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Build and Run / Run all (tests) in player - not working [Android]

Discussion in 'Editor & General Support' started by iwillbenice, Mar 14, 2020.

  1. iwillbenice

    iwillbenice

    Joined:
    Jun 7, 2013
    Posts:
    22
    So basically:
    Build and Run -- not working
    Run all in player (Android) [Test Runner window] -- not working

    It builds application and install it on device in both situations but communication with player is obviously not happening.

    I am running 2019.3.1f1 on Linux Mint 19.1
    and Unity Test Framework 1.1.11

    I am getting this error in both cases:

    Code (csharp):
    1. CommandInvokationFailure: Unable to forward network traffic to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details.
    2. /home/krso/Programs/UnityInstalls/2019.3.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK/platform-tools/adb -s "73QDU16909002356" forward "tcp:34999" "localabstract:Unity-com.UnityTestRunner.UnityTestRunner"
    3.  
    4. stderr[
    5. error: cannot bind listener: Address already in use
    6. ]
    7. stdout[
    8.  
    9. ]
    10. exit code: 1
    11. UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <501fdf9059b849939e0297808b46ab08>:0)
    12. UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <501fdf9059b849939e0297808b46ab08>:0)
    13. UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <501fdf9059b849939e0297808b46ab08>:0)
    14. UnityEditor.Android.ADB.RunInternal (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <501fdf9059b849939e0297808b46ab08>:0)
    15. UnityEditor.Android.ADB.Run (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <501fdf9059b849939e0297808b46ab08>:0)
    16. UnityEditor.Android.AndroidDevice.Exec (System.String[] command, System.String errorMsg) (at <501fdf9059b849939e0297808b46ab08>:0)
    17. UnityEditor.Android.AndroidDevice.Forward (System.String pc, System.String device) (at <501fdf9059b849939e0297808b46ab08>:0)
    18. UnityEditor.Android.AndroidDeploymentTargetsExtension.StartApplication (UnityEditor.Android.AndroidBuildProperties buildProperties, UnityEditor.Android.AndroidDevice device, UnityEditor.ProgressTaskManager taskManager) (at <501fdf9059b849939e0297808b46ab08>:0)
    19. UnityEditor.Android.AndroidDeploymentTargetsExtension+<>c__DisplayClass12_1.<LaunchBuildOnTarget>b__4 () (at <501fdf9059b849939e0297808b46ab08>:0)
    20. UnityEditor.ProgressTaskManager.Run () (at /home/builduser/buildslave/unity/build/Editor/Mono/Utils/ProgressBarUtils.cs:71)
    21. UnityEditor.Android.AndroidDeploymentTargetsExtension.LaunchBuildOnTarget (UnityEditor.DeploymentTargets.IDeploymentTargetsMainThreadContext context, UnityEditor.BuildProperties buildProperties, UnityEditor.DeploymentTargets.DeploymentTargetId targetId, UnityEditor.ProgressHandler progressHandler) (at <501fdf9059b849939e0297808b46ab08>:0)
    22. UnityEditor.DeploymentTargets.DeploymentTargetManager.LaunchBuildOnTarget (UnityEditor.BuildProperties buildProperties, UnityEditor.DeploymentTargets.DeploymentTargetId targetId, UnityEditor.ProgressHandler progressHandler) (at /home/builduser/buildslave/unity/build/Editor/Mono/DeploymentTargets/DeploymentTargetManager.cs:45)
    23. UnityEditor.PostprocessBuildPlayer+<>c__DisplayClass18_1.<LaunchOnTargets>b__1 () (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:254)
    24. UnityEditor.ProgressTaskManager.Run () (at /home/builduser/buildslave/unity/build/Editor/Mono/Utils/ProgressBarUtils.cs:71)
    25. UnityEditor.PostprocessBuildPlayer.LaunchOnTargets (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget buildTarget, UnityEditor.Build.Reporting.BuildReport buildReport, System.Collections.Generic.List`1[T] launchTargets) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:273)
    26. UnityEditor.Android.PostProcessAndroidPlayer.Launch (UnityEditor.BuildTarget target, System.String installPath, UnityEditor.Build.Reporting.BuildReport report) (at <501fdf9059b849939e0297808b46ab08>:0)
    27. UnityEditor.Android.AndroidBuildPostprocessor.LaunchPlayer (UnityEditor.Modules.BuildLaunchPlayerArgs args) (at <501fdf9059b849939e0297808b46ab08>:0)
    28. UnityEditor.PostprocessBuildPlayer.Launch (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget buildTarget, System.String path, System.String productName, UnityEditor.BuildOptions options, UnityEditor.Build.Reporting.BuildReport buildReport) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:217)
    29. UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at /home/builduser/buildslave/unity/build/Editor/Mono/EditorApplication.cs:310)
    30.  
    and when trying to run tests on device I get error above and additional:

    Code (csharp):
    1. TestLaunchFailedException: Timed out trying to connect to the player. Player failed to launch or crashed soon after launching
    2. UnityEditor.TestTools.TestRunner.AndroidPlatformSetup.PostSuccessfulLaunchAction () (at Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestLaunchers/PlatformSetup/AndroidPlatformSetup.cs:56)
    3. UnityEditor.TestTools.TestRunner.PlatformSpecificSetup.PostSuccessfulLaunchAction () (at Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestLaunchers/PlatformSetup/PlatformSpecificSetup.cs:87)
    4. UnityEditor.TestRunner.TestLaunchers.RemoteTestRunController.PostSuccessfulLaunchAction () (at Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestLaunchers/RemotePlayerTestController.cs:107)
    5. UnityEditor.TestTools.TestRunner.PlayerLauncher.Run () (at Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestLaunchers/PlayerLauncher.cs:90)
    6. UnityEditor.TestTools.TestRunner.TestRun.Tasks.LegacyPlayerRunTask+<Execute>d__0.MoveNext () (at Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestRun/Tasks/LegacyPlayerRunTask.cs:14)
    7. UnityEditor.TestTools.TestRunner.TestRun.TestJobRunner.ExecuteStep () (at Library/PackageCache/com.unity.test-framework@1.1.11/UnityEditor.TestRunner/TestRun/TestJobRunner.cs:124)
    8. UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at /home/builduser/buildslave/unity/build/Editor/Mono/EditorApplication.cs:310)
    9.  
    and
    Code (csharp):
    1. An unexpected error happened while running tests.
    2. UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at /home/builduser/buildslave/unity/build/Editor/Mono/EditorApplication.cs:310)
    3.  
    I tried with both Android SDK installed with Unity and external one. I tried with different build tools installed and with target device platform and with other ones. No luck.

    My problem is - It is impossible to run tests on device. I plan to run unit tests on device, as well as performance tests.

    I need to mention that tests half worked in a buggy way on 2019.2.20f1 -- What was happening is that if I manually activate test app on Android device immediately after build finished --> the Tests in TestRunner window got updated (however I was getting
    CommandInvokationFailure
    )
    Can someone please help me on this issue?
     
    Last edited: Mar 16, 2020