UnityGame/Library/PackageCache/com.unity.test-framework/UnityEngine.TestRunner/NUnitExtensions/Attributes/TestMustExpectAllLogsAttribute.cs

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2024-10-27 10:53:47 +03:00
using System;
namespace UnityEngine.TestTools
{
/// <summary>
/// The presence of this attribute makes the Test Runner expect every single log. By
/// default, the runner only fails automatically on any error logs, so this adds warnings and infos as well.
/// It is the same as calling `LogAssert.NoUnexpectedReceived()` at the bottom of every affected test.
///
/// This attribute can be applied to test assemblies (affects every test in the assembly), fixtures (affects every test in the fixture), or on individual test methods. It is also automatically inherited from base
/// fixtures.
///
/// The `MustExpect` property (on by default) lets you selectively enable or disable the higher level value. For
/// example when migrating an assembly to this more strict checking method, you might attach
/// `[assembly:TestMustExpectAllLogs]` to the assembly itself, but whitelist individual failing fixtures and test methods
/// by attaching `[TestMustExpectAllLogs(MustExpect=false)]` until they can be migrated. This also means new tests in that
/// assembly would be required to have the more strict checking.
/// </summary>
[AttributeUsage(AttributeTargets.Assembly | AttributeTargets.Class | AttributeTargets.Method)]
public class TestMustExpectAllLogsAttribute : Attribute
{
/// <summary>
/// Initializes and returns an instance of TestMustExpectAllLogsAttribute.
/// </summary>
/// <param name="mustExpect">
/// A value indicating whether the test must expect all logs.
/// </param>
public TestMustExpectAllLogsAttribute(bool mustExpect = true)
=> MustExpect = mustExpect;
/// <summary>
/// Returns the flag of whether the test must expect all logs.
/// </summary>
public bool MustExpect { get; }
}
}