fix: make refresh_unity's compile wait observable across the domain reload - #1347
fix: make refresh_unity's compile wait observable across the domain reload#1347KamilDev wants to merge 4 commits into
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Included review availability: Your plan provides up to 10 included reviews per hour; 8 remain after this review. 📝 WalkthroughWalkthroughCompilation timestamps and compile counts now persist across Unity domain reloads. ChangesCompilation synchronization
Estimated code review effort: 3 (Moderate) | ~25 minutes Merge Risk: ⚪ Minimal · up to Refresh requests that wait for readiness now observe compilation start and retain compilation timing across domain reloads, while non-waiting requests remain immediate. No merge-blocking behavior risk remains. Sequence Diagram(s)sequenceDiagram
participant HandleCommand
participant EditorStateCache
participant CompilationPipeline
participant EditorApplication
HandleCommand->>EditorStateCache: Read CompileCount
HandleCommand->>CompilationPipeline: Request script compilation
HandleCommand->>EditorApplication: Wait for compilation start
CompilationPipeline->>EditorStateCache: Persist start timestamp and increment CompileCount
CompilationPipeline-->>EditorApplication: Raise compilationStarted
EditorApplication-->>HandleCommand: Return compile_started
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✅ Passed checks (3 passed)
Full details: Linked Issues checkExplanation The changes improve compilation-state observability for [
✨ Finishing Touches🧪 Generate unit tests (beta)
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In `@MCPForUnity/Editor/Tools/RefreshUnity.cs`:
- Line 167: Update the RefreshUnity.HandleCommand completion flow around the
TaskCompletionSource<bool> so the refresh_unity command is completed before a
Unity domain reload, rather than deferring its continuation through Unity’s
synchronization context. Preserve the existing response behavior while ensuring
StdioBridgeHost does not time out if compilation replaces the context.
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MCPForUnity/Editor/Services/EditorStateCache.csMCPForUnity/Editor/Tools/RefreshUnity.cs
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…mpilation (PR CoplayDev#978 compatibility with CoplayDev#1347/CoplayDev#1350)
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Thanks for the effort here, a few notes (from AI audit): The comment on Most of the fix is already there. Could you add a couple of tests while you're in there? |
…eload `refresh_unity(compile="request", wait_for_ready=true)` returned before the compile it requested had started, and the compile's own edges were erased by the domain reload that ended it. Agents fall back to fixed sleeps as a result (CoplayDev#814). Two independent causes: - `RequestScriptCompilation()` only queues; the pipeline starts on a later editor tick. `resulting_state` was sampled immediately after, so it reported `idle` for a compile about to run, and the server-side readiness poll — which begins the moment the tool returns — saw a ready editor and returned at once. Measured on 6000.3.14f1: `compilationStarted` fired 3.7s after the call had already answered `idle`. - `last_compile_started/finished_unix_ms` were derived by edge-detecting `GetActualIsCompiling()` on the throttled update tick, into statics. A successful compile ends in a domain reload that wipes them, so the falling edge of the very compile a client waits on was unobservable: both fields read `null` afterwards, leaving "finished" and "never started" indistinguishable. The values were also quantised to the 1s tick, and a compile shorter than one tick was missed entirely. Fixes: - Record the edges from `CompilationPipeline.compilationStarted/compilationFinished` into `SessionState`. `compilationFinished` fires before the reload, so the write lands while the domain is alive and is read back by the next one. SessionState survives reloads and dies with the editor session — the lifetime these values describe. The events were already subscribed for `GetActualIsCompiling`; only the storage changes. - Wait for the start edge in `RefreshUnity` before reporting state, so `resulting_state` and every readiness decision downstream of it are truthful. Backed by a monotonic `EditorStateCache.CompileCount`, which also catches a compile that begins and ends inside `AssetDatabase.Refresh`, before the wait is armed. Bounded by a 10s grace and resolved — never faulted — when nothing needed compiling. Unlike `WaitForUnityReadyAsync` this cannot span the reload: it returns when compilation starts, long before assemblies swap, so the Unity 6+ opt-out that guards the readiness wait does not apply to it. No schema or server change: `CompileCount` stays internal to the package. Verified on Unity 6000.3.14f1 against a live Editor. Before: `resulting_state: "idle"`, both timestamps `null` after a successful compile. After: `resulting_state: "compiling"`, `started`/`finished` populated (1665ms compile) and still readable 5.2s later, past the reload.
…mminent The counter branch of WaitForCompilationToStartAsync exists for a compile that begins and ends inside AssetDatabase.Refresh, which means it can resolve with the domain reload already imminent. Resolving it from the update callback handed the rest of HandleCommand to the synchronization context as a queued continuation, which the reload discards along with the rest of the domain — losing the response the caller is waiting on. Test both exit conditions synchronously on entry and return a completed task, which resumes the await inline and leaves nothing queued. The polling path is now reached only when no compile has started yet, where the reload is at minimum a compile away.
…t_for_ready` Review on CoplayDev#1347 raised two things about the start-edge wait: `WaitForCompilationToStartAsync` already resolves true/false but the caller dropped the result, and the wait ran even with `wait_for_ready=false`, which is documented as the non-blocking switch. - `WaitForCompilationToStartAsync` now returns `Task<bool>`; the value is surfaced as `compile_started` on both the success and the `refresh_timeout_waiting_for_ready` payloads. `null` means nothing was waited for (no compile requested, or `wait_for_ready=false`), so "not observed" never reads as "did not start" - The wait only runs when `wait_for_ready` is true. A no-wait `compile="request"` returns immediately with the poll hint, as before this branch - Corrected the doc on `CompileStartGraceSeconds`. The review's premise was that `RequestScriptCompilation` is a no-op when nothing needs recompiling and the grace would then be the normal path; measured on 6000.3.14f1 it is not — `EditorCompilation.RequestScriptCompilation` records a pending request that native drains into `CompileScriptsWithSettings` unconditionally (same in 2021.3 and master), and with nothing changed the pipeline still fires `compilationStarted`/`compilationFinished` (~100 ms, cached) and reloads the domain. "Recompiles those scripts which require it" describes per-assembly skipping inside that run. The grace covers the cases where the run never begins: a setup error, or play mode with "Recompile After Finished Playing", which measured at 10.0 s with `compile_started=false` - `GetSessionUnixMs`/`SetSessionUnixMs` are `internal` so the tests can reach them via the existing `InternalsVisibleTo` Tests (EditMode): `compile="none"` with `wait_for_ready=false` hands back an already-completed task (tolerating the `tests_running` short-circuit under the bridge's `run_tests`); a moved compile counter resolves the wait synchronously with `true`; the session unix-ms helpers round-trip a value beyond `int.MaxValue` and return `null` for an unset or malformed value.
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Thanks — all four are in 229b611 (rebased onto current
On the premise, since the audit read the docs literally: I measured it before changing anything. Four The case where it is the normal path is the play-mode one you named. With "Recompile After Finished Playing" and play mode active, the request is deferred until play exits: measured 10.01 s and One thing worth knowing that this branch does not change: with a no-op request the reload lands before the response leaves the socket, so the raw bridge sees a disconnect for that call. The MCP tool already maps that to |
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Inline comments:
In `@MCPForUnity/Editor/Tools/RefreshUnity.cs`:
- Around line 116-118: Update the RefreshUnity flow around
RequestScriptCompilation and WaitForCompilationToStartAsync to avoid arming the
CompileStartGraceSeconds timeout when Unity has no compilation work scheduled.
Detect the unchanged/no-work case before waiting, or explicitly force
compilation with the appropriate RequestScriptCompilation overload when
required, while preserving the existing wait behavior when compilation is
actually requested.
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MCPForUnity/Editor/Services/EditorStateCache.csMCPForUnity/Editor/Tools/RefreshUnity.csTestProjects/UnityMCPTests/Assets/Tests/EditMode/Services/EditorStateCacheSessionValuesTests.csTestProjects/UnityMCPTests/Assets/Tests/EditMode/Services/EditorStateCacheSessionValuesTests.cs.metaTestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/RefreshUnityTests.csTestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/RefreshUnityTests.cs.meta
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…sponse beats the reload Waiting for the start edge moved the `refresh_unity` response into the window between `compilationStarted` and the domain reload. For a cached no-change compile that window is ~110 ms, and it was not enough: the wait was observed from an `EditorApplication.update` poll, and each `await ... ConfigureAwait(true)` between it and the socket — this handler's continuation, the `CommandRegistry` async wrapper, its `AwaitHandler` — was posted to Unity's synchronization context and ran one editor frame later. Three frames in an unfocused Editor outlast the compile, the reload discards the queued continuations, and the raw bridge reported a disconnect for every no-op request (4/4 measured). The MCP tool masked it as `recovered_from_disconnect`; the CLI's `editor refresh --compile` printed an error. - `WaitForCompilationToStartAsync` subscribes to `CompilationPipeline.compilationStarted` and completes from that handler, at the true edge rather than the next tick - The completion source no longer uses `RunContinuationsAsynchronously`. Completed on the main thread, the awaiter sees the captured context as the current one and inlines all three continuations inside the event handler, leaving only the dispatcher's thread-pool send. Measured after the change: 3/3 no-op requests returned `compile_started: true`, `resulting_state: "compiling"` in ~0.8 s over the raw bridge - The update hook now carries only the grace expiry - New EditMode `[UnityTest]`: a zero grace with the counter current resolves `false` on the first tick
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Correction to the last paragraph of my previous comment, plus a fix: the lost response was not pre-existing. Before this branch the response left before the compile even started; waiting for the start edge moved it into the window between 19966ba resolves the wait from |
Description
refresh_unity(compile="request", wait_for_ready=true)returns before the compile it requested has started, and that compile's own edges are erased by the domain reload that ends it. Agents fall back to fixed sleeps as a result — which is #814.Two independent causes, both measured on Unity 6000.3.14f1:
1. The readiness wait races the start of the compile.
CompilationPipeline.RequestScriptCompilation()only queues; the pipeline starts on a later editor tick.resulting_stateis sampled immediately after, so it reportsidlefor a compile that is about to run — and the server-sidewait_for_editor_readypoll, which begins the moment the tool returns, sees a ready editor and returns at once.wait_for_readytherefore does nothing for exactly the call it exists for.Instrumented with a
SessionState-backed probe on the realcompilationStartedevent:2. The compile's edges do not survive the reload that ends it.
last_compile_started_unix_ms/last_compile_finished_unix_mswere derived by edge-detectingGetActualIsCompiling()on the throttled update tick, into statics. A successful compile ends in a domain reload that wipes them, so the falling edge of the very compile a client is waiting on is unobservable — both fields readnullafterwards, leaving "finished" and "never started" indistinguishable. Straight after a compile that demonstrably ran and reloaded the domain:The sampling also quantised both values to the 1s update throttle, and missed any compile shorter than one tick.
Type of Change
Changes Made
EditorStateCache.cs— record the compile edges fromCompilationPipeline.compilationStarted/compilationFinishedintoSessionStateinstead of sampling them into statics.compilationFinishedfires before the reload, so the write lands while the domain is alive and is read back by the next one.SessionStatesurvives reloads and dies with the editor session, which is the lifetime these values describe. The events were already subscribed forGetActualIsCompiling— only the storage changes. Adds an internal monotonicCompileCountalongside them.RefreshUnity.cs— whenwait_for_readyis true, wait for the start edge before reporting state, soresulting_state, and every readiness decision downstream of it, is truthful.CompileCountbacks the wait so it also catches a compile that begins and ends insideAssetDatabase.Refresh, before the wait is armed. Bounded by a 10s grace and resolved, never faulted, when the pipeline never starts. The outcome is surfaced ascompile_started(true/false, ornullwhen nothing was waited for).wait_for_ready=falsestays non-blocking: no wait, immediate return, poll hint as before.Unlike
WaitForUnityReadyAsync, this wait cannot span a domain reload — it returns the moment compilation starts, long before assemblies swap. The Unity 6+ opt-out guarding the readiness wait (waitForReady && !compileRequested) is left exactly as it is and does not apply here.The start is observed from
CompilationPipeline.compilationStartedrather than an update poll, and the completion source deliberately omitsRunContinuationsAsynchronously. Everyawaitbetween the wait and the socket captures Unity's synchronization context, and a continuation posted to it runs one editor frame later; there are three such hops (this handler, theCommandRegistryasync wrapper, itsAwaitHandler). Completed on the main thread with inlining allowed, all three run inside the event handler and the response reaches the thread-pool send within the compile, which is what keeps a ~110 ms cached compile from reloading over the response.No schema change and no server-side change:
CompileCountstays internal to the package, and the existingwait_for_editor_readyloop now works because the state it polls is finally truthful.compile_startedis one additional field on the response payload.On when the grace actually fires — review raised that
RequestScriptCompilation"recompiles those scripts which require it" and might therefore not start at all when nothing changed, making the grace the normal path. Measured, it does not work that way: with nothing changed, 6000.3.14f1 still raisescompilationStarted/compilationFinished(a ~110 ms cached run) and reloads the domain, and the counter moves on every call. InUnityCsReference,EditorCompilation.RequestScriptCompilationrecords a pending request that native drains intoCompileScriptsWithSettingsunconditionally, identically on the2021.3branch andmaster; the per-assembly skipping is inside that run. The grace covers a run that never begins — a compilation setup error, or play mode with "Recompile After Finished Playing" — and both now reportcompile_started=falseinstead of just being slow.Compatibility / Package Source
file:(local checkout, live-linked into a 6000.3.14f1 project)file:source)Testing/Screenshots/Recordings
cd Server && uv run pytest tests/ -v) — 1374 passed, 3 skipped. Unchanged by this PR; run to confirm no regression.RefreshUnityTests(3) andEditorStateCacheSessionValuesTests(5) ran as NUnit fixtures on 6000.3.14f1 through the bridge'srun_tests, 8/8 passed. They cover the synchronous exits, the grace expiry, and theSessionStatehelpers; they do not drive a domain reload.tools/compile-check.shgreen for win/osx/linux against 6000.3.14f1 and 2022.3.27f1 Hub installs.Verified against a live Editor, reproducing the failure first and then the fix on the same call:
resulting_stateidlecompilinglast_compile_started_unix_msnull1787707352845last_compile_finished_unix_msnull1787707354510(1665 ms compile)compilationFinishedcompile_started, live on 6000.3.14f1, one call per row:compile_startedresulting_statecompile="request",wait_for_ready=false, nothing changednullidlecompile="request",wait_for_ready=true, source changed (1007 ms compile)truecompilingcompile="request",wait_for_ready=true, nothing changed (~110 ms cached compile), raw bridge, 3 runstruecompilingcompile="request",wait_for_ready=true, in play mode with "Recompile After Finished Playing"falseidle(counter unchanged; the compile ran on play exit)The third row is the one the branch initially broke. Waiting for the start edge moves the response into the window between
compilationStartedand the reload, and with the wait observed from an update poll plus three context-posted continuations between it and the socket, a ~110 ms cached compile beat the response every time (4/4 lost; the MCP tool masked it asrecovered_from_disconnect, the CLI printed a disconnect error). Resolving from thecompilationStartedevent with continuations inlined closed it — see the last commit.Not covered by a fixture: the reload-spanning behavior itself. It is a timing interaction with the real compilation pipeline and domain reload, so it was exercised against a live Editor rather than asserted in a test — I did not want to imply fixture coverage that does not exist.
Documentation Updates
No tool or resource surface changes — same tool, same parameters. The response gains one field,
compile_started; the reference docs describe the payload as action-dependent and list no fields, so nothing to regenerate.last_compile_started_unix_ms/last_compile_finished_unix_msare already documented; they now actually hold values.Related Issues
Fixes #814.
Relates to #978, which adds
manage_editor(action="wait_for_compilation")for the same issue. That PR delegates towait_for_editor_readyand touches no C#, so it inherits both causes above — its own first test (test_wait_for_compilation_returns_immediately_when_ready) passes identically whether compilation finished or never began. This PR fixes the state that call depends on, so the two are complementary rather than competing: with this landed, #978's wrapper would do what its name says.Also relevant to #1276 and #549, which are earlier instances of the same underlying pattern — trusting a sampled flag over the compilation events.
Summary by CodeRabbit
Bug Fixes
Tests