forked from BilalY/Rasagar
106 lines
5.1 KiB
Markdown
106 lines
5.1 KiB
Markdown
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# TestPlayerBuildModifier attribute
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You can use the `TestPlayerBuildModifier` attribute to accomplish a couple of different scenarios:
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## Modify the Player build options for Play Mode tests
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It is possible to change the [BuildPlayerOptions](https://docs.unity3d.com/ScriptReference/BuildPlayerOptions.html) 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](https://docs.unity3d.com/ScriptReference/BuildOptions.html).
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To modify the `BuildPlayerOptions`, do the following:
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* Implement the `ITestPlayerBuildModifier`
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* Reference the implementation type in a `TestPlayerBuildModifier` attribute on an assembly level.
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### Example
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```c#
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using UnityEditor;
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using UnityEditor.TestTools;
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[assembly:TestPlayerBuildModifier(typeof(BuildModifier))]
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public class BuildModifier : ITestPlayerBuildModifier
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{
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public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
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{
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if (playerOptions.target == BuildTarget.iOS)
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{
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playerOptions.options |= BuildOptions.SymlinkLibraries; // Enable symlink libraries when running on iOS
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}
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playerOptions.options |= BuildOptions.AllowDebugging; // Enable allow Debugging flag on the test Player.
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return playerOptions;
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}
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}
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```
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> **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.
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## Split build and run
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It is possible to use the Unity Editor for building the Player with tests, without [running the tests](./workflow-run-playmode-test-standalone.md). 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.
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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](./reference-setup-and-cleanup.md#prebuildsetup-and-postbuildcleanup), you can automatically exit the Editor on completion of the build.
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### Example
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```c#
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using System;
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using System.IO;
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using System.Linq;
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using Tests;
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using UnityEditor;
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using UnityEditor.TestTools;
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using UnityEngine;
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using UnityEngine.TestTools;
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[assembly:TestPlayerBuildModifier(typeof(HeadlessPlayModeSetup))]
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[assembly:PostBuildCleanup(typeof(HeadlessPlayModeSetup))]
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namespace Tests
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{
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public class HeadlessPlayModeSetup : ITestPlayerBuildModifier, IPostBuildCleanup
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{
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private static bool s_RunningPlayerTests;
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public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
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{
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// Do not launch the player after the build completes.
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playerOptions.options &= ~BuildOptions.AutoRunPlayer;
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// Set the headlessBuildLocation to the output directory you desire. It does not need to be inside the project.
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var headlessBuildLocation = Path.GetFullPath(Path.Combine(Application.dataPath, ".//..//PlayModeTestPlayer"));
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var fileName = Path.GetFileName(playerOptions.locationPathName);
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if (!string.IsNullOrEmpty(fileName))
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{
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headlessBuildLocation = Path.Combine(headlessBuildLocation, fileName);
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}
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playerOptions.locationPathName = headlessBuildLocation;
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// Instruct the cleanup to exit the Editor if the run came from the command line.
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// The variable is static because the cleanup is being invoked in a new instance of the class.
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s_RunningPlayerTests = true;
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return playerOptions;
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}
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public void Cleanup()
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{
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if (s_RunningPlayerTests && IsRunningTestsFromCommandLine())
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{
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// Exit the Editor on the next update, allowing for other PostBuildCleanup steps to run.
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EditorApplication.update += () => { EditorApplication.Exit(0); };
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}
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}
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private static bool IsRunningTestsFromCommandLine()
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{
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var commandLineArgs = Environment.GetCommandLineArgs();
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return commandLineArgs.Any(value => value == "-runTests");
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}
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}
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}
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```
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If the Editor is still running after the Play Mode tests have run, the Player tries to report the results back, using [PlayerConnection](https://docs.unity3d.com/ScriptReference/Networking.PlayerConnection.PlayerConnection.html), which has a reference to the IP address of the Editor machine, when built.
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To implement a custom way of reporting the results of the test run, let one of the assemblies in the Player include a [TestRunCallback](./reference-attribute-testruncallback.md). At `RunFinished`, it is possible to get the full test report as XML from the [NUnit](http://www.nunit.org/) 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.
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