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Test Runner timed out using batchmode in 2018.3.2f1
Hi.
I'm testing my games using batch mode in Jenkins. Unity editor(2018.3.2f1) stopped and timed out in 10 minutes. (but I using attribute to wait for 1hour 30minutes!) but it worked in 2018.1.0f2
this is the editor log.
...
Test execution timed out.
UnityEngine.DebugLogHandler:Internal_Log()
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogErrorFormat(String, Object[])
UnityEditor.TestTools.TestRunner.CommandLineTest.TimeoutCallbacks:TimeoutReached() (at C:\buildslave\unity\build\Extensions\TestRunner\UnityEditor.TestRunner\CommandLineTest\TimeoutCallbacks.cs:61)
UnityEditor.DelayedCallback:Update() (at C:\buildslave\unity\build\Editor\Mono\GUI\RenameOverlay.cs:415)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at C:\buildslave\unity\build\Editor\Mono\EditorApplication.cs:200)
...
this is my test code.
[UnityTest]
[Timeout(5400000)]
public IEnumerator _INTEGRATION_TEST_()
{
...
and my command line arguments.
-batchMode -runTests -projectPath '${WORKSPACE}' -testResults '${WORKSPACE}\\TestResult.xml' -logFile '${WORKSPACE}\\Test.log' -testPlatform playmode
Sadly, It worked very well using Unity editor in normal mode (not batch mode)
It is just bug??? or what happens is it?
Answer by Warnecke · Feb 08, 2019 at 09:29 AM
Yes, that sounds like a bug. We recently discovered an issue where TimeScale.Time was not being taken into account when calculating the timeout, as the test runner incorrectly used the scaled time, rather than real time. Could that be what you are facing?
Yes. I changed timescale in between test. but it worked well in unity editor (not batch mode). Has that bug appeared only batch mode?
No, this bug happens in the editor as well. $$anonymous$$g. the following would time out after less than 1 sec: [UnityTest] [Timeout(1000*60)] public IEnumerator NewTestScriptWithEnumeratorPasses() { Time.timeScale = 100; while (true) { yield return null; } } So it sounds like your issue is unrelated. If that is the case, you can report the details you know in a bug report from inside unity (See https://unity3d.com/unity/qa/bug-reporting).
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