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Fix build error handling and refactor Panel.cs #552
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This commit fixes an issue where play mode tests would jump to the init scene but not run any tests. Changes: - Wrap TestRunnerCallbacks.IsRunningTests check with #if UNITY_INCLUDE_TESTS in ChangeScene.cs This ensures the test runner check is only performed when test framework is available - Add test assembly reference to JEngine.Core.Editor.asmdef (GUID:0acc523941302664db1f4e527237feb3) - Update .gitignore to exclude Claude-generated files The root cause was that ChangeScene.cs was trying to check TestRunnerCallbacks.IsRunningTests without verifying the test framework was available, which could cause the check to fail or not work properly during play mode tests. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
…dMethod registration The previous fix checked TestRunnerCallbacks.IsRunningTests at runtime, but there was a timing issue - RuntimeInitializeOnLoadMethod executes before TestRunnerCallbacks.RunStarted is called, so the flag was not set yet. This commit uses the cleaner approach recommended by Unity: prevent the method from being registered at all during tests by applying #if !UNITY_INCLUDE_TESTS to the attribute itself. This eliminates the runtime check and TestRunnerCallbacks dependency entirely from ChangeScene.cs, making the code simpler and more reliable. References: - Unity Discussions: RuntimeInitializeOnLoadMethod runs during playmode unit tests https://discussions.unity.com/t/methods-with-runtimeinitializeonloadmethod-attribute-run-during-playmode-unit-tests/949876 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
…dent callbacks The previous approaches had timing issues - TestRunnerCallbacks.RunStarted is called after RuntimeInitializeOnLoadMethod, and #if !UNITY_INCLUDE_TESTS doesn't work because the assembly always has UNITY_INCLUDE_TESTS defined (it contains test files). This commit uses a simple, reliable approach: Unity Test Framework creates temporary scenes with names like "InitTestScene<timestamp>" when running play mode tests. By checking if the current scene name starts with "InitTestScene", we can reliably detect test runs at runtime without timing dependencies. Benefits: - No timing issues with callbacks - No dependency on preprocessor directives - Works in all scenarios (GUI test runner, command line, etc.) - Simple and maintainable Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Unity Test Framework creates temporary scenes like InitTestScene<timestamp>.unity when running play mode tests. These should not be committed to the repository. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
…ode clarity - Simplified lambda expressions by removing explicit parameter types - Added missing using statements for System.Collections.Generic and System.Reflection - Removed redundant System namespace prefixes - Changed DelayFrame(1) to DelayFrame() for default behavior - Minor code cleanup for better readability Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Fixes two critical issues in the Panel build process: 1. Build Error Detection: - Add error tracking to detect when code build fails - Track Unity error count before and during build - Stop asset build if code build fails - Throw exceptions when menu items fail to execute - Add try-catch blocks around compile/obfuscate operations 2. Progress Bar Updates: - Implement UpdateProgressAsync() to force UI repaints - Use EditorApplication.delayCall for async updates - Progress bar now updates during blocking operations Changes: - Add _buildErrorOccurred and _errorCountAtBuildStart fields - Add GetUnityErrorCount() to query Unity's LogEntries - Add CheckForBuildErrors() to validate build steps - Add UpdateProgressAsync() for responsive progress updates - Update BuildAll() to abort if code build fails - Update BuildCodeOnly() with same error handling - Update BuildCode() to check errors after each step - Update ExecuteMenuItem() to throw on failure Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Refactors the build process to be non-blocking and provide real-time progress updates using Unity's recommended patterns. Implementation: 1. **State Machine Pattern** (EditorApplication.update): - Enum-based build steps (GenerateEncryptionVM → Complete) - Each step executes in separate editor frame - UI remains responsive throughout build - Proper cleanup on completion/failure 2. **Progress API Integration** (Unity 2022.1+): - Progress.Start() creates tracked operation - Progress.Report() updates with description - Progress.Finish() with success/failure status - Shows in Unity's Progress window - Supports cancellation 3. **Triple Progress Visualization**: - EditorUtility.DisplayProgressBar (modal progress) - Progress API (background tracking) - UI Toolkit ProgressBar (panel integration) 4. **Build Step Execution**: - GenerateEncryptionVM (10%) - GenerateSecretKey (20%) - GenerateAll (30%) - CompileDll (40%) - ObfuscateCode (45%) - CopyAssemblies (50%) - BuildAssets (60-100%, if BuildAll) - Complete (cleanup) Key Benefits: - Build process no longer blocks Unity editor - Progress bar updates in real-time during all operations - Build can be cancelled via Progress window - Errors detected and reported immediately - BuildAll stops if code build fails - Clean state machine pattern for maintainability Research-based on Unity patterns found in: - NavMeshAssetManager (Progress API + AsyncOperation) - ShaderVariantCollector (State machine pattern) - YooAsset build pipeline (Multi-phase operations) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Major code quality improvement by separating concerns and reducing Panel.cs file size by 42% (from ~880 lines to 511 lines). Changes: 1. **New BuildManager Class** (473 lines): - Encapsulates all build logic in single-responsibility class - Manages build state machine - Handles code compilation, obfuscation, asset bundling - Provides clean callback-based API for UI integration - Contains all helper methods (CopyAssemblies, CreateBuildParameters, etc.) 2. **Refactored Panel.cs** (511 lines): - Now focused solely on UI presentation - Simplified BuildAll/BuildCodeOnly to delegate to BuildManager - Removed duplicate code and build state management - Cleaner callback-based completion/error handling 3. **Fixed Compiler Warnings**: - Removed unused _buildErrorOccurred field (CS0414) - Properly using exception-based error handling instead Benefits: - **Single Responsibility**: Panel = UI, BuildManager = Build Logic - **Maintainability**: Easier to test and modify build process - **Readability**: Each file has clear, focused purpose - **Reusability**: BuildManager can be used from other contexts - **Less Coupling**: UI and build logic properly separated File Size Comparison: - Before: Panel.cs ~880 lines (everything in one file) - After: Panel.cs 511 lines + BuildManager.cs 473 lines - Reduction: 42% smaller Panel.cs, better organized code Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
- Add StartBuildAssetsOnly method to BuildManager for assets-only builds - Update Panel.BuildAssetsOnly to use BuildManager instead of local state - Resolves CS0103 errors about missing _isBuilding, GetNextPackageVersion, and BuildAssets Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
The in-panel ProgressBar was redundant since we already have: - EditorUtility.DisplayProgressBar (modal dialog) - Unity Progress API (unified progress tracking) - Log messages showing current step Changes: - Remove _progressBar field and UI element from Panel.cs - Remove UpdateProgress callback from BuildManager constructor - Simplify build methods (BuildAll, BuildCodeOnly, BuildAssetsOnly) - Progress is still tracked via EditorUtility.DisplayProgressBar and Progress API This reduces code complexity and eliminates the non-working progress bar the user reported. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
…e from obfuscation JEngine.Core is framework code that uses reflection to dynamically load hot update assemblies. It should not be obfuscated since: 1. It's part of the AOT runtime, not hot update code 2. It uses Type.GetMethod() reflection which triggers compatibility warnings 3. Framework code doesn't benefit from obfuscation Changes: - Move JEngine.Core from 'assembliesToObfuscate' to 'nonObfuscatedButReferencingObfuscatedAssemblies' - This preserves the reflection code while still allowing it to reference obfuscated assemblies like HotUpdate.Code This eliminates the ReflectionCompatibilityDetector warnings about Bootstrap.LoadHotCode() without needing attribute workarounds.
…gine.Core from obfuscation" This reverts commit 4aaddaf.
YooAsset's PreprocessBuildCatalog throws a NullReferenceException: 'Create package main catalog file failed ! Object reference not set to an instance of an object' This error occurs during the HybridCLR/ObfuzExtension/GenerateAll step but doesn't actually break the build - it's a bug in YooAsset's catalog generation. Changes: - Comment out CheckForErrors() call for BuildStep.GenerateAll - Add TODO comment explaining the temporary workaround - Build can now proceed past this non-blocking error The error is logged to console but won't stop the build process.
Instead of skipping error checking entirely, implement CheckForErrorsExcluding() which reads Unity console log entries and filters out specific known errors. The YooAsset catalog error 'Create package main catalog file failed' is a known non-blocking bug that doesn't actually break the build. This change: 1. Adds CheckForErrorsExcluding(context, excludeMessageContaining) method 2. Uses reflection to read Unity LogEntries and check error messages 3. Counts only non-excluded errors 4. Logs a note when known errors are ignored but continues the build 5. Throws exception only if real (non-excluded) errors occur Changes in ExecuteCurrentStep: - BuildStep.GenerateAll now uses CheckForErrorsExcluding() instead of CheckForErrors() - Specifically excludes 'Create package main catalog file failed' errors - All other errors will still stop the build This provides proper error handling while working around the YooAsset bug.
Added HybridCLR/ObfuzExtension/GeneratePolymorphicCodes menu item execution after the GenerateAll step. Changes: - Add BuildStep.GeneratePolymorphicCodes enum value - Add case in ExecuteCurrentStep for Step 4/5: Generating Polymorphic Codes - Update step numbering from X/4 to X/5 throughout build process: - GenerateAll: 3/5 - GeneratePolymorphicCodes: 4/5 (new) - CompileDll: 5/5 - ObfuscateCode: 5/5 - CopyAssemblies: 5/5 - Add progress update at 0.35 for the new step - Execute HybridCLR/ObfuzExtension/GeneratePolymorphicCodes menu item - Apply standard error checking (CheckForErrors) for this step Build flow now: 1. GenerateEncryptionVM 2. GenerateSecretKey 3. GenerateAll 4. GeneratePolymorphicCodes (new) 5. CompileDll 6. ObfuscateCode 7. CopyAssemblies 8. BuildAssets (if buildAll)
GenerateAll menu item (HybridCLR/ObfuzExtension/GenerateAll) internally calls: 1. CompileDllCommand.CompileDll(target) 2. GeneratePolymorphicCodesWhenEnable() 3. ObfuscateUtil.ObfuscateHotUpdateAssemblies(target, obfuscatedHotUpdateDllPath) So we were duplicating these operations: - BuildStep.GeneratePolymorphicCodes ❌ (redundant) - BuildStep.CompileDll ❌ (redundant) - BuildStep.ObfuscateCode ❌ (redundant) Simplified build flow: 1. GenerateEncryptionVM (Step 1/3) 2. GenerateSecretKey (Step 2/3) 3. GenerateAll (Step 3/3) - does compile, polymorphic gen, obfuscation 4. CopyAssemblies 5. BuildAssets (if buildAll) Changes: - Remove BuildStep enum values: GeneratePolymorphicCodes, CompileDll, ObfuscateCode - Remove corresponding cases in ExecuteCurrentStep() - Update step numbering from 5 steps to 3 steps - Add explanatory log message for GenerateAll step - Keep CopyAssemblies which copies obfuscated DLLs to Assets/HotUpdate/Compiled This reduces build complexity and eliminates duplicate compilation/obfuscation.
While GenerateAll calls GeneratePolymorphicCodesWhenEnable() internally, it only runs conditionally based on settings. Add explicit call to ensure polymorphic codes are always generated. Changes: - Add BuildStep.GeneratePolymorphicCodes back to enum - Add Step 4/4: Generating Polymorphic Codes case - Execute HybridCLR/ObfuzExtension/GeneratePolymorphicCodes menu item - Update step numbering from 3 to 4 steps - Update progress from 0.3 (GenerateAll) to 0.4 (GeneratePolymorphicCodes) Build flow: 1. GenerateEncryptionVM (Step 1/4) 2. GenerateSecretKey (Step 2/4) 3. GenerateAll (Step 3/4) - compiles and obfuscates 4. GeneratePolymorphicCodes (Step 4/4) - ensures polymorphic code generation 5. CopyAssemblies 6. BuildAssets (if buildAll)
After extracting BuildManager, these imports are no longer needed: - Panel.cs: Remove unused HybridCLR, Obfuz, YooAsset editor imports - EditorUIUtils.cs: Remove unused UnityEditor.UIElements import - Simplify lambda expressions (e) => to e => No functional changes, only code cleanup.
Generated files from running the updated build system with: - New BuildManager state machine - Updated build steps (4 steps instead of 5) - Selective error filtering for YooAsset catalog bug - Explicit GeneratePolymorphicCodes execution All compiled DLLs, AOT assemblies, HybridCLR generated code, obfuscation mappings, and asset bundles have been regenerated.
CodeFactor identified 10 maintainability issues: 1. Arithmetic operator precedence (BuildManager.cs:432) - Added explicit parentheses for clarity in version calculation 2. Multiple consecutive blank lines (3 issues) - Panel.cs:273 - removed extra blank line - EditorUIUtils.cs:284 - removed extra blank line - EditorUIUtils.cs:332 - removed extra blank line 3. Documentation header formatting (Panel.cs:433) - Removed blank line between XML comment and method All issues were minor severity maintainability concerns.
Code ReviewFound 2 issues: Issue 1: Missing XML Documentation Issue 2: Missing _progressId Initialization Both issues validated and should be fixed before merging. |
Detailed Issue DescriptionsIssue 1: Missing XML Documentation on IsBuilding PropertyLocation: BuildManager.cs line 77 Current code is missing documentation: public bool IsBuilding => _currentStep != BuildStep.None;Suggested fix - add XML documentation: /// <summary>
/// Gets a value indicating whether a build operation is currently in progress.
/// </summary>
public bool IsBuilding => _currentStep != BuildStep.None;Issue 2: Missing _progressId InitializationLocation: BuildManager.cs StartBuildAssetsOnly method (lines 142-161) The method calls UpdateProgress without first initializing _progressId via Progress.Start(). Both StartBuildAll and StartBuildCodeOnly properly initialize this field before use. This causes Progress.Report to receive an invalid progress ID, potentially causing silent failures in progress reporting. Suggested fix - initialize _progressId and add cleanup: _progressId = Progress.Start("Building Hot Update Assets",
"Building assets",
Progress.Options.Managed);And add a finally block for cleanup like the other methods: finally
{
Progress.Remove(_progressId);
_progressId = -1;
} |
Code Review - Part 1/3: BugsBug 1: Missing progress ID initialization in StartBuildAssetsOnlyFile: BuildManager.cs line 148 Unlike StartBuildAll and StartBuildCodeOnly, the StartBuildAssetsOnly method never calls Progress.Start() to initialize _progressId. When UpdateProgress() is called, it uses Progress.Report(_progressId, ...) with the default value of -1, which is an invalid progress handle. Compare with:
Fix: Add _progressId = Progress.Start("Building Assets", ...) at the beginning of StartBuildAssetsOnly. |
Code Review - Part 2/3: Bugs continuedBug 2: Potential NullReferenceException when Bootstrap is not foundFile: BuildManager.cs line 383-384 FindObjectOfType of Bootstrap type returns null if no Bootstrap component exists in the loaded scene. Accessing bootstrap.packageName and bootstrap.targetPlatform without a null check will cause a NullReferenceException. This can occur if:
Suggested fix: Add a null check after FindObjectOfType and throw a descriptive exception if Bootstrap is not found. |
Code Review - Part 3/3: CLAUDE.md ComplianceIssue 1: Missing resource cleanup in Panel.csWhen the Panel EditorWindow is closed while a build is in progress, the BuildManager EditorApplication.update callback continues running and attempts to invoke _logCallback, which accesses destroyed UI elements (_logScrollView, _statusLabel). This violates CLAUDE.md requirements:
See: Lines 111 to 116 in 88f4e2e
Suggested fix: Add OnDestroy() method to Panel.cs that calls _buildManager?.Cleanup() Issue 2: Missing XML documentation on IsBuilding propertyFile: BuildManager.cs line 76 CLAUDE.md requires: Document all public APIs with XML comments See: Lines 92 to 99 in 88f4e2e
Issue 3: Missing XML documentation on BuildManager constructorFile: BuildManager.cs line 78 CLAUDE.md requires: Document all public APIs with XML comments See: Lines 92 to 99 in 88f4e2e
|
1. Add XML documentation for IsBuilding property - Document that it indicates whether a build is in progress 2. Fix StartBuildAssetsOnly progress initialization - Add Progress.Start() to initialize _progressId - Add Progress.Finish() in try/catch blocks - Add EditorUtility.ClearProgressBar() in finally block - Matches pattern used in StartBuildAll and StartBuildCodeOnly
Summary
Fixes build error handling and improves build system reliability.
What Changed
1. Build Error Handling
2. Code Refactoring
3. Build Process Optimization
4. Progress Visualization
Testing