ZoeAppClass/Library/PackageCache/com.unity.scriptablebuildpi.../Tests/Editor/CacheServerBuildCacheTests.cs

31 lines
1.0 KiB
C#

using System.IO;
using UnityEditor.Build.Pipeline.Utilities;
namespace UnityEditor.Build.Pipeline.Tests
{
// Test suite against Build Cache with Cache Server backend, tests are implemented in BuildCacheTestBase
class CacheServerBuildCacheTests : BuildCacheTestBase
{
internal override void OneTimeSetupDerived()
{
var cachePath = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName());
LocalCacheServer.Setup(1024 * 1024, cachePath);
}
internal override void OneTimeTearDownDerived()
{
LocalCacheServer.Clear();
}
protected override void RecreateBuildCache()
{
// purge the local cache to make sure we don't load anything out of it again.
// these tests need to pull from the cache server
if (m_Cache != null)
m_Cache.Dispose();
PurgeBuildCache();
m_Cache = new BuildCache("localhost", LocalCacheServer.instance.m_port);
}
}
}