483 lines
16 KiB
C#
483 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using MCPForUnity.Editor.Helpers;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEditor.TestTools.TestRunner.Api;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace MCPForUnity.Editor.Services
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{
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/// <summary>
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/// Concrete implementation of <see cref="ITestRunnerService"/>.
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/// Coordinates Unity Test Runner operations and produces structured results.
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/// </summary>
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internal sealed class TestRunnerService : ITestRunnerService, ICallbacks, IDisposable
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{
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private static readonly TestMode[] AllModes = { TestMode.EditMode, TestMode.PlayMode };
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private readonly TestRunnerApi _testRunnerApi;
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private readonly SemaphoreSlim _operationLock = new SemaphoreSlim(1, 1);
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private readonly List<ITestResultAdaptor> _leafResults = new List<ITestResultAdaptor>();
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private TaskCompletionSource<TestRunResult> _runCompletionSource;
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public TestRunnerService()
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{
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_testRunnerApi = ScriptableObject.CreateInstance<TestRunnerApi>();
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_testRunnerApi.RegisterCallbacks(this);
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}
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public async Task<IReadOnlyList<Dictionary<string, string>>> GetTestsAsync(TestMode? mode)
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{
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await _operationLock.WaitAsync().ConfigureAwait(true);
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try
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{
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var modes = mode.HasValue ? new[] { mode.Value } : AllModes;
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var results = new List<Dictionary<string, string>>();
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var seen = new HashSet<string>(StringComparer.Ordinal);
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foreach (var m in modes)
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{
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var root = await RetrieveTestRootAsync(m).ConfigureAwait(true);
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if (root != null)
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{
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CollectFromNode(root, m, results, seen, new List<string>());
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}
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}
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return results;
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}
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finally
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{
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_operationLock.Release();
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}
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}
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public async Task<TestRunResult> RunTestsAsync(TestMode mode)
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{
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await _operationLock.WaitAsync().ConfigureAwait(true);
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Task<TestRunResult> runTask;
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bool adjustedPlayModeOptions = false;
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bool originalEnterPlayModeOptionsEnabled = false;
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EnterPlayModeOptions originalEnterPlayModeOptions = EnterPlayModeOptions.None;
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try
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{
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if (_runCompletionSource != null && !_runCompletionSource.Task.IsCompleted)
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{
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throw new InvalidOperationException("A Unity test run is already in progress.");
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}
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if (EditorApplication.isPlaying || EditorApplication.isPlayingOrWillChangePlaymode)
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{
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throw new InvalidOperationException("Cannot start a test run while the Editor is in or entering Play Mode. Stop Play Mode and try again.");
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}
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if (mode == TestMode.PlayMode)
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{
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// PlayMode runs transition the editor into play across multiple update ticks. Unity's
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// built-in pipeline schedules SaveModifiedSceneTask early, but that task uses
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// EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo which throws once play mode is
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// active. To minimize that window we pre-save dirty scenes and disable domain reload (so the
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// MCP bridge stays alive). We do NOT force runSynchronously here because that can freeze the
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// editor in some projects. If the TestRunner still hits the save task after entering play, the
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// run can fail; in that case, rerun from a clean Edit Mode state.
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adjustedPlayModeOptions = EnsurePlayModeRunsWithoutDomainReload(
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out originalEnterPlayModeOptionsEnabled,
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out originalEnterPlayModeOptions);
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}
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_leafResults.Clear();
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_runCompletionSource = new TaskCompletionSource<TestRunResult>(TaskCreationOptions.RunContinuationsAsynchronously);
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var filter = new Filter { testMode = mode };
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var settings = new ExecutionSettings(filter);
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if (mode == TestMode.PlayMode)
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{
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SaveDirtyScenesIfNeeded();
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}
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_testRunnerApi.Execute(settings);
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runTask = _runCompletionSource.Task;
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}
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catch
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{
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if (adjustedPlayModeOptions)
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{
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RestoreEnterPlayModeOptions(originalEnterPlayModeOptionsEnabled, originalEnterPlayModeOptions);
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}
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_operationLock.Release();
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throw;
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}
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try
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{
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return await runTask.ConfigureAwait(true);
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}
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finally
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{
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if (adjustedPlayModeOptions)
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{
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RestoreEnterPlayModeOptions(originalEnterPlayModeOptionsEnabled, originalEnterPlayModeOptions);
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}
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_operationLock.Release();
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}
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}
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public void Dispose()
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{
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try
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{
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_testRunnerApi?.UnregisterCallbacks(this);
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}
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catch
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{
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// Ignore cleanup errors
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}
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if (_testRunnerApi != null)
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{
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ScriptableObject.DestroyImmediate(_testRunnerApi);
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}
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_operationLock.Dispose();
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}
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#region TestRunnerApi callbacks
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public void RunStarted(ITestAdaptor testsToRun)
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{
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_leafResults.Clear();
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}
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public void RunFinished(ITestResultAdaptor result)
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{
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if (_runCompletionSource == null)
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{
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return;
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}
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var payload = TestRunResult.Create(result, _leafResults);
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_runCompletionSource.TrySetResult(payload);
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_runCompletionSource = null;
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}
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public void TestStarted(ITestAdaptor test)
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{
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// No-op
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}
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public void TestFinished(ITestResultAdaptor result)
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{
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if (result == null)
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{
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return;
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}
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if (!result.HasChildren)
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{
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_leafResults.Add(result);
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}
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}
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#endregion
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private static bool EnsurePlayModeRunsWithoutDomainReload(
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out bool originalEnterPlayModeOptionsEnabled,
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out EnterPlayModeOptions originalEnterPlayModeOptions)
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{
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originalEnterPlayModeOptionsEnabled = EditorSettings.enterPlayModeOptionsEnabled;
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originalEnterPlayModeOptions = EditorSettings.enterPlayModeOptions;
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// When Play Mode triggers a domain reload, the MCP connection is torn down and the pending
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// test run response never makes it back to the caller. To keep the bridge alive for this
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// invocation, temporarily enable Enter Play Mode Options with domain reload disabled.
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bool domainReloadDisabled = (originalEnterPlayModeOptions & EnterPlayModeOptions.DisableDomainReload) != 0;
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bool needsChange = !originalEnterPlayModeOptionsEnabled || !domainReloadDisabled;
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if (!needsChange)
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{
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return false;
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}
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var desired = originalEnterPlayModeOptions | EnterPlayModeOptions.DisableDomainReload;
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EditorSettings.enterPlayModeOptionsEnabled = true;
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EditorSettings.enterPlayModeOptions = desired;
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return true;
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}
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private static void RestoreEnterPlayModeOptions(bool originalEnabled, EnterPlayModeOptions originalOptions)
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{
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EditorSettings.enterPlayModeOptions = originalOptions;
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EditorSettings.enterPlayModeOptionsEnabled = originalEnabled;
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}
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private static void SaveDirtyScenesIfNeeded()
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{
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int sceneCount = SceneManager.sceneCount;
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for (int i = 0; i < sceneCount; i++)
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{
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var scene = SceneManager.GetSceneAt(i);
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if (scene.isDirty)
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{
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if (string.IsNullOrEmpty(scene.path))
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{
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McpLog.Warn($"[TestRunnerService] Skipping unsaved scene '{scene.name}': save it manually before running PlayMode tests.");
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continue;
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}
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try
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{
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EditorSceneManager.SaveScene(scene);
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}
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catch (Exception ex)
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{
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McpLog.Warn($"[TestRunnerService] Failed to save dirty scene '{scene.name}': {ex.Message}");
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}
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}
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}
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}
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#region Test list helpers
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private async Task<ITestAdaptor> RetrieveTestRootAsync(TestMode mode)
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{
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var tcs = new TaskCompletionSource<ITestAdaptor>(TaskCreationOptions.RunContinuationsAsynchronously);
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_testRunnerApi.RetrieveTestList(mode, root =>
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{
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tcs.TrySetResult(root);
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});
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// Ensure the editor pumps at least one additional update in case the window is unfocused.
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EditorApplication.QueuePlayerLoopUpdate();
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var completed = await Task.WhenAny(tcs.Task, Task.Delay(TimeSpan.FromSeconds(30))).ConfigureAwait(true);
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if (completed != tcs.Task)
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{
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McpLog.Warn($"[TestRunnerService] Timeout waiting for test retrieval callback for {mode}");
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return null;
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}
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try
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{
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return await tcs.Task.ConfigureAwait(true);
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}
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catch (Exception ex)
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{
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McpLog.Error($"[TestRunnerService] Error retrieving tests for {mode}: {ex.Message}\n{ex.StackTrace}");
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return null;
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}
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}
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private static void CollectFromNode(
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ITestAdaptor node,
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TestMode mode,
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List<Dictionary<string, string>> output,
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HashSet<string> seen,
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List<string> path)
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{
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if (node == null)
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{
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return;
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}
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bool hasName = !string.IsNullOrEmpty(node.Name);
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if (hasName)
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{
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path.Add(node.Name);
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}
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bool hasChildren = node.HasChildren && node.Children != null;
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if (!hasChildren)
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{
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string fullName = string.IsNullOrEmpty(node.FullName) ? node.Name ?? string.Empty : node.FullName;
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string key = $"{mode}:{fullName}";
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if (!string.IsNullOrEmpty(fullName) && seen.Add(key))
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{
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string computedPath = path.Count > 0 ? string.Join("/", path) : fullName;
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output.Add(new Dictionary<string, string>
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{
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["name"] = node.Name ?? fullName,
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["full_name"] = fullName,
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["path"] = computedPath,
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["mode"] = mode.ToString(),
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});
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}
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}
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else if (node.Children != null)
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{
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foreach (var child in node.Children)
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{
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CollectFromNode(child, mode, output, seen, path);
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}
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}
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if (hasName && path.Count > 0)
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{
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path.RemoveAt(path.Count - 1);
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}
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}
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#endregion
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}
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/// <summary>
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/// Summary of a Unity test run.
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/// </summary>
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public sealed class TestRunResult
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{
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internal TestRunResult(TestRunSummary summary, IReadOnlyList<TestRunTestResult> results)
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{
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Summary = summary;
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Results = results;
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}
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public TestRunSummary Summary { get; }
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public IReadOnlyList<TestRunTestResult> Results { get; }
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public int Total => Summary.Total;
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public int Passed => Summary.Passed;
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public int Failed => Summary.Failed;
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public int Skipped => Summary.Skipped;
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public object ToSerializable(string mode)
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{
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return new
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{
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mode,
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summary = Summary.ToSerializable(),
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results = Results.Select(r => r.ToSerializable()).ToList(),
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};
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}
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internal static TestRunResult Create(ITestResultAdaptor summary, IReadOnlyList<ITestResultAdaptor> tests)
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{
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var materializedTests = tests.Select(TestRunTestResult.FromAdaptor).ToList();
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int passed = summary?.PassCount
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?? materializedTests.Count(t => string.Equals(t.State, "Passed", StringComparison.OrdinalIgnoreCase));
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int failed = summary?.FailCount
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?? materializedTests.Count(t => string.Equals(t.State, "Failed", StringComparison.OrdinalIgnoreCase));
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int skipped = summary?.SkipCount
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?? materializedTests.Count(t => string.Equals(t.State, "Skipped", StringComparison.OrdinalIgnoreCase));
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double duration = summary?.Duration
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?? materializedTests.Sum(t => t.DurationSeconds);
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int total = summary != null ? passed + failed + skipped : materializedTests.Count;
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var summaryPayload = new TestRunSummary(
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total,
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passed,
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failed,
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skipped,
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duration,
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summary?.ResultState ?? "Unknown");
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return new TestRunResult(summaryPayload, materializedTests);
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}
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}
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public sealed class TestRunSummary
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{
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internal TestRunSummary(int total, int passed, int failed, int skipped, double durationSeconds, string resultState)
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{
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Total = total;
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Passed = passed;
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Failed = failed;
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Skipped = skipped;
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DurationSeconds = durationSeconds;
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ResultState = resultState;
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}
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public int Total { get; }
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public int Passed { get; }
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public int Failed { get; }
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public int Skipped { get; }
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public double DurationSeconds { get; }
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public string ResultState { get; }
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internal object ToSerializable()
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{
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return new
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{
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total = Total,
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passed = Passed,
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failed = Failed,
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skipped = Skipped,
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durationSeconds = DurationSeconds,
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resultState = ResultState,
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};
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}
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}
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public sealed class TestRunTestResult
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{
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internal TestRunTestResult(
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string name,
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string fullName,
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string state,
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double durationSeconds,
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string message,
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string stackTrace,
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string output)
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{
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Name = name;
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FullName = fullName;
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State = state;
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DurationSeconds = durationSeconds;
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Message = message;
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StackTrace = stackTrace;
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Output = output;
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}
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public string Name { get; }
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public string FullName { get; }
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public string State { get; }
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public double DurationSeconds { get; }
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public string Message { get; }
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public string StackTrace { get; }
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public string Output { get; }
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internal object ToSerializable()
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{
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return new
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{
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name = Name,
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fullName = FullName,
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state = State,
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durationSeconds = DurationSeconds,
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message = Message,
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stackTrace = StackTrace,
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output = Output,
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};
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}
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internal static TestRunTestResult FromAdaptor(ITestResultAdaptor adaptor)
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{
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if (adaptor == null)
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{
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return new TestRunTestResult(string.Empty, string.Empty, "Unknown", 0.0, string.Empty, string.Empty, string.Empty);
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}
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return new TestRunTestResult(
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adaptor.Name,
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adaptor.FullName,
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adaptor.ResultState,
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adaptor.Duration,
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adaptor.Message,
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adaptor.StackTrace,
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adaptor.Output);
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}
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}
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}
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