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# 13\. Domain reload
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## Learning objectives
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In this section, you will learn how to invoke and wait for Domain Reloads.
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## Intro and motivation
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When performing actions that affect the scripts in a project, Unity performs a domain reload. Since a domain reload restarts all scripts, then it's necessary to mark any expected domain reload by yielding a [WaitForDomainReload](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-wait-for-domain-reload.html). The command stops any further code execution and then resumes after the domain reload is done.
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It's also possible to yield a [RecompileScripts](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-recompile-scripts.html) command. This does the same as `WaitForDomainReload` except that it performs an `AssetDatabase.Reload()` call. Both calls can be configured to expect whether a script compilation is expected to succeed.
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If a domain reload happens while a test is running without yielding one of these commands, then the test will fail with an error about an unexpected domain reload.
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## Exercise
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The [sample](./welcome.md#import-samples) `13_DomainReload_Solution` is set up with a test class called `ScriptAddingTests`.
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The test has two helper methods already implemented:
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* `CreateScript` creates a C# script with a class called `MyTempScript`. That has a method called `Verify`.
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* `VerifyScript` instantiates an instance of `MyTempScript` using reflection and returns the value from the `Verify` method. The expected return value is the string "OK".
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After running `CreateScript` Unity now has a new C# file in the project and thus needs to recompile. The task is to create a test that calls `CreateScript`, handles the domain reload and then verifies the output from `VerifyScript`.
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Remember that your script should also clean up after itself, by deleting the file and recompiling the script again. This is recommended to do in a `TearDown` or `UnityTearDown`, which will run even if the test fails.
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> **Important**: After importing, you should **move the sample test folder** `Tests_13` into the `Assets` folder for this exercise to work.
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## Hints
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* If `RecompileScripts` is unavailable to you due to it being internal, then you need to upgrade the Unity Test Framework package to version 1.1.0 or higher.
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* If you are on a non-Windows machine you might want to change paths inside **k\_fileName** or use C# [Path.Combine](https://docs.microsoft.com/en-us/dotnet/api/system.io.path.combine?view=net-6.0) for more cross-platform safe code.
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## Solution
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A full solution is available in the sample `13_DomainReload_Solution`.
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The test can be implemented as follows:
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```
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internal class ScriptAddingTests
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{
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private const string k_fileName = @"Assets\\Tests\\TempScript.cs";
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[UnityTest]
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public IEnumerator CreatedScriptIsVerified()
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{
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CreateScript();
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yield return new RecompileScripts();
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var verification = VerifyScript();
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Assert.That(verification, Is.EqualTo("OK"));
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}
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[UnityTearDown]
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public IEnumerator Teardown()
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{
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if (!File.Exists(k_fileName))
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{
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yield break;
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}
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File.Delete(k_fileName);
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yield return new RecompileScripts();
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}
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private void CreateScript()
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{
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File.WriteAllText(k_fileName, @"
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public class MyTempScript {
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public string Verify()
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{
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return ""OK"";
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}
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}");
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}
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private string VerifyScript()
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{
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Type type = Type.GetType("MyTempScript", true);
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object instance = Activator.CreateInstance(type);
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var verifyMethod = type.GetMethod("Verify", BindingFlags.Instance | BindingFlags.Public);
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var verifyResult = verifyMethod.Invoke(instance, new object[0]);
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return verifyResult as string;
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}
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}
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```
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## Further reading and resources
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[Documentation for RecompileScripts.](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-recompile-scripts.html)
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[Documentation for WaitForDomainReload.](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-wait-for-domain-reload.html)
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