107 lines
3.8 KiB
C#
107 lines
3.8 KiB
C#
using System;
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using System.Linq;
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using NUnit.Framework.Interfaces;
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using NUnit.Framework.Internal.Filters;
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using UnityEngine;
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namespace UnityEditor.TestTools.TestRunner.Api
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{
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/// <summary>
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/// A set of execution settings defining how to run tests, using the <see cref="TestRunnerApi"/>.
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/// </summary>
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[Serializable]
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public class ExecutionSettings
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{
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/// <summary>
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/// Creates an instance with a given set of filters, if any.
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/// </summary>
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/// <param name="filtersToExecute">Set of filters</param>
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public ExecutionSettings(params Filter[] filtersToExecute)
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{
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filters = filtersToExecute;
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}
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[SerializeField]
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private BuildTarget m_TargetPlatform;
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[SerializeField]
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private bool m_HasTargetPlatform;
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/// <summary>
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/// An instance of <see cref="ITestRunSettings"/> to set up before running tests on a Player.
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/// </summary>
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// Note: Is not available after serialization
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public ITestRunSettings overloadTestRunSettings;
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[SerializeField]
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internal Filter filter;
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///<summary>
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///A collection of <see cref="Filter"/> to execute tests on.
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///</summary>
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[SerializeField]
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public Filter[] filters;
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/// <summary>
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/// Note that this is only supported for EditMode tests, and that tests which take multiple frames (i.e. [UnityTest] tests, or tests with [UnitySetUp] or [UnityTearDown] scaffolding) will be filtered out.
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/// </summary>
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/// <returns>If true, the call to Execute() will run tests synchronously, guaranteeing that all tests have finished running by the time the call returns.</returns>
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[SerializeField]
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public bool runSynchronously;
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/// <summary>
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/// The time, in seconds, the editor should wait for heartbeats after starting a test run on a player. This defaults to 10 minutes.
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/// </summary>
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[SerializeField]
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public int playerHeartbeatTimeout = 60 * 10;
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[SerializeField]
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internal string[] orderedTestNames;
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internal string playerSavePath { get; set; }
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internal bool EditModeIncluded()
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{
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return filters.Any(f => IncludesTestMode(f.testMode, TestMode.EditMode));
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}
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internal bool PlayModeInEditorIncluded()
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{
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return filters.Any(f => IncludesTestMode(f.testMode, TestMode.PlayMode) && targetPlatform == null);
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}
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internal bool PlayerIncluded()
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{
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return filters.Any(f => IncludesTestMode(f.testMode, TestMode.PlayMode) && targetPlatform != null);
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}
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private static bool IncludesTestMode(TestMode testMode, TestMode modeToCheckFor)
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{
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return (testMode & modeToCheckFor) == modeToCheckFor;
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}
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internal ITestFilter BuildNUnitFilter()
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{
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return new OrFilter(filters.Select(f => f.ToRuntimeTestRunnerFilter(runSynchronously).BuildNUnitFilter()).ToArray());
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}
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/// <returns>
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/// The <see cref="BuildTarget"/> platform to run the test on. If set to null, then the Editor is the target for the tests.
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/// </returns>
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internal BuildTarget? targetPlatform
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{
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get { return m_HasTargetPlatform ? (BuildTarget?)m_TargetPlatform : null; }
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set
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{
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{
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if (value.HasValue)
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{
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m_HasTargetPlatform = true;
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m_TargetPlatform = value.Value;
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}
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else
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{
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m_HasTargetPlatform = false;
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m_TargetPlatform = default;
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}
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}
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}
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}
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}
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}
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