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137 lines
5.2 KiB
C#
137 lines
5.2 KiB
C#
1 year ago
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework.Interfaces;
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using NUnit.Framework.Internal.Filters;
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using UnityEditor.TestTools.TestRunner.Api;
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using UnityEditor.TestTools.TestRunner.TestRun;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestRunner.Utils;
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using UnityEngine.TestTools.TestRunner;
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using UnityEngine.TestTools.TestRunner.Callbacks;
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namespace UnityEditor.TestTools.TestRunner
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{
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internal class PlaymodeLauncher : RuntimeTestLauncherBase
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{
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public static bool IsRunning;
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private Scene m_Scene;
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private bool m_IsTestSetupPerformed;
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private ITestFilter testFilter;
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[SerializeField]
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private List<Type> m_EventHandlers = new List<Type>();
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public PlaymodeLauncher(PlaymodeTestsControllerSettings settings) : base(settings)
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{
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}
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public override void Run()
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{
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IsRunning = true;
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m_Settings.consoleErrorPaused = ConsoleWindow.GetConsoleErrorPause();
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m_Settings.runInBackgroundValue = Application.runInBackground;
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ConsoleWindow.SetConsoleErrorPause(false);
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Application.runInBackground = true;
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var sceneName = CreateSceneName();
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m_Scene = CreateBootstrapScene(sceneName, runner =>
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{
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runner.AddEventHandlerMonoBehaviour<PlayModeRunnerCallback>();
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runner.AddEventHandlerScriptableObject<TestRunnerCallback>();
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runner.AddEventHandlerScriptableObject<CallbacksDelegatorListener>();
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runner.AddEventHandlerScriptableObject<TestRunCallbackListener>();
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foreach (var eventHandler in m_EventHandlers)
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{
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var obj = ScriptableObject.CreateInstance(eventHandler);
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runner.AddEventHandlerScriptableObject(obj as ITestRunnerListener);
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}
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runner.settings = m_Settings;
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});
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if (m_Settings.sceneBased)
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{
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var newListOfScenes =
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new List<EditorBuildSettingsScene> {new EditorBuildSettingsScene(sceneName, true)};
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newListOfScenes.AddRange(EditorBuildSettings.scenes);
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EditorBuildSettings.scenes = newListOfScenes.ToArray();
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}
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EditorApplication.update += UpdateCallback;
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}
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public void UpdateCallback()
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{
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if (m_IsTestSetupPerformed)
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{
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if (m_Scene.IsValid())
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SceneManager.SetActiveScene(m_Scene);
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EditorApplication.update -= UpdateCallback;
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EditorApplication.isPlaying = true;
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}
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else
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{
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testFilter = m_Settings.BuildNUnitFilter();
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var runner = LoadTests(testFilter);
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var exceptionThrown = ExecutePreBuildSetupMethods(runner.LoadedTest, testFilter);
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if (exceptionThrown)
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{
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EditorApplication.update -= UpdateCallback;
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IsRunning = false;
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var controller = PlaymodeTestsController.GetController();
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ReopenOriginalScene(controller);
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AssetDatabase.DeleteAsset(controller.settings.bootstrapScene);
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CallbacksDelegator.instance.RunFailed("Run Failed: One or more errors in a prebuild setup. See the editor log for details.");
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return;
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}
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m_IsTestSetupPerformed = true;
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}
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}
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[InitializeOnLoad]
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public class BackgroundWatcher
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{
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static BackgroundWatcher()
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{
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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if (!PlaymodeTestsController.IsControllerOnScene())
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return;
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var runner = PlaymodeTestsController.GetController();
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if (runner == null)
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return;
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if (state == PlayModeStateChange.ExitingPlayMode)
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{
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AssetDatabase.DeleteAsset(runner.settings.bootstrapScene);
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ExecutePostBuildCleanupMethods(runner.m_Runner.LoadedTest, runner.settings.BuildNUnitFilter(), Application.platform);
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IsRunning = false;
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}
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else if (state == PlayModeStateChange.EnteredEditMode)
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{
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ConsoleWindow.SetConsoleErrorPause(runner.settings.consoleErrorPaused);
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Application.runInBackground = runner.settings.runInBackgroundValue;
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//reopen the original scene once we exit playmode
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ReopenOriginalScene(runner);
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}
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}
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}
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protected static void ReopenOriginalScene(PlaymodeTestsController runner)
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{
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ReopenOriginalScene(runner.settings.originalScene);
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}
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public void AddEventHandler<T>() where T : ScriptableObject, ITestRunnerListener
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{
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m_EventHandlers.Add(typeof(T));
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}
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}
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}
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