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AGC 原有插件系统无法直接操作已打开的 Unity Editor。本变更增加内置 `agc-unity-editor`,在 Windows x64 / Unity Mono 上支持当前项目探测、连接与 C# 执行,不向 Unity 工程安装 UPM 桥接包。 ## 主要变更 - 固定复用 DotCraft.Unity 0.4.3 的 Attach 核心,提供自包含 .NET helper,保留上游许可证、来源及修改记录。 - GUI、Runtime、DirectProject 共用 Runner 执行服务;补齐项目身份、并发、总期限、回执确认与持久不确定状态阻断。 - 现有打开项目入口支持 Unity,按项目类型及开关暴露插件和 Agent 工具。 - Windows 构建准备 helper 并随包分发;插件 JS/Rust 测试接入现有 CI 组,Jenkins 增加 .NET 10 工具链预检。 ## 验证 - .NET helper 27 项测试、自包含发布及最小环境协议 smoke 通过。 - Unity 6000.3.7f1 实机验证通过:连接、C# 执行、编译错误修复、断连重连、Domain Reload 后重新握手;真实 Runner 的 ACK、并发拒绝和跨重启阻断通过。 - 宿主 Unity、PluginHost、Cocos、MCP、工具目录与引擎识别定向回归通过;前端类型检查、插件 JS/Rust、CI 配置、格式、编码和文档门禁通过。 Linux CI 不代替 Windows helper/实机验证;发行安装包 UI smoke、其它 Unity 版本和 Unity CoreCLR 未验证。Unity 演示工程中的场景和组件已撤销,不在此 PR 范围内。 --------- Co-authored-by: kdletters <61648117+kdletters@users.noreply.github.com> Reviewed-on: http://192.168.35.82/git/GenarrativeAI/Genarrative/pulls/423
56 lines
2.9 KiB
C#
56 lines
2.9 KiB
C#
using System.Text.Json;
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using System.Text.Json.Nodes;
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using DotCraft.Unity;
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namespace Agc.Unity.Attach;
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public sealed record EditorTarget(int Pid, DateTime StartedUtc, string? ProjectPath, string? EditorPath);
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public interface IEditorBackend : IAsyncDisposable
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{
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Task<IReadOnlyList<EditorTarget>> DetectAsync(CancellationToken cancellationToken);
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Task<JsonObject> ConnectAsync(EditorTarget target, CancellationToken cancellationToken);
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Task<JsonObject> StatusAsync(CancellationToken cancellationToken);
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Task<JsonObject> ExecuteAsync(string code, Action onDispatch, CancellationToken cancellationToken);
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Task<JsonObject> WaitAsync(string executionId, CancellationToken cancellationToken);
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Task DisconnectAsync(CancellationToken cancellationToken);
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void ForgetSelection();
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}
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internal sealed class AttachBackend : IEditorBackend
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{
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private readonly string session = Guid.NewGuid().ToString("N");
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private readonly UnityAttachService service = new(
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Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData), "Genarrative", "UnityAttach"), "");
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public Task<IReadOnlyList<EditorTarget>> DetectAsync(CancellationToken cancellationToken)
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{
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if (!OperatingSystem.IsWindows() || !Environment.Is64BitProcess)
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throw new HostException("UnityPlatformUnsupported", "Unity Attach requires Windows x64.");
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cancellationToken.ThrowIfCancellationRequested();
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var values = JsonSerializer.SerializeToNode(service.List())!.AsArray();
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IReadOnlyList<EditorTarget> targets = values.Select(value => new EditorTarget(
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value!["pid"]!.GetValue<int>(), value["startedUtc"]!.GetValue<DateTime>().ToUniversalTime(),
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value["project"]?.GetValue<string>(), value["editor"]?.GetValue<string>())).ToArray();
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cancellationToken.ThrowIfCancellationRequested();
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return Task.FromResult(targets);
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}
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public Task<JsonObject> ConnectAsync(EditorTarget target, CancellationToken cancellationToken) =>
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service.Connect(session, target.Pid, cancellationToken);
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public Task<JsonObject> StatusAsync(CancellationToken cancellationToken) => service.Status(session, cancellationToken);
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public Task<JsonObject> ExecuteAsync(string code, Action onDispatch, CancellationToken cancellationToken) =>
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service.Execute(session, code, null, true, 0, cancellationToken, onDispatch);
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public Task<JsonObject> WaitAsync(string executionId, CancellationToken cancellationToken) =>
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service.Wait(session, executionId, 250, false, cancellationToken);
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public async Task DisconnectAsync(CancellationToken cancellationToken) =>
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await service.Disconnect(session, cancellationToken);
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public void ForgetSelection() => service.ForgetSelection(session);
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public ValueTask DisposeAsync() => service.DisposeAsync();
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}
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public sealed class HostException(string code, string message) : Exception(message)
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{
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public string Code { get; } = code;
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}
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