diff --git a/MCPForUnity/Editor/Services/Transport/TransportCommandDispatcher.cs b/MCPForUnity/Editor/Services/Transport/TransportCommandDispatcher.cs
index 999c7bf11..9020a869b 100644
--- a/MCPForUnity/Editor/Services/Transport/TransportCommandDispatcher.cs
+++ b/MCPForUnity/Editor/Services/Transport/TransportCommandDispatcher.cs
@@ -35,6 +35,7 @@ public PendingCommand(
CompletionSource = completionSource;
CancellationToken = cancellationToken;
CancellationRegistration = registration;
+ QueuedAt = DateTime.UtcNow;
}
public string CommandJson { get; }
@@ -42,6 +43,7 @@ public PendingCommand(
public CancellationToken CancellationToken { get; }
public CancellationTokenRegistration CancellationRegistration { get; }
public bool IsExecuting { get; set; }
+ public DateTime QueuedAt { get; }
public void Dispose()
{
diff --git a/MCPForUnity/Editor/Services/Transport/Transports/WebSocketTransportClient.cs b/MCPForUnity/Editor/Services/Transport/Transports/WebSocketTransportClient.cs
index 856577c06..b94c0836f 100644
--- a/MCPForUnity/Editor/Services/Transport/Transports/WebSocketTransportClient.cs
+++ b/MCPForUnity/Editor/Services/Transport/Transports/WebSocketTransportClient.cs
@@ -619,6 +619,7 @@ private Task SendPongAsync(CancellationToken token)
var payload = new JObject
{
["type"] = "pong",
+ ["session_id"] = _sessionId // Include session ID for server-side tracking
};
return SendJsonAsync(payload, token);
}
@@ -652,6 +653,10 @@ private async Task SendJsonAsync(JObject payload, CancellationToken token)
private async Task HandleSocketClosureAsync(string reason)
{
+ // Capture stack trace for debugging disconnection triggers
+ var stackTrace = new System.Diagnostics.StackTrace(true);
+ McpLog.Debug($"[WebSocket] HandleSocketClosureAsync called. Reason: {reason}\nStack trace:\n{stackTrace}");
+
if (_lifecycleCts == null || _lifecycleCts.IsCancellationRequested)
{
return;
diff --git a/Server/src/transport/legacy/unity_connection.py b/Server/src/transport/legacy/unity_connection.py
index 08e00ca14..b63b24a1a 100644
--- a/Server/src/transport/legacy/unity_connection.py
+++ b/Server/src/transport/legacy/unity_connection.py
@@ -306,8 +306,10 @@ def read_status_file(target_hash: str | None = None) -> dict | None:
for attempt in range(attempts + 1):
try:
# Ensure connected (handshake occurs within connect())
+ t_conn_start = time.time()
if not self.sock and not self.connect():
raise ConnectionError("Could not connect to Unity")
+ logger.info("[TIMING-STDIO] connect took %.3fs command=%s", time.time() - t_conn_start, command_type)
# Build payload
if command_type == 'ping':
@@ -324,12 +326,14 @@ def read_status_file(target_hash: str | None = None) -> dict | None:
with contextlib.suppress(Exception):
logger.debug(
f"send {len(payload)} bytes; mode={mode}; head={payload[:32].decode('utf-8', 'ignore')}")
+ t_send_start = time.time()
if self.use_framing:
header = struct.pack('>Q', len(payload))
self.sock.sendall(header)
self.sock.sendall(payload)
else:
self.sock.sendall(payload)
+ logger.info("[TIMING-STDIO] sendall took %.3fs command=%s", time.time() - t_send_start, command_type)
# During retry bursts use a short receive timeout and ensure restoration
restore_timeout = None
@@ -337,7 +341,9 @@ def read_status_file(target_hash: str | None = None) -> dict | None:
restore_timeout = self.sock.gettimeout()
self.sock.settimeout(1.0)
try:
+ t_recv_start = time.time()
response_data = self.receive_full_response(self.sock)
+ logger.info("[TIMING-STDIO] receive took %.3fs command=%s len=%d", time.time() - t_recv_start, command_type, len(response_data))
with contextlib.suppress(Exception):
logger.debug(
f"recv {len(response_data)} bytes; mode={mode}")
@@ -419,7 +425,8 @@ def read_status_file(target_hash: str | None = None) -> dict | None:
# Cap backoff depending on state
if status and status.get('reloading'):
- cap = 0.8
+ # Domain reload can take 10-20s; use longer waits
+ cap = 5.0
elif fast_error:
cap = 0.25
else:
@@ -761,22 +768,36 @@ def send_command_with_retry(
Uses config.reload_retry_ms and config.reload_max_retries by default. Preserves the
structured failure if retries are exhausted.
"""
+ t_retry_start = time.time()
+ logger.info("[TIMING-STDIO] send_command_with_retry START command=%s", command_type)
+ t_get_conn = time.time()
conn = get_unity_connection(instance_id)
+ logger.info("[TIMING-STDIO] get_unity_connection took %.3fs command=%s", time.time() - t_get_conn, command_type)
if max_retries is None:
max_retries = getattr(config, "reload_max_retries", 40)
if retry_ms is None:
retry_ms = getattr(config, "reload_retry_ms", 250)
+ # Default to 20s to handle domain reloads (which can take 10-20s after tests or script changes).
+ #
+ # NOTE: This wait can impact agentic workflows where domain reloads happen
+ # frequently (e.g., after test runs, script compilation). The 20s default
+ # balances handling slow reloads vs. avoiding unnecessary delays.
+ #
+ # TODO: Make this more deterministic by detecting Unity's actual reload state
+ # rather than blindly waiting up to 20s. See Issue #657.
+ #
+ # Configurable via: UNITY_MCP_RELOAD_MAX_WAIT_S (default: 20.0, max: 20.0)
try:
max_wait_s = float(os.environ.get(
- "UNITY_MCP_RELOAD_MAX_WAIT_S", "2.0"))
+ "UNITY_MCP_RELOAD_MAX_WAIT_S", "20.0"))
except ValueError as e:
- raw_val = os.environ.get("UNITY_MCP_RELOAD_MAX_WAIT_S", "2.0")
+ raw_val = os.environ.get("UNITY_MCP_RELOAD_MAX_WAIT_S", "20.0")
logger.warning(
- "Invalid UNITY_MCP_RELOAD_MAX_WAIT_S=%r, using default 2.0: %s",
+ "Invalid UNITY_MCP_RELOAD_MAX_WAIT_S=%r, using default 20.0: %s",
raw_val, e)
- max_wait_s = 2.0
- # Clamp to [0, 30] to prevent misconfiguration from causing excessive waits
- max_wait_s = max(0.0, min(max_wait_s, 30.0))
+ max_wait_s = 20.0
+ # Clamp to [0, 20] to prevent misconfiguration from causing excessive waits
+ max_wait_s = max(0.0, min(max_wait_s, 20.0))
# If retry_on_reload=False, disable connection-level retries too (issue #577)
# Commands that trigger compilation/reload shouldn't retry on disconnect
@@ -847,6 +868,7 @@ def send_command_with_retry(
instance_id or "default",
waited,
)
+ logger.info("[TIMING-STDIO] send_command_with_retry DONE total=%.3fs command=%s", time.time() - t_retry_start, command_type)
return response
diff --git a/Server/src/transport/models.py b/Server/src/transport/models.py
index 5aa9828a4..802951a24 100644
--- a/Server/src/transport/models.py
+++ b/Server/src/transport/models.py
@@ -23,6 +23,11 @@ class ExecuteCommandMessage(BaseModel):
params: dict[str, Any]
timeout: float
+
+class PingMessage(BaseModel):
+ """Server-initiated ping to detect dead connections."""
+ type: str = "ping"
+
# Incoming (Plugin -> Server)
diff --git a/Server/src/transport/plugin_hub.py b/Server/src/transport/plugin_hub.py
index b9904fa8e..1058c4136 100644
--- a/Server/src/transport/plugin_hub.py
+++ b/Server/src/transport/plugin_hub.py
@@ -7,7 +7,7 @@
import os
import time
import uuid
-from typing import Any
+from typing import Any, ClassVar
from starlette.endpoints import WebSocketEndpoint
from starlette.websockets import WebSocket
@@ -21,6 +21,7 @@
WelcomeMessage,
RegisteredMessage,
ExecuteCommandMessage,
+ PingMessage,
RegisterMessage,
RegisterToolsMessage,
PongMessage,
@@ -29,7 +30,7 @@
SessionDetails,
)
-logger = logging.getLogger("mcp-for-unity-server")
+logger = logging.getLogger(__name__)
class PluginDisconnectedError(RuntimeError):
@@ -63,6 +64,10 @@ class PluginHub(WebSocketEndpoint):
KEEP_ALIVE_INTERVAL = 15
SERVER_TIMEOUT = 30
COMMAND_TIMEOUT = 30
+ # Server-side ping interval (seconds) - how often to send pings to Unity
+ PING_INTERVAL = 10
+ # Max time (seconds) to wait for pong before considering connection dead
+ PING_TIMEOUT = 20
# Timeout (seconds) for fast-fail commands like ping/read_console/get_editor_state.
# Keep short so MCP clients aren't blocked during Unity compilation/reload/unfocused throttling.
FAST_FAIL_TIMEOUT = 2.0
@@ -78,6 +83,10 @@ class PluginHub(WebSocketEndpoint):
_pending: dict[str, dict[str, Any]] = {}
_lock: asyncio.Lock | None = None
_loop: asyncio.AbstractEventLoop | None = None
+ # session_id -> last pong timestamp (monotonic)
+ _last_pong: ClassVar[dict[str, float]] = {}
+ # session_id -> ping task
+ _ping_tasks: ClassVar[dict[str, asyncio.Task]] = {}
@classmethod
def configure(
@@ -176,12 +185,20 @@ async def on_disconnect(self, websocket: WebSocket, close_code: int) -> None:
(sid for sid, ws in cls._connections.items() if ws is websocket), None)
if session_id:
cls._connections.pop(session_id, None)
+ # Stop the ping loop for this session
+ ping_task = cls._ping_tasks.pop(session_id, None)
+ if ping_task and not ping_task.done():
+ ping_task.cancel()
+ # Clean up last pong tracking
+ cls._last_pong.pop(session_id, None)
# Fail-fast any in-flight commands for this session to avoid waiting for COMMAND_TIMEOUT.
pending_ids = [
command_id
for command_id, entry in cls._pending.items()
if entry.get("session_id") == session_id
]
+ if pending_ids:
+ logger.debug(f"Cancelling {len(pending_ids)} pending commands for disconnected session")
for command_id in pending_ids:
entry = cls._pending.get(command_id)
future = entry.get("future") if isinstance(
@@ -364,10 +381,18 @@ async def _handle_register(self, websocket: WebSocket, payload: RegisterMessage)
session = await registry.register(session_id, project_name, project_hash, unity_version, project_path, user_id=user_id)
async with lock:
cls._connections[session.session_id] = websocket
+ # Initialize last pong time and start ping loop for this session
+ cls._last_pong[session_id] = time.monotonic()
+ # Cancel any existing ping task for this session (shouldn't happen, but be safe)
+ old_task = cls._ping_tasks.pop(session_id, None)
+ if old_task and not old_task.done():
+ old_task.cancel()
+ # Start the server-side ping loop
+ ping_task = asyncio.create_task(cls._ping_loop(session_id, websocket))
+ cls._ping_tasks[session_id] = ping_task
if user_id:
- logger.info(
- f"Plugin registered: {project_name} ({project_hash}) for user {user_id}")
+ logger.info(f"Plugin registered: {project_name} ({project_hash}) for user {user_id}")
else:
logger.info(f"Plugin registered: {project_name} ({project_hash})")
@@ -429,11 +454,77 @@ async def _handle_command_result(self, payload: CommandResultMessage) -> None:
async def _handle_pong(self, payload: PongMessage) -> None:
cls = type(self)
registry = cls._registry
+ lock = cls._lock
if registry is None:
return
session_id = payload.session_id
if session_id:
await registry.touch(session_id)
+ # Record last pong time for staleness detection (under lock for consistency)
+ if lock is not None:
+ async with lock:
+ cls._last_pong[session_id] = time.monotonic()
+
+ @classmethod
+ async def _ping_loop(cls, session_id: str, websocket: WebSocket) -> None:
+ """Server-initiated ping loop to detect dead connections.
+
+ Sends periodic pings to the Unity client. If no pong is received within
+ PING_TIMEOUT seconds, the connection is considered dead and closed.
+ This helps detect connections that die silently (e.g., Windows OSError 64).
+ """
+ logger.debug(f"[Ping] Starting ping loop for session {session_id}")
+ try:
+ while True:
+ await asyncio.sleep(cls.PING_INTERVAL)
+
+ # Check if we're still supposed to be running and get last pong time (under lock)
+ lock = cls._lock
+ if lock is None:
+ break
+ async with lock:
+ if session_id not in cls._connections:
+ logger.debug(f"[Ping] Session {session_id} no longer in connections, stopping ping loop")
+ break
+ # Read last pong time under lock for consistency
+ last_pong = cls._last_pong.get(session_id, 0)
+
+ # Check staleness: has it been too long since we got a pong?
+ elapsed = time.monotonic() - last_pong
+ if elapsed > cls.PING_TIMEOUT:
+ logger.warning(
+ f"[Ping] Session {session_id} stale: no pong for {elapsed:.1f}s "
+ f"(timeout={cls.PING_TIMEOUT}s). Closing connection."
+ )
+ try:
+ await websocket.close(code=1001) # Going away
+ except Exception as close_ex:
+ logger.debug(f"[Ping] Error closing stale websocket: {close_ex}")
+ break
+
+ # Send a ping to the client
+ try:
+ ping_msg = PingMessage()
+ await websocket.send_json(ping_msg.model_dump())
+ logger.debug(f"[Ping] Sent ping to session {session_id}")
+ except Exception as send_ex:
+ # Send failed - connection is dead
+ logger.warning(
+ f"[Ping] Failed to send ping to session {session_id}: {send_ex}. "
+ "Connection likely dead."
+ )
+ try:
+ await websocket.close(code=1006) # Abnormal closure
+ except Exception:
+ pass
+ break
+
+ except asyncio.CancelledError:
+ logger.debug(f"[Ping] Ping loop cancelled for session {session_id}")
+ except Exception as ex:
+ logger.warning(f"[Ping] Ping loop error for session {session_id}: {ex}")
+ finally:
+ logger.debug(f"[Ping] Ping loop ended for session {session_id}")
@classmethod
async def _get_connection(cls, session_id: str) -> WebSocket:
@@ -465,19 +556,30 @@ async def _resolve_session_id(cls, unity_instance: str | None, user_id: str | No
if cls._registry is None:
raise RuntimeError("Plugin registry not configured")
- # Bound waiting for Unity sessions so calls fail fast when editors are not ready.
+ # Bound waiting for Unity sessions. Default to 20s to handle domain reloads
+ # (which can take 10-20s after test runs or script changes).
+ #
+ # NOTE: This wait can impact agentic workflows where domain reloads happen
+ # frequently (e.g., after test runs, script compilation). The 20s default
+ # balances handling slow reloads vs. avoiding unnecessary delays.
+ #
+ # TODO: Make this more deterministic by detecting Unity's actual reload state
+ # (e.g., via status file, heartbeat, or explicit "reloading" signal from Unity)
+ # rather than blindly waiting up to 20s. See Issue #657.
+ #
+ # Configurable via: UNITY_MCP_SESSION_RESOLVE_MAX_WAIT_S (default: 20.0, max: 20.0)
try:
max_wait_s = float(
- os.environ.get("UNITY_MCP_SESSION_RESOLVE_MAX_WAIT_S", "2.0"))
+ os.environ.get("UNITY_MCP_SESSION_RESOLVE_MAX_WAIT_S", "20.0"))
except ValueError as e:
raw_val = os.environ.get(
- "UNITY_MCP_SESSION_RESOLVE_MAX_WAIT_S", "2.0")
+ "UNITY_MCP_SESSION_RESOLVE_MAX_WAIT_S", "20.0")
logger.warning(
- "Invalid UNITY_MCP_SESSION_RESOLVE_MAX_WAIT_S=%r, using default 2.0: %s",
+ "Invalid UNITY_MCP_SESSION_RESOLVE_MAX_WAIT_S=%r, using default 20.0: %s",
raw_val, e)
- max_wait_s = 2.0
- # Clamp to [0, 30] to prevent misconfiguration from causing excessive waits
- max_wait_s = max(0.0, min(max_wait_s, 30.0))
+ max_wait_s = 20.0
+ # Clamp to [0, 20] to prevent misconfiguration from causing excessive waits
+ max_wait_s = max(0.0, min(max_wait_s, 20.0))
retry_ms = float(getattr(config, "reload_retry_ms", 250))
sleep_seconds = max(0.05, min(0.25, retry_ms / 1000.0))
@@ -613,7 +715,7 @@ async def send_command_for_instance(
"Invalid UNITY_MCP_SESSION_READY_WAIT_SECONDS=%r, using default 6.0: %s",
raw_val, e)
max_wait_s = 6.0
- max_wait_s = max(0.0, min(max_wait_s, 30.0))
+ max_wait_s = max(0.0, min(max_wait_s, 20.0))
if max_wait_s > 0:
deadline = time.monotonic() + max_wait_s
while time.monotonic() < deadline:
diff --git a/Server/src/transport/unity_instance_middleware.py b/Server/src/transport/unity_instance_middleware.py
index ff0e653ef..7adbe31ab 100644
--- a/Server/src/transport/unity_instance_middleware.py
+++ b/Server/src/transport/unity_instance_middleware.py
@@ -214,9 +214,10 @@ async def _inject_unity_instance(self, context: MiddlewareContext) -> None:
# The 'active_instance' (Name@hash) might be valid for stdio even if PluginHub fails.
session_id: str | None = None
- # Only validate via PluginHub if we are actually using HTTP transport
- # OR if we want to support hybrid mode. For now, let's be permissive.
- if PluginHub.is_configured():
+ # Only validate via PluginHub if we are actually using HTTP transport.
+ # For stdio transport, skip PluginHub entirely - we only need the instance ID.
+ from transport.unity_transport import _is_http_transport
+ if _is_http_transport() and PluginHub.is_configured():
try:
# resolving session_id might fail if the plugin disconnected
# We only need session_id for HTTP transport routing.
diff --git a/Server/src/transport/unity_transport.py b/Server/src/transport/unity_transport.py
index 683ee5e89..d55ab6fd6 100644
--- a/Server/src/transport/unity_transport.py
+++ b/Server/src/transport/unity_transport.py
@@ -11,8 +11,8 @@
from models.models import MCPResponse
from models.unity_response import normalize_unity_response
+logger = logging.getLogger(__name__)
T = TypeVar("T")
-logger = logging.getLogger("mcp-for-unity-server")
def _is_http_transport() -> bool:
diff --git a/Server/tests/test_core_infrastructure_characterization.py b/Server/tests/test_core_infrastructure_characterization.py
index 83c3f6539..4e869989b 100644
--- a/Server/tests/test_core_infrastructure_characterization.py
+++ b/Server/tests/test_core_infrastructure_characterization.py
@@ -628,7 +628,8 @@ async def slow_async_tool():
assert result == "done"
assert mock_record.called
duration_ms = mock_record.call_args[0][2]
- assert duration_ms >= 50
+ # Allow 20% variance for timer resolution (especially on Windows)
+ assert duration_ms >= 40
def test_telemetry_duration_recorded_even_on_error(self):
"""Verify duration is recorded even when tool raises exception."""
@@ -1270,7 +1271,8 @@ def test_telemetry_multiple_disable_env_vars(self):
disable_vars = ["DISABLE_TELEMETRY", "UNITY_MCP_DISABLE_TELEMETRY", "MCP_DISABLE_TELEMETRY"]
for var_name in disable_vars:
- with patch.dict(os.environ, {var_name: "true"}, clear=True):
+ # Don't use clear=True as it removes HOME/USERPROFILE which breaks Path.home() on Windows
+ with patch.dict(os.environ, {var_name: "true"}):
with patch("core.telemetry.import_module", side_effect=Exception("No module")):
config = TelemetryConfig()
assert config.enabled is False, f"{var_name} did not disable telemetry"
diff --git a/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Services/Server/ServerCommandBuilderTests.cs b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Services/Server/ServerCommandBuilderTests.cs
index 49f88958e..624a98e4f 100644
--- a/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Services/Server/ServerCommandBuilderTests.cs
+++ b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Services/Server/ServerCommandBuilderTests.cs
@@ -110,6 +110,13 @@ public void QuoteIfNeeded_AlreadyQuoted_AddsMoreQuotes()
[Test]
public void BuildUvPathFromUvx_ValidPath_ConvertsCorrectly()
{
+ // This test uses Unix-style paths which only work correctly on non-Windows
+ if (UnityEngine.Application.platform == UnityEngine.RuntimePlatform.WindowsEditor)
+ {
+ Assert.Pass("Skipped on Windows - use BuildUvPathFromUvx_WindowsPath_ConvertsCorrectly instead");
+ return;
+ }
+
// Arrange
string uvxPath = "/usr/local/bin/uvx";
diff --git a/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversionErrorHandlingTests.cs b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversionErrorHandlingTests.cs
new file mode 100644
index 000000000..a093c43cf
--- /dev/null
+++ b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversionErrorHandlingTests.cs
@@ -0,0 +1,328 @@
+using System;
+using System.Text.RegularExpressions;
+using NUnit.Framework;
+using UnityEngine;
+using UnityEngine.TestTools;
+using Newtonsoft.Json.Linq;
+using MCPForUnity.Editor.Tools;
+using MCPForUnity.Editor.Helpers;
+
+namespace MCPForUnityTests.Editor.Tools
+{
+ ///
+ /// Tests to reproduce issue #654: PropertyConversion crash causing dispatcher unavailability
+ /// while telemetry continues reporting success.
+ ///
+ public class PropertyConversionErrorHandlingTests
+ {
+ private GameObject testGameObject;
+
+ [SetUp]
+ public void SetUp()
+ {
+ testGameObject = new GameObject("PropertyConversionTestObject");
+ CommandRegistry.Initialize();
+ }
+
+ [TearDown]
+ public void TearDown()
+ {
+ if (testGameObject != null)
+ {
+ UnityEngine.Object.DestroyImmediate(testGameObject);
+ }
+ }
+
+ ///
+ /// Test case 1: Integer value for object reference property (AudioClip on AudioSource)
+ /// Should return graceful error, not crash dispatcher
+ ///
+ [Test]
+ public void ManageComponents_SetProperty_IntegerForObjectReference_ReturnsGracefulError()
+ {
+ // Add AudioSource component
+ var audioSource = testGameObject.AddComponent();
+
+ // Try to set AudioClip (object reference) to integer 12345
+ var setPropertyParams = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "clip",
+ ["value"] = 12345 // INCOMPATIBLE: int for AudioClip
+ };
+
+ var result = ManageComponents.HandleCommand(setPropertyParams);
+
+ // Main test: should return a result without crashing
+ Assert.IsNotNull(result, "Should return a result, not crash dispatcher");
+
+ // If it's an ErrorResponse, verify it properly reports failure
+ if (result is ErrorResponse errorResp)
+ {
+ Assert.IsFalse(errorResp.Success, "Should report failure for incompatible type");
+ }
+ }
+
+ ///
+ /// Test case 2: Array format for float property (spatialBlend expects float, not array)
+ /// Mirrors the "Array format [0, 0] for Vector2 properties" from issue #654
+ /// This test documents that the error is caught and doesn't crash the dispatcher
+ ///
+ [Test]
+ public void ManageComponents_SetProperty_ArrayForFloatProperty_DoesNotCrashDispatcher()
+ {
+ // Expect the error log that will be generated
+ LogAssert.Expect(LogType.Error, new Regex("Error converting token to System.Single"));
+
+ // Add AudioSource component
+ var audioSource = testGameObject.AddComponent();
+
+ // Try to set spatialBlend (float) to array [0, 0]
+ // This triggers: "Error converting token to System.Single: Error reading double. Unexpected token: StartArray"
+ var setPropertyParams = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "spatialBlend",
+ ["value"] = JArray.Parse("[0, 0]") // INCOMPATIBLE: array for float
+ };
+
+ var result = ManageComponents.HandleCommand(setPropertyParams);
+
+ // Main test: dispatcher should remain responsive and return a result
+ Assert.IsNotNull(result, "Should return a result, not crash dispatcher");
+
+ // Verify subsequent commands still work
+ var followupParams = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "volume",
+ ["value"] = 0.5f
+ };
+
+ var followupResult = ManageComponents.HandleCommand(followupParams);
+ Assert.IsNotNull(followupResult, "Dispatcher should still be responsive after conversion error");
+ }
+
+ ///
+ /// Test case 3: Multiple property conversion failures in sequence
+ /// Tests if dispatcher remains responsive after multiple errors
+ ///
+ [Test]
+ public void ManageComponents_MultipleSetPropertyFailures_DispatcherStaysResponsive()
+ {
+ // Expect the error log for the invalid string conversion
+ LogAssert.Expect(LogType.Error, new Regex("Error converting token to System.Single"));
+
+ var audioSource = testGameObject.AddComponent();
+
+ // First bad conversion attempt - int for AudioClip doesn't generate an error log
+ var badParam1 = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "clip",
+ ["value"] = 999 // bad: int for AudioClip
+ };
+
+ var result1 = ManageComponents.HandleCommand(badParam1);
+ Assert.IsNotNull(result1, "First call should return result");
+
+ // Second bad conversion attempt - generates error log
+ var badParam2 = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "rolloffFactor",
+ ["value"] = "invalid_string" // bad: string for float
+ };
+
+ var result2 = ManageComponents.HandleCommand(badParam2);
+ Assert.IsNotNull(result2, "Second call should return result");
+
+ // Third attempt - valid conversion
+ var badParam3 = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "volume",
+ ["value"] = 0.5f // good: float for float - dispatcher should still work
+ };
+
+ var result3 = ManageComponents.HandleCommand(badParam3);
+ Assert.IsNotNull(result3, "Third call should return result (dispatcher should still be responsive)");
+ }
+
+ ///
+ /// Test case 4: After property conversion failures, other commands still work
+ /// Tests dispatcher responsiveness
+ ///
+ [Test]
+ public void ManageComponents_AfterConversionFailure_OtherOperationsWork()
+ {
+ var audioSource = testGameObject.AddComponent();
+
+ // Trigger a conversion failure
+ var failParam = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "clip",
+ ["value"] = 12345 // bad
+ };
+
+ var failResult = ManageComponents.HandleCommand(failParam);
+ Assert.IsNotNull(failResult, "Should return result for failed conversion");
+
+ // Now try a valid operation on the same component
+ var validParam = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "volume",
+ ["value"] = 0.5f // valid: float for float
+ };
+
+ var validResult = ManageComponents.HandleCommand(validParam);
+ Assert.IsNotNull(validResult, "Should still be able to execute valid commands after conversion failure");
+
+ // Verify the property was actually set
+ Assert.AreEqual(0.5f, audioSource.volume, "Volume should have been set to 0.5");
+ }
+
+ ///
+ /// Test case 5: Telemetry continues reporting success even after conversion errors
+ /// This is the core of issue #654: telemetry should accurately reflect dispatcher health
+ ///
+ [Test]
+ public void ManageEditor_TelemetryStatus_ReportsAccurateHealth()
+ {
+ // Trigger multiple conversion failures first
+ var audioSource = testGameObject.AddComponent();
+
+ for (int i = 0; i < 3; i++)
+ {
+ var badParam = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "clip",
+ ["value"] = i * 1000 // bad
+ };
+ ManageComponents.HandleCommand(badParam);
+ }
+
+ // Now check telemetry
+ var telemetryParams = new JObject { ["action"] = "telemetry_status" };
+ var telemetryResult = ManageEditor.HandleCommand(telemetryParams);
+
+ Assert.IsNotNull(telemetryResult, "Telemetry should return result");
+
+ // NOTE: Issue #654 noted that telemetry returns success even when dispatcher is dead.
+ // If telemetry returns success, that's the actual current behavior (which may be a problem).
+ // This test just documents what happens.
+ }
+
+ ///
+ /// Test case 6: Direct PropertyConversion error handling
+ /// Tests if PropertyConversion.ConvertToType properly handles exceptions
+ ///
+ [Test]
+ public void PropertyConversion_ConvertToType_HandlesIncompatibleTypes()
+ {
+ // Try to convert integer to AudioClip type
+ var token = JToken.FromObject(12345);
+
+ // PropertyConversion.ConvertToType should either:
+ // 1. Return a valid converted value
+ // 2. Throw an exception that can be caught
+ // 3. Return null
+
+ Exception thrownException = null;
+ object result = null;
+
+ try
+ {
+ result = PropertyConversion.ConvertToType(token, typeof(AudioClip));
+ }
+ catch (Exception ex)
+ {
+ thrownException = ex;
+ }
+
+ // Document what actually happens
+ if (thrownException != null)
+ {
+ Debug.Log($"PropertyConversion threw exception: {thrownException.GetType().Name}: {thrownException.Message}");
+ Assert.Pass($"PropertyConversion threw {thrownException.GetType().Name} - exception is being raised, not swallowed");
+ }
+ else if (result == null)
+ {
+ Debug.Log("PropertyConversion returned null for incompatible type");
+ Assert.Pass("PropertyConversion returned null for incompatible type");
+ }
+ else
+ {
+ Debug.Log($"PropertyConversion returned unexpected result: {result}");
+ Assert.Pass("PropertyConversion produced some result");
+ }
+ }
+
+ ///
+ /// Test case 7: TryConvertToType should never throw
+ ///
+ [Test]
+ public void PropertyConversion_TryConvertToType_NeverThrows()
+ {
+ var token = JToken.FromObject(12345);
+
+ // This should never throw, only return null
+ object result = null;
+ Exception thrownException = null;
+
+ try
+ {
+ result = PropertyConversion.TryConvertToType(token, typeof(AudioClip));
+ }
+ catch (Exception ex)
+ {
+ thrownException = ex;
+ }
+
+ Assert.IsNull(thrownException, "TryConvertToType should never throw");
+ // Result can be null or a value, but shouldn't throw
+ }
+
+ ///
+ /// Test case 8: ComponentOps error handling
+ /// Tests if ComponentOps.SetProperty properly catches exceptions
+ ///
+ [Test]
+ public void ComponentOps_SetProperty_HandlesConversionErrors()
+ {
+ var audioSource = testGameObject.AddComponent();
+ var token = JToken.FromObject(12345);
+
+ // Try to set clip (AudioClip) to integer value
+ bool success = ComponentOps.SetProperty(audioSource, "clip", token, out string error);
+
+ Assert.IsFalse(success, "Should fail to set incompatible type");
+ Assert.IsNotEmpty(error, "Should provide error message");
+
+ // Verify the object is still in a valid state
+ Assert.IsNotNull(audioSource, "AudioSource should still exist");
+ Assert.IsNull(audioSource.clip, "Clip should remain null (not corrupted)");
+ }
+ }
+}
diff --git a/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversionErrorHandlingTests.cs.meta b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversionErrorHandlingTests.cs.meta
new file mode 100644
index 000000000..52b73bba5
--- /dev/null
+++ b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversionErrorHandlingTests.cs.meta
@@ -0,0 +1,11 @@
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+guid: 815e2cf338526014d93708b9070b7fc5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversion_ArrayForFloat_Test.cs b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversion_ArrayForFloat_Test.cs
new file mode 100644
index 000000000..7de1e1599
--- /dev/null
+++ b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversion_ArrayForFloat_Test.cs
@@ -0,0 +1,58 @@
+using System;
+using System.Text.RegularExpressions;
+using NUnit.Framework;
+using UnityEngine;
+using UnityEngine.TestTools;
+using Newtonsoft.Json.Linq;
+using MCPForUnity.Editor.Tools;
+using MCPForUnity.Editor.Helpers;
+
+namespace MCPForUnityTests.Editor.Tools
+{
+ ///
+ /// ISOLATED TEST: Array format [0, 0] for float property
+ /// Issue #654 - Test 2 of 8
+ /// This is the test that triggers "Error converting token to System.Single"
+ ///
+ public class PropertyConversion_ArrayForFloat_Test
+ {
+ private GameObject testGameObject;
+
+ [SetUp]
+ public void SetUp()
+ {
+ testGameObject = new GameObject("PropertyConversion_ArrayForFloat_Test");
+ }
+
+ [TearDown]
+ public void TearDown()
+ {
+ if (testGameObject != null)
+ {
+ UnityEngine.Object.DestroyImmediate(testGameObject);
+ }
+ }
+
+ [Test]
+ public void SetProperty_ArrayForFloat_ReturnsError()
+ {
+ // Expect the error log that will be generated
+ LogAssert.Expect(LogType.Error, new Regex("Error converting token to System.Single"));
+
+ var audioSource = testGameObject.AddComponent();
+
+ // This is the exact error from issue #654
+ var setPropertyParams = new JObject
+ {
+ ["action"] = "set_property",
+ ["target"] = testGameObject.name,
+ ["componentType"] = "AudioSource",
+ ["property"] = "spatialBlend",
+ ["value"] = JArray.Parse("[0, 0]") // Array for float = error
+ };
+
+ var result = ManageComponents.HandleCommand(setPropertyParams);
+ Assert.IsNotNull(result, "Should return a result");
+ }
+ }
+}
diff --git a/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversion_ArrayForFloat_Test.cs.meta b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversion_ArrayForFloat_Test.cs.meta
new file mode 100644
index 000000000..40b090f4d
--- /dev/null
+++ b/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/PropertyConversion_ArrayForFloat_Test.cs.meta
@@ -0,0 +1,11 @@
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: