Add Unity Pipeline package support
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using System;
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using System.Reflection;
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using Unity.Pipeline.Commands;
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using UnityEditor;
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namespace Unity.Pipeline.Editor.Commands
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{
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/// <summary>
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/// Opt-in mode that keeps the Unity Editor ticking at full rate even when its window is
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/// unfocused. Unity throttles EditorApplication.update when the editor is in the background,
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/// which can stall long-running work (HTTP commands, async test runs) driven from the CLI.
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///
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/// When enabled, this forces EditorApplication.SignalTick() on every update, which schedules
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/// the next tick immediately and keeps the loop spinning. It is off by default and changes
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/// nothing in normal package behavior. Cross-platform: no native/OS calls.
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///
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/// Note: state is static and resets on domain reload, so auto-tick turns itself off after a
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/// recompile; re-enable it if needed. Forcing full-rate ticks uses CPU like a focused editor.
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/// </summary>
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public static class AutoTickCommand
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{
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private static bool s_Enabled;
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private static Action s_SignalTick;
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private static EditorApplication.CallbackFunction s_Pump;
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private static readonly System.Diagnostics.Stopwatch s_Stopwatch = new System.Diagnostics.Stopwatch();
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private static long s_IntervalMs;
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[CliCommand("set_autotick", "Keep the editor ticking while unfocused by forcing EditorApplication.SignalTick at a throttled rate", MainThreadRequired = true)]
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public static string SetAutoTick(
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[CliArg("enable", "Enable (true) or disable (false) auto-tick mode")] bool enable = true,
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[CliArg("interval_ms", "Minimum milliseconds between forced ticks. 0 = every update (max rate, pegs a CPU core). Default 16 (~60Hz).")] int intervalMs = 16)
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{
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if (enable && s_Enabled)
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{
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s_IntervalMs = Math.Max(0, intervalMs);
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return $"Auto-tick already enabled (interval updated to {s_IntervalMs}ms)";
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}
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if (!enable && !s_Enabled)
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return "Auto-tick already disabled";
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if (enable)
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{
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if (s_SignalTick == null)
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{
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var method = typeof(EditorApplication).GetMethod(
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"SignalTick",
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BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public);
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if (method == null)
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return "Error: EditorApplication.SignalTick not found (internal API may have changed)";
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try
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{
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s_SignalTick = (Action)Delegate.CreateDelegate(typeof(Action), method);
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}
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catch (Exception ex)
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{
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return $"Error: could not bind EditorApplication.SignalTick: {ex.Message}";
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}
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}
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s_IntervalMs = Math.Max(0, intervalMs);
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s_Stopwatch.Restart();
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s_Pump = () =>
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{
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if (s_IntervalMs <= 0 || s_Stopwatch.ElapsedMilliseconds >= s_IntervalMs)
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{
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s_Stopwatch.Restart();
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s_SignalTick();
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}
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};
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EditorApplication.update += s_Pump;
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s_Enabled = true;
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return $"Auto-tick enabled (interval {s_IntervalMs}ms)";
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}
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if (s_Pump != null)
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{
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EditorApplication.update -= s_Pump;
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s_Pump = null;
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}
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s_Stopwatch.Stop();
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s_Enabled = false;
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return "Auto-tick disabled";
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}
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}
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}
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