playtest-unity/playtest/Library/PackageCache/com.unity.test-framework@1..../UnityEditor.TestRunner/TestLaunchers/EditModeLauncher.cs

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2023-06-21 13:28:15 -04:00
using System;
using System.Collections.Generic;
using NUnit.Framework.Interfaces;
using UnityEditor.SceneManagement;
using UnityEditor.TestTools.TestRunner.Api;
using UnityEditor.TestTools.TestRunner.GUI;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestRunner.Utils;
using UnityEngine.TestTools;
using UnityEngine.TestTools.TestRunner;
namespace UnityEditor.TestTools.TestRunner
{
internal class EditModeLauncher : TestLauncherBase
{
public static bool IsRunning;
internal readonly EditModeRunner m_EditModeRunner;
public bool launchedOutsideApi;
// provided for backward compatibility with Rider UnitTesting prior to Rider package v.1.1.1
public EditModeLauncher(UITestRunnerFilter filter, TestPlatform platform)
{
launchedOutsideApi = true;
var apiFilter = new[]
{
new Filter()
{
testMode = TestMode.EditMode,
testNames = filter.testNames,
categoryNames = filter.categoryNames,
groupNames = filter.groupNames,
assemblyNames = filter.assemblyNames
}
};
ScriptableObject.CreateInstance<TestRunnerApi>().Execute(new ExecutionSettings(apiFilter));
}
public EditModeLauncher(Filter[] filters, TestPlatform platform, bool runSynchronously, string[] orderedTestNames)
{
TestEnumerator.Reset();
m_EditModeRunner = ScriptableObject.CreateInstance<EditModeRunner>();
m_EditModeRunner.UnityTestAssemblyRunnerFactory = new UnityTestAssemblyRunnerFactory();
m_EditModeRunner.Init(filters, platform, runSynchronously, orderedTestNames);
}
public override void Run()
{
if (launchedOutsideApi)
{
// Do not use the launcher, as it will be relaunched trough the api. See ctor.
return;
}
IsRunning = true;
SceneSetup[] previousSceneSetup;
if (!OpenNewScene(out previousSceneSetup))
return;
var callback = AddEventHandler<EditModeRunnerCallback>();
callback.previousSceneSetup = previousSceneSetup;
callback.runner = m_EditModeRunner;
AddEventHandler<CallbacksDelegatorListener>();
m_EditModeRunner.Run();
AddEventHandler<BackgroundListener>();
AddEventHandler<TestRunCallbackListener>();
if (m_EditModeRunner.RunningSynchronously)
m_EditModeRunner.CompleteSynchronously();
}
private static bool OpenNewScene(out SceneSetup[] previousSceneSetup)
{
previousSceneSetup = null;
var sceneCount = SceneManager.sceneCount;
var scene = SceneManager.GetSceneAt(0);
var isSceneNotPersisted = string.IsNullOrEmpty(scene.path);
if (sceneCount == 1 && isSceneNotPersisted)
{
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
return true;
}
RemoveUntitledScenes();
// In case the user chose not to save the dirty scenes we reload them
ReloadUnsavedDirtyScene();
previousSceneSetup = EditorSceneManager.GetSceneManagerSetup();
scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive);
SceneManager.SetActiveScene(scene);
return true;
}
private static void ReloadUnsavedDirtyScene()
{
for (var i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
var isSceneNotPersisted = string.IsNullOrEmpty(scene.path);
var isSceneDirty = scene.isDirty;
if (isSceneNotPersisted && isSceneDirty)
{
EditorSceneManager.ReloadScene(scene);
}
}
}
private static void RemoveUntitledScenes()
{
int sceneCount = SceneManager.sceneCount;
var scenesToClose = new List<Scene>();
for (var i = 0; i < sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
var isSceneNotPersisted = string.IsNullOrEmpty(scene.path);
if (isSceneNotPersisted)
{
scenesToClose.Add(scene);
}
}
foreach (Scene scene in scenesToClose)
{
EditorSceneManager.CloseScene(scene, true);
}
}
public class BackgroundListener : ScriptableObject, ITestRunnerListener
{
public void RunStarted(ITest testsToRun)
{
}
public void RunFinished(ITestResult testResults)
{
IsRunning = false;
}
public void TestStarted(ITest test)
{
}
public void TestFinished(ITestResult result)
{
}
}
public T AddEventHandler<T>() where T : ScriptableObject, ITestRunnerListener
{
return m_EditModeRunner.AddEventHandler<T>();
}
}
}