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ci(audience-sdk): add IL2CPP and Mono PlayMode test workflow (SDK-148) #715
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9e9324a
chore(audience-sdk): include Standalone platforms + test framework re…
ImmutableJeffrey 229f982
test(audience-sdk): cover EventQueue.PurgeAll
ImmutableJeffrey c413bdf
chore(audience-sample-app): name typed-event Send buttons and inputs
ImmutableJeffrey 3043684
chore(audience-sample-app): scaffold PlayMode test infrastructure
ImmutableJeffrey 8db9dd6
test(audience-sample-app): live-fire suite covering 39 SDK + UI paths…
ImmutableJeffrey 7d72558
chore(audience-sample-app): switch Standalone to IL2CPP, preserve Uni…
ImmutableJeffrey 6523793
ci(audience-sdk): add IL2CPP and Mono PlayMode test workflow (SDK-148)
ImmutableJeffrey 52763a7
fix(audience-sdk): treat HTTP 429 as retryable with Retry-After backoff
ImmutableJeffrey 0d45cf9
fix(audience-sample-app): resolve CS8601 nullable warnings
ImmutableJeffrey aa8e225
test(audience-sdk): direct shape assertions for messageId, eventTimes…
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,301 @@ | ||
| name: Audience SDK — PlayMode (IL2CPP + Mono) | ||
|
|
||
| on: | ||
| pull_request: | ||
| paths: | ||
| - 'src/Packages/Audience/**' | ||
| - 'examples/audience/**' | ||
| - '.github/workflows/test-audience-sample-app.yml' | ||
| workflow_dispatch: | ||
|
|
||
| concurrency: | ||
| group: ${{ github.workflow }}-${{ github.ref }} | ||
| cancel-in-progress: true | ||
|
|
||
| jobs: | ||
| playmode: | ||
| if: github.event.pull_request.head.repo.fork == false || github.event_name == 'workflow_dispatch' | ||
| name: ${{ matrix.target }} / ${{ matrix.backend }} / Unity ${{ matrix.unity }} | ||
| strategy: | ||
| fail-fast: false | ||
| matrix: | ||
| include: | ||
| - target: StandaloneWindows64 | ||
| backend: IL2CPP | ||
| unity: 2021.3.45f2 | ||
| changeset: 88f88f591b2e | ||
| runner: [self-hosted, Windows, X64] | ||
| - target: StandaloneWindows64 | ||
| backend: Mono2x | ||
| unity: 2021.3.45f2 | ||
| changeset: 88f88f591b2e | ||
| runner: [self-hosted, Windows, X64] | ||
| - target: StandaloneOSX | ||
| backend: IL2CPP | ||
| unity: 2021.3.45f2 | ||
| changeset: 88f88f591b2e | ||
| runner: [self-hosted, macOS, ARM64] | ||
| - target: StandaloneOSX | ||
| backend: Mono2x | ||
| unity: 2021.3.45f2 | ||
| changeset: 88f88f591b2e | ||
| runner: [self-hosted, macOS, ARM64] | ||
| runs-on: ${{ matrix.runner }} | ||
| timeout-minutes: 60 | ||
|
|
||
| steps: | ||
| - name: Kill stale Unity processes (Windows pre-checkout) | ||
| if: runner.os == 'Windows' | ||
| shell: pwsh | ||
| continue-on-error: true | ||
| run: | | ||
| # actions/checkout@v4 deletes the prior workspace before cloning. If a | ||
| # previous run's Unity Editor / IL2CPP build process is still holding | ||
| # handles inside examples/audience, checkout dies with EBUSY. Kill any | ||
| # leftover Unity-family process here so checkout's cleanup succeeds. | ||
| Get-Process | Where-Object { | ||
| $_.Name -like 'Unity*' -or | ||
| $_.Name -like 'il2cpp*' -or | ||
| $_.Name -like 'UnityShaderCompiler*' -or | ||
| $_.Name -like 'UnityCrashHandler*' | ||
| } | ForEach-Object { | ||
| Write-Host "Killing stale process: $($_.Name) (pid $($_.Id))" | ||
| Stop-Process -Id $_.Id -Force -ErrorAction SilentlyContinue | ||
| } | ||
| Start-Sleep -Seconds 2 | ||
|
|
||
| - uses: actions/checkout@v4 | ||
| with: | ||
| lfs: true | ||
|
|
||
| - name: Cache Unity Library | ||
| uses: actions/cache@v4 | ||
| with: | ||
| path: examples/audience/Library | ||
| key: Library-${{ matrix.backend }}-${{ matrix.target }}-${{ matrix.unity }}-${{ hashFiles('examples/audience/Assets/**', 'examples/audience/Packages/**', 'examples/audience/ProjectSettings/**', 'src/Packages/Audience/**') }} | ||
| restore-keys: | | ||
| Library-${{ matrix.backend }}-${{ matrix.target }}-${{ matrix.unity }}- | ||
| Library-${{ matrix.backend }}-${{ matrix.target }}- | ||
|
|
||
| - name: Ensure MSVC + Windows 10 SDK (Windows IL2CPP) | ||
| if: runner.os == 'Windows' && matrix.backend == 'IL2CPP' | ||
| shell: pwsh | ||
| run: | | ||
| $vswhere = "${env:ProgramFiles(x86)}\Microsoft Visual Studio\Installer\vswhere.exe" | ||
|
|
||
| # Match Unity's detection logic exactly: vswhere requires VC.Tools | ||
| # (any version), registry probe for any Win10 SDK at v10.0/InstallationFolder. | ||
| # Pinning a specific SDK version in -requires is too strict — VCTools | ||
| # ships with whatever Win10 SDK is current, and Unity accepts any. | ||
| function Test-Toolchain { | ||
| $vc = if (Test-Path $vswhere) { | ||
| & $vswhere -latest -products * -requires Microsoft.VisualStudio.Component.VC.Tools.x86.x64 -property installationPath 2>$null | ||
| } else { '' } | ||
| $sdk = (Get-ItemProperty 'HKLM:\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\v10.0' -ErrorAction SilentlyContinue).InstallationFolder | ||
| return @{ VcTools = $vc; Win10Sdk = $sdk } | ||
| } | ||
|
|
||
| $state = Test-Toolchain | ||
| if ($state.VcTools -and $state.Win10Sdk) { | ||
| Write-Host "VC.Tools at: $($state.VcTools)" | ||
| Write-Host "Win10 SDK at: $($state.Win10Sdk)" | ||
| exit 0 | ||
| } | ||
| Write-Host "Toolchain incomplete. VC.Tools='$($state.VcTools)' Win10Sdk='$($state.Win10Sdk)'" | ||
|
|
||
| Write-Host "::group::Install VS 2022 Build Tools (VCTools + Win10 SDK)" | ||
| $installer = "$env:RUNNER_TEMP\vs_BuildTools.exe" | ||
| Invoke-WebRequest -Uri 'https://aka.ms/vs/17/release/vs_BuildTools.exe' -OutFile $installer | ||
|
|
||
| $installArgs = @( | ||
| '--quiet','--wait','--norestart','--nocache', | ||
| '--add','Microsoft.VisualStudio.Workload.VCTools', | ||
| '--add','Microsoft.VisualStudio.Component.VC.Tools.x86.x64', | ||
| '--add','Microsoft.VisualStudio.Component.Windows10SDK.20348', | ||
| '--includeRecommended' | ||
| ) | ||
| $p = Start-Process -FilePath $installer -ArgumentList $installArgs -Wait -PassThru -NoNewWindow | ||
| # 3010 = success, reboot pending (tools are usable without reboot). | ||
| if ($p.ExitCode -ne 0 -and $p.ExitCode -ne 3010) { | ||
| Write-Host "::error::VS Build Tools installer exited $($p.ExitCode)" | ||
| exit $p.ExitCode | ||
| } | ||
| Write-Host "::endgroup::" | ||
|
|
||
| $state = Test-Toolchain | ||
| if (-not ($state.VcTools -and $state.Win10Sdk)) { | ||
| Write-Host "::group::diagnostic" | ||
| Write-Host "VC.Tools path (vswhere): '$($state.VcTools)'" | ||
| Write-Host "Win10 SDK (registry v10.0/InstallationFolder): '$($state.Win10Sdk)'" | ||
| Write-Host "--- all VS installations ---" | ||
| if (Test-Path $vswhere) { & $vswhere -all -products * -format json } | ||
| Write-Host "--- HKLM Win10 SDK roots ---" | ||
| Get-ChildItem 'HKLM:\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows' -ErrorAction SilentlyContinue | Format-List | ||
| Write-Host "::endgroup::" | ||
| Write-Host "::error::Install reported success but VC.Tools or Win10 SDK still not detected — runner service account likely lacks admin to install system-wide. Install VS Build Tools manually on IMX_SDKBUILD: vs_BuildTools.exe --quiet --wait --add Microsoft.VisualStudio.Workload.VCTools --includeRecommended" | ||
| exit 1 | ||
| } | ||
| Write-Host "Verified VC.Tools at: $($state.VcTools)" | ||
| Write-Host "Verified Win10 SDK at: $($state.Win10Sdk)" | ||
|
|
||
| - name: Resolve Unity ${{ matrix.unity }} (macOS) | ||
| if: runner.os == 'macOS' | ||
| shell: bash | ||
| env: | ||
| UNITY_VER: ${{ matrix.unity }} | ||
| UNITY_CS: ${{ matrix.changeset }} | ||
| run: | | ||
| set -uo pipefail | ||
| HUB="/Applications/Unity Hub.app/Contents/MacOS/Unity Hub" | ||
|
|
||
| echo "::group::install editor" | ||
| "$HUB" -- --headless install \ | ||
| --version "$UNITY_VER" --changeset "$UNITY_CS" --architecture arm64 \ | ||
| || echo "(install non-zero — OK if 'Editor already installed in this location')" | ||
| echo "::endgroup::" | ||
|
|
||
| if [ "${{ matrix.backend }}" = "IL2CPP" ]; then | ||
| echo "::group::install mac-il2cpp module" | ||
| "$HUB" -- --headless install-modules \ | ||
| --version "$UNITY_VER" --changeset "$UNITY_CS" --architecture arm64 \ | ||
| --module mac-il2cpp \ | ||
| || echo "(install-modules non-zero — OK if 'No modules found to install')" | ||
| echo "::endgroup::" | ||
| fi | ||
|
|
||
| EDITOR_APP="" | ||
| for cand in \ | ||
| "/Applications/Unity/Hub/Editor/$UNITY_VER-arm64/Unity.app" \ | ||
| "/Applications/Unity/Hub/Editor/$UNITY_VER/Unity.app"; do | ||
| if [ -x "$cand/Contents/MacOS/Unity" ]; then EDITOR_APP="$cand"; break; fi | ||
| done | ||
|
|
||
| IL2CPP_DIR="" | ||
| if [ "${{ matrix.backend }}" = "IL2CPP" ] && [ -n "$EDITOR_APP" ]; then | ||
| for d in \ | ||
| "$EDITOR_APP/Contents/PlaybackEngines/MacStandaloneSupport/Variations/macos_arm64_player_nondevelopment_il2cpp" \ | ||
| "$EDITOR_APP/Contents/PlaybackEngines/MacStandaloneSupport/Variations/macos_x64_player_nondevelopment_il2cpp"; do | ||
| if [ -d "$d" ]; then IL2CPP_DIR="$d"; break; fi | ||
| done | ||
| fi | ||
|
|
||
| MISSING="" | ||
| [ -z "$EDITOR_APP" ] && MISSING="editor" | ||
| [ "${{ matrix.backend }}" = "IL2CPP" ] && [ -z "$IL2CPP_DIR" ] && MISSING="${MISSING:+$MISSING+}mac-il2cpp" | ||
| if [ -n "$MISSING" ]; then | ||
| echo "::error::Unity $UNITY_VER missing: $MISSING" | ||
| ls -la /Applications/Unity/Hub/Editor/ 2>&1 || true | ||
| "$HUB" -- --headless editors --installed 2>&1 || true | ||
| exit 1 | ||
| fi | ||
|
|
||
| echo "Found Unity: $EDITOR_APP/Contents/MacOS/Unity" | ||
| [ -n "$IL2CPP_DIR" ] && echo "Found IL2CPP: $IL2CPP_DIR" | ||
| echo "UNITY_PATH=$EDITOR_APP/Contents/MacOS/Unity" >> "$GITHUB_ENV" | ||
|
|
||
| - name: Resolve Unity ${{ matrix.unity }} (Windows) | ||
| if: runner.os == 'Windows' | ||
| shell: pwsh | ||
| env: | ||
| UNITY_VER: ${{ matrix.unity }} | ||
| UNITY_CS: ${{ matrix.changeset }} | ||
| run: | | ||
| $hub = "C:\Program Files\Unity Hub\Unity Hub.exe" | ||
|
|
||
| Write-Host "::group::install editor" | ||
| $installArgs = @('--','--headless','install','--version',$env:UNITY_VER,'--changeset',$env:UNITY_CS,'--architecture','x86_64') | ||
| & $hub @installArgs 2>&1 | Write-Host | ||
| if ($LASTEXITCODE -ne 0) { Write-Host "(install non-zero — OK if 'Editor already installed in this location')" } | ||
| $global:LASTEXITCODE = 0 | ||
| Write-Host "::endgroup::" | ||
|
|
||
| if ('${{ matrix.backend }}' -eq 'IL2CPP') { | ||
| Write-Host "::group::install windows-il2cpp module" | ||
| $modArgs = @('--','--headless','install-modules','--version',$env:UNITY_VER,'--changeset',$env:UNITY_CS,'--architecture','x86_64','--module','windows-il2cpp') | ||
| & $hub @modArgs 2>&1 | Write-Host | ||
| if ($LASTEXITCODE -ne 0) { Write-Host "(install-modules non-zero — OK if 'No modules found to install')" } | ||
| $global:LASTEXITCODE = 0 | ||
| Write-Host "::endgroup::" | ||
| } | ||
|
|
||
| $editor = "C:\Program Files\Unity\Hub\Editor\$env:UNITY_VER\Editor\Unity.exe" | ||
| $il2cpp = "C:\Program Files\Unity\Hub\Editor\$env:UNITY_VER\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_player_nondevelopment_il2cpp" | ||
| $missing = @() | ||
| if (-not (Test-Path $editor)) { $missing += 'editor' } | ||
| if ('${{ matrix.backend }}' -eq 'IL2CPP' -and -not (Test-Path $il2cpp)) { $missing += 'windows-il2cpp' } | ||
| if ($missing.Count -gt 0) { | ||
| Write-Host "::error::Unity $env:UNITY_VER missing: $($missing -join '+')" | ||
| Get-ChildItem "C:\Program Files\Unity\Hub\Editor\" -ErrorAction SilentlyContinue | Format-Table | ||
| & $hub -- --headless editors --installed | ||
| exit 1 | ||
| } | ||
|
|
||
| Write-Host "Found Unity: $editor" | ||
| if ('${{ matrix.backend }}' -eq 'IL2CPP') { Write-Host "Found IL2CPP: $il2cpp" } | ||
| "UNITY_PATH=$editor" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8 | ||
|
|
||
| - name: Run PlayMode tests (macOS) | ||
| if: runner.os == 'macOS' | ||
| shell: bash | ||
| env: | ||
| AUDIENCE_TEST_PUBLISHABLE_KEY: ${{ secrets.AUDIENCE_TEST_PUBLISHABLE_KEY }} | ||
| AUDIENCE_SCRIPTING_BACKEND: ${{ matrix.backend }} | ||
| run: | | ||
| set -euo pipefail | ||
| mkdir -p artifacts | ||
| "$UNITY_PATH" \ | ||
| -batchmode -nographics \ | ||
| -projectPath examples/audience \ | ||
| -runTests \ | ||
| -testPlatform ${{ matrix.target }} \ | ||
| -testResults "$(pwd)/artifacts/test-results.xml" \ | ||
| -logFile - | ||
|
ImmutableJeffrey marked this conversation as resolved.
|
||
|
|
||
| - name: Run PlayMode tests (Windows) | ||
| if: runner.os == 'Windows' | ||
| shell: pwsh | ||
| env: | ||
| AUDIENCE_TEST_PUBLISHABLE_KEY: ${{ secrets.AUDIENCE_TEST_PUBLISHABLE_KEY }} | ||
| AUDIENCE_SCRIPTING_BACKEND: ${{ matrix.backend }} | ||
| run: | | ||
| New-Item -ItemType Directory -Force -Path artifacts | Out-Null | ||
| $logFile = "$pwd\artifacts\unity.log" | ||
| $unityArgs = @( | ||
| '-batchmode','-nographics', | ||
| '-projectPath','examples/audience', | ||
| '-runTests', | ||
| '-testPlatform','${{ matrix.target }}', | ||
| '-testResults',"$pwd\artifacts\test-results.xml", | ||
| '-logFile',$logFile | ||
| ) | ||
| Write-Host "Launching Unity: $env:UNITY_PATH $($unityArgs -join ' ')" | ||
| $p = Start-Process -FilePath $env:UNITY_PATH -ArgumentList $unityArgs -Wait -PassThru -NoNewWindow | ||
| $exit = $p.ExitCode | ||
| Write-Host "::group::Unity log" | ||
| Get-Content $logFile -ErrorAction SilentlyContinue | Write-Host | ||
| Write-Host "::endgroup::" | ||
| Write-Host "Unity exited with code $exit" | ||
| if ($exit -ne 0) { exit $exit } | ||
|
|
||
| - name: Mark workspace safe for git (Windows) | ||
| if: always() && runner.os == 'Windows' | ||
| shell: pwsh | ||
| run: | | ||
| git config --global --add safe.directory $env:GITHUB_WORKSPACE.Replace('\','/') | ||
|
|
||
| - name: Publish test report | ||
| uses: dorny/test-reporter@v3 | ||
| if: always() | ||
| with: | ||
| name: PlayMode (${{ matrix.backend }} / ${{ matrix.target }}) | ||
| path: artifacts/test-results.xml | ||
| reporter: dotnet-nunit | ||
| fail-on-error: true | ||
|
|
||
| - uses: actions/upload-artifact@v4 | ||
| if: always() | ||
| with: | ||
| name: playmode-${{ matrix.backend }}-${{ matrix.target }}-${{ matrix.unity }} | ||
| path: | | ||
| artifacts/test-results.xml | ||
| examples/audience/Logs/** | ||
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64 changes: 64 additions & 0 deletions
64
examples/audience/Assets/Editor/ScriptingBackendOverride.cs
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,64 @@ | ||
| #nullable enable | ||
|
|
||
| using System; | ||
| using UnityEditor; | ||
| using UnityEditor.Build; | ||
| using UnityEditor.Build.Reporting; | ||
| using UnityEngine; | ||
|
|
||
| namespace Immutable.Audience.Samples.SampleApp.Editor | ||
| { | ||
| // Lets the test runner pick the scripting backend per-build via the | ||
| // AUDIENCE_SCRIPTING_BACKEND env var ("IL2CPP" or "Mono2x"). Unity has | ||
| // no built-in CLI flag for this, so we hook the build pre-process and | ||
| // patch PlayerSettings before the player is compiled. | ||
| // | ||
| // Stripping is also flipped to the realistic per-backend default: | ||
| // IL2CPP → High (the aggressive linker config studios ship under). | ||
| // Mono → Disabled (Mono studios rarely strip; High under Mono can | ||
| // strip Net.Http SSL chain code paths). | ||
| // | ||
| // Usage: | ||
| // AUDIENCE_SCRIPTING_BACKEND=Mono2x Unity -batchmode -runTests ... | ||
| // AUDIENCE_SCRIPTING_BACKEND=IL2CPP Unity -batchmode -runTests ... | ||
| // | ||
| // Unset means "respect ProjectSettings.asset as-is". | ||
| internal sealed class ScriptingBackendOverride : IPreprocessBuildWithReport | ||
| { | ||
| private const string EnvVar = "AUDIENCE_SCRIPTING_BACKEND"; | ||
|
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| public int callbackOrder => 0; | ||
|
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| public void OnPreprocessBuild(BuildReport report) | ||
| { | ||
| var requested = Environment.GetEnvironmentVariable(EnvVar); | ||
| if (string.IsNullOrEmpty(requested)) return; | ||
|
|
||
| ScriptingImplementation backend = requested switch | ||
| { | ||
| "IL2CPP" => ScriptingImplementation.IL2CPP, | ||
| "Mono2x" => ScriptingImplementation.Mono2x, | ||
| _ => throw new BuildFailedException( | ||
| $"{EnvVar} must be 'IL2CPP' or 'Mono2x'; got '{requested}'"), | ||
| }; | ||
|
|
||
| var group = BuildTargetGroup.Standalone; | ||
| var currentBackend = PlayerSettings.GetScriptingBackend(group); | ||
| if (currentBackend != backend) | ||
| { | ||
| PlayerSettings.SetScriptingBackend(group, backend); | ||
| Debug.Log($"[{nameof(ScriptingBackendOverride)}] backend {currentBackend} → {backend}."); | ||
| } | ||
|
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||
| var stripping = backend == ScriptingImplementation.IL2CPP | ||
| ? ManagedStrippingLevel.High | ||
| : ManagedStrippingLevel.Disabled; | ||
| var currentStripping = PlayerSettings.GetManagedStrippingLevel(group); | ||
| if (currentStripping != stripping) | ||
| { | ||
| PlayerSettings.SetManagedStrippingLevel(group, stripping); | ||
| Debug.Log($"[{nameof(ScriptingBackendOverride)}] managedStrippingLevel {currentStripping} → {stripping}."); | ||
| } | ||
| } | ||
| } | ||
| } |
11 changes: 11 additions & 0 deletions
11
examples/audience/Assets/Editor/ScriptingBackendOverride.cs.meta
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