testss
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.ExceptionServices;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Unity.Cloud.Collaborate.Tests
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{
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public class CoroutineSynchronizationContext : SynchronizationContext
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{
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const int k_AwqInitialCapacity = 20;
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readonly Queue<WorkRequest> m_AsyncWorkQueue = new Queue<WorkRequest>(k_AwqInitialCapacity);
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readonly int m_MainThreadId = Thread.CurrentThread.ManagedThreadId;
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// Send will process the call synchronously. If the call is processed on the main thread, we'll invoke it
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// directly here. If the call is processed on another thread it will be queued up like POST to be executed
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// on the main thread and it will wait. Once the main thread processes the work we can continue
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public override void Send(SendOrPostCallback callback, object state)
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{
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if (m_MainThreadId == Thread.CurrentThread.ManagedThreadId)
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{
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callback(state);
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}
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else
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{
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using (var waitHandle = new ManualResetEvent(false))
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{
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lock (m_AsyncWorkQueue)
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{
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m_AsyncWorkQueue.Enqueue(new WorkRequest(callback, state, waitHandle));
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}
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waitHandle.WaitOne();
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}
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}
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}
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// Post will add the call to a task list to be executed later on the main thread then work will continue asynchronously
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public override void Post(SendOrPostCallback callback, object state)
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{
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lock (m_AsyncWorkQueue)
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{
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m_AsyncWorkQueue.Enqueue(new WorkRequest(callback, state));
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}
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}
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// Exec will execute tasks off the task list
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public void Exec()
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{
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lock (m_AsyncWorkQueue)
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{
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var workCount = m_AsyncWorkQueue.Count;
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for (var i = 0; i < workCount; i++)
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{
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var work = m_AsyncWorkQueue.Dequeue();
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work.Invoke();
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}
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}
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}
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struct WorkRequest
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{
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readonly SendOrPostCallback m_DelegateCallback;
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readonly object m_DelegateState;
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readonly ManualResetEvent m_WaitHandle;
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public WorkRequest(SendOrPostCallback callback, object state, ManualResetEvent waitHandle = null)
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{
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m_DelegateCallback = callback;
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m_DelegateState = state;
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m_WaitHandle = waitHandle;
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}
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public void Invoke()
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{
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m_DelegateCallback(m_DelegateState);
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m_WaitHandle?.Set();
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}
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}
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}
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public class AsyncToCoroutine
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{
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readonly CoroutineSynchronizationContext m_Context;
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readonly bool m_Cleanup;
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public Func<Task> Before { get; set; }
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public Func<Task> After { get; set; }
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public AsyncToCoroutine(bool cleanup = true)
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{
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m_Context = new CoroutineSynchronizationContext();
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m_Cleanup = cleanup;
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}
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public IEnumerator Run(Func<Task> func)
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{
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return Run(func, null);
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}
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// This method exists so we can avoid getting compiler warnings
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// from non-async tests even if their Before/After are async
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public IEnumerator Run(Action action)
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{
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return Run(null, action);
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}
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IEnumerator Run(Func<Task> func, Action action)
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{
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var oldContext = SynchronizationContext.Current;
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SynchronizationContext.SetSynchronizationContext(m_Context);
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var task = RunAll();
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while (!task.IsCompleted)
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{
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// Run any code that''s queued up.
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m_Context.Exec();
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// Skip frames until we're given more code or the task is done.
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yield return null;
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}
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SynchronizationContext.SetSynchronizationContext(oldContext);
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// Rethrow any exception that happened inside the task.
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// Using a regular throw statement will lose the stack trace.
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// https://stackoverflow.com/a/20170583
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if (task.IsFaulted)
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ExceptionDispatchInfo.Capture(task.Exception?.InnerException ?? task.Exception ?? new Exception("Unknown exception!")).Throw();
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// Stupid hack to handle before/after methods that are async
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// Ideally NUnit would do that for us but it doesn't support
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// coroutines in it's Setup/Teardown methods.
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async Task RunAll()
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{
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if (Before != null) await Before();
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if (func != null)
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await func();
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else
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action();
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if (After != null) await After();
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}
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}
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}
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}
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@@ -0,0 +1,35 @@
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namespace Unity.Cloud.Collaborate.Tests
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{
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public class BasicTests : ScenarioTestBase
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{
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// [UnityTest]
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// public IEnumerator AddedAssetsShowAsUntrackedChanges()
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// {
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// return atc.Run(async () =>
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// {
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//
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// // ensure initial clean state.
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// await EnsureCleanChangesPageInitially();
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//
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// // ensure file doesn't already exist.
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// const string filename = "file1.txt";
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// File.Exists(filename).ShouldBe(false, $"{filename} already exists");
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//
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// // todo - wrap operations like these in a dedicated helper class.
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// File.WriteAllText(filename, "added file empty content .. ");
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//
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// // todo - ahmad : port the state monitoring implementation from
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// // collab ver to here to avoid arbitrary UI wait times.
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// await Task.Delay(1000);
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//
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// var entries = (await BackendProvider.Instance.GetChanges());
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// entries.Count.ShouldBe(1, "changes count did not add file1");
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// entries[0].Path.ShouldBe("file1.txt", "change added is not named file1.txt");
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// entries[0].Status.ShouldBe(ChangeEntryStatus.Untracked, "change added is untracked");
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//
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// // clean up the file. (todo - ahmad) : this should be added in an after() method.
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// File.Delete(filename);
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// });
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// }
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}
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}
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