ParamCoercion.CoerceBoolNullable(p["autoRepair"] ?? p["auto_repair"]),
            };
        }

        private static Scene? FindLoadedScene(string sceneName, string scenePath)
        {
            for (int i = 0; i < SceneManager.sceneCount; i++)
            {
                var scene = SceneManager.GetSceneAt(i);
                if (!string.IsNullOrEmpty(scenePath) && scene.path == scenePath)
                    return scene;
                if (!string.IsNullOrEmpty(sceneName) && scene.name == sceneName)
                    return scene;
            }
            return null;
        }

        /// <summary>
        /// Main handler for scene management actions.
        /// </summary>
        public static object HandleCommand(JObject @params)
        {
            try { McpLog.Info("[ManageScene] HandleCommand: start", always: false); } catch { }
            var cmd = ToSceneCommand(@params);
            string action = cmd.action;
            string name = string.IsNullOrEmpty(cmd.name) ? null : cmd.name;
            string path = string.IsNullOrEmpty(cmd.path) ? null : cmd.path; // Relative to Assets/
            int? buildIndex = cmd.buildIndex;
            // bool loadAdditive = @params["loadAdditive"]?.ToObject<bool>() ?? false; // Example for future extension

            // Ensure path is relative to Assets/, removing any leading "Assets/"
            string relativeDir = path ?? string.Empty;
            if (!string.IsNullOrEmpty(relativeDir))
            {
                relativeDir = AssetPathUtility.NormalizeSeparators(relativeDir).Trim('/');
                if (relativeDir.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
                {
                    relativeDir = relativeDir.Substring("Assets/".Length).TrimStart('/');
                }
                // If path ends with .unity, it's a full scene path — extract just the directory
                if (relativeDir.EndsWith(".unity", StringComparison.OrdinalIgnoreCase))
                {
                    string dirPart = Path.GetDirectoryName(relativeDir);
                    relativeDir = string.IsNullOrEmpty(dirPart)
                        ? string.Empty
                        : AssetPathUtility.NormalizeSeparators(dirPart);
                }
            }

            // Apply default *after* sanitizing, using the original path variable for the check
            if (string.IsNullOrEmpty(path) && action == "create") // Check original path for emptiness
            {
                relativeDir = "Scenes"; // Default relative directory
            }

            if (string.IsNullOrEmpty(action))
            {
                return new ErrorResponse("Action parameter is required.");
            }

            string sceneFileName = string.IsNullOrEmpty(name) ? null : $"{name}.unity";
            // Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName
            string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets)
            string fullPath = string.IsNullOrEmpty(sceneFileName)
                ? null
                : Path.Combine(fullPathDir, sceneFileName);
            // Ensure relativePath always starts with "Assets/" and uses forward slashes
            string relativePath = string.IsNullOrEmpty(sceneFileName)
                ? null
                : AssetPathUtility.NormalizeSeparators(Path.Combine("Assets", relativeDir, sceneFileName));

            // Ensure directory exists for 'create'
            if (action == "create" && !string.IsNullOrEmpty(fullPathDir))
            {
                try
                {
                    Directory.CreateDirectory(fullPathDir);
                }
                catch (Exception e)
                {
                    return new ErrorResponse(
                        $"Could not create directory '{fullPathDir}': {e.Message}"
                    );
                }
            }

            // Route action
            try { McpLog.Info($"[ManageScene] Route action='{action}' name='{name}' path='{path}' buildIndex={(buildIndex.HasValue ? buildIndex.Value.ToString() : "null")}", always: false); } catch { }
            switch (action)
            {
                case "create":
                    if (string.IsNullOrEmpty(name))
                        return new ErrorResponse(
                            "'name' parameter is required for 'create' action. 'path' is optional (defaults to 'Assets/Scenes/')."
                        );
                    if (!string.IsNullOrEmpty(cmd.template))
                        return CreateSceneFromTemplate(fullPath, relativePath, cmd.template);
                    return CreateScene(fullPath, relativePath);
                case "load":
                    // Loading can be done by path/name or build index
                    // When path ends with .unity and no name is given, use path directly as the scene path
                    string loadPath = relativePath;
                    if (string.IsNullOrEmpty(loadPath) && !string.IsNullOrEmpty(path))
                        loadPath = AssetPathUtility.NormalizeSeparators(
                            path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase)
                                ? path : "Assets/" + path);
                    if (!string.IsNullOrEmpty(loadPath))
                    {
                        if (cmd.additive == true)
                            return LoadSceneAdditive(loadPath);
                        return LoadScene(loadPath);
                    }
                    else if (buildIndex.HasValue)
                        return LoadScene(buildIndex.Value);
                    else
                        return new ErrorResponse(
                            "Either 'name'/'path' or 'buildIndex' must be provided for 'load' action."
                        );
                case "save":
                    // Save current scene, optionally to a new path
                    return SaveScene(fullPath, relativePath);
                case "get_hierarchy":
                    try { McpLog.Info("[ManageScene] get_hierarchy: entering", always: false); } catch { }
                    var gh = GetSceneHierarchyPaged(cmd);
                    try { McpLog.Info("[ManageScene] get_hierarchy: exiting", always: false); } catch { }
                    return gh;
                case "get_active":
                    try { McpLog.Info("[ManageScene] get_active: entering", always: false); } catch { }
                    var ga = GetActiveSceneInfo();
                    try { McpLog.Info("[ManageScene] get_active: exiting", always: false); } catch { }
                    return ga;
                case "get_build_settings":
                    return GetBuildSettingsScenes();
                case "screenshot":
                    return CaptureScreenshot(cmd);
                case "scene_view_frame":
                    return FrameSceneView(cmd);

                // Multi-scene editing
                case "close_scene":
                    return CloseScene(cmd);
                case "set_active_scene":
                    return SetActiveScene(cmd);
                case "get_loaded_scenes":
                    return GetLoadedScenes();
                case "move_to_scene":
                    return MoveToScene(cmd);
                case "modify_build_settings":
                    return new ErrorResponse(
                        "Build settings management has moved to manage_build (action='scenes'). "
                        + "Use manage_build to add, remove, or configure scenes in build settings.");

                // Scene validation
                case "validate":
                    return ValidateScene(cmd.autoRepair == true);

                default:
                    return new ErrorResponse(
                        $"Unknown action: '{action}'. Valid actions: create, load, save, get_hierarchy, get_active, get_build_settings, screenshot, scene_view_frame, close_scene, set_active_scene, get_loaded_scenes, move_to_scene, validate. For build settings, use manage_build."
                    );
            }
        }

        /// <summary>
        /// Captures a screenshot to Assets/Screenshots and returns a response payload.
        /// Public so the tools UI can reuse the same logic without duplicating parameters.
        /// Available in both Edit Mode and Play Mode.
        /// </summary>
        public static object ExecuteScreenshot(string fileName = null, int? superSize = null)
        {
            var cmd = new SceneCommand { fileName = fileName ?? string.Empty, superSize = superSize };
            return CaptureScreenshot(cmd);
        }

        /// <summary>
        /// Captures a 6-angle contact-sheet around the scene bounds centre.
        /// Public so the tools UI can reuse the same logic.
        /// </summary>
        /// <summary>
        /// Captures the active Scene View viewport to a PNG asset.
        /// Public so the tools UI can reuse the same logic.
        /// </summary>
        public static object ExecuteSceneViewScreenshot(string fileName = null)
        {
            var cmd = new SceneCommand { fileName = fileName ?? string.Empty };
            return CaptureSceneViewScreenshot(cmd, cmd.fileName, 1, false, 0);
        }

        public static object ExecuteMultiviewScreenshot(int maxResolution = 480)
        {
            var cmd = new SceneCommand { maxResolution = maxResolution };
            return CaptureSurroundBatch(cmd);
        }

        private static object CreateScene(string fullPath, string relativePath)
        {
            if (File.Exists(fullPath))
            {
                return new ErrorResponse($"Scene already exists at '{relativePath}'.");
            }

            try
            {
                // Create a new empty scene
                Scene newScene = EditorSceneManager.NewScene(
                    NewSceneSetup.EmptyScene,
                    NewSceneMode.Single
                );
                // Save it to the specified path
                bool saved = EditorSceneManager.SaveScene(newScene, relativePath);

                if (saved)
                {
                    AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); // Ensure Unity sees the new scene file
                    return new SuccessResponse(
                        $"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.",
                        new { path = relativePath }
                    );
                }
                else
                {
                    // If SaveScene fails, it might leave an untitled scene open.
                    // Optionally try to close it, but be cautious.
                    return new ErrorResponse($"Failed to save new scene to '{relativePath}'.");
                }
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error creating scene '{relativePath}': {e.Message}");
            }
        }

        private static object LoadScene(string relativePath)
        {
            if (
                !File.Exists(
                    Path.Combine(
                        Application.dataPath.Substring(
                            0,
                            Application.dataPath.Length - "Assets".Length
                        ),
                        relativePath
                    )
                )
            )
            {
                return new ErrorResponse($"Scene file not found at '{relativePath}'.");
            }

            // Check for unsaved changes in the current scene
            if (EditorSceneManager.GetActiveScene().isDirty)
            {
                // Optionally prompt the user or save automatically before loading
                return new ErrorResponse(
                    "Current scene has unsaved changes. Please save or discard changes before loading a new scene."
                );
                // Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
                // if (!saveOK) return new ErrorResponse("Load cancelled by user.");
            }

            try
            {
                EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single);
                return new SuccessResponse(
                    $"Scene '{relativePath}' loaded successfully.",
                    new
                    {
                        path = relativePath,
                        name = Path.GetFileNameWithoutExtension(relativePath),
                    }
                );
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error loading scene '{relativePath}': {e.Message}");
            }
        }

        private static object LoadScene(int buildIndex)
        {
            if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings)
            {
                return new ErrorResponse(
                    $"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}."
                );
            }

            // Check for unsaved changes
            if (EditorSceneManager.GetActiveScene().isDirty)
            {
                return new ErrorResponse(
                    "Current scene has unsaved changes. Please save or discard changes before loading a new scene."
                );
            }

            try
            {
                string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex);
                EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
                return new SuccessResponse(
                    $"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.",
                    new
                    {
                        path = scenePath,
                        name = Path.GetFileNameWithoutExtension(scenePath),
                        buildIndex = buildIndex,
                    }
                );
            }
            catch (Exception e)
            {
                return new ErrorResponse(
                    $"Error loading scene with build index {buildIndex}: {e.Message}"
                );
            }
        }

        private static object SaveScene(string fullPath, string relativePath)
        {
            try
            {
                Scene currentScene = EditorSceneManager.GetActiveScene();
                if (!currentScene.IsValid())
                {
                    return new ErrorResponse("No valid scene is currently active to save.");
                }

                bool saved;
                string finalPath = currentScene.path; // Path where it was last saved or will be saved

                if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath)
                {
                    // Save As...
                    // Ensure directory exists
                    string dir = Path.GetDirectoryName(fullPath);
                    if (!Directory.Exists(dir))
                        Directory.CreateDirectory(dir);

                    saved = EditorSceneManager.SaveScene(currentScene, relativePath);
                    finalPath = relativePath;
                }
                else
                {
                    // Save (overwrite existing or save untitled)
                    if (string.IsNullOrEmpty(currentScene.path))
                    {
                        // Scene is untitled, needs a path
                        return new ErrorResponse(
                            "Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality."
                        );
                    }
                    saved = EditorSceneManager.SaveScene(currentScene);
                }

                if (saved)
                {
                    AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
                    return new SuccessResponse(
                        $"Scene '{currentScene.name}' saved successfully to '{finalPath}'.",
                        new { path = finalPath, name = currentScene.name }
                    );
                }
                else
                {
                    return new ErrorResponse($"Failed to save scene '{currentScene.name}'.");
                }
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error saving scene: {e.Message}");
            }
        }

        private static object CaptureScreenshot(SceneCommand cmd)
        {
            try
            {
                string fileName = cmd.fileName;
                int resolvedSuperSize = (cmd.superSize.HasValue && cmd.superSize.Value > 0) ? cmd.superSize.Value : 1;
                bool includeImage = cmd.includeImage ?? false;
                int maxResolution = cmd.maxResolution ?? 0; // 0 = let ScreenshotUtility default to 640
                string cameraRef = cmd.camera;
                string captureSource = string.IsNullOrWhiteSpace(cmd.captureSource)
                    ? "game_view"
                    : cmd.captureSource.Trim().ToLowerInvariant();

                if (captureSource != "game_view" && captureSource != "scene_view")
                {
                    return new ErrorResponse(
                        $"Invalid capture_source '{cmd.captureSource}'. Valid values: 'game_view', 'scene_view'.");
                }

                if (captureSource == "scene_view")
                {
                    if (resolvedSuperSize > 1)
                    {
                        return new ErrorResponse(
                            "capture_source='scene_view' does not support super_size above 1. Remove 'super_size' or use capture_source='game_view'.");
                    }
                    if (!string.IsNullOrEmpty(cmd.batch))
                    {
                        return new ErrorResponse(
                            "capture_source='scene_view' does not support batch modes. Use capture_source='game_view' for batch capture.");
                    }
                    if (cmd.viewPosition.HasValue || cmd.viewRotation.HasValue)
                    {
                        return new ErrorResponse(
                            "capture_source='scene_view' does not support view_position/view_rotation. Use view_target to frame a Scene View object.");
                    }
                    if (!string.IsNullOrEmpty(cameraRef))
                    {
                        return new ErrorResponse(
                            "capture_source='scene_view' does not support camera selection. Remove 'camera' or use capture_source='game_view'.");
                    }
                    return CaptureSceneViewScreenshot(cmd, fileName, resolvedSuperSize, includeImage, maxResolution);
                }

                // Batch capture (e.g., "surround" for 6 angles around the scene)
                if (!string.IsNullOrEmpty(cmd.batch))
                {
                    if (cmd.batch.Equals("surround", StringComparison.OrdinalIgnoreCase))
                        return CaptureSurroundBatch(cmd);
                    if (cmd.batch.Equals("orbit", StringComparison.OrdinalIgnoreCase))
                        return CaptureOrbitBatch(cmd);
                    return new ErrorResponse($"Unknown batch mode: '{cmd.batch}'. Valid modes: 'surround', 'orbit'.");
                }

                // Positioned view-based capture (creates temp camera at view_position, aimed at view_target)
                if ((cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null) || cmd.viewPosition.HasValue)
                {
                    return CapturePositionedScreenshot(cmd);
                }

                // Batch mode warning
                if (Application.isBatchMode)
                {
                    McpLog.Warn("[ManageScene] Screenshot capture in batch mode uses camera-based fallback. Results may vary.");
                }

                // Resolve camera target
                Camera targetCamera = null;
                if (!string.IsNullOrEmpty(cameraRef))
                {
                    targetCamera = ResolveCamera(cameraRef);
                    if (targetCamera == null)
                    {
                        return new ErrorResponse($"Camera '{cameraRef}' not found. Provide a Camera GameObject name, path, or instance ID.");
                    }
                }

                // When include_image is requested but no specific camera, use composited capture
                // (ScreenCapture.CaptureScreenshotAsTexture) which captures UI Toolkit overlays.
                // When a specific camera IS requested, use camera-based capture.
                if (targetCamera != null)
                {
                    if (!Application.isBatchMode) EnsureGameView();

                    string folderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
                    ScreenshotCaptureResult result = ScreenshotUtility.CaptureFromCameraToProjectFolder(
                        targetCamera, fileName, resolvedSuperSize, ensureUniqueFileName: true,
                        includeImage: includeImage, maxResolution: maxResolution,
                        folderOverride: folderOverride);

                    if (ScreenshotUtility.IsUnderAssets(result.ProjectRelativePath))
                        AssetDatabase.ImportAsset(result.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
                    string message = $"Screenshot captured to '{result.ProjectRelativePath}' (camera: {targetCamera.name}).";
                    return new SuccessResponse(message, BuildScreenshotResponseData(result, targetCamera.name, includeImage));
                }

                if (includeImage && Application.isPlaying)
                {
                    if (!Application.isBatchMode) EnsureGameView();

                    string folderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
                    ScreenshotCaptureResult result = ScreenshotUtility.CaptureComposited(
                        fileName, resolvedSuperSize, ensureUniqueFileName: true,
                        includeImage: true, maxResolution: maxResolution,
                        folderOverride: folderOverride);

                    if (ScreenshotUtility.IsUnderAssets(result.ProjectRelativePath))
                        AssetDatabase.ImportAsset(result.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
                    string cameraName = Camera.main != null ? Camera.main.name : "composited";
                    string message = $"Screenshot captured to '{result.ProjectRelativePath}' (camera: {cameraName}).";
                    return new SuccessResponse(message, BuildScreenshotResponseData(result, cameraName, includeImage: true));
                }

                if (includeImage)
                {
                    // Not in play mode — fall back to camera-based capture
                    targetCamera = Camera.main;
                    if (targetCamera == null)
                    {
                        var allCams = UnityFindObjectsCompat.FindAll<Camera>();
                        targetCamera = allCams.Length > 0 ? allCams[0] : null;
                    }
                    if (targetCamera == null)
                    {
                        return new ErrorResponse("No camera found in the scene. Add a Camera to use screenshot with include_image outside of Play mode.");
                    }

                    if (!Application.isBatchMode) EnsureGameView();

                    string folderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
                    ScreenshotCaptureResult result;
                    try
                    {
                        result = ScreenshotUtility.CaptureFromCameraToProjectFolder(
                            targetCamera, fileName, resolvedSuperSize, ensureUniqueFileName: true,
                            includeImage: includeImage, maxResolution: maxResolution,
                            folderOverride: folderOverride);
                    }
                    catch (InvalidOperationException ex)
                    {
                        return new ErrorResponse(ex.Message);
                    }
                    if (ScreenshotUtility.IsUnderAssets(result.ProjectRelativePath))
                        AssetDatabase.ImportAsset(result.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
                    string message = $"Screenshot captured to '{result.ProjectRelativePath}' (camera: {targetCamera.name}).";

                    var data = new Dictionary<string, object>
                    {
                        { "path", result.ProjectRelativePath },
                        { "fullPath", result.FullPath },
                        { "superSize", result.SuperSize },
                        { "isAsync", false },
                        { "camera", targetCamera.name },
                        { "captureSource", "game_view" },
                    };
                    if (includeImage && result.ImageBase64 != null)
                    {
                        data["imageBase64"] = result.ImageBase64;
                        data["imageWidth"] = result.ImageWidth;
                        data["imageHeight"] = result.ImageHeight;
                    }
                    return new SuccessResponse(message, BuildScreenshotResponseData(result, targetCamera.name, includeImage));
                }

                // Default path: ScreenCapture API for 2022.1+, camera fallback required on older versions.
#if !UNITY_2022_1_OR_NEWER
                bool hasCameraFallback = Camera.main != null || UnityFindObjectsCompat.FindAll<Camera>().Length > 0;
                if (!hasCameraFallback)
                {
                    return new ErrorResponse(
                        "No camera found in the scene. Screenshot capture on Unity versions before 2022.1 requires a Camera in the scene."
                    );
                }
#endif

                if (!Application.isBatchMode) EnsureGameView();

                string defaultFolderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
                ScreenshotCaptureResult defaultResult;
                try
                {
                    defaultResult = ScreenshotUtility.CaptureToProjectFolder(
                        fileName, resolvedSuperSize, ensureUniqueFileName: true,
                        folderOverride: defaultFolderOverride);
                }
                catch (InvalidOperationException ex)
                {
                    return new ErrorResponse(ex.Message);
                }

                if (ScreenshotUtility.IsUnderAssets(defaultResult.ProjectRelativePath))
                {
                    if (defaultResult.IsAsync)
                        ScheduleAssetImportWhenFileExists(defaultResult.ProjectRelativePath, defaultResult.FullPath, timeoutSeconds: 30.0);
                    else
                        AssetDatabase.ImportAsset(defaultResult.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
                }

                string verb = defaultResult.IsAsync ? "Screenshot requested" : "Screenshot captured";
                return new SuccessResponse(
                    $"{verb} to '{defaultResult.ProjectRelativePath}'.",
                    new
                    {
                        path = defaultResult.ProjectRelativePath,
                        fullPath = defaultResult.FullPath,
                        superSize = defaultResult.SuperSize,
                        isAsync = defaultResult.IsAsync,
                        captureSource = "game_view",
                    }
                );
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error capturing screenshot: {e.Message}");
            }
        }

        private static Dictionary<string, object> BuildScreenshotResponseData(
            ScreenshotCaptureResult result,
            string cameraName,
            bool includeImage)
        {
            var data = new Dictionary<string, object>
            {
                { "path", result.ProjectRelativePath },
                { "fullPath", result.FullPath },
                { "superSize", result.SuperSize },
                { "isAsync", false },
                { "camera", cameraName },
                { "captureSource", "game_view" },
            };

            if (includeImage && result.ImageBase64 != null)
            {
                data["imageBase64"] = result.ImageBase64;
                data["imageWidth"] = result.ImageWidth;
                data["imageHeight"] = result.ImageHeight;
            }

            return data;
        }

        private static object CaptureSceneViewScreenshot(
            SceneCommand cmd,
            string fileName,
            int resolvedSuperSize,
            bool includeImage,
            int maxResolution)
        {
            if (Application.isBatchMode)
            {
                return new ErrorResponse("capture_source='scene_view' is not supported in batch mode.");
            }

            var sceneView = SceneView.lastActiveSceneView;
            if (sceneView == null)
            {
                return new ErrorResponse(
                    "No active Scene View found. Open a Scene View window first, then retry screenshot with capture_source='scene_view'.");
            }

            if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
            {
                var frameResult = FrameSceneView(new SceneCommand { sceneViewTarget = cmd.viewTarget });
                if (frameResult is ErrorResponse)
                {
                    return frameResult;
                }
            }

            try
            {
                string sceneViewFolderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
                ScreenshotCaptureResult result;
                int viewportWidth;
                int viewportHeight;
                try
                {
                    result = EditorWindowScreenshotUtility.CaptureSceneViewViewportToProject(
                        sceneView,
                        fileName,
                        resolvedSuperSize,
                        ensureUniqueFileName: true,
                        includeImage: includeImage,
                        maxResolution: maxResolution,
                        out viewportWidth,
                        out viewportHeight,
                        folderOverride: sceneViewFolderOverride);
                }
                catch (InvalidOperationException ex) when (ex.Message.StartsWith("Screenshot folder", StringComparison.Ordinal))
                {
                    return new ErrorResponse(ex.Message);
                }

                if (ScreenshotUtility.IsUnderAssets(result.ProjectRelativePath))
                    AssetDatabase.ImportAsset(result.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
                string sceneViewName = sceneView.titleContent?.text ?? "Scene";

                var data = new Dictionary<string, object>
                {
                    { "path", result.ProjectRelativePath },
                    { "fullPath", result.FullPath },
                    { "superSize", result.SuperSize },
                    { "isAsync", false },
                    { "camera", sceneView.camera != null ? sceneView.camera.name : "SceneCamera" },
                    { "captureSource", "scene_view" },
                    { "captureMode", "scene_view_viewport" },
                    { "sceneViewName", sceneViewName },
                    { "viewportWidth", viewportWidth },
                    { "viewportHeight", viewportHeight },
                };

                if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
                {
                    data["viewTarget"] = cmd.viewTarget;
                }

                if (includeImage && result.ImageBase64 != null)
                {
                    data["imageBase64"] = result.ImageBase64;
                    data["imageWidth"] = result.ImageWidth;
                    data["imageHeight"] = result.ImageHeight;
                }

                return new SuccessResponse(
                    $"Scene View screenshot captured to '{result.ProjectRelativePath}' (scene view: {sceneViewName}).",
                    data);
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error capturing Scene View screenshot: {e.Message}");
            }
        }

        /// <summary>
        /// Captures screenshots from 6 angles around scene bounds (or a view_target) for AI scene understanding.
        /// Does NOT save to disk — returns all images as inline base64 PNGs. Always uses camera-based capture.
        /// </summary>
        private static object CaptureSurroundBatch(SceneCommand cmd)
        {
            try
            {
                int maxRes = cmd.maxResolution ?? 480;

                Vector3 center;
                float radius;

                // If view_target is provided, center on that target instead of scene bounds
                if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
                {
                    var targetPos3 = VectorParsing.ParseVector3(cmd.viewTarget);
                    if (targetPos3.HasValue)
                    {
                        center = targetPos3.Value;
                        radius = 5f;
                    }
                    else
                    {
                        Scene targetScene = EditorSceneManager.GetActiveScene();
                        var targetGo = ResolveGameObject(cmd.viewTarget, targetScene);
                        if (targetGo == null)
                            return new ErrorResponse($"view_target '{cmd.viewTarget}' not found for batch capture.");

                        Bounds targetBounds = new Bounds(targetGo.transform.position, Vector3.zero);
                        foreach (var r in targetGo.GetComponentsInChildren<Renderer>())
                        {
                            if (r != null && r.gameObject.activeInHierarchy) targetBounds.Encapsulate(r.bounds);
                        }
                        center = targetBounds.center;
                        radius = targetBounds.extents.magnitude * 2.5f;
                        radius = Mathf.Max(radius, 5f);
                    }
                }
                else
                {
                    // Default: calculate combined bounds of all renderers in the scene
                    Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
                    bool hasBounds = false;
                    var renderers = UnityFindObjectsCompat.FindAll<Renderer>();
                    foreach (var r in renderers)
                    {
                        if (r == null || !r.gameObject.activeInHierarchy) continue;
                        if (!hasBounds)
                        {
                            bounds = r.bounds;
                            hasBounds = true;
                        }
                        else
                        {
                            bounds.Encapsulate(r.bounds);
                        }
                    }

                    if (!hasBounds)
                        return new ErrorResponse("No renderers found in the scene. Cannot determine scene bounds for batch capture.");

                    center = bounds.center;
                    radius = bounds.extents.magnitude * 2.5f;
                    radius = Mathf.Max(radius, 5f);
                }

                // Define 6 viewpoints: front, back, left, right, top, bird's-eye (45° elevated front-right)
                var angles = new[]
                {
                    ("front", new Vector3(center.x, center.y, center.z - radius)),
                    ("back", new Vector3(center.x, center.y, center.z + radius)),
                    ("left", new Vector3(center.x - radius, center.y, center.z)),
                    ("right", new Vector3(center.x + radius, center.y, center.z)),
                    ("top", new Vector3(center.x, center.y + radius, center.z)),
                    ("bird_eye", new Vector3(center.x + radius * 0.7f, center.y + radius * 0.7f, center.z - radius * 0.7f)),
                };

                // Create a temporary camera
                var tempGo = new GameObject("__MCP_MultiAngle_Temp_Camera__");
                Camera tempCam = tempGo.AddComponent<Camera>();
                tempCam.fieldOfView = 60f;
                tempCam.nearClipPlane = 0.1f;
                tempCam.farClipPlane = radius * 4f;
                tempCam.clearFlags = CameraClearFlags.Skybox;

                // Force material refresh once before capture loop
                EditorApplication.QueuePlayerLoopUpdate();
                SceneView.RepaintAll();

                var tiles = new List<Texture2D>();
                var tileLabels = new List<string>();
                var shotMeta = new List<object>();
                try
                {
                    foreach (var (label, pos) in angles)
                    {
                        tempCam.transform.position = pos;
                        tempCam.transform.LookAt(center);

                        Texture2D tile = ScreenshotUtility.RenderCameraToTexture(tempCam, maxRes);
                        tiles.Add(tile);
                        tileLabels.Add(label);
                        shotMeta.Add(new Dictionary<string, object>
                        {
                            { "angle", label },
                            { "position", new[] { pos.x, pos.y, pos.z } },
                        });
                    }

                    var (compositeB64, compW, compH) = ScreenshotUtility.ComposeContactSheet(tiles, tileLabels);

                    string outputFolder = ResolveAbsoluteOutputFolder(cmd.outputFolder);
                    return new SuccessResponse(
                        $"Captured {shotMeta.Count} multi-angle screenshots as contact sheet ({compW}x{compH}). Scene bounds center: ({center.x:F1}, {center.y:F1}, {center.z:F1}), radius: {radius:F1}.",
                        new
                        {
                            sceneCenter = new[] { center.x, center.y, center.z },
                            sceneRadius = radius,
                            outputFolder = outputFolder,
                            imageBase64 = compositeB64,
                            imageWidth = compW,
                            imageHeight = compH,
                            shots = shotMeta,
                        }
                    );
                }
                finally
                {
                    UnityEngine.Object.DestroyImmediate(tempGo);
                }
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error capturing batch screenshots: {e.Message}");
            }
        }

        /// <summary>
        /// Captures screenshots from a configurable orbit around a target for visual QA.
        /// Supports custom azimuth count, elevation angles, distance, and FOV.
        /// Returns a single composite contact-sheet image (imageBase64) plus per-shot metadata (no files saved to disk).
        /// </summary>
        private static object CaptureOrbitBatch(SceneCommand cmd)
        {
            try
            {
                int maxRes = cmd.maxResolution ?? 480;
                int azimuthCount = Mathf.Clamp(cmd.orbitAngles ?? 8, 1, 36);
                float[] elevations = cmd.orbitElevations ?? new[] { 0f, 30f, -15f };
                float fov = Mathf.Clamp(cmd.orbitFov ?? 60f, 10f, 120f);

                Vector3 center;
                float radius;

                // Resolve center and radius from view_target or scene bounds
                if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
                {
                    var targetPos3 = VectorParsing.ParseVector3(cmd.viewTarget);
                    if (targetPos3.HasValue)
                    {
                        center = targetPos3.Value;
                        radius = cmd.orbitDistance ?? 5f;
                    }
                    else
                    {
                        Scene targetScene = EditorSceneManager.GetActiveScene();
                        var targetGo = ResolveGameObject(cmd.viewTarget, targetScene);
                        if (targetGo == null)
                            return new ErrorResponse($"view_target '{cmd.viewTarget}' not found for orbit capture.");

                        Bounds targetBounds = new Bounds(targetGo.transform.position, Vector3.zero);
                        foreach (var r in targetGo.GetComponentsInChildren<Renderer>())
                        {
                            if (r != null && r.gameObject.activeInHierarchy) targetBounds.Encapsulate(r.bounds);
                        }
                        center = targetBounds.center;
                        radius = cmd.orbitDistance ?? Mathf.Max(targetBounds.extents.magnitude * 2.0f, 3f);
                    }
                }
                else
                {
                    // Default: calculate combined bounds of all renderers in the scene
                    Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
                    bool hasBounds = false;
                    var renderers = UnityFindObjectsCompat.FindAll<Renderer>();
                    foreach (var r in renderers)
                    {
                        if (r == null || !r.gameObject.activeInHierarchy) continue;
                        if (!hasBounds) { bounds = r.bounds; hasBounds = true; }
                        else bounds.Encapsulate(r.bounds);
                    }

                    if (!hasBounds)
                        return new ErrorResponse("No renderers found in the scene. Cannot determine scene bounds for orbit capture.");

                    center = bounds.center;
                    radius = cmd.orbitDistance ?? Mathf.Max(bounds.extents.magnitude * 2.0f, 3f);
                }

                // Create a temporary camera
                var tempGo = new GameObject("__MCP_OrbitCapture_Temp_Camera__");
                Camera tempCam = tempGo.AddComponent<Camera>();
                tempCam.fieldOfView = fov;
                tempCam.nearClipPlane = 0.1f;
                tempCam.farClipPlane = radius * 4f;
                tempCam.clearFlags = CameraClearFlags.Skybox;

                // Force material refresh once before capture loop
                EditorApplication.QueuePlayerLoopUpdate();
                SceneView.RepaintAll();

                var tiles = new List<Texture2D>();
                var tileLabels = new List<string>();
                var shotMeta = new List<object>();
                try
                {
                    foreach (float elevDeg in elevations)
                    {
                        float elevRad = elevDeg * Mathf.Deg2Rad;
                        float y = Mathf.Sin(elevRad) * radius;
                        float horizontalRadius = Mathf.Cos(elevRad) * radius;

                        for (int i = 0; i < azimuthCount; i++)
                        {
                            float azimuthDeg = i * (360f / azimuthCount);
                            float azimuthRad = azimuthDeg * Mathf.Deg2Rad;

                            float x = Mathf.Sin(azimuthRad) * horizontalRadius;
                            float z = Mathf.Cos(azimuthRad) * horizontalRadius;

                            Vector3 pos = center + new Vector3(x, y, z);
                            tempCam.transform.position = pos;
                            tempCam.transform.LookAt(center);

                            string dirLabel = GetDirectionLabel(azimuthDeg);
                            if (azimuthCount > 8)
                                dirLabel += $"_{azimuthDeg:F0}deg";
                            string elevLabel = elevDeg > 0 ? $"above{elevDeg:F0}"
                                             : elevDeg < 0 ? $"below{Mathf.Abs(elevDeg):F0}"
                                             : "level";
                            string angleLabel = $"{dirLabel}_{elevLabel}";

                            Texture2D tile = ScreenshotUtility.RenderCameraToTexture(tempCam, maxRes);
                            tiles.Add(tile);
                            tileLabels.Add(angleLabel);
                            shotMeta.Add(new Dictionary<string, object>
                            {
                                { "angle", angleLabel },
                                { "azimuth", azimuthDeg },
                                { "elevation", elevDeg },
                                { "position", new[] { pos.x, pos.y, pos.z } },
                            });
                        }
                    }

                    // Compose all tiles into a single contact-sheet grid image
                    var (compositeB64, compW, compH) = ScreenshotUtility.ComposeContactSheet(tiles, tileLabels);

                    string outputFolder = ResolveAbsoluteOutputFolder(cmd.outputFolder);
                    return new SuccessResponse(
                        $"Captured {shotMeta.Count} orbit screenshots as contact sheet ({compW}x{compH}, {azimuthCount} azimuths x {elevations.Length} elevations). Center: ({center.x:F1}, {center.y:F1}, {center.z:F1}), radius: {radius:F1}.",
                        new
                        {
                            sceneCenter = new[] { center.x, center.y, center.z },
                            orbitRadius = radius,
                            orbitAngles = azimuthCount,
                            orbitElevations = elevations,
                            orbitFov = fov,
                            outputFolder = outputFolder,
                            imageBase64 = compositeB64,
                            imageWidth = compW,
                            imageHeight = compH,
                            shots = shotMeta,
                        }
                    );
                }
                finally
                {
                    UnityEngine.Object.DestroyImmediate(tempGo);
                }
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error capturing orbit screenshots: {e.Message}");
            }
        }

        /// <summary>
        /// Captures a single screenshot from a temporary camera placed at view_position and aimed at view_target.
        /// Returns inline base64 PNG and also saves the image to the resolved screenshot folder
        /// (caller's <c>output_folder</c> override -> <c>ScreenshotPreferences.DefaultFolder</c> -> built-in <c>Assets/Screenshots</c>).
        /// </summary>
        private static object CapturePositionedScreenshot(SceneCommand cmd)
        {
            try
            {
                int maxRes = cmd.maxResolution ?? 640;

                // Resolve where to aim
                Vector3? targetPos = null;
                if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
                {
                    var parsedPos = VectorParsing.ParseVector3(cmd.viewTarget);
                    if (parsedPos.HasValue)
                    {
                        targetPos = parsedPos.Value;
                    }
                    else
                    {
                        Scene activeScene = EditorSceneManager.GetActiveScene();
                        var resolvedGo = ResolveGameObject(cmd.viewTarget, activeScene);
                        if (resolvedGo == null)
                            return new ErrorResponse($"view_target '{cmd.viewTarget}' not found.");
                        targetPos = resolvedGo.transform.position;
                    }
                }

                // Determine camera position
                Vector3 camPos;
                if (cmd.viewPosition.HasValue)
                {
                    camPos = cmd.viewPosition.Value;
                }
                else if (targetPos.HasValue)
                {
                    // Default: offset from view_target
                    camPos = targetPos.Value + new Vector3(0, 2, -5);
                }
                else
                {
                    return new ErrorResponse("Provide 'view_target' or 'view_position' for a positioned screenshot.");
                }

                // Create temporary camera
                var tempGo = new GameObject("__MCP_PositionedCapture_Temp__");
                Camera tempCam = tempGo.AddComponent<Camera>();
                tempCam.fieldOfView = 60f;
                tempCam.nearClipPlane = 0.1f;
                tempCam.farClipPlane = 1000f;
                tempCam.clearFlags = CameraClearFlags.Skybox;
                tempCam.transform.position = camPos;

                try
                {
                    if (cmd.viewRotation.HasValue)
                        tempCam.transform.rotation = Quaternion.Euler(cmd.viewRotation.Value);
                    else if (targetPos.HasValue)
                        tempCam.transform.LookAt(targetPos.Value);

                    var (b64, w, h) = ScreenshotUtility.RenderCameraToBase64(tempCam, maxRes);

                    // Resolve output folder (per-call override → user pref → built-in default).
                    string resolvedFolderSpec = ScreenshotPreferences.Resolve(cmd.outputFolder);
                    string folderAbsolute;
                    try
                    {
                        folderAbsolute = ScreenshotUtility.ResolveFolderAbsolute(resolvedFolderSpec);
                    }
                    catch (InvalidOperationException ex)
                    {
                        return new ErrorResponse(ex.Message);
                    }
                    Directory.CreateDirectory(folderAbsolute);

                    string fileName = !string.IsNullOrEmpty(cmd.fileName)
                        ? (cmd.fileName.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase) ? cmd.fileName : cmd.fileName + ".png")
                        : $"screenshot-{DateTime.Now:yyyyMMdd-HHmmss}.png";
                    string fullPath = Path.Combine(folderAbsolute, fileName);
                    // Ensure unique filename
                    if (File.Exists(fullPath))
                    {
                        string baseName = Path.GetFileNameWithoutExtension(fullPath);
                        string ext = Path.GetExtension(fullPath);
                        int counter = 1;
                        while (File.Exists(fullPath))
                        {
                            fullPath = Path.Combine(folderAbsolute, $"{baseName}_{counter}{ext}");
                            counter++;
                        }
                    }
                    byte[] pngBytes = System.Convert.FromBase64String(b64);
                    File.WriteAllBytes(fullPath, pngBytes);

                    string projectRoot = Path.GetFullPath(Path.Combine(Application.dataPath, "..")).Replace('\\', '/');
                    string normalizedFull = fullPath.Replace('\\', '/');
                    string normalizedRoot = projectRoot.EndsWith("/") ? projectRoot : projectRoot + "/";
                    string projectRelativePath = normalizedFull.StartsWith(normalizedRoot, StringComparison.OrdinalIgnoreCase)
                        ? normalizedFull.Substring(normalizedRoot.Length)
                        : normalizedFull;

                    if (ScreenshotUtility.IsUnderAssets(projectRelativePath))
                        AssetDatabase.ImportAsset(projectRelativePath, ImportAssetOptions.ForceSynchronousImport);

                    var data = new Dictionary<string, object>
                    {
                        { "imageBase64", b64 },
                        { "imageWidth", w },
                        { "imageHeight", h },
                        { "viewPosition", new[] { camPos.x, camPos.y, camPos.z } },
                        { "outputFolder", folderAbsolute.Replace('\\', '/') },
                        { "path", projectRelativePath },
                        { "fullPath", normalizedFull },
                    };
                    if (targetPos.HasValue)
                        data["viewTarget"] = new[] { targetPos.Value.x, targetPos.Value.y, targetPos.Value.z };

                    return new SuccessResponse(
                        $"Positioned screenshot captured (max {maxRes}px) and saved to '{projectRelativePath}'.",
                        data
                    );
                }
                finally
                {
                    UnityEngine.Object.DestroyImmediate(tempGo);
                }
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error capturing positioned screenshot: {e.Message}");
            }
        }

        /// <summary>
        /// Resolves the per-call/per-pref/built-in screenshot folder spec to an absolute path.
        /// Propagates validation errors from <see cref="ScreenshotUtility.ResolveFolderAbsolute"/>
        /// so callers can surface them rather than silently writing somewhere else.
        /// </summary>
        private static string ResolveAbsoluteOutputFolder(string callerOverride)
        {
            string spec = ScreenshotPreferences.Resolve(callerOverride);
            return ScreenshotUtility.ResolveFolderAbsolute(spec).Replace('\\', '/');
        }

        private static string GetDirectionLabel(float azimuthDeg)
        {
            float a = ((azimuthDeg % 360f) + 360f) % 360f;
            if (a < 22.5f || a >= 337.5f) return "front";
            if (a < 67.5f)  return "front_right";
            if (a < 112.5f) return "right";
            if (a < 157.5f) return "back_right";
            if (a < 202.5f) return "back";
            if (a < 247.5f) return "back_left";
            if (a < 292.5f) return "left";
            return "front_left";
        }

        /// <summary>
        /// Resolves a camera by name, path, or instance ID.
        /// </summary>
        private static Camera ResolveCamera(string cameraRef)
        {
            if (string.IsNullOrEmpty(cameraRef)) return null;

            // Try instance ID
            if (int.TryParse(cameraRef, out int id))
            {
                var obj = GameObjectLookup.ResolveInstanceID(id);
                if (obj is Camera cam) return cam;
                if (obj is GameObject go) return go.GetComponent<Camera>();
            }

            // Search all cameras by name or path
            var allCams = UnityFindObjectsCompat.FindAll<Camera>();
            foreach (var cam in allCams)
            {
                if (cam.name == cameraRef) return cam;
                if (cam.gameObject.name == cameraRef) return cam;
            }

            // Try path-based lookup
            if (cameraRef.Contains("/"))
            {
                var ids = GameObjectLookup.SearchGameObjects("by_path", cameraRef, includeInactive: false, maxResults: 1);
                if (ids.Count > 0)
                {
                    var go = GameObjectLookup.FindById(ids[0]);
                    if (go != null) return go.GetComponent<Camera>();
                }
            }

            return null;
        }

        /// <summary>
        /// Frames the Scene View on a target GameObject or the entire scene.
        /// </summary>
        private static object FrameSceneView(SceneCommand cmd)
        {
            try
            {
                var sceneView = SceneView.lastActiveSceneView;
                if (sceneView == null)
                {
                    return new ErrorResponse("No active Scene View found. Open a Scene View window first.");
                }

                if (cmd.sceneViewTarget != null && cmd.sceneViewTarget.Type != JTokenType.Null)
                {
                    Scene activeScene = EditorSceneManager.GetActiveScene();
                    GameObject target = ResolveGameObject(cmd.sceneViewTarget, activeScene);
                    if (target == null)
                    {
                        return new ErrorResponse($"Target GameObject '{cmd.sceneViewTarget}' not found for scene_view_frame.");
                    }

                    Bounds bounds = CalculateFrameBounds(target);
                    sceneView.Frame(bounds, false);
                    return new SuccessResponse($"Scene View framed on '{target.name}'.", new { target = target.name });
                }
                else
                {
                    // Frame entire scene by computing combined bounds of all renderers
                    Bounds allBounds = new Bounds(Vector3.zero, Vector3.zero);
                    bool hasAny = false;
                    foreach (var r in UnityFindObjectsCompat.FindAll<Renderer>())
                    {
                        if (r == null || !r.gameObject.activeInHierarchy) continue;
                        if (!hasAny) { allBounds = r.bounds; hasAny = true; }
                        else allBounds.Encapsulate(r.bounds);
                    }
                    if (!hasAny) allBounds = new Bounds(Vector3.zero, Vector3.one * 10f);
                    sceneView.Frame(allBounds, false);
                    return new SuccessResponse("Scene View framed on entire scene.");
                }
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error framing Scene View: {e.Message}");
            }
        }

        private static Bounds CalculateFrameBounds(GameObject target)
        {
            if (target == null)
                return new Bounds(Vector3.zero, Vector3.one);

            if (TryGetRectTransformBounds(target, out Bounds rectBounds))
                return rectBounds;

            if (TryGetRendererBounds(target, out Bounds rendererBounds))
                return rendererBounds;

            if (TryGetColliderBounds(target, out Bounds colliderBounds))
                return colliderBounds;

            return new Bounds(target.transform.position, Vector3.one);
        }

        private static bool TryGetRectTransformBounds(GameObject target, out Bounds bounds)
        {
            bounds = default(Bounds);
            var rectTransforms = target.GetComponentsInChildren<RectTransform>(true);
            bool hasBounds = false;
            var corners = new Vector3[4];

            foreach (var rectTransform in rectTransforms)
            {
                if (rectTransform == null || !rectTransform.gameObject.activeInHierarchy)
                    continue;

                rectTransform.GetWorldCorners(corners);
                for (int i = 0; i < corners.Length; i++)
                {
                    if (!hasBounds)
                    {
                        bounds = new Bounds(corners[i], Vector3.zero);
                        hasBounds = true;
                    }
                    else
                    {
                        bounds.Encapsulate(corners[i]);
                    }
                }
            }

            if (!hasBounds)
                return false;

            if (bounds.size.sqrMagnitude < 0.0001f)
                bounds.Expand(1f);

            return true;
        }

        private static bool TryGetRendererBounds(GameObject target, out Bounds bounds)
        {
            bounds = default(Bounds);
            var renderers = target.GetComponentsInChildren<Renderer>(true);
            bool hasBounds = false;
            foreach (var renderer in renderers)
            {
                if (renderer == null || !renderer.gameObject.activeInHierarchy)
                    continue;

                if (!hasBounds)
                {
                    bounds = renderer.bounds;
                    hasBounds = true;
                }
                else
                {
                    bounds.Encapsulate(renderer.bounds);
                }
            }

            return hasBounds;
        }

        private static bool TryGetColliderBounds(GameObject target, out Bounds bounds)
        {
            bounds = default(Bounds);
            var colliders = target.GetComponentsInChildren<Collider>(true);
            bool hasBounds = false;
            foreach (var collider in colliders)
            {
                if (collider == null || !collider.gameObject.activeInHierarchy)
                    continue;

                if (!hasBounds)
                {
                    bounds = collider.bounds;
                    hasBounds = true;
                }
                else
                {
                    bounds.Encapsulate(collider.bounds);
                }
            }

            var colliders2D = target.GetComponentsInChildren<Collider2D>(true);
            foreach (var collider in colliders2D)
            {
                if (collider == null || !collider.gameObject.activeInHierarchy)
                    continue;

                if (!hasBounds)
                {
                    bounds = collider.bounds;
                    hasBounds = true;
                }
                else
                {
                    bounds.Encapsulate(collider.bounds);
                }
            }

            return hasBounds;
        }

        private static void EnsureGameView()
        {
            try
            {
                // Ensure a Game View exists and has a chance to repaint before capture.
                try
                {
                    if (!EditorApplication.ExecuteMenuItem("Window/General/Game"))
                    {
                        // Some Unity versions expose hotkey suffixes in menu paths.
                        EditorApplication.ExecuteMenuItem("Window/General/Game %2");
                    }
                }
                catch (Exception e)
                {
                    try { McpLog.Debug($"[ManageScene] screenshot: failed to open Game View via menu item: {e.Message}"); } catch { }
                }

                try
                {
                    var gameViewType = Type.GetType("UnityEditor.GameView,UnityEditor");
                    if (gameViewType != null)
                    {
                        var window = EditorWindow.GetWindow(gameViewType);
                        window?.Repaint();
                    }
                }
                catch (Exception e)
                {
                    try { McpLog.Debug($"[ManageScene] screenshot: failed to repaint Game View: {e.Message}"); } catch { }
                }

                try { SceneView.RepaintAll(); }
                catch (Exception e)
                {
                    try { McpLog.Debug($"[ManageScene] screenshot: failed to repaint Scene View: {e.Message}"); } catch { }
                }

                try { EditorApplication.QueuePlayerLoopUpdate(); }
                catch (Exception e)
                {
                    try { McpLog.Debug($"[ManageScene] screenshot: failed to queue player loop update: {e.Message}"); } catch { }
                }
            }
            catch (Exception e)
            {
                try { McpLog.Debug($"[ManageScene] screenshot: EnsureGameView failed: {e.Message}"); } catch { }
            }
        }

        private static void ScheduleAssetImportWhenFileExists(string assetsRelativePath, string fullPath, double timeoutSeconds)
        {
            if (string.IsNullOrWhiteSpace(assetsRelativePath) || string.IsNullOrWhiteSpace(fullPath))
            {
                McpLog.Warn("[ManageScene] ScheduleAssetImportWhenFileExists: invalid paths provided, skipping import scheduling.");
                return;
            }

            double start = EditorApplication.timeSinceStartup;
            int failureCount = 0;
            bool hasSeenFile = false;
            const int maxLoggedFailures = 3;
            EditorApplication.CallbackFunction tick = null;
            tick = () =>
            {
                try
                {
                    if (File.Exists(fullPath))
                    {
                        hasSeenFile = true;
                        AssetDatabase.ImportAsset(assetsRelativePath, ImportAssetOptions.ForceSynchronousImport);
                        McpLog.Debug($"[ManageScene] Imported asset at '{assetsRelativePath}'.");
                        EditorApplication.update -= tick;
                        return;
                    }
                }
                catch (Exception e)
                {
                    failureCount++;
                    if (failureCount <= maxLoggedFailures)
                    {
                        McpLog.Warn($"[ManageScene] Exception while importing asset '{assetsRelativePath}' from '{fullPath}' (attempt {failureCount}): {e}");
                    }
                }

                if (EditorApplication.timeSinceStartup - start > timeoutSeconds)
                {
                    if (!hasSeenFile)
                        McpLog.Warn($"[ManageScene] Timed out waiting for file '{fullPath}' (asset: '{assetsRelativePath}') after {timeoutSeconds:F1} seconds. The asset was not imported.");
                    else
                        McpLog.Warn($"[ManageScene] Timed out importing asset '{assetsRelativePath}' from '{fullPath}' after {timeoutSeconds:F1} seconds. The file existed but the asset was not imported.");
                    EditorApplication.update -= tick;
                }
            };

            EditorApplication.update += tick;
        }


        // ── Multi-scene editing ────────────────────────────────────────────

        private static object LoadSceneAdditive(string scenePath)
        {
            string projectRoot = Application.dataPath.Substring(0, Application.dataPath.Length - "Assets".Length);
            if (!File.Exists(Path.Combine(projectRoot, scenePath)))
                return new ErrorResponse($"Scene not found: '{scenePath}'");

            var existing = SceneManager.GetSceneByPath(scenePath);
            if (existing.IsValid() && existing.isLoaded)
                return new ErrorResponse($"Scene '{existing.name}' is already loaded.");

            var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
            return new SuccessResponse($"Opened '{scene.name}' additively.", new
            {
                sceneName = scene.name,
                scenePath = scene.path,
                loadedSceneCount = SceneManager.sceneCount
            });
        }

        private static object CloseScene(SceneCommand cmd)
        {
            var scene = FindLoadedScene(cmd.sceneName ?? cmd.name, cmd.scenePath);
            if (!scene.HasValue)
                return new ErrorResponse("Scene not found among loaded scenes. Provide 'sceneName' or 'scenePath'.");

            if (SceneManager.sceneCount <= 1)
                return new ErrorResponse("Cannot close the last loaded scene.");

            if (scene.Value.isDirty)
                return new ErrorResponse($"Scene '{scene.Value.name}' has unsaved changes. Save first or data will be lost.");

            string capturedName = scene.Value.name;
            bool remove = cmd.removeScene ?? false;
            bool closed = EditorSceneManager.CloseScene(scene.Value, remove);
            string verb = remove ? "Removed" : "Unloaded";
            if (!closed)
                return new ErrorResponse($"Failed to {verb.ToLowerInvariant()} scene '{capturedName}'.");
            return new SuccessResponse($"{verb} scene '{capturedName}'.", new
            {
                sceneName = capturedName,
                removed = remove,
                loadedSceneCount = SceneManager.sceneCount
            });
        }

        private static object SetActiveScene(SceneCommand cmd)
        {
            var scene = FindLoadedScene(cmd.sceneName ?? cmd.name, cmd.scenePath);
            if (!scene.HasValue)
                return new ErrorResponse("Scene not found among loaded scenes. Provide 'sceneName' or 'scenePath'.");
            if (!scene.Value.isLoaded)
                return new ErrorResponse($"Scene '{scene.Value.name}' is not loaded. Open it first.");

            string capturedName = scene.Value.name;
            bool success = SceneManager.SetActiveScene(scene.Value);
            if (!success)
                return new ErrorResponse($"Failed to set '{capturedName}' as the active scene.");
            return new SuccessResponse($"Set '{capturedName}' as the active scene.");
        }

        private static object GetLoadedScenes()
        {
            var activeScene = SceneManager.GetActiveScene();
            var scenes = new List<object>();
            for (int i = 0; i < SceneManager.sceneCount; i++)
            {
                var s = SceneManager.GetSceneAt(i);
                scenes.Add(new
                {
                    name = s.name,
                    path = s.path,
                    buildIndex = s.buildIndex,
                    isLoaded = s.isLoaded,
                    isDirty = s.isDirty,
                    isActive = s == activeScene,
                    rootCount = s.isLoaded ? s.rootCount : 0
                });
            }
            return new SuccessResponse($"{scenes.Count} scene(s) loaded.", new { scenes });
        }

        private static object MoveToScene(SceneCommand cmd)
        {
            if (string.IsNullOrEmpty(cmd.target))
                return new ErrorResponse("'target' (GameObject name/path/instanceID) is required for move_to_scene.");

            var go = ResolveGameObject(new JValue(cmd.target), SceneManager.GetActiveScene());
            if (go == null)
                return new ErrorResponse($"GameObject not found: '{cmd.target}'");
            if (go.transform.parent != null)
                return new ErrorResponse($"'{go.name}' is not a root GameObject. Only root objects can be moved between scenes.");

            var targetScene = FindLoadedScene(cmd.sceneName ?? cmd.name, cmd.scenePath);
            if (!targetScene.HasValue)
                return new ErrorResponse("Target scene not found. Provide 'sceneName' or 'scenePath'.");
            if (!targetScene.Value.isLoaded)
                return new ErrorResponse($"Target scene '{targetScene.Value.name}' is not loaded.");

            SceneManager.MoveGameObjectToScene(go, targetScene.Value);
            return new SuccessResponse($"Moved '{go.name}' to scene '{targetScene.Value.name}'.");
        }

        // ModifyBuildSettings removed — use manage_build(action="scenes") instead.

        // ── Scene templates ────────────────────────────────────────────────

        private static object CreateSceneFromTemplate(string fullPath, string relativePath, string template)
        {
            NewSceneSetup setup;
            switch (template)
            {
                case "empty":
                    setup = NewSceneSetup.EmptyScene;
                    break;
                case "default":
                case "3d_basic":
                case "2d_basic":
                    setup = NewSceneSetup.DefaultGameObjects;
                    break;
                default:
                    return new ErrorResponse(
                        $"Unknown template: '{template}'. Valid: empty, default, 3d_basic, 2d_basic.");
            }

            if (!string.IsNullOrEmpty(fullPath) && File.Exists(fullPath))
                return new ErrorResponse($"Scene already exists at '{relativePath}'. Delete it first or use a different name.");

            var scene = EditorSceneManager.NewScene(setup, NewSceneMode.Single);

            if (template == "3d_basic")
            {
                var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
                plane.name = "Ground";
                plane.transform.position = Vector3.zero;
            }
            else if (template == "2d_basic")
            {
                var cam = Camera.main;
                if (cam != null)
                    cam.orthographic = true;
            }

            if (!string.IsNullOrEmpty(fullPath) && !string.IsNullOrEmpty(relativePath))
            {
                string dir = Path.GetDirectoryName(fullPath);
                if (!string.IsNullOrEmpty(dir))
                    Directory.CreateDirectory(dir);
                if (!EditorSceneManager.SaveScene(scene, relativePath))
                    return new ErrorResponse($"Scene created in memory but failed to save to '{relativePath}'.");
            }

            return new SuccessResponse($"Created scene from template '{template}'.", new
            {
                sceneName = scene.name,
                scenePath = scene.path,
                template,
                rootObjectCount = scene.rootCount
            });
        }

        // ── Scene validation ───────────────────────────────────────────────

        private static object ValidateScene(bool autoRepair)
        {
            var activeScene = SceneManager.GetActiveScene();
            var rootObjects = activeScene.GetRootGameObjects();

            int missingScripts = 0;
            int brokenPrefabs = 0;
            int repaired = 0;
            var issues = new List<object>();
            const int maxIssues = 200;

            foreach (var root in rootObjects)
            {
                var allTransforms = root.GetComponentsInChildren<Transform>(true);
                foreach (var t in allTransforms)
                {
                    var go = t.gameObject;

                    int missing = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(go);
                    if (missing > 0)
                    {
                        missingScripts += missing;
                        if (issues.Count < maxIssues)
                        {
                            issues.Add(new
                            {
                                type = "missing_script",
                                gameObject = go.name,
                                path = GetGameObjectPath(go),
                                count = missing
                            });
                        }

                        if (autoRepair)
                        {
                            Undo.RegisterCompleteObjectUndo(go, "Remove Missing Scripts");
                            repaired += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(go);
                        }
                    }

                    var prefabStatus = PrefabUtility.GetPrefabInstanceStatus(go);
                    if (prefabStatus == PrefabInstanceStatus.MissingAsset)
                    {
                        brokenPrefabs++;
                        if (issues.Count < maxIssues)
                        {
                            issues.Add(new
                            {
                                type = "broken_prefab",
                                gameObject = go.name,
                                path = GetGameObjectPath(go),
                                status = prefabStatus.ToString()
                            });
                        }
                    }
                }
            }

            if (repaired > 0)
                EditorSceneManager.MarkSceneDirty(activeScene);

            int totalIssues = missingScripts + brokenPrefabs;
            string message = totalIssues == 0
                ? $"Scene '{activeScene.name}' is clean — no issues found."
                : $"Scene '{activeScene.name}' has {totalIssues} issue(s).";
            if (repaired > 0)
                message += $" Auto-repaired {repaired} missing script(s). Use undo to revert.";

            return new SuccessResponse(message, new
            {
                sceneName = activeScene.name,
                totalIssues,
                missingScripts,
                brokenPrefabs,
                repaired,
                issues,
                truncated = issues.Count > maxIssues || (totalIssues > issues.Count),
                note = brokenPrefabs > 0 ? "Broken prefab references are not auto-repaired (too risky). Fix manually." : null
            });
        }

        private static object GetActiveSceneInfo()
        {
            try
            {
                try { McpLog.Info("[ManageScene] get_active: querying EditorSceneManager.GetActiveScene", always: false); } catch { }
                Scene activeScene = EditorSceneManager.GetActiveScene();
                try { McpLog.Info($"[ManageScene] get_active: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { }
                if (!activeScene.IsValid())
                {
                    return new ErrorResponse("No active scene found.");
                }

                var sceneInfo = new
                {
                    name = activeScene.name,
                    path = activeScene.path,
                    buildIndex = activeScene.buildIndex, // -1 if not in build settings
                    isDirty = activeScene.isDirty,
                    isLoaded = activeScene.isLoaded,
                    rootCount = activeScene.rootCount,
                };

                return new SuccessResponse("Retrieved active scene information.", sceneInfo);
            }
            catch (Exception e)
            {
                try { McpLog.Error($"[ManageScene] get_active: exception {e.Message}"); } catch { }
                return new ErrorResponse($"Error getting active scene info: {e.Message}");
            }
        }

        private static object GetBuildSettingsScenes()
        {
            try
            {
                var scenes = new List<object>();
                for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)
                {
                    var scene = EditorBuildSettings.scenes[i];
                    scenes.Add(
                        new
                        {
                            path = scene.path,
                            guid = scene.guid.ToString(),
                            enabled = scene.enabled,
                            buildIndex = i, // Actual build index considering only enabled scenes might differ
                        }
                    );
                }
                return new SuccessResponse("Retrieved scenes from Build Settings.", scenes);
            }
            catch (Exception e)
            {
                return new ErrorResponse($"Error getting scenes from Build Settings: {e.Message}");
            }
        }

        private static object GetSceneHierarchyPaged(SceneCommand cmd)
        {
            try
            {
                // Check Prefab Stage first
                var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
                Scene activeScene;
                
                if (prefabStage != null)
                {
                    activeScene = prefabStage.scene;
                    try { McpLog.Info("[ManageScene] get_hierarchy: using Prefab Stage scene", always: false); } catch { }
                }
                else
                {
                    try { McpLog.Info("[ManageScene] get_hierarchy: querying EditorSceneManager.GetActiveScene", always: false); } catch { }
                    activeScene = EditorSceneManager.GetActiveScene();
                }
                
                try { McpLog.Info($"[ManageScene] get_hierarchy: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { }
                if (!activeScene.IsValid() || !activeScene.isLoaded)
                {
                    return new ErrorResponse(
                        "No valid and loaded scene is active to get hierarchy from."
                    );
                }

                // Defaults tuned for safety; callers can override but we clamp to sane maxes.
                // NOTE: pageSize is "items per page", not "number of pages".
                // Keep this conservative to reduce peak response sizes when callers omit page_size.
                int resolvedPageSize = Mathf.Clamp(cmd.pageSize ?? 50, 1, 500);
                int resolvedCursor = Mathf.Max(0, cmd.cursor ?? 0);
                int resolvedMaxNodes = Mathf.Clamp(cmd.maxNodes ?? 1000, 1, 5000);
                int effectiveTake = Mathf.Min(resolvedPageSize, resolvedMaxNodes);
                int resolvedMaxChildrenPerNode = Mathf.Clamp(cmd.maxChildrenPerNode ?? 200, 0, 2000);
                bool includeTransform = cmd.includeTransform ?? false;

                // NOTE: maxDepth is accepted for forward-compatibility, but current paging mode
                // returns a single level (roots or direct children). This keeps payloads bounded.

                List<GameObject> nodes;
                string scope;

                GameObject parentGo = ResolveGameObject(cmd.parent, activeScene);
                if (cmd.parent == null || cmd.parent.Type == JTokenType.Null)
                {
                    try { McpLog.Info("[ManageScene] get_hierarchy: listing root objects (paged summary)", always: false); } catch { }
                    nodes = activeScene.GetRootGameObjects().Where(go => go != null).ToList();
                    scope = "roots";
                }
                else
                {
                    if (parentGo == null)
                    {
                        return new ErrorResponse($"Parent GameObject ('{cmd.parent}') not found.");
                    }
                    try { McpLog.Info($"[ManageScene] get_hierarchy: listing children of '{parentGo.name}' (paged summary)", always: false); } catch { }
                    nodes = new List<GameObject>(parentGo.transform.childCount);
                    foreach (Transform child in parentGo.transform)
                    {
                        if (child != null) nodes.Add(child.gameObject);
                    }
                    scope = "children";
                }

                int total = nodes.Count;
                if (resolvedCursor > total) resolvedCursor = total;
                int end = Mathf.Min(total, resolvedCursor + effectiveTake);

                var items = new List<object>(Mathf.Max(0, end - resolvedCursor));
                for (int i = resolvedCursor; i < end; i++)
                {
                    var go = nodes[i];
                    if (go == null) continue;
                    items.Add(BuildGameObjectSummary(go, includeTransform, resolvedMaxChildrenPerNode));
                }

                bool truncated = end < total;
                string nextCursor = truncated ? end.ToString() : null;

                var payload = new
                {
                    scope = scope,
                    cursor = resolvedCursor,
                    pageSize = effectiveTake,
                    next_cursor = nextCursor,
                    truncated = truncated,
                    total = total,
                    items = items,
                };

                var resp = new SuccessResponse($"Retrieved hierarchy page for scene '{activeScene.name}'.", payload);
                try { McpLog.Info("[ManageScene] get_hierarchy: success", always: false); } catch { }
                return resp;
            }
            catch (Exception e)
            {
                try { McpLog.Error($"[ManageScene] get_hierarchy: exception {e.Message}"); } catch { }
                return new ErrorResponse($"Error getting scene hierarchy: {e.Message}");
            }
        }

        private static GameObject ResolveGameObject(JToken targetToken, Scene activeScene)
        {
            if (targetToken == null || targetToken.Type == JTokenType.Null) return null;

            try
            {
                if (targetToken.Type == JTokenType.Integer || int.TryParse(targetToken.ToString(), out _))
                {
                    if (int.TryParse(targetToken.ToString(), out int id))
                    {
                        var obj = GameObjectLookup.ResolveInstanceID(id);
                        if (obj is GameObject go) return go;
                        if (obj is Component c) return c.gameObject;
                    }
                }
            }
            catch { }

            string s = targetToken.ToString();
            if (string.IsNullOrEmpty(s)) return null;

            // Path-based find (e.g., "Root/Child/GrandChild")
            if (s.Contains("/"))
            {
                try
                {
                    var ids = GameObjectLookup.SearchGameObjects("by_path", s, includeInactive: true, maxResults: 1);
                    if (ids.Count > 0)
                    {
                        var byPath = GameObjectLookup.FindById(ids[0]);
                        if (byPath != null) return byPath;
                    }
                }
                catch { }
            }

            // Name-based find (first match, includes inactive)
            try
            {
                var all = activeScene.GetRootGameObjects();
                foreach (var root in all)
                {
                    if (root == null) continue;
                    if (root.name == s) return root;
                    var trs = root.GetComponentsInChildren<Transform>(includeInactive: true);
                    foreach (var t in trs)
                    {
                        if (t != null && t.gameObject != null && t.gameObject.name == s) return t.gameObject;
                    }
                }
            }
            catch { }

            return null;
        }

        private static object BuildGameObjectSummary(GameObject go, bool includeTransform, int maxChildrenPerNode)
        {
            if (go == null) return null;

            int childCount = 0;
            try { childCount = go.transform != null ? go.transform.childCount : 0; } catch { }
            bool childrenTruncated = childCount > 0; // We do not inline children in summary mode.

            // Get component type names (lightweight - no full serialization)
            var componentTypes = new List<string>();
            try
            {
                var components = go.GetComponents<Component>();
                if (components != null)
                {
                    foreach (var c in components)
                    {
                        if (c != null)
                        {
                            componentTypes.Add(c.GetType().Name);
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                McpLog.Debug($"[ManageScene] Failed to enumerate components for '{go.name}': {ex.Message}");
            }

            var d = new Dictionary<string, object>
            {
                { "name", go.name },
                { "instanceID", go.GetInstanceIDCompat() },
                { "activeSelf", go.activeSelf },
                { "activeInHierarchy", go.activeInHierarchy },
                { "tag", go.tag },
                { "layer", go.layer },
                { "isStatic", go.isStatic },
                { "path", GetGameObjectPath(go) },
                { "childCount", childCount },
                { "childrenTruncated", childrenTruncated },
                { "childrenCursor", childCount > 0 ? "0" : null },
                { "childrenPageSizeDefault", maxChildrenPerNode },
                { "componentTypes", componentTypes },
            };

            if (includeTransform && go.transform != null)
            {
                var t = go.transform;
                d["transform"] = new
                {
                    position = new[] { t.localPosition.x, t.localPosition.y, t.localPosition.z },
                    rotation = new[] { t.localRotation.eulerAngles.x, t.localRotation.eulerAngles.y, t.localRotation.eulerAngles.z },
                    scale = new[] { t.localScale.x, t.localScale.y, t.localScale.z },
                };
            }

            return d;
        }

        private static string GetGameObjectPath(GameObject go)
        {
            if (go == null) return string.Empty;
            try
            {
                var names = new Stack<string>();
                Transform t = go.transform;
                while (t != null)
                {
                    names.Push(t.name);
                    t = t.parent;
                }
                return string.Join("/", names);
            }
            catch
            {
                return go.name;
            }
        }

    }
}
