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fix: TestProject.RuntimeTests do not run in stand alone test runner builds and fail on consoles #1644

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NoelStephensUnity
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@NoelStephensUnity NoelStephensUnity commented Feb 2, 2022

This includes the adjustments required to get the TestProject.RuntimeTests building as a stand alone test runner build:
MTT-2313
This includes the adjustments required to get the TestProject.RuntimeTests tests passing when ran in a stand alone test runner build (which should pass on consoles but is still TBD)
MTT-2376

Testing and Documentation

  • No tests have been added.
  • No documentation changes or additions were necessary.

NoelStephensUnity and others added 23 commits February 1, 2022 12:14
This commit migrates the NetworkPrefabGlobalObjectIdHashTests and NetworkObjectGlobalObjectIdHashTests into the TestProject.EditorTests assembly since they depend upon editor specific library calls and could be run as EditMode tests.
This commit changes the NetworkObjectParentingTests and ReparentingCubeNetBhv namespace to TestProject.RuntimeTests and uses the standard SceneManager to load the scene as opposed to the editor version.
Modifying the TestProject.RuntimeTests assembly to be a runtime only assembly.
Had to migrate the TestProject.RuntimeTests out of the #if UNITY_EDITOR region in order to be able to compile a stand alone test runner build.
The following updates to the MessageOrdering tests should get them working on consoles.
This fixes the issues with running NestedNetworkManagerTests in a stand alone test runner build and should run on consoles.
The following updates to NetworkSceneManagerDDOLTests in NetworkSceneManagerTests.cs get it passing in a stand alone test runner build which should make it console friendly.
Fixing issues with the NetworkPrefabPoolAdditive class that is used in several tests including the NetworkSceneManagerTests.  The issues fixed were related to object references not being around (i.e. NetworkManager) as well as came up with a better way to detect if the coroutine was running in order to determine if it needed to be stopped.
This fixes the issues with running the NetworkVariableInitializationOnNetworkSpawnTest when it was run in a stand alone test runner build which should be console friendly at this point.
Removing assembly references not being used.
turning off the Unity.Netcode.RuntimeTests on console platforms temporarily in order to run just the TestProject.RuntimeTests on consoles.
Seeing if this fixes the weird issue with the standards failing.
reverting as this was a dumb approach.
disabling all tests in Unity.Netcode.RuntimeTest
Needed some MULTIPLAYER_TOOLS helpers that I accidentally excluded.
Trying to figure out weird ILCPP serialization issue.
Still trying to get rid of IL2CPP error
white spaces.
This is a work around for the MTT-1703 issue with RPCs.
This test was failing on some of the console platforms.  Made adjustments to avoid timing issues.
white space update
This reverts commit a2f6fca.
@NoelStephensUnity NoelStephensUnity changed the title fix: test project runtime tests fail in standalone testrunner build fix: TestProject.RuntimeTests do not run in stand alone test runner builds and fail on consoles Feb 3, 2022
@NoelStephensUnity NoelStephensUnity deleted the fix/test-roject-runtimetests-standalone-testrunner-build branch March 22, 2022 22:38
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