A game about forced loneliness, made by TACStudios
1using UnityEngine.TestRunner; 2using Unity.PerformanceTesting; 3using NUnit.Framework; 4using NUnit.Framework.Interfaces; 5using Unity.PerformanceTesting.Data; 6using Unity.PerformanceTesting.Runtime; 7using UnityEngine.Scripting; 8using UnityEngine; 9 10[assembly: TestRunCallback(typeof(PlayerCallbacks))] 11 12namespace Unity.PerformanceTesting 13{ 14 [Preserve] 15 internal class PlayerCallbacks : ITestRunCallback 16 { 17 internal static bool Saved { get; set; } 18 19 public void RunStarted(ITest testsToRun) 20 { 21 // This method is empty because it's part of the NUnit framework's ITestListener interface, 22 // which Unity uses for running tests in the Editor. It receives a parameter "testsToRun" but 23 // doesn't require implementation as Unity can execute tests without it. Developers can add 24 // custom initialization logic if needed. 25 } 26 27 public void RunFinished(ITestResult testResults) 28 { 29 Saved = false; 30 } 31 32 public void TestStarted(ITest test) 33 { 34 // This method is called by Unity when a new test has started. It receives a parameter "test" 35 // which contains information about the test being executed. Developers can add custom logic 36 // in this method, such as logging or setup code for the test. 37 } 38 39 public void TestFinished(ITestResult result) 40 { 41 // This method is called by Unity when a test has finished executing. It receives a parameter 42 // "result" which contains information about the test execution, such as whether the test 43 // passed or failed, and any messages or exceptions thrown during the test. Developers can 44 // add custom logic in this method, such as logging or teardown code for the test. 45 } 46 47 internal static void LogMetadata() 48 { 49 if (Saved) return; 50 51 var run = Metadata.GetFromResources(); 52 var json = JsonUtility.ToJson(run); 53 TestContext.Out?.WriteLine("##performancetestruninfo2:" + json); 54 Saved = true; 55 } 56 } 57}