Files
coplaydev--unity-mcp/MCPForUnity/Editor/Services/HttpBridgeReloadHandler.cs
T
2026-07-13 12:49:17 +08:00

224 lines
9.8 KiB
C#

using System;
using System.Threading.Tasks;
using MCPForUnity.Editor.Helpers;
using MCPForUnity.Editor.Services.Transport;
using MCPForUnity.Editor.Windows;
using UnityEditor;
namespace MCPForUnity.Editor.Services
{
/// <summary>
/// Ensures HTTP transports resume after domain reloads similar to the legacy stdio bridge.
/// </summary>
[InitializeOnLoad]
internal static class HttpBridgeReloadHandler
{
// SessionState, not EditorPrefs: it survives domain reloads but dies with the editor
// process and is per-editor-instance. EditorPrefs is per-user machine-global, so a
// second open editor could consume or delete this editor's pending resume, and a
// crash mid-compile would leave a stale flag that resurrects the bridge on the next
// launch (#1229).
internal const string ResumeSessionKey = "MCPForUnity.ResumeHttpAfterReload";
private static readonly TimeSpan[] ResumeRetrySchedule =
{
TimeSpan.Zero,
TimeSpan.FromSeconds(1),
TimeSpan.FromSeconds(3),
TimeSpan.FromSeconds(5),
TimeSpan.FromSeconds(10),
TimeSpan.FromSeconds(30)
};
static HttpBridgeReloadHandler()
{
// Migration: the flag lived in EditorPrefs before it moved to SessionState — the
// key STRING is shared, so renaming ResumeSessionKey would silently break this
// cleanup. Once per session, not per reload: the EditorPrefs key is machine-global,
// and an older-version editor open concurrently still uses it for its own resume.
// Safe to delete this block a few releases after v10.
const string migratedKey = "MCPForUnity.ResumeHttpAfterReload.Migrated";
if (!SessionState.GetBool(migratedKey, false))
{
EditorPrefs.DeleteKey(ResumeSessionKey);
SessionState.SetBool(migratedKey, true);
}
AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
}
internal static bool IsResumePending => SessionState.GetBool(ResumeSessionKey, false);
/// <summary>
/// Drops a pending reload-resume. Called when the user takes manual control of the
/// bridge lifecycle (Connect, End Session, transport switch, orphan cleanup); the
/// retry loop re-checks the flag per attempt, so this also aborts an in-flight loop.
/// </summary>
internal static void CancelPendingResume() => SessionState.EraseBool(ResumeSessionKey);
private static void OnBeforeAssemblyReload()
{
try
{
OnBeforeAssemblyReloadCore(MCPServiceLocator.TransportManager);
}
catch (Exception ex)
{
McpLog.Warn($"Failed to evaluate HTTP bridge reload state: {ex.Message}");
}
}
internal static void OnBeforeAssemblyReloadCore(TransportManager transport)
{
if (transport.IsRunning(TransportMode.Http))
{
SessionState.SetBool(ResumeSessionKey, true);
// beforeAssemblyReload is synchronous; force a synchronous teardown so we do not
// leave an orphaned socket due to an unfinished async close handshake.
transport.ForceStop(TransportMode.Http);
}
// When the bridge is not running, leave any pending flag alone: during a multi-pass
// compile the next reload lands before the deferred resume ran, and deleting the
// flag here is what used to lose the resume permanently (#1229). Explicit cancel
// paths (End Session, transport switch, orphan cleanup) erase the flag instead.
}
private static void OnAfterAssemblyReload()
{
if (OnAfterAssemblyReloadCore())
{
EditorApplication.update += ResumeTick;
}
}
/// <summary>
/// Decision core, separated so EditMode tests can drive it. Returns true when a resume
/// should be scheduled. Does not consume the flag — it survives until the resume
/// succeeds, is cancelled, or exhausts its retries, so a further reload in the middle
/// of any deferral re-enters here instead of losing the resume.
/// </summary>
internal static bool OnAfterAssemblyReloadCore()
{
try
{
if (!SessionState.GetBool(ResumeSessionKey, false)) return false;
// Only resume HTTP if it is still the selected transport.
if (!EditorConfigurationCache.Instance.UseHttpTransport)
{
SessionState.EraseBool(ResumeSessionKey);
return false;
}
return true;
}
catch (Exception ex)
{
// Transport-config read failed (services racing the reload boundary): schedule
// the resume anyway rather than dropping it — the retry loop re-checks the
// transport per attempt and erases the flag itself on cancel/switch/exhaustion,
// so a stale flag cannot wedge the session.
McpLog.Warn($"Failed to read HTTP bridge reload flag: {ex.Message}");
return true;
}
}
private static void ResumeTick()
{
if (IsEditorBusy()) return;
EditorApplication.update -= ResumeTick;
_ = ResumeHttpWithRetriesAsync();
}
/// <summary>
/// Busy gate for the deferral ticks. Uses the #549-aware compiling check because raw
/// EditorApplication.isCompiling stays true for a whole play session under the
/// "Recompile After Finished Playing" preference, which would block resume until
/// play mode exits.
/// </summary>
internal static bool IsEditorBusy()
=> EditorStateCache.GetActualIsCompiling() || EditorApplication.isUpdating;
// scheduleOverride lets EditMode tests pass an all-zero schedule so the loop
// completes synchronously (the test framework floor cannot run async tests).
internal static async Task ResumeHttpWithRetriesAsync(TimeSpan[] scheduleOverride = null)
{
TimeSpan[] schedule = scheduleOverride ?? ResumeRetrySchedule;
Exception lastException = null;
for (int i = 0; i < schedule.Length; i++)
{
int attempt = i + 1;
McpLog.Debug($"[HTTP Reload] Resume attempt {attempt}/{schedule.Length}");
TimeSpan delay = schedule[i];
if (delay > TimeSpan.Zero)
{
McpLog.Debug($"[HTTP Reload] Waiting {delay.TotalSeconds:0.#}s before resume attempt {attempt}");
try { await Task.Delay(delay); }
catch { return; }
}
// The flag doubles as the cancel signal (see CancelPendingResume).
if (!IsResumePending) return;
try
{
// Inside the attempt try: a service read racing the reload boundary must
// burn a retry, not kill this fire-and-forget task with the flag still set
// (which would leave nothing scheduled to consume it until the next reload).
// Abort retries if the user switched transports while we were waiting.
if (!EditorConfigurationCache.Instance.UseHttpTransport)
{
SessionState.EraseBool(ResumeSessionKey);
return;
}
// Never bounce a session someone else established while we were waiting
// (WebSocketTransportClient.StartAsync tears down a live connection first).
if (MCPServiceLocator.TransportManager.IsRunning(TransportMode.Http))
{
SessionState.EraseBool(ResumeSessionKey);
return;
}
bool started = await MCPServiceLocator.TransportManager.StartAsync(TransportMode.Http);
if (started)
{
SessionState.EraseBool(ResumeSessionKey);
McpLog.Debug($"[HTTP Reload] Resume succeeded on attempt {attempt}");
MCPForUnityEditorWindow.RequestHealthVerification();
return;
}
var state = MCPServiceLocator.TransportManager.GetState(TransportMode.Http);
string reason = string.IsNullOrWhiteSpace(state?.Error) ? "no error detail" : state.Error;
McpLog.Debug($"[HTTP Reload] Resume attempt {attempt} failed: {reason}");
}
catch (Exception ex)
{
lastException = ex;
McpLog.Debug($"[HTTP Reload] Resume attempt {attempt} threw: {ex.Message}");
}
}
// Exhausted: erase the flag so later reload boundaries don't replay this failure
// loop for the rest of the session. This cannot swallow a multi-pass resume — a
// reload mid-loop kills the task before this line, leaving the flag set.
SessionState.EraseBool(ResumeSessionKey);
if (lastException != null)
{
McpLog.Warn($"Failed to resume HTTP MCP bridge after domain reload: {lastException.Message}");
}
else
{
McpLog.Warn("Failed to resume HTTP MCP bridge after domain reload");
}
}
}
}