Rehearsal Room Control Window

The central operational console for orchestrating, visualizing, and auditing release scenarios.

Table of Contents

  1. Window Overview
  2. Key Interface Sections
    1. 1. Environment Banner
    2. 2. Configuration Selectors
    3. 3. Execution Controls
    4. 4. Interactive Matrix Grid
    5. Pro Tip: Layout Docking

Window Overview

The Rehearsal Room (Tools > PatchProof > Rehearsal Room) is a dockable Unity Editor window implemented in RehearsalRoomWindow.cs. It acts as mission control for preparing and executing release tests.

+-----------------------------------------------------------------------------+
| Rehearsal Room [Unity 6000.5.4f1 LTS | Addressables 2.9.1 | Win64]           |
+-----------------------------------------------------------------------------+
| Baseline: [ v1.0.0 (Win64) v ]  Candidate: [ v2.0.0 (Win64) v ]             |
| Contract: [ CoreGameContract v ] Client Mode: [ InstrumentedBinary v ]      |
+-----------------------------------------------------------------------------+
| [ RUN FULL REHEARSAL MATRIX ]   [ CANCEL RUN ]   [ EXPORT REPORT ]          |
+-----------------------------------------------------------------------------+
| Progress: Executing scenario 3/7: FreshCache_TimeoutFault [=========>     ] |
+-----------------------------------------------------------------------------+
| COVERAGE MATRIX:                                                            |
| [1. Fresh / Clean: PASSED (1.2s)]   [2. Warm / Clean: PASSED (0.4s)]        |
| [3. Fresh / Latency: PASSED (3.1s)] [4. Fresh / Drop: FAILED (0.8s)]        |
| [5. Fresh / Timeout: PASSED (3.0s)] [6. Missing Bundle: PASSED (0.2s)]      |
| [7. Rollback: PASSED (0.5s)]                                                |
+-----------------------------------------------------------------------------+
| SELECTED TILE DETAILS (Tile 4: Fresh / Drop):                               |
| Run ID: run_a1b2c3d4 | Duration: 0.82s | Transferred: 131,072 bytes         |
| Status: FAILED | Category: NetworkFaultSimulation                           |
| Reason: Socket aborted at byte offset 131072 during hero_knight.bundle fetch|
| [ View HTTP Request Traces ]   [ Export Repro-Pack ]                        |
+-----------------------------------------------------------------------------+

Key Interface Sections

1. Environment Banner

At the top of the window, PatchProof inspects and displays your active environment:

  • Active Unity Version: Must match your target LTS runtime.
  • Addressables Version: Verified against the installed package cache (2.9.1).
  • Active Platform Target: Highlights current build target (e.g., WindowsStandalone64).

2. Configuration Selectors

  • Baseline Release: The historical version to test against (e.g., currently live production version).
  • Candidate Release: The newly built candidate update.
  • Content Contract: Active contract rules enforcing required asset keys and schemas.
  • Client Execution Mode: Choose between InstrumentedBinary, ReleaseTwin, or ExternalObservation.

3. Execution Controls

  • Run Full Rehearsal Matrix: Spawns the local origin, launches the client binary, and executes all defined scenarios sequentially.
  • Cancel Run: Instantly signals cancellation via RehearsalRunner.Cancel(). Gracefully stops child processes, stops the HTTP server, marks remaining tiles as CANCELLED, and preserves partial evidence.
  • Export Report: Compiles the current matrix into standalone HTML and JSON release reports.

4. Interactive Matrix Grid

Every tile in the scenario matrix is rendered with real-time status badges:

  • Green: PASSED with execution duration.
  • Red: FAILED with failure category.
  • Amber: UNVERIFIED (indicates gaps in evidence).
  • Gray: PENDING or CANCELLED.

Clicking any tile opens the Selected Tile Details pane, providing immediate access to request traces, console events, and one-click Repro-Pack generation.

Pro Tip: Layout Docking

Dock the Rehearsal Room next to your Game View and Console. During instrumented binary runs, you can observe both the Editor matrix and the running standalone client simultaneously.


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Copyright © 2026 Decnet Games. PatchProof — Addressables Release Rehearsal Lab. Available on the Unity Asset Store (Short link: u3d.as/4g0P). Tested on Unity 6000.5.4f1 LTS with Addressables 2.9.1. All rights reserved.

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