Initial commit: AIGame Unity client with URP, HybridCLR, YooAsset and tooling.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-09-21 14:21:07 +08:00
co-authored by Cursor
commit f3f66ab063
931 changed files with 112366 additions and 0 deletions
@@ -0,0 +1,254 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using Unity.Pipeline.Console;
using Unity.Pipeline.Models;
using UnityEditor;
using UnityEngine;
namespace Unity.Pipeline.Editor.Console
{
/// <summary>
/// Samples what the Editor knows about the console — the compile-failure flag and the console's
/// own entry counts — and publishes it for the <c>console</c> and <c>recompile_status</c>
/// commands. Those commands are deliberately not main-thread commands, because clients poll
/// them while the Editor is blocked compiling or importing, so they cannot read this state
/// themselves; sampling it here and handing over an immutable snapshot is what lets them report
/// it at all.
///
/// The same pass does two more jobs that need the same main-thread tick:
/// - Backfills the buffer from the console's own store once per session, so sticky compile
/// errors logged before capture started are visible (see <see cref="EditorConsoleEntries"/>).
/// - Watches for the console gaining entries while the buffer's cursor stands still, which is
/// the only observable symptom of the log-callback subscription having been dropped, and
/// re-arms capture when it sees it.
///
/// Sampling runs on <see cref="EditorApplication.update"/> rather than
/// <see cref="ConsoleWindowUtility.consoleLogsChanged"/>, because that event is raised from
/// ConsoleWindow.LogChanged, which returns early when no Console window exists — precisely the
/// case this targets. The event is subscribed only to shorten the wait when a window is open.
/// </summary>
[InitializeOnLoad]
static class EditorConsoleGroundTruth
{
const string SeededKey = "pipeline.console.seeded";
const double SampleIntervalSeconds = 0.25;
const double ReseedCooldownSeconds = 5.0;
static double s_NextSampleTime;
static double s_NextReseedTime;
static int s_LastConsoleTotal = -1;
static long s_LastBufferSeq = -1;
static bool s_GapPending;
static long s_GapSeq;
static bool s_Seeded;
static EditorConsoleGroundTruth()
{
s_Seeded = SessionState.GetBool(SeededKey, false);
EditorApplication.update -= Sample;
EditorApplication.update += Sample;
#if UNITY_6000_0_OR_NEWER
// consoleLogsChanged is Unity 6+; on older editors sampling via update alone is enough.
ConsoleWindowUtility.consoleLogsChanged -= OnConsoleLogsChanged;
ConsoleWindowUtility.consoleLogsChanged += OnConsoleLogsChanged;
#endif
AssemblyReloadEvents.afterAssemblyReload -= OnAfterAssemblyReload;
AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
}
/// <summary>
/// Console entry counts. Unity 6 exposes <c>ConsoleWindowUtility.GetConsoleLogCounts</c>;
/// Unity 2022 falls back to internal <c>LogEntries.GetCountsByType</c> via reflection.
/// </summary>
static void GetConsoleLogCounts(out int errors, out int warnings, out int logs)
{
#if UNITY_6000_0_OR_NEWER
ConsoleWindowUtility.GetConsoleLogCounts(out errors, out warnings, out logs);
#else
errors = warnings = logs = 0;
try
{
var logEntries = Type.GetType("UnityEditor.LogEntries,UnityEditor");
var method = logEntries?.GetMethod(
"GetCountsByType",
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static);
if (method == null)
return;
object[] args = { 0, 0, 0 };
method.Invoke(null, args);
errors = (int)args[0];
warnings = (int)args[1];
logs = (int)args[2];
}
catch
{
errors = warnings = logs = 0;
}
#endif
}
static void Sample()
{
if (EditorApplication.timeSinceStartup < s_NextSampleTime)
return;
s_NextSampleTime = EditorApplication.timeSinceStartup + SampleIntervalSeconds;
// Seed before publishing, so the first snapshot a client sees already reports whether
// the backfill happened.
if (!s_Seeded)
TrySeed();
GetConsoleLogCounts(out var errors, out var warnings, out var logs);
var total = errors + warnings + logs;
var seq = ConsoleLogCapture.Buffer.LastSeq;
// The console gained entries while the buffer's cursor stood still. Unity unregisters
// the native log callback on domain unload and on play-mode exit, while the managed
// event keeps its subscriber list, so capture can be dead with nothing to test directly.
//
// A gap is confirmed by the cursor still sitting where it was one sample later, not by
// the console count growing again: a dead subscription that missed a single burst — a
// failed compile, say — would otherwise be spotted once and then forgotten. Waiting for
// the second sample keeps a console entry that legitimately never reaches the managed
// callback from re-arming on its own. A Clear lowers the counts, so it can never be
// mistaken for a gap.
if (s_GapPending && seq == s_GapSeq)
{
if (EditorApplication.timeSinceStartup >= s_NextReseedTime)
{
ConsoleLogCapture.EnsureCapturing();
Reseed();
seq = ConsoleLogCapture.Buffer.LastSeq;
s_NextReseedTime = EditorApplication.timeSinceStartup + ReseedCooldownSeconds;
s_GapPending = false;
}
}
else if (s_LastConsoleTotal >= 0 && total > s_LastConsoleTotal && seq == s_LastBufferSeq)
{
s_GapSeq = seq;
s_GapPending = true;
}
else
{
// The buffer caught up on its own.
s_GapPending = false;
}
s_LastConsoleTotal = total;
s_LastBufferSeq = seq;
ConsoleLogCapture.GroundTruth = new ConsoleGroundTruth
{
SampledUtc = DateTime.UtcNow,
CompilationFailed = EditorUtility.scriptCompilationFailed,
Compiling = EditorApplication.isCompiling,
ConsoleErrors = errors,
ConsoleWarnings = warnings,
ConsoleLogs = logs,
Seeded = s_Seeded
};
}
// Only shortens the wait for the next sample; never a correctness dependency, since it is
// not raised while the Console window is closed.
#if UNITY_6000_0_OR_NEWER
static void OnConsoleLogsChanged() => s_NextSampleTime = 0;
#endif
static void OnAfterAssemblyReload()
{
ConsoleLogCapture.EnsureCapturing();
// The snapshot describes the domain that just went away, and on 6000.5+ it survives the
// reload with the rest of the statics. Drop it so nothing reads it as current until the
// next sample replaces it.
ConsoleLogCapture.GroundTruth = null;
// Let the next sample establish a fresh baseline instead of comparing against counts
// and a cursor from before the reload, which would look like a gap.
s_LastConsoleTotal = -1;
s_LastBufferSeq = -1;
s_GapPending = false;
s_GapSeq = 0;
}
static void TrySeed()
{
if (!Reseed())
return;
s_Seeded = true;
SessionState.SetBool(SeededKey, true);
}
/// <summary>
/// Copy console entries the buffer does not already hold into it. Entries are matched on type
/// and message, the only fields both sides record identically. A log type never contains "|",
/// so the first one always terminates it and the key is unambiguous.
///
/// Matching counts occurrences rather than presence, because the console holds repeated
/// messages by design. Treating a key as seen-or-not lets a row the buffer already has cancel
/// out an identical row it missed, and that row is then never recovered.
/// </summary>
static bool Reseed()
{
var entries = new List<EditorConsoleEntries.Entry>();
if (!EditorConsoleEntries.TryReadRecent(ConsoleLogBuffer.Capacity, entries))
return false;
var held = new Dictionary<string, int>();
foreach (var entry in ConsoleLogCapture.Buffer.Query(-1, 0, ConsoleLogBuffer.SeverityLog).Entries)
{
var key = Key(entry.LogType, entry.Message);
held.TryGetValue(key, out var count);
held[key] = count + 1;
}
var now = DateTime.UtcNow;
foreach (var entry in entries)
{
var key = Key(entry.Type.ToString(), entry.Message);
// Consume one occurrence the buffer already holds; whatever the console has beyond
// that is what capture missed.
if (held.TryGetValue(key, out var remaining) && remaining > 0)
{
held[key] = remaining - 1;
continue;
}
ConsoleLogCapture.Buffer.Add(entry.Type, entry.Message, entry.StackTrace, now, seeded: true);
}
return true;
}
static string Key(string logType, string message) => logType + "|" + message;
/// <summary>Sample immediately, ignoring the throttle. For tests.</summary>
internal static void SampleForTests()
{
s_NextSampleTime = 0;
s_NextReseedTime = 0;
Sample();
}
/// <summary>Forget the baselines and the seeded flag, so the next sample starts over. For tests.</summary>
internal static void ResetForTests()
{
s_NextSampleTime = 0;
s_NextReseedTime = 0;
s_LastConsoleTotal = -1;
s_LastBufferSeq = -1;
s_GapPending = false;
s_GapSeq = 0;
s_Seeded = false;
SessionState.EraseBool(SeededKey);
}
}
}