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* Move all unit tests to Engine/Tests * Fix Margin.EdgeSubtract * Fix Capsule.Contains * EnvironmentVariables.Remove if it's null * Fixed ray trace never returning startedsolid * Fix HistoryList.Navigate on empty list * Fix GameObject.WorldPosition accepting NaNs * Fix flex: initial expanding to the wrong grow/shrink * Translation.TryConvert shouldn't throw on invalid enum strings * Skip sound file tests on machines with no audio device
23 lines
849 B
C#
23 lines
849 B
C#
global using Microsoft.VisualStudio.TestTools.UnitTesting;
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global using Sandbox;
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global using System.Linq;
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global using System.Threading.Tasks;
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global using Assert = Microsoft.VisualStudio.TestTools.UnitTesting.Assert;
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// This assembly never loads the native engine, so these tests run anywhere dotnet runs
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// and can parallelize freely. If a test needs interop it belongs in Sandbox.Test.Engine.
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// The compiler toolchain tests (Compiling/, Hotload/) share state, so those classes
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// are [DoNotParallelize] and run serially after the parallel batch.
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[assembly: Parallelize( Workers = 0, Scope = ExecutionScope.MethodLevel )]
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[TestClass]
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public class TestInit
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{
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[AssemblyInitialize]
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public static void AssemblyInitialize( TestContext context )
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{
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// Managed-only setup - keep anything native out of here.
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Application.IsUnitTest = true;
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}
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}
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