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- using System;
-
- namespace UnityEditor.TestTools
- {
- /// <summary>
- /// You can use the ```TestPlayerBuildModifier``` attribute to accomplish a couple of different scenarios.
- /// ## Modify the Player build options for Play Mode tests
- ///
- /// It is possible to change the [BuildPlayerOptions](https://docs.unity3d.com/ScriptReference/BuildPlayerOptions.html) for the test **Player**, to achieve custom behavior when running **Play Mode** tests. Modifying the build options allows for changing the target location of the build as well as changing [BuildOptions](https://docs.unity3d.com/ScriptReference/BuildOptions.html).
- ///
- /// To modify the `BuildPlayerOptions`, do the following:
- ///
- /// * Implement the `ITestPlayerBuildModifier`
- /// * Reference the implementation type in a `TestPlayerBuildModifier` attribute on an assembly level.
- ///
- /// <example>
- /// <code>
- /// using UnityEditor;
- /// using UnityEditor.TestTools;
- ///
- /// [assembly:TestPlayerBuildModifier(typeof(BuildModifier))]
- /// public class BuildModifier : ITestPlayerBuildModifier
- /// {
- /// public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
- /// {
- /// if (playerOptions.target == BuildTarget.iOS)
- /// {
- /// playerOptions.options |= BuildOptions.SymlinkLibraries; // Enable symlink libraries when running on iOS
- /// }
- ///
- /// playerOptions.options |= BuildOptions.AllowDebugging; // Enable allow Debugging flag on the test Player.
- /// return playerOptions;
- /// }
- /// }
- /// </code>
- /// </example>
- ///
- ///
- /// > **Note:** When building the Player, it includes all `TestPlayerBuildModifier` attributes across all loaded assemblies, independent of the currently used test filter. As the implementation references the `UnityEditor` namespace, the code is typically implemented in an Editor only assembly, as the `UnityEditor` namespace is not available otherwise.
- ///
- /// ## Split build and run
- /// It is possible to use the Unity Editor for building the Player with tests, without [running the tests](./workflow-run-playmode-test-standalone.md). This allows for running the Player on e.g. another machine. In this case, it is necessary to modify the Player to build and implement a custom handling of the test result.
- /// By using `TestPlayerBuildModifier`, you can alter the `BuildOptions` to not start the Player after the build as well as build the Player at a specific location. Combined with [PostBuildCleanup](./reference-setup-and-cleanup.md#prebuildsetup-and-postbuildcleanup), you can automatically exit the Editor on completion of the build.
- ///
- ///
- /// <example>
- /// <code>
- /// using System;
- /// using System.IO;
- /// using System.Linq;
- /// using Tests;
- /// using UnityEditor;
- /// using UnityEditor.TestTools;
- /// using UnityEngine;
- /// using UnityEngine.TestTools;
- ///
- /// [assembly:TestPlayerBuildModifier(typeof(HeadlessPlayModeSetup))]
- /// [assembly:PostBuildCleanup(typeof(HeadlessPlayModeSetup))]
- ///
- /// namespace Tests
- /// {
- /// public class HeadlessPlayModeSetup : ITestPlayerBuildModifier, IPostBuildCleanup
- /// {
- /// private static bool s_RunningPlayerTests;
- /// public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
- /// {
- /// // Do not launch the player after the build completes.
- /// playerOptions.options &= ~BuildOptions.AutoRunPlayer;
- ///
- /// // Set the headlessBuildLocation to the output directory you desire. It does not need to be inside the project.
- /// var headlessBuildLocation = Path.GetFullPath(Path.Combine(Application.dataPath, ".//..//PlayModeTestPlayer"));
- /// var fileName = Path.GetFileName(playerOptions.locationPathName);
- /// if (!string.IsNullOrEmpty(fileName))
- /// {
- /// headlessBuildLocation = Path.Combine(headlessBuildLocation, fileName);
- /// }
- /// playerOptions.locationPathName = headlessBuildLocation;
- ///
- /// // Instruct the cleanup to exit the Editor if the run came from the command line.
- /// // The variable is static because the cleanup is being invoked in a new instance of the class.
- /// s_RunningPlayerTests = true;
- /// return playerOptions;
- /// }
- ///
- /// public void Cleanup()
- /// {
- /// if (s_RunningPlayerTests && IsRunningTestsFromCommandLine())
- /// {
- /// // Exit the Editor on the next update, allowing for other PostBuildCleanup steps to run.
- /// EditorApplication.update += () => { EditorApplication.Exit(0); };
- /// }
- /// }
- ///
- /// private static bool IsRunningTestsFromCommandLine()
- /// {
- /// var commandLineArgs = Environment.GetCommandLineArgs();
- /// return commandLineArgs.Any(value => value == "-runTests");
- /// }
- /// }
- /// }
- /// </code>
- /// </example>
- ///
- /// If the Editor is still running after the Play Mode tests have run, the Player tries to report the results back, using [PlayerConnection](https://docs.unity3d.com/ScriptReference/Networking.PlayerConnection.PlayerConnection.html), which has a reference to the IP address of the Editor machine, when built.
- ///
- /// To implement a custom way of reporting the results of the test run, let one of the assemblies in the Player include a `TestRunCallbackAttribute`. At `RunFinished`, it is possible to get the full test report as XML from the [NUnit](http://www.nunit.org/) test result by calling `result.ToXml(true)`. You can save the result and then save it on the device or send it to another machine as needed.
- ///
- /// </summary>
- [AttributeUsage(AttributeTargets.Assembly)]
- public class TestPlayerBuildModifierAttribute : Attribute
- {
- private Type m_Type;
-
- /// <summary>
- /// Initializes and returns an instance of TestPlayerBuildModifierAttribute or throws an <see cref="ArgumentException"/>.
- /// </summary>
- /// <param name="type">A target type that implements ITestPlayerBuildModifier.</param>
- /// <exception cref="ArgumentException">Throws a <see cref="ArgumentException"/> if the type provided does not implemented the `ITestPlayerBuildModifier` interface. </exception>
- public TestPlayerBuildModifierAttribute(Type type)
- {
- var interfaceType = typeof(ITestPlayerBuildModifier);
- if (!interfaceType.IsAssignableFrom(type))
- {
- throw new ArgumentException(string.Format("Type provided to {0} does not implement {1}", GetType().Name, interfaceType.Name));
- }
- m_Type = type;
- }
-
- internal ITestPlayerBuildModifier ConstructModifier()
- {
- return Activator.CreateInstance(m_Type) as ITestPlayerBuildModifier;
- }
- }
- }
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