116 lines
4.3 KiB
C#
116 lines
4.3 KiB
C#
using System;
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using UnityEditor.Networking.PlayerConnection;
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using UnityEditor.TestTools.TestRunner;
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using UnityEditor.TestTools.TestRunner.Api;
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using UnityEditor.TestTools.TestRunner.UnityTestProtocol;
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using UnityEngine;
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using UnityEngine.Networking.PlayerConnection;
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using UnityEngine.TestRunner.TestLaunchers;
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namespace UnityEditor.TestRunner.TestLaunchers
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{
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[Serializable]
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internal class RemoteTestRunController : ScriptableSingleton<RemoteTestRunController>
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{
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internal const int k_HeartbeatTimeout = 60 * 10;
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[SerializeField]
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private RemoteTestResultReciever m_RemoteTestResultReciever;
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[SerializeField]
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private PlatformSpecificSetup m_PlatformSpecificSetup;
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[SerializeField]
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private bool m_RegisteredConnectionCallbacks;
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[SerializeField]
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private int m_HearbeatTimeOut;
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private UnityEditor.TestTools.TestRunner.DelayedCallback m_TimeoutCallback;
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public void Init(BuildTarget buildTarget, int heartbeatTimeout)
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{
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m_HearbeatTimeOut = heartbeatTimeout;
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m_PlatformSpecificSetup = new PlatformSpecificSetup(buildTarget);
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m_PlatformSpecificSetup.Setup();
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m_RemoteTestResultReciever = new RemoteTestResultReciever();
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EditorConnection.instance.Initialize();
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if (!m_RegisteredConnectionCallbacks)
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{
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EditorConnection.instance.Initialize();
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DelegateEditorConnectionEvents();
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}
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}
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private void DelegateEditorConnectionEvents()
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{
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m_RegisteredConnectionCallbacks = true;
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//This is needed because RemoteTestResultReceiver is not a ScriptableObject
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EditorConnection.instance.Register(PlayerConnectionMessageIds.runStartedMessageId, RunStarted);
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EditorConnection.instance.Register(PlayerConnectionMessageIds.runFinishedMessageId, RunFinished);
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EditorConnection.instance.Register(PlayerConnectionMessageIds.testStartedMessageId, TestStarted);
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EditorConnection.instance.Register(PlayerConnectionMessageIds.testFinishedMessageId, TestFinished);
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EditorConnection.instance.Register(PlayerConnectionMessageIds.playerAliveHeartbeat, PlayerAliveHeartbeat);
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}
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private void RunStarted(MessageEventArgs messageEventArgs)
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{
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m_TimeoutCallback?.Reset();
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m_RemoteTestResultReciever.RunStarted(messageEventArgs);
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CallbacksDelegator.instance.RunStartedRemotely(messageEventArgs.data);
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}
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private void RunFinished(MessageEventArgs messageEventArgs)
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{
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m_TimeoutCallback?.Clear();
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m_RemoteTestResultReciever.RunFinished(messageEventArgs);
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m_PlatformSpecificSetup.CleanUp();
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CallbacksDelegator.instance.RunFinishedRemotely(messageEventArgs.data);
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}
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private void TestStarted(MessageEventArgs messageEventArgs)
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{
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m_TimeoutCallback?.Reset();
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CallbacksDelegator.instance.TestStartedRemotely(messageEventArgs.data);
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}
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private void TestFinished(MessageEventArgs messageEventArgs)
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{
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m_TimeoutCallback?.Reset();
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CallbacksDelegator.instance.TestFinishedRemotely(messageEventArgs.data);
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}
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private void PlayerAliveHeartbeat(MessageEventArgs messageEventArgs)
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{
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m_TimeoutCallback?.Reset();
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}
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private void TimeoutCallback()
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{
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CallbacksDelegator.instance.RunFailed($"Test execution timed out. No activity received from the player in {m_HearbeatTimeOut} seconds.");
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}
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public void PostBuildAction()
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{
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m_PlatformSpecificSetup.PostBuildAction();
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}
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public void PostSuccessfulBuildAction()
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{
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m_PlatformSpecificSetup.PostSuccessfulBuildAction();
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m_TimeoutCallback = new UnityEditor.TestTools.TestRunner.DelayedCallback(TimeoutCallback, m_HearbeatTimeOut);
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}
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public void PostSuccessfulLaunchAction()
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{
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m_PlatformSpecificSetup.PostSuccessfulLaunchAction();
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}
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public void CleanUp()
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{
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m_PlatformSpecificSetup.CleanUp();
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}
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}
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}
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