Rehearsal Room Control Window
The central operational console for orchestrating, visualizing, and auditing release scenarios.
Table of Contents
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, orExternalObservation.
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 asCANCELLED, 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:
PASSEDwith execution duration. - Red:
FAILEDwith failure category. - Amber:
UNVERIFIED(indicates gaps in evidence). - Gray:
PENDINGorCANCELLED.
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.