UnityGame/Library/PackageCache/com.unity.test-framework/Documentation~/course/domain-reload.md
2024-10-27 10:53:47 +03:00

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# 13\. Domain reload
## Learning objectives
In this section, you will learn how to invoke and wait for Domain Reloads.
## Intro and motivation
When performing actions that affect the scripts in a project, Unity performs a domain reload. Since a domain reload restarts all scripts, then it's necessary to mark any expected domain reload by yielding a [WaitForDomainReload](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-wait-for-domain-reload.html). The command stops any further code execution and then resumes after the domain reload is done.
It's also possible to yield a [RecompileScripts](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-recompile-scripts.html) command. This does the same as `WaitForDomainReload` except that it performs an `AssetDatabase.Reload()` call. Both calls can be configured to expect whether a script compilation is expected to succeed.
If a domain reload happens while a test is running without yielding one of these commands, then the test will fail with an error about an unexpected domain reload.
## Exercise
The [sample](./welcome.md#import-samples) `13_DomainReload_Solution` is set up with a test class called `ScriptAddingTests`.
The test has two helper methods already implemented:
* `CreateScript` creates a C# script with a class called `MyTempScript`. That has a method called `Verify`.
* `VerifyScript` instantiates an instance of `MyTempScript` using reflection and returns the value from the `Verify` method. The expected return value is the string "OK".
After running `CreateScript` Unity now has a new C# file in the project and thus needs to recompile. The task is to create a test that calls `CreateScript`, handles the domain reload and then verifies the output from `VerifyScript`.
Remember that your script should also clean up after itself, by deleting the file and recompiling the script again. This is recommended to do in a `TearDown` or `UnityTearDown`, which will run even if the test fails.
> **Important**: After importing, you should **move the sample test folder** `Tests_13` into the `Assets` folder for this exercise to work.
## Hints
* If `RecompileScripts` is unavailable to you due to it being internal, then you need to upgrade the Unity Test Framework package to version 1.1.0 or higher.
* If you are on a non-Windows machine you might want to change paths inside **k\_fileName** or use C# [Path.Combine](https://docs.microsoft.com/en-us/dotnet/api/system.io.path.combine?view=net-6.0) for more cross-platform safe code.
## Solution
A full solution is available in the sample `13_DomainReload_Solution`.
The test can be implemented as follows:
```
internal class ScriptAddingTests
{
private const string k_fileName = @"Assets\\Tests\\TempScript.cs";
[UnityTest]
public IEnumerator CreatedScriptIsVerified()
{
CreateScript();
yield return new RecompileScripts();
var verification = VerifyScript();
Assert.That(verification, Is.EqualTo("OK"));
}
[UnityTearDown]
public IEnumerator Teardown()
{
if (!File.Exists(k_fileName))
{
yield break;
}
File.Delete(k_fileName);
yield return new RecompileScripts();
}
private void CreateScript()
{
File.WriteAllText(k_fileName, @"
public class MyTempScript {
public string Verify()
{
return ""OK"";
}
}");
}
private string VerifyScript()
{
Type type = Type.GetType("MyTempScript", true);
object instance = Activator.CreateInstance(type);
var verifyMethod = type.GetMethod("Verify", BindingFlags.Instance | BindingFlags.Public);
var verifyResult = verifyMethod.Invoke(instance, new object[0]);
return verifyResult as string;
}
}
```
## Further reading and resources
[Documentation for RecompileScripts.](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-recompile-scripts.html)
[Documentation for WaitForDomainReload.](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-wait-for-domain-reload.html)