64 lines
2.2 KiB
C#
64 lines
2.2 KiB
C#
using System;
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using System.Linq;
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using System.Reflection;
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using NUnit.Framework;
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using UnityEngine;
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namespace UnityEditor.AddressableAssets.Tests
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{
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/*
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* This test exists to verify that all classes are correctly specified within a Unity namespace as developer IDEs
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* like to put new files into package folder namespaces like Editor.Build. If this test is failing for
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* you make sure it is in a Unity specific namespace.
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*/
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public class NamespaceTests
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{
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public static Type[] defaultNamespaceTypes = new Type[]
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{
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typeof(AddressablesPlayerBuildProcessor),
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typeof(RevertUnchangedAssetsToPreviousAssetState),
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};
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[Test]
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public void AllEditorClassesAreInCorrectNamespace()
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{
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string assemblyName = "Unity.Addressables.Editor";
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// Specify the root namespace you want to check
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string rootNamespace = "UnityEditor.AddressableAssets";
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// Load the assembly
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Assembly assembly = Assembly.Load(assemblyName);
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// Get all types in the assembly
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Type[] types = assembly.GetTypes();
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// Filter for only classes (excluding interfaces, enums, etc.)
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var classes = types.Where(t => t.IsClass && t.IsPublic);
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foreach (var classType in classes)
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{
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if (defaultNamespaceTypes.Contains(classType))
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{
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Assert.IsNull(classType.Namespace,
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$"Class {classType.FullName} is not in the default namespace as expected.");
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continue;
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}
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// Check if the class is in the correct namespace
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Assert.IsTrue(IsInNamespaceOrChildren(classType, rootNamespace),
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$"Class {classType.FullName} is in {classType.Namespace} which is not in the {rootNamespace} namespace or its children.");
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}
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}
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private bool IsInNamespaceOrChildren(Type type, string rootNamespace)
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{
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string typeNamespace = type.Namespace;
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// Check if the type's namespace starts with the root namespace
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return typeNamespace != null && typeNamespace.StartsWith(rootNamespace);
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}
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}
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} |