using System;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
namespace Aetheria.EditorTools
{
///
/// Batchmode check for the flow as the scene runs it (campaign aetheria-fauna, cut fauna-flow-field; target
/// invariants flow-one-owner and flow-shader-parity). FlowFieldParityVerify proves the HLSL against FlowField with
/// no scene loaded; this opens ARPG.unity, lets VolumeSampling and Stardust initialise as the game does, drives
/// their own Start and Update with a zone attached, and asserts what the presenters did:
/// - nothing threw and nothing logged an error (a type that cannot initialise in a scene, as VolumeSampling once
/// could when it created its keywords in a static field initializer, throws on its first use);
/// - FLOW_GLOBAL and FLOW_SLOPE are enabled, _FlowAmplitude is the zone's, and the nebula noise clock is the zone's;
/// - the stardust particle buffer changes with the flow and freezes when the zone pauses;
/// - CloudShader pass 0 carries the FLOW_* keywords.
/// The scene is opened before any Aetheria type is touched: run this method alone in its own Unity session, never
/// after FlowFieldParityVerify (which would initialise VolumeSampling outside a MonoBehaviour constructor).
/// Dispatches compute and renders, so it needs a graphics device: run WITHOUT -nographics.
/// Unity -batchmode -projectPath <repo> -executeMethod Aetheria.EditorTools.FlowFieldSceneVerify.Run -logFile <path>
/// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
///
public static class FlowFieldSceneVerify
{
const string Tag = "[FlowFieldSceneVerify]";
static bool _ok = true;
static void OnLog(string message, string stack, LogType type)
{
if ((type == LogType.Error || type == LogType.Exception || type == LogType.Assert) && !message.StartsWith(Tag))
Fail("logged-error", message.Split('\n')[0]);
}
static void Fail(string check, string detail)
{
Debug.LogError($"{Tag} FAIL {check}: {detail}");
_ok = false;
}
public static void Run()
{
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
{
Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
EditorApplication.Exit(1);
return;
}
Application.logMessageReceived += OnLog;
try
{
// Before anything else touches the project's types: the scene constructs its MonoBehaviours here.
EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
Check();
Debug.Log(_ok ? $"{Tag} PASS" : $"{Tag} FAIL: see errors above");
}
catch (Exception e)
{
Debug.LogError($"{Tag} FAIL exception: {e}");
_ok = false;
}
finally
{
Application.logMessageReceived -= OnLog;
}
EditorApplication.Exit(_ok ? 0 : 1);
}
static void Check()
{
var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")
?? throw new InvalidOperationException("No Settings.asset.");
var agm = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
var volume = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
var dust = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
if (agm == null || volume == null || dust == null)
{
Fail("scene-objects", $"ARPG.unity has ActionGameManager={agm != null}, VolumeSampling={volume != null}, Stardust={dust != null}");
return;
}
// Every flow term live, so FLOW_SLOPE is on; and the same flow with every amplitude zero.
var on = new FlowSettings
{
GlobalScale = 512f, GlobalAmplitude = 15f, GlobalScrollSpeed = .025f, Period = 8f, SlopeAmplitude = 3f, SwirlAmplitude = 5f
};
var off = new FlowSettings { GlobalScale = on.GlobalScale, GlobalScrollSpeed = on.GlobalScrollSpeed, Period = on.Period };
var work = Path.Combine(Path.GetTempPath(), "flow-scene-" + Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(work);
try
{
var zone = FlowFieldParityVerify.BuildZone(settings, work, on, 86400.0 * 3 + 12.3);
typeof(ActionGameManager).GetProperty("Instance").GetSetMethod(true).Invoke(null, new object[] { agm });
typeof(ActionGameManager).GetProperty("Zone").GetSetMethod(true).Invoke(agm, new object[] { zone });
if (agm.Settings == null) agm.Settings = settings;
Call(volume, "Start");
Call(volume, "Update");
if (!Shader.IsKeywordEnabled("FLOW_GLOBAL")) Fail("scene-keywords", "FLOW_GLOBAL is not enabled after VolumeSampling.Update");
if (!Shader.IsKeywordEnabled("FLOW_SLOPE")) Fail("scene-keywords", "FLOW_SLOPE is not enabled after VolumeSampling.Update");
if (Shader.GetGlobalFloat("_FlowAmplitude") != on.GlobalAmplitude)
Fail("scene-amplitude", $"_FlowAmplitude is {Shader.GetGlobalFloat("_FlowAmplitude")}, the zone's flow has {on.GlobalAmplitude}");
var scroll = Shader.GetGlobalVector("_FlowScroll");
if (scroll.x != zone.FlowScroll.x || scroll.y != zone.FlowScroll.y)
Fail("scene-scroll", $"_FlowScroll ({scroll.x}, {scroll.y}) is not the zone's ({zone.FlowScroll.x}, {zone.FlowScroll.y})");
var noiseTime = Shader.GetGlobalFloat("_NebulaNoiseTime");
if (noiseTime != (float) zone.ExactTime)
Fail("scene-noise-clock", $"_NebulaNoiseTime is {noiseTime}, the zone's time is {(float) zone.ExactTime}");
CheckCloudKeywords();
// Stardust follows the flow through its own dispatch: the particle buffer read back each frame.
Call(dust, "Start");
var bufferField = typeof(Stardust).GetField("_particlesBuffer", BindingFlags.NonPublic | BindingFlags.Instance);
float[] Frame()
{
Call(dust, "Update");
var buffer = (ComputeBuffer) bufferField.GetValue(dust);
var data = new float[buffer.count * 7];
buffer.GetData(data);
return data;
}
var flowing = Frame();
VolumeSampling.LowerFlow(off, VolumeSampling.FlowClock);
var still = Frame();
if (Differing(flowing, still) == 0) Fail("scene-stardust", "the particle buffer is the same with the zone's flow and with no flow");
// A paused zone freezes the particles and the nebula noise clock; a running one moves both.
Call(volume, "Update");
zone.Update(0f);
Call(volume, "Update");
if (Differing(flowing, Frame()) != 0) Fail("scene-stardust-pause", "the particle buffer moved while the zone was paused");
if (Shader.GetGlobalFloat("_NebulaNoiseTime") != noiseTime) Fail("scene-noise-clock", "_NebulaNoiseTime moved while the zone was paused");
zone.Update(.05f);
Call(volume, "Update");
if (Differing(flowing, Frame()) == 0) Fail("scene-stardust-run", "the particle buffer did not move while the zone ran");
if (Shader.GetGlobalFloat("_NebulaNoiseTime") == noiseTime) Fail("scene-noise-clock", "_NebulaNoiseTime did not move while the zone ran");
CheckStardustUncullable(dust, bufferField);
}
finally
{
try { Directory.Delete(work, true); } catch { }
}
}
// The dust is a command buffer on the target camera, which no culling sees: with every particle 10000 below the
// camera (far past any box a hand could inflate round it) a render still shows dust, and shows none when the
// same particles have no size.
static void CheckStardustUncullable(Stardust dust, FieldInfo bufferField)
{
var camera = dust.TargetCamera;
if (camera == null) { Fail("scene-stardust-uncullable", "Stardust has no TargetCamera"); return; }
var attached = camera.GetCommandBuffers(CameraEvent.BeforeForwardAlpha).Count(buffer => buffer.name == "Stardust");
if (attached != 1) Fail("scene-stardust-uncullable", $"{attached} Stardust command buffers on the target camera, expected 1");
var particles = (ComputeBuffer) bufferField.GetValue(dust);
var side = Mathf.RoundToInt(Mathf.Sqrt(particles.count));
float[] Layout(float size, Vector3 centre, float below)
{
var data = new float[particles.count * 7];
for (var i = 0; i < particles.count; i++)
{
data[i * 7 + 0] = centre.x + ((i % side) - side / 2f) * 4f;
data[i * 7 + 1] = centre.y - below;
data[i * 7 + 2] = centre.z + ((i / side) - side / 2f) * 4f;
data[i * 7 + 3] = data[i * 7 + 4] = data[i * 7 + 5] = 1f;
data[i * 7 + 6] = size;
}
return data;
}
var transform = camera.transform;
var (position, rotation) = (transform.position, transform.rotation);
var (far, flags, background, mask, target) = (camera.farClipPlane, camera.clearFlags, camera.backgroundColor, camera.cullingMask, camera.targetTexture);
var texture = RenderTexture.GetTemporary(64, 64, 24, RenderTextureFormat.ARGB32);
var readback = new Texture2D(64, 64, TextureFormat.RGBA32, false);
var previous = RenderTexture.active;
// Image effects on the camera would write their own frame over the dust; only the dust draw is under test.
var effects = camera.GetComponents().Where(behaviour => behaviour.enabled).ToArray();
Color32[] Render(float size, Vector3 centre, float below)
{
Call(dust, "Update"); // on a bounded draw this queues the draw for the camera; here it dispatches the compute
particles.SetData(Layout(size, centre, below));
camera.Render();
RenderTexture.active = texture;
readback.ReadPixels(new Rect(0, 0, 64, 64), 0, 0);
readback.Apply();
return readback.GetPixels32();
}
try
{
foreach (var effect in effects) effect.enabled = false;
camera.clearFlags = CameraClearFlags.SolidColor;
camera.backgroundColor = Color.black;
camera.cullingMask = 1;
camera.targetTexture = texture;
// control: the camera where the scene put it, dust 100 below, inside any box a hand-set extent would give
transform.SetPositionAndRotation(position, Quaternion.Euler(90f, 0f, 0f));
camera.farClipPlane = 1000f;
var nearWith = Render(5f, position, 100f); var nearWithout = Render(0f, position, 100f);
var nearDiff = 0; for (var i = 0; i < nearWith.Length; i++) if (!nearWith[i].Equals(nearWithout[i])) nearDiff++;
Debug.Log($"{Tag} stardust near-control differing pixels={nearDiff}");
if (nearDiff == 0) Fail("scene-stardust-uncullable", "control: dust 100 below the camera drew no pixels");
transform.SetPositionAndRotation(new Vector3(0f, -40000f, 0f), Quaternion.Euler(90f, 0f, 0f));
camera.farClipPlane = 30000f;
var withDust = Render(400f, transform.position, 10000f); // the material scales a quad by distance^.33, so at this range it needs this size to cover pixels
var without = Render(0f, transform.position, 10000f);
var differing = 0;
for (var i = 0; i < withDust.Length; i++)
if (!withDust[i].Equals(without[i])) differing++;
if (differing == 0) Fail("scene-stardust-uncullable", "the dust 10000 below the camera drew no pixels");
}
finally
{
RenderTexture.active = previous;
foreach (var effect in effects) effect.enabled = true;
camera.targetTexture = target;
camera.cullingMask = mask;
camera.backgroundColor = background;
camera.clearFlags = flags;
camera.farClipPlane = far;
transform.SetPositionAndRotation(position, rotation);
RenderTexture.ReleaseTemporary(texture);
UnityEngine.Object.DestroyImmediate(readback);
}
}
// CloudShader's pass 0 compiles with the flow keywords (it must #include_with_pragmas the shared include).
static void CheckCloudKeywords()
{
var shader = AssetDatabase.LoadAssetAtPath("Assets/Shaders/Raymarching/CloudShader.shader");
if (shader == null) { Fail("scene-cloud-keywords", "No CloudShader.shader."); return; }
var keywords = ShaderUtil.GetPassKeywords(shader, new PassIdentifier(0, 0), UnityEditor.Rendering.ShaderType.Fragment)
.Select(keyword => keyword.name).ToArray();
foreach (var name in new[] { "FLOW_GLOBAL", "FLOW_SLOPE" })
if (!keywords.Contains(name)) Fail("scene-cloud-keywords", $"CloudShader pass 0 does not carry {name}");
}
static int Differing(float[] a, float[] b)
{
var count = 0;
for (var i = 0; i < a.Length; i++)
if (Math.Abs(a[i] - b[i]) > 1e-4f) count++;
return count;
}
// The presenters' own Start and Update, as the game calls them; an exception is a failure that names the type.
static void Call(object target, string method)
{
var info = target.GetType().GetMethod(method, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
if (info == null) { Fail("scene-presenter-exception", $"{target.GetType().Name}.{method} not found"); return; }
try { info.Invoke(target, null); }
catch (TargetInvocationException e)
{
Fail("scene-presenter-exception", $"{target.GetType().Name}.{method} threw {e.InnerException?.GetType().Name}");
}
}
}
}