Add Unity Pipeline package support
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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namespace Unity.Pipeline.Commands
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{
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/// <summary>
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/// Information about a discovered CLI command.
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/// Contains metadata needed for command execution and CLI help generation.
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/// </summary>
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public class CommandInfo
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{
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/// <summary>
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/// Unique name of the command for CLI execution.
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/// </summary>
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public string Name { get; }
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/// <summary>
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/// Human-readable description of the command.
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/// </summary>
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public string Description { get; }
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/// <summary>
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/// Whether this command requires Unity main thread execution.
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/// </summary>
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public bool MainThreadRequired { get; }
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/// <summary>
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/// Whether this command is part of the runtime (Player) command surface only.
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/// Editor servers hide runtime-only commands from their command listing.
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/// </summary>
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public bool RuntimeOnly { get; }
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/// <summary>
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/// Method that implements this command.
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/// </summary>
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public MethodInfo Method { get; } // TODO Maybe look at generating a dynamic Delegate to increase performance of the command call.
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/// <summary>
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/// Parameters that this command accepts.
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/// </summary>
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public IReadOnlyList<CommandParameterInfo> Parameters { get; }
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/// <summary>
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/// Create command information from discovery.
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/// </summary>
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public CommandInfo(string name, string description, bool mainThreadRequired,
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MethodInfo method, IReadOnlyList<CommandParameterInfo> parameters, bool runtimeOnly = false)
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{
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Name = name ?? throw new ArgumentNullException(nameof(name));
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Description = description ?? throw new ArgumentNullException(nameof(description));
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Method = method ?? throw new ArgumentNullException(nameof(method));
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Parameters = parameters ?? throw new ArgumentNullException(nameof(parameters));
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MainThreadRequired = mainThreadRequired;
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RuntimeOnly = runtimeOnly;
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}
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public override string ToString()
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{
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return $"{Name} MainThreadRequired:{MainThreadRequired} Parameters:{Parameters.Count}";
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}
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}
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}
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