Example #1
0
        public static JSParserResult RunTest(string sourceName, string resultName)
        {
            var source = TestsHelper.GetEmbeddedText("JsParser.Test.Parser.Source." + sourceName);

            // Fix line endings in test files. All should be unix way, but on some GIT clients it is updated automatically.
            source = source.Replace("\r\n", "\n");

            var settings = new JavascriptParserSettings()
            {
                Filename = sourceName,
            };
            var actualResult = (new JavascriptParser(settings)).Parse(source);

            var outDir = "C:\\js_parser_units_output";

            Directory.CreateDirectory(outDir);

            // Save actual hierarchy xml
            var serialized = SimpleHierarchySerializer.Serialize(actualResult.Nodes);

            File.WriteAllText(outDir + "\\" + resultName, serialized);

            // Load test data
            var resName = "JsParser.Test.Parser.ExpectedResult." + resultName;

            var passed = false;

            if (TestsHelper.CheckEmbeddedRes(resName))
            {
                File.WriteAllText(outDir + "\\" + resultName, SimpleHierarchySerializer.Serialize(actualResult.Nodes));

                var expectedresultSerialized = TestsHelper.GetEmbeddedText(resName);
                var expectedresult           = SimpleHierarchySerializer.Deserialize <CodeNode>(expectedresultSerialized);

                // Save expected hierarchy serialized
                File.WriteAllText(outDir + "\\" + resultName + ".ex", expectedresultSerialized);

                if (HierarchyComparer.Compare(actualResult.Nodes, expectedresult, new CodeNodeAssertComparer()))
                {
                    passed = true;
                }
            }

            Assert.IsTrue(passed);

            return(actualResult);
        }
        public void SimpleHierarchySerializer_Test()
        {
            var testData = new Hierarchy <CodeNode>(new CodeNode("Node1", 0, 100, "Comment1"))
            {
                Children = new List <Hierarchy <CodeNode> >
                {
                    new Hierarchy <CodeNode>(new CodeNode("S1", 1, 2)),
                    new Hierarchy <CodeNode>(new CodeNode("S2", 2, 3))
                }
            };

            var serialized   = SimpleHierarchySerializer.Serialize(testData);
            var deserialised = SimpleHierarchySerializer.Deserialize <CodeNode>(serialized);
            var isEqual      = HierarchyComparer.Compare(testData, deserialised, CodeNode.GetDefaultComparer());

            Assert.IsTrue(isEqual);
        }
        public void SimpleHierarchySerializer_Test2()
        {
            var testData = new Hierarchy <CodeNode>(new CodeNode("Node1", 0, 100, "Comment1\r\nHere the second line"))
            {
                Children = new List <Hierarchy <CodeNode> >
                {
                    new Hierarchy <CodeNode>(new CodeNode("S1", 1, 20, "{}\\/+-_=!@#$%^&*;:'<>")),
                    new Hierarchy <CodeNode>(new CodeNode("S2", 20, 40, "Or some xml encoded &#A;&#D; &amp;&gt;"))
                    {
                        Children = new List <Hierarchy <CodeNode> >
                        {
                            new Hierarchy <CodeNode>(new CodeNode("D1", 20, 21)),
                            new Hierarchy <CodeNode>(new CodeNode("D2", 30, 31))
                        }
                    },
                    new Hierarchy <CodeNode>(new CodeNode("S3", 40, 60))
                    {
                        Children = new List <Hierarchy <CodeNode> >
                        {
                            new Hierarchy <CodeNode>(new CodeNode("D3", 40, 41)),
                            new Hierarchy <CodeNode>(new CodeNode("D4", 50, 55))
                            {
                                Children = new List <Hierarchy <CodeNode> >
                                {
                                    new Hierarchy <CodeNode>(new CodeNode("L1", 51, 52))
                                }
                            }
                        }
                    },
                    new Hierarchy <CodeNode>(new CodeNode("S4", 60, 70))
                }
            };

            var serialized   = SimpleHierarchySerializer.Serialize(testData);
            var deserialised = SimpleHierarchySerializer.Deserialize <CodeNode>(serialized);
            var isEqual      = HierarchyComparer.Compare(testData, deserialised, CodeNode.GetDefaultComparer());

            Assert.IsTrue(isEqual);
        }
Example #4
0
        /// <summary>
        /// Processes changes
        /// </summary>
        private void ProcessChanges(bool inPlayMode)
        {
            /* Calculating the single step change */
            _stepDelta = HierarchyComparer.Compare(
                _oldHierarchy,
                _newHierarchy
                );

#if DEBUG
            if (DebugMode)
            {
                Debug.Log(_stepDelta);
            }
#endif
            //Debug.Log(delta);

            /**
             * 2. Handle additions
             * a) Instantiate component
             * b) Record transform addition
             * */

            if (inPlayMode)
            {
                /**
                 * 1. PLAY mode
                 * Leaving the processing to persistence logic
                 * */

                /**
                 * In play mode we need a full delta, so we will be able to re-apply it
                 * after the play mode is stopped
                 * Tracking full delta with each change, because we don't know when
                 * will be the last chance to track it before stopping the play mode
                 * */
                _fullDelta = HierarchyComparer.Compare(
                    _originalHierarchy,
                    _newHierarchy
                    );

                /**
                 * IMPORTANT:
                 * This was the source of the quite performance killing recursive bug
                 * If this processing take place in play mode, OnHierarchyChange fires in each consequent frame, without ever stopping
                 * TODO: do a special logic for reordering items in play mode
                 * */
                AdditionProcessor.Process(_stepDelta.TopLevelAdditions, _stepDelta.Additions);
                RemovalProcessor.Process(_stepDelta.Removals);
                MovesProcessor.Process(_stepDelta.Moves);

                /**
                 * Accumulate delta
                 * */
                PersistenceManager.Instance.Delta = _fullDelta; //.Reset(); // TEMP -> create a direct Delta setter
                //PersistenceManager.Instance.Delta.Accumulate(_fullDelta);
            }
            else
            {
                /**
                 * 2. EDIT mode
                 * In edit mode, so handling the ordering information immediatelly
                 * Note: the ordering information is all that has to be processed when adding a new component
                 * or a prefab in Edit mode - other things (parent-child relationship etc.) is handled by Unity
                 * */
                EditModeAdditionsProcessor.Process(_stepDelta.TopLevelAdditions);
                EditModeRemovalProcessor.Process(_stepDelta.TopLevelRemovals);
                EditModeMovesProcessor.Process(_stepDelta.Moves);
            }

            _stepDelta.Reset();

            // save the current hierarchy
            _oldHierarchy = _newHierarchy;

            EditorState.Instance.Adapter = ComponentRegistry.Instance.Get(EditorState.Instance.AdapterId, true) as ComponentAdapter;

            ChangesProcessedSignal.Emit();
        }