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