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Check the configuration's TOML syntax, permitted settings, and size limit. See the error below. Error message: Configuration content:# This is the configuration for the u-pr bot
# https://github.cds.internal.unity3d.com/unity/u-pr
# For configuration of this file:
# https://developer.portal.internal.unity.com/catalog/default/component/u-pr/docs/configuration/automatic_runs/
[github_app]
handle_pr_actions = ['opened', 'ready_for_review'] # PR events that auto-run pr_commands
pr_commands = ["/harness-review"] # what runs on those events
reviewer_commands = ["/harness-review"] # what runs when @u-pr is added as reviewer
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| # run_cmb_service.sh builds and starts a release version of the full CMB service (along with the limited echo server) | ||
| - ./Tools/CI/service.cmb/run_cmb_service.sh -e $ECHO_SERVER_PORT -s $CMB_SERVICE_PORT -l artifacts | ||
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| - unity-downloader-cli --fast --wait -u {{ editor }} -c Editor {% if backend == "il2cpp" %} -c il2cpp {% endif %}{% if backend == "coreclr" %}{% unless coreclr_runtime_editors contains editor %} -c {{ platform.coreclr_component }} {% endunless %}{% endif %} --arch {{ platform.architecture }} |
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don't we need to download the editor?
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Or is it because in order to execute tests on a build we don't need to download the editor
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Nope! Because we've already built the players with the editor in the separate build step, and apparently UnityTestRunner is pre-installed the bokken images we use.
The job runs faster (no need to grab unity) and really relieves the memory pressure on the machine (no unity taking up resources). And! If we ever have this problem again, without unity there UTR can't silently fall-back to using the editor to run the tests
| model: {{ platform.model }} # This is set only in platforms where we want non-default model to use (more information in project.metafile) | ||
| {% endif %} | ||
| commands: | ||
| # Installing editor. We still need the editor to run tests on standalone build and for that the Editor is required |
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Yeah, I think I thought that UTR came from the editor, but apparently it's already on the image.
NoelStephensUnity
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Very nice!
Good catches!
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Codecov ReportAll modified and coverable lines are covered by tests ✅ @@ Coverage Diff @@
## develop-3.x.x #4194 +/- ##
==============================================
Coverage 76.11% 76.11%
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Files 159 159
Lines 27333 27333
==============================================
Hits 20805 20805
Misses 6528 6528
Flags with carried forward coverage won't be shown. Click here to find out more.
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Purpose of this PR
I noticed in #4188 that the CMB tests have become very flaky. This was blocking CoreCLR changes from landing as fast as they should be able to.
In investigating this, I discovered that the desktop and console standalone tests weren't running the tests on the pre-built players, they were accidentally falling back to using the editor instead. This meant we weren't running our tests on a number of platforms.
This PR:
[Repeat]attribute was causing the tests to be flakeyNetcodeIntegrationTestto ensure the test scene is always set back to the active scene, and that the test framework will wait until all the scenes loaded by the test are unloaded before finishing teardown.ObjectNameIdentifierto use the DA compatibleOnOwnershipChanged(NetworkObjectSynchronizationTests(DAHost).NetworkObjectDeserializationFailurewas failing because of it)Jira ticket
UUM-155844
Changelog
API was removed and what they should use instead.
Documentation
Testing & QA (How your changes can be verified during release Playtest)
Functional Testing
Manual testing :
Manual testing doneAutomated tests:
Covered by existing automated testsCovered by new automated testsDoes the change require QA team to:
Review automated tests?Execute manual tests?Provide feedback about the PR?If any boxes above are checked the QA team will be automatically added as a PR reviewer.
Up-port
Backports
We started having issues because the addition of N4E slowed the CMB service tests down juuuust enough. Not sure if we need to backport this one.