Files
integration/Plugins/BlueprintMCP/Source/BlueprintMCP/Private/MCPServer.cpp

635 lines
18 KiB
C++

#include "MCPServer.h"
#include "MCPHandler.h"
#include "MCPUtils.h"
#include "MCPAssetFinder.h"
#include "UObject/StrongObjectPtr.h"
#include "Materials/MaterialExpression.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "Engine/Blueprint.h"
#include "Engine/World.h"
#include "Engine/Level.h"
#include "Engine/LevelScriptBlueprint.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphPin.h"
#include "EdGraphSchema_K2.h"
#include "K2Node.h"
#include "K2Node_CallFunction.h"
#include "K2Node_Event.h"
#include "K2Node_CustomEvent.h"
#include "K2Node_FunctionEntry.h"
#include "K2Node_EditablePinBase.h"
#include "K2Node_VariableGet.h"
#include "K2Node_VariableSet.h"
#include "K2Node_BreakStruct.h"
#include "K2Node_MakeStruct.h"
#include "K2Node_MacroInstance.h"
#include "K2Node_DynamicCast.h"
#include "K2Node_CallParentFunction.h"
#include "K2Node_IfThenElse.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "Dom/JsonValue.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonWriter.h"
#include "Serialization/JsonSerializer.h"
#include "Interfaces/IPv4/IPv4Address.h"
#include "Interfaces/IPv4/IPv4Endpoint.h"
#include "SocketSubsystem.h"
#include "Sockets.h"
#include "Async/Async.h"
#include "UObject/SavePackage.h"
#include "Misc/Paths.h"
#include "Misc/FileHelper.h"
#include "Misc/Guid.h"
#include "AssetToolsModule.h"
#include "IAssetTools.h"
#include "UObject/UObjectIterator.h"
#include "Misc/PackageName.h"
#include "UObject/LinkerLoad.h"
#include "Engine/UserDefinedEnum.h"
#include "Editor.h"
#include "Materials/Material.h"
#include "Materials/MaterialInstanceConstant.h"
#include "Materials/MaterialFunction.h"
#include "Materials/MaterialExpressionScalarParameter.h"
#include "Materials/MaterialExpressionVectorParameter.h"
#include "Materials/MaterialExpressionTextureObjectParameter.h"
#include "Materials/MaterialExpressionTextureSampleParameter2D.h"
#include "Materials/MaterialExpressionStaticSwitchParameter.h"
#include "Materials/MaterialExpressionConstant.h"
#include "Materials/MaterialExpressionConstant2Vector.h"
#include "Materials/MaterialExpressionConstant3Vector.h"
#include "Materials/MaterialExpressionConstant4Vector.h"
#include "Materials/MaterialExpressionTextureSample.h"
#include "Materials/MaterialExpressionTextureCoordinate.h"
#include "Materials/MaterialExpressionComponentMask.h"
#include "Materials/MaterialExpressionCustom.h"
#include "Materials/MaterialExpressionAppendVector.h"
#include "Materials/MaterialExpressionAdd.h"
#include "Materials/MaterialExpressionMultiply.h"
#include "Materials/MaterialExpressionLinearInterpolate.h"
#include "Materials/MaterialExpressionClamp.h"
#include "Materials/MaterialExpressionOneMinus.h"
#include "Materials/MaterialExpressionPower.h"
#include "Materials/MaterialExpressionTime.h"
#include "Materials/MaterialExpressionWorldPosition.h"
#include "Materials/MaterialExpressionFunctionInput.h"
#include "Materials/MaterialExpressionFunctionOutput.h"
#include "Materials/MaterialExpressionMaterialFunctionCall.h"
#include "MaterialGraph/MaterialGraph.h"
#include "MaterialGraph/MaterialGraphNode.h"
#include "MaterialGraph/MaterialGraphSchema.h"
// Animation Blueprint support
#include "Animation/AnimBlueprint.h"
#include "Animation/AnimBlueprintGeneratedClass.h"
#include "Animation/Skeleton.h"
#include "AnimGraphNode_StateMachine.h"
#include "AnimGraphNode_AssetPlayerBase.h"
#include "AnimGraphNode_SequencePlayer.h"
#include "AnimGraphNode_BlendSpacePlayer.h"
#include "AnimGraphNode_Base.h"
#include "AnimStateNode.h"
#include "AnimStateTransitionNode.h"
#include "AnimStateConduitNode.h"
#include "AnimStateEntryNode.h"
#include "AnimationStateMachineGraph.h"
#include "AnimationGraph.h"
#include "AnimationTransitionGraph.h"
// ============================================================
// Get() — retrieve the active server via the editor subsystem
// ============================================================
#include "MCPEditorSubsystem.h"
FMCPServer* FMCPServer::Get()
{
if (!GEditor) return nullptr;
auto* Sub = GEditor->GetEditorSubsystem<UBlueprintMCPEditorSubsystem>();
return Sub ? Sub->GetServer() : nullptr;
}
// ============================================================
// SEH wrappers for crash-safe compilation and saving.
// MSVC constraint: __try/__except functions must NOT contain C++
// objects with destructors. We factor the actual work into
// separate "inner" functions and only do try/except in thin wrappers.
// ============================================================
#if PLATFORM_WINDOWS
// Inner functions that do the actual C++ work (may have destructors)
static void CompileBlueprintInner(UBlueprint* BP, EBlueprintCompileOptions Opts)
{
FKismetEditorUtilities::CompileBlueprint(BP, Opts, nullptr);
}
static ESavePackageResult SavePackageInner(
UPackage* Package, UObject* Asset, const TCHAR* Filename,
FSavePackageArgs* SaveArgs)
{
FSavePackageResultStruct Result = UPackage::Save(Package, Asset, Filename, *SaveArgs);
return Result.Result;
}
// SEH wrappers — absolutely NO C++ objects with destructors here.
// EXCEPTION_EXECUTE_HANDLER = 1 (avoiding Windows.h include)
#pragma warning(push)
#pragma warning(disable: 4611) // interaction between '_setjmp' and C++ object destruction
int32 TryCompileBlueprintSEH(UBlueprint* BP, EBlueprintCompileOptions Opts)
{
__try
{
CompileBlueprintInner(BP, Opts);
return 0;
}
__except (1)
{
return -1;
}
}
static int32 TrySavePackageSEH(
UPackage* Package, UObject* Asset, const TCHAR* Filename,
FSavePackageArgs* SaveArgs, ESavePackageResult* OutResult)
{
__try
{
*OutResult = SavePackageInner(Package, Asset, Filename, SaveArgs);
return 0;
}
__except (1)
{
*OutResult = ESavePackageResult::Error;
return -1;
}
}
// Inner: create expression, register in material, and trigger PostEditChange.
// All of this may crash for classes that are effectively abstract.
static void AddMaterialExpressionInner(
UObject* Owner, UClass* ExprClass, UMaterial* Material, UMaterialFunction* MatFunc,
int32 PosX, int32 PosY, UMaterialExpression** OutExpr)
{
*OutExpr = NewObject<UMaterialExpression>(Owner, ExprClass);
if (!*OutExpr) return;
(*OutExpr)->MaterialExpressionEditorX = PosX;
(*OutExpr)->MaterialExpressionEditorY = PosY;
if (Material)
{
Material->GetExpressionCollection().AddExpression(*OutExpr);
if (Material->MaterialGraph)
{
Material->MaterialGraph->RebuildGraph();
}
Material->PreEditChange(nullptr);
Material->PostEditChange();
Material->MarkPackageDirty();
}
else if (MatFunc)
{
MatFunc->GetExpressionCollection().AddExpression(*OutExpr);
MatFunc->PreEditChange(nullptr);
MatFunc->PostEditChange();
MatFunc->MarkPackageDirty();
}
}
// Inner: remove a bad expression from a material after a crash
static void CleanupBadExpressionInner(UMaterial* Material, UMaterialFunction* MatFunc, UMaterialExpression* BadExpr)
{
if (!BadExpr) return;
if (Material)
{
Material->GetExpressionCollection().RemoveExpression(BadExpr);
if (Material->MaterialGraph)
{
Material->MaterialGraph->RebuildGraph();
}
}
else if (MatFunc)
{
MatFunc->GetExpressionCollection().RemoveExpression(BadExpr);
}
BadExpr->MarkAsGarbage();
}
int32 TryAddMaterialExpressionSEH(
UObject* Owner, UClass* ExprClass, UMaterial* Material, UMaterialFunction* MatFunc,
int32 PosX, int32 PosY, UMaterialExpression** OutExpr)
{
__try
{
AddMaterialExpressionInner(Owner, ExprClass, Material, MatFunc, PosX, PosY, OutExpr);
return 0;
}
__except (1)
{
// Try to clean up the partially-added expression
__try
{
CleanupBadExpressionInner(Material, MatFunc, *OutExpr);
}
__except (1)
{
// Cleanup also crashed — nothing more we can do
}
*OutExpr = nullptr;
return -1;
}
}
#pragma warning(pop)
#endif // PLATFORM_WINDOWS
void FMCPServer::DispatchToolCall(const FString& ToolName, const FJsonObject* Params, FJsonObject* Result)
{
UMCPAssetFinder::Refresh();
if (UClass** HandlerClass = MCPHandlerRegistry.Find(ToolName))
{
const bool bIsMutation = MutationEndpoints.Contains(ToolName);
if (bIsMutation && GEditor)
{
GEditor->BeginTransaction(FText::FromString(FString::Printf(TEXT("BlueprintMCP: %s"), *ToolName)));
}
TStrongObjectPtr<UObject> HandlerObj(NewObject<UObject>(GetTransientPackage(), *HandlerClass));
IMCPHandler* Handler = Cast<IMCPHandler>(HandlerObj.Get());
FString PopulateError = MCPUtils::PopulateFromJson(HandlerObj->GetClass(), HandlerObj.Get(), Params);
if (PopulateError.IsEmpty())
{
Handler->Handle(Params, Result);
}
else
{
MCPUtils::MakeErrorJson(Result, PopulateError);
}
if (bIsMutation && GEditor)
{
GEditor->EndTransaction();
}
}
else
{
MCPUtils::MakeErrorJson(Result, FString::Printf(TEXT("Unknown tool: %s"), *ToolName));
}
}
// ============================================================
// HandleRequest — parse a JSON command and dispatch
// ============================================================
FString FMCPServer::HandleRequest(const FString& Line)
{
TSharedPtr<FJsonObject> Request = MCPUtils::ParseBodyJson(Line);
if (!Request.IsValid())
{
TSharedRef<FJsonObject> ErrResult = MakeShared<FJsonObject>();
MCPUtils::MakeErrorJson(&*ErrResult, TEXT("JSON parse error"));
return MCPUtils::JsonToString(ErrResult);
}
FString Command;
if (!Request->TryGetStringField(TEXT("command"), Command))
{
TSharedRef<FJsonObject> ErrResult = MakeShared<FJsonObject>();
MCPUtils::MakeErrorJson(&*ErrResult, TEXT("Missing 'command' field"));
return MCPUtils::JsonToString(ErrResult);
}
Request->RemoveField(TEXT("command"));
TSharedRef<FJsonObject> Result = MakeShared<FJsonObject>();
DispatchToolCall(Command, Request.Get(), &*Result);
return MCPUtils::JsonToString(Result);
}
// ============================================================
// TCP Server: Start / Stop / ProcessOneRequest
// ============================================================
bool FMCPServer::Start(int32 InPort, bool bEditorMode)
{
Port = InPort;
bIsEditor = bEditorMode;
// Register handlers
BuildMCPHandlerRegistry();
RegisterHandlers();
// Create TCP listen socket
ISocketSubsystem* SocketSub = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
ListenSocket = SocketSub->CreateSocket(NAME_Stream, TEXT("MCPServer"), false);
if (!ListenSocket)
{
UE_LOG(LogTemp, Error, TEXT("BlueprintMCP: Failed to create listen socket"));
return false;
}
ListenSocket->SetReuseAddr(true);
ListenSocket->SetNonBlocking(true);
TSharedRef<FInternetAddr> Addr = SocketSub->CreateInternetAddr();
bool bIsValid = false;
Addr->SetIp(TEXT("127.0.0.1"), bIsValid);
Addr->SetPort(Port);
if (!ListenSocket->Bind(*Addr))
{
UE_LOG(LogTemp, Error, TEXT("BlueprintMCP: Failed to bind to port %d"), Port);
SocketSub->DestroySocket(ListenSocket);
ListenSocket = nullptr;
return false;
}
if (!ListenSocket->Listen(4))
{
UE_LOG(LogTemp, Error, TEXT("BlueprintMCP: Failed to listen on port %d"), Port);
SocketSub->DestroySocket(ListenSocket);
ListenSocket = nullptr;
return false;
}
bRunning = true;
UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: MCP server listening on tcp://localhost:%d"), Port);
return true;
}
void FMCPServer::Stop()
{
if (!bRunning) return;
ISocketSubsystem* SocketSub = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
// Set shutdown flag and drain pending messages under lock
{
FScopeLock Lock(&Mutex);
bShuttingDown = true;
for (auto& Msg : PendingMessages)
{
Msg->Response.SetValue(FString());
}
PendingMessages.Empty();
}
// Close all client sockets (unblocks their blocking reads)
for (auto& Client : Clients)
{
if (Client->Socket)
{
Client->Socket->Close();
}
}
// Wait for client threads to exit
for (auto& Client : Clients)
{
Client->ThreadFuture.Wait();
if (Client->Socket)
{
SocketSub->DestroySocket(Client->Socket);
}
}
Clients.Empty();
// Close listen socket
if (ListenSocket)
{
ListenSocket->Close();
SocketSub->DestroySocket(ListenSocket);
ListenSocket = nullptr;
}
bRunning = false;
bShuttingDown = false;
UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: Server stopped."));
}
void FMCPServer::AcceptNewConnections()
{
if (!ListenSocket) return;
bool bHasPending = false;
if (!ListenSocket->HasPendingConnection(bHasPending) || !bHasPending) return;
FSocket* ClientSocket = ListenSocket->Accept(TEXT("MCPClient"));
if (!ClientSocket) return;
ClientSocket->SetNonBlocking(false); // client threads use blocking I/O
TSharedPtr<FClientConnection> Client = MakeShared<FClientConnection>();
Client->Socket = ClientSocket;
Client->ThreadFuture = Async(EAsyncExecution::Thread, [this, Client]() { ClientThreadFunc(this, Client); });
Clients.Add(Client);
UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: Client connected."));
}
void FMCPServer::CleanupFinishedClients()
{
ISocketSubsystem* SocketSub = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
for (int32 i = Clients.Num() - 1; i >= 0; --i)
{
if (!Clients[i]->bDone) continue;
Clients[i]->ThreadFuture.Wait();
if (Clients[i]->Socket)
{
SocketSub->DestroySocket(Clients[i]->Socket);
}
Clients.RemoveAt(i);
}
}
void FMCPServer::ClientThreadFunc(FMCPServer* Server, TSharedPtr<FClientConnection> Client)
{
FSocket* Socket = Client->Socket;
FString LineBuffer;
uint8 RecvBuf[4096];
while (true)
{
int32 BytesRead = 0;
if (!Socket->Recv(RecvBuf, sizeof(RecvBuf) - 1, BytesRead))
{
break; // socket error or closed
}
if (BytesRead <= 0)
{
break; // connection closed
}
RecvBuf[BytesRead] = 0;
LineBuffer += UTF8_TO_TCHAR((const ANSICHAR*)RecvBuf);
// Process complete lines
int32 NewlineIdx;
while (LineBuffer.FindChar(TEXT('\n'), NewlineIdx))
{
FString Line = LineBuffer.Left(NewlineIdx).TrimEnd();
LineBuffer.RightChopInline(NewlineIdx + 1);
if (Line.IsEmpty()) continue;
// Enqueue the line for game-thread processing
TSharedPtr<FMCPServer::FPendingMessage> Msg = MakeShared<FMCPServer::FPendingMessage>();
Msg->Line = Line;
TFuture<FString> Future = Msg->Response.GetFuture();
{
FScopeLock Lock(&Server->Mutex);
if (Server->bShuttingDown)
{
Client->bDone = true;
return;
}
Server->PendingMessages.Add(Msg);
}
// Block until the game thread processes this message
FString Response = Future.Get();
// Empty response means either notification or shutdown
if (Response.IsEmpty()) continue;
// Write the response line back (blocking)
FString ResponseLine = Response + TEXT("\n");
FTCHARToUTF8 Utf8(*ResponseLine);
int32 BytesSent = 0;
Socket->Send((const uint8*)Utf8.Get(), Utf8.Length(), BytesSent);
}
}
Client->bDone = true;
UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: Client disconnected."));
}
bool FMCPServer::ProcessOneRequest()
{
// Accept new connections (non-blocking)
AcceptNewConnections();
// Clean up finished client threads
CleanupFinishedClients();
// Dequeue one pending message
TSharedPtr<FPendingMessage> Msg;
{
FScopeLock Lock(&Mutex);
if (PendingMessages.Num() > 0)
{
Msg = PendingMessages[0];
PendingMessages.RemoveAt(0);
}
}
if (!Msg.IsValid()) return false;
// Process on game thread
FString Response = HandleRequest(Msg->Line);
Msg->Response.SetValue(Response);
return true;
}
// ============================================================
// RegisterHandlers / BuildMCPHandlerRegistry
// ============================================================
void FMCPServer::RegisterHandlers()
{
// Mutation endpoints — wrapped in undo transactions by DispatchToolCall()
MutationEndpoints = {
TEXT("replace_function_calls_in_blueprint"),
TEXT("change_blueprint_variable_type"),
TEXT("change_function_parameter_type"),
TEXT("remove_function_parameter"),
TEXT("delete_asset"),
TEXT("connect_blueprint_pins"),
TEXT("disconnect_blueprint_pins"),
TEXT("refresh_all_nodes_in_graph"),
TEXT("set_pin_default_values"),
TEXT("set_node_positions"),
TEXT("change_struct_node_type"),
TEXT("delete_node_from_graph"),
TEXT("duplicate_nodes_in_graph"),
TEXT("spawn_nodes_in_graph"),
TEXT("set_node_comment"),
TEXT("rename_asset"),
TEXT("reparent_blueprint"),
TEXT("set_class_default_value"),
TEXT("create_blueprint_asset"),
TEXT("create_blueprint_graph"),
TEXT("delete_blueprint_graph"),
TEXT("rename_blueprint_graph"),
TEXT("add_blueprint_variable"),
TEXT("remove_blueprint_variable"),
TEXT("set_blueprint_variable_metadata"),
TEXT("add_blueprint_interface"),
TEXT("remove_blueprint_interface"),
TEXT("add_event_dispatcher"),
TEXT("add_function_parameter"),
TEXT("add_blueprint_component"),
TEXT("remove_blueprint_component"),
TEXT("create_material_asset"),
TEXT("set_material_property"),
TEXT("add_material_expression"),
TEXT("delete_material_expression"),
TEXT("connect_material_expression_pins"),
TEXT("disconnect_material_expression_pin"),
TEXT("set_material_expression_property"),
TEXT("set_material_expression_position"),
TEXT("create_material_instance_asset"),
TEXT("set_material_instance_parameter"),
TEXT("reparent_material_instance"),
TEXT("create_material_function_asset"),
TEXT("add_anim_state_to_machine"),
TEXT("remove_anim_state_from_machine"),
TEXT("add_anim_state_transition"),
TEXT("set_anim_transition_rule"),
TEXT("set_anim_state_animation"),
};
}
void FMCPServer::BuildMCPHandlerRegistry()
{
for (TObjectIterator<UClass> It; It; ++It)
{
UClass* Class = *It;
if (!Class->ImplementsInterface(UMCPHandler::StaticClass()))
{
continue;
}
if (Class->HasAnyClassFlags(CLASS_Abstract))
{
continue;
}
const FString& ToolName = Class->GetMetaData(TEXT("ToolName"));
if (ToolName.IsEmpty())
{
UE_LOG(LogTemp, Warning, TEXT("BlueprintMCP: %s has no ToolName meta — skipping."), *Class->GetName());
continue;
}
if (MCPHandlerRegistry.Contains(ToolName))
{
UE_LOG(LogTemp, Warning, TEXT("BlueprintMCP: Duplicate ToolName '%s' on %s — skipping."), *ToolName, *Class->GetName());
continue;
}
MCPHandlerRegistry.Add(ToolName, Class);
UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: Registered handler '%s' → %s"), *ToolName, *Class->GetName());
}
UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: %d new-style handlers registered."), MCPHandlerRegistry.Num());
}