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Refactored/simplified UI and setup from CoplayDev original source for our needs. #437
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prophecygamestudio:simplify-bridge
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05b0bff
Update repository URL in README
gtinneyprophecy 43b8e13
Ack! Looks like original README.md for starting MCP was wrong. Trying…
gtinneyprophecy 719d8ca
Update repository URL in Server README
gtinneyprophecy c2be2f9
Try to update Unity Package install to use local clone of prophecy's …
gtinneyprophecy 7acccf2
Try to point Unity installed package to point to prophecygamestudio m…
gtinneyprophecy 0e9a4e6
Removed a lot http MCP, forcing start of stdio. Removing MCP UI elements
gtinneyprophecy 9a9a68a
Removing more MCP plugin UI
gtinneyprophecy d0a1e7e
Finished up changes to MCP for Unity dialog
gtinneyprophecy 59ce750
More Menu changes
gtinneyprophecy 5f705ca
Remove the MCP health and test sections, as they can fail and be conf…
gtinneyprophecy 180b1aa
Update versions from CoplayDev's 8.1.6 to 8.1.6.2, to mark our MCP pl…
gtinneyprophecy 3307fcb
Update README.md with version fix
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Potential deadlock risk with synchronous blocking on async method.
Verify(int port)calls.GetAwaiter().GetResult()on an async method. In Unity's editor context with aSynchronizationContext, this pattern can cause deadlocks if the async continuation tries to marshal back to the main thread.Consider either:
Verifyasync and renaming the existing oneTask.Runto avoid capturing the synchronization contextpublic BridgeVerificationResult Verify(int port) { - bool pingSucceeded = _transportManager.VerifyAsync().GetAwaiter().GetResult(); + // Avoid deadlock by running on thread pool without capturing sync context + bool pingSucceeded = Task.Run(() => _transportManager.VerifyAsync()).GetAwaiter().GetResult(); var state = _transportManager.GetState(); bool handshakeValid = state.IsConnected && port == CurrentPort;