UnityGame/Library/PackageCache/com.unity.test-framework/UnityEditor.TestRunner/NUnitExtension/Attributes/TestPlayerBuildModifierAttribute.cs
2024-10-27 10:53:47 +03:00

135 lines
7.1 KiB
C#

using System;
namespace UnityEditor.TestTools
{
/// <summary>
/// You can use the ```TestPlayerBuildModifier``` attribute to accomplish a couple of different scenarios.
/// ## Modify the Player build options for Play Mode tests
///
/// It is possible to change the [BuildPlayerOptions](https://docs.unity3d.com/ScriptReference/BuildPlayerOptions.html) for the test **Player**, to achieve custom behavior when running **Play Mode** tests. Modifying the build options allows for changing the target location of the build as well as changing [BuildOptions](https://docs.unity3d.com/ScriptReference/BuildOptions.html).
///
/// To modify the `BuildPlayerOptions`, do the following:
///
/// * Implement the `ITestPlayerBuildModifier`
/// * Reference the implementation type in a `TestPlayerBuildModifier` attribute on an assembly level.
///
/// <example>
/// <code>
/// using UnityEditor;
/// using UnityEditor.TestTools;
///
/// [assembly:TestPlayerBuildModifier(typeof(BuildModifier))]
/// public class BuildModifier : ITestPlayerBuildModifier
/// {
/// public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
/// {
/// if (playerOptions.target == BuildTarget.iOS)
/// {
/// playerOptions.options |= BuildOptions.SymlinkLibraries; // Enable symlink libraries when running on iOS
/// }
///
/// playerOptions.options |= BuildOptions.AllowDebugging; // Enable allow Debugging flag on the test Player.
/// return playerOptions;
/// }
/// }
/// </code>
/// </example>
///
///
/// &gt; **Note:** When building the Player, it includes all `TestPlayerBuildModifier` attributes across all loaded assemblies, independent of the currently used test filter. As the implementation references the `UnityEditor` namespace, the code is typically implemented in an Editor only assembly, as the `UnityEditor` namespace is not available otherwise.
///
/// ## Split build and run
/// It is possible to use the Unity Editor for building the Player with tests, without [running the tests](./workflow-run-playmode-test-standalone.md). This allows for running the Player on e.g. another machine. In this case, it is necessary to modify the Player to build and implement a custom handling of the test result.
/// By using `TestPlayerBuildModifier`, you can alter the `BuildOptions` to not start the Player after the build as well as build the Player at a specific location. Combined with [PostBuildCleanup](./reference-setup-and-cleanup.md#prebuildsetup-and-postbuildcleanup), you can automatically exit the Editor on completion of the build.
///
///
/// <example>
/// <code>
/// using System;
/// using System.IO;
/// using System.Linq;
/// using Tests;
/// using UnityEditor;
/// using UnityEditor.TestTools;
/// using UnityEngine;
/// using UnityEngine.TestTools;
///
/// [assembly:TestPlayerBuildModifier(typeof(HeadlessPlayModeSetup))]
/// [assembly:PostBuildCleanup(typeof(HeadlessPlayModeSetup))]
///
/// namespace Tests
/// {
/// public class HeadlessPlayModeSetup : ITestPlayerBuildModifier, IPostBuildCleanup
/// {
/// private static bool s_RunningPlayerTests;
/// public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
/// {
/// // Do not launch the player after the build completes.
/// playerOptions.options &amp;= ~BuildOptions.AutoRunPlayer;
///
/// // Set the headlessBuildLocation to the output directory you desire. It does not need to be inside the project.
/// var headlessBuildLocation = Path.GetFullPath(Path.Combine(Application.dataPath, ".//..//PlayModeTestPlayer"));
/// var fileName = Path.GetFileName(playerOptions.locationPathName);
/// if (!string.IsNullOrEmpty(fileName))
/// {
/// headlessBuildLocation = Path.Combine(headlessBuildLocation, fileName);
/// }
/// playerOptions.locationPathName = headlessBuildLocation;
///
/// // Instruct the cleanup to exit the Editor if the run came from the command line.
/// // The variable is static because the cleanup is being invoked in a new instance of the class.
/// s_RunningPlayerTests = true;
/// return playerOptions;
/// }
///
/// public void Cleanup()
/// {
/// if (s_RunningPlayerTests &amp;&amp; IsRunningTestsFromCommandLine())
/// {
/// // Exit the Editor on the next update, allowing for other PostBuildCleanup steps to run.
/// EditorApplication.update += () =&gt; { EditorApplication.Exit(0); };
/// }
/// }
///
/// private static bool IsRunningTestsFromCommandLine()
/// {
/// var commandLineArgs = Environment.GetCommandLineArgs();
/// return commandLineArgs.Any(value =&gt; value == "-runTests");
/// }
/// }
/// }
/// </code>
/// </example>
///
/// If the Editor is still running after the Play Mode tests have run, the Player tries to report the results back, using [PlayerConnection](https://docs.unity3d.com/ScriptReference/Networking.PlayerConnection.PlayerConnection.html), which has a reference to the IP address of the Editor machine, when built.
///
/// To implement a custom way of reporting the results of the test run, let one of the assemblies in the Player include a `TestRunCallbackAttribute`. At `RunFinished`, it is possible to get the full test report as XML from the [NUnit](http://www.nunit.org/) test result by calling `result.ToXml(true)`. You can save the result and then save it on the device or send it to another machine as needed.
///
/// </summary>
[AttributeUsage(AttributeTargets.Assembly)]
public class TestPlayerBuildModifierAttribute : Attribute
{
private Type m_Type;
/// <summary>
/// Initializes and returns an instance of TestPlayerBuildModifierAttribute or throws an <see cref="ArgumentException"/>.
/// </summary>
/// <param name="type">A target type that implements ITestPlayerBuildModifier.</param>
/// <exception cref="ArgumentException">Throws a <see cref="ArgumentException"/> if the type provided does not implemented the `ITestPlayerBuildModifier` interface. </exception>
public TestPlayerBuildModifierAttribute(Type type)
{
var interfaceType = typeof(ITestPlayerBuildModifier);
if (!interfaceType.IsAssignableFrom(type))
{
throw new ArgumentException(string.Format("Type provided to {0} does not implement {1}", GetType().Name, interfaceType.Name));
}
m_Type = type;
}
internal ITestPlayerBuildModifier ConstructModifier()
{
return Activator.CreateInstance(m_Type) as ITestPlayerBuildModifier;
}
}
}