test
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#if UNITY_EDITOR
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using System;
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using System.IO;
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using UnityEditor;
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namespace UnityEngine.InputSystem
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{
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/// Provides convenience functions for creating and managing assets for test purposes.
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/// Note that all returned paths are converted to Unix paths when running on Windows
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/// for consistency and to avoid mixed path names.
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public static class AssetDatabaseUtils
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{
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private const string kAssetPath = "Assets";
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private const string kTestPath = "TestFiles";
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private const string kMetaExtension = ".meta";
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private const string kDefaultAssetExtension = "asset";
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// Perform an operation equivalent to a file delete operation outside of Unity Editor.
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// Note that meta file is also removed to avoid generating warnings about non-clean delete.
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public static void ExternalDeleteFileOrDirectory(string path)
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{
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FileUtil.DeleteFileOrDirectory(path);
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FileUtil.DeleteFileOrDirectory(path + kMetaExtension);
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}
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// Perform an operation equivalent to a file move operation outside of Unity Editor.
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// Note that meta file is also moved to avoid generating warnings about non-clean move.
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public static void ExternalMoveFileOrDirectory(string source, string dest)
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{
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FileUtil.MoveFileOrDirectory(source, dest);
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FileUtil.MoveFileOrDirectory(source + kMetaExtension, dest + kMetaExtension);
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}
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// Create an asset at the given path containing the given text content.
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private static T CreateAssetAtPath<T>(string path, string content) where T : UnityEngine.Object
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{
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Debug.Assert(!File.Exists(path));
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T obj;
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try
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{
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CreateDirectories(Path.GetDirectoryName(path));
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File.WriteAllText(path, content);
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AssetDatabase.ImportAsset(path);
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obj = AssetDatabase.LoadAssetAtPath<T>(path);
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if (obj == null)
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throw new Exception($"Failed to create asset at \"{path}\"");
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}
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catch (Exception)
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{
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AssetDatabase.DeleteAsset(path);
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throw;
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}
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return obj;
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}
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private static string SanitizePath(string path)
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{
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return path?.Replace("\\", "/");
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}
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private static void CreateRootDirectory()
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{
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CreateDirectories(RootPath());
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}
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// Creates all directories (including intermediate) defined in path.
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private static string CreateDirectories(string path)
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{
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if (Directory.Exists(path))
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return SanitizePath(path);
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var parentFolder = kAssetPath;
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path = path.Replace("\\", "/"); // Make sure we only get '/' separators.
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var directories = path.Split('/');
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if (directories[0] != kAssetPath)
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throw new ArgumentException(path);
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for (var i = 1; i < directories.Length; ++i)
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{
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var guid = AssetDatabase.CreateFolder(parentFolder, directories[i]);
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if (guid == string.Empty)
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throw new Exception("Failed to create path \"" + path + "\"");
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parentFolder = SanitizePath(Path.Combine(parentFolder, directories[i]));
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}
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AssetDatabase.Refresh();
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return SanitizePath(path);
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}
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// Creates a random test directory within asset folder that is automatically removed after test run.
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public static string CreateDirectory()
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{
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return CreateDirectories(RandomDirectoryPath());
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}
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// Creates an asset in the given directory path with an explicit or random file name containing the
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// given content or the default content based on type.
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public static T CreateAsset<T>(string directoryPath, string filename = null, string content = null) where T : UnityEngine.Object
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{
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Debug.Assert(directoryPath == null || directoryPath.Contains(RootPath()));
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Debug.Assert(filename == null || !filename.Contains("/"));
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if (directoryPath == null)
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directoryPath = RootPath();
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string path;
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if (filename != null)
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{
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path = SanitizePath(Path.Combine(directoryPath, filename));
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if (File.Exists(path))
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throw new Exception($"File already exists: {path}");
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}
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else
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{
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path = RandomAssetFilePath(directoryPath, AssetFileExtensionFromType(typeof(T)));
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}
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return CreateAsset<T>(path: path, content: content);
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}
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// Creates an asset at the given path containing the specified content.
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// If path is null, a unique random file name is assigned, if content is null the default content based
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// on type (extension) is used.
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public static T CreateAsset<T>(string path = null, string content = null) where T : UnityEngine.Object
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{
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if (path == null)
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path = RandomAssetFilePath(RootPath(), AssetFileExtensionFromType(typeof(T)));
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if (content == null)
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content = DefaultContentFromType(typeof(T));
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return CreateAssetAtPath<T>(path, content);
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}
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public static void Restore()
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{
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var root = RootPath();
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// Delete all files in test folder
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if (!Directory.Exists(root))
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return;
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foreach (var asset in AssetDatabase.FindAssets("", new string[] { root }))
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{
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var path = AssetDatabase.GUIDToAssetPath(asset);
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AssetDatabase.DeleteAsset(path);
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}
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AssetDatabase.DeleteAsset(root);
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}
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private static string RandomName()
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{
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const double scale = int.MaxValue;
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double r = UnityEngine.Random.value;
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return "Test_" + (int)(Math.Floor(r * scale));
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}
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private static string RandomAssetFilePath<T>(string directoryPath = null)
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{
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return RandomAssetFilePath(directoryPath, AssetFileExtensionFromType(typeof(T)));
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}
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private static string RandomAssetFilePath(string directoryPath = null, string extension = null)
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{
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// Default to using test files root path
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if (directoryPath == null)
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directoryPath = RootPath();
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// Default to default extension
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if (extension == null)
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extension = kDefaultAssetExtension;
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string path;
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do
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{
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path = SanitizePath(Path.Combine(directoryPath, RandomName() + "." + extension)); // EDIT
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}
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while (File.Exists(path));
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return path;
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}
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private static string RootPath()
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{
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return SanitizePath(Path.Combine(kAssetPath, kTestPath));
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}
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public static string RandomDirectoryPath()
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{
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string path;
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do
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{
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path = Path.Combine(RootPath(), RandomName());
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}
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while (File.Exists(path));
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return SanitizePath(path);
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}
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private static string AssetFileExtensionFromType(Type type)
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{
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if (type == typeof(InputActionAsset))
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return InputActionAsset.Extension;
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return kDefaultAssetExtension;
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}
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private static string DefaultContentFromType(Type type)
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{
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if (type == typeof(InputActionAsset))
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return "{}";
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return string.Empty;
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}
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}
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}
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#endif // UNITY_EDITOR
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