57 lines
2.1 KiB
C#
57 lines
2.1 KiB
C#
using UnityEngine.TestRunner;
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using Unity.PerformanceTesting;
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using NUnit.Framework;
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using NUnit.Framework.Interfaces;
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using Unity.PerformanceTesting.Data;
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using Unity.PerformanceTesting.Runtime;
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using UnityEngine.Scripting;
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using UnityEngine;
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[assembly: TestRunCallback(typeof(PlayerCallbacks))]
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namespace Unity.PerformanceTesting
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{
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[Preserve]
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internal class PlayerCallbacks : ITestRunCallback
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{
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internal static bool Saved { get; set; }
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public void RunStarted(ITest testsToRun)
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{
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// This method is empty because it's part of the NUnit framework's ITestListener interface,
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// which Unity uses for running tests in the Editor. It receives a parameter "testsToRun" but
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// doesn't require implementation as Unity can execute tests without it. Developers can add
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// custom initialization logic if needed.
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}
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public void RunFinished(ITestResult testResults)
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{
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Saved = false;
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}
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public void TestStarted(ITest test)
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{
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// This method is called by Unity when a new test has started. It receives a parameter "test"
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// which contains information about the test being executed. Developers can add custom logic
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// in this method, such as logging or setup code for the test.
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}
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public void TestFinished(ITestResult result)
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{
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// This method is called by Unity when a test has finished executing. It receives a parameter
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// "result" which contains information about the test execution, such as whether the test
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// passed or failed, and any messages or exceptions thrown during the test. Developers can
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// add custom logic in this method, such as logging or teardown code for the test.
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}
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internal static void LogMetadata()
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{
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if (Saved) return;
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var run = Metadata.GetFromResources();
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var json = JsonUtility.ToJson(run);
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TestContext.Out?.WriteLine("##performancetestruninfo2:" + json);
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Saved = true;
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}
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}
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} |