186 lines
7.8 KiB
C#
186 lines
7.8 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.TestRunner.TestLaunchers;
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using UnityEditor.TestTools.TestRunner.Api;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools.TestRunner;
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using UnityEngine.TestTools.TestRunner.Callbacks;
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namespace UnityEditor.TestTools.TestRunner
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{
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internal class TestLaunchFailedException : Exception
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{
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public TestLaunchFailedException() {}
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public TestLaunchFailedException(string message) : base(message) {}
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}
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[Serializable]
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internal class PlayerLauncher : RuntimeTestLauncherBase
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{
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private readonly PlaymodeTestsControllerSettings m_Settings;
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private readonly BuildTarget m_TargetPlatform;
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private string m_TempBuildLocation;
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private ITestRunSettings m_OverloadTestRunSettings;
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public PlayerLauncher(PlaymodeTestsControllerSettings settings, BuildTarget? targetPlatform, ITestRunSettings overloadTestRunSettings)
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{
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m_Settings = settings;
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m_TargetPlatform = targetPlatform ?? EditorUserBuildSettings.activeBuildTarget;
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m_OverloadTestRunSettings = overloadTestRunSettings;
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}
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protected override RuntimePlatform? TestTargetPlatform
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{
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get { return BuildTargetConverter.TryConvertToRuntimePlatform(m_TargetPlatform); }
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}
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public override void Run()
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{
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var editorConnectionTestCollector = RemoteTestRunController.instance;
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editorConnectionTestCollector.hideFlags = HideFlags.HideAndDontSave;
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editorConnectionTestCollector.Init(m_TargetPlatform);
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var remotePlayerLogController = RemotePlayerLogController.instance;
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remotePlayerLogController.hideFlags = HideFlags.HideAndDontSave;
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using (var settings = new PlayerLauncherContextSettings(m_OverloadTestRunSettings))
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{
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var sceneName = CreateSceneName();
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var scene = PrepareScene(sceneName);
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var filter = m_Settings.filter.BuildNUnitFilter();
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var runner = LoadTests(filter);
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var exceptionThrown = ExecutePreBuildSetupMethods(runner.LoadedTest, filter);
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if (exceptionThrown)
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{
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ReopenOriginalScene(m_Settings.originalScene);
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AssetDatabase.DeleteAsset(sceneName);
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CallbacksDelegator.instance.RunFailed("Run Failed: One or more errors in a prebuild setup. See the editor log for details.");
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return;
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}
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var playerBuildOptions = GetBuildOptions(scene);
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var success = BuildAndRunPlayer(playerBuildOptions);
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editorConnectionTestCollector.PostBuildAction();
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ExecutePostBuildCleanupMethods(runner.LoadedTest, filter);
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ReopenOriginalScene(m_Settings.originalScene);
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AssetDatabase.DeleteAsset(sceneName);
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if (!success)
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{
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ScriptableObject.DestroyImmediate(editorConnectionTestCollector);
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Debug.LogError("Player build failed");
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throw new TestLaunchFailedException("Player build failed");
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}
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editorConnectionTestCollector.PostSuccessfulBuildAction();
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}
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}
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public Scene PrepareScene(string sceneName)
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{
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var scene = CreateBootstrapScene(sceneName, runner =>
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{
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runner.AddEventHandlerMonoBehaviour<PlayModeRunnerCallback>();
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runner.settings = m_Settings;
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runner.AddEventHandlerMonoBehaviour<RemoteTestResultSender>();
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});
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return scene;
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}
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private static bool BuildAndRunPlayer(PlayerLauncherBuildOptions buildOptions)
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{
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Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, null, "Building player with following options:\n{0}", buildOptions);
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// Android has to be in listen mode to establish player connection
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if (buildOptions.BuildPlayerOptions.target == BuildTarget.Android)
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{
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buildOptions.BuildPlayerOptions.options &= ~BuildOptions.ConnectToHost;
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}
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// For now, so does Lumin
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if (buildOptions.BuildPlayerOptions.target == BuildTarget.Lumin)
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{
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buildOptions.BuildPlayerOptions.options &= ~BuildOptions.ConnectToHost;
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}
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var result = BuildPipeline.BuildPlayer(buildOptions.BuildPlayerOptions);
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if (result.summary.result != Build.Reporting.BuildResult.Succeeded)
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Debug.LogError(result.SummarizeErrors());
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return result.summary.result == Build.Reporting.BuildResult.Succeeded;
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}
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private PlayerLauncherBuildOptions GetBuildOptions(Scene scene)
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{
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var buildOptions = new BuildPlayerOptions();
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var reduceBuildLocationPathLength = false;
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//Some platforms hit MAX_PATH limits during the build process, in these cases minimize the path length
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if ((m_TargetPlatform == BuildTarget.WSAPlayer) || (m_TargetPlatform == BuildTarget.XboxOne))
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{
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reduceBuildLocationPathLength = true;
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}
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var scenes = new List<string>() { scene.path };
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scenes.AddRange(EditorBuildSettings.scenes.Select(x => x.path));
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buildOptions.scenes = scenes.ToArray();
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buildOptions.options |= BuildOptions.AutoRunPlayer | BuildOptions.Development | BuildOptions.ConnectToHost | BuildOptions.IncludeTestAssemblies | BuildOptions.StrictMode;
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buildOptions.target = m_TargetPlatform;
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if (EditorUserBuildSettings.waitForPlayerConnection)
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buildOptions.options |= BuildOptions.WaitForPlayerConnection;
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var buildTargetGroup = EditorUserBuildSettings.activeBuildTargetGroup;
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var uniqueTempPathInProject = FileUtil.GetUniqueTempPathInProject();
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if (reduceBuildLocationPathLength)
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{
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uniqueTempPathInProject = Path.GetTempFileName();
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File.Delete(uniqueTempPathInProject);
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Directory.CreateDirectory(uniqueTempPathInProject);
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}
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//Check if Lz4 is supported for the current buildtargetgroup and enable it if need be
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if (PostprocessBuildPlayer.SupportsLz4Compression(buildTargetGroup, m_TargetPlatform))
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{
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if (EditorUserBuildSettings.GetCompressionType(buildTargetGroup) == Compression.Lz4)
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buildOptions.options |= BuildOptions.CompressWithLz4;
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else if (EditorUserBuildSettings.GetCompressionType(buildTargetGroup) == Compression.Lz4HC)
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buildOptions.options |= BuildOptions.CompressWithLz4HC;
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}
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m_TempBuildLocation = Path.GetFullPath(uniqueTempPathInProject);
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string extensionForBuildTarget = PostprocessBuildPlayer.GetExtensionForBuildTarget(buildTargetGroup, buildOptions.target, buildOptions.options);
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var playerExecutableName = "PlayerWithTests";
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var playerDirectoryName = reduceBuildLocationPathLength ? "PwT" : "PlayerWithTests";
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var locationPath = Path.Combine(m_TempBuildLocation, playerDirectoryName);
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if (!string.IsNullOrEmpty(extensionForBuildTarget))
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{
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playerExecutableName += string.Format(".{0}", extensionForBuildTarget);
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locationPath = Path.Combine(locationPath, playerExecutableName);
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}
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buildOptions.locationPathName = locationPath;
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return new PlayerLauncherBuildOptions
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{
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BuildPlayerOptions = buildOptions,
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PlayerDirectory = Path.Combine(m_TempBuildLocation, playerDirectoryName),
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};
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}
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}
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}
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