Add Feature to test Unity Packages (#164)

* (should fail) add jq install to docker image

* (might fail) remove rm rf call

* move things around to try to fix test

* Revert "(might fail) remove rm rf call"

This reverts commit 22f74ebca7.

* remove silent setting from docker test

* Fix failing test's Docker image

* Add new input and basic test

* Add test package; start using jq cli

* Use test package in test workflow

* Create temporary Unity Project and run tests

* Test removing jq install from Dockerfile

* Revert "Test removing jq install from Dockerfile"

This reverts commit 6aa7a6f443.

* Remove mkdir call

* remove duplicate command

* add packageMode option back in

* build changes

* check for apt-get before installing jq

* change apt-get version check message

* spelling and documentation fixes

* add working example unity package with tests

* add temp pwd call to help figure out absolute pathing

* fix workflow package location

* add jq to add package to temp project packages

* try fixing jq calls

* clean up jq calls, fix variable expansion

* try renaming jq args

* try using different arg syntax for jq

* try wrapping args in parentheses

* try using double quotes only

* try changing up quoting

* try properly using string interpolation

* try removing colon

* add string interpolation to key

* omit double quotes from jq call to retrieve package name

* clean up logging

* add rest of workflow tests

* Revert "add rest of workflow tests"

This reverts commit c0bb008b2c.

* add play mode test without cache

* add package mode all mode workflow step

* add consecutive ppackage mode workflow step

* add package mode "like in the readme" test

* fix workflow syntax error

* try to fix syntax error again

* use correct folder

* *hopefully actually* use correct package path

* try adding caching to "readme" test

* remove caching/mentions of caching from package mode tests

* fix artifacts paths

* fix artifacts pathing and names

* fix combined artifacts for package mode

* clean up documentation and exit code

* clarify allowed docker images for packageMode

* update README to mention Unity packages

* move package name validation to TS part of action

* improve logging for temp project creation failure

* make husky hook executable

* add error for missing tests folder

* update docs to reflect unsupported packages

* remove jq install

* Revert "remove jq install"

This reverts commit bd35ac8f6f.

* TEMP log image in use

* Revert "TEMP log image in use"

This reverts commit 95722dcab4.

* Revert "Revert "remove jq install""

This reverts commit e3bac048b1.

* TEMP list installed packages

* Revert "TEMP list installed packages"

This reverts commit db9c07da38.

* TEMP log project's manifest

* add code coverage package to generated project

* remove temp project manifest log

* add coverage to package mode tests

* update name of package coverage steps

* add codecoverage dependency to test package

* Revert "add codecoverage dependency to test package"

This reverts commit 4b2c03069d.

* add assembly filters for coverage

* TEMP console log project folder

* Revert "TEMP console log project folder"

This reverts commit 411ec51817.

* add logic to copy package to folder without activation file

* fix false positive activation file detection

* fix improper bash "if" formatting

* TEMP remove conditional for package copying

* Revert "TEMP remove conditional for package copying"

This reverts commit 4f12d83889.

* Revert "fix improper bash "if" formatting"

This reverts commit acb975bcea.

* Revert "fix false positive activation file detection"

This reverts commit 580c9c14a0.

* Revert "add logic to copy package to folder without activation file"

This reverts commit b20d994b5d.

* run yarn build

* move package mode check lower in the file

* throw error if unity version is auto in package mode

* fix unity version error wording

* try deleting activate license file

* try logging hidden package files

* try deleting all non-package files

* fix license activation files deletion

* scrap file removals and print dir permissions

* log permissions for package folder

* Add packageMode inputs to main

* fix fs mocks and run yarn build

* fix documentation and add error message for missing jq

* add clarification on package mode caveats

* fix line endings problem (?)

* Revert "fix line endings problem (?)"

This reverts commit 1cba302bc4.

* Revert "add clarification on package mode caveats"

This reverts commit fb62d36ba1.

* Revert "fix documentation and add error message for missing jq"

This reverts commit 0df3ab6b88.

* Redo the input docs fixes

* Redo the jq presence test

* update readme to indicate package mode caveats

* fix wording on coverageOptions

* one more wording fix on coverageOptions

* move sample package to example.com domain

---------

Co-authored-by: Aaron Trudeau <120415438+trudeaua-vividream-software@users.noreply.github.com>
This commit is contained in:
Aaron Trudeau
2023-07-03 11:09:20 -04:00
committed by GitHub
parent 31086d9859
commit 7787abf249
45 changed files with 1058 additions and 11 deletions

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using UnityEngine;
using System.Collections;
using UnityEditor;
[CustomEditor(typeof(TimerComponent))]
public class LevelScriptEditor : Editor
{
public override void OnInspectorGUI()
{
TimerComponent myTarget = (TimerComponent)target;
EditorGUILayout.LabelField("Timer", myTarget.Timer.ToString());
}
}

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{
"name": "example.testpackage.Editor",
"rootNamespace": "",
"references": [
"example.testpackage.Runtime"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
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"autoReferenced": true,
"defineConstraints": [],
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using System;
public class BasicCounter
{
public const int MaxCount = 10;
public BasicCounter(int count = 0)
{
Count = count;
}
public void Increment()
{
Count = Math.Min(MaxCount, Count + 1);
}
public int Count { get; private set; }
}

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using UnityEngine;
public class SampleComponent : MonoBehaviour
{
public BasicCounter Counter;
void Start()
{
Counter = new BasicCounter(5);
}
// Update is called once per frame
void Update()
{
Counter.Increment();
}
}

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using UnityEngine;
public class TimerComponent : MonoBehaviour
{
public BasicCounter Counter = new BasicCounter();
public float Timer = 1f;
void Update()
{
Timer -= Time.deltaTime;
if (Timer > 0)
return;
Counter.Increment();
Timer = 1f;
}
}

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{
"name": "example.testpackage.Runtime",
"rootNamespace": "",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class SampleEditModeTest
{
[Test]
public void TestIncrement()
{
// Given
var counter = new BasicCounter(0);
// When
counter.Increment();
// Then
Assert.AreEqual(1, counter.Count);
}
[Test]
public void TestMaxCount()
{
// Given
var counter = new BasicCounter(BasicCounter.MaxCount);
// When
counter.Increment();
// Then
Assert.AreEqual(BasicCounter.MaxCount, counter.Count);
}
}
}

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{
"name": "example.testpackage.EditorTests",
"rootNamespace": "",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"example.testpackage.Editor",
"example.testpackage.Runtime"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
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"noEngineReferences": false
}

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using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class SampleComponentTest
{
private GameObject target;
private SampleComponent component;
[SetUp]
public void Setup()
{
target = GameObject.Instantiate(new GameObject());
component = target.AddComponent<SampleComponent>();
}
[UnityTest]
public IEnumerator TestIncrementOnUpdateAfterNextFrame()
{
// Save the current value, since it was updated after component Start() method called
var count = component.Counter.Count;
// Skip frame and assert the new value
yield return null;
Assert.AreEqual(count + 1, component.Counter.Count);
}
}
}

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using System.Collections;
using NUnit.Framework;
using UnityEngine.TestTools;
namespace Tests
{
public class SamplePlayModeTest
{
// A Test behaves as an ordinary method
[Test]
public void NewTestScriptSimplePasses()
{
// Given
var counter = new BasicCounter(0);
// When
counter.Increment();
// Then
Assert.AreEqual(1, counter.Count);
}
// A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use
// `yield return null;` to skip a frame.
[UnityTest]
public IEnumerator NewTestScriptWithEnumeratorPasses()
{
// Given
var counter = new BasicCounter(3);
// Use the Assert class to test conditions.
// Use yield to skip a frame.
yield return null;
// When
counter.Increment();
// Then
Assert.AreEqual(4, counter.Count);
}
}
}

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using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class TimerComponentTest
{
private GameObject target;
private TimerComponent component;
[SetUp]
public void Setup()
{
target = GameObject.Instantiate(new GameObject());
component = target.AddComponent<TimerComponent>();
}
[UnityTest]
public IEnumerator TestIncrementAfterSomeTime()
{
// Save the current value, since it was updated after component Start() method called
var count = component.Counter.Count;
// Skip frame and assert the new value
yield return null;
Assert.AreEqual(count, component.Counter.Count);
yield return new WaitForSeconds(1.1f);
Assert.AreEqual(count + 1, component.Counter.Count);
yield return new WaitForSeconds(1.1f);
Assert.AreEqual(count + 2, component.Counter.Count);
}
[UnityTest]
public IEnumerator TestTimeScaleIsAffectingIncrement()
{
// Save the current value, since it was updated after component Start() method called
var count = component.Counter.Count;
Time.timeScale = .5f;
// Skip frame and assert the new value
yield return null;
Assert.AreEqual(count, component.Counter.Count);
yield return WaitForRealSeconds(1.1f);
Assert.AreEqual(count, component.Counter.Count);
yield return WaitForRealSeconds(1.1f);
Assert.AreEqual(count + 1, component.Counter.Count);
}
// Skipping time ignoring Time.scale
// https://answers.unity.com/questions/301868/yield-waitforseconds-outside-of-timescale.html
public static IEnumerator WaitForRealSeconds(float time)
{
float start = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup < start + time)
{
yield return null;
}
}
}
}

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{
"name": "example.testpackage.RuntimeTests",
"rootNamespace": "",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"example.testpackage.Runtime"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [],
"noEngineReferences": false
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{
"name": "com.example.testpackage",
"version": "0.0.1",
"displayName": "Test Package",
"description": "Test Package",
"unity": "2019.2",
"unityRelease": "11f1",
"keywords": [
"nothing"
],
"author": {
"name": "Example Author",
"email": "author@example.com",
"url": "example.com"
},
"type": "tool",
"hideInEditor": false
}

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