forked from BilalY/Rasagar
94 lines
4.6 KiB
C#
94 lines
4.6 KiB
C#
using System;
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using System.Linq;
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using UnityEditor.Scripting.ScriptCompilation;
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namespace UnityEditor.TestTools.TestRunner.GUI.TestAssets
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{
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/// <inheritdoc />
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internal class FolderPathTestCompilationContextProvider : IFolderPathTestCompilationContextProvider
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{
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internal const string nUnitLibraryFilename = "nunit.framework.dll";
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private static ICustomScriptAssemblyMappingFinder s_CustomScriptAssemblyMappingFinder;
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internal static ICustomScriptAssemblyMappingFinder CustomScriptAssemblyMappingFinder
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{
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private get => s_CustomScriptAssemblyMappingFinder ?? (s_CustomScriptAssemblyMappingFinder = new CustomScriptAssemblyMappingFinder());
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set => s_CustomScriptAssemblyMappingFinder = value;
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}
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/// <summary>
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/// Checks if the provided folder path belongs to a Custom Test Assembly.
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/// A Custom Test Assembly is defined by a valid reference to the precompiled NUnit library.
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/// </summary>
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/// <param name="folderPath">The folder path to check.</param>
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/// <returns>True if a custom test assembly associated with the provided folder can be found; false otherwise.</returns>
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/// <exception cref="ArgumentNullException">The <paramref name="folderPath" /> string argument is null.</exception>
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public bool FolderPathBelongsToCustomTestAssembly(string folderPath)
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{
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if (folderPath == null)
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{
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throw new ArgumentNullException(nameof(folderPath));
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}
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var customScriptAssembly = CustomScriptAssemblyMappingFinder.FindCustomScriptAssemblyFromFolderPath(folderPath);
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var assemblyIsCustomTestAssembly = customScriptAssembly != null
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&& customScriptAssembly.HasPrecompiledReference(nUnitLibraryFilename);
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return assemblyIsCustomTestAssembly;
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}
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/// <summary>
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/// Checks if the provided folder path belongs to an assembly capable of compiling Test Scripts.
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/// Unless the <see cref="PlayerSettings.playModeTestRunnerEnabled" /> setting is enabled,
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/// a Test Script can only be compiled in a Custom Test Assembly
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/// or an (implicit or explicit) <see cref="AssemblyFlags.EditorOnly" /> assembly.
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/// </summary>
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/// <param name="folderPath">The folder path to check.</param>
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/// <returns>True if Test Scripts can be successfully compiled when added to this folder path; false otherwise.</returns>
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/// <exception cref="ArgumentNullException">The <paramref name="folderPath" /> string argument is null.</exception>
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public bool TestScriptWillCompileInFolderPath(string folderPath)
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{
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if (folderPath == null)
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{
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throw new ArgumentNullException(nameof(folderPath));
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}
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if (PlayerSettings.playModeTestRunnerEnabled)
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{
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return true;
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}
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var customScriptAssembly = CustomScriptAssemblyMappingFinder.FindCustomScriptAssemblyFromFolderPath(folderPath);
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if (customScriptAssembly != null)
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{
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var assemblyCanCompileTestScripts = customScriptAssembly.HasPrecompiledReference(nUnitLibraryFilename)
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|| customScriptAssembly.HasAssemblyFlag(AssemblyFlags.EditorOnly);
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return assemblyCanCompileTestScripts;
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}
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var isImplicitEditorAssembly = FolderPathBelongsToImplicitEditorAssembly(folderPath);
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return isImplicitEditorAssembly;
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}
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/// <summary>
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/// Checks if the provided folder path is a special editor path that belongs to an implicit editor assembly.
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/// </summary>
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/// <param name="folderPath">The folder path to check.</param>
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/// <returns>True if the folder path belongs to an implicit editor assembly; false otherwise.</returns>
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/// <exception cref="ArgumentNullException">The <paramref name="folderPath" /> string argument is null.</exception>
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internal static bool FolderPathBelongsToImplicitEditorAssembly(string folderPath)
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{
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if (folderPath == null)
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{
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throw new ArgumentNullException(nameof(folderPath));
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}
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const char unityPathSeparator = '/';
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var unityFormatPath = folderPath.Replace('\\', unityPathSeparator);
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var folderComponents = unityFormatPath.Split(unityPathSeparator);
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var folderComponentsIncludeEditorFolder = folderComponents.Any(n => n.ToLower().Equals("editor"));
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return folderComponentsIncludeEditorFolder;
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}
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}
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}
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