Files

346 lines
15 KiB
C#

using UnityEditor;
using UnityEngine;
using Unity.Pipeline.Models;
using Unity.Pipeline.Commands;
using Unity.Pipeline.Telemetry;
using Unity.Pipeline.Threading;
using UnityEditor.MPE;
#if UNITY_6000_5_OR_NEWER
using Unity.Scripting.LifecycleManagement;
#endif
namespace Unity.Pipeline.Editor
{
/// <summary>
/// Automatically starts Pipeline HTTP server when Unity Editor loads.
/// Handles startup, domain reload persistence, and cleanup.
///
/// Static owner of the live editor server: a static owner survives domain reloads cleanly
/// (re-created by [InitializeOnLoad]), whereas a ScriptableObject's lifetime does not track the
/// server across editor events. <see cref="EditorPipelineManager"/> is an optional, inspectable
/// settings asset whose config is read here at start.
/// </summary>
[InitializeOnLoad]
#if UNITY_6000_5_OR_NEWER
[NoAutoStaticsCleanup]
#endif
static class PipelineServerStartup
{
private static EditorPipelineServer m_Server;
/// <summary>
/// The live editor pipeline server instance (null when stopped). Exposed so the test guard
/// can disable its watchdog for a test run and the EditorPipelineManager inspector can read
/// live status.
/// </summary>
public static EditorPipelineServer Server => m_Server;
static PipelineServerStartup()
{
// Seed the compile service's define snapshot while we're guaranteed on the main
// thread — a background compile fired before any main-thread parse would otherwise
// run with an empty define set (wrong #if branches). Before the worker-process
// early-out: costs one editor API call and holds everywhere.
Compilation.RoslynCompilationService.SnapshotProjectDefines();
// Don't start server in AssetImportWorker processes
if (!IsMainProcess())
return;
// Setup command discovery using TypeCache for fast Editor performance
CommandRegistry.SetDiscovery(new TypeCacheCommandDiscovery());
// Clean up any stale instance descriptor files from previous sessions
CleanupStaleDescriptors();
var cfg = EditorPipelineManager.Load();
// Apply the local eval-usage telemetry config on EVERY domain reload, not only when
// the server starts (AUTHAPI-29): recording hooks eval itself, not the server
// lifecycle, so an AutoStart=false session must still honor the configured opt-outs
// instead of falling back to the hardcoded defaults.
ApplyEvalTelemetrySettings(cfg);
// Start the pipeline server (respecting the settings asset's autoStart if one exists)
if (cfg?.AutoStart ?? true)
StartServer();
// Handle domain reloads and editor shutdown
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
EditorApplication.quitting += OnEditorQuitting;
EditorApplication.wantsToQuit += OnEditorWantsToQuit;
// Handle domain reload detection
AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
}
/// <summary>Start the server if it isn't already running.</summary>
public static void EnsureServerStarted()
{
StartServer();
}
/// <summary>
/// Force a clean restart of the editor pipeline server. Unlike EnsureServerStarted, this
/// works even when the current server's listener has died but still reports IsRunning
/// (e.g. after a test disrupted it). Used by tests to revive the live server they disrupted.
/// </summary>
public static void RestartServer()
{
StopServer();
StartServer();
}
[MenuItem("Window/Pipeline/Start Server")]
private static void MenuStartServer()
{
StartServer();
if (m_Server != null && m_Server.IsRunning)
Debug.Log($"Pipeline Server started on port {m_Server.Port}");
else
Debug.LogWarning("Pipeline Server failed to start");
}
[MenuItem("Window/Pipeline/Start Server", true)]
private static bool MenuStartServerValidate() => m_Server == null || !m_Server.IsRunning;
[MenuItem("Window/Pipeline/Stop Server")]
private static void MenuStopServer()
{
StopServer();
}
[MenuItem("Window/Pipeline/Stop Server", true)]
private static bool MenuStopServerValidate() => m_Server != null && m_Server.IsRunning;
/// <summary>
/// Select the EditorPipelineManager settings asset, creating it under Assets/Settings/Pipeline
/// on first use (the live server otherwise runs from built-in defaults).
/// </summary>
[MenuItem("Window/Pipeline/Settings...")]
private static void OpenSettings()
{
var mgr = EditorPipelineManager.Load();
if (mgr == null)
{
const string folder = "Assets/Settings/Pipeline";
if (!AssetDatabase.IsValidFolder(folder))
{
if (!AssetDatabase.IsValidFolder("Assets/Settings"))
AssetDatabase.CreateFolder("Assets", "Settings");
AssetDatabase.CreateFolder("Assets/Settings", "Pipeline");
}
mgr = ScriptableObject.CreateInstance<EditorPipelineManager>();
AssetDatabase.CreateAsset(mgr, folder + "/EditorPipelineManager.asset");
AssetDatabase.SaveAssets();
}
Selection.activeObject = mgr;
EditorGUIUtility.PingObject(mgr);
}
internal static bool IsMainProcess()
{
// Check command line arguments for asset import worker indicators
var args = System.Environment.GetCommandLineArgs();
for (int i = 0; i < args.Length; i++)
{
if (args[i] == "-readonly" || args[i] == "--virtual-project-clone")
return true;
}
if (AssetDatabase.IsAssetImportWorkerProcess())
return false;
if (ProcessService.level != ProcessLevel.Main)
return false;
return true;
}
/// <summary>
/// Apply the local eval-usage telemetry config (AUTHAPI-29). Local-only, no transmission;
/// disabling it stops even local recording. StoreSource is the explicit opt-in for
/// persisting raw eval source (off by default). Resolving the directory primes the
/// dataPath-derived default on the main thread, so off-main-thread readers (report_evals)
/// and the background record task never touch Unity APIs.
///
/// Internal (not private): this is the ONE place that knows how to turn the settings asset
/// into the static telemetry config, so every push site — the domain-reload static ctor,
/// server start, and <see cref="EditorPipelineManagerEditor"/>'s live inspector push — calls
/// through here rather than re-deriving the two-field mapping independently, which would
/// silently drift the moment a fourth push site (or a third telemetry field) showed up.
/// </summary>
internal static void ApplyEvalTelemetrySettings(EditorPipelineManager cfg)
{
EvalUsageTelemetry.Enabled = cfg?.EvalTelemetryEnabled ?? true;
EvalUsageTelemetry.StoreSource = cfg?.StoreEvalSource ?? false;
EvalUsageTelemetry.ResolveDirectory();
}
/// <summary>
/// Start the Pipeline HTTP server, reading configuration from the EditorPipelineManager
/// settings asset if one exists (otherwise using defaults).
/// </summary>
private static void StartServer()
{
if (m_Server != null && m_Server.IsRunning)
return;
try
{
var cfg = EditorPipelineManager.Load();
m_Server = new EditorPipelineServer
{
// Self-healing watchdog: if the listener dies without a Stop() (an unexpected fault
// outside a domain reload), the watchdog re-opens it so the dogfood loop doesn't
// wedge. Set before Start() (Start arms the watchdog).
WatchdogEnabled = cfg?.WatchdogEnabled ?? true,
WatchdogIntervalSeconds = cfg?.WatchdogIntervalSeconds ?? 5,
LogRequestsResponses = cfg?.LogRequestsResponses ?? false,
AllowSandboxedBrowserClients = cfg?.AllowBrowserClients ?? false,
MaxRequestBodyBytes = 32L * 1024 * 1024
};
// Rotate the transaction log once per Unity session (main thread; SessionState-gated).
// The append path runs off-thread and can't touch SessionState.
PipelineTransactionLog.RotateForNewSession();
// Re-applied on every server start so inspector edits made this session stick
// even without a domain reload (the static ctor covers the reload path).
ApplyEvalTelemetrySettings(cfg);
m_Server.Start(cfg?.Port ?? 0); // 0 auto-assigns from the 7800-7849 range.
// Restore whatever auto-tick state the user last set this session (survives the
// domain reload that just wiped AutoTickCommand's statics). Only a session with no
// prior explicit set_autotick call falls back to a default, and that default is "on"
// when the watchdog is enabled: the watchdog rides EditorApplication.update, but a
// backgrounded/idle editor stops ticking once the listener dies (no requests left to
// wake it) — the exact moment the watchdog must run. Keeping auto-tick on by default
// keeps the update loop spinning regardless of focus, which keeps both the watchdog
// AND the dispatcher message pump alive.
Commands.AutoTickCommand.RestoreFromSession(defaultEnabled: m_Server.WatchdogEnabled);
}
catch (System.Exception ex)
{
Debug.LogError($"Failed to start Pipeline Server: {ex.Message}");
}
}
/// <summary>
/// Stop the Pipeline HTTP server.
/// </summary>
public static void StopServer()
{
if (m_Server != null)
{
try
{
m_Server.Stop();
}
catch (System.Exception ex)
{
Debug.LogWarning($"Error stopping Pipeline Server: {ex.Message}");
}
finally
{
m_Server = null;
}
}
}
/// <summary>
/// Clean up stale instance descriptor files from previous Editor sessions.
/// </summary>
private static void CleanupStaleDescriptors()
{
var projectPath = System.IO.Path.GetDirectoryName(Application.dataPath);
// Try to read existing descriptor
var existing = InstanceDescriptor.ReadFromProjectRoot(projectPath);
if (existing != null)
{
// Check if process is still running
try
{
var process = System.Diagnostics.Process.GetProcessById(existing.Pid);
if (process.HasExited)
{
// Process is dead, remove stale file
InstanceDescriptor.RemoveFromProjectRoot(projectPath);
}
}
catch
{
// Process doesn't exist or access denied, remove stale file
InstanceDescriptor.RemoveFromProjectRoot(projectPath);
}
}
}
/// <summary>
/// Handle play mode state changes.
/// </summary>
private static void OnPlayModeStateChanged(PlayModeStateChange state)
{
// Server continues running through play mode changes
// Status endpoint will reflect current play mode via EditorApplication.isPlaying
// RuntimePipelineDriver.Awake() switches CommandRegistry to reflection-based discovery
// on every Play Mode entry (a Player has no TypeCache). With Fast Enter Play Mode
// (domain reload disabled), nothing else runs this static constructor to switch it back
// on the way out — pre-FEPM, re-entering Edit mode via a domain reload did this for
// free. Restore TypeCache discovery explicitly here instead of relying on that reload.
if (state == PlayModeStateChange.EnteredEditMode)
CommandRegistry.SetDiscovery(new TypeCacheCommandDiscovery());
// Dynamic command registrations (CommandRegistry.RegisterCommand) are static state with
// domain-reload lifetime, and a script registering from Awake/OnEnable re-registers on
// every Play Mode entry. With domain reload disabled nothing resets the registry between
// sessions, so the second entry would throw "already registered dynamically" and a
// surviving entry would hold a delegate bound to the previous session's destroyed
// object. Bracket the session here to clear what it registered; registrations made in
// Edit Mode are kept, since nothing re-runs to restore them.
if (state == PlayModeStateChange.ExitingEditMode)
CommandRegistry.PlayModeSessionStarted();
else if (state == PlayModeStateChange.EnteredEditMode)
CommandRegistry.PlayModeSessionEnded();
}
/// <summary>
/// Handle Editor shutdown.
/// </summary>
private static void OnEditorQuitting()
{
StopServer(); // Stop() shuts down the server's own dispatcher.
}
private static bool OnEditorWantsToQuit()
{
// WARNING: we need to fire SessionStop in WantsToQuit. Firing in Quits won't actually send the event.
PipelineAnalytics.SendSessionStoppedIfStarted();
return true;
}
/// <summary>
/// Handle before assembly reload (domain reload).
/// </summary>
private static void OnBeforeAssemblyReload()
{
// Server will be automatically recreated after reload due to [InitializeOnLoad]
// Instance descriptor file will be cleaned up and recreated
}
/// <summary>
/// Handle after assembly reload (domain reload).
/// </summary>
private static void OnAfterAssemblyReload()
{
// Server should already be restarted via [InitializeOnLoad]
// This is mainly for logging/verification
}
}
}