Initial commit

This commit is contained in:
Zhongwei Li
2025-11-29 18:19:28 +08:00
commit 1da7b24c8e
254 changed files with 43797 additions and 0 deletions

View File

@@ -0,0 +1,111 @@
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEditorToolkit.Runtime
{
/// <summary>
/// GameObject에 영구적인 GUID를 부여하는 컴포넌트
/// instance_id는 세션마다 변경되므로 GUID를 사용하여 영구 식별
/// </summary>
[DisallowMultipleComponent]
[ExecuteAlways]
public class GameObjectGuid : MonoBehaviour
{
[SerializeField, HideInInspector]
private string guid = string.Empty;
/// <summary>
/// GameObject의 고유 GUID
/// </summary>
public string Guid
{
get
{
if (string.IsNullOrEmpty(guid))
{
GenerateGuid();
}
return guid;
}
}
private void Awake()
{
// GUID가 없으면 생성
if (string.IsNullOrEmpty(guid))
{
GenerateGuid();
}
}
private void GenerateGuid()
{
guid = System.Guid.NewGuid().ToString();
#if UNITY_EDITOR
// EditorOnly: 변경사항을 씬에 저장
if (!Application.isPlaying)
{
EditorUtility.SetDirty(this);
}
#endif
Debug.Log($"[GameObjectGuid] Generated GUID for '{gameObject.name}': {guid}");
}
/// <summary>
/// GUID 재생성 (에디터 전용)
/// </summary>
[ContextMenu("Regenerate GUID")]
public void RegenerateGuid()
{
#if UNITY_EDITOR
if (EditorUtility.DisplayDialog(
"Regenerate GUID",
$"Are you sure you want to regenerate GUID for '{gameObject.name}'?\n\nThis will break database references!",
"Yes", "Cancel"))
{
guid = string.Empty;
GenerateGuid();
Debug.LogWarning($"[GameObjectGuid] GUID regenerated for '{gameObject.name}'");
}
#endif
}
#if UNITY_EDITOR
/// <summary>
/// Inspector에서 GUID 표시 (읽기 전용)
/// </summary>
[CustomEditor(typeof(GameObjectGuid))]
public class GameObjectGuidEditor : Editor
{
public override void OnInspectorGUI()
{
var guidComp = (GameObjectGuid)target;
EditorGUILayout.HelpBox(
"This component assigns a persistent GUID to the GameObject.\n" +
"The GUID is used for database synchronization and remains constant across Unity sessions.",
MessageType.Info);
EditorGUILayout.Space();
GUI.enabled = false;
EditorGUILayout.TextField("GUID", guidComp.Guid);
GUI.enabled = true;
EditorGUILayout.Space();
if (GUILayout.Button("Regenerate GUID (⚠️ WARNING)"))
{
guidComp.RegenerateGuid();
}
}
}
#endif
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 22dd8e320f3862f488490d73a4f1263e

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: dbd0d9514ed911a4ea200e084ce4317c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,209 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditorToolkit.Protocol;
namespace UnityEditorToolkit.Handlers
{
/// <summary>
/// Base handler for JSON-RPC commands
/// </summary>
public abstract class BaseHandler
{
/// <summary>
/// GameObject 캐시 (WeakReference 사용하여 메모리 누수 방지)
/// </summary>
private static Dictionary<string, System.WeakReference> gameObjectCache = new Dictionary<string, System.WeakReference>();
private static readonly object cacheLock = new object();
/// <summary>
/// Handler category (e.g., "GameObject", "Transform")
/// </summary>
public abstract string Category { get; }
/// <summary>
/// Handle JSON-RPC request
/// </summary>
/// <param name="request">JSON-RPC request</param>
/// <returns>Response object or null for error</returns>
public object Handle(JsonRpcRequest request)
{
try
{
// Validate request
if (request == null)
{
throw new ArgumentNullException(nameof(request), "Request cannot be null");
}
// Validate method name
string fullMethod = request.Method;
if (string.IsNullOrWhiteSpace(fullMethod))
{
throw new ArgumentException("Method name cannot be null or empty", nameof(request.Method));
}
// Validate method belongs to this handler category
if (!fullMethod.StartsWith(Category + "."))
{
throw new ArgumentException($"Invalid method for {Category} handler: {fullMethod}");
}
string methodName = fullMethod.Substring(Category.Length + 1);
// Validate extracted method name
if (string.IsNullOrWhiteSpace(methodName))
{
throw new ArgumentException($"Method name is empty after removing category prefix: {fullMethod}");
}
// Route to specific handler method
return HandleMethod(methodName, request);
}
catch (Exception ex)
{
UnityEngine.Debug.LogError($"[{Category}] Handler error: {ex.Message}\n{ex.StackTrace}");
throw;
}
}
/// <summary>
/// Handle specific method (must be implemented by subclass)
/// </summary>
protected abstract object HandleMethod(string method, JsonRpcRequest request);
/// <summary>
/// Validate required parameter
/// </summary>
protected T ValidateParam<T>(JsonRpcRequest request, string paramName) where T : class
{
var paramsObj = request.GetParams<T>();
if (paramsObj == null)
{
throw new Exception($"Missing or invalid parameter: {paramName}");
}
return paramsObj;
}
/// <summary>
/// Find GameObject by name or path (캐싱 적용)
/// </summary>
public UnityEngine.GameObject FindGameObject(string name)
{
if (string.IsNullOrEmpty(name))
{
return null;
}
// 캐시 확인
lock (cacheLock)
{
if (gameObjectCache.TryGetValue(name, out var weakRef) && weakRef.IsAlive)
{
var cachedObj = weakRef.Target as UnityEngine.GameObject;
if (cachedObj != null && cachedObj.scene.IsValid())
{
return cachedObj;
}
else
{
// 캐시 무효화 (객체가 파괴됨)
gameObjectCache.Remove(name);
}
}
}
// Try direct find first (빠른 검색)
var obj = UnityEngine.GameObject.Find(name);
if (obj != null)
{
CacheGameObject(name, obj);
return obj;
}
// Try finding in all objects (including inactive) - 비용이 큼
var allObjects = UnityEngine.Resources.FindObjectsOfTypeAll<UnityEngine.GameObject>();
foreach (var go in allObjects)
{
if (go.name == name || GetGameObjectPath(go) == name)
{
// Make sure it's a scene object, not asset
if (go.scene.IsValid())
{
CacheGameObject(name, go);
return go;
}
}
}
return null;
}
/// <summary>
/// GameObject를 캐시에 추가
/// </summary>
private void CacheGameObject(string name, UnityEngine.GameObject obj)
{
lock (cacheLock)
{
gameObjectCache[name] = new System.WeakReference(obj);
// 캐시 크기 제한 (최대 100개)
if (gameObjectCache.Count > 100)
{
// 만료된(파괴된) 캐시 항목 제거
var toRemove = new List<string>();
foreach (var kvp in gameObjectCache)
{
if (!kvp.Value.IsAlive)
{
toRemove.Add(kvp.Key);
}
}
if (toRemove.Count > 0)
{
foreach (var key in toRemove)
{
gameObjectCache.Remove(key);
}
}
// 여전히 캐시 크기가 100개를 초과하면, 일부 항목을 제거하여 공간 확보
while (gameObjectCache.Count > 100)
{
// 가장 간단한 방법으로 첫 번째 항목 제거
// 더 나은 방법은 LRU(Least Recently Used) 정책을 구현하는 것입니다
var keyToRemove = gameObjectCache.Keys.First();
gameObjectCache.Remove(keyToRemove);
}
}
}
}
/// <summary>
/// 캐시 비우기 (테스트용 또는 메모리 정리)
/// </summary>
public static void ClearCache()
{
lock (cacheLock)
{
gameObjectCache.Clear();
}
}
/// <summary>
/// Get full path of GameObject in hierarchy
/// </summary>
protected string GetGameObjectPath(UnityEngine.GameObject obj)
{
string path = obj.name;
var parent = obj.transform.parent;
while (parent != null)
{
path = parent.name + "/" + path;
parent = parent.parent;
}
return path;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9d527c88236424740b94eab71b673607

View File

@@ -0,0 +1,165 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEditorToolkit.Protocol;
namespace UnityEditorToolkit.Handlers
{
/// <summary>
/// Handler for Console commands
/// </summary>
public class ConsoleHandler : BaseHandler
{
public override string Category => "Console";
// Store console logs (Queue로 변경 - O(1) 삽입/삭제)
private static Queue<ConsoleLogEntry> logEntries = new Queue<ConsoleLogEntry>(1000);
private static readonly object logLock = new object();
private static bool isListening = false;
protected override object HandleMethod(string method, JsonRpcRequest request)
{
switch (method)
{
case "GetLogs":
return HandleGetLogs(request);
case "Clear":
return HandleClear(request);
default:
throw new Exception($"Unknown method: {method}");
}
}
public static void StartListening()
{
if (isListening) return;
Application.logMessageReceived += OnLogMessageReceived;
isListening = true;
}
public static void StopListening()
{
if (!isListening) return;
Application.logMessageReceived -= OnLogMessageReceived;
isListening = false;
}
private static void OnLogMessageReceived(string message, string stackTrace, LogType type)
{
lock (logLock)
{
logEntries.Enqueue(new ConsoleLogEntry
{
message = message,
stackTrace = stackTrace,
type = (int)type,
timestamp = DateTime.Now.ToString("HH:mm:ss.fff")
});
// Keep only last 1000 logs (✅ O(1) 연산으로 최적화)
if (logEntries.Count > 1000)
{
logEntries.Dequeue();
}
}
}
private object HandleGetLogs(JsonRpcRequest request)
{
var param = request.GetParams<GetLogsParams>() ?? new GetLogsParams { count = 50 };
lock (logLock)
{
var logs = new List<ConsoleLogEntry>();
// Queue를 Array로 변환하여 인덱스 접근
var logArray = logEntries.ToArray();
int start = Math.Max(0, logArray.Length - param.count);
for (int i = start; i < logArray.Length; i++)
{
var log = logArray[i];
// Filter by type
if (param.errorsOnly)
{
if (log.type != (int)LogType.Error && log.type != (int)LogType.Exception)
continue;
}
else if (!param.includeWarnings)
{
if (log.type == (int)LogType.Warning)
continue;
}
logs.Add(log);
}
return logs;
}
}
private object HandleClear(JsonRpcRequest request)
{
lock (logLock)
{
logEntries.Clear();
}
#if UNITY_EDITOR
// Also clear Unity Editor console (✅ Reflection null 체크 추가)
try
{
var assembly = Assembly.GetAssembly(typeof(UnityEditor.Editor));
if (assembly != null)
{
var type = assembly.GetType("UnityEditor.LogEntries");
if (type != null)
{
var method = type.GetMethod("Clear");
if (method != null)
{
method.Invoke(null, null);
}
else
{
Debug.LogWarning("LogEntries.Clear method not found");
}
}
else
{
Debug.LogWarning("UnityEditor.LogEntries type not found");
}
}
}
catch (Exception ex)
{
Debug.LogWarning($"Failed to clear Editor console: {ex.Message}");
}
#endif
return new { success = true };
}
// Parameter classes
[Serializable]
public class GetLogsParams
{
public int count = 50;
public bool errorsOnly = false;
public bool includeWarnings = false;
}
[Serializable]
public class ConsoleLogEntry
{
public string message;
public string stackTrace;
public int type; // LogType: Error=0, Assert=1, Warning=2, Log=3, Exception=4
public string timestamp;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cce460e9a41c1244180b19652fd2de16

View File

@@ -0,0 +1,171 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditorToolkit.Protocol;
namespace UnityEditorToolkit.Handlers
{
/// <summary>
/// Handler for GameObject commands
/// </summary>
public class GameObjectHandler : BaseHandler
{
public override string Category => "GameObject";
protected override object HandleMethod(string method, JsonRpcRequest request)
{
switch (method)
{
case "Find":
return HandleFind(request);
case "Create":
return HandleCreate(request);
case "Destroy":
return HandleDestroy(request);
case "SetActive":
return HandleSetActive(request);
default:
throw new Exception($"Unknown method: {method}");
}
}
/// <summary>
/// Find GameObject by name or path
/// </summary>
private object HandleFind(JsonRpcRequest request)
{
var param = ValidateParam<FindParams>(request, "name");
var obj = FindGameObject(param.name);
if (obj == null)
{
throw new Exception($"GameObject not found: {param.name}");
}
return new GameObjectInfo
{
name = obj.name,
instanceId = obj.GetInstanceID(),
path = GetGameObjectPath(obj),
active = obj.activeSelf,
tag = obj.tag,
layer = obj.layer
};
}
/// <summary>
/// Create new GameObject
/// </summary>
private object HandleCreate(JsonRpcRequest request)
{
var param = ValidateParam<CreateParams>(request, "name");
GameObject obj = new GameObject(param.name);
// Set parent if specified
if (!string.IsNullOrEmpty(param.parent))
{
var parentObj = FindGameObject(param.parent);
if (parentObj == null)
{
GameObject.DestroyImmediate(obj);
throw new Exception($"Parent GameObject not found: {param.parent}");
}
obj.transform.SetParent(parentObj.transform);
}
// Register undo
#if UNITY_EDITOR
UnityEditor.Undo.RegisterCreatedObjectUndo(obj, "Create GameObject");
#endif
return new GameObjectInfo
{
name = obj.name,
instanceId = obj.GetInstanceID(),
path = GetGameObjectPath(obj),
active = obj.activeSelf,
tag = obj.tag,
layer = obj.layer
};
}
/// <summary>
/// Destroy GameObject
/// </summary>
private object HandleDestroy(JsonRpcRequest request)
{
var param = ValidateParam<FindParams>(request, "name");
var obj = FindGameObject(param.name);
if (obj == null)
{
throw new Exception($"GameObject not found: {param.name}");
}
#if UNITY_EDITOR
UnityEditor.Undo.DestroyObjectImmediate(obj);
#else
GameObject.DestroyImmediate(obj);
#endif
return new { success = true };
}
/// <summary>
/// Set GameObject active state
/// </summary>
private object HandleSetActive(JsonRpcRequest request)
{
var param = ValidateParam<SetActiveParams>(request, "name and active");
var obj = FindGameObject(param.name);
if (obj == null)
{
throw new Exception($"GameObject not found: {param.name}");
}
#if UNITY_EDITOR
// ✅ RegisterCompleteObjectUndo 사용 (GameObject 전체 상태 기록)
UnityEditor.Undo.RegisterCompleteObjectUndo(obj, "Set Active");
#endif
obj.SetActive(param.active);
return new { success = true, active = obj.activeSelf };
}
// Parameter classes (✅ private으로 변경)
[Serializable]
private class FindParams
{
public string name;
}
[Serializable]
private class CreateParams
{
public string name;
public string parent;
}
[Serializable]
private class SetActiveParams
{
public string name;
public bool active;
}
// Response classes
[Serializable]
public class GameObjectInfo
{
public string name;
public int instanceId;
public string path;
public bool active;
public string tag;
public int layer;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2545c55dd409a984a8bde59ac3f6ea5c

View File

@@ -0,0 +1,103 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEditorToolkit.Protocol;
namespace UnityEditorToolkit.Handlers
{
/// <summary>
/// Handler for Hierarchy commands
/// </summary>
public class HierarchyHandler : BaseHandler
{
public override string Category => "Hierarchy";
protected override object HandleMethod(string method, JsonRpcRequest request)
{
switch (method)
{
case "Get":
return HandleGet(request);
default:
throw new Exception($"Unknown method: {method}");
}
}
private object HandleGet(JsonRpcRequest request)
{
var param = request.GetParams<GetParams>() ?? new GetParams();
var rootObjects = new List<GameObjectInfo>();
var scene = SceneManager.GetActiveScene();
if (!scene.IsValid())
{
return rootObjects;
}
foreach (var rootGO in scene.GetRootGameObjects())
{
// Skip inactive if requested
if (!param.includeInactive && !rootGO.activeSelf)
continue;
var info = BuildGameObjectInfo(rootGO, !param.rootOnly, param.includeInactive);
rootObjects.Add(info);
}
return rootObjects;
}
private GameObjectInfo BuildGameObjectInfo(GameObject obj, bool includeChildren, bool includeInactive)
{
var info = new GameObjectInfo
{
name = obj.name,
instanceId = obj.GetInstanceID(),
path = GetGameObjectPath(obj),
active = obj.activeSelf,
tag = obj.tag,
layer = obj.layer
};
if (includeChildren && obj.transform.childCount > 0)
{
info.children = new List<GameObjectInfo>();
for (int i = 0; i < obj.transform.childCount; i++)
{
var child = obj.transform.GetChild(i).gameObject;
// Skip inactive if requested
if (!includeInactive && !child.activeSelf)
continue;
var childInfo = BuildGameObjectInfo(child, true, includeInactive);
info.children.Add(childInfo);
}
}
return info;
}
// Parameter classes
[Serializable]
public class GetParams
{
public bool rootOnly = false;
public bool includeInactive = false;
}
[Serializable]
public class GameObjectInfo
{
public string name;
public int instanceId;
public string path;
public bool active;
public string tag;
public int layer;
public List<GameObjectInfo> children;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 021a56e56e85019408bdd9dd044b87e7

View File

@@ -0,0 +1,115 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEditorToolkit.Protocol;
#if UNITY_EDITOR
using UnityEditor.SceneManagement;
#endif
namespace UnityEditorToolkit.Handlers
{
/// <summary>
/// Handler for Scene commands
/// </summary>
public class SceneHandler : BaseHandler
{
public override string Category => "Scene";
protected override object HandleMethod(string method, JsonRpcRequest request)
{
switch (method)
{
case "GetCurrent":
return HandleGetCurrent(request);
case "GetAll":
return HandleGetAll(request);
case "Load":
return HandleLoad(request);
default:
throw new Exception($"Unknown method: {method}");
}
}
private object HandleGetCurrent(JsonRpcRequest request)
{
var scene = SceneManager.GetActiveScene();
return GetSceneInfo(scene);
}
private object HandleGetAll(JsonRpcRequest request)
{
var scenes = new List<SceneInfo>();
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
scenes.Add(GetSceneInfo(scene));
}
return scenes;
}
private object HandleLoad(JsonRpcRequest request)
{
var param = ValidateParam<LoadParams>(request, "name");
#if UNITY_EDITOR
// Editor mode: Use EditorSceneManager for proper undo/redo
try
{
var mode = param.additive ? OpenSceneMode.Additive : OpenSceneMode.Single;
EditorSceneManager.OpenScene(param.name, mode);
return new { success = true };
}
catch (Exception ex)
{
throw new Exception($"Failed to load scene: {ex.Message}");
}
#else
// Runtime mode: Use SceneManager
try
{
var mode = param.additive ? LoadSceneMode.Additive : LoadSceneMode.Single;
SceneManager.LoadScene(param.name, mode);
return new { success = true };
}
catch (Exception ex)
{
throw new Exception($"Failed to load scene: {ex.Message}");
}
#endif
}
private SceneInfo GetSceneInfo(Scene scene)
{
return new SceneInfo
{
name = scene.name,
path = scene.path,
buildIndex = scene.buildIndex,
isLoaded = scene.isLoaded,
isDirty = scene.isDirty,
rootCount = scene.rootCount
};
}
// Parameter classes
[Serializable]
public class LoadParams
{
public string name;
public bool additive;
}
[Serializable]
public class SceneInfo
{
public string name;
public string path;
public int buildIndex;
public bool isLoaded;
public bool isDirty;
public int rootCount;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2273c4afb7092144b92bbc657dbae285

View File

@@ -0,0 +1,197 @@
using System;
using UnityEngine;
using UnityEditorToolkit.Protocol;
namespace UnityEditorToolkit.Handlers
{
/// <summary>
/// Handler for Transform commands
/// </summary>
public class TransformHandler : BaseHandler
{
public override string Category => "Transform";
protected override object HandleMethod(string method, JsonRpcRequest request)
{
switch (method)
{
case "GetPosition":
return HandleGetPosition(request);
case "SetPosition":
return HandleSetPosition(request);
case "GetRotation":
return HandleGetRotation(request);
case "SetRotation":
return HandleSetRotation(request);
case "GetScale":
return HandleGetScale(request);
case "SetScale":
return HandleSetScale(request);
default:
throw new Exception($"Unknown method: {method}");
}
}
private object HandleGetPosition(JsonRpcRequest request)
{
var param = ValidateParam<NameParam>(request, "name");
var transform = GetTransform(param.name);
return new Vector3Data
{
x = transform.position.x,
y = transform.position.y,
z = transform.position.z
};
}
private object HandleSetPosition(JsonRpcRequest request)
{
var param = ValidateParam<SetPositionParam>(request, "name and position");
var transform = GetTransform(param.name);
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(transform, "Set Position");
#endif
// ✅ ToVector3() 사용 (유효성 검증 포함)
transform.position = param.position.ToVector3();
return new { success = true };
}
private object HandleGetRotation(JsonRpcRequest request)
{
var param = ValidateParam<NameParam>(request, "name");
var transform = GetTransform(param.name);
var euler = transform.eulerAngles;
return new Vector3Data
{
x = euler.x,
y = euler.y,
z = euler.z
};
}
private object HandleSetRotation(JsonRpcRequest request)
{
var param = ValidateParam<SetRotationParam>(request, "name and rotation");
var transform = GetTransform(param.name);
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(transform, "Set Rotation");
#endif
// ✅ ToVector3() 사용 (유효성 검증 포함)
transform.eulerAngles = param.rotation.ToVector3();
return new { success = true };
}
private object HandleGetScale(JsonRpcRequest request)
{
var param = ValidateParam<NameParam>(request, "name");
var transform = GetTransform(param.name);
return new Vector3Data
{
x = transform.localScale.x,
y = transform.localScale.y,
z = transform.localScale.z
};
}
private object HandleSetScale(JsonRpcRequest request)
{
var param = ValidateParam<SetScaleParam>(request, "name and scale");
var transform = GetTransform(param.name);
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(transform, "Set Scale");
#endif
// ✅ ToVector3() 사용 (유효성 검증 포함)
transform.localScale = param.scale.ToVector3();
return new { success = true };
}
private Transform GetTransform(string name)
{
var obj = FindGameObject(name);
if (obj == null)
{
throw new Exception($"GameObject not found: {name}");
}
return obj.transform;
}
// Parameter classes (✅ private으로 변경)
[Serializable]
private class NameParam
{
public string name;
}
[Serializable]
private class SetPositionParam
{
public string name;
public Vector3Data position;
}
[Serializable]
private class SetRotationParam
{
public string name;
public Vector3Data rotation;
}
[Serializable]
private class SetScaleParam
{
public string name;
public Vector3Data scale;
}
// Response classes
[Serializable]
public class Vector3Data
{
public float x;
public float y;
public float z;
/// <summary>
/// Vector3로 변환 (✅ 유효성 검증 추가)
/// </summary>
public Vector3 ToVector3()
{
// NaN 및 Infinity 체크
if (float.IsNaN(x) || float.IsInfinity(x))
{
throw new ArgumentException($"Invalid x value: {x}");
}
if (float.IsNaN(y) || float.IsInfinity(y))
{
throw new ArgumentException($"Invalid y value: {y}");
}
if (float.IsNaN(z) || float.IsInfinity(z))
{
throw new ArgumentException($"Invalid z value: {z}");
}
return new Vector3(x, y, z);
}
/// <summary>
/// Vector3에서 생성
/// </summary>
public static Vector3Data FromVector3(Vector3 v)
{
return new Vector3Data { x = v.x, y = v.y, z = v.z };
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e4fd55a1342224c4799f08358b3f35c3

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 335da90d5cc2248419636f9003f9aaf8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,85 @@
using System;
using Newtonsoft.Json;
namespace UnityEditorToolkit.Protocol
{
/// <summary>
/// JSON-RPC 2.0 Error object
/// </summary>
[Serializable]
public class JsonRpcError
{
[JsonProperty("code")]
public int Code { get; set; }
[JsonProperty("message")]
public string Message { get; set; }
[JsonProperty("data", NullValueHandling = NullValueHandling.Ignore)]
public object Data { get; set; }
public JsonRpcError() { }
public JsonRpcError(int code, string message, object data = null)
{
Code = code;
Message = message;
Data = data;
}
// Standard JSON-RPC 2.0 error codes
public static readonly int PARSE_ERROR = -32700;
public static readonly int INVALID_REQUEST = -32600;
public static readonly int METHOD_NOT_FOUND = -32601;
public static readonly int INVALID_PARAMS = -32602;
public static readonly int INTERNAL_ERROR = -32603;
// Custom Unity error codes
public static readonly int UNITY_NOT_CONNECTED = -32000;
public static readonly int UNITY_COMMAND_FAILED = -32001;
public static readonly int UNITY_OBJECT_NOT_FOUND = -32002;
public static readonly int UNITY_SCENE_NOT_FOUND = -32003;
public static readonly int UNITY_COMPONENT_NOT_FOUND = -32004;
// Factory methods for common errors
public static JsonRpcError ParseError(string details = null)
{
return new JsonRpcError(PARSE_ERROR, "Parse error", details);
}
public static JsonRpcError InvalidRequest(string details = null)
{
return new JsonRpcError(INVALID_REQUEST, "Invalid Request", details);
}
public static JsonRpcError MethodNotFound(string method)
{
return new JsonRpcError(METHOD_NOT_FOUND, $"Method not found: {method}");
}
public static JsonRpcError InvalidParams(string details)
{
return new JsonRpcError(INVALID_PARAMS, "Invalid params", details);
}
public static JsonRpcError InternalError(string details)
{
return new JsonRpcError(INTERNAL_ERROR, "Internal error", details);
}
public static JsonRpcError ObjectNotFound(string objectName)
{
return new JsonRpcError(UNITY_OBJECT_NOT_FOUND, $"GameObject not found: {objectName}");
}
public static JsonRpcError SceneNotFound(string sceneName)
{
return new JsonRpcError(UNITY_SCENE_NOT_FOUND, $"Scene not found: {sceneName}");
}
public static JsonRpcError CommandFailed(string details)
{
return new JsonRpcError(UNITY_COMMAND_FAILED, "Command failed", details);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6c34766799e11684ca74b00411016acb

View File

@@ -0,0 +1,80 @@
using System;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
namespace UnityEditorToolkit.Protocol
{
/// <summary>
/// JSON-RPC 2.0 Request
/// </summary>
[Serializable]
public class JsonRpcRequest
{
[JsonProperty("jsonrpc")]
public string JsonRpc { get; set; } = "2.0";
[JsonProperty("id")]
public object Id { get; set; }
[JsonProperty("method")]
public string Method { get; set; }
[JsonProperty("params")]
public JToken Params { get; set; }
/// <summary>
/// Get strongly-typed parameters (✅ 에러 처리 개선)
/// </summary>
public T GetParams<T>() where T : class
{
if (Params == null || Params.Type == JTokenType.Null)
{
return null;
}
try
{
return Params.ToObject<T>();
}
catch (Newtonsoft.Json.JsonException ex)
{
// JSON 역직렬화 실패 시 예외를 다시 던져서 호출자가 처리하도록
UnityEngine.Debug.LogError($"Failed to deserialize params to {typeof(T).Name}: {ex.Message}");
throw new ArgumentException($"Invalid parameter format for {typeof(T).Name}: {ex.Message}", ex);
}
catch (Exception ex)
{
// 기타 예외도 동일하게 처리
UnityEngine.Debug.LogError($"Unexpected error deserializing params: {ex.Message}");
throw new ArgumentException($"Failed to deserialize parameters: {ex.Message}", ex);
}
}
/// <summary>
/// Check if request is valid
/// </summary>
public bool IsValid()
{
return JsonRpc == "2.0" && !string.IsNullOrEmpty(Method);
}
/// <summary>
/// Serialize request to JSON string
/// </summary>
public string ToJson()
{
return JsonConvert.SerializeObject(this, Formatting.None, new JsonSerializerSettings
{
NullValueHandling = NullValueHandling.Ignore
});
}
/// <summary>
/// Deserialize JSON string to request object
/// </summary>
public static JsonRpcRequest FromJson(string json)
{
return JsonConvert.DeserializeObject<JsonRpcRequest>(json);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 840ef3c5f8e0d8241ba5a475dbf83da0

View File

@@ -0,0 +1,66 @@
using System;
using Newtonsoft.Json;
namespace UnityEditorToolkit.Protocol
{
/// <summary>
/// JSON-RPC 2.0 Success Response
/// </summary>
[Serializable]
public class JsonRpcResponse
{
[JsonProperty("jsonrpc")]
public string JsonRpc { get; set; } = "2.0";
[JsonProperty("id")]
public object Id { get; set; }
[JsonProperty("result")]
public object Result { get; set; }
public JsonRpcResponse() { }
public JsonRpcResponse(object id, object result)
{
Id = id;
Result = result;
}
public string ToJson()
{
return JsonConvert.SerializeObject(this, Formatting.None, new JsonSerializerSettings
{
NullValueHandling = NullValueHandling.Ignore
});
}
}
/// <summary>
/// JSON-RPC 2.0 Error Response
/// </summary>
[Serializable]
public class JsonRpcErrorResponse
{
[JsonProperty("jsonrpc")]
public string JsonRpc { get; set; } = "2.0";
[JsonProperty("id")]
public object Id { get; set; }
[JsonProperty("error")]
public JsonRpcError Error { get; set; }
public JsonRpcErrorResponse() { }
public JsonRpcErrorResponse(object id, JsonRpcError error)
{
Id = id;
Error = error;
}
public string ToJson()
{
return JsonConvert.SerializeObject(this, Formatting.None);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a9b7796e1d31f1944a4925d7deb2c5b0

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 545d7abf1570220418219a23213e1290
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,195 @@
using System;
using System.IO;
using System.Text;
using UnityEngine;
using Newtonsoft.Json;
namespace UnityEditorToolkit.Server
{
/// <summary>
/// Manages server status file for Unity WebSocket Server
///
/// Stores current server state in .unity-websocket/server-status.json
/// allowing CLI tools to discover the correct port and server state.
/// </summary>
[Serializable]
public class ServerStatus
{
// Constants
private const int HeartbeatStaleSeconds = 30;
public string version = "1.0";
public int port;
public bool isRunning;
public int pid;
public string editorVersion;
public string startedAt;
public string lastHeartbeat;
/// <summary>
/// Get server status file path
/// </summary>
public static string GetStatusFilePath(string projectRoot)
{
string statusDir = Path.Combine(projectRoot, ".unity-websocket");
return Path.Combine(statusDir, "server-status.json");
}
/// <summary>
/// Create new server status
/// </summary>
public static ServerStatus Create(int port)
{
return new ServerStatus
{
version = "1.0",
port = port,
isRunning = true,
pid = System.Diagnostics.Process.GetCurrentProcess().Id,
editorVersion = Application.unityVersion,
startedAt = DateTime.UtcNow.ToString("yyyy-MM-ddTHH:mm:ssZ"),
lastHeartbeat = DateTime.UtcNow.ToString("yyyy-MM-ddTHH:mm:ssZ")
};
}
/// <summary>
/// Save server status to file (atomic write)
/// </summary>
public static bool Save(ServerStatus status, string projectRoot)
{
string tempPath = null;
try
{
string statusDir = Path.Combine(projectRoot, ".unity-websocket");
if (!Directory.Exists(statusDir))
{
Directory.CreateDirectory(statusDir);
}
string statusPath = GetStatusFilePath(projectRoot);
tempPath = statusPath + ".tmp";
// Serialize to JSON
string json = JsonConvert.SerializeObject(status, Formatting.Indented);
// Write to temp file first
File.WriteAllText(tempPath, json, Encoding.UTF8);
// Atomic replace using File.Replace (crash-safe)
if (File.Exists(statusPath))
{
// File.Replace is atomic - no data loss even if crash occurs
File.Replace(tempPath, statusPath, null);
}
else
{
// First time, just move
File.Move(tempPath, statusPath);
}
tempPath = null; // Successfully handled, no cleanup needed
return true;
}
catch (Exception e)
{
Debug.LogError($"Unity Editor Toolkit: Failed to save server status: {e.Message}");
return false;
}
finally
{
// Cleanup temp file if it still exists (error case)
if (tempPath != null && File.Exists(tempPath))
{
try
{
File.Delete(tempPath);
}
catch (Exception cleanupEx)
{
Debug.LogWarning($"Unity Editor Toolkit: Failed to cleanup temp file: {cleanupEx.Message}");
}
}
}
}
/// <summary>
/// Load server status from file
/// </summary>
public static ServerStatus Load(string projectRoot)
{
try
{
string statusPath = GetStatusFilePath(projectRoot);
if (!File.Exists(statusPath))
{
return null;
}
string json = File.ReadAllText(statusPath, Encoding.UTF8);
return JsonConvert.DeserializeObject<ServerStatus>(json);
}
catch (Exception e)
{
Debug.LogWarning($"Unity Editor Toolkit: Failed to load server status: {e.Message}");
return null;
}
}
/// <summary>
/// Update heartbeat timestamp
/// </summary>
public void UpdateHeartbeat()
{
lastHeartbeat = DateTime.UtcNow.ToString("yyyy-MM-ddTHH:mm:ssZ");
}
/// <summary>
/// Mark server as stopped
/// </summary>
public static bool MarkStopped(string projectRoot)
{
try
{
ServerStatus status = Load(projectRoot);
if (status == null)
{
return true; // Already no status file
}
status.isRunning = false;
status.UpdateHeartbeat();
return Save(status, projectRoot);
}
catch (Exception e)
{
Debug.LogError($"Unity Editor Toolkit: Failed to mark server as stopped: {e.Message}");
return false;
}
}
/// <summary>
/// Check if status is stale (heartbeat > configured seconds old)
/// </summary>
public bool IsStale()
{
try
{
if (string.IsNullOrEmpty(lastHeartbeat))
{
return true;
}
DateTime lastBeat = DateTime.Parse(lastHeartbeat);
double secondsSinceLastBeat = (DateTime.UtcNow - lastBeat).TotalSeconds;
return secondsSinceLastBeat > HeartbeatStaleSeconds;
}
catch
{
return true; // If we can't parse, assume stale
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 86b5800f8a79d5e4e92cb3aefe90b39d

View File

@@ -0,0 +1,380 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditorToolkit.Protocol;
using UnityEditorToolkit.Handlers;
using UnityEditorToolkit.Utils;
using Newtonsoft.Json;
// Note: websocket-sharp requires adding the DLL to ThirdParty folder
// Download from: https://github.com/sta/websocket-sharp
using WebSocketSharp;
using WebSocketSharp.Server;
namespace UnityEditorToolkit.Server
{
/// <summary>
/// Unity Editor WebSocket Server
/// Provides JSON-RPC 2.0 API for controlling Unity Editor via WebSocket
/// </summary>
[ExecuteAlways]
public class UnityEditorServer : MonoBehaviour
{
public enum LogLevel
{
None = 0,
Error = 1,
Warning = 2,
Info = 3,
Debug = 4
}
[Header("Server Settings")]
[Tooltip("WebSocket server port (default: 9500)")]
public int port = 9500;
[Tooltip("Auto-start server on scene load")]
public bool autoStart = true;
[Tooltip("Maximum number of concurrent connections")]
public int maxConnections = 5;
[Tooltip("Command execution timeout in seconds")]
public float commandTimeout = 30f;
[Header("Logging")]
[Tooltip("Logging level for debugging")]
public LogLevel logLevel = LogLevel.Info;
[Header("Status")]
[SerializeField] private bool isRunning = false;
[SerializeField] private int connectedClients = 0;
private WebSocketServer server;
private Dictionary<string, BaseHandler> handlers;
private HashSet<string> activeConnections = new HashSet<string>();
private float serverStartTime = 0f;
private float lastHeartbeatTime = 0f;
private const float HeartbeatInterval = 5f; // Update heartbeat every 5 seconds
private void Awake()
{
// Ensure Main Thread Dispatcher exists
UnityMainThreadDispatcher.Instance();
// Initialize handlers
handlers = new Dictionary<string, BaseHandler>
{
{ "GameObject", new GameObjectHandler() },
{ "Transform", new TransformHandler() },
{ "Scene", new SceneHandler() },
{ "Console", new ConsoleHandler() },
{ "Hierarchy", new HierarchyHandler() }
};
// Start console logging
ConsoleHandler.StartListening();
}
private void Start()
{
if (autoStart)
{
StartServer();
}
}
private void OnDestroy()
{
StopServer();
ConsoleHandler.StopListening();
}
private void Update()
{
// Periodic heartbeat update
if (isRunning && Time.realtimeSinceStartup - lastHeartbeatTime > HeartbeatInterval)
{
lastHeartbeatTime = Time.realtimeSinceStartup;
try
{
string projectRoot = Path.GetDirectoryName(Application.dataPath);
ServerStatus status = ServerStatus.Load(projectRoot);
if (status != null)
{
status.UpdateHeartbeat();
bool saved = ServerStatus.Save(status, projectRoot);
if (!saved)
{
Log("Failed to save heartbeat update", LogLevel.Warning);
}
}
else
{
Log("Failed to load server status for heartbeat update", LogLevel.Warning);
}
}
catch (Exception e)
{
Log($"Error updating heartbeat: {e.Message}", LogLevel.Error);
}
}
}
/// <summary>
/// Start WebSocket server
/// </summary>
public void StartServer()
{
if (isRunning)
{
Log($"Server already running on port {port}", LogLevel.Warning);
return;
}
try
{
server = new WebSocketServer(port);
server.AddWebSocketService<EditorService>("/", () => new EditorService(this));
server.Start();
isRunning = true;
serverStartTime = Time.realtimeSinceStartup;
lastHeartbeatTime = Time.realtimeSinceStartup;
// Save server status
string projectRoot = Path.GetDirectoryName(Application.dataPath);
ServerStatus status = ServerStatus.Create(port);
ServerStatus.Save(status, projectRoot);
Log($"✓ Unity Editor Server started on ws://127.0.0.1:{port}", LogLevel.Info);
}
catch (Exception ex)
{
Log($"Failed to start server: {ex.Message}", LogLevel.Error);
isRunning = false;
}
}
/// <summary>
/// Stop WebSocket server
/// </summary>
public void StopServer()
{
if (!isRunning || server == null)
{
return;
}
try
{
// Mark server as stopped
string projectRoot = Path.GetDirectoryName(Application.dataPath);
ServerStatus.MarkStopped(projectRoot);
server.Stop();
server = null;
isRunning = false;
connectedClients = 0;
activeConnections.Clear();
Log("Unity Editor Server stopped", LogLevel.Info);
}
catch (Exception ex)
{
Log($"Error stopping server: {ex.Message}", LogLevel.Error);
}
}
/// <summary>
/// Handle JSON-RPC request (메인 스레드에서 실행됨)
/// </summary>
internal string HandleRequest(string message)
{
JsonRpcRequest request = null;
float startTime = Time.realtimeSinceStartup;
try
{
// Parse JSON-RPC request
request = JsonConvert.DeserializeObject<JsonRpcRequest>(message);
if (request == null || !request.IsValid())
{
return new JsonRpcErrorResponse(null, JsonRpcError.InvalidRequest()).ToJson();
}
Log($"Request: {request.Method}", LogLevel.Debug);
// Health check (ping)
if (request.Method == "ping")
{
return new JsonRpcResponse(request.Id, new
{
status = "ok",
version = "0.1.0",
uptime = Time.realtimeSinceStartup - serverStartTime,
handlers = new List<string>(handlers.Keys),
connectedClients = connectedClients
}).ToJson();
}
// Extract category from method (e.g., "GameObject.Find" -> "GameObject")
string category = GetCategory(request.Method);
if (!handlers.ContainsKey(category))
{
return new JsonRpcErrorResponse(request.Id, JsonRpcError.MethodNotFound(request.Method)).ToJson();
}
// Handle request with appropriate handler
var handler = handlers[category];
var result = handler.Handle(request);
// Check timeout
float elapsed = Time.realtimeSinceStartup - startTime;
if (elapsed > commandTimeout)
{
Log($"Command timeout: {request.Method} took {elapsed:F2}s", LogLevel.Warning);
}
// Return success response
return new JsonRpcResponse(request.Id, result).ToJson();
}
catch (JsonException ex)
{
Log($"JSON Parse Error: {ex.Message}", LogLevel.Error);
return new JsonRpcErrorResponse(null, JsonRpcError.ParseError(ex.Message)).ToJson();
}
catch (Exception ex)
{
Log($"Request Handler Error: {ex.Message}\n{ex.StackTrace}", LogLevel.Error);
// ✅ request?.Id 사용 (High 이슈 해결)
return new JsonRpcErrorResponse(request?.Id, JsonRpcError.InternalError(ex.Message)).ToJson();
}
}
private string GetCategory(string method)
{
int dotIndex = method.IndexOf('.');
if (dotIndex < 0)
{
throw new Exception($"Invalid method format: {method}");
}
return method.Substring(0, dotIndex);
}
internal bool OnClientConnected(string connectionId)
{
if (activeConnections.Count >= maxConnections)
{
Log($"Max connections reached ({maxConnections}), rejecting connection", LogLevel.Warning);
return false;
}
activeConnections.Add(connectionId);
connectedClients++;
Log($"Client connected: {connectionId} (total: {connectedClients})", LogLevel.Info);
return true;
}
internal void OnClientDisconnected(string connectionId)
{
if (activeConnections.Remove(connectionId))
{
connectedClients--;
Log($"Client disconnected: {connectionId} (remaining: {connectedClients})", LogLevel.Info);
}
}
/// <summary>
/// 로깅 메서드
/// </summary>
private void Log(string message, LogLevel level)
{
if (level <= logLevel)
{
string prefix = "[UnityEditorToolkit]";
switch (level)
{
case LogLevel.Error:
Debug.LogError($"{prefix} {message}");
break;
case LogLevel.Warning:
Debug.LogWarning($"{prefix} {message}");
break;
case LogLevel.Info:
case LogLevel.Debug:
Debug.Log($"{prefix} {message}");
break;
}
}
}
/// <summary>
/// WebSocket service behavior
/// </summary>
private class EditorService : WebSocketBehavior
{
private UnityEditorServer server;
public EditorService(UnityEditorServer server)
{
this.server = server;
}
protected override void OnOpen()
{
// Check max connections
if (!server.OnClientConnected(ID))
{
Context.WebSocket.Close(CloseStatusCode.PolicyViolation, "Max connections reached");
}
}
protected override void OnClose(CloseEventArgs e)
{
server.OnClientDisconnected(ID);
}
protected override void OnMessage(MessageEventArgs e)
{
// ✅ Critical 이슈 해결: WebSocket 스레드에서 메인 스레드로 작업 전달
string message = e.Data;
// Unity API는 반드시 메인 스레드에서만 호출
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
try
{
// 메인 스레드에서 요청 처리
string response = server.HandleRequest(message);
// 응답 전송 (Send는 스레드 안전)
if (!string.IsNullOrEmpty(response))
{
Send(response);
}
}
catch (Exception ex)
{
server.Log($"Error processing message: {ex.Message}", LogLevel.Error);
// 에러 응답 전송
var errorResponse = new JsonRpcErrorResponse(null,
JsonRpcError.InternalError(ex.Message)).ToJson();
Send(errorResponse);
}
});
}
protected override void OnError(WebSocketSharp.ErrorEventArgs e)
{
server.Log($"WebSocket Error: {e.Message}", LogLevel.Error);
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 28fbab6e6d8088744b0598d5505cc79d

View File

@@ -0,0 +1,16 @@
{
"name": "UnityEditorToolkit",
"rootNamespace": "UnityEditorToolkit",
"references": [
"Unity.Nuget.Newtonsoft-Json"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 7d0c459e099288547aee4569f4b646db
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a67fb2b4f6ccc704493bbc5335b252d7
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,151 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditorToolkit.Utils
{
/// <summary>
/// Unity 메인 스레드에서 작업을 실행하기 위한 Dispatcher
/// WebSocket 등 다른 스레드에서 Unity API를 호출할 때 사용
/// </summary>
public class UnityMainThreadDispatcher : MonoBehaviour
{
private static UnityMainThreadDispatcher instance;
private static readonly Queue<Action> executionQueue = new Queue<Action>();
private static readonly object @lock = new object();
/// <summary>
/// Singleton 인스턴스 가져오기
/// </summary>
public static UnityMainThreadDispatcher Instance()
{
if (instance == null)
{
// 메인 스레드에서만 GameObject 생성 가능
if (UnityEngine.Object.FindObjectOfType<UnityMainThreadDispatcher>() == null)
{
var go = new GameObject("UnityMainThreadDispatcher");
instance = go.AddComponent<UnityMainThreadDispatcher>();
DontDestroyOnLoad(go);
}
else
{
instance = UnityEngine.Object.FindObjectOfType<UnityMainThreadDispatcher>();
}
}
return instance;
}
private void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else if (instance != this)
{
Destroy(gameObject);
}
}
/// <summary>
/// 메인 스레드에서 실행할 작업 등록
/// </summary>
/// <param name="action">실행할 작업</param>
public void Enqueue(Action action)
{
if (action == null)
{
throw new ArgumentNullException(nameof(action));
}
lock (@lock)
{
executionQueue.Enqueue(action);
}
}
/// <summary>
/// 메인 스레드에서 실행할 작업 등록 (콜백 포함)
/// </summary>
/// <param name="action">실행할 작업</param>
/// <param name="callback">완료 후 콜백</param>
public void Enqueue(Action action, Action<Exception> callback)
{
if (action == null)
{
throw new ArgumentNullException(nameof(action));
}
lock (@lock)
{
executionQueue.Enqueue(() =>
{
try
{
action.Invoke();
callback?.Invoke(null);
}
catch (Exception ex)
{
callback?.Invoke(ex);
}
});
}
}
private void Update()
{
// 메인 스레드에서 큐에 있는 작업 실행
lock (@lock)
{
while (executionQueue.Count > 0)
{
var action = executionQueue.Dequeue();
try
{
action.Invoke();
}
catch (Exception ex)
{
Debug.LogError($"[UnityMainThreadDispatcher] Error executing action: {ex.Message}\n{ex.StackTrace}");
}
}
}
}
private void OnDestroy()
{
if (instance == this)
{
instance = null;
}
}
/// <summary>
/// 큐에 있는 작업 개수
/// </summary>
public int QueueCount
{
get
{
lock (@lock)
{
return executionQueue.Count;
}
}
}
/// <summary>
/// 큐 비우기
/// </summary>
public void ClearQueue()
{
lock (@lock)
{
executionQueue.Clear();
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0dd7854ca02e9f741b76eff4a8f15b16