Firstborn/Library/PackageCache/com.unity.test-framework@1..../UnityEngine.TestRunner/NUnitExtensions/Attributes/UnityTestAttribute.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using NUnit.Framework.Internal.Commands;
using NUnit.Framework.Interfaces;
using NUnit.Framework.Internal;
using NUnit.Framework.Internal.Builders;
using UnityEngine.TestRunner.NUnitExtensions.Runner;
namespace UnityEngine.TestTools
{
/// <summary>
/// `UnityTest` attribute is the main addition to the standard [NUnit](http://www.nunit.org/) library for the Unity Test Framework. This type of unit test allows you to skip a frame from within a test (so background tasks can finish) or give certain commands to the Unity **Editor**, such as performing a domain reload or entering **Play Mode** from an **Edit Mode** test.
/// In Play Mode, the `UnityTest` attribute runs as a [coroutine](https://docs.unity3d.com/Manual/Coroutines.html). Whereas Edit Mode tests run in the [EditorApplication.update](https://docs.unity3d.com/ScriptReference/EditorApplication-update.html) callback loop.
/// The `UnityTest` attribute is, in fact, an alternative to the `NUnit` [Test attribute](https://github.com/nunit/docs/wiki/Test-Attribute), which allows yielding instructions back to the framework. Once the instruction is complete, the test run continues. If you `yield return null`, you skip a frame. That might be necessary to ensure that some changes do happen on the next iteration of either the `EditorApplication.update` loop or the [game loop](https://docs.unity3d.com/Manual/ExecutionOrder.html).
/// <example>
/// ## Edit Mode example
/// The most simple example of an Edit Mode test could be the one that yields `null` to skip the current frame and then continues to run:
/// <code>
/// [UnityTest]
/// public IEnumerator EditorUtility_WhenExecuted_ReturnsSuccess()
/// {
/// var utility = RunEditorUtilityInTheBackground();
///
/// while (utility.isRunning)
/// {
/// yield return null;
/// }
///
/// Assert.IsTrue(utility.isSuccess);
/// }
/// </code>
/// </example>
/// <example>
/// ## Play Mode example
///
/// In Play Mode, a test runs as a coroutine attached to a [MonoBehaviour](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html). So all the yield instructions available in coroutines, are also available in your test.
///
/// From a Play Mode test you can use one of Unitys [Yield Instructions](https://docs.unity3d.com/ScriptReference/YieldInstruction.html):
///
/// - [WaitForFixedUpdate](https://docs.unity3d.com/ScriptReference/WaitForFixedUpdate.html): to ensure changes expected within the next cycle of physics calculations.
/// - [WaitForSeconds](https://docs.unity3d.com/ScriptReference/WaitForSeconds.html): if you want to pause your test coroutine for a fixed amount of time. Be careful about creating long-running tests.
///
/// The simplest example is to yield to `WaitForFixedUpdate`:
/// <code>
/// [UnityTest]
/// public IEnumerator GameObject_WithRigidBody_WillBeAffectedByPhysics()
/// {
/// var go = new GameObject();
/// go.AddComponent&lt;Rigidbody&gt;();
/// var originalPosition = go.transform.position.y;
///
/// yield return new WaitForFixedUpdate();
///
/// Assert.AreNotEqual(originalPosition, go.transform.position.y);
/// }
/// </code>
/// </example>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class UnityTestAttribute : CombiningStrategyAttribute, ISimpleTestBuilder, IImplyFixture, ITestBuilder, IApplyToTest
{
const string k_MethodMarkedWithUnitytestMustReturnIenumerator = "Method marked with UnityTest must return IEnumerator.";
/// <summary>
/// Initializes and returns an instance of UnityTestAttribute.
/// </summary>
public UnityTestAttribute() : base(new UnityCombinatorialStrategy(), new ParameterDataSourceProvider()) {}
private readonly NUnitTestCaseBuilder _builder = new NUnitTestCaseBuilder();
/// <summary>
/// This method builds the TestMethod from the Test and the method info. In addition it removes the expected result of the test.
/// </summary>
/// <param name="method">The method info.</param>
/// <param name="suite">The test.</param>
/// <returns>A TestMethod object</returns>
TestMethod ISimpleTestBuilder.BuildFrom(IMethodInfo method, Test suite)
{
var t = CreateTestMethod(method, suite);
AdaptToUnityTestMethod(t);
return t;
}
/// <summary>
/// This method hides the base method from CombiningStrategyAttribute.
/// It builds a TestMethod from a Parameterized Test and the method info.
/// In addition it removes the expected result of the test.
/// </summary>
/// <param name="method">The method info.</param>
/// <param name="suite">The test.</param>
/// <returns>A TestMethod object</returns>
IEnumerable<TestMethod> ITestBuilder.BuildFrom(IMethodInfo method, Test suite)
{
var testMethods = base.BuildFrom(method, suite);
foreach (var t in testMethods)
{
AdaptToUnityTestMethod(t);
}
return testMethods;
}
TestMethod CreateTestMethod(IMethodInfo method, Test suite)
{
TestCaseParameters parms = new TestCaseParameters
{
ExpectedResult = new object(),
HasExpectedResult = true
};
var t = _builder.BuildTestMethod(method, suite, parms);
return t;
}
static void AdaptToUnityTestMethod(TestMethod t)
{
if (t.parms != null)
{
t.parms.HasExpectedResult = false;
}
}
static bool IsMethodReturnTypeIEnumerator(IMethodInfo method)
{
return !method.ReturnType.IsType(typeof(IEnumerator));
}
/// <summary>
/// This method hides the base method ApplyToTest from CombiningStrategyAttribute.
/// In addition it ensures that the test with the `UnityTestAttribute` has an IEnumerator as return type.
/// </summary>
/// <param name="test">The test.</param>
public new void ApplyToTest(Test test)
{
if (IsMethodReturnTypeIEnumerator(test.Method))
{
test.RunState = RunState.NotRunnable;
test.Properties.Set(PropertyNames.SkipReason, k_MethodMarkedWithUnitytestMustReturnIenumerator);
}
base.ApplyToTest(test);
}
}
}