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FoxsterDevFoxsterDev/xuunity-mcp/skills/editor_main_thread/SKILL.md

editor-main-thread

Skill3 starsChanged 4 months agoMITView on GitHub

Rules for C# bridge code that runs on the Unity editor main thread (heartbeat, request pump, transport, scenario ticks) — the bridge must be invisible in the editor, so no sleeping, no unbounded blocking I/O, and fallback-over-wait on contention.

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    All periodic work goes through the interval gates in XUUnityLightMcpBridgeBootstrap.OnUpdate (heartbeat/pump intervals from bridge config) …

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SKILL.md

Editor Main-Thread Guidelines

Everything the bridge does per tick runs on the editor main thread: XUUnityLightMcpBridgeBootstrap subscribes to EditorApplication.update and drives the heartbeat (2 s), the request pump (0.5 s), lifecycle and scenario ticks. Any blocking call there is a frame stall the user feels as editor lag. The bridge being invisible in the editor is a product requirement, not an optimization.


1. Never Sleep on the Main Thread

Thread.Sleep in tick-reachable code is forbidden. A sleep-based retry converts rare contention into periodic frame stalls (a 5×20 ms retry loop in the atomic writer stalled heartbeats whenever the host poller held bridge_state.json — caught in user review, 2026-07-11). On contention, fall back instead of waiting: immediate retries, then degrade to the legacy behavior the host side already tolerates (see atomic-ipc-files skill rule 3).

tests/test_atomic_ipc_contract.py::test_no_main_thread_sleeps_in_editor_package sweeps the whole package; XUUnityLightMcpGameViewUtility (on-demand screenshot settling) is the single allowlisted pre-existing exception — do not widen the allowlist without the same on-demand-only justification, and prefer converting it to a frame-deferred capture.

2. Blocking I/O Needs a Bound

  • Synchronous socket sends from the main thread must set a send timeout first: TcpClient.SendTimeout before writing a response (TryWriteResponse uses 5000 ms) — a dead peer with a full send buffer otherwise freezes the editor until the OS-level TCP timeout.
  • Blocking accepts/reads belong on a dedicated background thread (AcceptLoop pattern), never in a tick.
  • File I/O in ticks is bounded by design: one small-file write per heartbeat, one directory scan of a normally-empty inbox per pump.

3. Ticks Are Throttled and Early-Out

  • All periodic work goes through the interval gates in XUUnityLightMcpBridgeBootstrap.OnUpdate (heartbeat/pump intervals from bridge config) — never do per-frame work directly on EditorApplication.update.
  • The single ungated call is XUUnityLightMcpEditorQuitScheduler.Tick(), first in OnUpdate: a static-flag early-out, so an armed quit runs on the first update after its response.
  • Tick bodies must early-out cheaply when idle (LifecycleMonitor.Tick, scenario scheduler). New tick work needs the same shape: field checks first, I/O only when something is actually pending.

4. No delayCall on Request Paths

EditorApplication.delayCall does not run while the editor is unfocused in Edit Mode: Unity's native timer skips it unless the editor is the active app, in unpaused Play Mode, or attached to a remote or debugger, while EditorApplication.update keeps ticking. Hosts open editors in the background, so deferred work on a request path must run from the bridge's update tick (XUUnityLightMcpEditorQuitScheduler is the reference shape: arm state in SessionState, early-out tick, expiry). tests/test_atomic_ipc_contract.py keeps EditorApplication.delayCall out of Editor/.

5. Keep the Hot Path Allocation-Light

Per-tick allocations add up at editor frame rates. Resolve once and cache what cannot change within a domain (WriteHeartbeat caches the editor pid instead of allocating Process.GetCurrentProcess() every heartbeat); expensive probes are memory-cached and refreshed on invalidation, not per tick (XUUnityLightMcpHealthProbe.EnsureCurrentReport).

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