bea2dce063
test
152 lines
5.0 KiB
C#
152 lines
5.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using NUnit.Framework.Interfaces;
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using UnityEngine.Networking.PlayerConnection;
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using UnityEngine.TestRunner.TestLaunchers;
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namespace UnityEngine.TestTools.TestRunner.Callbacks
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{
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[AddComponentMenu("")]
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internal class RemoteTestResultSender : MonoBehaviour, ITestRunnerListener
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{
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private class QueueData
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{
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public Guid id { get; set; }
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public byte[] data { get; set; }
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}
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private const int k_aliveMessageFrequency = 120;
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private float m_NextliveMessage = k_aliveMessageFrequency;
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private readonly Queue<QueueData> m_SendQueue = new Queue<QueueData>();
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private readonly object m_LockQueue = new object();
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private readonly IRemoteTestResultDataFactory m_TestResultDataFactory = new RemoteTestResultDataFactory();
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public void Start()
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{
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PlayerConnection.instance.Register(PlayerConnectionMessageIds.quitPlayerMessageId, EditorProccessedTheResult);
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StartCoroutine(SendDataRoutine());
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}
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private void EditorProccessedTheResult(MessageEventArgs arg0)
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{
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if (arg0.data != null)
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{
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return;
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}
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//Some platforms don't quit, so we need to disconnect to make sure they will not connect to another editor instance automatically.
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PlayerConnection.instance.DisconnectAll();
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//XBOX has an error when quitting
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if (Application.platform == RuntimePlatform.XboxOne)
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{
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return;
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}
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Application.Quit();
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}
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private byte[] SerializeObject(object objectToSerialize)
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{
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return Encoding.UTF8.GetBytes(JsonUtility.ToJson(objectToSerialize));
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}
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public void RunStarted(ITest testsToRun)
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{
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var data = SerializeObject(m_TestResultDataFactory.CreateFromTest(testsToRun));
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lock (m_LockQueue)
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{
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m_SendQueue.Enqueue(new QueueData
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{
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id = PlayerConnectionMessageIds.runStartedMessageId,
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data = data
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});
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}
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}
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public void RunFinished(ITestResult testResults)
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{
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var data = SerializeObject(m_TestResultDataFactory.CreateFromTestResult(testResults));
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lock (m_LockQueue)
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{
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m_SendQueue.Enqueue(new QueueData { id = PlayerConnectionMessageIds.runFinishedMessageId, data = data, });
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}
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}
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public void TestStarted(ITest test)
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{
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var data = SerializeObject(m_TestResultDataFactory.CreateFromTest(test));
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lock (m_LockQueue)
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{
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m_SendQueue.Enqueue(new QueueData
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{
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id = PlayerConnectionMessageIds.testStartedMessageId,
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data = data
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});
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}
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}
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public void TestFinished(ITestResult result)
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{
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var testRunnerResultForApi = m_TestResultDataFactory.CreateFromTestResult(result);
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var resultData = SerializeObject(testRunnerResultForApi);
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lock (m_LockQueue)
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{
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m_SendQueue.Enqueue(new QueueData
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{
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id = PlayerConnectionMessageIds.testFinishedMessageId,
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data = resultData,
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});
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}
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}
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public IEnumerator SendDataRoutine()
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{
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while (!PlayerConnection.instance.isConnected)
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{
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yield return new WaitForSeconds(1);
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}
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while (true)
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{
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lock (m_LockQueue)
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{
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if (PlayerConnection.instance.isConnected && m_SendQueue.Count > 0)
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{
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ResetNextPlayerAliveMessageTime();
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var queueData = m_SendQueue.Dequeue();
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PlayerConnection.instance.Send(queueData.id, queueData.data);
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yield return null;
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}
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//This is needed so we dont stall the player totally
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if (!m_SendQueue.Any())
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{
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SendAliveMessageIfNeeded();
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yield return new WaitForSeconds(0.02f);
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}
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}
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}
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}
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private void SendAliveMessageIfNeeded()
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{
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if (Time.timeSinceLevelLoad < m_NextliveMessage)
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{
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return;
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}
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Debug.Log("Sending player alive message back to editor.");
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ResetNextPlayerAliveMessageTime();
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PlayerConnection.instance.Send(PlayerConnectionMessageIds.playerAliveHeartbeat, new byte[0]);
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}
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private void ResetNextPlayerAliveMessageTime()
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{
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m_NextliveMessage = Time.timeSinceLevelLoad + k_aliveMessageFrequency;
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}
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}
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}
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