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- using System;
- using System.Linq;
- using NUnit.Framework.Interfaces;
- using NUnit.Framework.Internal.Filters;
- using UnityEngine;
-
- namespace UnityEditor.TestTools.TestRunner.Api
- {
- /// <summary>
- /// A set of execution settings defining how to run tests, using the <see cref="TestRunnerApi"/>.
- /// </summary>
- [Serializable]
- public class ExecutionSettings
- {
- /// <summary>
- /// Creates an instance with a given set of filters, if any.
- /// </summary>
- /// <param name="filtersToExecute">Set of filters</param>
- public ExecutionSettings(params Filter[] filtersToExecute)
- {
- filters = filtersToExecute;
- }
-
- [SerializeField]
- private BuildTarget m_TargetPlatform;
- [SerializeField]
- private bool m_HasTargetPlatform;
-
- /// <summary>
- /// An instance of <see cref="ITestRunSettings"/> to set up before running tests on a Player.
- /// </summary>
- // Note: Is not available after serialization
- public ITestRunSettings overloadTestRunSettings;
-
- [SerializeField]
- internal Filter filter;
- ///<summary>
- ///A collection of <see cref="Filter"/> to execute tests on.
- ///</summary>
- [SerializeField]
- public Filter[] filters;
- /// <summary>
- /// Note that this is only supported for EditMode tests, and that tests which take multiple frames (i.e. [UnityTest] tests, or tests with [UnitySetUp] or [UnityTearDown] scaffolding) will be filtered out.
- /// </summary>
- /// <returns>If true, the call to Execute() will run tests synchronously, guaranteeing that all tests have finished running by the time the call returns.</returns>
- [SerializeField]
- public bool runSynchronously;
- /// <summary>
- /// The time, in seconds, the editor should wait for heartbeats after starting a test run on a player. This defaults to 10 minutes.
- /// </summary>
- [SerializeField]
- public int playerHeartbeatTimeout = 60 * 10;
-
- [SerializeField]
- internal string[] orderedTestNames;
- internal string playerSavePath { get; set; }
-
- internal bool EditModeIncluded()
- {
- return filters.Any(f => IncludesTestMode(f.testMode, TestMode.EditMode));
- }
-
- internal bool PlayModeInEditorIncluded()
- {
- return filters.Any(f => IncludesTestMode(f.testMode, TestMode.PlayMode) && targetPlatform == null);
- }
-
- internal bool PlayerIncluded()
- {
- return filters.Any(f => IncludesTestMode(f.testMode, TestMode.PlayMode) && targetPlatform != null);
- }
-
- private static bool IncludesTestMode(TestMode testMode, TestMode modeToCheckFor)
- {
- return (testMode & modeToCheckFor) == modeToCheckFor;
- }
-
- internal ITestFilter BuildNUnitFilter()
- {
- return new OrFilter(filters.Select(f => f.ToRuntimeTestRunnerFilter(runSynchronously).BuildNUnitFilter()).ToArray());
- }
-
- /// <returns>
- /// The <see cref="BuildTarget"/> platform to run the test on. If set to null, then the Editor is the target for the tests.
- /// </returns>
- internal BuildTarget? targetPlatform
- {
- get { return m_HasTargetPlatform ? (BuildTarget?)m_TargetPlatform : null; }
- set
- {
- {
- if (value.HasValue)
- {
- m_HasTargetPlatform = true;
- m_TargetPlatform = value.Value;
- }
- else
- {
- m_HasTargetPlatform = false;
- m_TargetPlatform = default;
- }
- }
- }
- }
- }
- }
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