Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
301 changes: 301 additions & 0 deletions .github/workflows/test-audience-sample-app.yml
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
Comment thread
ImmutableJeffrey marked this conversation as resolved.

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 -
Comment thread
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/**
8 changes: 8 additions & 0 deletions examples/audience/Assets/Editor.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

64 changes: 64 additions & 0 deletions examples/audience/Assets/Editor/ScriptingBackendOverride.cs
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";

public int callbackOrder => 0;

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}.");
}

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}.");
}
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Loading
Loading