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chore: Ensure the rerun strategy is baked into the built players - #4218
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EmandM merged 2 commits intoOct 26, 2026
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The change applies the shared per-test retry settings to all four player-build commands. I examined the complete diff, paired player-run jobs, shared configuration, and recent pipeline history; no actionable defect was substantiated.
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NoelStephensUnity
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Nice to have it retry in case of instabilities.
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Codecov ReportAll modified and coverable lines are covered by tests ✅ @@ Coverage Diff @@
## develop-3.x.x #4218 +/- ##
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+ Coverage 76.03% 76.05% +0.02%
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Files 159 159
Lines 27344 27341 -3
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+ Hits 20791 20795 +4
+ Misses 6553 6546 -7
Flags with carried forward coverage won't be shown. Click here to find out more. see 1 file with indirect coverage changes
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EmandM
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* fix: Yamato jobs not testing built player (Backport of: #4194) * fix: Yamato jobs not testing built player * Next round of fixes * Set addressables to build on players * dotnet-fix * Fix console tests * Try again to remove graphics from desktop players * Fix DA NetworkObjectDeserializationFailure test * Remove the temporarily added N4E settings * Fix the test failures * Remove fix that was more a symptom than a cause (keep it simple) * Match the deregistration to the registration logic * Don't finish cleaning up if any scene is still loading * Fix the U-PR config * Fix IL2CPP player tests * Remove CoreCLR stuff * feat: Improve error message on connection failure [2.X] (#4208) feat: Improve error message on connection failure * Disabled automatic release preparation Disabled recurring trigger as in our current situation it would be more messy to handle automated release step. I will leave it manual for now * chore: Ensure the rerun strategy is baked into the built players (#4218) * fix: generate canonical bools in NetworkVariable serialization tests (#4198) * test: generate canonical bools in NetworkVariable serialization tests RandGenBytes<bool> filled each bool with a random byte, so most values were neither 0 nor 1. On mac arm64 IL2CPP the List<bool> and NativeHashMap<K, bool> cases then failed with both sides printing identical all-True contents. RandGenBool returns only false or true. * test: use RandGenBool for the NativeArray<bool> case * test: make changed2 always differ from original2 in collection generators With RandGenBool an overwrite keeps the existing value half the time, so when no elements were added or removed, changed2 could equal original2 and the "do not match" assertions failed. Each overwrite now redraws until it differs from the original element. --------- Co-authored-by: Emma <emma.mcmillan@unity3d.com> (cherry picked from commit b5c186c) --------- Co-authored-by: Noel Stephens <noel.stephens@unity3d.com> Co-authored-by: Simon Lemay <simon.lemay@unity3d.com> Co-authored-by: Michał Chrobot <michal.chrobot@unity3d.com>
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Purpose of this PR
In #4194 we swapped to using the built players to run our standalone tests. Unfortunately, this has meant our tests no longer rerun on failure to catch instabilities rather than true failures (see this yamato job. The test fails once. Previously the test would have been immediately rerun to see if it succeeds a second time, in this job it is not).
This PR adds the rerun commands to the built players so that UTR can execute the commands there.
Jira ticket
n/a
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
n/a
Backports
I'll smush this into the existing backport for the yamato jobs