From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../TestRunner/Callbacks/RemoteTestResultSender.cs | 151 +++++++++++++++++++++ 1 file changed, 151 insertions(+) create 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 new file mode 100644 index 0000000..1bfb63e --- /dev/null +++ b/Library/PackageCache/com.unity.test-framework@1.1.11/UnityEngine.TestRunner/TestRunner/Callbacks/RemoteTestResultSender.cs @@ -0,0 +1,151 @@ +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