UnityGame/Library/PackageCache/com.unity.test-framework/UnityEditor.TestRunner/TestLaunchers/Helpers/FilePathMetaInfo.cs

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C#
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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
using NUnit.Framework.Interfaces;
using UnityEditor.TestTools.TestRunner.GUI;
using UnityEngine;
namespace UnityEditor.TestRunner.TestLaunchers
{
internal static class FilePathMetaInfo
{
[Serializable]
private struct FileReference
{
public string FilePath;
public int LineNumber;
}
private enum PathType
{
ProjectRepositoryPath,
ProjectPath,
}
public static void TryCreateFile(ITest runnerLoadedTest, BuildPlayerOptions playerBuildOptions)
{
try
{
var metaFileDestinationPath = GetMetaDestinationPath(playerBuildOptions);
var repositoryPath = GetPathFromArgs(PathType.ProjectRepositoryPath);
// if no path is given, early out so we do not pollute the build player folder with the file path file.
if (string.IsNullOrEmpty(repositoryPath))
{
return;
}
// Create a dictionary for the test names and their file paths
var testFilePaths = new Dictionary<string, FileReference>();
RecursivelyPopulateFileReferences(runnerLoadedTest, testFilePaths, repositoryPath, new GuiHelper(new MonoCecilHelper(), new AssetsDatabaseHelper()));
SaveToJsonFile(testFilePaths, metaFileDestinationPath);
}
catch (Exception e)
{
Debug.LogWarning("Saving test file path meta info failed: " + e.Message);
}
}
// This function serializes dictionary to json file, all the logic would not be necessary if Unity was able to serialize Dictionaries, or if we could use Newtonsoft.Json.
// This function could be changed later on, or we can use different data structure than Dictionary.
private static void SaveToJsonFile(Dictionary<string, FileReference> testFilePaths, string metaFileDestinationPath)
{
using (var fileStream = File.CreateText(Path.Combine(metaFileDestinationPath, "TestFileReferences.json")))
{
fileStream.WriteLine("{");
foreach (var testFilePath in testFilePaths)
{
fileStream.WriteLine($" \"{JavaScriptStringEncode(testFilePath.Key)}\": {{");
fileStream.WriteLine($" \"filePath\": \"{JavaScriptStringEncode(testFilePath.Value.FilePath)}\",");
fileStream.WriteLine($" \"lineNumber\": {testFilePath.Value.LineNumber}");
// check if it is the last element in the dictionary
if (testFilePath.Key != testFilePaths.Keys.Last())
{
fileStream.WriteLine(" },");
}
else
{
fileStream.WriteLine(" }");
}
}
fileStream.WriteLine("}");
}
}
private static string GetMetaDestinationPath(BuildPlayerOptions playerBuildOptions)
{
// If we are Auto-Running the player, use project path instead of player build path because it will be wiped out after successful run.
if ((playerBuildOptions.options & BuildOptions.AutoRunPlayer) != 0)
{
return Path.Combine(GetPathFromArgs(PathType.ProjectPath));
}
// if the buildOutputPath is for a file, then get the directory of it
return File.Exists(playerBuildOptions.locationPathName) ? Path.GetDirectoryName(playerBuildOptions.locationPathName) : playerBuildOptions.locationPathName;
}
private static void RecursivelyPopulateFileReferences(ITest test, Dictionary<string, FileReference> testFilePaths, string repositoryPath, IGuiHelper guiHelper)
{
if (test.HasChildren)
{
foreach (var child in test.Tests)
{
RecursivelyPopulateFileReferences(child, testFilePaths, repositoryPath, guiHelper);
}
return;
}
var testMethod = test.Method;
if (testMethod == null)
{
testMethod = test.Parent.Method;
if (testMethod == null)
{
return;
}
}
var methodInfo = test.Method.MethodInfo;
var type = test.TypeInfo.Type;
var fileOpenInfo = guiHelper.GetFileOpenInfo(type, methodInfo);
var filePathString = Path.Combine(repositoryPath, fileOpenInfo.FilePath);
var lineNumber = fileOpenInfo.LineNumber;
var fileReference = new FileReference
{
FilePath = filePathString,
LineNumber = lineNumber
};
// Cannot be simplified with .TryAdd because Unity 2020.3 and below does not have it.
if (!testFilePaths.ContainsKey(test.FullName))
{
testFilePaths.Add(test.FullName, fileReference);
}
}
private static string GetPathFromArgs(PathType type)
{
var commandLineArgs = Environment.GetCommandLineArgs();
string lookFor;
switch (type)
{
case PathType.ProjectRepositoryPath:
lookFor = "-projectRepositoryPath";
break;
case PathType.ProjectPath:
lookFor = "-projectPath";
break;
default:
throw new ArgumentException("Invalid PathType");
}
for (var i = 0; i < commandLineArgs.Length; i++)
{
if (commandLineArgs[i].Equals(lookFor))
{
return commandLineArgs[i + 1];
}
}
return string.Empty;
}
// Below implementation is copy-paste from HttpUtility.JavaScriptStringEncode
private static string JavaScriptStringEncode(string value) {
if (String.IsNullOrEmpty(value)) {
return String.Empty;
}
StringBuilder b = null;
int startIndex = 0;
int count = 0;
for (int i = 0; i < value.Length; i++) {
char c = value[i];
// Append the unhandled characters (that do not require special treament)
// to the string builder when special characters are detected.
if (CharRequiresJavaScriptEncoding(c)) {
if (b == null) {
b = new StringBuilder(value.Length + 5);
}
if (count > 0) {
b.Append(value, startIndex, count);
}
startIndex = i + 1;
count = 0;
}
switch (c) {
case '\r':
b.Append("\\r");
break;
case '\t':
b.Append("\\t");
break;
case '\"':
b.Append("\\\"");
break;
case '\\':
b.Append("\\\\");
break;
case '\n':
b.Append("\\n");
break;
case '\b':
b.Append("\\b");
break;
case '\f':
b.Append("\\f");
break;
default:
if (CharRequiresJavaScriptEncoding(c)) {
AppendCharAsUnicodeJavaScript(b, c);
}
else {
count++;
}
break;
}
}
if (b == null) {
return value;
}
if (count > 0) {
b.Append(value, startIndex, count);
}
return b.ToString();
}
private static bool CharRequiresJavaScriptEncoding(char c) {
return c < 0x20 // control chars always have to be encoded
|| c == '\"' // chars which must be encoded per JSON spec
|| c == '\\'
|| c == '\'' // HTML-sensitive chars encoded for safety
|| c == '<'
|| c == '>'
|| c == '&'
|| c == '\u0085' // newline chars (see Unicode 6.2, Table 5-1 [http://www.unicode.org/versions/Unicode6.2.0/ch05.pdf]) have to be encoded (DevDiv #663531)
|| c == '\u2028'
|| c == '\u2029';
}
private static void AppendCharAsUnicodeJavaScript(StringBuilder builder, char c) {
builder.Append("\\u");
builder.Append(((int)c).ToString("x4", CultureInfo.InvariantCulture));
}
}
}