File size: 4,429 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 | using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework.Interfaces;
using UnityEngine.Networking.PlayerConnection;
using UnityEngine.TestRunner.TestLaunchers;
namespace UnityEngine.TestTools.TestRunner.Callbacks
{
[AddComponentMenu("")]
internal class RemoteTestResultSender : MonoBehaviour, ITestRunnerListener
{
private class QueueData
{
public Guid id { get; set; }
public byte[] data { get; set; }
}
private const int k_aliveMessageFrequency = 120;
private float m_NextliveMessage = k_aliveMessageFrequency;
private readonly Queue<QueueData> m_SendQueue = new Queue<QueueData>();
private readonly object m_LockQueue = new object();
private readonly IRemoteTestResultDataFactory m_TestResultDataFactory = new RemoteTestResultDataFactory();
public void Start()
{
StartCoroutine(SendDataRoutine());
}
private byte[] SerializeObject(object objectToSerialize)
{
return Encoding.UTF8.GetBytes(JsonUtility.ToJson(objectToSerialize));
}
public void RunStarted(ITest testsToRun)
{
var data = SerializeObject(m_TestResultDataFactory.CreateFromTest(testsToRun));
lock (m_LockQueue)
{
m_SendQueue.Enqueue(new QueueData
{
id = PlayerConnectionMessageIds.runStartedMessageId,
data = data
});
}
}
public void RunFinished(ITestResult testResults)
{
var data = SerializeObject(m_TestResultDataFactory.CreateFromTestResult(testResults));
lock (m_LockQueue)
{
m_SendQueue.Enqueue(new QueueData { id = PlayerConnectionMessageIds.runFinishedMessageId, data = data, });
}
}
public void TestStarted(ITest test)
{
var data = SerializeObject(m_TestResultDataFactory.CreateFromTest(test));
lock (m_LockQueue)
{
m_SendQueue.Enqueue(new QueueData
{
id = PlayerConnectionMessageIds.testStartedMessageId,
data = data
});
}
}
public void TestFinished(ITestResult result)
{
var testRunnerResultForApi = m_TestResultDataFactory.CreateFromTestResult(result);
var resultData = SerializeObject(testRunnerResultForApi);
lock (m_LockQueue)
{
m_SendQueue.Enqueue(new QueueData
{
id = PlayerConnectionMessageIds.testFinishedMessageId,
data = resultData,
});
}
}
public IEnumerator SendDataRoutine()
{
while (!PlayerConnection.instance.isConnected)
{
yield return new WaitForSeconds(1);
}
while (true)
{
lock (m_LockQueue)
{
if (PlayerConnection.instance.isConnected && m_SendQueue.Count > 0)
{
ResetNextPlayerAliveMessageTime();
var queueData = m_SendQueue.Dequeue();
PlayerConnection.instance.Send(queueData.id, queueData.data);
yield return null;
}
//This is needed so we dont stall the player totally
if (!m_SendQueue.Any())
{
SendAliveMessageIfNeeded();
yield return new WaitForSeconds(0.02f);
}
}
}
}
private void SendAliveMessageIfNeeded()
{
if (Time.timeSinceLevelLoad < m_NextliveMessage)
{
return;
}
Debug.Log("Sending player alive message back to editor.");
ResetNextPlayerAliveMessageTime();
PlayerConnection.instance.Send(PlayerConnectionMessageIds.playerAliveHeartbeat, new byte[0]);
}
private void ResetNextPlayerAliveMessageTime()
{
m_NextliveMessage = Time.timeSinceLevelLoad + k_aliveMessageFrequency;
}
}
}
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