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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
58 lines
2.0 KiB
C#
58 lines
2.0 KiB
C#
using System;
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using System.Collections.Generic;
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#if DOTCRAFT_ATTACH
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namespace DotCraft.Unity
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#else
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namespace DotCraft.Editor
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#endif
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{
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/// <summary>Advances snippet continuations on the owner's Unity main-thread pump.</summary>
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public sealed class UnityContinuationScheduler
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{
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readonly List<Continuation> pending = new List<Continuation>();
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readonly Func<double> clock;
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long tick;
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public UnityContinuationScheduler(Func<double> clock) { this.clock = clock ?? throw new ArgumentNullException(nameof(clock)); }
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/// <summary>Schedules a continuation; callers must serialize access on Unity's main thread.</summary>
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public void Schedule(UnityExecutionContext context, Action continuation, int frames, double seconds, Func<bool> predicate)
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{
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pending.Add(new Continuation { Context = context, Action = continuation,
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Tick = tick + Math.Max(1, frames), Time = clock() + Math.Max(0, seconds), Predicate = predicate });
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}
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public void Pump()
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{
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tick++;
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var now = clock();
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var snapshot = pending.ToArray();
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foreach (var item in snapshot)
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{
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if (!item.Context.IsCancellationRequested
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&& (tick < item.Tick || now < item.Time || !item.Context.Evaluate(item.Predicate))) continue;
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pending.Remove(item);
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item.Action();
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}
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}
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/// <summary>Invalidates and resumes pending awaits before the domain is unloaded.</summary>
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public void Invalidate()
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{
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var snapshot = pending.ToArray();
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pending.Clear();
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foreach (var item in snapshot) item.Context.Invalidate();
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foreach (var item in snapshot) item.Action();
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}
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sealed class Continuation
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{
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public UnityExecutionContext Context;
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public Action Action;
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public long Tick;
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public double Time;
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public Func<bool> Predicate;
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}
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}
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}
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