InputSystem
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[Input] AssetPostprocessor - check file exists before attempting to read it (InputActionImporter)
Description
Added asset file existence check / early-out to AssetPostprocessor's CheckAndRenameJsonNameIfDifferent().
This was causing failures in some Unity internal package verification checks.
Changes made
Check that the asset file exists before attempting to read its contents.
Checklist
- [x] Changelog entry added.
- Explains the change in
Changed,Fixed,Addedsections. - For API change contains an example snippet and/or migration example.
- FogBugz ticket attached, example
([case %number%](https://issuetracker.unity3d.com/issues/...)). - FogBugz is marked as "Resolved" with next release version correctly set.
- Explains the change in
- [x] Tests added/changed, if applicable.
- [x] Docs for new/changed API's.
During merge:
- [ ] Commit message for squash-merge is prefixed with one of the list:
FIX: Fixed a minor issue when importing InputAction assets that could result in unexpected logging during internal package validation checks..
Not sure why the tvos test keeps failing.
Looking at the logs the tests themselves seem fine - something else is going on that's not test related.
Overall status: FAIL Reason(s): One or more non-test related errors or failures occurred. Detail(s): Message: A task was canceled. Stack trace: at Nito.AsyncEx.AsyncConditionVariable.WaitAndRetakeLockAsync(Task task, AsyncLock asyncLock) at Nito.AsyncEx.AsyncConditionVariable.WaitAndRetakeLockAsync(Task task, AsyncLock asyncLock) at Nito.AsyncEx.AsyncProducerConsumerQueue
1.TryDoDequeueAsync(CancellationToken cancellationToken, Boolean sync) at Nito.AsyncEx.AsyncProducerConsumerQueue1.DoDequeueAsync(CancellationToken cancellationToken, Boolean sync) at Unity.TestRunner.Common.PlayerConnection.PlayerConnectionBase.MessageAsyncEnumerator.MoveNextInternalAsync() in /home/bokken/build/output/unity/cds.test-platform/UnifiedTestRunner/source/Libraries/Unity.TestRunner.Common/SessionRunning/PlayerConnection/PlayerConnectionBase.cs:line 282 at Unity.UnityTestFramework.PluginBase.PlayerConnectionTestRunner.RunAsync(ProjectInfo projectInfo, CancellationToken cancellationToken) in /home/bokken/build/output/unity/unity/Tests/Unity.UnityTestFramework.PluginBase/PlayerConnectionTestRunner.cs:line 99 Total tests: 346 Failed test count: 0 Successful tests count: 346 Instabilities: 0 Not run tests count: 0 Details in: /Users/bokken/build/output/Unity-Technologies/InputSystem/build/test-results/TestReport.html
I don't see how the trivial change I made can have caused this.