Files
daluandou/.codely.packages/cn.tuanjie.codely.bridge@1.0.85-47f31100/Editor/Bridge/Helpers/WriteGuard.cs
T
huadexuan 13d0c80335 ```
chore(bridge): 删除桥接包的提交记录和Git属性配置

删除了 .codely-bridge-commit 文件中存储的提交哈希值
移除了 .gitattributes 文件中的行结束符配置规则
```
2026-09-24 21:41:14 +08:00

297 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace UnityTcp.Editor.Helpers
{
/// <summary>
/// Write protection guard for Unity Editor operations.
/// Prevents unsafe modifications during Play mode or other restricted states.
/// </summary>
public static class WriteGuard
{
/// <summary>
/// Write guard policy enum.
/// </summary>
public enum Policy
{
/// <summary>
/// Deny all writes in Play/Paused mode (default, safest)
/// </summary>
Deny,
/// <summary>
/// Allow writes but log warnings (experimental, use with caution)
/// </summary>
AllowWithWarning
}
// Current policy (default: Deny)
private static Policy _currentPolicy = Policy.Deny;
// Central "command.action" write classification used by UnityTcpBridge to
// enforce the Play Mode write guard before dispatch. Clients no longer
// track editor state locally, so this table is the single source of truth
// for which bridge operations count as writes. Individual handlers may
// still call CheckWriteAllowed for stricter, handler-specific rules.
//
// Keys are command types; values are the *top-level* action names from
// that command's `switch (action)`. Nested switches (e.g.
// manage_gameobject's search modes) are NOT actions and must
// not be listed here. WriteGuardTests asserts this table against the
// dispatch switches so an action added there cannot stay unclassified.
private static readonly Dictionary<string, HashSet<string>> WriteActions =
new Dictionary<string, HashSet<string>>(StringComparer.OrdinalIgnoreCase)
{
["manage_gameobject"] = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
{
"create_batch",
"edit_batch",
"ensure_component",
"ensure_renderer_material",
"ensure_mesh_collider_mesh",
"ensure_prefab_default_sprite",
"create",
"modify",
"delete",
"remove_component",
"set_component_property"
},
["manage_asset"] = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
{
"ensure_prefab_variant",
"create",
"modify"
},
["manage_scene"] = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
{
"create",
"load",
"save"
},
["manage_package"] = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
{
"install_package",
"remove_package"
},
["manage_bake"] = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
{
"bake_navmesh",
"bake_lighting",
"clear_navmesh",
"clear_baked_data"
},
["manage_editor"] = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
{
"add_tag",
"remove_tag",
// ensure_tag/ensure_layer write TagManager.asset via
// InternalEditorUtility.AddTag + AssetDatabase.SaveAssets
// exactly as add_tag/add_layer do, so they must be guarded
// identically or clients defeat the guard by retrying with
// the ensure_* variant.
"ensure_tag",
"add_layer",
"remove_layer",
"ensure_layer",
"set_active_tool"
}
};
/// <summary>
/// Gets the current write guard policy.
/// </summary>
public static Policy CurrentPolicy
{
get => _currentPolicy;
set => _currentPolicy = value;
}
/// <summary>
/// Returns whether the given bridge command/action pair is classified as
/// a write operation subject to the Play Mode write guard.
/// </summary>
public static bool IsWriteAction(string commandName, string action)
{
if (string.IsNullOrEmpty(commandName) || string.IsNullOrEmpty(action))
{
return false;
}
return WriteActions.TryGetValue(commandName, out var actions)
&& actions.Contains(action);
}
/// <summary>
/// Central write guard applied by UnityTcpBridge before dispatching a
/// command. Returns null when the command may proceed (not a write, or
/// writes currently allowed), or an error response object when blocked.
/// </summary>
public static object CheckCommandWriteAllowed(string commandName, string action)
{
if (!IsWriteAction(commandName, action))
{
return null;
}
return CheckWriteAllowed($"{commandName}.{action}");
}
/// <summary>
/// Checks if write operations are allowed in current editor state.
/// Returns null if allowed, or an error response object if blocked.
/// </summary>
/// <param name="operationName">Name of the operation being attempted (for logging)</param>
/// <returns>Error response if blocked, null if allowed</returns>
public static object CheckWriteAllowed(string operationName = "write operation")
{
// Check if we're in Play or Paused mode
bool inPlayMode = EditorApplication.isPlaying || EditorApplication.isPaused;
if (!inPlayMode)
{
// Not in Play mode - writes always allowed
return null;
}
// In Play mode - check policy
switch (_currentPolicy)
{
case Policy.Deny:
// Block the write and return error
string errorMessage = $"Cannot perform {operationName} in Play/Paused mode. " +
"Stop Play mode first, or change write guard policy to 'allow_with_warning' (experimental).";
CodelyLogger.LogWarning($"[WriteGuard] {errorMessage}");
return Response.Error("write_blocked_in_play_mode", new
{
code = "write_blocked_in_play_mode",
message = errorMessage,
currentPlayMode = EditorApplication.isPlaying ? "playing" : "paused",
policy = "deny",
suggestion = "Stop Play mode or change policy to 'allow_with_warning'"
});
case Policy.AllowWithWarning:
// Allow but warn
string warningMessage = $"[EXPERIMENTAL] Performing {operationName} in Play/Paused mode. " +
"This may cause unexpected behavior or data loss!";
CodelyLogger.LogWarning($"[WriteGuard] {warningMessage}");
// Log to audit trail
LogAuditEvent(operationName, "allowed_with_warning");
// Return null to allow operation
return null;
default:
return Response.Error("Invalid write guard policy");
}
}
/// <summary>
/// Force-checks if write operations are blocked (returns true if blocked).
/// </summary>
public static bool IsWriteBlocked()
{
if (!EditorApplication.isPlaying && !EditorApplication.isPaused)
{
return false; // Not in Play mode - not blocked
}
return _currentPolicy == Policy.Deny;
}
/// <summary>
/// Sets the write guard policy.
/// </summary>
/// <param name="policy">Policy to set ("deny" or "allow_with_warning")</param>
/// <returns>Success or error response</returns>
public static object SetPolicy(string policy)
{
if (string.IsNullOrEmpty(policy))
{
return Response.Error("Policy parameter is required");
}
string lowerPolicy = policy.ToLowerInvariant();
switch (lowerPolicy)
{
case "deny":
_currentPolicy = Policy.Deny;
CodelyLogger.Log("[WriteGuard] Write guard policy set to: Deny");
return Response.Success($"Write guard policy set to 'deny'.", new { policy = "deny" });
case "allow_with_warning":
_currentPolicy = Policy.AllowWithWarning;
CodelyLogger.LogWarning("[WriteGuard] Write guard policy set to: AllowWithWarning (EXPERIMENTAL)");
return Response.Success($"Write guard policy set to 'allow_with_warning' (experimental).",
new { policy = "allow_with_warning", warning = "This is experimental and may cause issues" });
default:
return Response.Error($"Invalid policy: '{policy}'. Valid policies are: 'deny', 'allow_with_warning'");
}
}
/// <summary>
/// Gets the current policy as a string.
/// </summary>
public static string GetPolicyString()
{
return _currentPolicy == Policy.Deny ? "deny" : "allow_with_warning";
}
/// <summary>
/// Logs audit events for write operations in Play mode.
/// </summary>
private static void LogAuditEvent(string operationName, string action)
{
// In production, this could write to a file or telemetry system
var auditEntry = new
{
timestamp = DateTime.UtcNow.ToString("o"),
operation = operationName,
action = action,
playMode = EditorApplication.isPlaying ? "playing" : (EditorApplication.isPaused ? "paused" : "stopped"),
scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name
};
CodelyLogger.Log($"[WriteGuard Audit] {Codely.Newtonsoft.Json.JsonConvert.SerializeObject(auditEntry)}");
}
/// <summary>
/// Creates a write-blocked error response with detailed information.
/// </summary>
public static object CreateBlockedResponse(string operationName, string additionalInfo = null)
{
string message = $"Write operation '{operationName}' blocked in Play/Paused mode.";
if (!string.IsNullOrEmpty(additionalInfo))
{
message += $" {additionalInfo}";
}
return Response.Error("write_blocked_in_play_mode", new
{
code = "write_blocked_in_play_mode",
operation = operationName,
currentMode = EditorApplication.isPlaying ? "playing" : "paused",
policy = GetPolicyString(),
message = message,
remediation = new
{
options = new[]
{
"Stop Play mode (recommended)",
"Change write guard policy to 'allow_with_warning' (experimental, use with caution)"
}
}
});
}
}
}