From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../TestLaunchers/PlayerLauncher.cs | 216 +++++++++++++++++++++ 1 file changed, 216 insertions(+) create mode 100644 Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestLaunchers/PlayerLauncher.cs (limited to 'Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestLaunchers/PlayerLauncher.cs') diff --git a/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestLaunchers/PlayerLauncher.cs b/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestLaunchers/PlayerLauncher.cs new file mode 100644 index 0000000..337414b --- /dev/null +++ b/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestLaunchers/PlayerLauncher.cs @@ -0,0 +1,216 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Threading; +using NUnit.Framework.Internal.Filters; +using UnityEditor; +using UnityEditor.TestRunner.TestLaunchers; +using UnityEditor.TestTools.TestRunner.Api; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestRunner.Utils; +using UnityEngine.TestTools.TestRunner; +using UnityEngine.TestTools.TestRunner.Callbacks; + +namespace UnityEditor.TestTools.TestRunner +{ + internal class TestLaunchFailedException : Exception + { + public TestLaunchFailedException() {} + public TestLaunchFailedException(string message) : base(message) {} + } + + [Serializable] + internal class PlayerLauncher : RuntimeTestLauncherBase + { + private readonly PlaymodeTestsControllerSettings m_Settings; + private readonly BuildTarget m_TargetPlatform; + private ITestRunSettings m_OverloadTestRunSettings; + private string m_SceneName; + private int m_HeartbeatTimeout; + + public PlayerLauncher(PlaymodeTestsControllerSettings settings, BuildTarget? targetPlatform, ITestRunSettings overloadTestRunSettings, int heartbeatTimeout) + { + m_Settings = settings; + m_TargetPlatform = targetPlatform ?? EditorUserBuildSettings.activeBuildTarget; + m_OverloadTestRunSettings = overloadTestRunSettings; + m_HeartbeatTimeout = heartbeatTimeout; + } + + protected override RuntimePlatform? TestTargetPlatform + { + get { return BuildTargetConverter.TryConvertToRuntimePlatform(m_TargetPlatform); } + } + + public override void Run() + { + var editorConnectionTestCollector = RemoteTestRunController.instance; + editorConnectionTestCollector.hideFlags = HideFlags.HideAndDontSave; + editorConnectionTestCollector.Init(m_TargetPlatform, m_HeartbeatTimeout); + + var remotePlayerLogController = RemotePlayerLogController.instance; + remotePlayerLogController.hideFlags = HideFlags.HideAndDontSave; + + using (var settings = new PlayerLauncherContextSettings(m_OverloadTestRunSettings)) + { + m_SceneName = CreateSceneName(); + var scene = PrepareScene(m_SceneName); + string scenePath = scene.path; + + var filter = m_Settings.BuildNUnitFilter(); + var runner = LoadTests(filter); + var exceptionThrown = ExecutePreBuildSetupMethods(runner.LoadedTest, filter); + if (exceptionThrown) + { + ReopenOriginalScene(m_Settings.originalScene); + AssetDatabase.DeleteAsset(m_SceneName); + CallbacksDelegator.instance.RunFailed("Run Failed: One or more errors in a prebuild setup. See the editor log for details."); + return; + } + + var playerBuildOptions = GetBuildOptions(scenePath); + + var success = BuildAndRunPlayer(playerBuildOptions); + editorConnectionTestCollector.PostBuildAction(); + ExecutePostBuildCleanupMethods(runner.LoadedTest, filter); + + ReopenOriginalScene(m_Settings.originalScene); + AssetDatabase.DeleteAsset(m_SceneName); + + if (!success) + { + ScriptableObject.DestroyImmediate(editorConnectionTestCollector); + Debug.LogError("Player build failed"); + throw new TestLaunchFailedException("Player build failed"); + } + + editorConnectionTestCollector.PostSuccessfulBuildAction(); + if((playerBuildOptions.BuildPlayerOptions.options & BuildOptions.AutoRunPlayer) != 0) + editorConnectionTestCollector.PostSuccessfulLaunchAction(); + } + } + + public Scene PrepareScene(string sceneName) + { + var scene = CreateBootstrapScene(sceneName, runner => + { + runner.AddEventHandlerMonoBehaviour(); + runner.settings = m_Settings; + runner.AddEventHandlerMonoBehaviour(); + runner.AddEventHandlerScriptableObject(); + }); + return scene; + } + + private static bool BuildAndRunPlayer(PlayerLauncherBuildOptions buildOptions) + { + Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, null, "Building player with following options:\n{0}", buildOptions); + + + // Android has to be in listen mode to establish player connection + if (buildOptions.BuildPlayerOptions.target == BuildTarget.Android) + { + buildOptions.BuildPlayerOptions.options &= ~BuildOptions.ConnectToHost; + } + + // For now, so does Lumin + if (buildOptions.BuildPlayerOptions.target == BuildTarget.Lumin) + { + buildOptions.BuildPlayerOptions.options &= ~BuildOptions.ConnectToHost; + } + + var result = BuildPipeline.BuildPlayer(buildOptions.BuildPlayerOptions); + if (result.summary.result != Build.Reporting.BuildResult.Succeeded) + Debug.LogError(result.SummarizeErrors()); + + return result.summary.result == Build.Reporting.BuildResult.Succeeded; + } + + private PlayerLauncherBuildOptions GetBuildOptions(string scenePath) + { + var buildOptions = new BuildPlayerOptions(); + var reduceBuildLocationPathLength = false; + + //Some platforms hit MAX_PATH limits during the build process, in these cases minimize the path length + if ((m_TargetPlatform == BuildTarget.WSAPlayer) || (m_TargetPlatform == BuildTarget.XboxOne)) + { + reduceBuildLocationPathLength = true; + } + + var scenes = new List() { scenePath }; + scenes.AddRange(EditorBuildSettings.scenes.Select(x => x.path)); + buildOptions.scenes = scenes.ToArray(); + + buildOptions.options |= BuildOptions.Development | BuildOptions.ConnectToHost | BuildOptions.IncludeTestAssemblies | BuildOptions.StrictMode; + buildOptions.target = m_TargetPlatform; + + if (EditorUserBuildSettings.waitForPlayerConnection) + buildOptions.options |= BuildOptions.WaitForPlayerConnection; + + if (EditorUserBuildSettings.allowDebugging) + buildOptions.options |= BuildOptions.AllowDebugging; + + if (EditorUserBuildSettings.installInBuildFolder) + buildOptions.options |= BuildOptions.InstallInBuildFolder; + else + buildOptions.options |= BuildOptions.AutoRunPlayer; + + var buildTargetGroup = EditorUserBuildSettings.activeBuildTargetGroup; + + //Check if Lz4 is supported for the current buildtargetgroup and enable it if need be + if (PostprocessBuildPlayer.SupportsLz4Compression(buildTargetGroup, m_TargetPlatform)) + { + if (EditorUserBuildSettings.GetCompressionType(buildTargetGroup) == Compression.Lz4) + buildOptions.options |= BuildOptions.CompressWithLz4; + else if (EditorUserBuildSettings.GetCompressionType(buildTargetGroup) == Compression.Lz4HC) + buildOptions.options |= BuildOptions.CompressWithLz4HC; + } + + var uniqueTempPathInProject = FileUtil.GetUniqueTempPathInProject(); + var playerDirectoryName = reduceBuildLocationPathLength ? "PwT" : "PlayerWithTests"; + + if (reduceBuildLocationPathLength) + { + uniqueTempPathInProject = Path.GetTempFileName(); + File.Delete(uniqueTempPathInProject); + Directory.CreateDirectory(uniqueTempPathInProject); + } + var tempPath = Path.GetFullPath(uniqueTempPathInProject); + var buildLocation = Path.Combine(tempPath, playerDirectoryName); + + // iOS builds create a folder with Xcode project instead of an executable, therefore no executable name is added + if (m_TargetPlatform == BuildTarget.iOS) + { + buildOptions.locationPathName = buildLocation; + } + else + { + string extensionForBuildTarget = PostprocessBuildPlayer.GetExtensionForBuildTarget(buildTargetGroup, buildOptions.target, buildOptions.options); + var playerExecutableName = "PlayerWithTests"; + playerExecutableName += string.Format(".{0}", extensionForBuildTarget); + buildOptions.locationPathName = Path.Combine(buildLocation, playerExecutableName); + } + + return new PlayerLauncherBuildOptions + { + BuildPlayerOptions = ModifyBuildOptions(buildOptions), + PlayerDirectory = buildLocation, + }; + } + + private BuildPlayerOptions ModifyBuildOptions(BuildPlayerOptions buildOptions) + { + var allAssemblies = AppDomain.CurrentDomain.GetAssemblies().Where(x => x.GetReferencedAssemblies().Any(z => z.Name == "UnityEngine.TestRunner")).ToArray(); + var attributes = allAssemblies.SelectMany(assembly => assembly.GetCustomAttributes(typeof(TestPlayerBuildModifierAttribute), true).OfType()).ToArray(); + var modifiers = attributes.Select(attribute => attribute.ConstructModifier()).ToArray(); + + foreach (var modifier in modifiers) + { + buildOptions = modifier.ModifyOptions(buildOptions); + } + + return buildOptions; + } + } +} -- cgit v1.2.3