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