using System;
using System.IO;
using System.Threading.Tasks;
using Unity.Pipeline.Commands;
using Unity.Pipeline.Compilation;
using Unity.Pipeline.HotReload;
using Unity.Pipeline.Models;
using UnityEngine;
namespace Unity.Pipeline.Runtime.Commands
{
///
/// CLI commands for hot reload operations.
/// Provides runtime compilation and management of hot reload files.
/// Follows existing [CliCommand] patterns and integrates with Pipeline Server.
///
public static class HotReloadCommands
{
[CliCommand("reload_file_override", "Compile and apply hot reload file changes immediately", MainThreadRequired = true)]
internal static HotReloadResponse ReloadFileOverride(
[CliArg("filename", "Hot reload source file to compile (e.g. PlayerTweaks.cs)", Required = true)] string filename,
[CliArg("timeout", "Compilation timeout in milliseconds")] int timeout = 30000,
[CliArg("assemblyDir", "Directory to save compiled assemblies to disk (optional, default is in-memory only)")] string assemblyDir = null)
{
var stopwatch = System.Diagnostics.Stopwatch.StartNew();
try
{
// Validate filename input
if (string.IsNullOrWhiteSpace(filename))
{
stopwatch.Stop();
return HotReloadResponse.CmdFailure(
"Bad Request",
"Filename parameter is required and cannot be empty",
stopwatch.ElapsedMilliseconds);
}
// Ensure filename ends with .cs
if (!filename.EndsWith(".cs", StringComparison.OrdinalIgnoreCase))
{
filename += ".cs";
}
// Validate timeout
if (timeout <= 0 || timeout > 300000) // Max 5 minutes
{
stopwatch.Stop();
return HotReloadResponse.CmdFailure(
"Bad Request",
"Timeout must be between 1ms and 300000ms (5 minutes)",
stopwatch.ElapsedMilliseconds);
}
Debug.Log($"HotReload: Executing reload_file_override command (helper workflow): {filename}, timeout: {timeout}ms, assemblyDir: {assemblyDir ?? "in-memory"}");
// Resolve the override file path (absolute, or relative to the project root).
var fullPath = Path.IsPathRooted(filename) ? filename : Path.GetFullPath(filename);
// In a Player build, the file must be inside the project's build-baked roots. The
// project layout cannot be resolved from a running build, so this is skipped in the
// editor (which resolves files against the live project).
if (!Application.isEditor)
{
var scopeCheck = ValidateReloadPath(fullPath, HotReloadRegistry.AllowedReloadRoots);
if (!scopeCheck.IsValid)
{
stopwatch.Stop();
return HotReloadResponse.CmdFailure(
scopeCheck.Error,
scopeCheck.ErrorDetails,
stopwatch.ElapsedMilliseconds);
}
}
if (!File.Exists(fullPath))
{
stopwatch.Stop();
return HotReloadResponse.CmdFailure(
"File Not Found",
$"Override file not found: {fullPath}",
stopwatch.ElapsedMilliseconds);
}
// Up-front validation so a misconfigured override file produces a clear, actionable
// message instead of a confusing compiler error from generated/duplicate code.
var validation = OverrideFileValidator.Validate(File.ReadAllText(fullPath), Path.GetFileName(fullPath));
if (!validation.IsValid)
{
stopwatch.Stop();
return HotReloadResponse.CmdFailure(
"Invalid Override File",
validation.GetFormattedErrorMessage(),
stopwatch.ElapsedMilliseconds,
validation.Errors);
}
// Compile and apply (helper / separate override file workflow).
var task = ExecuteHotReloadAsync(fullPath, timeout, assemblyDir);
task.Wait();
var result = task.Result;
stopwatch.Stop();
if (result != null)
{
result.ExecutionTimeMs = stopwatch.ElapsedMilliseconds;
}
Debug.Log($"HotReload: reload_file_override completed in {stopwatch.ElapsedMilliseconds}ms, success: {result?.Success}");
return result ?? HotReloadResponse.CmdFailure(
"Unknown Error",
"Hot reload compilation returned null result",
stopwatch.ElapsedMilliseconds);
}
catch (Exception ex)
{
stopwatch.Stop();
Debug.LogError($"HotReload: reload_file_override command failed: {ex.Message}");
Debug.LogError($"HotReload: Stack trace: {ex.StackTrace}");
return HotReloadResponse.CmdFailure(
"Execution Failed",
ex.ToString(),
stopwatch.ElapsedMilliseconds);
}
}
[CliCommand("reload_file", "Compile and apply in-place [HotReload] edits from a source file", MainThreadRequired = true)]
public static HotReloadResponse ReloadFile(
[CliArg("filename", "Source file containing [HotReload] methods (e.g. Assets/Scripts/Player.cs)", Required = true)] string filename,
[CliArg("timeout", "Compilation timeout in milliseconds")] int timeout = 30000,
[CliArg("assemblyDir", "Directory to save compiled assemblies to disk (optional, default is in-memory only)")] string assemblyDir = null,
[CliArg("pdb", "Emit debug symbols (portable PDB) mapped to the original source so breakpoints bind in your editor. Compiles unoptimized.")] bool pdb = false)
{
var stopwatch = System.Diagnostics.Stopwatch.StartNew();
try
{
if (string.IsNullOrWhiteSpace(filename))
{
stopwatch.Stop();
return HotReloadResponse.CmdFailure(
"Bad Request",
"Filename parameter is required and cannot be empty",
stopwatch.ElapsedMilliseconds);
}
if (!filename.EndsWith(".cs", StringComparison.OrdinalIgnoreCase))
{
filename += ".cs";
}
var fullPath = ResolveSourceFilePath(filename);
if (string.IsNullOrEmpty(fullPath))
{
stopwatch.Stop();
return HotReloadResponse.CmdFailure(
"File Not Found",
$"Could not locate source file: {filename}",
stopwatch.ElapsedMilliseconds);
}
// In a Player build, the file must be inside the project's build-baked roots. The
// project layout cannot be resolved from a running build, so this is skipped in the
// editor (which resolves files against the live project).
if (!Application.isEditor)
{
var scopeCheck = ValidateReloadPath(fullPath, HotReloadRegistry.AllowedReloadRoots);
if (!scopeCheck.IsValid)
{
stopwatch.Stop();
return HotReloadResponse.CmdFailure(
scopeCheck.Error,
scopeCheck.ErrorDetails,
stopwatch.ElapsedMilliseconds);
}
}
Debug.Log($"HotReload: Executing reload_file command: {fullPath}, timeout: {timeout}ms, assemblyDir: {assemblyDir ?? "in-memory"}, pdb: {pdb}");
var task = InPlaceReloadProcessor.ProcessSourceFileAsync(fullPath, assemblyDir, pdb);
task.Wait();
var result = task.Result;
stopwatch.Stop();
if (result.Success)
{
return HotReloadResponse.CmdSuccess(
result.AssemblyName,
$"In-place hot reload successful: {result.AssemblyName} with {result.RegisteredMethods.Count} methods",
result.RegisteredMethods,
stopwatch.ElapsedMilliseconds);
}
return HotReloadResponse.CmdFailure(
"In-Place Reload Failed",
result.ErrorMessage ?? "In-place hot reload processing failed",
stopwatch.ElapsedMilliseconds,
result.CompilationDiagnostics);
}
catch (Exception ex)
{
stopwatch.Stop();
Debug.LogError($"HotReload: reload_file command failed: {ex.Message}");
Debug.LogError($"HotReload: Stack trace: {ex.StackTrace}");
return HotReloadResponse.CmdFailure(
"Execution Failed",
ex.ToString(),
stopwatch.ElapsedMilliseconds);
}
}
[CliCommand("cleanup_hotreload", "Remove old hot reload DLL versions and clear registry", MainThreadRequired = true, RuntimeOnly = true)]
public static HotReloadResponse CleanupHotReload(
[CliArg("assemblyDir", "Directory containing assemblies to cleanup", Required = true)] string assemblyDir,
[CliArg("force_domain_reload", "Force Unity domain reload after cleanup")] bool forceDomainReload = true)
{
var stopwatch = System.Diagnostics.Stopwatch.StartNew();
try
{
Debug.Log($"HotReload: Executing cleanup_hotreload command for directory: {assemblyDir}");
// Execute cleanup
var cleanupResult = HotReloadCompiler.CleanupHotReloadDlls(assemblyDir);
stopwatch.Stop();
if (cleanupResult.Success)
{
var message = $"Cleanup successful: {cleanupResult.Message}";
if (cleanupResult.DeletedFiles.Count > 0)
{
message += $" Files removed: {string.Join(", ", cleanupResult.DeletedFiles)}";
}
// Force domain reload if requested (interrupts gameplay but ensures clean state)
if (forceDomainReload && Application.isEditor)
{
#if UNITY_EDITOR
Debug.Log("HotReload: Requesting Unity domain reload to clean memory state");
UnityEditor.EditorUtility.RequestScriptReload();
message += " Unity domain reload requested.";
#endif
}
Debug.Log($"HotReload: cleanup_hotreload completed successfully in {stopwatch.ElapsedMilliseconds}ms");
return HotReloadResponse.CmdSuccess(
"cleanup_completed",
message,
cleanupResult.DeletedFiles,
stopwatch.ElapsedMilliseconds);
}
else
{
return HotReloadResponse.CmdFailure(
"Cleanup Failed",
cleanupResult.Message,
stopwatch.ElapsedMilliseconds);
}
}
catch (Exception ex)
{
stopwatch.Stop();
Debug.LogError($"HotReload: cleanup_hotreload command failed: {ex.Message}");
return HotReloadResponse.CmdFailure(
"Execution Failed",
ex.ToString(),
stopwatch.ElapsedMilliseconds);
}
}
[CliCommand("hotreload_status", "Show current hot reload registry status and statistics", MainThreadRequired = true, RuntimeOnly = true)]
public static HotReloadResponse HotReloadStatus()
{
var stopwatch = System.Diagnostics.Stopwatch.StartNew();
try
{
// Get current registry stats
var stats = HotReloadRegistry.GetStats();
stopwatch.Stop();
var statusMessage = $"Hot Reload Status - " +
$"Reloadable Methods: {stats.ReloadableMethodCount}, " +
$"Active Overrides: {stats.ActiveOverrideCount}, " +
$"Loaded Types: {stats.LoadedTypeCount}";
Debug.Log($"HotReload: {statusMessage}");
return HotReloadResponse.CmdSuccess(
"status_retrieved",
statusMessage,
stats.ActiveOverrideIds,
stopwatch.ElapsedMilliseconds);
}
catch (Exception ex)
{
stopwatch.Stop();
Debug.LogError($"HotReload: hotreload_status command failed: {ex.Message}");
return HotReloadResponse.CmdFailure(
"Execution Failed",
ex.ToString(),
stopwatch.ElapsedMilliseconds);
}
}
///
/// Validate that a resolved file path lives inside one of the allowed project roots and
/// exists on disk. "In scope" means under the Assets folder or a loaded package's location.
/// The path is normalized (collapsing any .. segments) before the scope check, so a
/// path that escapes the allowed roots via traversal is rejected. A null or empty root set
/// matches nothing, so the path is rejected as out of scope. This is a security boundary —
/// it prevents files outside the project from being compiled and injected into the assembly.
///
public static PathValidationResult ValidateReloadPath(string resolvedPath, System.Collections.Generic.IReadOnlyCollection allowedRoots)
{
if (string.IsNullOrWhiteSpace(resolvedPath))
{
return PathValidationResult.Invalid("Bad Request", "Resolved file path is empty.");
}
string fullPath;
try
{
fullPath = Path.GetFullPath(resolvedPath);
}
catch (Exception ex)
{
return PathValidationResult.Invalid("Bad Request", $"Invalid path: {ex.Message}");
}
var underAnyRoot = false;
if (allowedRoots != null)
{
foreach (var root in allowedRoots)
{
if (string.IsNullOrWhiteSpace(root))
{
continue;
}
string fullRoot;
try
{
fullRoot = Path.GetFullPath(root);
}
catch
{
continue;
}
if (IsUnderDirectory(fullPath, fullRoot))
{
underAnyRoot = true;
break;
}
}
}
if (!underAnyRoot)
{
return PathValidationResult.Invalid(
"Out Of Project Scope",
$"Hot reload only accepts files inside the project's baked roots (Assets/ or a loaded " +
$"package). '{fullPath}' is outside the project scope and will not be compiled.");
}
if (!File.Exists(fullPath))
{
return PathValidationResult.Invalid("File Not Found", $"Source file not found: {fullPath}");
}
return PathValidationResult.Valid();
}
///
/// True when is contained within .
/// Both are expected to be normalized absolute paths. A trailing separator is appended to
/// the directory so that a sibling such as "AssetsExtra" is not treated as being under "Assets".
///
private static bool IsUnderDirectory(string path, string directory)
{
var prefix = directory.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar)
+ Path.DirectorySeparatorChar;
// Windows file systems are case-insensitive; Unix file systems are case-sensitive.
var comparison = Path.DirectorySeparatorChar == '\\'
? StringComparison.OrdinalIgnoreCase
: StringComparison.Ordinal;
return path.StartsWith(prefix, comparison);
}
///
/// Resolve source file path from various possible locations (used by the in-place command).
///
private static string ResolveSourceFilePath(string filename)
{
if (Path.IsPathRooted(filename) && File.Exists(filename))
{
return filename;
}
var potentialPaths = new[]
{
Path.Combine("Assets", filename),
Path.Combine("Assets", "Scripts", filename),
filename // Project root
};
foreach (var path in potentialPaths)
{
if (File.Exists(path))
{
return Path.GetFullPath(path);
}
}
return null;
}
///
/// Execute hot reload compilation and application asynchronously (for separate override files).
///
private static async Task ExecuteHotReloadAsync(string filename, int timeoutMs, string assemblyDir)
{
try
{
// Use the HotReloadCompiler to compile and apply the changes
var compileResult = await HotReloadCompiler.CompileAndApplyAsync(filename, assemblyDir);
if (!compileResult.IsSuccess)
{
return HotReloadResponse.CmdFailure(
compileResult.Error ?? "Compilation Failed",
compileResult.ErrorDetails ?? "Hot reload compilation failed",
compileResult.ExecutionTimeMs,
compileResult.Diagnostics);
}
// Compiled, but no override actually bound (e.g. the target is not [HotReloadWithOverrides],
// or the component is not in the scene / not in play mode). Report it rather than
// claiming success when nothing changed.
if (compileResult.RegisteredMethods.Count == 0)
{
return HotReloadResponse.CmdFailure(
"No Overrides Applied",
compileResult.Diagnostics.Count > 0
? "No hot reload overrides were applied:\n- " + string.Join("\n- ", compileResult.Diagnostics)
: "No [HotReloadOverrideMethod] overrides were applied. Ensure the target component is in the scene and in play mode.",
compileResult.ExecutionTimeMs,
compileResult.Diagnostics);
}
var message = $"Hot reload successful: {compileResult.AssemblyName} with {compileResult.RegisteredMethods.Count} methods";
var response = HotReloadResponse.CmdSuccess(
compileResult.AssemblyName,
message,
compileResult.RegisteredMethods,
compileResult.ExecutionTimeMs);
response.Diagnostics = compileResult.Diagnostics; // surface any partially-skipped overrides
return response;
}
catch (TimeoutException)
{
return HotReloadResponse.CmdFailure(
"Timeout",
$"Hot reload compilation exceeded {timeoutMs}ms timeout",
timeoutMs);
}
catch (Exception ex)
{
return HotReloadResponse.CmdFailure(
"Execution Failed",
ex.ToString(),
0);
}
}
}
///
/// Response model for hot reload CLI commands.
/// Provides consistent response format for all hot reload operations.
///
public class HotReloadResponse : CommandExecutionResponse
{
///
/// Assembly name or operation identifier for successful operations.
///
public string AssemblyName { get; set; }
///
/// List of registered method IDs or files processed.
///
public System.Collections.Generic.List Items { get; set; } = new System.Collections.Generic.List();
///
/// Compilation or processing diagnostics.
///
public System.Collections.Generic.List Diagnostics { get; set; } = new System.Collections.Generic.List();
///
/// Create a successful hot reload response.
///
public static HotReloadResponse CmdSuccess(string assemblyName, string message, System.Collections.Generic.List items, long executionTimeMs)
{
return new HotReloadResponse
{
Success = true,
AssemblyName = assemblyName,
Message = message,
Items = items ?? new System.Collections.Generic.List(),
ExecutionTimeMs = executionTimeMs
};
}
///
/// Create a failed hot reload response.
///
public static HotReloadResponse CmdFailure(string error, string errorDetails, long executionTimeMs, System.Collections.Generic.List diagnostics = null)
{
return new HotReloadResponse
{
Success = false,
Error = error,
ErrorDetails = errorDetails,
ExecutionTimeMs = executionTimeMs,
Diagnostics = diagnostics ?? new System.Collections.Generic.List()
};
}
}
///
/// Result of validating a hot reload source path. is a short category and
/// the human-readable explanation, matching the shape consumed by
/// .
///
public class PathValidationResult
{
public bool IsValid { get; private set; }
public string Error { get; private set; }
public string ErrorDetails { get; private set; }
public static PathValidationResult Valid()
{
return new PathValidationResult { IsValid = true };
}
public static PathValidationResult Invalid(string error, string errorDetails)
{
return new PathValidationResult { IsValid = false, Error = error, ErrorDetails = errorDetails };
}
}
}