Files
AIGame/AIClient/Packages/com.unity.pipeline/Editor/Commands/Scripts/RunScriptCommand.cs
T

665 lines
35 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Unity.Pipeline.Commands;
using Unity.Pipeline.Compilation;
using Unity.Pipeline.Editor.Authoring;
using Unity.Pipeline.Models;
using Unity.Pipeline.Runtime.Commands;
using UnityEditor;
using UnityEngine;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;
namespace Unity.Pipeline.Editor.Commands.Scripts
{
/// <summary>
/// The <c>run_script</c> command (AUTHAPI-26): compile a single project <c>.cs</c> file in memory
/// via the shared <see cref="RoslynCompilationService"/> and execute a NAMED static entry point —
/// with NO domain reload and NO code carried through the protocol. This formalizes the
/// "builder pattern": bulk construction lives in a versioned project script that is written to
/// disk (ideally OUTSIDE <c>Assets/</c>, so writing it triggers no asset import / domain reload)
/// and invoked here by name, instead of shipping escaped C# strings through <c>eval</c>.
///
/// It composes the two halves the pipeline already had — <c>eval_file</c> (code from disk) and
/// <c>reload_file</c> (single-file in-memory Roslyn compile) — into one first-class command:
/// - <c>ephemeral</c> (default): compile to an in-memory assembly, run the entry point, discard.
/// - <c>hotpatch</c>: delegate to <c>reload_file</c>'s in-place <c>[CodeReload]</c> semantics.
///
/// This is still arbitrary code execution — only the carrier changes (a reviewable file on disk
/// instead of a protocol string). It is grouped under the same <c>scripts/eval</c> tag as
/// <c>eval</c> so a host that disables the eval family disables this too.
/// </summary>
static class RunScriptCommand
{
/// <summary>Upper bound on a single run's timeout — 24 hours, matching the <c>eval</c> cap (CLI-335).</summary>
private const int MaxTimeoutMs = 86_400_000;
[CliCommand("run_script",
"Compile a project C# file in memory (no domain reload) and execute a named static entry point. " +
"The builder-pattern path for bulk construction. Still arbitrary code execution — shares eval's capability gate.",
MainThreadRequired = true, Tags = new[] { "scripts/eval" })]
public static async Task<RunScriptResponse> RunScript(
[CliArg("file", "Path to a .cs file to compile. Relative paths resolve against the PROJECT ROOT (the parent of Assets/), not the process working directory. May live OUTSIDE Assets/ (e.g. AgentScripts/) so writing it never triggers an asset import or domain reload.", Required = true)] string file,
[CliArg("entry", "Entry point as Namespace.Type.Method (or Type.Method, or a bare Method name). Default: the single public static method if unambiguous, else a method named Main. Static methods only in v1. Ephemeral mode only (rejected with mode=hotpatch, which never invokes an entry point).")] string entry = null,
[CliArg("args", "JSON array of arguments passed to the entry point, coerced to its parameter types: primitives, enum names, string[], and a string/object handle (ObjectRef) for UnityEngine.Object parameters. Ephemeral mode only (rejected with mode=hotpatch).")] JArray args = null,
[CliArg("mode", "ephemeral (default): compile to an in-memory assembly, run the entry, discard. hotpatch: apply [CodeReload] method replacements to already-loaded types (reload_file semantics).")] string mode = "ephemeral",
[CliArg("references", "Extra assembly name prefixes to reference beyond the auto-resolved set. In the Editor all loaded assemblies are already referenced, so this is effectively a no-op there. Ephemeral mode only; not applied by hotpatch (which delegates to reload_file's own compile).")] string[] references = null,
[CliArg("defines", "Extra scripting define symbols APPENDED to the project's active editor defines (UNITY_EDITOR etc. are already set) for the compilation's #if directives. Ephemeral mode only; not applied by hotpatch.")] string[] defines = null,
[CliArg("pdb", "Emit a portable PDB mapped to the source file so breakpoints bind and exception stack traces map to file:line. Compiles unoptimized.")] bool pdb = false,
[CliArg("timeout_ms", "Timeout in milliseconds. Bounds the main-thread dispatcher wait AND, for an async entry point, how long its Task is awaited (on expiry the task keeps running detached).")] int timeoutMs = 30000,
[CliArg("dry_run", "Compile only: return diagnostics; the emitted assembly is NOT loaded into the domain and nothing executes. Ephemeral mode only (rejected with mode=hotpatch, which would apply live method replacements).")] bool dryRun = false)
{
var total = Stopwatch.StartNew();
if (string.IsNullOrWhiteSpace(file))
return RunScriptResponse.Fail("Bad Request", "The 'file' parameter is required and cannot be empty.", total.ElapsedMilliseconds);
if (!file.EndsWith(".cs", StringComparison.OrdinalIgnoreCase))
return RunScriptResponse.Fail("Bad Request", "The 'file' must have a .cs extension.", total.ElapsedMilliseconds);
if (timeoutMs <= 0 || timeoutMs > MaxTimeoutMs)
return RunScriptResponse.Fail("Bad Request", $"'timeout_ms' must be between 1 and {MaxTimeoutMs}.", total.ElapsedMilliseconds);
var normalizedMode = (mode ?? "ephemeral").Trim().ToLowerInvariant();
try
{
switch (normalizedMode)
{
case "ephemeral":
return await RunEphemeral(file, entry, args, references, defines, pdb, dryRun, timeoutMs, total);
case "hotpatch":
{
// hotpatch delegates wholesale to reload_file's [CodeReload] semantics:
// nothing is invoked, so entry/args are meaningless, and there is no
// compile-only path — a "dry run" would still apply live method
// replacements. Reject rather than silently ignore or, worse, apply.
if (dryRun)
{
return RunScriptResponse.Fail("Bad Request",
"'dry_run' is not supported with mode=hotpatch; it would apply live method replacements. " +
"Use mode=ephemeral (the default) for a compile-only check.",
total.ElapsedMilliseconds);
}
var unsupported = new List<string>();
if (!string.IsNullOrWhiteSpace(entry)) unsupported.Add("'entry'");
if (args != null && args.Count > 0) unsupported.Add("'args'");
if (unsupported.Count > 0)
{
return RunScriptResponse.Fail("Bad Request",
$"{string.Join(" and ", unsupported)} {(unsupported.Count == 1 ? "is" : "are")} not supported with mode=hotpatch: " +
"it applies [CodeReload] method replacements in place and never invokes an entry point. " +
"Use mode=ephemeral to run an entry point.",
total.ElapsedMilliseconds);
}
return RunHotpatch(file, pdb, timeoutMs, total);
}
default:
return RunScriptResponse.Fail("Bad Request", $"Unknown mode '{mode}'. Expected 'ephemeral' or 'hotpatch'.", total.ElapsedMilliseconds);
}
}
catch (Exception ex)
{
Debug.LogError($"Pipeline: run_script failed: {ex}");
return RunScriptResponse.Fail("Execution Failed", ex.ToString(), total.ElapsedMilliseconds);
}
}
/// <summary>
/// ephemeral mode: single-file in-memory compile → resolve the entry point → coerce args →
/// invoke → serialize. No <c>AssetDatabase.Refresh</c> and no domain reload occur. Async so
/// a Task-returning entry point can be awaited without blocking the main thread (see the
/// comment at the await); <paramref name="timeoutMs"/> bounds that wait.
/// </summary>
private static async Task<RunScriptResponse> RunEphemeral(
string file, string entry, JArray args, string[] references, string[] defines, bool pdb, bool dryRun, int timeoutMs, Stopwatch total)
{
// Resolve the path: absolute as-is, else relative to the PROJECT ROOT (the parent of
// Assets/) — NOT the process working directory, which is usually but not guaranteed to
// be the project root. This deliberately accepts files outside Assets/. (hotpatch mode
// intentionally keeps reload_file's own resolution, which probes under Assets/.)
var projectRoot = Directory.GetParent(Application.dataPath)?.FullName ?? Directory.GetCurrentDirectory();
var fullPath = Path.GetFullPath(Path.IsPathRooted(file) ? file : Path.Combine(projectRoot, file));
if (!File.Exists(fullPath))
return RunScriptResponse.Fail("File Not Found", $"Source file not found: {fullPath}", total.ElapsedMilliseconds);
string source;
try
{
source = File.ReadAllText(fullPath);
}
catch (Exception ex)
{
return RunScriptResponse.Fail("Bad Request", $"Failed to read file: {ex.Message}", total.ElapsedMilliseconds);
}
if (string.IsNullOrWhiteSpace(source))
return RunScriptResponse.Fail("Bad Request", $"File is empty: {fullPath}", total.ElapsedMilliseconds);
var assemblyName = $"PipelineRunScript_{Path.GetFileNameWithoutExtension(fullPath)}_{Guid.NewGuid():N}";
// Emit symbols mapped to the source file whenever we are going to execute, so that
// exception stack traces (and, with an attached debugger, breakpoints) map back to
// file:line in the original .cs. dry_run only needs symbols when explicitly requested.
var emitDebug = pdb || !dryRun;
// Seed the compile with the project's ACTIVE editor defines (UNITY_EDITOR, the
// UNITY_<version> symbols, platform defines, project scripting symbols, …) so the
// source's #if directives behave like project code. The user's `defines` extend that
// set; they do not replace it.
var activeDefines = EditorUserBuildSettings.activeScriptCompilationDefines;
var effectiveDefines = defines == null || defines.Length == 0
? activeDefines
: activeDefines.Concat(defines).Distinct().ToArray();
var compileSw = Stopwatch.StartNew();
var compilation = RoslynCompilationService.Compile(new CompilationRequest
{
SourceCode = source,
AssemblyName = assemblyName,
EmitDebugInformation = emitDebug,
DocumentPath = fullPath,
AdditionalAssemblyPrefixes = references,
PreprocessorSymbols = effectiveDefines,
// dry_run never executes, so don't load the emitted assembly into the domain —
// in-memory assemblies are not unloadable under Mono and would leak per call.
SkipLoad = dryRun
});
compileSw.Stop();
if (!compilation.Success)
{
return RunScriptResponse.Fail(
"Compilation Failed",
"The script failed to compile. See diagnostics for line/column details.",
total.ElapsedMilliseconds,
compilation.Diagnostics,
compileSw.ElapsedMilliseconds,
0,
assemblyName);
}
if (dryRun)
{
// Emit-only: no assembly was loaded, so there is no assemblyName to report.
var dr = RunScriptResponse.Ok(null, null, compileSw.ElapsedMilliseconds, 0, total.ElapsedMilliseconds, compilation.Diagnostics);
dr.Message = "Compiled successfully (dry run; nothing was loaded or executed).";
return dr;
}
// Resolve the entry point.
var method = ResolveEntryPoint(compilation.Assembly, entry, Path.GetFileName(fullPath), out var entryError);
if (method == null)
{
return RunScriptResponse.Fail("Entry Point Not Found", entryError, total.ElapsedMilliseconds,
compilation.Diagnostics, compileSw.ElapsedMilliseconds, 0, assemblyName);
}
// Coerce JSON args to the entry point's parameter types.
if (!TryCoerceArguments(method, args, out var callArgs, out var argError))
{
return RunScriptResponse.Fail("Bad Request", argError, total.ElapsedMilliseconds,
compilation.Diagnostics, compileSw.ElapsedMilliseconds, 0, assemblyName);
}
// Execute.
var execSw = Stopwatch.StartNew();
object returnValue = null;
try
{
returnValue = method.Invoke(null, callArgs);
// A Task/Task<T>-returning entry point must be awaited — otherwise the call
// reports success the moment the first await yields, and any exception in the
// async work is never observed. Awaited ASYNCHRONOUSLY (never a blocking
// GetResult()): this command runs on the main thread, and an entry point's awaits
// resume on the Unity SynchronizationContext — i.e. this same thread — so a
// blocking wait here deadlocks the whole Editor permanently. Awaiting instead
// returns control to the editor loop at this point (the server unwraps the
// command's own Task off the main thread), letting those continuations pump.
// The wait is bounded by what remains of timeout_ms; on expiry the task keeps
// running detached, like an abandoned eval. Task<T> exposes Result via reflection
// (an `async Task` materializes as Task<VoidTaskResult>, whose Result carries no
// value — treat it as null).
if (returnValue is Task task)
{
var remainingMs = (int)Math.Max(0, timeoutMs - total.ElapsedMilliseconds);
var completed = await Task.WhenAny(task, Task.Delay(remainingMs));
if (completed != task)
{
execSw.Stop();
return RunScriptResponse.Fail(
"Timeout",
$"The entry point's Task did not complete within the {timeoutMs}ms budget " +
$"({remainingMs}ms remained after the synchronous part). The task keeps running detached and " +
"its effects may still land; raise timeout_ms if it legitimately needs longer.",
total.ElapsedMilliseconds,
compilation.Diagnostics,
compileSw.ElapsedMilliseconds,
execSw.ElapsedMilliseconds,
assemblyName);
}
await task; // a faulted task throws the entry point's own exception here
var resultProperty = task.GetType().GetProperty("Result");
returnValue = resultProperty != null && resultProperty.PropertyType.FullName != "System.Threading.Tasks.VoidTaskResult"
? resultProperty.GetValue(task)
: null;
}
}
catch (Exception ex) when (ex is TargetInvocationException || returnValue is Task)
{
execSw.Stop();
// Reflection wraps a synchronous throw in a TargetInvocationException; a faulted
// task rethrows the entry point's own exception from the await. Normalize both
// to the entry point's exception. With the PDB emitted above and DocumentPath set
// to the source file, the stack trace carries "... in <file>:line <n>", so the
// failure maps back to the original source.
var inner = (ex as TargetInvocationException)?.InnerException ?? ex;
return RunScriptResponse.Fail(
"Runtime Error",
$"{inner.GetType().Name}: {inner.Message}\n{inner.StackTrace}",
total.ElapsedMilliseconds,
compilation.Diagnostics,
compileSw.ElapsedMilliseconds,
execSw.ElapsedMilliseconds,
assemblyName);
}
execSw.Stop();
return RunScriptResponse.Ok(
SerializeResult(returnValue),
assemblyName,
compileSw.ElapsedMilliseconds,
execSw.ElapsedMilliseconds,
total.ElapsedMilliseconds,
compilation.Diagnostics);
}
/// <summary>
/// hotpatch mode: apply in-place <c>[CodeReload]</c> method replacements to already-loaded
/// types, delegating to the existing <c>reload_file</c> command so its behavior/tests are
/// preserved. The result is re-shaped into a <see cref="RunScriptResponse"/>.
/// </summary>
private static RunScriptResponse RunHotpatch(string file, bool pdb, int timeoutMs, Stopwatch total)
{
var hr = CodeReloadCommands.ReloadFile(file, timeoutMs, null, pdb);
// reload_file reports a single duration for the whole reload (compile + apply); surface
// it as executeMs rather than mislabeling it compile time. compileMs stays 0 here.
var reloadMs = hr.ExecutionTimeMs ?? 0L;
if (hr.Success)
{
// reload_file can succeed with advisory diagnostics (e.g. partially-skipped
// overrides) — keep them, as "warning" entries in the same shape the failure
// path uses, instead of dropping them on the floor.
var warnings = (hr.Diagnostics ?? new List<string>())
.Select(d => new DiagnosticInfo { Severity = "warning", Message = d })
.ToList();
var ok = RunScriptResponse.Ok(hr.Items, hr.AssemblyName, 0, reloadMs, total.ElapsedMilliseconds, warnings);
ok.Message = hr.Message;
return ok;
}
var diagnostics = (hr.Diagnostics ?? new List<string>())
.Select(d => new DiagnosticInfo { Severity = "error", Message = d })
.ToList();
return RunScriptResponse.Fail(hr.Error ?? "Code Reload Failed", hr.ErrorDetails, total.ElapsedMilliseconds,
diagnostics, 0, reloadMs, hr.AssemblyName);
}
/// <summary>
/// Resolve the static entry method from a compiled assembly.
/// - "Namespace.Type.Method" / "Type.Method": split on the last dot; find the type, then the
/// static method by name (public or non-public). Nested types may be written with dots
/// ("Outer.Inner.Method") — the '+' reflection form is retried automatically.
/// - bare "Method": the single static method with that name across all types.
/// - null/empty: the single public static method if unambiguous, else a method named "Main".
/// Generic methods are never candidates (no type arguments to close them with).
/// Returns null and sets <paramref name="error"/> when it cannot resolve unambiguously.
/// </summary>
private static MethodInfo ResolveEntryPoint(Assembly assembly, string entry, string fileName, out string error)
{
error = null;
// Skip compiler-generated types (e.g. <PrivateImplementationDetails>).
var types = assembly.GetTypes().Where(t => !t.Name.Contains("<") && !t.Name.Contains(">")).ToArray();
const BindingFlags AnyStatic = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.DeclaredOnly;
const BindingFlags PublicStatic = BindingFlags.Public | BindingFlags.Static | BindingFlags.DeclaredOnly;
if (!string.IsNullOrWhiteSpace(entry))
{
entry = entry.Trim();
var lastDot = entry.LastIndexOf('.');
if (lastDot > 0)
{
var typeName = entry.Substring(0, lastDot);
var methodName = entry.Substring(lastDot + 1);
var type = assembly.GetType(typeName)
?? types.FirstOrDefault(t => t.FullName == typeName || t.Name == typeName);
if (type == null && typeName.IndexOf('.') >= 0)
{
// Nested types use '+' in reflection names ("Outer+Inner"), while callers
// naturally write dots ("Outer.Inner.Method"). Retry with the last dot of
// the type part replaced.
var nestedDot = typeName.LastIndexOf('.');
var nestedName = typeName.Substring(0, nestedDot) + "+" + typeName.Substring(nestedDot + 1);
type = assembly.GetType(nestedName)
?? types.FirstOrDefault(t => t.FullName == nestedName);
}
if (type == null)
{
error = $"No type '{typeName}' in compiled file '{fileName}'. Types: [{string.Join(", ", types.Select(t => t.FullName))}].";
return null;
}
var named = type
.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static)
.Where(m => m.Name == methodName && !m.IsSpecialName)
.ToList();
var candidates = named.Where(m => !m.ContainsGenericParameters).ToList();
if (candidates.Count == 1)
return candidates[0];
if (candidates.Count > 1)
{
error = $"Entry '{entry}' is overloaded ({candidates.Count} static overloads); overloaded entry points are not supported in v1.";
return null;
}
if (named.Count > 0)
{
error = $"Entry '{entry}' only resolves to generic method(s); generic entry points are not supported.";
return null;
}
var instance = type.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
.FirstOrDefault(m => m.Name == methodName && !m.IsSpecialName);
error = instance != null
? $"Entry '{entry}' is an instance method; only static methods are supported in v1."
: $"No static method '{methodName}' on type '{type.FullName}'.";
return null;
}
// Bare method name — search every type for a static method with that name.
var byNameAll = types.SelectMany(t => t.GetMethods(AnyStatic))
.Where(m => m.Name == entry && !m.IsSpecialName)
.ToList();
var byName = byNameAll.Where(m => !m.ContainsGenericParameters).ToList();
if (byName.Count == 1)
return byName[0];
if (byName.Count == 0)
{
error = byNameAll.Count > 0
? $"Static method '{entry}' in '{fileName}' is generic; generic entry points are not supported."
: $"No static method named '{entry}' found in '{fileName}'.";
return null;
}
error = $"Multiple static methods named '{entry}' found in '{fileName}'; qualify the entry as Namespace.Type.Method.";
return null;
}
// No entry specified — auto-detect. Generic methods can't be invoked without type
// arguments, so they are never entry-point candidates.
var publicStatic = types.SelectMany(t => t.GetMethods(PublicStatic))
.Where(m => !m.IsSpecialName && !m.ContainsGenericParameters)
.ToList();
if (publicStatic.Count == 1)
return publicStatic[0];
var mains = types.SelectMany(t => t.GetMethods(AnyStatic))
.Where(m => m.Name == "Main" && !m.IsSpecialName && !m.ContainsGenericParameters)
.ToList();
if (mains.Count == 1)
return mains[0];
if (publicStatic.Count == 0)
{
error = $"No public static entry point found in '{fileName}'. Add a public static method or specify 'entry'.";
return null;
}
error = $"Ambiguous entry point in '{fileName}': {publicStatic.Count} public static methods and no unique 'Main'. " +
$"Specify 'entry' as Namespace.Type.Method. Candidates: [{string.Join(", ", publicStatic.Select(m => (m.DeclaringType?.FullName ?? "?") + "." + m.Name))}].";
return null;
}
/// <summary>
/// Coerce the JSON <paramref name="args"/> array to the entry point's parameter types using
/// the shared converters: primitives / enum names / string[] via Newtonsoft, and a
/// string-or-object handle (<see cref="ObjectRef"/> + <see cref="ObjectResolver"/>) for
/// UnityEngine.Object parameters. Omitted trailing args fall back to C# default values.
/// An explicit JSON null is only valid for reference-type and Nullable&lt;T&gt; parameters —
/// for a non-nullable value type it is a coercion error, never a silent default(T).
/// </summary>
private static bool TryCoerceArguments(MethodInfo method, JArray args, out object[] callArgs, out string error)
{
error = null;
var parameters = method.GetParameters();
callArgs = new object[parameters.Length];
var provided = args?.Count ?? 0;
if (provided > parameters.Length)
{
error = $"Entry point '{method.DeclaringType?.FullName}.{method.Name}' expects {parameters.Length} argument(s) but {provided} were provided.";
return false;
}
for (int i = 0; i < parameters.Length; i++)
{
var p = parameters[i];
var pt = p.ParameterType;
if (i >= provided)
{
if (p.HasDefaultValue)
{
callArgs[i] = p.DefaultValue;
continue;
}
error = $"Missing required argument #{i} for parameter '{p.Name}' ({pt.Name}).";
return false;
}
var token = args[i];
if (typeof(Object).IsAssignableFrom(pt))
{
if (token == null || token.Type == JTokenType.Null)
{
callArgs[i] = null;
continue;
}
ObjectRef handle;
try
{
handle = token.ToObject<ObjectRef>();
}
catch (Exception ex)
{
error = $"Argument #{i} ('{p.Name}'): not a valid object reference: {ex.Message}";
return false;
}
if (handle == null || handle.IsEmpty)
{
error = $"Argument #{i} ('{p.Name}'): empty object reference.";
return false;
}
if (!ObjectResolver.TryResolve(handle, out var resolved, out var resolveError))
{
error = $"Argument #{i} ('{p.Name}'): {resolveError}";
return false;
}
if (!pt.IsInstanceOfType(resolved))
{
// Convenience: a GameObject handle can satisfy a Component parameter (and vice versa).
Object coerced = null;
if (resolved is GameObject go && typeof(Component).IsAssignableFrom(pt))
coerced = go.GetComponent(pt);
else if (resolved is Component c && pt == typeof(GameObject))
coerced = c.gameObject;
if (coerced != null && pt.IsInstanceOfType(coerced))
{
resolved = coerced;
}
else
{
error = $"Argument #{i} ('{p.Name}') resolved to a {resolved.GetType().Name}, which is not assignable to {pt.Name}.";
return false;
}
}
callArgs[i] = resolved;
continue;
}
if (token == null || token.Type == JTokenType.Null)
{
// null has no representation in a non-nullable value type — silently passing
// default(T) would hide the caller's mistake. Nullable<T> (and reference
// types) accept null as-is.
if (pt.IsValueType && Nullable.GetUnderlyingType(pt) == null)
{
error = $"Argument #{i} ('{p.Name}'): null cannot be converted to value type {pt.Name}; pass a value, or make the parameter nullable ({pt.Name}?).";
return false;
}
callArgs[i] = null;
continue;
}
try
{
callArgs[i] = token.ToObject(pt);
}
catch (Exception ex)
{
error = $"Argument #{i} ('{p.Name}'): cannot convert to {pt.Name}: {ex.Message}";
return false;
}
}
return true;
}
/// <summary>
/// Serialize the entry point's return value for the JSON response. Mirrors
/// <c>EvalCodeCompiler.SerializeResult</c> so run_script results look like eval results:
/// primitives pass through, Unity objects go via JsonUtility, everything else via Newtonsoft,
/// with a ToString() fallback.
/// </summary>
private static object SerializeResult(object value)
{
if (value == null) return null;
if (value is string || value is bool || value is int || value is long || value is float || value is double)
return value;
if (value is Object unityObj)
{
try
{
return JsonConvert.DeserializeObject(JsonUtility.ToJson(unityObj));
}
catch
{
return value.ToString();
}
}
try
{
return JsonConvert.DeserializeObject(JsonConvert.SerializeObject(value));
}
catch
{
return value.ToString();
}
}
}
/// <summary>
/// Response for <c>run_script</c>. Result shape: <c>{ result, diagnostics, compileMs, executeMs,
/// assemblyName }</c> on top of the standard command envelope. Deliberately carries no echo of the
/// source (path + diagnostics only), so MCP results stay small and reviewable.
/// </summary>
[Serializable]
class RunScriptResponse : CommandExecutionResponse
{
/// <summary>Compilation diagnostics (errors, warnings) from Roslyn, with line/column.</summary>
[JsonProperty("diagnostics")]
public List<DiagnosticInfo> Diagnostics { get; set; } = new List<DiagnosticInfo>();
/// <summary>
/// Milliseconds spent compiling the file to an in-memory assembly. 0 for hotpatch, whose
/// compile is inside <c>reload_file</c> and not reported separately (see <see cref="ExecuteMs"/>).
/// </summary>
[JsonProperty("compileMs")]
public long CompileMs { get; set; }
/// <summary>
/// Milliseconds spent executing the entry point (0 for dry_run). For hotpatch this is the
/// whole reload duration — compile + apply — since <c>reload_file</c> does not split the two.
/// </summary>
[JsonProperty("executeMs")]
public long ExecuteMs { get; set; }
/// <summary>Name of the generated in-memory assembly.</summary>
[JsonProperty("assemblyName")]
public string AssemblyName { get; set; }
public static RunScriptResponse Ok(object result, string assemblyName, long compileMs, long executeMs, long executionTimeMs, List<DiagnosticInfo> diagnostics)
{
return new RunScriptResponse
{
Success = true,
Command = "run_script",
Result = result,
AssemblyName = assemblyName,
CompileMs = compileMs,
ExecuteMs = executeMs,
ExecutionTimeMs = executionTimeMs,
Diagnostics = diagnostics ?? new List<DiagnosticInfo>(),
ExecutedAt = DateTime.UtcNow
};
}
public static RunScriptResponse Fail(string error, string errorDetails, long executionTimeMs,
List<DiagnosticInfo> diagnostics = null, long compileMs = 0, long executeMs = 0, string assemblyName = null)
{
return new RunScriptResponse
{
Success = false,
Command = "run_script",
Error = error,
ErrorDetails = errorDetails,
AssemblyName = assemblyName,
CompileMs = compileMs,
ExecuteMs = executeMs,
ExecutionTimeMs = executionTimeMs,
Diagnostics = diagnostics ?? new List<DiagnosticInfo>(),
ExecutedAt = DateTime.UtcNow
};
}
}
}