Files
AIGame/AIClient/Packages/com.unity.pipeline/Runtime/Models/RuntimeInstanceDescriptor.cs
T

251 lines
9.2 KiB
C#

using System;
using Newtonsoft.Json;
using UnityEngine;
using Unity.Pipeline.Config;
using System.IO;
using Unity.Pipeline.Security;
#if UNITY_6000_5_OR_NEWER
using Unity.Scripting.LifecycleManagement;
#endif
namespace Unity.Pipeline.Models
{
/// <summary>
/// Instance descriptor for runtime Unity Player builds with Pipeline server.
/// Different from Editor InstanceDescriptor to reflect runtime context and security.
/// </summary>
[Serializable]
#if UNITY_6000_5_OR_NEWER
[NoAutoStaticsCleanup]
#endif
class RuntimeInstanceDescriptor
{
private const string RuntimeDescriptorFileName = ".unity-pipeline-runtime-port";
/// <summary>
/// Process ID of the Unity Player application
/// </summary>
[JsonProperty("pid")]
public int Pid { get; set; }
/// <summary>
/// HTTP port the pipeline server is listening on (7900-7999 range)
/// </summary>
[JsonProperty("port")]
public int Port { get; set; }
/// <summary>
/// Unity runtime platform (Windows, macOS, Linux, etc.)
/// </summary>
[JsonProperty("platform")]
public string Platform { get; set; }
/// <summary>
/// Unity Player version string
/// </summary>
[JsonProperty("unityVersion")]
public string UnityVersion { get; set; }
/// <summary>
/// Unique build identifier
/// </summary>
[JsonProperty("buildGuid")]
public string BuildGuid { get; set; }
/// <summary>
/// When the runtime instance was started
/// </summary>
[JsonProperty("startedAt")]
public DateTime StartedAt { get; set; }
/// <summary>
/// Last heartbeat timestamp
/// </summary>
[JsonProperty("lastHeartbeat")]
public DateTime LastHeartbeat { get; set; }
/// <summary>
/// Working directory where the application is running
/// </summary>
[JsonProperty("workingDirectory")]
public string WorkingDirectory { get; set; }
/// <summary>
/// Security token used to authorize requests to this runtime server.
/// </summary>
[JsonProperty("evalToken")]
public string EvalToken { get; set; }
/// <summary>
/// Optional wire features this server understands (e.g. <c>exec.argv</c>), mirrored from
/// <see cref="BasePipelineServer.Capabilities"/> so the two carriers cannot drift.
///
/// Carried in the descriptor because every client already reads this file locally to
/// obtain the eval token, so negotiation costs no extra request. A descriptor with NO
/// capabilities key at all comes from a server too old to have the field, and a client
/// must then assume it supports none of these features.
/// </summary>
[JsonProperty("capabilities", NullValueHandling = NullValueHandling.Ignore)]
public string[] Capabilities { get; set; }
/// <summary>
/// Create runtime instance descriptor for current Player application.
/// </summary>
/// <param name="port">Port the runtime server is listening on.</param>
/// <param name="config">The runtime pipeline configuration (currently unused, reserved for future fields).</param>
/// <returns>A populated descriptor for this Player instance.</returns>
public static RuntimeInstanceDescriptor CreateCurrent(int port, RuntimePipelineConfig config)
{
try
{
var pid = System.Diagnostics.Process.GetCurrentProcess().Id;
var unityVersion = Application.unityVersion;
var platform = Application.platform.ToString();
var buildGuid = Application.buildGUID;
var workingDir = Directory.GetCurrentDirectory();
var token = SecurityTokenManager.GetOrCreateToken();
return new RuntimeInstanceDescriptor
{
Capabilities = BasePipelineServer.Capabilities,
Pid = pid,
Port = port,
Platform = platform,
UnityVersion = unityVersion,
BuildGuid = buildGuid,
StartedAt = DateTime.UtcNow,
LastHeartbeat = DateTime.UtcNow,
WorkingDirectory = workingDir,
EvalToken = token
};
}
catch (Exception ex)
{
UnityEngine.Debug.LogError($"Pipeline: CreateCurrent failed: {ex.Message}");
throw;
}
}
/// <summary>
/// Serializes descriptor writes so concurrent heartbeat rewrites (e.g. overlapping
/// /api/status probes) can't leave a torn file on disk. Mirrors InstanceDescriptor's
/// m_WriteGate.
/// </summary>
private static readonly object m_WriteGate = new object();
/// <summary>
/// Write runtime instance descriptor to working directory.
/// </summary>
/// <param name="descriptor">The descriptor to write.</param>
public static void WriteToWorkingDirectory(RuntimeInstanceDescriptor descriptor)
{
lock (m_WriteGate)
{
try
{
var filePath = GetDescriptorFilePath();
var isNewFile = !File.Exists(filePath);
var json = JsonConvert.SerializeObject(descriptor, Formatting.Indented);
File.WriteAllText(filePath, json);
// The descriptor carries the auth token; keep it readable only by the current user.
// Applied once on creation (heartbeat rewrites preserve the existing permissions).
if (isNewFile)
FilePermissions.RestrictToCurrentUser(filePath);
System.Console.WriteLine($"Pipeline: Runtime descriptor written to {filePath}");
}
catch (Exception ex)
{
UnityEngine.Debug.LogError($"Pipeline: Failed to write runtime descriptor: {ex.Message}");
throw;
}
}
}
/// <summary>
/// Read runtime instance descriptor from working directory.
/// </summary>
/// <returns>The descriptor, or null if missing/corrupted.</returns>
public static RuntimeInstanceDescriptor ReadFromWorkingDirectory()
{
var filePath = GetDescriptorFilePath();
if (!File.Exists(filePath))
return null;
try
{
var json = File.ReadAllText(filePath);
return JsonConvert.DeserializeObject<RuntimeInstanceDescriptor>(json);
}
catch (Exception ex)
{
UnityEngine.Debug.LogWarning($"Pipeline: Failed to read runtime descriptor: {ex.Message}");
return null;
}
}
/// <summary>
/// Remove runtime instance descriptor from working directory.
/// </summary>
public static void RemoveFromWorkingDirectory()
{
var filePath = GetDescriptorFilePath();
if (File.Exists(filePath))
{
try
{
File.Delete(filePath);
}
catch (Exception ex)
{
UnityEngine.Debug.LogWarning($"Pipeline: Failed to remove runtime descriptor: {ex.Message}");
}
}
}
/// <summary>
/// Update heartbeat timestamp in existing descriptor file.
/// </summary>
public static void UpdateHeartbeat()
{
try
{
var descriptor = ReadFromWorkingDirectory();
if (descriptor != null)
{
descriptor.LastHeartbeat = DateTime.UtcNow;
WriteToWorkingDirectory(descriptor);
}
}
catch (Exception ex)
{
UnityEngine.Debug.LogWarning($"Pipeline: Failed to update runtime heartbeat: {ex.Message}");
}
}
/// <summary>
/// Test-only override of the detected platform, so the Android branch below is reachable
/// without a real device. Null (the default) uses the real <see cref="Application.platform"/>.
/// </summary>
internal static RuntimePlatform? OverridePlatform;
internal static string GetDescriptorFilePath()
{
var platform = OverridePlatform ?? Application.platform;
// On Android, Application.dataPath points inside the read-only, system-owned APK
// install directory (e.g. ".../base.apk") — the app cannot write there. persistentDataPath
// is the one location Unity guarantees is writable on Android (UUM-151968).
var workingDir = platform == RuntimePlatform.Android
? Application.persistentDataPath
: new FileInfo($"{Application.dataPath}/..").FullName;
return Path.Combine(workingDir, RuntimeDescriptorFileName);
}
}
}