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 2 commits into
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…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.
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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 This change makes compilation start and finish state observable across Unity domain reloads and fixes the readiness wait for requested compilation. No actionable merge-blocking risk remains after normal checks and review. Sequence Diagram(s)sequenceDiagram
participant HandleCommand
participant EditorStateCache
participant UnityEditorUpdate
HandleCommand->>EditorStateCache: Read CompileCount
HandleCommand->>UnityEditorUpdate: Wait for compilation start
UnityEditorUpdate->>EditorStateCache: Check active compilation and CompileCount
EditorStateCache-->>HandleCommand: Report compilation start or grace-period expiry
🚥 Pre-merge checks | ✅ 3 | ❌ 2❌ Failed checks (2 warnings)
✅ Passed checks (3 passed)
Full details: Linked Issues checkExplanation The PR fixes compilation-state reliability required by Resolution Implement or explicitly separate the server-side manage_editor(action="wait_for_compilation") capability described in Full details: Out of Scope Changes checkExplanation The changes are limited to compilation event persistence and refresh_unity compilation-start handling. These changes directly support the compilation-waiting reliability described in
✨ 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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…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.
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— 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 nothing needed compiling.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.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.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.tools/compile-check.shgreen for win/osx/linux against a 6000.3.14f1 Hub install.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)compilationFinishedNot verified: no EditMode/PlayMode fixture covers this. The behavior 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. Happy to add a fixture if a maintainer can suggest how to drive a domain reload deterministically from EditMode.
Documentation Updates
No tool or resource surface changes — same tool, same parameters, same response fields.
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.
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