430 lines
12 KiB
C++
430 lines
12 KiB
C++
#include "MCPServer.h"
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#include "MCPHandler.h"
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#include "MCPUtils.h"
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#include "MCPAssetFinder.h"
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#include "UObject/StrongObjectPtr.h"
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#include "Materials/MaterialExpression.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/IAssetRegistry.h"
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#include "Engine/Blueprint.h"
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#include "Engine/World.h"
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#include "Engine/Level.h"
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#include "Engine/LevelScriptBlueprint.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphPin.h"
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#include "EdGraphSchema_K2.h"
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#include "K2Node.h"
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#include "K2Node_CallFunction.h"
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#include "K2Node_Event.h"
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#include "K2Node_CustomEvent.h"
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#include "K2Node_FunctionEntry.h"
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#include "K2Node_EditablePinBase.h"
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#include "K2Node_VariableGet.h"
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#include "K2Node_VariableSet.h"
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#include "K2Node_BreakStruct.h"
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#include "K2Node_MakeStruct.h"
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#include "K2Node_MacroInstance.h"
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#include "K2Node_DynamicCast.h"
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#include "K2Node_CallParentFunction.h"
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#include "K2Node_IfThenElse.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "Dom/JsonValue.h"
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonWriter.h"
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#include "Serialization/JsonSerializer.h"
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#include "Interfaces/IPv4/IPv4Address.h"
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#include "Interfaces/IPv4/IPv4Endpoint.h"
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#include "SocketSubsystem.h"
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#include "Sockets.h"
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#include "Async/Async.h"
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#include "UObject/SavePackage.h"
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#include "Misc/Paths.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Guid.h"
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#include "AssetToolsModule.h"
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#include "IAssetTools.h"
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#include "UObject/UObjectIterator.h"
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#include "Misc/PackageName.h"
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#include "UObject/LinkerLoad.h"
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#include "Engine/UserDefinedEnum.h"
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#include "Editor.h"
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#include "Materials/Material.h"
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#include "Materials/MaterialInstanceConstant.h"
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#include "Materials/MaterialFunction.h"
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#include "Materials/MaterialExpressionScalarParameter.h"
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#include "Materials/MaterialExpressionVectorParameter.h"
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#include "Materials/MaterialExpressionTextureObjectParameter.h"
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#include "Materials/MaterialExpressionTextureSampleParameter2D.h"
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#include "Materials/MaterialExpressionStaticSwitchParameter.h"
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#include "Materials/MaterialExpressionConstant.h"
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#include "Materials/MaterialExpressionConstant2Vector.h"
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#include "Materials/MaterialExpressionConstant3Vector.h"
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#include "Materials/MaterialExpressionConstant4Vector.h"
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#include "Materials/MaterialExpressionTextureSample.h"
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#include "Materials/MaterialExpressionTextureCoordinate.h"
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#include "Materials/MaterialExpressionComponentMask.h"
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#include "Materials/MaterialExpressionCustom.h"
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#include "Materials/MaterialExpressionAppendVector.h"
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#include "Materials/MaterialExpressionAdd.h"
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#include "Materials/MaterialExpressionMultiply.h"
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#include "Materials/MaterialExpressionLinearInterpolate.h"
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#include "Materials/MaterialExpressionClamp.h"
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#include "Materials/MaterialExpressionOneMinus.h"
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#include "Materials/MaterialExpressionPower.h"
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#include "Materials/MaterialExpressionTime.h"
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#include "Materials/MaterialExpressionWorldPosition.h"
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#include "Materials/MaterialExpressionFunctionInput.h"
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#include "Materials/MaterialExpressionFunctionOutput.h"
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#include "Materials/MaterialExpressionMaterialFunctionCall.h"
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#include "MaterialGraph/MaterialGraph.h"
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#include "MaterialGraph/MaterialGraphNode.h"
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#include "MaterialGraph/MaterialGraphSchema.h"
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// Animation Blueprint support
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#include "Animation/AnimBlueprint.h"
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#include "Animation/AnimBlueprintGeneratedClass.h"
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#include "Animation/Skeleton.h"
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#include "AnimGraphNode_StateMachine.h"
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#include "AnimGraphNode_AssetPlayerBase.h"
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#include "AnimGraphNode_SequencePlayer.h"
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#include "AnimGraphNode_BlendSpacePlayer.h"
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#include "AnimGraphNode_Base.h"
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#include "AnimStateNode.h"
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#include "AnimStateTransitionNode.h"
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#include "AnimStateConduitNode.h"
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#include "AnimStateEntryNode.h"
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#include "AnimationStateMachineGraph.h"
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#include "AnimationGraph.h"
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#include "AnimationTransitionGraph.h"
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// ============================================================
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// Get() — retrieve the active server via the editor subsystem
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// ============================================================
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UMCPServer* UMCPServer::Get()
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{
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if (!GEditor) return nullptr;
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return GEditor->GetEditorSubsystem<UMCPServer>();
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}
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// ============================================================
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// Initialization and Shutdown
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// ============================================================
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void UMCPServer::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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// Create TCP listen socket
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ISocketSubsystem* SocketSub = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
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ListenSocket = SocketSub->CreateSocket(NAME_Stream, TEXT("MCPServer"), false);
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if (!ListenSocket)
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{
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UE_LOG(LogTemp, Error, TEXT("BlueprintMCP: Failed to create listen socket"));
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return;
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}
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ListenSocket->SetReuseAddr(true);
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ListenSocket->SetNonBlocking(true);
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TSharedRef<FInternetAddr> Addr = SocketSub->CreateInternetAddr();
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bool bIsValid = false;
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Addr->SetIp(TEXT("127.0.0.1"), bIsValid);
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Addr->SetPort(Port);
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if (!ListenSocket->Bind(*Addr))
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{
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UE_LOG(LogTemp, Error, TEXT("BlueprintMCP: Failed to bind to port %d"), Port);
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SocketSub->DestroySocket(ListenSocket);
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ListenSocket = nullptr;
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return;
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}
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if (!ListenSocket->Listen(4))
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{
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UE_LOG(LogTemp, Error, TEXT("BlueprintMCP: Failed to listen on port %d"), Port);
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SocketSub->DestroySocket(ListenSocket);
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ListenSocket = nullptr;
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return;
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}
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BuildMCPHandlerRegistry();
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bRunning = true;
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UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: MCP server listening on tcp://localhost:%d"), Port);
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}
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void UMCPServer::Deinitialize()
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{
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if (!bRunning)
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{
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Super::Deinitialize();
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return;
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}
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ISocketSubsystem* SocketSub = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
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// Set shutdown flag and drain pending messages under lock
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{
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FScopeLock Lock(&Mutex);
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bShuttingDown = true;
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for (auto& Msg : PendingMessages)
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{
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Msg->Response.SetValue(FString());
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}
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PendingMessages.Empty();
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}
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// Close all client sockets (unblocks their blocking reads)
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for (auto& Client : Clients)
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{
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if (Client->Socket)
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{
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Client->Socket->Close();
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}
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}
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// Wait for client threads to exit
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for (auto& Client : Clients)
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{
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Client->ThreadFuture.Wait();
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if (Client->Socket)
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{
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SocketSub->DestroySocket(Client->Socket);
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}
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}
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Clients.Empty();
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// Close listen socket
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if (ListenSocket)
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{
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ListenSocket->Close();
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SocketSub->DestroySocket(ListenSocket);
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ListenSocket = nullptr;
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}
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bRunning = false;
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bShuttingDown = false;
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UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: Server stopped."));
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Super::Deinitialize();
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}
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// ============================================================
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// FTickableEditorObject interface
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// ============================================================
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void UMCPServer::Tick(float DeltaTime)
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{
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// Accept new connections (non-blocking)
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AcceptNewConnections();
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// Clean up finished client threads
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CleanupFinishedClients();
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// Dequeue one pending message
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TSharedPtr<FPendingMessage> Request;
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{
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FScopeLock Lock(&Mutex);
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if (PendingMessages.Num() > 0)
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{
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Request = PendingMessages[0];
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PendingMessages.RemoveAt(0);
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}
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}
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// If we have a request, process it.
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if (Request.IsValid())
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{
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FString Response = HandleRequest(Request->Line);
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Request->Response.SetValue(Response);
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}
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}
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bool UMCPServer::IsTickable() const
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{
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return bRunning;
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}
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TStatId UMCPServer::GetStatId() const
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{
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RETURN_QUICK_DECLARE_CYCLE_STAT(UMCPServer, STATGROUP_Tickables);
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}
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// ============================================================
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// HandleRequest — Given a command, execute it.
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// ============================================================
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FString UMCPServer::HandleRequest(const FString& Line)
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{
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// Turn the request string into a JSON tree.
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TSharedPtr<FJsonObject> Request = MCPUtils::ParseBodyJson(Line);
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if (!Request.IsValid())
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{
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return TEXT("Request is not valid JSON");
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}
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// Extract the command from the request.
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FString Command;
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if (!Request->TryGetStringField(TEXT("command"), Command))
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{
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return TEXT("Request does not contain 'command' parameter");
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}
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Request->RemoveField(TEXT("command"));
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// Find the handler UClass for the specified command.
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UClass** HandlerClass = MCPHandlerRegistry.Find(Command);
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if (!HandlerClass)
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{
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return FString::Printf(TEXT("Unknown command: %s"), *Command);
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}
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// Make an object of the handler class.
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TStrongObjectPtr<UObject> HandlerObj(NewObject<UObject>(GetTransientPackage(), *HandlerClass));
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IMCPHandler* Handler = Cast<IMCPHandler>(HandlerObj.Get());
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// Populate the handler object with the request parameters.
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TStringBuilder<4096> PopulateError;
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if (!MCPUtils::PopulateFromJson(HandlerObj->GetClass(), HandlerObj.Get(), &*Request, PopulateError))
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{
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PopulateError.Append(TEXT("\nUsage:\n"));
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MCPUtils::FormatCommandHelp(*HandlerClass, PopulateError);
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return PopulateError.ToString();
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}
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// Call the JSON handler first. If it leaves the object empty,
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// fall back to the plain-text handler.
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TSharedRef<FJsonObject> JsonResult = MakeShared<FJsonObject>();
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Handler->Handle(&*Request, &*JsonResult);
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if (JsonResult->Values.Num() > 0)
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{
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return MCPUtils::JsonToString(JsonResult);
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}
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// Invoke the plain-text handler.
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TStringBuilder<32768> TextResult;
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Handler->Handle(&*Request, TextResult);
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FString Result = TextResult.ToString();
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for (int32 i = 0; i < Result.Len(); ++i)
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{
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if (Result[i] == TEXT('\0')) Result[i] = TEXT(' ');
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}
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return Result;
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}
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// ============================================================
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// Connection Maintenance
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// ============================================================
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void UMCPServer::AcceptNewConnections()
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{
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if (!ListenSocket) return;
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bool bHasPending = false;
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if (!ListenSocket->HasPendingConnection(bHasPending) || !bHasPending) return;
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FSocket* ClientSocket = ListenSocket->Accept(TEXT("MCPClient"));
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if (!ClientSocket) return;
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ClientSocket->SetNonBlocking(false); // client threads use blocking I/O
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TSharedPtr<FClientConnection> Client = MakeShared<FClientConnection>();
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Client->Socket = ClientSocket;
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Client->ThreadFuture = Async(EAsyncExecution::Thread, [this, Client]() { ClientThreadFunc(this, Client); });
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Clients.Add(Client);
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UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: Client connected."));
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}
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void UMCPServer::CleanupFinishedClients()
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{
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ISocketSubsystem* SocketSub = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
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for (int32 i = Clients.Num() - 1; i >= 0; --i)
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{
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if (!Clients[i]->bDone) continue;
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Clients[i]->ThreadFuture.Wait();
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if (Clients[i]->Socket)
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{
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SocketSub->DestroySocket(Clients[i]->Socket);
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}
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Clients.RemoveAt(i);
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}
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}
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void UMCPServer::ClientThreadFunc(UMCPServer* Server, TSharedPtr<FClientConnection> Client)
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{
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FSocket* Socket = Client->Socket;
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FString LineBuffer;
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uint8 RecvBuf[4096];
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while (true)
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{
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int32 BytesRead = 0;
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if (!Socket->Recv(RecvBuf, sizeof(RecvBuf) - 1, BytesRead))
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{
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break; // socket error or closed
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}
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if (BytesRead <= 0)
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{
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break; // connection closed
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}
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RecvBuf[BytesRead] = 0;
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LineBuffer += UTF8_TO_TCHAR((const ANSICHAR*)RecvBuf);
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// Process complete lines
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int32 NewlineIdx;
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while (LineBuffer.FindChar(TEXT('\n'), NewlineIdx))
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{
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FString Line = LineBuffer.Left(NewlineIdx).TrimEnd();
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LineBuffer.RightChopInline(NewlineIdx + 1);
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if (Line.IsEmpty()) continue;
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// Enqueue the line for game-thread processing
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TSharedPtr<UMCPServer::FPendingMessage> Msg = MakeShared<UMCPServer::FPendingMessage>();
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Msg->Line = Line;
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TFuture<FString> Future = Msg->Response.GetFuture();
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{
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FScopeLock Lock(&Server->Mutex);
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if (Server->bShuttingDown)
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{
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Client->bDone = true;
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return;
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}
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Server->PendingMessages.Add(Msg);
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}
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// Block until the game thread processes this message
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FString Response = Future.Get();
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// Empty response means either notification or shutdown
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if (Response.IsEmpty()) continue;
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// Write the response back, null-terminated (blocking)
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FTCHARToUTF8 Utf8(*Response);
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int32 BytesSent = 0;
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Socket->Send((const uint8*)Utf8.Get(), Utf8.Length() + 1, BytesSent);
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}
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}
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Client->bDone = true;
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UE_LOG(LogTemp, Display, TEXT("BlueprintMCP: Client disconnected."));
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}
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// ============================================================
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// BuildMCPHandlerRegistry
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// ============================================================
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void UMCPServer::BuildMCPHandlerRegistry()
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{
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for (UClass* Class : MCPUtils::CollectHandlerClasses())
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{
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MCPHandlerRegistry.FindOrAdd(MCPUtils::GetToolName(Class)) = Class;
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}
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}
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