Initial commit: AIGame Unity client with URP, HybridCLR, YooAsset and tooling.
Co-authored-by: Cursor <cursoragent@cursor.com>
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using NUnit.Framework;
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using Unity.Pipeline.Editor.Commands.Observability;
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namespace Unity.Pipeline.Tests.Editor.Observability
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{
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/// <summary>
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/// Tests for get_performance_stats, exercised directly and via PipelineClient. The console
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/// commands live in the runtime assembly; their tests are in ConsoleCommandTests.
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/// </summary>
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class ObservabilityCommandsTests
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{
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[Test]
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public void GetPerformanceStats_ReturnsMemory()
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{
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var stats = PerformanceCommands.GetPerformanceStats();
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Assert.IsNotNull(stats, "Performance stats should not be null");
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Assert.IsNotNull(stats.Memory, "Memory stats should be present");
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Assert.Greater(stats.Memory.TotalAllocatedBytes, 0,
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"Total allocated memory should always be positive at runtime");
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Assert.IsNotNull(stats.Render, "Render stats should be present");
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Assert.IsNotNull(stats.FrameTiming, "Frame timing block should be present");
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}
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[Test]
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public void GetPerformanceStats_ViaClient_Succeeds()
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{
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using (var server = new PipelineTestServer())
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{
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var response = server.Execute("get_performance_stats", null);
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Assert.IsTrue(response.IsSuccess, $"get_performance_stats should succeed: {response.Error}");
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Assert.IsTrue(response.HasValidJson, "Response should have valid JSON");
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Assert.IsTrue(response.JsonResponse.ContainsKey("result"), "Should have result field");
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}
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}
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}
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}
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