Singularity/Library/PackageCache/com.unity.test-framework@1..../UnityEditor.TestRunner/TestLaunchers/PlaymodeLauncher.cs

139 lines
5.2 KiB
C#
Raw Normal View History

2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework.Interfaces;
using NUnit.Framework.Internal.Filters;
using UnityEditor.TestTools.TestRunner.Api;
using UnityEditor.TestTools.TestRunner.TestRun;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestRunner.Utils;
using UnityEngine.TestTools.TestRunner;
using UnityEngine.TestTools.TestRunner.Callbacks;
namespace UnityEditor.TestTools.TestRunner
{
internal class PlaymodeLauncher : RuntimeTestLauncherBase
{
public static bool IsRunning;
private Scene m_Scene;
private bool m_IsTestSetupPerformed;
private readonly PlaymodeTestsControllerSettings m_Settings;
private ITestFilter testFilter;
[SerializeField]
private List<Type> m_EventHandlers = new List<Type>();
public PlaymodeLauncher(PlaymodeTestsControllerSettings settings)
{
m_Settings = settings;
}
public override void Run()
{
IsRunning = true;
m_Settings.consoleErrorPaused = ConsoleWindow.GetConsoleErrorPause();
m_Settings.runInBackgroundValue = Application.runInBackground;
ConsoleWindow.SetConsoleErrorPause(false);
Application.runInBackground = true;
var sceneName = CreateSceneName();
m_Scene = CreateBootstrapScene(sceneName, runner =>
{
runner.AddEventHandlerMonoBehaviour<PlayModeRunnerCallback>();
runner.AddEventHandlerScriptableObject<TestRunnerCallback>();
runner.AddEventHandlerScriptableObject<CallbacksDelegatorListener>();
runner.AddEventHandlerScriptableObject<TestRunCallbackListener>();
foreach (var eventHandler in m_EventHandlers)
{
var obj = ScriptableObject.CreateInstance(eventHandler);
runner.AddEventHandlerScriptableObject(obj as ITestRunnerListener);
}
runner.settings = m_Settings;
});
if (m_Settings.sceneBased)
{
var newListOfScenes =
new List<EditorBuildSettingsScene> {new EditorBuildSettingsScene(sceneName, true)};
newListOfScenes.AddRange(EditorBuildSettings.scenes);
EditorBuildSettings.scenes = newListOfScenes.ToArray();
}
EditorApplication.update += UpdateCallback;
}
public void UpdateCallback()
{
if (m_IsTestSetupPerformed)
{
if (m_Scene.IsValid())
SceneManager.SetActiveScene(m_Scene);
EditorApplication.update -= UpdateCallback;
EditorApplication.isPlaying = true;
}
else
{
testFilter = m_Settings.BuildNUnitFilter();
var runner = LoadTests(testFilter);
var exceptionThrown = ExecutePreBuildSetupMethods(runner.LoadedTest, testFilter);
if (exceptionThrown)
{
EditorApplication.update -= UpdateCallback;
IsRunning = false;
var controller = PlaymodeTestsController.GetController();
ReopenOriginalScene(controller);
AssetDatabase.DeleteAsset(controller.settings.bootstrapScene);
CallbacksDelegator.instance.RunFailed("Run Failed: One or more errors in a prebuild setup. See the editor log for details.");
return;
}
m_IsTestSetupPerformed = true;
}
}
[InitializeOnLoad]
public class BackgroundWatcher
{
static BackgroundWatcher()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
private static void OnPlayModeStateChanged(PlayModeStateChange state)
{
if (!PlaymodeTestsController.IsControllerOnScene())
return;
var runner = PlaymodeTestsController.GetController();
if (runner == null)
return;
if (state == PlayModeStateChange.ExitingPlayMode)
{
AssetDatabase.DeleteAsset(runner.settings.bootstrapScene);
ExecutePostBuildCleanupMethods(runner.m_Runner.LoadedTest, runner.settings.BuildNUnitFilter(), Application.platform);
IsRunning = false;
}
else if (state == PlayModeStateChange.EnteredEditMode)
{
ConsoleWindow.SetConsoleErrorPause(runner.settings.consoleErrorPaused);
Application.runInBackground = runner.settings.runInBackgroundValue;
//reopen the original scene once we exit playmode
ReopenOriginalScene(runner);
}
}
}
protected static void ReopenOriginalScene(PlaymodeTestsController runner)
{
ReopenOriginalScene(runner.settings.originalScene);
}
public void AddEventHandler<T>() where T : ScriptableObject, ITestRunnerListener
{
m_EventHandlers.Add(typeof(T));
}
}
}