public static void BuildAndRunInPlayer(PlatformRunnerConfiguration configuration) { NetworkResultsReceiver.StopReceiver(); var settings = new PlayerSettingConfigurator(false); if (configuration.sendResultsOverNetwork) { try { var l = new TcpListener(IPAddress.Any, configuration.port); l.Start(); configuration.port = ((IPEndPoint)l.Server.LocalEndPoint).Port; l.Stop(); } catch (SocketException e) { Debug.LogException(e); if (InternalEditorUtility.inBatchMode) EditorApplication.Exit(Batch.returnCodeRunError); } } if (InternalEditorUtility.inBatchMode) settings.AddConfigurationFile(TestRunnerConfigurator.batchRunFileMarker, ""); if (configuration.sendResultsOverNetwork) settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", configuration.GetConnectionIPs())); settings.AddConfigurationFile (TestRunnerConfigurator.testScenesToRun, string.Join ("\n", configuration.testScenes.ToArray())); settings.ChangeSettingsForIntegrationTests(); AssetDatabase.Refresh(); var result = BuildPipeline.BuildPlayer(configuration.testScenes.Concat(configuration.buildScenes).ToArray(), configuration.GetTempPath(), configuration.buildTarget, BuildOptions.AutoRunPlayer | BuildOptions.Development); settings.RevertSettingsChanges(); settings.RemoveAllConfigurationFiles(); AssetDatabase.Refresh(); if (!string.IsNullOrEmpty(result)) { if (InternalEditorUtility.inBatchMode) EditorApplication.Exit(Batch.returnCodeRunError); return; } if (configuration.sendResultsOverNetwork) NetworkResultsReceiver.StartReceiver(configuration); else if (InternalEditorUtility.inBatchMode) EditorApplication.Exit(Batch.returnCodeTestsOk); }
private static void RunInEditor (List<string> sceneList) { NetworkResultsReceiver.StopReceiver (); if (sceneList == null || sceneList.Count == 0) { Debug.Log ("No scenes on the list"); EditorApplication.Exit(RETURN_CODE_RUN_ERROR); return; } EditorBuildSettings.scenes = sceneList.Select (s => new EditorBuildSettingsScene (s, true)).ToArray (); EditorApplication.OpenScene (sceneList.First ()); GuiHelper.SetConsoleErrorPause (false); var config = new PlatformRunnerConfiguration() { resultsDir = GetParameterArgument(resultFileDirParam), ipList = TestRunnerConfigurator.GetAvailableNetworkIPs(), port = PlatformRunnerConfiguration.TryToGetFreePort (), }; var settings = new PlayerSettingConfigurator(true); settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", config.GetConnectionIPs())); NetworkResultsReceiver.StartReceiver(config); EditorApplication.isPlaying = true; }
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; }
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(); EditorApplication.OpenScene(sceneList.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())); NetworkResultsReceiver.StartReceiver(config); EditorApplication.isPlaying = true; }
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(); #if UNITY_5_3_OR_NEWER EditorSceneManager.OpenScene(testScenes.First()); #else EditorApplication.LoadLevelInPlayMode(testScenes.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())); settings.AddConfigurationFile(TestRunnerConfigurator.testScenesToRun, string.Join("\n", testScenes.ToArray())); settings.AddConfigurationFile(TestRunnerConfigurator.previousScenes, previousScenesXml); NetworkResultsReceiver.StartReceiver(config); EditorApplication.isPlaying = true; }
public static void BuildAndRunInPlayer(PlatformRunnerConfiguration configuration) { NetworkResultsReceiver.StopReceiver(); var settings = new PlayerSettingConfigurator(false); if (configuration.sendResultsOverNetwork) { try { var l = new TcpListener(IPAddress.Any, configuration.port); l.Start(); configuration.port = ((IPEndPoint)l.Server.LocalEndPoint).Port; l.Stop(); } catch (SocketException e) { Debug.LogException(e); if (InternalEditorUtility.inBatchMode) { EditorApplication.Exit(Batch.returnCodeRunError); } } } if (InternalEditorUtility.inBatchMode) { settings.AddConfigurationFile(TestRunnerConfigurator.batchRunFileMarker, ""); } if (configuration.sendResultsOverNetwork) { settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", configuration.GetConnectionIPs())); } settings.AddConfigurationFile(TestRunnerConfigurator.testScenesToRun, string.Join("\n", configuration.testScenes.ToArray())); settings.ChangeSettingsForIntegrationTests(); AssetDatabase.Refresh(); var result = BuildPipeline.BuildPlayer(configuration.testScenes.Concat(configuration.buildScenes).ToArray(), configuration.GetTempPath(), configuration.buildTarget, BuildOptions.AutoRunPlayer | BuildOptions.Development); settings.RevertSettingsChanges(); settings.RemoveAllConfigurationFiles(); AssetDatabase.Refresh(); if (!string.IsNullOrEmpty(result)) { if (InternalEditorUtility.inBatchMode) { EditorApplication.Exit(Batch.returnCodeRunError); } return; } if (configuration.sendResultsOverNetwork) { NetworkResultsReceiver.StartReceiver(configuration); } else if (InternalEditorUtility.inBatchMode) { EditorApplication.Exit(Batch.returnCodeTestsOk); } }
private static void RunInEditor(List <string> testScenes, List <string> otherBuildScenes) { CheckActiveBuildTarget(); // Steve V. 2016 - This causes exceptions and it's a feature I don't care about //NetworkResultsReceiver.StopReceiver(); if (testScenes == null || testScenes.Count == 0) { Debug.Log("No test scenes on the list"); EditorApplication.Exit(returnCodeRunError); return; } EditorBuildSettings.scenes = (testScenes.Concat(otherBuildScenes).ToList()).Select(s => new EditorBuildSettingsScene(s, true)).ToArray(); EditorApplication.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())); // Steve V. 2016 - This causes exceptions and it's a feature I don't care about //NetworkResultsReceiver.StartReceiver(config); EditorApplication.isPlaying = true; }