using System;
using System.Threading;
using System.Threading.Tasks;
using MCPForUnity.Editor.Constants;
using MCPForUnity.Editor.Helpers;
using MCPForUnity.Editor.Services.Transport;
using MCPForUnity.Editor.Services.Transport.Transports;
using MCPForUnity.Editor.Windows;
using UnityEditor;
namespace MCPForUnity.Editor.Services
{
/// <summary>
/// Ensures the legacy stdio bridge resumes after domain reloads, mirroring the HTTP handler.
/// </summary>
[InitializeOnLoad]
internal static class StdioBridgeReloadHandler
{
private static readonly TimeSpan[] ResumeRetrySchedule =
{
TimeSpan.Zero,
TimeSpan.FromSeconds(1),
TimeSpan.FromSeconds(3),
TimeSpan.FromSeconds(5),
TimeSpan.FromSeconds(10),
TimeSpan.FromSeconds(30)
};
private static CancellationTokenSource _retryCts;
static StdioBridgeReloadHandler()
{
AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
EditorApplication.quitting += CancelRetries;
}
private static void CancelRetries()
{
try { _retryCts?.Cancel(); } catch { }
}
private static void OnBeforeAssemblyReload()
{
// Cancel any in-flight retry loop before the next reload.
CancelRetries();
try
{
// Only persist resume intent when stdio is the active transport and the bridge is running.
bool useHttp = EditorConfigurationCache.Instance.UseHttpTransport;
// Check both TransportManager AND StdioBridgeHost directly, because CI starts via StdioBridgeHost
// bypassing TransportManager state.
bool tmRunning = MCPServiceLocator.TransportManager.IsRunning(TransportMode.Stdio);
bool hostRunning = StdioBridgeHost.IsRunning;
bool isRunning = tmRunning || hostRunning;
bool shouldResume = !useHttp && isRunning;
if (shouldResume)
{
EditorPrefs.SetBool(EditorPrefKeys.ResumeStdioAfterReload, true);
}
else
{
EditorPrefs.DeleteKey(EditorPrefKeys.ResumeStdioAfterReload);
}
if (isRunning)
{
// Stop only stdio before reload. This is centralized here so resume-flag updates
// and teardown cannot race each other via separate beforeAssemblyReload handlers.
var stopTask = MCPServiceLocator.TransportManager.StopAsync(TransportMode.Stdio);
try { stopTask.Wait(500); } catch { }
// Legacy safety: stdio may have been started outside TransportManager state.
try { StdioBridgeHost.Stop(); } catch { }
}
if (shouldResume)
{
// Write reloading status so clients don't think we vanished.
StdioBridgeHost.WriteHeartbeat(true, "reloading");
}
}
catch (Exception ex)
{
McpLog.Warn($"Failed to persist stdio reload flag: {ex.Message}");
}
}
private static void OnAfterAssemblyReload()
{
bool resume = false;
try
{
bool resumeFlag = EditorPrefs.GetBool(EditorPrefKeys.ResumeStdioAfterReload, false);
bool useHttp = EditorConfigurationCache.Instance.UseHttpTransport;
resume = resumeFlag && !useHttp;
// If we're not going to resume, clear the flag immediately to avoid stuck "Resuming..." state
if (!resume)
{
EditorPrefs.DeleteKey(EditorPrefKeys.ResumeStdioAfterReload);
}
}
catch (Exception ex)
{
McpLog.Warn($"Failed to read stdio reload flag: {ex.Message}");
}
if (!resume)
{
return;
}
// If the editor is not compiling, attempt an immediate restart without relying on editor focus.
bool isCompiling = EditorApplication.isCompiling;
try
{
var pipeline = Type.GetType("UnityEditor.Compilation.CompilationPipeline, UnityEditor");
var prop = pipeline?.GetProperty("isCompiling", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
if (prop != null) isCompiling |= (bool)prop.GetValue(null);
}
catch { }
if (!isCompiling)
{
_ = ResumeStdioWithRetriesAsync();
return;
}
// Fallback when compiling: schedule on the editor loop
EditorApplication.delayCall += () =>
{
_ = ResumeStdioWithRetriesAsync();
};
}
private static async Task ResumeStdioWithRetriesAsync()
{
// Cancel any previous retry loop and create a fresh token.
CancelRetries();
var cts = _retryCts = new CancellationTokenSource();
var token = cts.Token;
Exception lastException = null;
for (int i = 0; i < ResumeRetrySchedule.Length; i++)
{
if (token.IsCancellationRequested) return;
int attempt = i + 1;
McpLog.Debug($"[Stdio Reload] Resume attempt {attempt}/{ResumeRetrySchedule.Length}");
TimeSpan delay = ResumeRetrySchedule[i];
if (delay > TimeSpan.Zero)
{
McpLog.Debug($"[Stdio Reload] Waiting {delay.TotalSeconds:0.#}s before resume attempt {attempt}");
try { await Task.Delay(delay, token); }
catch (OperationCanceledException) { return; }
}
// Abort retries if the user switched transports while we were waiting.
if (EditorConfigurationCache.Instance.UseHttpTransport)
{
try { EditorPrefs.DeleteKey(EditorPrefKeys.ResumeStdioAfterReload); } catch { }
return;
}
try
{
bool started = await MCPServiceLocator.TransportManager.StartAsync(TransportMode.Stdio);
if (started)
{
McpLog.Debug($"[Stdio Reload] Resume succeeded on attempt {attempt}");
try { EditorPrefs.DeleteKey(EditorPrefKeys.ResumeStdioAfterReload); } catch { }
MCPForUnityEditorWindow.RequestHealthVerification();
return;
}
var state = MCPServiceLocator.TransportManager.GetState(TransportMode.Stdio);
string reason = string.IsNullOrWhiteSpace(state?.Error) ? "no error detail" : state.Error;
McpLog.Debug($"[Stdio Reload] Resume attempt {attempt} failed: {reason}");
}
catch (Exception ex)
{
lastException = ex;
McpLog.Debug($"[Stdio Reload] Resume attempt {attempt} threw: {ex.Message}");
}
}
try { EditorPrefs.DeleteKey(EditorPrefKeys.ResumeStdioAfterReload); } catch { }
// Clear the stale "reloading" heartbeat so clients stop seeing reloading=true.
// The bridge isn't running, so clients will get connection-refused (recoverable)
// instead of hanging on a zombie socket or being rejected by the preflight check.
try { StdioBridgeHost.WriteHeartbeat(false, "stopped"); } catch { }
if (lastException != null)
{
McpLog.Warn($"Failed to resume stdio bridge after domain reload: {lastException.Message}");
}
else
{
McpLog.Warn("Failed to resume stdio bridge after domain reload");
}
}
}
}