Files
2026-07-13 12:49:17 +08:00

72 lines
3.0 KiB
C#

using System;
using System.Threading.Tasks;
using MCPForUnity.Editor.Helpers;
using MCPForUnity.Editor.Services.Transport;
using UnityEditor;
using UnityEngine;
namespace MCPForUnity.Editor.Services
{
/// <summary>
/// Best-effort cleanup when the Unity Editor is quitting.
/// - Stops active transports so clients don't see a "hung" session longer than necessary.
/// - Stops the local HTTP server this Unity instance launched (handshake/pidfile-based), so a
/// headless server doesn't become an invisible orphan. This runs on quit only, never on domain reload.
/// </summary>
[InitializeOnLoad]
internal static class McpEditorShutdownCleanup
{
static McpEditorShutdownCleanup()
{
// Guard against duplicate subscriptions across domain reloads.
try { EditorApplication.quitting -= OnEditorQuitting; } catch { }
EditorApplication.quitting += OnEditorQuitting;
}
// A -batchmode/CI instance resolves the interactive editor's server via the global
// pidfile+port handshake, so cleanup there would stop another user's server. Mirror the
// sibling guards (HttpAutoStartHandler, StdioBridgeHost): skip in batch unless opted in.
internal static bool ShouldRunCleanup() =>
ShouldRunCleanup(Application.isBatchMode, Environment.GetEnvironmentVariable("UNITY_MCP_ALLOW_BATCH"));
internal static bool ShouldRunCleanup(bool isBatchMode, string allowBatchEnv) =>
!isBatchMode || !string.IsNullOrWhiteSpace(allowBatchEnv);
private static void OnEditorQuitting()
{
if (!ShouldRunCleanup()) return;
// 1) Stop transports (best-effort, bounded wait).
try
{
var transport = MCPServiceLocator.TransportManager;
Task stopHttp = transport.StopAsync(TransportMode.Http);
Task stopStdio = transport.StopAsync(TransportMode.Stdio);
try { Task.WaitAll(new[] { stopHttp, stopStdio }, 750); } catch { }
}
catch (Exception ex)
{
// Avoid hard failures on quit.
McpLog.Warn($"Shutdown cleanup: failed to stop transports: {ex.Message}");
}
// 2) Stop the local HTTP server this Unity instance launched (best-effort).
// Headless servers have no terminal window, so an unstopped one is an invisible orphan.
// StopManagedLocalHttpServer only stops the server matching our pidfile+instance-token handshake,
// so it never touches servers launched by other Unity instances. This runs on quit only;
// domain reloads must NOT stop the server (and don't — this handler is gated on EditorApplication.quitting).
try
{
MCPServiceLocator.Server.StopManagedLocalHttpServer();
}
catch (Exception ex)
{
McpLog.Warn($"Shutdown cleanup: failed to stop local HTTP server: {ex.Message}");
}
}
}
}