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fix(read_console): strip native frames from the message body - #1443
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With Stack Trace Logging set to Full, Unity puts native frames like "0x00007ffd387f224e (Unity) StackWalker::ShowCallstack" between the message and the managed trace, and none of the stack patterns matched them, so they stayed in the body even with include_stacktrace false. Fixes CoplayDev#1433
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Included review availability: This review used your included allowance. Your plan provides up to 10 included reviews per hour; 9 remain after this review. 📝 WalkthroughWalkthroughReadConsole now recognizes Unity native stack frames when separating a message body from its stack trace. The method is internal. Two EditMode tests cover native frames and hexadecimal-looking message text. ChangesConsole stack parsing
Priority: ➖ Normal Estimated code review effort: 2 (Simple) | ~10 minutes Change: Bug fix · Severity of issue fixed: Medium Merge Risk: 🔵 Low · up to Some multiline console messages can be truncated with the default stack-trace setting. The impact is limited, but the frame check should be tightened before merge if preserving those messages is required. 🚥 Pre-merge checks | ✅ 3 | ❌ 1 | ❓ 1❌ Failed checks (1 warning, 1 inconclusive)
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✨ Finishing Touches🧪 Generate unit tests (beta)
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- 🪄 Fix CodeRabbit comments on this PR
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Review comments at @MCPForUnity/Editor/Tools/ReadConsole.cs:
- Line 719: Update FindStackStartIndex to recognize a stack start only when the
remainder matches a complete Unity frame shape, including a module label and
frame symbol, rather than merely the `0x... (` prefix. Preserve body text such
as `0x1F (header byte)` followed by more text, and add that case to the
preservation test for SplitMessageAndStackTrace with `format: "plain"`.
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MCPForUnity/Editor/Tools/ReadConsole.csTestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/ReadConsoleTests.cs
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A body line like "0x1F (header byte) ..." was taken for a native frame and cut the message short. Now the address has to be pointer width and followed by a (Module) label and a symbol.
Description
With Stack Trace Logging set to Full, Unity puts native frames such as
0x00007ffd387f224e (Unity) StackWalker::ShowCallstackbetween the message and the managed trace.FindStackStartIndexhad no pattern for those lines, so the split happened at the first managed frame and every native frame stayed in the message body, even withinclude_stacktrace: false. This adds a check for lines that start with0x<hex> (.I didn't touch the second thing mentioned in #1433 (a
types: ["error"]read returning aDebug.Logentry). I couldn't reproduce it from the issue text alone and didn't want to guess.Type of Change
Changes Made
ReadConsole.cs:IsNativeStackFramehelper used byFindStackStartIndex;SplitMessageAndStackTraceis nowinternalso it can be tested directly, likeGetLogTypeFromMode.ReadConsoleTests.cs: one test with the frame layout from the issue, and one checking that a body line like0x1F is the header byteis not taken as a frame.Compatibility / Package Source
file:(the TestProjects/UnityMCPTests setup)Testing/Screenshots/Recordings
ReadConsoleTests: 22/22. With theIsNativeStackFramecheck removed,SplitMessageAndStackTrace_StripsNativeFramesfails (the body runs on into the native frames). Full EditMode run: 1472 passed, 79 ignored, 0 failed.Related Issues
Fixes #1433
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