Rasagar/Library/PackageCache/com.unity.test-framework/Documentation~/reference-attribute-testplayerbuildmodifier.md
2024-08-26 23:07:20 +03:00

5.1 KiB

TestPlayerBuildModifier attribute

You can use the TestPlayerBuildModifier attribute to accomplish a couple of different scenarios:

Modify the Player build options for Play Mode tests

It is possible to change the BuildPlayerOptions for the test Player, to achieve custom behavior when running Play Mode tests. Modifying the build options allows for changing the target location of the build as well as changing BuildOptions.

To modify the BuildPlayerOptions, do the following:

  • Implement the ITestPlayerBuildModifier
  • Reference the implementation type in a TestPlayerBuildModifier attribute on an assembly level.

Example

using UnityEditor;
using UnityEditor.TestTools;

[assembly:TestPlayerBuildModifier(typeof(BuildModifier))]
public class BuildModifier : ITestPlayerBuildModifier
{
    public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
    {
        if (playerOptions.target == BuildTarget.iOS)
        {
            playerOptions.options |= BuildOptions.SymlinkLibraries; // Enable symlink libraries when running on iOS
        }
        
        playerOptions.options |= BuildOptions.AllowDebugging; // Enable allow Debugging flag on the test Player.
        return playerOptions;
    }
}

Note: When building the Player, it includes all TestPlayerBuildModifier attributes across all loaded assemblies, independent of the currently used test filter. As the implementation references the UnityEditor namespace, the code is typically implemented in an Editor only assembly, as the UnityEditor namespace is not available otherwise.

Split build and run

It is possible to use the Unity Editor for building the Player with tests, without running the tests. This allows for running the Player on e.g. another machine. In this case, it is necessary to modify the Player to build and implement a custom handling of the test result.

By using TestPlayerBuildModifier, you can alter the BuildOptions to not start the Player after the build as well as build the Player at a specific location. Combined with PostBuildCleanup, you can automatically exit the Editor on completion of the build.

Example

using System;
using System.IO;
using System.Linq;
using Tests;
using UnityEditor;
using UnityEditor.TestTools;
using UnityEngine;
using UnityEngine.TestTools;

[assembly:TestPlayerBuildModifier(typeof(HeadlessPlayModeSetup))]
[assembly:PostBuildCleanup(typeof(HeadlessPlayModeSetup))]

namespace Tests
{
    public class HeadlessPlayModeSetup : ITestPlayerBuildModifier, IPostBuildCleanup
    {
        private static bool s_RunningPlayerTests;
        public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
        {
            // Do not launch the player after the build completes.
            playerOptions.options &= ~BuildOptions.AutoRunPlayer;

            // Set the headlessBuildLocation to the output directory you desire. It does not need to be inside the project.
            var headlessBuildLocation = Path.GetFullPath(Path.Combine(Application.dataPath, ".//..//PlayModeTestPlayer"));
            var fileName = Path.GetFileName(playerOptions.locationPathName);
            if (!string.IsNullOrEmpty(fileName))
            {
                headlessBuildLocation = Path.Combine(headlessBuildLocation, fileName);
            }
            playerOptions.locationPathName = headlessBuildLocation;

            // Instruct the cleanup to exit the Editor if the run came from the command line. 
            // The variable is static because the cleanup is being invoked in a new instance of the class.
            s_RunningPlayerTests = true;
            return playerOptions;
        }

        public void Cleanup()
        {
            if (s_RunningPlayerTests && IsRunningTestsFromCommandLine())
            {
                // Exit the Editor on the next update, allowing for other PostBuildCleanup steps to run.
                EditorApplication.update += () => { EditorApplication.Exit(0); };
            }
        }

        private static bool IsRunningTestsFromCommandLine()
        {
            var commandLineArgs = Environment.GetCommandLineArgs();
            return commandLineArgs.Any(value => value == "-runTests");
        }
    }
}

If the Editor is still running after the Play Mode tests have run, the Player tries to report the results back, using PlayerConnection, which has a reference to the IP address of the Editor machine, when built.

To implement a custom way of reporting the results of the test run, let one of the assemblies in the Player include a TestRunCallback. At RunFinished, it is possible to get the full test report as XML from the NUnit test result by calling result.ToXml(true). You can save the result and then save it on the device or send it to another machine as needed.