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- using System;
- using System.Linq;
- using UnityEditor.Scripting.ScriptCompilation;
-
- namespace UnityEditor.TestTools.TestRunner.GUI.TestAssets
- {
- /// <inheritdoc />
- internal class FolderPathTestCompilationContextProvider : IFolderPathTestCompilationContextProvider
- {
- internal const string nUnitLibraryFilename = "nunit.framework.dll";
-
- private static ICustomScriptAssemblyMappingFinder s_CustomScriptAssemblyMappingFinder;
-
- internal static ICustomScriptAssemblyMappingFinder CustomScriptAssemblyMappingFinder
- {
- private get => s_CustomScriptAssemblyMappingFinder ?? (s_CustomScriptAssemblyMappingFinder = new CustomScriptAssemblyMappingFinder());
- set => s_CustomScriptAssemblyMappingFinder = value;
- }
-
- /// <summary>
- /// Checks if the provided folder path belongs to a Custom Test Assembly.
- /// A Custom Test Assembly is defined by a valid reference to the precompiled NUnit library.
- /// </summary>
- /// <param name="folderPath">The folder path to check.</param>
- /// <returns>True if a custom test assembly associated with the provided folder can be found; false otherwise.</returns>
- /// <exception cref="ArgumentNullException">The <paramref name="folderPath" /> string argument is null.</exception>
- public bool FolderPathBelongsToCustomTestAssembly(string folderPath)
- {
- if (folderPath == null)
- {
- throw new ArgumentNullException(nameof(folderPath));
- }
-
- var customScriptAssembly = CustomScriptAssemblyMappingFinder.FindCustomScriptAssemblyFromFolderPath(folderPath);
- var assemblyIsCustomTestAssembly = customScriptAssembly != null
- && customScriptAssembly.HasPrecompiledReference(nUnitLibraryFilename);
- return assemblyIsCustomTestAssembly;
- }
-
- /// <summary>
- /// Checks if the provided folder path belongs to an assembly capable of compiling Test Scripts.
- /// Unless the <see cref="PlayerSettings.playModeTestRunnerEnabled" /> setting is enabled,
- /// a Test Script can only be compiled in a Custom Test Assembly
- /// or an (implicit or explicit) <see cref="AssemblyFlags.EditorOnly" /> assembly.
- /// </summary>
- /// <param name="folderPath">The folder path to check.</param>
- /// <returns>True if Test Scripts can be successfully compiled when added to this folder path; false otherwise.</returns>
- /// <exception cref="ArgumentNullException">The <paramref name="folderPath" /> string argument is null.</exception>
- public bool TestScriptWillCompileInFolderPath(string folderPath)
- {
- if (folderPath == null)
- {
- throw new ArgumentNullException(nameof(folderPath));
- }
-
- if (PlayerSettings.playModeTestRunnerEnabled)
- {
- return true;
- }
-
- var customScriptAssembly = CustomScriptAssemblyMappingFinder.FindCustomScriptAssemblyFromFolderPath(folderPath);
- if (customScriptAssembly != null)
- {
- var assemblyCanCompileTestScripts = customScriptAssembly.HasPrecompiledReference(nUnitLibraryFilename)
- || customScriptAssembly.HasAssemblyFlag(AssemblyFlags.EditorOnly);
- return assemblyCanCompileTestScripts;
- }
-
- var isImplicitEditorAssembly = FolderPathBelongsToImplicitEditorAssembly(folderPath);
- return isImplicitEditorAssembly;
- }
-
- /// <summary>
- /// Checks if the provided folder path is a special editor path that belongs to an implicit editor assembly.
- /// </summary>
- /// <param name="folderPath">The folder path to check.</param>
- /// <returns>True if the folder path belongs to an implicit editor assembly; false otherwise.</returns>
- /// <exception cref="ArgumentNullException">The <paramref name="folderPath" /> string argument is null.</exception>
- internal static bool FolderPathBelongsToImplicitEditorAssembly(string folderPath)
- {
- if (folderPath == null)
- {
- throw new ArgumentNullException(nameof(folderPath));
- }
-
- const char unityPathSeparator = '/';
- var unityFormatPath = folderPath.Replace('\\', unityPathSeparator);
- var folderComponents = unityFormatPath.Split(unityPathSeparator);
- var folderComponentsIncludeEditorFolder = folderComponents.Any(n => n.ToLower().Equals("editor"));
- return folderComponentsIncludeEditorFolder;
- }
- }
- }
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