Initial commit: AIGame Unity client with URP, HybridCLR, YooAsset and tooling.
Co-authored-by: Cursor <cursoragent@cursor.com>
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using System;
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using Newtonsoft.Json;
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namespace Unity.Pipeline.Models
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{
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/// <summary>
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/// Response model for the <c>console</c> command: a page of captured console entries plus
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/// the cursor needed to fetch the next page.
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/// </summary>
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[Serializable]
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public class ConsoleLogResponse
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{
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/// <summary>
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/// The matching entries, oldest first, after applying the level filter, <c>since</c> cursor,
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/// and <c>tail</c> limit.
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/// </summary>
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[JsonProperty("entries")]
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public ConsoleLogEntry[] Entries { get; set; }
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/// <summary>
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/// The highest <see cref="ConsoleLogEntry.Seq"/> currently held in the buffer (regardless of
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/// the level filter). A "--follow" client passes this back as <c>since</c> on the next poll
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/// so it resumes exactly where it left off, even if the only new entries were filtered out.
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/// Only meaningful paired with <see cref="Session"/>: sequence numbers restart from zero
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/// with the capture session, so a cursor from an earlier session names different entries.
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/// </summary>
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[JsonProperty("cursor")]
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public long Cursor { get; set; }
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/// <summary>
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/// Identifies the capture session <see cref="Cursor"/> belongs to. A "--follow" client
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/// passes this back as <c>since_session</c> alongside <c>since</c>; a cursor from a
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/// different session is refused rather than silently misapplied.
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/// </summary>
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[JsonProperty("session")]
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public string Session { get; set; }
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/// <summary>
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/// Number of entries returned in <see cref="Entries"/>.
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/// </summary>
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[JsonProperty("returned")]
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public int Returned { get; set; }
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/// <summary>
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/// True when the requested <c>since</c> cursor pointed at entries that have already been
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/// evicted from the bounded buffer, meaning the consumer missed some entries. Lets a
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/// "--follow" client warn about a gap instead of silently skipping output. Also true
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/// whenever <see cref="Reset"/> is.
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/// </summary>
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[JsonProperty("dropped")]
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public bool Dropped { get; set; }
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/// <summary>
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/// True when the requested cursor could not be honored — it came from another session, or
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/// it was past the current counter — so the cursor was ignored and the tail returned
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/// instead. A "--follow" client should adopt <see cref="Cursor"/> and <see cref="Session"/>
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/// and treat the returned entries as a fresh start.
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/// </summary>
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[JsonProperty("reset")]
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public bool Reset { get; set; }
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/// <summary>
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/// How many entries of each severity the buffer currently holds, before the level filter
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/// and <c>tail</c> limit. Compare with <see cref="ConsoleGroundTruth.ConsoleErrors"/> and
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/// friends to see whether the buffer is missing entries the Editor console still shows.
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/// </summary>
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[JsonProperty("counts")]
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public ConsoleLevelCounts Counts { get; set; }
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/// <summary>
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/// Editor ground truth about the console at the time it was last sampled. Null in a player
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/// build, and before the first sample after an Editor load.
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/// </summary>
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[JsonProperty("groundTruth")]
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public ConsoleGroundTruth GroundTruth { get; set; }
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}
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/// <summary>
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/// Entry counts per severity retained in the buffer, before the level filter and <c>tail</c>
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/// limit are applied. Compare with the Editor console's own totals in
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/// <see cref="ConsoleGroundTruth"/> to see whether the buffer is missing entries the console
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/// still shows.
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/// </summary>
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[Serializable]
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public class ConsoleLevelCounts
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{
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/// <summary>
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/// Retained entries at error severity. Unity's Error, Exception and Assert log types all
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/// count here.
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/// </summary>
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[JsonProperty("error")]
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public int Error { get; set; }
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/// <summary>Retained entries at warning severity.</summary>
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[JsonProperty("warn")]
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public int Warn { get; set; }
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/// <summary>Retained entries at informational severity.</summary>
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[JsonProperty("log")]
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public int Log { get; set; }
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}
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}
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