using System.Collections.Generic;
using Codely.Newtonsoft.Json;
using Codely.Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
using UnityTcp.Editor.Helpers;
namespace UnityTcp.Editor.Tools.Jobs
{
///
/// Step jobs behind the manage_editor actions that used to answer "pending" and make the
/// client poll. Each now runs to the real end state — compilation finished, editor idle, play
/// mode entered/paused/stopped — and answers once, on the original request.
///
/// They are s rather than coroutines because every one of these waits can
/// span a domain reload: compiling triggers one by definition, and entering or leaving play
/// mode does too unless the project disabled domain reload. A coroutine would die there.
///
/// Responses carry no operation id: there is nothing for a client to correlate or poll against
/// once a call only returns when its work is done. Failures are message-only — the client
/// renders an async response as a success whenever it carries a data payload, so error
/// details go in the message.
///
internal static class CompileResult
{
///
/// Builds the completed-compilation payload the way the old wait_for_compile did, from
/// whatever diagnostics the editor can still report after the reload.
///
/// Everything the caller needs goes in the data payload and nowhere else: the client
/// unwraps one level (response.data) and reads the result from there, so a key put
/// beside data — a pipeline hint, for one — never reaches the caller. For the
/// same reason data carries no success key: the client reads a nested
/// success:false as "the command failed" and renders it with a generic message,
/// losing the diagnostics. Compile outcome is reported as hasErrors instead, and a
/// genuine failure is raised through .
///
public static object Build(bool compileObserved, bool includeConsole = false)
{
var errors = CompilationHelper.GetCompilationErrors();
var warnings = CompilationHelper.GetCompilationWarnings();
JObject console = includeConsole
? ReadConsole.ReadForCompilationPipeline()
: new JObject
{
["included"] = false,
};
bool consoleReadSucceeded =
includeConsole && console["read_success"]?.ToObject() == true;
var data = new Dictionary
{
["status"] = "completed",
["pipeline_kind"] = "compile",
// Default pipeline calls include the effective post-compile Console view and
// report whether Collapse is active, so callers no longer need a second
// unity_console.get. If inclusion was explicitly disabled or the internal read
// failed, retain the compatibility hint for a manual fallback.
["requires_console_validation"] = !consoleReadSucceeded,
["console"] = console,
// False means compilation never started while we watched. The counts below are then
// the previous build's, so the caller must not read them as "this edit is clean".
["compile_observed"] = compileObserved,
};
if (errors.HasValue)
{
data["errors"] = errors.Value;
data["hasErrors"] = errors.Value > 0;
}
if (warnings.HasValue)
{
data["warnings"] = warnings.Value;
data["hasWarnings"] = warnings.Value > 0;
}
string message;
if (!compileObserved)
{
message = "No compilation was observed — the scripts were already up to date, or " +
"the editor never started one. Any error/warning counts below are from " +
"the previous build; validate via console.";
}
else
{
message = errors.HasValue
? (errors.Value > 0 ? "Compilation completed with errors" : "Compilation completed successfully")
: "Compilation completed (validate via console)";
}
if (includeConsole && !consoleReadSucceeded)
message += " The post-compile console could not be embedded; read unity_console as a fallback.";
return Response.Success(message, data);
}
///
/// The data payload of a compile response, which is where every field lives. Returns
/// the response itself when it has no payload, so callers can read it either way.
///
public static JObject PayloadOf(JObject response)
=> response?["data"] as JObject ?? response;
}
///
/// Stops play mode, refreshes the Asset Database, waits for importing and compilation to become idle, then reads
/// diagnostics on a later editor frame. A is required because Unity may
/// not publish the latest compile errors and warnings to the Console until after the frame in
/// which returns.
///
public class RefreshJob : StepJob
{
public bool RefreshStarted;
protected override JobStep[] BuildSteps() => new[]
{
JobStep.Nested("ensure-edit-mode",
() => new StopPlayModeJob(),
onComplete: () =>
{
if (!LastSubJobSucceeded)
CompleteWithJson(LastSubJobResponseJson, failed: true);
},
skip: PlayModeState.IsStopped),
new JobStep("refresh", Refresh),
new JobStep("await-editor-idle", null,
() => !CompilationHelper.IsCompiling() && !EditorApplication.isUpdating),
new JobStep("read-diagnostics", Report),
};
private void Refresh()
{
if (RefreshStarted) return;
RefreshStarted = true;
try
{
ReadConsole.HandleCommand(new JObject { ["action"] = "clear" });
CompilationHelper.ResetCounts();
CompilationHelper.EnsureScenesSavedBeforeReload();
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
}
catch (System.Exception e)
{
CodelyLogger.LogError($"[ManageEditor] Refresh failed: {e}");
FailWith(Response.ErrorWithCode(
"refresh_failed",
$"Asset database refresh failed: {e.Message}"));
}
}
private void Report()
{
int? errors = CompilationHelper.GetCompilationErrors();
int? warnings = CompilationHelper.GetCompilationWarnings();
JObject console = ReadConsole.ReadForCompilationPipeline();
bool consoleReadSucceeded = console["read_success"]?.ToObject() == true;
var data = new Dictionary
{
["status"] = "completed",
["pipeline_kind"] = "refresh",
["requires_console_validation"] = !consoleReadSucceeded,
["console"] = console,
};
if (errors.HasValue)
{
data["errors"] = errors.Value;
data["hasErrors"] = errors.Value > 0;
}
if (warnings.HasValue)
{
data["warnings"] = warnings.Value;
data["hasWarnings"] = warnings.Value > 0;
}
string message = errors.HasValue && errors.Value > 0
? "Asset database refresh completed with errors."
: "Asset database refresh completed successfully.";
if (!consoleReadSucceeded)
message += " The console could not be embedded; read unity_console as a fallback.";
Complete(Response.Success(message, data));
}
}
///
/// Waits until the editor is neither compiling nor importing, then reports the compilation
/// result. Runs as the second half of .
///
public class WaitForCompileJob : StepJob
{
///
/// How long to keep looking for compilation to start before concluding it already finished
/// (or never began). Wall-clock rather than a frame count: Unity flips isCompiling only
/// after the asset refresh that precedes it, and on a large project that refresh runs for
/// hundreds of frames, so a frame count expires long before the compile it was waiting for
/// begins — answering "compilation completed successfully" with the previous build's error
/// counts, before a single script has been rebuilt.
///
/// The default is short so a bare wait ("is the editor compiling right now?") on an idle
/// editor answers the honest "no" without stalling for the long window.
/// , which has just requested a compile and therefore
/// knows one is coming, raises it well past Unity's start-up lag.
///
public double SettleSeconds = 2;
///
/// Session-clock deadline for the detect phase, pushed forward for as long as the editor is
/// updating so the window only counts down against an idle editor.
///
public double SettleUntil;
public bool SawCompiling;
public bool IncludeConsole;
protected override JobStep[] BuildSteps() => new[]
{
// Do not report "done" in the gap between requesting a compile and Unity actually
// starting one — that would answer before a single script had been rebuilt.
new JobStep("detect-compile",
() =>
{
// An import/refresh still in flight is what compilation comes out of, so the
// settle window does not start counting down until it ends — see SettleWindow.
SettleUntil = SettleWindow.Advance(
SettleUntil, EditorApplication.timeSinceStartup, SettleSeconds,
EditorApplication.isUpdating);
if (CompilationHelper.IsCompiling()) SawCompiling = true;
},
() => SawCompiling
|| SettleWindow.Expired(SettleUntil, EditorApplication.timeSinceStartup,
EditorApplication.isUpdating)),
new JobStep("await-compile", null,
() => !CompilationHelper.IsCompiling() && !EditorApplication.isUpdating),
new JobStep("report", () => Complete(CompileResult.Build(SawCompiling, IncludeConsole))),
};
}
///
/// The full compile pipeline: clear console, request compilation, then wait for it to finish —
/// the second half as a nested . Backs
/// start_compilation_pipeline (alias request_compile), which can clear the
/// script assembly cache first.
///
public class CompilePipelineJob : StepJob
{
public bool ClearCache;
public bool IncludeConsole = true;
public bool CacheCleared;
public bool Started;
protected override JobStep[] BuildSteps() => new[]
{
new JobStep("start-pipeline", StartPipeline),
JobStep.Nested("await-compile",
// We have just requested this compile, so wait properly for Unity to get around to
// starting it rather than concluding after a couple of idle seconds that it never
// will — see WaitForCompileJob.SettleSeconds.
() => new WaitForCompileJob
{
SettleSeconds = 30,
IncludeConsole = IncludeConsole,
},
onComplete: ReportFromSubJob),
};
private void StartPipeline()
{
if (Started) return;
Started = true;
var started = CompilationHelper.StartCompilationPipeline(ClearCache);
if (started == null)
{
Fail("The compilation pipeline returned no response.");
return;
}
var json = started as JObject ?? JObject.FromObject(started);
if (json["success"]?.ToObject() == false)
{
// Play-mode block and other refusals: message-only so the client renders a failure.
Fail(json["message"]?.ToString()
?? json["error"]?.ToString()
?? "Failed to start the compilation pipeline.");
return;
}
CacheCleared = json?["cache_cleared"]?.ToObject() ?? false;
}
// Forward the nested wait's result as this job's own, annotated with what the start step
// learned (whether the cache was cleared). The annotations go into the `data` payload,
// which is the only part of the response the client unwraps to — see CompileResult.Build.
private void ReportFromSubJob()
{
if (!LastSubJobSucceeded)
{
CompleteWithJson(LastSubJobResponseJson, failed: true);
return;
}
var result = LastSubJobResponse;
var payload = CompileResult.PayloadOf(result);
if (payload == null)
{
Complete(CompileResult.Build(
compileObserved: true,
includeConsole: IncludeConsole));
return;
}
if (ClearCache) payload["cache_cleared"] = CacheCleared;
// Lets a caller tell "the compile ran and something went wrong" apart from "the
// pipeline was refused before compiling" — only the former is worth retrying.
payload["compile_started"] = true;
CompleteWithJson(result.ToString(Formatting.None));
}
}
///
/// Waits until every other in-flight bridge job — async task, step, and coroutine alike, as
/// enrolled in — has finished, and the editor is neither compiling
/// nor importing. Step-job form so the wait survives any domain reload the outstanding work
/// triggers.
///
/// The job is itself registered in the registry it watches, so jobs enrolled under
/// are excluded from the wait — that covers this job and any
/// concurrent wait_for_idle, which would otherwise hold each other in flight forever.
///
public class WaitForIdleJob : StepJob
{
/// Registry name wait_for_idle jobs enroll under; excluded from the wait.
public const string CommandName = "wait_for_idle";
public double StartedAt;
protected override JobStep[] BuildSteps() => new[]
{
new JobStep("await-idle",
() => { if (StartedAt <= 0) StartedAt = EditorApplication.timeSinceStartup; },
() => PendingJobs() == 0
&& !CompilationHelper.IsCompiling()
&& !EditorApplication.isUpdating),
new JobStep("report", () => Complete(Response.Success(
"Editor is idle: no jobs in flight, not compiling, not importing.",
new
{
pendingJobs = 0,
isCompiling = false,
isUpdating = false,
elapsed = StartedAt > 0 ? EditorApplication.timeSinceStartup - StartedAt : 0,
}))),
};
private static int PendingJobs()
{
int count = 0;
foreach (var handle in JobRegistry.Snapshot())
{
if (handle.Name != CommandName) count++;
}
return count;
}
}
/// Enters play mode and answers once the editor is actually playing.
public class PlayJob : StepJob
{
public bool Issued;
public bool WasAlreadyPlaying;
///
/// Frames to allow for the transition to begin. Entering play mode is refused outright when
/// scripts do not compile, and Unity reports that only by leaving both isPlaying and
/// isPlayingOrWillChangePlaymode false — there is no failure callback to hook.
///
public int GraceFrames = 30;
protected override JobStep[] BuildSteps() => new[]
{
new JobStep("enter-play", () =>
{
if (Issued) return;
Issued = true;
WasAlreadyPlaying = EditorApplication.isPlaying;
if (WasAlreadyPlaying) return;
// Force the player loop to run at full speed even when the editor is not the
// focused OS window; without this Time.frameCount barely advances in the
// background. The runtime resets it when play mode ends.
Application.runInBackground = true;
EditorApplication.isPlaying = true;
}),
new JobStep("await-playing", () =>
{
if (EditorApplication.isPlaying || EditorApplication.isPlayingOrWillChangePlaymode)
return;
if (--GraceFrames <= 0)
Fail("Failed to enter play mode: the editor never started playing. " +
"This usually means scripts failed to compile — check the console.");
},
() => EditorApplication.isPlaying && !EditorApplication.isCompiling),
new JobStep("report", () => Complete(Response.Success(
WasAlreadyPlaying ? "Already in play mode." : "Entered play mode.",
new { playMode = "playing" }))),
};
}
///
/// Sets the requested pause state and answers once the editor reaches it. Legacy pause
/// requests omit an explicit target and retain the original toggle behavior.
///
public class PauseJob : StepJob
{
public bool Issued;
public bool TogglePaused;
public bool TargetPaused;
protected override JobStep[] BuildSteps() => new[]
{
new JobStep("set-pause", () =>
{
if (Issued) return;
Issued = true;
if (!EditorApplication.isPlaying)
{
Fail("Cannot pause/resume: Not in play mode.");
return;
}
if (TogglePaused)
TargetPaused = !EditorApplication.isPaused;
EditorApplication.isPaused = TargetPaused;
}),
new JobStep("await-pause", null,
() => EditorApplication.isPaused == TargetPaused),
new JobStep("report", () => Complete(Response.Success(
TargetPaused ? "Game paused." : "Game resumed.",
new { playMode = TargetPaused ? "paused" : "playing" }))),
};
}
/// Leaves play mode and answers once the editor is back in edit mode.
public class StopPlayModeJob : StepJob
{
public bool Issued;
public bool WasPlaying;
protected override JobStep[] BuildSteps() => new[]
{
new JobStep("request-stop", () =>
{
if (Issued) return;
Issued = true;
WasPlaying = !PlayModeState.IsStopped();
if (WasPlaying) EditorApplication.isPlaying = false;
}),
new JobStep("await-stop", null, PlayModeState.IsStopped),
new JobStep("report", () => Complete(Response.Success(
WasPlaying ? "Exited play mode." : "Already stopped (not in play mode).",
new { playMode = "stopped" }))),
};
}
internal static class PlayModeState
{
///
/// True once play mode is fully over. isPlayingOrWillChangePlaymode stays true through the
/// teardown, and exiting play mode reloads the domain, so the compile check keeps the job
/// from answering while the editor is still rebuilding.
///
public static bool IsStopped()
=> !EditorApplication.isPlaying
&& !EditorApplication.isPlayingOrWillChangePlaymode
&& !EditorApplication.isCompiling;
}
}