Add Unity Pipeline package support
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using UnityEditor;
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using UnityEngine;
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using Unity.Pipeline.Models;
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using Unity.Pipeline.Commands;
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using Unity.Pipeline.Threading;
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using UnityEditor.MPE;
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namespace Unity.Pipeline.Editor
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{
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/// <summary>
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/// Automatically starts Pipeline HTTP server when Unity Editor loads.
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/// Handles startup, domain reload persistence, and cleanup.
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///
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/// Static owner of the live editor server: a static owner survives domain reloads cleanly
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/// (re-created by [InitializeOnLoad]), whereas a ScriptableObject's lifetime does not track the
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/// server across editor events. <see cref="EditorPipelineManager"/> is an optional, inspectable
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/// settings asset whose config is read here at start.
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/// </summary>
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[InitializeOnLoad]
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public static class PipelineServerStartup
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{
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private static EditorPipelineServer m_Server;
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/// <summary>
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/// The live editor pipeline server instance (null when stopped). Exposed so the test guard
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/// can disable its watchdog for a test run and the EditorPipelineManager inspector can read
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/// live status.
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/// </summary>
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public static EditorPipelineServer Server => m_Server;
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static PipelineServerStartup()
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{
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// Don't start server in AssetImportWorker processes
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if (!IsMainProcess())
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return;
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// Setup command discovery using TypeCache for fast Editor performance
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CommandRegistry.SetDiscovery(new TypeCacheCommandDiscovery());
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// Clean up any stale instance descriptor files from previous sessions
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CleanupStaleDescriptors();
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// Start the pipeline server (respecting the settings asset's autoStart if one exists)
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if (EditorPipelineManager.Load()?.AutoStart ?? true)
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StartServer();
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// Handle domain reloads and editor shutdown
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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EditorApplication.quitting += OnEditorQuitting;
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// Handle domain reload detection
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AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
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AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
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}
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public static void EnsureServerStarted()
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{
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StartServer();
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}
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/// <summary>
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/// Force a clean restart of the editor pipeline server. Unlike EnsureServerStarted, this
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/// works even when the current server's listener has died but still reports IsRunning
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/// (e.g. after a test disrupted it). Used by tests to revive the live server they disrupted.
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/// </summary>
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public static void RestartServer()
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{
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StopServer();
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StartServer();
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}
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[MenuItem("Pipeline/Start Server")]
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private static void MenuStartServer()
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{
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StartServer();
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if (m_Server != null && m_Server.IsRunning)
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Debug.Log($"Pipeline Server started on port {m_Server.Port}");
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else
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Debug.LogWarning("Pipeline Server failed to start");
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}
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[MenuItem("Pipeline/Start Server", true)]
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private static bool MenuStartServerValidate() => m_Server == null || !m_Server.IsRunning;
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[MenuItem("Pipeline/Stop Server")]
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private static void MenuStopServer()
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{
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StopServer();
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}
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[MenuItem("Pipeline/Stop Server", true)]
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private static bool MenuStopServerValidate() => m_Server != null && m_Server.IsRunning;
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/// <summary>
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/// Select the EditorPipelineManager settings asset, creating it under Assets/Settings/Pipeline
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/// on first use (the live server otherwise runs from built-in defaults).
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/// </summary>
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[MenuItem("Pipeline/Settings...")]
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private static void OpenSettings()
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{
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var mgr = EditorPipelineManager.Load();
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if (mgr == null)
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{
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const string folder = "Assets/Settings/Pipeline";
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if (!AssetDatabase.IsValidFolder(folder))
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{
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if (!AssetDatabase.IsValidFolder("Assets/Settings"))
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AssetDatabase.CreateFolder("Assets", "Settings");
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AssetDatabase.CreateFolder("Assets/Settings", "Pipeline");
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}
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mgr = ScriptableObject.CreateInstance<EditorPipelineManager>();
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AssetDatabase.CreateAsset(mgr, folder + "/EditorPipelineManager.asset");
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AssetDatabase.SaveAssets();
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}
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Selection.activeObject = mgr;
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EditorGUIUtility.PingObject(mgr);
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}
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internal static bool IsMainProcess()
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{
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// Check command line arguments for asset import worker indicators
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var args = System.Environment.GetCommandLineArgs();
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for (int i = 0; i < args.Length; i++)
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{
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if (args[i] == "-readonly" || args[i] == "--virtual-project-clone")
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return true;
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}
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if (AssetDatabase.IsAssetImportWorkerProcess())
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return false;
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if (ProcessService.level != ProcessLevel.Main)
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return false;
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return true;
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}
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/// <summary>
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/// Start the Pipeline HTTP server, reading configuration from the EditorPipelineManager
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/// settings asset if one exists (otherwise using defaults).
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/// </summary>
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private static void StartServer()
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{
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if (m_Server != null && m_Server.IsRunning)
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return;
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try
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{
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var cfg = EditorPipelineManager.Load();
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m_Server = new EditorPipelineServer
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{
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// Self-healing watchdog: if the listener dies without a Stop() (an unexpected fault
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// outside a domain reload), the watchdog re-opens it so the dogfood loop doesn't
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// wedge. Set before Start() (Start arms the watchdog).
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WatchdogEnabled = cfg?.WatchdogEnabled ?? true,
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WatchdogIntervalSeconds = cfg?.WatchdogIntervalSeconds ?? 5,
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LogRequestsResponses = cfg?.LogRequestsResponses ?? false
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};
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// Rotate the transaction log once per Unity session (main thread; SessionState-gated).
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// The append path runs off-thread and can't touch SessionState.
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PipelineTransactionLog.RotateForNewSession();
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m_Server.Start(cfg?.Port ?? 0); // 0 auto-assigns from the 7800-7849 range.
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if (m_Server.WatchdogEnabled)
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{
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// The watchdog rides EditorApplication.update, but a backgrounded/idle editor stops
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// ticking once the listener dies (no requests left to wake it) — the exact moment the
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// watchdog must run. Keep auto-tick on so the update loop keeps spinning regardless of
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// focus, which keeps both the watchdog AND the dispatcher message pump alive.
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Commands.AutoTickCommand.SetAutoTick(true);
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"Failed to start Pipeline Server: {ex.Message}");
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}
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}
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/// <summary>
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/// Stop the Pipeline HTTP server.
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/// </summary>
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public static void StopServer()
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{
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if (m_Server != null)
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{
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try
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{
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m_Server.Stop();
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"Error stopping Pipeline Server: {ex.Message}");
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}
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finally
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{
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m_Server = null;
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}
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}
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}
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/// <summary>
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/// Clean up stale instance descriptor files from previous Editor sessions.
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/// </summary>
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private static void CleanupStaleDescriptors()
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{
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var projectPath = System.IO.Path.GetDirectoryName(Application.dataPath);
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// Try to read existing descriptor
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var existing = InstanceDescriptor.ReadFromProjectRoot(projectPath);
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if (existing != null)
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{
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// Check if process is still running
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try
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{
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var process = System.Diagnostics.Process.GetProcessById(existing.Pid);
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if (process.HasExited)
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{
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// Process is dead, remove stale file
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InstanceDescriptor.RemoveFromProjectRoot(projectPath);
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}
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}
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catch
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{
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// Process doesn't exist or access denied, remove stale file
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InstanceDescriptor.RemoveFromProjectRoot(projectPath);
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}
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}
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}
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/// <summary>
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/// Handle play mode state changes.
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/// </summary>
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private static void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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// Server continues running through play mode changes
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// Status endpoint will reflect current play mode via EditorApplication.isPlaying
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}
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/// <summary>
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/// Handle Editor shutdown.
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/// </summary>
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private static void OnEditorQuitting()
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{
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StopServer(); // Stop() shuts down the server's own dispatcher.
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}
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/// <summary>
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/// Handle before assembly reload (domain reload).
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/// </summary>
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private static void OnBeforeAssemblyReload()
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{
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// Server will be automatically recreated after reload due to [InitializeOnLoad]
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// Instance descriptor file will be cleaned up and recreated
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}
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/// <summary>
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/// Handle after assembly reload (domain reload).
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/// </summary>
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private static void OnAfterAssemblyReload()
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{
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// Server should already be restarted via [InitializeOnLoad]
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// This is mainly for logging/verification
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}
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}
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}
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