using System; using System.IO; using Unity.Pipeline.Commands; using Unity.Pipeline.Compilation; using Unity.Pipeline.CodeReload; using Unity.Pipeline.Models; using UnityEngine; namespace Unity.Pipeline.Runtime.Commands { /// /// CLI commands for code reload operations: apply [CodeReload] edits from a source file, inspect /// the registry, and clean up saved reload assemblies. /// static class CodeReloadCommands { [CliCommand("reload_file", "Compile and apply in-place [CodeReload] edits from a source file", MainThreadRequired = true, Tags = new[] { "scripts/codereload" })] public static CodeReloadResponse ReloadFile( [CliArg("filename", "Source file containing [CodeReload] methods (e.g. Assets/Scripts/Player.cs)", Required = true)] string filename, [CliArg("timeout", "Compilation timeout in milliseconds")] int timeout = 30000, [CliArg("assemblyDir", "Directory to save compiled assemblies to disk (optional, default is in-memory only)")] string assemblyDir = null, [CliArg("pdb", "Emit debug symbols (portable PDB) mapped to the original source so breakpoints bind in your editor. Compiles unoptimized.")] bool pdb = false) { return ReloadFileCore("reload_file", filename, timeout, assemblyDir, pdb, useInterpreter: false); } [CliCommand("reload_file_editor_interpreter", "Compile in-place [CodeReload] edits and run them through the IlInterpreter VM in this process instead of Assembly.Load (IL2CPP-safe; only a minimal host API + the target type are available)", MainThreadRequired = true, Tags = new[] { "scripts/codereload" })] public static CodeReloadResponse ReloadFileEditorInterpreter( [CliArg("filename", "Source file containing [CodeReload] methods (e.g. Assets/Scripts/Player.cs)", Required = true)] string filename, [CliArg("timeout", "Compilation timeout in milliseconds")] int timeout = 30000, [CliArg("assemblyDir", "Directory to save compiled assemblies to disk (optional, default is in-memory only)")] string assemblyDir = null, [CliArg("pdb", "Emit debug symbols (portable PDB) mapped to the original source so breakpoints bind in your editor. Compiles unoptimized.")] bool pdb = false) { return ReloadFileCore("reload_file_editor_interpreter", filename, timeout, assemblyDir, pdb, useInterpreter: true); } /// Shared body of reload_file and reload_file_editor_interpreter: /// the two commands differ only in the backend the reloaded methods run on. private static CodeReloadResponse ReloadFileCore(string commandName, string filename, int timeout, string assemblyDir, bool pdb, bool useInterpreter) { var stopwatch = System.Diagnostics.Stopwatch.StartNew(); try { if (string.IsNullOrWhiteSpace(filename)) { stopwatch.Stop(); return CodeReloadResponse.CmdFailure( "Bad Request", "Filename parameter is required and cannot be empty", stopwatch.ElapsedMilliseconds); } if (!filename.EndsWith(".cs", StringComparison.OrdinalIgnoreCase)) { filename += ".cs"; } var fullPath = ResolveSourceFilePath(filename); if (string.IsNullOrEmpty(fullPath)) { stopwatch.Stop(); return CodeReloadResponse.CmdFailure( "File Not Found", $"Could not locate source file: {filename}", stopwatch.ElapsedMilliseconds); } // In a Player build, the file must be inside the project's build-baked roots. The // project layout cannot be resolved from a running build, so this is skipped in the // editor (which resolves files against the live project). if (!Application.isEditor) { var scopeCheck = ValidateReloadPath(fullPath, CodeReloadRegistry.AllowedReloadRoots); if (!scopeCheck.IsValid) { stopwatch.Stop(); return CodeReloadResponse.CmdFailure( scopeCheck.Error, scopeCheck.ErrorDetails, stopwatch.ElapsedMilliseconds); } } Debug.Log($"CodeReload: Executing {commandName} command: {fullPath}, timeout: {timeout}ms, assemblyDir: {assemblyDir ?? "in-memory"}, pdb: {pdb}, interpreter: {useInterpreter}"); var task = InPlaceReloadProcessor.ProcessSourceFileAsync(fullPath, assemblyDir, pdb, useInterpreter); task.Wait(); var result = task.Result; stopwatch.Stop(); if (result.Success) { // Everything matches the compiled baseline: an honest no-op success, not // "reload successful with 0 methods" against a null assembly name. Reverting // stale overrides (the edit was undone) is part of the outcome — say so // instead of unregistering silently. if (result.AllUpToDate) { var upToDate = CodeReloadResponse.CmdSuccess( string.Empty, $"Up to date: all {result.UpToDateMethods.Count} [CodeReload] method(s) match the compiled baseline — nothing reloaded" + (result.RevertedMethods.Count > 0 ? $"; reverted {result.RevertedMethods.Count} stale override(s): {string.Join(", ", result.RevertedMethods)}" : "") + ".", result.RegisteredMethods, stopwatch.ElapsedMilliseconds); upToDate.Diagnostics = result.CompilationDiagnostics; return upToDate; } // "Compiled OK but bound nothing" is a failed reload in practice: the compile // succeeded but every method was skipped downstream (e.g. an interpreter-unsupported // construct, or no RuntimePipelineDriver registered the target). Surface the // reasons from CompilationDiagnostics as a failure instead of a silent success. if (result.RegisteredMethods.Count == 0 && result.ExtractedMethods.Count > 0) { var details = result.CompilationDiagnostics != null && result.CompilationDiagnostics.Count > 0 ? "Compiled, but no methods were applied:\n- " + string.Join("\n- ", result.CompilationDiagnostics) : "Compiled, but no methods were applied. Is the target component in the scene " + "and in play mode (with the runtime Pipeline driver active)?"; return CodeReloadResponse.CmdFailure( "No Methods Applied", details, stopwatch.ElapsedMilliseconds, result.CompilationDiagnostics); } CodeReloadRegistry.InvokeReloadCallbacks(result.RegisteredMethods); var response = CodeReloadResponse.CmdSuccess( result.AssemblyName, $"In-place code reload successful: {result.AssemblyName} with {result.RegisteredMethods.Count} methods" + (result.RevertedMethods.Count > 0 ? $"; reverted {result.RevertedMethods.Count} stale override(s): {string.Join(", ", result.RevertedMethods)}" : ""), result.RegisteredMethods, stopwatch.ElapsedMilliseconds); // Surface partial-skip reasons (some methods bound, others skipped) on success too. response.Diagnostics = result.CompilationDiagnostics; return response; } return CodeReloadResponse.CmdFailure( "In-Place Reload Failed", result.ErrorMessage ?? "In-place code reload processing failed", stopwatch.ElapsedMilliseconds, result.CompilationDiagnostics); } catch (Exception ex) { stopwatch.Stop(); Debug.LogError($"CodeReload: {commandName} command failed: {ex.Message}"); Debug.LogError($"CodeReload: Stack trace: {ex.StackTrace}"); return CodeReloadResponse.CmdFailure( "Execution Failed", ex.ToString(), stopwatch.ElapsedMilliseconds); } } [CliCommand("cleanup_codereload", "Remove old code reload DLL versions and clear registry", MainThreadRequired = true, RuntimeOnly = true, Tags = new[] { "scripts/codereload" })] public static CodeReloadResponse CleanupCodeReload( [CliArg("assemblyDir", "Directory containing assemblies to cleanup", Required = true)] string assemblyDir, [CliArg("force_domain_reload", "Force Unity domain reload after cleanup")] bool forceDomainReload = true) { var stopwatch = System.Diagnostics.Stopwatch.StartNew(); try { Debug.Log($"CodeReload: Executing cleanup_codereload command for directory: {assemblyDir}"); // Execute cleanup var cleanupResult = CodeReloadCompiler.CleanupCodeReloadDlls(assemblyDir); stopwatch.Stop(); if (cleanupResult.Success) { var message = $"Cleanup successful: {cleanupResult.Message}"; if (cleanupResult.DeletedFiles.Count > 0) { message += $" Files removed: {string.Join(", ", cleanupResult.DeletedFiles)}"; } // Force domain reload if requested (interrupts gameplay but ensures clean state) if (forceDomainReload && Application.isEditor) { #if UNITY_EDITOR Debug.Log("CodeReload: Requesting Unity domain reload to clean memory state"); UnityEditor.EditorUtility.RequestScriptReload(); message += " Unity domain reload requested."; #endif } Debug.Log($"CodeReload: cleanup_codereload completed successfully in {stopwatch.ElapsedMilliseconds}ms"); return CodeReloadResponse.CmdSuccess( "cleanup_completed", message, cleanupResult.DeletedFiles, stopwatch.ElapsedMilliseconds); } else { return CodeReloadResponse.CmdFailure( "Cleanup Failed", cleanupResult.Message, stopwatch.ElapsedMilliseconds); } } catch (Exception ex) { stopwatch.Stop(); Debug.LogError($"CodeReload: cleanup_codereload command failed: {ex.Message}"); return CodeReloadResponse.CmdFailure( "Execution Failed", ex.ToString(), stopwatch.ElapsedMilliseconds); } } [CliCommand("codereload_status", "Show current code reload registry status and statistics", MainThreadRequired = true, RuntimeOnly = true, Tags = new[] { "scripts/codereload" })] public static CodeReloadResponse CodeReloadStatus() { var stopwatch = System.Diagnostics.Stopwatch.StartNew(); try { // Get current registry stats var stats = CodeReloadRegistry.GetStats(); stopwatch.Stop(); var statusMessage = $"Code Reload Status - " + $"Reloadable Methods: {stats.ReloadableMethodCount}, " + $"Active Overrides: {stats.ActiveOverrideCount}, " + $"Loaded Types: {stats.LoadedTypeCount}"; Debug.Log($"CodeReload: {statusMessage}"); return CodeReloadResponse.CmdSuccess( "status_retrieved", statusMessage, stats.ActiveOverrideIds, stopwatch.ElapsedMilliseconds); } catch (Exception ex) { stopwatch.Stop(); Debug.LogError($"CodeReload: codereload_status command failed: {ex.Message}"); return CodeReloadResponse.CmdFailure( "Execution Failed", ex.ToString(), stopwatch.ElapsedMilliseconds); } } /// /// Validate that a resolved file path lives inside one of the allowed project roots and /// exists on disk. "In scope" means under the Assets folder or a loaded package's location. /// The path is normalized (collapsing any .. segments) before the scope check, so a /// path that escapes the allowed roots via traversal is rejected. A null or empty root set /// matches nothing, so the path is rejected as out of scope. This is a security boundary — /// it prevents files outside the project from being compiled and injected into the assembly. /// public static PathValidationResult ValidateReloadPath(string resolvedPath, System.Collections.Generic.IReadOnlyCollection allowedRoots) { if (string.IsNullOrWhiteSpace(resolvedPath)) { return PathValidationResult.Invalid("Bad Request", "Resolved file path is empty."); } string fullPath; try { fullPath = Path.GetFullPath(resolvedPath); } catch (Exception ex) { return PathValidationResult.Invalid("Bad Request", $"Invalid path: {ex.Message}"); } var underAnyRoot = false; if (allowedRoots != null) { foreach (var root in allowedRoots) { if (string.IsNullOrWhiteSpace(root)) { continue; } string fullRoot; try { fullRoot = Path.GetFullPath(root); } catch { continue; } if (IsUnderDirectory(fullPath, fullRoot)) { underAnyRoot = true; break; } } } if (!underAnyRoot) { return PathValidationResult.Invalid( "Out Of Project Scope", $"Code reload only accepts files inside the project's baked roots (Assets/ or a loaded " + $"package). '{fullPath}' is outside the project scope and will not be compiled."); } if (!File.Exists(fullPath)) { return PathValidationResult.Invalid("File Not Found", $"Source file not found: {fullPath}"); } return PathValidationResult.Valid(); } /// /// True when is contained within . /// Both are expected to be normalized absolute paths. A trailing separator is appended to /// the directory so that a sibling such as "AssetsExtra" is not treated as being under "Assets". /// private static bool IsUnderDirectory(string path, string directory) { var prefix = directory.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar) + Path.DirectorySeparatorChar; // Windows file systems are case-insensitive; Unix file systems are case-sensitive. var comparison = Path.DirectorySeparatorChar == '\\' ? StringComparison.OrdinalIgnoreCase : StringComparison.Ordinal; return path.StartsWith(prefix, comparison); } /// /// Resolve source file path from various possible locations. /// private static string ResolveSourceFilePath(string filename) { if (Path.IsPathRooted(filename) && File.Exists(filename)) { return filename; } var potentialPaths = new[] { Path.Combine("Assets", filename), Path.Combine("Assets", "Scripts", filename), filename // Project root }; foreach (var path in potentialPaths) { if (File.Exists(path)) { return Path.GetFullPath(path); } } return null; } } /// /// Response model for code reload CLI commands. /// Provides consistent response format for all code reload operations. /// class CodeReloadResponse : CommandExecutionResponse { /// /// Assembly name or operation identifier for successful operations. /// public string AssemblyName { get; set; } /// /// List of registered method IDs or files processed. /// public System.Collections.Generic.List Items { get; set; } = new System.Collections.Generic.List(); /// /// Compilation or processing diagnostics. /// public System.Collections.Generic.List Diagnostics { get; set; } = new System.Collections.Generic.List(); /// /// Create a successful code reload response. /// public static CodeReloadResponse CmdSuccess(string assemblyName, string message, System.Collections.Generic.List items, long executionTimeMs) { return new CodeReloadResponse { Success = true, AssemblyName = assemblyName, Message = message, Items = items ?? new System.Collections.Generic.List(), ExecutionTimeMs = executionTimeMs, ExecutedAt = DateTime.UtcNow }; } /// /// Create a failed code reload response. /// public static CodeReloadResponse CmdFailure(string error, string errorDetails, long executionTimeMs, System.Collections.Generic.List diagnostics = null) { return new CodeReloadResponse { Success = false, Error = error, ErrorDetails = errorDetails, ExecutionTimeMs = executionTimeMs, Diagnostics = diagnostics ?? new System.Collections.Generic.List(), ExecutedAt = DateTime.UtcNow }; } } /// /// Result of validating a code reload source path. is a short category and /// the human-readable explanation, matching the shape consumed by /// . /// class PathValidationResult { public bool IsValid { get; private set; } public string Error { get; private set; } public string ErrorDetails { get; private set; } public static PathValidationResult Valid() { return new PathValidationResult { IsValid = true }; } public static PathValidationResult Invalid(string error, string errorDetails) { return new PathValidationResult { IsValid = false, Error = error, ErrorDetails = errorDetails }; } } }