jump-game/Jump Game/Library/PackageCache/com.unity.test-framework@1.0.13/UnityEngine.TestRunner/NUnitExtensions/ActionDelegator.cs

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2020-01-29 08:05:38 +00:00
using System;
using System.Linq;
using UnityEngine.TestRunner.NUnitExtensions.Runner;
using UnityEngine.TestTools.Logging;
using UnityEngine.TestTools.TestRunner;
namespace UnityEngine.TestTools.NUnitExtensions
{
/// <summary>
/// This class delegates actions from the NUnit thread that should be executed on the main thread.
/// NUnit thread calls Delegate which blocks the execution on the thread until the action is executed.
/// The main thread will poll for awaiting actions (HasAction) and invoke them (Execute).
/// Once the action is executed, the main thread releases the lock and executino on the NUnit thread is continued.
/// </summary>
internal class ActionDelegator : BaseDelegator
{
private Func<object> m_Action;
public object Delegate(Action action)
{
return Delegate(() => { action(); return null; });
}
public object Delegate(Func<object> action)
{
if (m_Aborted)
{
return null;
}
AssertState();
m_Context = UnityTestExecutionContext.CurrentContext;
m_Signal.Reset();
m_Action = action;
WaitForSignal();
return HandleResult();
}
private void AssertState()
{
if (m_Action != null)
{
throw new Exception("Action not executed yet");
}
}
public bool HasAction()
{
return m_Action != null;
}
public void Execute(LogScope logScope)
{
try
{
SetCurrentTestContext();
m_Result = m_Action();
if (logScope.AnyFailingLogs())
{
var failingLog = logScope.FailingLogs.First();
throw new UnhandledLogMessageException(failingLog);
}
if (logScope.ExpectedLogs.Any())
throw new UnexpectedLogMessageException(LogScope.Current.ExpectedLogs.Peek());
}
catch (Exception e)
{
m_Exception = e;
}
finally
{
m_Action = null;
m_Signal.Set();
}
}
}
}