TryToGetFreePort() public static method

public static TryToGetFreePort ( ) : int
return int
Beispiel #1
0
        private static void RunInEditor(List <string> testScenes, List <string> otherBuildScenes)
        {
            CheckActiveBuildTarget();

            NetworkResultsReceiver.StopReceiver();
            if (testScenes == null || testScenes.Count == 0)
            {
                Debug.Log("No test scenes on the list");
                EditorApplication.Exit(returnCodeRunError);
                return;
            }

            string previousScenesXml = "";
            var    serializer        = new System.Xml.Serialization.XmlSerializer(typeof(EditorBuildSettingsScene[]));

            using (StringWriter textWriter = new StringWriter())
            {
                serializer.Serialize(textWriter, EditorBuildSettings.scenes);
                previousScenesXml = textWriter.ToString();
            }

            EditorBuildSettings.scenes = (testScenes.Concat(otherBuildScenes).ToList()).Select(s => new EditorBuildSettingsScene(s, true)).ToArray();
            EditorSceneManager.OpenScene(testScenes.First());
            GuiHelper.SetConsoleErrorPause(false);

            var config = new PlatformRunnerConfiguration
            {
                resultsDir  = GetParameterArgument(k_ResultFileDirParam),
                ipList      = TestRunnerConfigurator.GetAvailableNetworkIPs(),
                port        = PlatformRunnerConfiguration.TryToGetFreePort(),
                runInEditor = true
            };

            var settings = new PlayerSettingConfigurator(true);

            settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", config.GetConnectionIPs()));
            settings.AddConfigurationFile(TestRunnerConfigurator.testScenesToRun, string.Join("\n", testScenes.ToArray()));
            settings.AddConfigurationFile(TestRunnerConfigurator.previousScenes, previousScenesXml);

            NetworkResultsReceiver.StartReceiver(config);

            EditorApplication.isPlaying = true;
        }
Beispiel #2
0
        private static void RunInEditor(List <string> sceneList)
        {
            CheckActiveBuildTarget();

            NetworkResultsReceiver.StopReceiver();
            if (sceneList == null || sceneList.Count == 0)
            {
                Debug.Log("No scenes on the list");
                EditorApplication.Exit(returnCodeRunError);
                return;
            }
            EditorBuildSettings.scenes = sceneList.Select(s => new EditorBuildSettingsScene(s, true)).ToArray();

#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
            EditorApplication.OpenScene(sceneList.First());
#else
            UnityEditor.SceneManagement.EditorSceneManager.OpenScene(sceneList.First());
#endif

            GuiHelper.SetConsoleErrorPause(false);

            var config = new PlatformRunnerConfiguration
            {
                resultsDir  = GetParameterArgument(k_ResultFileDirParam),
                ipList      = TestRunnerConfigurator.GetAvailableNetworkIPs(),
                port        = PlatformRunnerConfiguration.TryToGetFreePort(),
                runInEditor = true,
            };

            var settings = new PlayerSettingConfigurator(true);
            settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", config.GetConnectionIPs()));

            NetworkResultsReceiver.StartReceiver(config);

            EditorApplication.isPlaying = true;
        }