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107 lines
3.8 KiB
C#

1 year ago
using System;
using System.Linq;
using NUnit.Framework.Interfaces;
using NUnit.Framework.Internal.Filters;
using UnityEngine;
namespace UnityEditor.TestTools.TestRunner.Api
{
/// <summary>
/// A set of execution settings defining how to run tests, using the <see cref="TestRunnerApi"/>.
/// </summary>
[Serializable]
public class ExecutionSettings
{
/// <summary>
/// Creates an instance with a given set of filters, if any.
/// </summary>
/// <param name="filtersToExecute">Set of filters</param>
public ExecutionSettings(params Filter[] filtersToExecute)
{
filters = filtersToExecute;
}
[SerializeField]
private BuildTarget m_TargetPlatform;
[SerializeField]
private bool m_HasTargetPlatform;
/// <summary>
/// An instance of <see cref="ITestRunSettings"/> to set up before running tests on a Player.
/// </summary>
// Note: Is not available after serialization
public ITestRunSettings overloadTestRunSettings;
[SerializeField]
internal Filter filter;
///<summary>
///A collection of <see cref="Filter"/> to execute tests on.
///</summary>
[SerializeField]
public Filter[] filters;
/// <summary>
/// Note that this is only supported for EditMode tests, and that tests which take multiple frames (i.e. [UnityTest] tests, or tests with [UnitySetUp] or [UnityTearDown] scaffolding) will be filtered out.
/// </summary>
/// <returns>If true, the call to Execute() will run tests synchronously, guaranteeing that all tests have finished running by the time the call returns.</returns>
[SerializeField]
public bool runSynchronously;
/// <summary>
/// The time, in seconds, the editor should wait for heartbeats after starting a test run on a player. This defaults to 10 minutes.
/// </summary>
[SerializeField]
public int playerHeartbeatTimeout = 60 * 10;
[SerializeField]
internal string[] orderedTestNames;
internal string playerSavePath { get; set; }
internal bool EditModeIncluded()
{
return filters.Any(f => IncludesTestMode(f.testMode, TestMode.EditMode));
}
internal bool PlayModeInEditorIncluded()
{
return filters.Any(f => IncludesTestMode(f.testMode, TestMode.PlayMode) && targetPlatform == null);
}
internal bool PlayerIncluded()
{
return filters.Any(f => IncludesTestMode(f.testMode, TestMode.PlayMode) && targetPlatform != null);
}
private static bool IncludesTestMode(TestMode testMode, TestMode modeToCheckFor)
{
return (testMode & modeToCheckFor) == modeToCheckFor;
}
internal ITestFilter BuildNUnitFilter()
{
return new OrFilter(filters.Select(f => f.ToRuntimeTestRunnerFilter(runSynchronously).BuildNUnitFilter()).ToArray());
}
/// <returns>
/// The <see cref="BuildTarget"/> platform to run the test on. If set to null, then the Editor is the target for the tests.
/// </returns>
internal BuildTarget? targetPlatform
{
get { return m_HasTargetPlatform ? (BuildTarget?)m_TargetPlatform : null; }
set
{
{
if (value.HasValue)
{
m_HasTargetPlatform = true;
m_TargetPlatform = value.Value;
}
else
{
m_HasTargetPlatform = false;
m_TargetPlatform = default;
}
}
}
}
}
}