Add Unity Pipeline package support

This commit is contained in:
ud18010
2026-07-31 17:34:04 +08:00
parent d1a526094e
commit 786b7ffff9
590 changed files with 51995 additions and 2 deletions
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using UnityEngine;
namespace Unity.Pipeline.Tests.Runtime
{
/// <summary>
/// CLI-224 fixture: an already-compiled MonoBehaviour used to exercise attach_script's --script
/// (asset path) addressing — the command resolves the backing class from the .cs asset via
/// MonoScript.GetClass(), so an agent can pass the create_script assetPath directly.
///
/// It deliberately lives in the RUNTIME test assembly (Unity.Pipeline.Tests.Runtime, all-platforms),
/// NOT the editor test assembly: Unity refuses AddComponent for a MonoBehaviour whose dedicated
/// MonoScript belongs to an editor-only assembly, so a real attach must target a runtime script —
/// which also matches how agents author scripts under Assets/. The class name matches the file name
/// (Unity requires that for a single-type script to be addable).
/// </summary>
public class AttachByPathFixture : MonoBehaviour
{
[SerializeField] private int m_Value;
public int Value => m_Value;
}
}
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using System.Collections;
using System.IO;
using System.Threading.Tasks;
using NUnit.Framework;
using Unity.Pipeline.Commands;
using Unity.Pipeline.HotReload;
using Unity.Pipeline.Runtime.Commands;
using Unity.Pipeline.Security;
using Unity.Pipeline.Tests;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Pipeline.Tests.Runtime
{
/// <summary>
/// Integration tests for hot reload CLI commands through the Pipeline Server.
/// Tests the complete workflow: CLI commands → Pipeline Server → Hot Reload Compilation → Registry.
/// </summary>
[Ignore("HotReload in-place CLI workflow is deferred until the autonomous test loop is solid; it exercises the known transformation bug and starts its own server. Re-enable when revisiting in-place reload.")]
public class HotReloadCliIntegrationTests
{
private GameObject testGameObject;
private RuntimePipelineManager pipelineManager;
private string validToken;
private string testHotReloadDir;
private PipelineClient pipelineClient;
[SetUp]
public void SetUp()
{
// Setup pipeline server
testGameObject = new GameObject("TestHotReloadPipelineManager");
pipelineManager = testGameObject.AddComponent<RuntimePipelineManager>();
// Configure for testing
pipelineManager.enableInBuilds = true;
// Get security token
SecurityTokenManager.ClearCache();
validToken = SecurityTokenManager.GetOrCreateToken();
// Setup hot reload test files
testHotReloadDir = Unity.Pipeline.Compilation.HotReloadCompiler.GetHotReloadPath("CliTests");
Directory.CreateDirectory(testHotReloadDir);
// Clear registry
HotReloadRegistry.ClearAllForTesting();
}
[TearDown]
public void TearDown()
{
// Stop server and cleanup client
pipelineClient?.Dispose();
if (pipelineManager?.IsServerRunning == true)
{
pipelineManager.StopServer();
}
// Cleanup game objects
if (testGameObject != null)
{
Object.DestroyImmediate(testGameObject);
}
// Cleanup test files
if (Directory.Exists(testHotReloadDir))
{
Directory.Delete(testHotReloadDir, true);
}
// Clear state
HotReloadRegistry.ClearAllForTesting();
SecurityTokenManager.ClearCache();
}
[UnityTest]
public IEnumerator CLI_ReloadFile_EndToEndWorkflow()
{
// Arrange - Create a valid hot reload file
var testFileName = "PlayerMovement.cs";
var testFilePath = Path.Combine(testHotReloadDir, testFileName);
File.WriteAllText(testFilePath, @"
using Unity.Pipeline.HotReload;
using UnityEngine;
// Target class with reloadable method
public class PlayerController
{
public float speed = 5.0f;
public Vector3 position = Vector3.zero;
[HotReloadWithOverrides(Id = ""PlayerController.Move"")]
public void Move()
{
position += Vector3.forward * speed * Time.deltaTime;
Debug.Log($""Original Move: position = {position}"");
}
}
// Hot reload override
public static class PlayerMovementHotReload
{
[HotReloadOverrideMethod(""PlayerController.Move"")]
public static void Move(PlayerController instance)
{
// Hot reload version: move faster and add rotation
instance.position += Vector3.forward * instance.speed * 2.0f * Time.deltaTime;
Debug.Log($""Hot Reload Move: position = {instance.position} (2x speed!)"");
}
}");
// Start server
pipelineManager.StartServer();
yield return new WaitForSeconds(1.0f);
Assert.IsTrue(pipelineManager.IsServerRunning, "Server should be running");
// Create client
pipelineClient = new PipelineClient($"http://localhost:{pipelineManager.ActualPort}", validToken);
// Act - Execute reload_file_override command via CLI using coroutine
PipelineResponse response = null;
yield return pipelineClient.ExecuteCommandAsync("reload_file_override", new
{
filename = $"CliTests/{testFileName}",
token = validToken,
timeout = 10000
}, r => response = r);
// Assert - Should succeed
Assert.IsNotNull(response, "Should get response from CLI command");
Assert.IsTrue(response.IsSuccess, $"HTTP request should succeed. Error: {response.Error}");
Assert.IsTrue(response.IsCommandSuccess, $"CLI command should succeed. Error: {response.CommandError}");
// Verify registry state
var stats = HotReloadRegistry.GetStats();
Assert.Greater(stats.ActiveOverrideCount, 0, "Should have active overrides registered");
Assert.Greater(stats.ReloadableMethodCount, 0, "Should have reloadable methods registered");
}
[UnityTest]
public IEnumerator CLI_HotReloadStatus_ReturnsCorrectStats()
{
// Start server
pipelineManager.StartServer();
yield return new WaitForSeconds(1.0f);
pipelineClient = new PipelineClient($"http://localhost:{pipelineManager.ActualPort}", validToken);
// Get initial status
PipelineResponse initialResponse = null;
yield return pipelineClient.ExecuteCommandAsync("hotreload_status", new
{
token = validToken
}, r => initialResponse = r);
Assert.IsTrue(initialResponse.IsCommandSuccess, "Initial status should succeed");
// Get message from nested result object
var initialResult = initialResponse.JsonResponse["result"];
var initialMessage = initialResult?["message"]?.ToString() ?? "";
// Load a hot reload file first
var testFile = Path.Combine(testHotReloadDir, "StatusTest.cs");
File.WriteAllText(testFile, @"
using Unity.Pipeline.HotReload;
using UnityEngine;
public class TestComponent
{
[HotReloadWithOverrides(Id = ""TestComponent.Update"")]
public void Update() => Debug.Log(""Original Update"");
}
public static class TestHotReload
{
[HotReloadOverrideMethod(""TestComponent.Update"")]
public static void Update(TestComponent instance) => Debug.Log(""Hot Reload Update"");
}");
// Load the file
PipelineResponse loadResponse = null;
yield return pipelineClient.ExecuteCommandAsync("reload_file_override", new
{
filename = "CliTests/StatusTest.cs",
token = validToken
}, r => loadResponse = r);
Assert.IsTrue(loadResponse.IsCommandSuccess, "File load should succeed");
// Get updated status
PipelineResponse finalResponse = null;
yield return pipelineClient.ExecuteCommandAsync("hotreload_status", new
{
token = validToken
}, r => finalResponse = r);
Assert.IsTrue(finalResponse.IsCommandSuccess, "Final status should succeed");
// Get message from nested result object
var finalResult = finalResponse.JsonResponse["result"];
var finalMessage = finalResult?["message"]?.ToString() ?? "";
Assert.IsNotEmpty(finalMessage, "Should have status message");
Assert.That(finalMessage, Does.Contain("Active Overrides: 1"), "Should show 1 active override");
Assert.That(finalMessage, Does.Contain("Reloadable Methods: 1"), "Should show 1 reloadable method");
}
[UnityTest]
public IEnumerator CLI_CleanupHotReload_ClearsRegistry()
{
// Start server and load a hot reload file
pipelineManager.StartServer();
yield return new WaitForSeconds(1.0f);
pipelineClient = new PipelineClient($"http://localhost:{pipelineManager.ActualPort}", validToken);
// Load hot reload file to create some state
var testFile = Path.Combine(testHotReloadDir, "CleanupTest.cs");
File.WriteAllText(testFile, @"
using Unity.Pipeline.HotReload;
public class CleanupTestClass
{
[HotReloadWithOverrides(Id = ""CleanupTest.Method"")]
public void TestMethod() { }
}
public static class CleanupTestHotReload
{
[HotReloadOverrideMethod(""CleanupTest.Method"")]
public static void TestMethod(CleanupTestClass instance) { }
}");
PipelineResponse loadResponse = null;
yield return pipelineClient.ExecuteCommandAsync("reload_file_override", new
{
filename = "CliTests/CleanupTest.cs",
token = validToken
}, r => loadResponse = r);
Assert.IsTrue(loadResponse.IsCommandSuccess, "File load should succeed");
// Verify we have active state
var beforeStats = HotReloadRegistry.GetStats();
Assert.Greater(beforeStats.ActiveOverrideCount, 0, "Should have active overrides before cleanup");
// Execute cleanup command
PipelineResponse cleanupResponse = null;
yield return pipelineClient.ExecuteCommandAsync("cleanup_hotreload", new
{
token = validToken,
assemblyDir = "Temp/HotReload", // Use the default temp directory for testing
force_domain_reload = false
}, r => cleanupResponse = r);
Assert.IsTrue(cleanupResponse.IsCommandSuccess, $"Cleanup should succeed. Error: {cleanupResponse.CommandError}");
// Get message from nested result object
var cleanupResult = cleanupResponse.JsonResponse["result"];
var cleanupMessage = cleanupResult?["message"]?.ToString() ?? "";
Assert.IsNotEmpty(cleanupMessage, "Should have cleanup message");
Assert.That(cleanupMessage, Does.Contain("successful"), "Should indicate successful cleanup");
// Verify registry is cleared
var afterStats = HotReloadRegistry.GetStats();
Assert.AreEqual(0, afterStats.ActiveOverrideCount, "Should have 0 active overrides after cleanup");
}
[UnityTest]
public IEnumerator CLI_ReloadFile_WithInvalidFile_ReturnsError()
{
// Start server
pipelineManager.StartServer();
yield return new WaitForSeconds(1.0f);
pipelineClient = new PipelineClient($"http://localhost:{pipelineManager.ActualPort}", validToken);
// Try to load non-existent file
PipelineResponse response = null;
yield return pipelineClient.ExecuteCommandAsync("reload_file_override", new
{
filename = "NonExistentFile.cs",
token = validToken
}, r => response = r);
// Should return error - check the nested result object
Assert.IsNotNull(response, "Should get response");
Assert.IsTrue(response.IsSuccess, "HTTP request should succeed");
// Get the actual command result from nested object
var resultObj = response.JsonResponse["result"];
var commandSuccess = resultObj?["success"]?.ToObject<bool>() ?? true;
var commandError = resultObj?["error"]?.ToString() ?? "";
Assert.IsFalse(commandSuccess, "Command should fail for non-existent file");
Assert.AreEqual("File Not Found", commandError, "Should return file not found error");
}
[UnityTest]
public IEnumerator CLI_ReloadFile_WithInvalidToken_ReturnsUnauthorized()
{
// Start server
pipelineManager.StartServer();
yield return new WaitForSeconds(1.0f);
pipelineClient = new PipelineClient($"http://localhost:{pipelineManager.ActualPort}", "invalid-token");
// Try to reload with invalid token
PipelineResponse response = null;
yield return pipelineClient.ExecuteCommandAsync("reload_file_override", new
{
filename = "anything.cs",
token = "invalid-token"
}, r => response = r);
// Should return unauthorized - check the nested result object
Assert.IsNotNull(response, "Should get response");
Assert.IsTrue(response.IsSuccess, "HTTP request should succeed");
// Get the actual command result from nested object
var resultObj = response.JsonResponse["result"];
var commandSuccess = resultObj?["success"]?.ToObject<bool>() ?? true;
var commandError = resultObj?["error"]?.ToString() ?? "";
Assert.IsFalse(commandSuccess, "Command should fail with invalid token");
Assert.AreEqual("Unauthorized", commandError, "Should return unauthorized error");
}
[UnityTest]
public IEnumerator CLI_ReloadFile_WithSyntaxError_ReturnsCompilationError()
{
// Create file with syntax error
var testFile = Path.Combine(testHotReloadDir, "SyntaxErrorTest.cs");
File.WriteAllText(testFile, @"
using Unity.Pipeline.HotReload;
public class SyntaxErrorTest
{
[HotReloadWithOverrides(Id = ""SyntaxError.Method"")]
public void TestMethod() { }
}
public static class SyntaxErrorHotReload
{
[HotReloadOverrideMethod(""SyntaxError.Method"")]
public static void TestMethod(SyntaxErrorTest instance)
{
// Syntax error here
var x = 2 +;
}
}");
// Start server
pipelineManager.StartServer();
yield return new WaitForSeconds(1.0f);
pipelineClient = new PipelineClient($"http://localhost:{pipelineManager.ActualPort}", validToken);
// Try to reload file with syntax error
PipelineResponse response = null;
yield return pipelineClient.ExecuteCommandAsync("reload_file_override", new
{
filename = "CliTests/SyntaxErrorTest.cs",
token = validToken
}, r => response = r);
// Should return compilation error - check the nested result object
Assert.IsNotNull(response, "Should get response");
Assert.IsTrue(response.IsSuccess, "HTTP request should succeed");
// Get the actual command result from nested object
var resultObj = response.JsonResponse["result"];
var commandSuccess = resultObj?["success"]?.ToObject<bool>() ?? true;
var commandError = resultObj?["error"]?.ToString() ?? "";
Assert.IsFalse(commandSuccess, "Command should fail with syntax error");
Assert.AreEqual("Compilation Failed", commandError, "Should return compilation failed error");
}
[UnityTest]
public IEnumerator CLI_MultipleReloadFile_VersionTracking_Works()
{
// Test that multiple reloads of same file create versioned assemblies
var testFile = Path.Combine(testHotReloadDir, "VersionTest.cs");
var baseContentTemplate = @"
using Unity.Pipeline.HotReload;
public class VersionTestClass
{
[HotReloadWithOverrides(Id = ""VersionTest.Method"")]
public void TestMethod() { }
}
public static class VersionTestHotReload
{
[HotReloadOverrideMethod(""VersionTest.Method"")]
public static void TestMethod(VersionTestClass instance)
{
UnityEngine.Debug.Log(""Version VERSION_NUMBER"");
}
}";
// Start server
pipelineManager.StartServer();
yield return new WaitForSeconds(1.0f);
pipelineClient = new PipelineClient($"http://localhost:{pipelineManager.ActualPort}", validToken);
// Load same file multiple times
for (int i = 1; i <= 3; i++)
{
// Expected error: signature mismatch for versions 2+ due to cross-assembly type incompatibility
if (i > 1)
{
LogAssert.Expect(LogType.Error, "HotReload: Signature mismatch for 'VersionTest.Method'. Override method must have instance parameter as first argument.");
}
// Update file content with version number using string replacement
var content = baseContentTemplate.Replace("VERSION_NUMBER", i.ToString());
File.WriteAllText(testFile, content);
PipelineResponse response = null;
yield return pipelineClient.ExecuteCommandAsync("reload_file_override", new
{
filename = "CliTests/VersionTest.cs",
token = validToken
}, r => response = r);
Assert.IsTrue(response.IsCommandSuccess, $"Version {i} reload should succeed");
// Extract assembly name from nested result object
if (response.HasValidJson)
{
var resultObj = response.JsonResponse["result"];
var assemblyName = resultObj?["AssemblyName"]?.ToString();
if (!string.IsNullOrEmpty(assemblyName))
{
Assert.That(assemblyName, Does.Contain($"_{i:D3}"), $"Version {i} should have correct version suffix");
}
}
yield return new WaitForSeconds(0.1f); // Small delay between versions
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using NUnit.Framework;
using Unity.Pipeline.HotReload;
using Unity.Pipeline.Runtime.Commands;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Pipeline.Tests.Runtime
{
/// <summary>
/// Integration tests for in-place hot reload editing workflow.
/// Tests the complete pipeline: source parsing -> validation -> transformation -> compilation.
/// </summary>
[Ignore("HotReload in-place editing is deferred until the autonomous test loop is solid; this path exercises the known instance-to-static transformation bug. Re-enable when revisiting in-place reload.")]
public class HotReloadInPlaceEditingTests
{
private string _testFilePath;
[SetUp]
public void Setup()
{
// Clean registry before each test
HotReloadRegistry.ClearAllForTesting();
// Create temp test file path
_testFilePath = Path.Combine(Application.temporaryCachePath, "HotReloadExampleComponent.cs");
}
[TearDown]
public void TearDown()
{
// Clean up test file
if (File.Exists(_testFilePath))
{
File.Delete(_testFilePath);
}
// Clean registry after test
HotReloadRegistry.ClearAllForTesting();
}
[UnityTest]
public IEnumerator InPlaceReload_ValidPublicMemberAccess_ShouldSucceed()
{
// Arrange: Create source file with [HotReloadWithOverrides] method using only public members
var sourceCode = @"
using UnityEngine;
using Unity.Pipeline.HotReload;
public class HotReloadExampleComponent : MonoBehaviour
{
public float speed = 5.0f;
public bool isActive = true;
[HotReload]
void Update()
{
if (isActive)
{
transform.position += Vector3.right * speed * Time.deltaTime;
}
}
}";
File.WriteAllText(_testFilePath, sourceCode);
// Act: Execute in-place reload command
var task = Task.Run(async () =>
{
return await InPlaceReloadProcessor.ProcessSourceFileAsync(_testFilePath);
});
yield return new WaitUntil(() => task.IsCompleted);
// Assert
Assert.IsTrue(task.Result.Success, $"In-place reload should succeed. Error: {task.Result.ErrorMessage}");
Assert.AreEqual("HotReloadExampleComponent", task.Result.OriginalTypeName);
Assert.Contains("Update", task.Result.ExtractedMethods);
Assert.IsTrue(task.Result.RegisteredMethods.Count > 0, "Should have registered at least one method");
Assert.IsNotNull(task.Result.TransformedCode, "Should have generated transformed code");
// Verify registry state
var stats = HotReloadRegistry.GetStats();
Assert.IsTrue(stats.ActiveOverrideCount > 0, "Should have active overrides registered");
}
[UnityTest]
public IEnumerator InPlaceReload_PrivateMemberAccess_ShouldFail()
{
// Arrange: Create source file with [HotReloadWithOverrides] method trying to access private members
var sourceCode = @"
using UnityEngine;
using Unity.Pipeline.HotReload;
public class HotReloadExampleComponent : MonoBehaviour
{
private float privateSpeed = 5.0f;
public bool isActive = true;
[HotReload]
void Update()
{
if (isActive)
{
transform.position += Vector3.right * privateSpeed * Time.deltaTime;
}
}
}";
File.WriteAllText(_testFilePath, sourceCode);
// Act: Execute in-place reload command
var task = Task.Run(async () =>
{
return await InPlaceReloadProcessor.ProcessSourceFileAsync(_testFilePath);
});
yield return new WaitUntil(() => task.IsCompleted);
// Assert: Should fail due to private member access
Assert.IsFalse(task.Result.Success, "In-place reload should fail for private member access");
Assert.IsNotNull(task.Result.ErrorMessage, "Should have error message");
Assert.IsTrue(task.Result.ErrorMessage.Contains("privateSpeed") ||
task.Result.ErrorMessage.Contains("private"),
$"Error message should mention private member. Actual: {task.Result.ErrorMessage}");
}
[UnityTest]
public IEnumerator InPlaceReload_MultipleHotReloadableMethods_ShouldSucceed()
{
// Arrange: Create source file with multiple [HotReloadWithOverrides] methods
var sourceCode = @"
using UnityEngine;
using Unity.Pipeline.HotReload;
using Unity.Pipeline.Samples.HotReload;
public class HotReloadExampleComponent : MonoBehaviour
{
public float speed = 5.0f;
public int health = 100;
[HotReload]
void Update()
{
transform.position += Vector3.right * speed * Time.deltaTime;
}
[HotReload]
public int CalculateDamage(int baseDamage)
{
return baseDamage * 2;
}
[HotReload]
public void ResetPosition()
{
transform.position = Vector3.zero;
}
}";
File.WriteAllText(_testFilePath, sourceCode);
// Act: Execute in-place reload command
var task = Task.Run(async () =>
{
return await InPlaceReloadProcessor.ProcessSourceFileAsync(_testFilePath);
});
yield return new WaitUntil(() => task.IsCompleted);
// Assert
Assert.IsTrue(task.Result.Success, $"In-place reload should succeed. Error: {task.Result.ErrorMessage}");
Assert.AreEqual(3, task.Result.ExtractedMethods.Count, "Should extract 3 [HotReloadWithOverrides] methods");
Assert.Contains("Update", task.Result.ExtractedMethods);
Assert.Contains("CalculateDamage", task.Result.ExtractedMethods);
Assert.Contains("ResetPosition", task.Result.ExtractedMethods);
// Verify transformed code contains all methods
Assert.IsTrue(task.Result.TransformedCode.Contains("[HotReloadOverrideMethod(\"HotReloadExampleComponent.Update\")]"));
Assert.IsTrue(task.Result.TransformedCode.Contains("[HotReloadOverrideMethod(\"HotReloadExampleComponent.CalculateDamage\")]"));
Assert.IsTrue(task.Result.TransformedCode.Contains("[HotReloadOverrideMethod(\"HotReloadExampleComponent.ResetPosition\")]"));
}
[UnityTest]
public IEnumerator ReloadFileCommand_InPlaceSourceFile_ShouldUseInPlaceWorkflow()
{
// Arrange: Create source file with [HotReloadWithOverrides] method
var sourceCode = @"
using UnityEngine;
using Unity.Pipeline.HotReload;
public class HotReloadExampleComponent : MonoBehaviour
{
public float speed = 5.0f;
[HotReload]
void Update()
{
transform.position += Vector3.up * speed * Time.deltaTime;
}
}";
File.WriteAllText(_testFilePath, sourceCode);
// Act: Execute reload_file command
var response = HotReloadCommands.ReloadFile(_testFilePath);
// Assert
yield return null; // Allow frame to complete
Assert.IsTrue(response.Success, $"reload_file command should succeed. Error: {response.ErrorDetails}");
Assert.IsNotNull(response.AssemblyName, "Should have assembly name");
Assert.IsTrue(response.Items.Count > 0, "Should have registered methods");
// Verify registry state
var stats = HotReloadRegistry.GetStats();
Assert.IsTrue(stats.ActiveOverrideCount > 0, "Should have active overrides registered");
}
[UnityTest]
public IEnumerator ReloadFileCommand_SeparateOverrideFile_ShouldUseSeparateWorkflow()
{
// Arrange: Create separate override file in HotReload/ directory
var hotReloadDir = Path.Combine(Application.temporaryCachePath, "HotReload");
Directory.CreateDirectory(hotReloadDir);
var overrideFilePath = Path.Combine(hotReloadDir, "TestOverrides.cs");
var overrideCode = @"
using Unity.Pipeline.HotReload;
using UnityEngine;
public static class TestOverrides
{
[HotReloadOverrideMethod(""TestComponent.Update"")]
public static void Update(MonoBehaviour instance)
{
instance.transform.position += Vector3.down * Time.deltaTime;
}
}";
File.WriteAllText(overrideFilePath, overrideCode);
try
{
// Act: Execute reload_file_override command with HotReload/ path
var response = HotReloadCommands.ReloadFileOverride("HotReload/TestOverrides.cs");
// Assert
yield return null; // Allow frame to complete
// This might fail due to missing target method, but should use separate workflow
// The important thing is that it recognizes it as separate override file
Assert.IsNotNull(response, "Should get a response");
// Note: This test verifies workflow detection rather than successful compilation
}
finally
{
// Cleanup
if (File.Exists(overrideFilePath))
{
File.Delete(overrideFilePath);
}
if (Directory.Exists(hotReloadDir))
{
Directory.Delete(hotReloadDir, true);
}
}
}
[UnityTest]
public IEnumerator AccessibilityValidation_MixedAccess_ShouldReportSpecificViolations()
{
// Arrange: Create source with both valid and invalid member access
var sourceCode = @"
using UnityEngine;
using Unity.Pipeline.HotReload;
public class HotReloadExampleComponent : MonoBehaviour
{
public float publicSpeed = 5.0f;
private float privateSpeed = 3.0f;
internal int internalHealth = 100;
[HotReload]
void Update()
{
// Valid public access
transform.position += Vector3.right * publicSpeed * Time.deltaTime;
// Invalid private access
transform.position += Vector3.up * privateSpeed * Time.deltaTime;
}
}";
File.WriteAllText(_testFilePath, sourceCode);
// Act: Execute in-place reload command
var task = Task.Run(async () =>
{
return await InPlaceReloadProcessor.ProcessSourceFileAsync(_testFilePath);
});
yield return new WaitUntil(() => task.IsCompleted);
// Assert: Should fail with specific violation details
Assert.IsFalse(task.Result.Success, "Should fail due to private member access");
Assert.IsTrue(task.Result.ValidationViolations.Count > 0, "Should have validation violations");
var violation = task.Result.ValidationViolations[0];
Assert.IsTrue(violation.MemberName.Contains("privateSpeed"), $"Should identify privateSpeed as violation. Got: {violation.MemberName}");
Assert.IsNotNull(violation.Suggestion, "Should provide suggestion for fix");
}
[UnityTest]
public IEnumerator TransformedCode_ThisReferences_ShouldBeConvertedToInstance()
{
// Arrange: Create source with 'this.' references
var sourceCode = @"
using UnityEngine;
using Unity.Pipeline.HotReload;
public class HotReloadExampleComponent : MonoBehaviour
{
public float speed = 5.0f;
[HotReload]
void Update()
{
this.transform.position += Vector3.right * this.speed * Time.deltaTime;
}
}";
File.WriteAllText(_testFilePath, sourceCode);
// Act: Execute in-place reload command
var task = Task.Run(async () =>
{
return await InPlaceReloadProcessor.ProcessSourceFileAsync(_testFilePath);
});
yield return new WaitUntil(() => task.IsCompleted);
// Assert
Assert.IsTrue(task.Result.Success, $"Should succeed. Error: {task.Result.ErrorMessage}");
var transformedCode = task.Result.TransformedCode;
Assert.IsNotNull(transformedCode, "Should have transformed code");
// Verify 'this.' is converted to 'instance.'
Assert.IsFalse(transformedCode.Contains("this."), "Transformed code should not contain 'this.' references");
Assert.IsTrue(transformedCode.Contains("instance."), "Transformed code should contain 'instance.' references");
Assert.IsTrue(transformedCode.Contains("instance.transform"), "Should convert this.transform to instance.transform");
Assert.IsTrue(transformedCode.Contains("instance.speed"), "Should convert this.speed to instance.speed");
}
[UnityTest]
public IEnumerator MethodSignatures_WithParameters_ShouldPreserveParameterInfo()
{
// Arrange: Create source with parameterized [HotReloadWithOverrides] method
var sourceCode = @"
using UnityEngine;
using Unity.Pipeline.HotReload;
public class HotReloadExampleComponent : MonoBehaviour
{
public float speed = 5.0f;
[HotReload]
public void MoveTowards(Vector3 target, float customSpeed)
{
var direction = (target - transform.position).normalized;
transform.position += direction * customSpeed * Time.deltaTime;
}
}";
File.WriteAllText(_testFilePath, sourceCode);
// Act: Execute in-place reload command
var task = Task.Run(async () =>
{
return await InPlaceReloadProcessor.ProcessSourceFileAsync(_testFilePath);
});
yield return new WaitUntil(() => task.IsCompleted);
// Assert
Assert.IsTrue(task.Result.Success, $"Should succeed. Error: {task.Result.ErrorMessage}");
var transformedCode = task.Result.TransformedCode;
Assert.IsNotNull(transformedCode, "Should have transformed code");
// Verify method signature includes instance parameter plus original parameters
Assert.IsTrue(transformedCode.Contains("MoveTowards(HotReloadExampleComponent instance, Vector3 target, float customSpeed)"),
$"Should preserve method parameters with instance parameter first. Actual:\n{transformedCode}");
}
[Test]
public void ContainsHotReloadableMethods_ValidFile_ShouldReturnTrue()
{
// Arrange
var sourceCode = @"
using UnityEngine;
using Unity.Pipeline.HotReload;
public class TestComponent : MonoBehaviour
{
[HotReload]
void Update() { }
}";
var testPath = Path.Combine(Application.temporaryCachePath, "TestCheck.cs");
File.WriteAllText(testPath, sourceCode);
try
{
// Act
var result = InPlaceReloadProcessor.ContainsHotReloadableMethodsAsync(testPath).GetAwaiter().GetResult();
// Assert
Assert.IsTrue(result, "Should detect [HotReloadWithOverrides] methods");
}
finally
{
if (File.Exists(testPath))
{
File.Delete(testPath);
}
}
}
[Test]
public void ContainsHotReloadableMethods_NoHotReloadMethods_ShouldReturnFalse()
{
// Arrange
var sourceCode = @"
using UnityEngine;
public class TestComponent : MonoBehaviour
{
void Update() { }
}";
var testPath = Path.Combine(Application.temporaryCachePath, "TestCheck.cs");
File.WriteAllText(testPath, sourceCode);
try
{
// Act
var result = InPlaceReloadProcessor.ContainsHotReloadableMethodsAsync(testPath).GetAwaiter().GetResult();
// Assert
Assert.IsFalse(result, "Should not detect [HotReloadWithOverrides] methods");
}
finally
{
if (File.Exists(testPath))
{
File.Delete(testPath);
}
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,412 @@
using System;
using System.Collections;
using System.Net.Http;
using System.Text;
using System.Threading.Tasks;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using UnityEngine;
namespace Unity.Pipeline.Tests.Runtime
{
/// <summary>
/// Unified client for making HTTP requests to Pipeline server in tests.
/// Provides consistent JSON payload structure and response parsing.
/// </summary>
public class PipelineClient : IDisposable
{
private readonly string m_BaseUrl;
private readonly string m_AuthToken;
private HttpClient m_HttpClient;
private bool m_Disposed = false;
/// <summary>
/// Create a Pipeline client for the specified server.
/// </summary>
/// <param name="baseUrl">Base URL of the Pipeline server (e.g., "http://localhost:7900")</param>
/// <param name="authToken">Optional authentication token</param>
public PipelineClient(string baseUrl, string authToken = null)
{
m_BaseUrl = baseUrl.TrimEnd('/');
m_AuthToken = authToken;
}
/// <summary>
/// Create a client for a running server, deriving the URL (port) and auth token from it.
/// The server must be started so its token is available.
/// </summary>
public PipelineClient(BasePipelineServer server)
: this($"http://localhost:{server.Port}", server.Token)
{
}
/// <summary>
/// Create a client for a runtime server owned by a <see cref="RuntimePipelineManager"/>.
/// The manager must have started its server.
/// </summary>
public PipelineClient(RuntimePipelineManager manager)
: this(manager.Server)
{
}
/// <summary>
/// Initialize HttpClient for async operations (lazy initialization).
/// </summary>
private HttpClient GetHttpClient()
{
if (m_HttpClient == null)
{
m_HttpClient = new HttpClient();
if (!string.IsNullOrEmpty(m_AuthToken))
{
m_HttpClient.DefaultRequestHeaders.Authorization =
new System.Net.Http.Headers.AuthenticationHeaderValue("Bearer", m_AuthToken);
}
}
return m_HttpClient;
}
// Coroutine forms for [UnityTest]. They drive the async request by polling the Task each
// frame (yield return null) rather than yielding a UnityWebRequest AsyncOperation: the
// EditMode test runner does not await an AsyncOperation yielded from a nested enumerator,
// and frame-pumping also keeps the editor/player update loop (and the server's main-thread
// dispatcher) ticking so main-thread commands can complete.
/// <summary>GET an endpoint (coroutine form for [UnityTest]).</summary>
public IEnumerator GetAsync(string endpoint, System.Action<PipelineResponse> onComplete)
=> Await(GetAsync(endpoint), onComplete);
/// <summary>Get server status via /api/status endpoint (coroutine form).</summary>
public IEnumerator GetStatusAsync(System.Action<PipelineResponse> onComplete)
=> GetAsync("/api/status", onComplete);
/// <summary>Execute a command via /api/exec endpoint (coroutine form).</summary>
public IEnumerator ExecuteCommandAsync(string command, object parameters, System.Action<PipelineResponse> onComplete)
=> Await(ExecuteCommandAsync(command, parameters), onComplete);
/// <summary>Execute a code evaluation command (coroutine form).</summary>
public IEnumerator ExecuteCodeAsync(string code, int timeout, System.Action<PipelineResponse> onComplete)
=> Await(ExecuteCodeAsync(code, timeout), onComplete);
/// <summary>Post JSON to an endpoint (coroutine form).</summary>
public IEnumerator PostJsonAsync(string endpoint, object payload, System.Action<PipelineResponse> onComplete)
=> Await(PostJsonAsync(endpoint, payload), onComplete);
private static IEnumerator Await(Task<PipelineResponse> task, System.Action<PipelineResponse> onComplete)
{
while (!task.IsCompleted)
yield return null;
onComplete?.Invoke(task.Result);
}
// ============================================================================
// ASYNC METHODS (for Editor tests using async/await)
// ============================================================================
/// <summary>
/// Get server status via /api/status endpoint (async version).
/// </summary>
public Task<PipelineResponse> GetStatusAsync() => GetAsync("/api/status");
/// <summary>
/// GET an endpoint (async version), returning a parsed <see cref="PipelineResponse"/>.
/// </summary>
public async Task<PipelineResponse> GetAsync(string endpoint)
{
var url = $"{m_BaseUrl}{endpoint}";
try
{
var httpClient = GetHttpClient();
var httpResponse = await httpClient.GetAsync(url);
var content = await httpResponse.Content.ReadAsStringAsync();
return CreateResponseFromHttp(httpResponse, content);
}
catch (Exception ex)
{
return new PipelineResponse
{
IsSuccess = false,
Error = ex.Message,
RawResponse = ""
};
}
}
/// <summary>
/// Execute a command via /api/exec endpoint (async version).
/// </summary>
public async Task<PipelineResponse> ExecuteCommandAsync(string command, object parameters)
{
var payload = new
{
command = command,
parameters = parameters ?? new { }
};
return await PostJsonAsync("/api/exec", payload);
}
/// <summary>
/// Execute a code evaluation command (async version).
/// </summary>
public async Task<PipelineResponse> ExecuteCodeAsync(string code, int timeout)
{
var parameters = new
{
code = code,
timeout = timeout
};
return await ExecuteCommandAsync("eval", parameters);
}
/// <summary>
/// Post JSON data to an endpoint (async version).
/// </summary>
public async Task<PipelineResponse> PostJsonAsync(string endpoint, object payload)
{
var url = $"{m_BaseUrl}{endpoint}";
var jsonData = JsonConvert.SerializeObject(payload, Formatting.Indented);
var content = new StringContent(jsonData, Encoding.UTF8, "application/json");
try
{
var httpClient = GetHttpClient();
var httpResponse = await httpClient.PostAsync(url, content);
var responseContent = await httpResponse.Content.ReadAsStringAsync();
return CreateResponseFromHttp(httpResponse, responseContent);
}
catch (Exception ex)
{
return new PipelineResponse
{
IsSuccess = false,
Error = ex.Message,
RawResponse = ""
};
}
}
/// <summary>
/// Get raw HTTP response (async version).
/// </summary>
public async Task<HttpResponseMessage> GetHttpAsync(string endpoint)
{
var url = $"{m_BaseUrl}{endpoint}";
var httpClient = GetHttpClient();
return await httpClient.GetAsync(url);
}
// ============================================================================
// SHARED HELPER METHODS
// ============================================================================
/// <summary>
/// Create a PipelineResponse from HttpResponseMessage.
/// </summary>
private PipelineResponse CreateResponseFromHttp(HttpResponseMessage httpResponse, string content)
{
var response = new PipelineResponse
{
IsSuccess = httpResponse.IsSuccessStatusCode,
StatusCode = (int)httpResponse.StatusCode,
Error = httpResponse.IsSuccessStatusCode ? null : httpResponse.ReasonPhrase,
RawResponse = content ?? "",
HttpResponse = httpResponse
};
// Try to parse JSON response
if (!string.IsNullOrEmpty(response.RawResponse))
{
try
{
response.JsonResponse = JObject.Parse(response.RawResponse);
}
catch (JsonException ex)
{
response.ParseError = ex.Message;
}
}
return response;
}
/// <summary>
/// Dispose of any resources.
/// </summary>
public void Dispose()
{
if (!m_Disposed)
{
m_HttpClient?.Dispose();
m_Disposed = true;
}
}
}
/// <summary>
/// Standardized response from Pipeline server.
/// </summary>
public class PipelineResponse
{
/// <summary>
/// Whether the HTTP request succeeded.
/// </summary>
public bool IsSuccess { get; set; }
/// <summary>
/// HTTP status code.
/// </summary>
public int StatusCode { get; set; }
/// <summary>
/// HTTP error message (if any).
/// </summary>
public string Error { get; set; }
/// <summary>
/// Raw response text.
/// </summary>
public string RawResponse { get; set; }
/// <summary>
/// Parsed JSON response (null if parsing failed).
/// </summary>
public JObject JsonResponse { get; set; }
/// <summary>
/// JSON parsing error (if any).
/// </summary>
public string ParseError { get; set; }
/// <summary>
/// Original HttpResponseMessage (for advanced scenarios with async methods).
/// </summary>
public HttpResponseMessage HttpResponse { get; set; }
/// <summary>
/// Whether the response has valid JSON.
/// </summary>
public bool HasValidJson => JsonResponse != null && string.IsNullOrEmpty(ParseError);
/// <summary>
/// Get a typed response object from the JSON.
/// </summary>
public T GetTypedResponse<T>() where T : class
{
if (!HasValidJson || JsonResponse == null || !JsonResponse.ContainsKey("result"))
return null;
try
{
return JsonResponse["result"].ToObject<T>();
}
catch (JsonException)
{
return null;
}
}
/// <summary>
/// Get a JSON property value.
/// </summary>
public T GetProperty<T>(string propertyName, T defaultValue = default(T))
{
if (!HasValidJson)
return defaultValue;
var token = JsonResponse[propertyName];
if (token == null)
return defaultValue;
try
{
return token.ToObject<T>();
}
catch
{
return defaultValue;
}
}
/// <summary>
/// Check if the command execution was successful (different from HTTP success).
/// </summary>
public bool IsCommandSuccess => GetProperty("success", false);
/// <summary>
/// Get command error message.
/// </summary>
public string CommandError => GetProperty<string>("error");
/// <summary>
/// Get command error details.
/// </summary>
public string CommandErrorDetails => GetProperty<string>("errorDetails");
public override string ToString()
{
var status = IsSuccess ? "Success" : "Failed";
var content = HasValidJson ? "JSON" : "Raw";
return $"{status} ({StatusCode}) - {content}: {RawResponse?.Substring(0, Math.Min(100, RawResponse.Length))}...";
}
}
/// <summary>
/// Extension methods for common Pipeline operations.
/// </summary>
public static class PipelineClientExtensions
{
/// <summary>
/// Execute code evaluation and get strongly-typed response (coroutine version).
/// </summary>
public static IEnumerator ExecuteCodeWithResponseAsync(this PipelineClient client, string code, int timeout, System.Action<Unity.Pipeline.Models.EvalResponse> onComplete)
{
yield return client.ExecuteCodeAsync(code, timeout, response =>
{
if (response.HasValidJson)
{
var evalResponse = response.GetTypedResponse<Unity.Pipeline.Models.EvalResponse>();
onComplete?.Invoke(evalResponse);
}
else
{
// Create error response
var errorResponse = new Unity.Pipeline.Models.EvalResponse
{
Success = false,
Error = response.Error ?? "HTTP Error",
ErrorDetails = response.RawResponse ?? "No response data"
};
onComplete?.Invoke(errorResponse);
}
});
}
/// <summary>
/// Execute code evaluation and get strongly-typed response (async version).
/// </summary>
public static async Task<Unity.Pipeline.Models.EvalResponse> ExecuteCodeWithResponseAsync(this PipelineClient client, string code, int timeout = 5000)
{
var response = await client.ExecuteCodeAsync(code, timeout);
if (response.HasValidJson)
{
var evalResponse = response.GetTypedResponse<Unity.Pipeline.Models.EvalResponse>();
if (evalResponse != null)
return evalResponse;
}
// Create error response if parsing failed
return new Unity.Pipeline.Models.EvalResponse
{
Success = false,
Error = response.Error ?? "HTTP Error",
ErrorDetails = response.RawResponse ?? "No response data"
};
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,65 @@
using System.Collections;
using System.Threading.Tasks;
using NUnit.Framework;
using Unity.Pipeline.Runtime.Commands;
using Unity.Pipeline.Security;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Pipeline.Tests.Runtime
{
/// <summary>
/// Thin PlayMode smoke suite for paths that genuinely require a running player:
/// the autoStart lifecycle (MonoBehaviour Start) and quit (DontDestroyOnLoad, play-mode only).
/// General command behavior is covered by the EditMode *CommandTests — this only covers
/// play-mode-only paths and one end-to-end server check.
/// </summary>
public class RuntimeServerPlayModeSmokeTests
{
[UnityTest]
public IEnumerator AutoStart_StartsServer_AndServesRequest()
{
var go = new GameObject("SmokeRuntimeManager");
var mgr = go.AddComponent<RuntimePipelineManager>();
mgr.enableInBuilds = true;
mgr.autoStart = true;
// Enabling the GameObject runs Start() -> autoStart -> StartServer.
go.SetActive(true);
float t = 0f;
while (!mgr.IsServerRunning && t < 5f) { t += Time.unscaledDeltaTime; yield return null; }
Assert.IsTrue(mgr.IsServerRunning, "autoStart should start the runtime server");
var serve = ServeStatus(mgr.ActualPort, SecurityTokenManager.GetOrCreateToken());
while (!serve.IsCompleted) yield return null;
Assert.IsTrue(serve.Result, "runtime server should serve a runtime_status request");
mgr.StopServer();
Object.Destroy(go);
}
static async Task<bool> ServeStatus(int port, string token)
{
using (var client = new PipelineClient($"http://localhost:{port}", token))
{
var response = await client.ExecuteCommandAsync("runtime_status", null);
return response.IsSuccess;
}
}
[Test]
public void Quit_SchedulesQuit()
{
// QuitApplication uses DontDestroyOnLoad, which is play-mode only. Application.Quit is a
// no-op in the editor, but destroy the scheduler anyway so nothing lingers.
var result = RuntimeApplicationCommand.QuitApplication(0);
Assert.That(result, Does.Contain("Application quit scheduled with exit code 0"));
foreach (var go in PipelineUtils.FindObjectsByType<GameObject>())
{
if (go.name.Contains("QuitScheduler")) { Object.Destroy(go); break; }
}
}
}
}
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