fix: keep Unity responsive while building the shared Roslyn worker DLL#1764
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Keep the existing WaitForExit(timeout)/Kill/drain path, but run the full CompileWorkerAssembly body via Task.Run so an idle compile-gate acquire cannot freeze the Editor during the rare first-time worker DLL build. Co-authored-by: Cursor <cursoragent@cursor.com>
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Summary
WaitForExit.User Impact
EnsureWorkerReady→EnsureWorkerAssemblyBuiltcould run on the calling thread before the first await, so a missing worker DLL could freeze the Editor for up to the build timeout.Task.Run; the Editor stays responsive. Timeout/kill remain as the safety net.Design (plan A)
CompileWorkerAssembly(including drain) viaCompileWorkerAssemblyOffMainThreadAsync.WaitForExitAsyncis not available on Unity’s .NET Standard 2.1 profile; rewriting Exited+TCS would add moving parts without benefit.Call-site threading (condition 3)
TryCompileAsync→RunSerializedCompileAsync→TryCompileWithRetriesAsync/TryCompileOnceAsync.awaitofEnsureWorkerReadyAsync(generation check, path sync) can still run on the caller thread — including the Unity main thread.WaitForExit(timeout)body is the part that must leave that thread; that is whatTask.Runcovers.Verification
uloop compile→ SuccessCompileWorkerAssemblyAsync_WhenTestHookIsInstalled_ShouldReturnHookResult→ PassedTest plan
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