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RemotePlayerTestController.cs 6.1KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEditor.Networking.PlayerConnection;
  4. using UnityEditor.TestTools.TestRunner;
  5. using UnityEditor.TestTools.TestRunner.Api;
  6. using UnityEngine;
  7. using UnityEngine.Networking.PlayerConnection;
  8. using UnityEngine.TestRunner.TestLaunchers;
  9. namespace UnityEditor.TestRunner.TestLaunchers
  10. {
  11. [Serializable]
  12. internal class RemoteTestRunController : ScriptableSingleton<RemoteTestRunController>
  13. {
  14. internal const int k_HeartbeatTimeout = 60 * 10;
  15. [SerializeField]
  16. internal bool isRunning;
  17. [SerializeField]
  18. private bool m_RegisteredConnectionCallbacks;
  19. [SerializeField]
  20. private int m_HearbeatTimeOut;
  21. private enum MessageType
  22. {
  23. TestStarted,
  24. TestFinished,
  25. RunStarted,
  26. RunFinished
  27. }
  28. [Serializable]
  29. private struct Message
  30. {
  31. public MessageEventArgs MessageArgs;
  32. public MessageType Type;
  33. public Message(MessageEventArgs messageArgs, MessageType type)
  34. {
  35. MessageArgs = messageArgs;
  36. Type = type;
  37. }
  38. }
  39. [SerializeField]
  40. private List<Message> m_IncomingMessages = new List<Message>();
  41. [SerializeField]
  42. private bool m_RegisteredMessageCallback;
  43. private TestTools.TestRunner.DelayedCallback m_TimeoutCallback;
  44. public void Init(BuildTarget buildTarget, int heartbeatTimeout)
  45. {
  46. isRunning = true;
  47. m_HearbeatTimeOut = heartbeatTimeout;
  48. EditorConnection.instance.Initialize();
  49. if (!m_RegisteredConnectionCallbacks)
  50. {
  51. EditorConnection.instance.Initialize();
  52. DelegateEditorConnectionEvents();
  53. }
  54. }
  55. private void DelegateEditorConnectionEvents()
  56. {
  57. m_RegisteredConnectionCallbacks = true;
  58. //This is needed because RemoteTestResultReceiver is not a ScriptableObject
  59. EditorConnection.instance.Register(PlayerConnectionMessageIds.playerAliveHeartbeat, PlayerAliveHeartbeat);
  60. // When a message comes in, we should not immediately process it but instead enqueue it for processing later
  61. // in the frame. The problem this solves is that Unity only reserves about 1ms worth of time every frame to
  62. // process message from the player connection. When some tests run in a player, it can take the editor
  63. // minutes to react to all messages we receive because we only do 1ms of processing, then render all of the
  64. // editor etc. -- Instead, we use that 1ms time-window to enqueue messages and then react to them later
  65. // during the frame. This reduces the waiting time from minutes to seconds.
  66. EditorConnection.instance.Register(PlayerConnectionMessageIds.testStartedMessageId, args => EnqueueMessage(new Message(args, MessageType.TestStarted)));
  67. EditorConnection.instance.Register(PlayerConnectionMessageIds.testFinishedMessageId, args => EnqueueMessage(new Message(args, MessageType.TestFinished)));
  68. EditorConnection.instance.Register(PlayerConnectionMessageIds.runStartedMessageId, args => EnqueueMessage(new Message(args, MessageType.RunStarted)));
  69. EditorConnection.instance.Register(PlayerConnectionMessageIds.runFinishedMessageId, args => EnqueueMessage(new Message(args, MessageType.RunFinished)));
  70. }
  71. private void FlushMessageQueue()
  72. {
  73. EditorApplication.update -= FlushMessageQueue;
  74. m_RegisteredMessageCallback = false;
  75. foreach (var msg in m_IncomingMessages)
  76. {
  77. switch (msg.Type)
  78. {
  79. case MessageType.TestFinished:
  80. {
  81. CallbacksDelegator.instance.TestFinishedRemotely(msg.MessageArgs.data);
  82. break;
  83. }
  84. case MessageType.TestStarted:
  85. {
  86. CallbacksDelegator.instance.TestStartedRemotely(msg.MessageArgs.data);
  87. break;
  88. }
  89. case MessageType.RunStarted:
  90. {
  91. RunStarted(msg.MessageArgs);
  92. break;
  93. }
  94. case MessageType.RunFinished:
  95. {
  96. RunFinished(msg.MessageArgs);
  97. break;
  98. }
  99. }
  100. }
  101. m_IncomingMessages.Clear();
  102. }
  103. private void EnqueueMessage(Message message)
  104. {
  105. m_TimeoutCallback?.Reset();
  106. if (!m_RegisteredMessageCallback)
  107. {
  108. EditorApplication.update += FlushMessageQueue;
  109. m_RegisteredMessageCallback = true;
  110. }
  111. m_IncomingMessages.Add(message);
  112. }
  113. private void RunStarted(MessageEventArgs messageEventArgs)
  114. {
  115. m_TimeoutCallback?.Reset();
  116. CallbacksDelegator.instance.RunStartedRemotely(messageEventArgs.data);
  117. }
  118. private void RunFinished(MessageEventArgs messageEventArgs)
  119. {
  120. m_TimeoutCallback?.Clear();
  121. EditorConnection.instance.Send(PlayerConnectionMessageIds.quitPlayerMessageId, null, messageEventArgs.playerId);
  122. EditorConnection.instance.DisconnectAll();
  123. CallbacksDelegator.instance.RunFinishedRemotely(messageEventArgs.data);
  124. isRunning = false;
  125. }
  126. private void PlayerAliveHeartbeat(MessageEventArgs messageEventArgs)
  127. {
  128. m_TimeoutCallback?.Reset();
  129. }
  130. private void TimeoutCallback()
  131. {
  132. CallbacksDelegator.instance.RunFailed($"Test execution timed out. No activity received from the player in {m_HearbeatTimeOut} seconds.");
  133. }
  134. public void PostSuccessfulBuildAction()
  135. {
  136. m_TimeoutCallback = new TestTools.TestRunner.DelayedCallback(TimeoutCallback, m_HearbeatTimeOut);
  137. }
  138. }
  139. }