From 7c1e566113d59699af1624186c64eca67f063fc6 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Mon, 20 Apr 2020 19:09:33 -0400 Subject: Upgraded Unity --- .../TestRunner/Callbacks/RemoteTestResultSender.cs | 151 --------------------- 1 file changed, 151 deletions(-) delete mode 100644 Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/TestRunner/Callbacks/RemoteTestResultSender.cs (limited to 'Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/TestRunner/Callbacks/RemoteTestResultSender.cs') diff --git a/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/TestRunner/Callbacks/RemoteTestResultSender.cs b/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/TestRunner/Callbacks/RemoteTestResultSender.cs deleted file mode 100644 index 1bfb63e..0000000 --- a/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/TestRunner/Callbacks/RemoteTestResultSender.cs +++ /dev/null @@ -1,151 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Linq; -using System.Text; -using NUnit.Framework.Interfaces; -using UnityEngine.Networking.PlayerConnection; -using UnityEngine.TestRunner.TestLaunchers; - -namespace UnityEngine.TestTools.TestRunner.Callbacks -{ - [AddComponentMenu("")] - internal class RemoteTestResultSender : MonoBehaviour, ITestRunnerListener - { - private class QueueData - { - public Guid id { get; set; } - public byte[] data { get; set; } - } - - private const int k_aliveMessageFrequency = 120; - private float m_NextliveMessage = k_aliveMessageFrequency; - private readonly Queue m_SendQueue = new Queue(); - private readonly object m_LockQueue = new object(); - private readonly IRemoteTestResultDataFactory m_TestResultDataFactory = new RemoteTestResultDataFactory(); - - public void Start() - { - PlayerConnection.instance.Register(PlayerConnectionMessageIds.quitPlayerMessageId, EditorProccessedTheResult); - StartCoroutine(SendDataRoutine()); - } - - private void EditorProccessedTheResult(MessageEventArgs arg0) - { - if (arg0.data != null) - { - return; - } - - //Some platforms don't quit, so we need to disconnect to make sure they will not connect to another editor instance automatically. - PlayerConnection.instance.DisconnectAll(); - - //XBOX has an error when quitting - if (Application.platform == RuntimePlatform.XboxOne) - { - return; - } - Application.Quit(); - } - - private byte[] SerializeObject(object objectToSerialize) - { - return Encoding.UTF8.GetBytes(JsonUtility.ToJson(objectToSerialize)); - } - - public void RunStarted(ITest testsToRun) - { - var data = SerializeObject(m_TestResultDataFactory.CreateFromTest(testsToRun)); - lock (m_LockQueue) - { - m_SendQueue.Enqueue(new QueueData - { - id = PlayerConnectionMessageIds.runStartedMessageId, - data = data - }); - } - } - - public void RunFinished(ITestResult testResults) - { - var data = SerializeObject(m_TestResultDataFactory.CreateFromTestResult(testResults)); - lock (m_LockQueue) - { - m_SendQueue.Enqueue(new QueueData { id = PlayerConnectionMessageIds.runFinishedMessageId, data = data, }); - } - } - - public void TestStarted(ITest test) - { - var data = SerializeObject(m_TestResultDataFactory.CreateFromTest(test)); - lock (m_LockQueue) - { - m_SendQueue.Enqueue(new QueueData - { - id = PlayerConnectionMessageIds.testStartedMessageId, - data = data - }); - } - } - - public void TestFinished(ITestResult result) - { - var testRunnerResultForApi = m_TestResultDataFactory.CreateFromTestResult(result); - var resultData = SerializeObject(testRunnerResultForApi); - lock (m_LockQueue) - { - m_SendQueue.Enqueue(new QueueData - { - id = PlayerConnectionMessageIds.testFinishedMessageId, - data = resultData, - }); - } - } - - public IEnumerator SendDataRoutine() - { - while (!PlayerConnection.instance.isConnected) - { - yield return new WaitForSeconds(1); - } - - while (true) - { - lock (m_LockQueue) - { - if (PlayerConnection.instance.isConnected && m_SendQueue.Count > 0) - { - ResetNextPlayerAliveMessageTime(); - var queueData = m_SendQueue.Dequeue(); - PlayerConnection.instance.Send(queueData.id, queueData.data); - yield return null; - } - - //This is needed so we dont stall the player totally - if (!m_SendQueue.Any()) - { - SendAliveMessageIfNeeded(); - yield return new WaitForSeconds(0.02f); - } - } - } - } - - private void SendAliveMessageIfNeeded() - { - if (Time.timeSinceLevelLoad < m_NextliveMessage) - { - return; - } - - Debug.Log("Sending player alive message back to editor."); - ResetNextPlayerAliveMessageTime(); - PlayerConnection.instance.Send(PlayerConnectionMessageIds.playerAliveHeartbeat, new byte[0]); - } - - private void ResetNextPlayerAliveMessageTime() - { - m_NextliveMessage = Time.timeSinceLevelLoad + k_aliveMessageFrequency; - } - } -} -- cgit v1.2.3