using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using Unity.Pipeline.Config;
using UnityEngine;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
namespace Unity.Pipeline.Editor.BuildProcessors
{
///
/// Build processor for runtime Pipeline support. Three responsibilities:
/// - Validates the RuntimePipelineConfig settings (JSON-authored, read via
/// RuntimePipelineConfig.Load()) before allowing builds with runtime Pipeline enabled.
/// - Bakes the current settings into a transient RuntimePipelineConfig Resources asset so a
/// Player build can find them (the authored copy stays in ProjectSettings/, never here).
/// - Bakes the project's code reload scope (Assets + loaded package locations) into a
/// generated RuntimePipelineBuildInfo asset. A running Player cannot resolve the project
/// layout, so the absolute roots it is allowed to code reload from must be captured at build
/// time.
/// Both generated assets are purged at the very start of every build (before either is
/// possibly rewritten) and deleted again after a successful build, so machine-specific/
/// duplicated data never lingers in the project — including a stale, possibly-enabled asset
/// left behind by a build that was interrupted before OnPostprocessBuild could run (Unity
/// never invokes it for a failed or cancelled build).
///
#if UNITY_6000_3_OR_NEWER
class PipelineRuntimeBuildProcessor : IPreprocessBuildWithContext, IPostprocessBuildWithReport
#else
class PipelineRuntimeBuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport
#endif
{
/// Callback ordering relative to other build processors (0 = default).
public int callbackOrder => 0;
private const string ConfigAssetPath = "Assets/Settings/Pipeline/Resources/RuntimePipelineConfig.asset";
private const string BuildInfoAssetPath = "Assets/Settings/Pipeline/Resources/RuntimePipelineBuildInfo.asset";
// Opt-in symbol that puts the Pipeline into a build that is not a Development Build. Kept in
// step with the defineConstraints on Unity.Pipeline / Unity.Pipeline.IlInterpreter and on the
// bundled DLLs under Runtime/Plugins/CodeAnalysis: if this file and those disagree, a player
// gets settings assets no code can read, or Pipeline code with no settings to start from.
private const string EnableSymbol = "ENABLE_RUNTIME_PIPELINE";
/// Verify bundled DLL integrity and validate runtime pipeline configuration before a build.
#if UNITY_6000_3_OR_NEWER
/// The build callback context.
public void OnPreprocessBuild(BuildCallbackContext ctx)
#else
/// The build report.
public void OnPreprocessBuild(BuildReport report)
#endif
{
// Purge any leftovers from a previous, interrupted build before anything else in this
// method — every exit path below (no config, disabled, not a development build,
// validation failure) must start from a clean slate. OnPostprocessBuild is not invoked
// for a failed/cancelled build, so it can never be relied on for this;
// this purge is the only mechanism that actually guarantees it. Without it, a stale
// *enabled* asset left by an earlier interrupted build would still get packaged into a
// build that is supposed to have Pipeline disabled.
DeleteGeneratedAssetsIfPresent();
// Integrity gate: fail the build if a bundled Roslyn DLL was swapped or modified.
VerifyBundledChecksums();
var config = RuntimePipelineConfig.Load();
if (config == null)
{
Debug.LogWarning("Pipeline: No RuntimePipelineConfig asset found (Project Settings > Pipeline > Runtime). Pipeline will be disabled in Player builds.");
return;
}
try
{
if (!config.enableInBuilds)
{
Debug.LogWarning("Pipeline: RuntimePipelineConfig found, but enableInBuilds = false. Pipeline will be disabled in Player builds.");
return;
}
// A build that will not contain the Pipeline assemblies cannot read the generated
// Resources assets, so baking them would ship dead, machine-specific data.
if (!PipelineIsInBuild())
{
Debug.Log("Pipeline: enableInBuilds is on, but this build is neither a Development " +
$"Build nor defines {EnableSymbol}, so the Pipeline assemblies and settings are " +
"excluded from it.");
return;
}
var validationResult = config.Validate();
if (!validationResult.IsValid)
{
throw new BuildFailedException($"Pipeline: Runtime configuration validation failed: {validationResult.Message}");
}
if (validationResult.Level == "warning")
{
Debug.LogWarning($"Pipeline: Runtime configuration warning: {validationResult.Message}");
}
// Push signing: ensure the project key exists and bake its public half into the
// build info, so the player rejects any code-reload push not signed by the matching
// private key. Log the fingerprint so a later key mismatch is diagnosable from the
// build log alone.
var privateKey = PushSigningKey.LoadOrCreate(PushSigningKey.DefaultDirectory, out var keyCreated);
var pushPublicKey = Unity.Pipeline.CodeReload.PushEnvelope.DerivePublicKey(privateKey);
Debug.Log($"Pipeline: push-signing key {(keyCreated ? "GENERATED" : "loaded")} " +
$"(fingerprint {Unity.Pipeline.CodeReload.PushEnvelope.Fingerprint(pushPublicKey)}, " +
$"Library/Pipeline/{PushSigningKey.KeyFileName}). This build only accepts pushes signed with it.");
WriteConfigAsset(config);
WriteBuildInfoAsset(pushPublicKey);
Debug.Log("Pipeline: Runtime server ENABLED in build.");
}
finally
{
UnityEngine.Object.DestroyImmediate(config);
}
}
///
/// Whether this build will contain the Pipeline runtime assemblies, i.e. whether it satisfies
/// their UNITY_EDITOR || DEVELOPMENT_BUILD || ENABLE_RUNTIME_PIPELINE define
/// constraint. A scripted build (the build command, which calls BuildPlayer with
/// ) is a development build even when the Build
/// Settings toggle is off, so the command's active options count too.
///
private static bool PipelineIsInBuild()
{
if (EditorUserBuildSettings.development)
return true;
if (Commands.Build.BuildCommand.ActiveScriptedBuildOptions is { } scriptedOptions
&& (scriptedOptions & BuildOptions.Development) != 0)
return true;
var group = BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget);
var defines = PlayerSettings.GetScriptingDefineSymbols(NamedBuildTarget.FromBuildTargetGroup(group));
return defines != null && defines.Split(';').Any(d => d.Trim() == EnableSymbol);
}
public void OnPostprocessBuild(BuildReport report)
{
DeleteGeneratedAssetsIfPresent();
}
///
/// Absolute roots considered in-scope for runtime code reload: the project's Assets folder
/// plus the resolved location of every package loaded into the project (a local package may
/// live anywhere on disk, not only under Packages).
///
/// Absolute paths of the project's Assets folder and every loaded package.
public static List CollectProjectRoots()
{
var roots = new List { Path.GetFullPath(Application.dataPath) };
foreach (var package in UnityEditor.PackageManager.PackageInfo.GetAllRegisteredPackages())
{
if (!string.IsNullOrEmpty(package.resolvedPath))
{
roots.Add(Path.GetFullPath(package.resolvedPath));
}
}
return roots;
}
private static void WriteConfigAsset(RuntimePipelineConfig sourceConfig)
{
var folder = Path.GetDirectoryName(ConfigAssetPath).Replace('\\', '/');
CreateFolderRecursive(folder);
// No DeleteGeneratedAssetIfPresent() call here: OnPreprocessBuild already purged both
// paths before any of this method's caller ran, so this path is guaranteed clear.
var baked = ScriptableObject.CreateInstance();
baked.enableInBuilds = sourceConfig.enableInBuilds;
baked.port = sourceConfig.port;
baked.requestTimeoutMs = sourceConfig.requestTimeoutMs;
baked.enableAuditLogging = sourceConfig.enableAuditLogging;
baked.autoStart = sourceConfig.autoStart;
baked.maxWorkItemsPerFrame = sourceConfig.maxWorkItemsPerFrame;
AssetDatabase.CreateAsset(baked, ConfigAssetPath);
AssetDatabase.SaveAssets();
}
private static void WriteBuildInfoAsset(string pushPublicKey)
{
var folder = Path.GetDirectoryName(BuildInfoAssetPath).Replace('\\', '/');
CreateFolderRecursive(folder);
// No DeleteGeneratedAssetIfPresent() call here: OnPreprocessBuild already purged both
// paths before any of this method's caller ran, so this path is guaranteed clear.
var buildInfo = ScriptableObject.CreateInstance();
buildInfo.allowedReloadRoots = CollectProjectRoots();
buildInfo.pushPublicKey = pushPublicKey ?? "";
AssetDatabase.CreateAsset(buildInfo, BuildInfoAssetPath);
AssetDatabase.SaveAssets();
}
///
/// Delete both transient build-only assets if either is present, however they got there —
/// baked by a previous build (normal cleanup) or left behind by one that never reached
/// OnPostprocessBuild (crash, force-quit, cancelled build).
///
private static void DeleteGeneratedAssetsIfPresent()
{
DeleteGeneratedAssetIfPresent(ConfigAssetPath);
DeleteGeneratedAssetIfPresent(BuildInfoAssetPath);
}
///
/// Untyped load + a raw file-existence fallback, deliberately not a typed
/// AssetDatabase.LoadAssetAtPath<T>: a typed load returns null — leaving a stale file
/// untouched on disk, inside Resources, where a Player build would still package it — for
/// any asset whose script reference broke after a package upgrade, or that was only
/// partially written by the very crash that left it behind. Both are exactly the kind of
/// leftover this cleanup exists to catch.
///
private static void DeleteGeneratedAssetIfPresent(string assetPath)
{
if (AssetDatabase.LoadAssetAtPath(assetPath) != null || File.Exists(assetPath))
AssetDatabase.DeleteAsset(assetPath);
}
private static void CreateFolderRecursive(string folder)
{
var parts = folder.Split('/');
var current = parts[0];
for (var i = 1; i < parts.Length; i++)
{
var next = current + "/" + parts[i];
if (!AssetDatabase.IsValidFolder(next))
AssetDatabase.CreateFolder(current, parts[i]);
current = next;
}
}
// Relative location of the bundled Roslyn DLLs + their integrity manifest within the package.
private const string CodeAnalysisRelDir = "Runtime/Plugins/CodeAnalysis";
private const string ChecksumsFileName = "CHECKSUMS";
///
/// Verify the bundled Roslyn DLLs against the committed CHECKSUMS manifest, locating them
/// relative to this package on disk. Throws on any
/// mismatch so a tampered/swapped DLL cannot be built into a player.
///
public static void VerifyBundledChecksums()
{
if (!TryGetBundledCodeAnalysisPaths(out var codeAnalysisDir, out var checksumsPath))
{
throw new BuildFailedException(
"Pipeline: could not locate the com.unity.pipeline package on disk to verify " +
"bundled Roslyn DLL integrity. Aborting build.");
}
var error = VerifyChecksums(codeAnalysisDir, checksumsPath);
if (error != null)
{
throw new BuildFailedException($"Pipeline: bundled Roslyn DLL integrity check failed. {error}");
}
}
///
/// Resolve the bundled Roslyn DLL folder and its CHECKSUMS manifest from this package's
/// location on disk. Returns false when the package cannot be located, in which case both
/// out parameters are null.
///
/// Directory holding the bundled Roslyn DLLs.
/// Path to the CHECKSUMS manifest inside that directory.
/// True when the package was located and both paths were resolved.
public static bool TryGetBundledCodeAnalysisPaths(out string codeAnalysisDir, out string checksumsPath)
{
codeAnalysisDir = null;
checksumsPath = null;
var packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssembly(
typeof(PipelineRuntimeBuildProcessor).Assembly);
if (packageInfo == null || string.IsNullOrEmpty(packageInfo.resolvedPath))
return false;
codeAnalysisDir = Path.Combine(packageInfo.resolvedPath, CodeAnalysisRelDir);
checksumsPath = Path.Combine(codeAnalysisDir, ChecksumsFileName);
return true;
}
///
/// Core, side-effect-free integrity check (so it is directly unit-testable). Returns null
/// when every DLL listed in exists under
/// with a matching SHA-256 and no unlisted DLL is present;
/// otherwise returns a human-readable error describing the first problem found.
///
/// Directory containing the bundled Roslyn DLLs.
/// Path to the CHECKSUMS manifest.
/// Null if every DLL matches; otherwise a human-readable description of the first problem found.
public static string VerifyChecksums(string codeAnalysisDir, string checksumsPath)
{
if (!Directory.Exists(codeAnalysisDir))
return $"DLL directory not found: {codeAnalysisDir}";
if (!File.Exists(checksumsPath))
return $"CHECKSUMS manifest not found: {checksumsPath}";
var expected = ParseChecksums(checksumsPath);
if (expected.Count == 0)
return $"CHECKSUMS manifest has no entries: {checksumsPath}";
// Every listed DLL must exist and match.
foreach (var entry in expected)
{
var dllPath = Path.Combine(codeAnalysisDir, entry.Key);
if (!File.Exists(dllPath))
return $"listed DLL is missing: {entry.Key}";
var actual = ComputeSha256(dllPath);
if (!string.Equals(actual, entry.Value, StringComparison.OrdinalIgnoreCase))
return $"hash mismatch for {entry.Key} (expected {entry.Value}, got {actual})";
}
// No unlisted DLL may sit alongside them (guards against an injected extra assembly).
foreach (var dllPath in Directory.GetFiles(codeAnalysisDir, "*.dll"))
{
var name = Path.GetFileName(dllPath);
if (!expected.ContainsKey(name))
return $"unexpected DLL not listed in CHECKSUMS: {name}";
}
return null;
}
/// SHA-256 of a file as a lowercase hex string.
/// The file to hash.
/// The lowercase hex-encoded SHA-256 hash.
public static string ComputeSha256(string filePath)
{
using (var sha = SHA256.Create())
using (var stream = File.OpenRead(filePath))
{
var hash = sha.ComputeHash(stream);
var sb = new StringBuilder(hash.Length * 2);
foreach (var b in hash)
sb.Append(b.ToString("x2"));
return sb.ToString();
}
}
// Parse " # comment" lines, skipping blanks and '#' comment lines.
private static Dictionary ParseChecksums(string checksumsPath)
{
var result = new Dictionary(StringComparer.OrdinalIgnoreCase);
foreach (var raw in File.ReadAllLines(checksumsPath))
{
var line = raw.Trim();
if (line.Length == 0 || line.StartsWith("#"))
continue;
var tokens = line.Split(new[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries);
if (tokens.Length < 2)
continue;
result[tokens[1]] = tokens[0];
}
return result;
}
}
}