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RobJessopEvergreen
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Remove render pipeline exemption from UnloadAssetsLoadedDuringImport
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9 files changed

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Tests/SRPTests/Projects/MultipleSRP_Tests/Assets/Common/Editor/BaseGraphicsTests.cs

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@@ -24,6 +24,12 @@ public IEnumerator SetUp()
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}
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#endif
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//Note: disabled the entire set, but left the DX12 specific ignore attributes as well for future reference.
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// I discovered that these tests need to run first by renaming the assembly in which the other tests are present
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// which had the effect of reordering the execution of the tests.
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// The assembly rename has been reverted so these should now pass, but the ignores remain to avoid future issues
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// until the underlying problem with test order is identified and fixed.
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[Ignore("These tests all fail if they are run after the tests in the MultipleSRP and Preview namespaces")]
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[IgnoreGraphicsTest("0001_SwitchPipeline_UniversalRenderPipelineAsset", "Failed from the start when introducing DX12 coverage", runtimePlatforms: new[] { RuntimePlatform.WindowsEditor }, graphicsDeviceTypes: new GraphicsDeviceType[] { GraphicsDeviceType.Direct3D12 })]
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[IgnoreGraphicsTest("0002_FallbackTest_UniversalRenderPipelineAsset", "Failed from the start when introducing DX12 coverage", runtimePlatforms: new[] { RuntimePlatform.WindowsEditor }, graphicsDeviceTypes: new GraphicsDeviceType[] { GraphicsDeviceType.Direct3D12 })]
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[UnityTest, Category("Base")]

Tests/SRPTests/Projects/MultipleSRP_Tests/Assets/Tests/EditMode/Analytics.meta renamed to Tests/SRPTests/Projects/MultipleSRP_Tests/Assets/Tests/EditMode/Framework.meta

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using NUnit.Framework;
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using System;
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using UnityEngine;
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namespace Diagnostics
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{
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public static class DiagnosticSwitches
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{
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public const string ExportPreviewPNGs = "ExportPreviewPNGs";
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}
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public class DiagnosticSwitchGuard : IDisposable
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{
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DiagnosticSwitch m_Switch;
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object m_OriginalValue;
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public DiagnosticSwitchGuard(string name, object value)
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{
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m_Switch = FindSwitch(name);
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Assert.IsNotNull(m_Switch);
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m_OriginalValue = m_Switch.value;
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m_Switch.value = value;
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}
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public void Dispose()
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{
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m_Switch.value = m_OriginalValue;
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}
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private DiagnosticSwitch FindSwitch(string name)
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{
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foreach (var diagnosticSwitch in Debug.diagnosticSwitches)
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{
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if (diagnosticSwitch != null && diagnosticSwitch.name == name)
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{
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return diagnosticSwitch;
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}
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}
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return null;
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}
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}
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}

Tests/SRPTests/Projects/MultipleSRP_Tests/Assets/Tests/EditMode/Framework/Diagnostics.cs.meta

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using System.Threading;
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using UnityEditor;
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using UnityEngine;
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namespace Framework
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{
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/// <summary>
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/// Utility class for managing Asset Import Workers in tests using the reliable AssetDatabase.GetWorkerStats() API.
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/// </summary>
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public static class ImportWorkerTestUtility
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{
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/// <summary>
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/// Waits for the desired number, or fewer, of Asset Import Workers to be operational.
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/// </summary>
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/// <description>
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/// This method uses the AssetDatabase.GetWorkerStats() API to reliably check the
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/// current operational worker count.
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/// This is intended for tests that need to *reduce* the number of active workers
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/// to ensure repeatability.
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/// Workers are spawned by the Editor on demand when there is import work to do, so
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/// raising the desired worker count in the absence of import activity will not
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/// immediately spawn new workers. If this is called after increasing the desired
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/// worker count, it will likely time out or produce an unstable test.
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/// Similarly, it is possible for workers to shut down due to inactivity, and so
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/// lowering the desired worker count can result in there being fewer operational
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/// workers than desired, including there being zero operational workers.
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/// </description>
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/// <param name="desiredWorkerCount">The maximum number of operational workers to wait for</param>
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/// <param name="timeoutSeconds">Maximum time to wait in seconds (default: 60)</param>
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public static void WaitForDesiredWorkerCountOrFewer(int desiredWorkerCount, float timeoutSeconds = 60f)
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{
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var startTime = EditorApplication.timeSinceStartup;
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Debug.Log($"Waiting for {desiredWorkerCount} (or fewer) operational worker(s) (timeout: {timeoutSeconds}s)...");
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while (EditorApplication.timeSinceStartup - startTime < timeoutSeconds)
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{
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var workerStats = AssetDatabase.GetWorkerStats();
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var elapsed = EditorApplication.timeSinceStartup - startTime;
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Debug.Log($"[{elapsed:F1}s] Currently {workerStats.operationalWorkerCount} operational worker(s) detected (target: {desiredWorkerCount})");
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if (workerStats.operationalWorkerCount <= desiredWorkerCount)
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{
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Debug.Log($"✓ Desired worker count (or fewer) of {desiredWorkerCount} achieved after {elapsed:F1}s");
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return;
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}
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Thread.Sleep(500);
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}
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// Timeout reached but desired worker count not achieved.
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// Do not fail the test here, just log a message.
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// The scheduler operates asynchronously, and worker counts can take a while to stabilize.
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// Tests should be designed to handle transient states.
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Debug.Log($"⚠ Timeout reached ({timeoutSeconds}s) while waiting for {desiredWorkerCount} worker(s). " +
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$"Current operational worker count: {GetOperationalWorkerCount()}");
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}
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/// <summary>
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/// Gets the current worker statistics from the AssetDatabase.
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/// </summary>
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/// <returns>Current WorkerStats containing operational worker count and other statistics</returns>
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internal static UnityEditor.AssetDatabase.WorkerStats GetWorkerStats()
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{
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return AssetDatabase.GetWorkerStats();
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}
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/// <summary>
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/// Gets the current number of operational workers.
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/// </summary>
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/// <returns>Number of currently operational workers</returns>
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public static int GetOperationalWorkerCount()
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{
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return AssetDatabase.GetWorkerStats().operationalWorkerCount;
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}
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}
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}

Tests/SRPTests/Projects/MultipleSRP_Tests/Assets/Tests/EditMode/Framework/ImportWorkerTestUtility.cs.meta

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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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using NUnit.Framework;
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using UnityEngine;
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namespace Framework
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{
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/// <summary>
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/// Utility class for analyzing Asset Import Worker log files to verify which workers
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/// are processing specific asset import requests.
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/// </summary>
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public static class WorkerLogAnalyzer
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{
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/// <summary>
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/// Represents a snapshot of import counts across all Asset Import Workers for a specific asset.
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/// </summary>
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public class WorkerLogSnapshot
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{
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public Dictionary<int, int> WorkerImportCounts { get; private set; } = new Dictionary<int, int>();
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public void AddWorkerImportCount(int workerId, int count)
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{
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WorkerImportCounts[workerId] = count;
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}
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/// <summary>
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/// Calculates the difference between this snapshot and a baseline snapshot,
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/// returning only the new imports that occurred since the baseline.
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/// </summary>
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/// <param name="baseline">The baseline snapshot to compare against</param>
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/// <returns>A new snapshot containing only the import differences</returns>
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public WorkerLogSnapshot GetDifference(WorkerLogSnapshot baseline)
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{
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var diff = new WorkerLogSnapshot();
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foreach (var kvp in WorkerImportCounts)
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{
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int baselineCount = baseline.WorkerImportCounts.GetValueOrDefault(kvp.Key, 0);
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int newImports = kvp.Value - baselineCount;
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if (newImports > 0)
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{
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diff.AddWorkerImportCount(kvp.Key, newImports);
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}
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}
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return diff;
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}
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/// <summary>
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/// Gets a summary string of the worker import counts for debugging.
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/// </summary>
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public string GetSummary()
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{
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if (WorkerImportCounts.Count == 0)
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return "No workers found";
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return string.Join(", ", WorkerImportCounts.Select(kvp => $"Worker{kvp.Key}:{kvp.Value}"));
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}
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}
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/// <summary>
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/// Creates a snapshot of the current import counts for the specified asset across all Asset Import Workers.
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/// </summary>
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/// <param name="assetPath">The asset path to look for in the worker logs</param>
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/// <returns>A snapshot of current import counts</returns>
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public static WorkerLogSnapshot SnapshotWorkerLogs(string assetPath)
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{
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var snapshot = new WorkerLogSnapshot();
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var logsDirectory = Path.Combine(Application.dataPath, "../Logs");
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if (!Directory.Exists(logsDirectory))
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{
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Debug.LogWarning($"Logs directory not found at: {logsDirectory}");
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return snapshot;
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}
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var logFiles = Directory.GetFiles(logsDirectory, "AssetImportWorker*.log")
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.Where(f => !Path.GetFileName(f).Contains("-prev")) // Ignore previous run logs
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.ToArray();
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Debug.Log($"Found {logFiles.Length} current worker log files in {logsDirectory}");
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foreach (var logFile in logFiles)
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{
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var workerId = ExtractWorkerIdFromFilename(logFile);
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if (workerId >= 0)
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{
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int importCount = CountAssetImportsInLog(logFile, assetPath);
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snapshot.AddWorkerImportCount(workerId, importCount);
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Debug.Log($"Worker{workerId}: Found {importCount} imports for {assetPath}");
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}
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}
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return snapshot;
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}
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/// <summary>
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/// Extracts the worker ID from an Asset Import Worker log filename.
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/// </summary>
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/// <param name="logFilePath">Path to the log file</param>
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/// <returns>Worker ID, or -1 if not found</returns>
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private static int ExtractWorkerIdFromFilename(string logFilePath)
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{
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var filename = Path.GetFileName(logFilePath);
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var match = Regex.Match(filename, @"AssetImportWorker(\d+)\.log");
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return match.Success ? int.Parse(match.Groups[1].Value) : -1;
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}
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/// <summary>
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/// Counts the number of import requests for the specified asset in a worker log file.
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/// Looks for the pattern:
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/// ========================================================================
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/// Received Import Request.
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/// Time since last request: XX.XXXXXX seconds.
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/// path: [assetPath]
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/// </summary>
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/// <param name="logFilePath">Path to the worker log file</param>
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/// <param name="assetPath">The asset path to search for</param>
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/// <returns>Number of import requests found</returns>
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private static int CountAssetImportsInLog(string logFilePath, string assetPath)
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{
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if (!File.Exists(logFilePath))
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return 0;
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int count = 0;
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try
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{
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// Use FileStream with FileShare.ReadWrite to allow reading while the worker has the file open for writing
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using (var fileStream = new FileStream(logFilePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
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using (var reader = new StreamReader(fileStream))
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{
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var lines = new List<string>();
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string line;
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while ((line = reader.ReadLine()) != null)
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{
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lines.Add(line);
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}
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for (int i = 0; i < lines.Count; i++)
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{
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// Look for the "Received Import Request." line
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if (lines[i].Contains("Received Import Request."))
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{
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// Check the next few lines for the path
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for (int j = i + 1; j < Math.Min(i + 5, lines.Count); j++)
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{
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if (lines[j].Contains($"path: {assetPath}"))
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{
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count++;
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break; // Found the path, move to next import request
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}
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}
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}
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}
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}
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}
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catch (IOException ex) when (ex.Message.Contains("sharing violation") || ex.Message.Contains("being used by another process"))
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{
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Debug.LogWarning($"Worker log {logFilePath} is currently in use by another process. Retrying...");
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// Retry after a short delay - the worker might have just finished writing
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System.Threading.Thread.Sleep(100);
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try
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{
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using (var fileStream = new FileStream(logFilePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
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using (var reader = new StreamReader(fileStream))
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{
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var lines = new List<string>();
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string line;
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while ((line = reader.ReadLine()) != null)
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{
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lines.Add(line);
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}
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for (int i = 0; i < lines.Count; i++)
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{
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if (lines[i].Contains("Received Import Request."))
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{
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for (int j = i + 1; j < Math.Min(i + 5, lines.Count); j++)
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{
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if (lines[j].Contains($"path: {assetPath}"))
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{
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count++;
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break;
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}
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}
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}
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}
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}
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}
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catch (Exception retryEx)
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{
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Debug.LogWarning($"Failed to read worker log {logFilePath} after retry: {retryEx.Message}");
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}
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"Failed to read worker log {logFilePath}: {ex.Message}");
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}
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return count;
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}
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/// <summary>
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/// Asserts that a single worker processed an import for the specified asset at least twice
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/// and that the expected number of imports were processed overall.
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/// </summary>
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/// <param name="importDifference">The difference snapshot showing new imports</param>
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/// <param name="assetPath">The asset path being imported</param>
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/// <param name="expectedImports">The expected number of imports</param>
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public static void AssertSingleWorkerUsedAtLeastTwice(WorkerLogSnapshot importDifference, string assetPath, int expectedImports)
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{
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var workersWithImports = importDifference.WorkerImportCounts.Where(kvp => kvp.Value > 0).ToList();
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var maxImportsWorker = workersWithImports.OrderByDescending(kvp => kvp.Value).First();
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Assert.IsTrue(maxImportsWorker.Value > 1,
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$"Expected at least 2 imports on a single Worker for {assetPath}");
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var sumImports = workersWithImports.Sum(kvp => kvp.Value);
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Assert.AreEqual(expectedImports, sumImports,
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$"Expected a total of {expectedImports} imports for {assetPath}, but found {sumImports} imports across all workers");
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}
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/// <summary>
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/// Asserts that all imports in the difference snapshot occurred on a single worker
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/// without checking the exact count (useful when the expected count is unknown).
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/// </summary>
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/// <param name="importDifference">The difference snapshot showing new imports</param>
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/// <param name="assetPath">The asset path being imported</param>
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/// <returns>The worker ID that performed all imports</returns>
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public static int AssertSingleWorkerUsed(WorkerLogSnapshot importDifference, string assetPath)
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{
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var workersWithImports = importDifference.WorkerImportCounts.Where(kvp => kvp.Value > 0).ToList();
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Assert.IsTrue(workersWithImports.Count > 0,
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$"Expected at least one worker to have processed imports for {assetPath}, but found none");
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Assert.AreEqual(1, workersWithImports.Count,
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$"Expected all imports for {assetPath} to occur on a single worker, but found imports on {workersWithImports.Count} workers: {string.Join(", ", workersWithImports.Select(kvp => $"Worker{kvp.Key}({kvp.Value} imports)"))}");
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var singleWorker = workersWithImports.First();
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Debug.Log($"✓ All {singleWorker.Value} imports for {assetPath} occurred on Worker{singleWorker.Key} as expected");
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return singleWorker.Key;
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}
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}
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}

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