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
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using System;
using Unity.Pipeline.Config;
using Unity.Pipeline.Models;
using UnityEngine;
namespace Unity.Pipeline
{
/// <summary>The Player-side <see cref="BasePipelineServer"/>, owned by a <see cref="RuntimePipelineDriver"/>.</summary>
public class RuntimePipelineServer : BasePipelineServer
{
private RuntimePipelineConfig m_Config;
private RuntimeInstanceDescriptor m_InstanceDescriptor;
/// <summary>
/// Guards mutate-then-write of m_InstanceDescriptor: concurrent /api/status probes both
/// reach UpdateHeartBeat now, and RuntimeInstanceDescriptor.WriteToWorkingDirectory's own
/// lock only covers the write, not the field mutation feeding it.
/// </summary>
private readonly object m_HeartbeatLock = new object();
/// <summary>UTC time this server instance started listening.</summary>
public override DateTime StartedAt => m_InstanceDescriptor == null ? new DateTime() : m_InstanceDescriptor.StartedAt;
/// <summary>Create a server bound to the given configuration.</summary>
/// <param name="config">The runtime pipeline configuration.</param>
public RuntimePipelineServer(RuntimePipelineConfig config)
{
m_Config = config;
}
/// <summary>Runtime servers use ports 7900-7949 (test runtime servers use 7950-7999).</summary>
/// <returns>The inclusive port range to try when binding the listener.</returns>
protected override (int basePort, int maxPort) GetPortRange()
{
return (7900, 7949); // Runtime production (test runtime servers use 7950-7999)
}
/// <summary>Write the runtime instance descriptor to the working directory for CLI discovery.</summary>
protected override void CreateInstanceDescriptor()
{
// Create and write instance descriptor for CLI discovery
m_InstanceDescriptor = RuntimeInstanceDescriptor.CreateCurrent(Port, m_Config);
RuntimeInstanceDescriptor.WriteToWorkingDirectory(m_InstanceDescriptor);
}
/// <summary>Remove the runtime instance descriptor on shutdown.</summary>
protected override void DeleteInstanceDescriptor()
{
// Clean up instance descriptor file
if (m_InstanceDescriptor != null)
{
RuntimeInstanceDescriptor.RemoveFromWorkingDirectory();
}
m_InstanceDescriptor = null;
}
/// <summary>Refresh the descriptor's heartbeat timestamp.</summary>
protected override void UpdateHeartBeat()
{
// Update heartbeat in instance descriptor
if (m_InstanceDescriptor == null)
return;
lock (m_HeartbeatLock)
{
m_InstanceDescriptor.LastHeartbeat = DateTime.UtcNow;
try
{
RuntimeInstanceDescriptor.WriteToWorkingDirectory(m_InstanceDescriptor);
}
catch (Exception ex)
{
Debug.LogWarning($"Failed to update instance descriptor: {ex.Message}");
}
}
}
/// <summary>Build the Player-specific status/heartbeat payload for /api/status.</summary>
/// <returns>The status payload.</returns>
protected override object GetServerStatus()
{
UpdateHeartBeat();
return new
{
status = m_InstanceDescriptor == null ? "error" : "ready",
lastHeartbeat = m_InstanceDescriptor?.LastHeartbeat,
capabilities = Capabilities
};
}
/// <summary>The bearer token clients must present to authenticate requests.</summary>
/// <returns>The current token.</returns>
protected override string GetToken()
{
return m_InstanceDescriptor.EvalToken;
}
}
}