HttpBridgeReloadHandler.cs•5.35 kB
using System;
using System.Threading.Tasks;
using MCPForUnity.Editor.Constants;
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
{
static HttpBridgeReloadHandler()
{
AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
}
private static void OnBeforeAssemblyReload()
{
try
{
var transport = MCPServiceLocator.TransportManager;
bool shouldResume = transport.IsRunning(TransportMode.Http);
if (shouldResume)
{
EditorPrefs.SetBool(EditorPrefKeys.ResumeHttpAfterReload, true);
}
else
{
EditorPrefs.DeleteKey(EditorPrefKeys.ResumeHttpAfterReload);
}
if (shouldResume)
{
var stopTask = transport.StopAsync(TransportMode.Http);
stopTask.ContinueWith(t =>
{
if (t.IsFaulted && t.Exception != null)
{
McpLog.Warn($"Error stopping MCP bridge before reload: {t.Exception.GetBaseException().Message}");
}
}, TaskScheduler.Default);
}
}
catch (Exception ex)
{
McpLog.Warn($"Failed to evaluate HTTP bridge reload state: {ex.Message}");
}
}
private static void OnAfterAssemblyReload()
{
bool resume = false;
try
{
// Only resume HTTP if it is still the selected transport.
bool useHttp = EditorPrefs.GetBool(EditorPrefKeys.UseHttpTransport, true);
resume = useHttp && EditorPrefs.GetBool(EditorPrefKeys.ResumeHttpAfterReload, false);
if (resume)
{
EditorPrefs.DeleteKey(EditorPrefKeys.ResumeHttpAfterReload);
}
}
catch (Exception ex)
{
McpLog.Warn($"Failed to read HTTP bridge reload flag: {ex.Message}");
resume = false;
}
if (!resume)
{
return;
}
// If the editor is not compiling, attempt an immediate restart without relying on editor focus.
bool isCompiling = EditorApplication.isCompiling;
try
{
var pipeline = Type.GetType("UnityEditor.Compilation.CompilationPipeline, UnityEditor");
var prop = pipeline?.GetProperty("isCompiling", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
if (prop != null) isCompiling |= (bool)prop.GetValue(null);
}
catch { }
if (!isCompiling)
{
try
{
var startTask = MCPServiceLocator.TransportManager.StartAsync(TransportMode.Http);
startTask.ContinueWith(t =>
{
if (t.IsFaulted)
{
var baseEx = t.Exception?.GetBaseException();
McpLog.Warn($"Failed to resume HTTP MCP bridge after domain reload: {baseEx?.Message}");
return;
}
bool started = t.Result;
if (!started)
{
McpLog.Warn("Failed to resume HTTP MCP bridge after domain reload");
}
else
{
MCPForUnityEditorWindow.RequestHealthVerification();
}
}, TaskScheduler.Default);
return;
}
catch (Exception ex)
{
McpLog.Error($"Error resuming HTTP MCP bridge: {ex.Message}");
return;
}
}
// Fallback when compiling: schedule on the editor loop
EditorApplication.delayCall += async () =>
{
try
{
bool started = await MCPServiceLocator.TransportManager.StartAsync(TransportMode.Http);
if (!started)
{
McpLog.Warn("Failed to resume HTTP MCP bridge after domain reload");
}
else
{
MCPForUnityEditorWindow.RequestHealthVerification();
}
}
catch (Exception ex)
{
McpLog.Error($"Error resuming HTTP MCP bridge: {ex.Message}");
}
};
}
}
}