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1 | 1 | Feature: Session Tracking |
2 | 2 |
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3 | | - @skip_webgl |
4 | | - Scenario Outline: Automatically receiving a session |
5 | | - When I run the game in the "<scenario>" state |
6 | | - And I wait to receive a session |
7 | | - Then the session is valid for the session reporting API version "1.0" for the "Unity Bugsnag Notifier" notifier |
8 | | - And the session payload field "app.version" is not null |
9 | | - And the session payload field "app.releaseStage" equals "production" |
10 | | - And the session payload field "app.type" equals the platform-dependent string: |
11 | | - | macos | MacOS | |
12 | | - | windows | Windows | |
13 | | - And the session payload field "device.osVersion" is not null |
14 | | - And the session payload field "device.osName" equals the platform-dependent string: |
15 | | - | macos | Mac OS | |
16 | | - | windows | Microsoft Windows NT | |
17 | | - And the session payload field "device.model" is not null |
18 | | - And the session payload field "device.manufacturer" equals the platform-dependent string: |
19 | | - | macos | Apple | |
20 | | - | windows | PC | |
21 | | - And the session "id" is not null |
22 | | - And the session "startedAt" is not null |
23 | | - And the session "user.id" is not null |
24 | | - And the session "user.email" is null |
25 | | - And the session "user.name" is null |
26 | | - Examples: |
27 | | - | scenario | |
28 | | - | AutoSession | |
29 | | - | AutoSessionInNotifyReleaseStages | |
30 | | - |
31 | | - @webgl_only |
32 | | - Scenario Outline: Automatically receiving a session |
33 | | - When I run the game in the "<scenario>" state |
34 | | - And I wait to receive a session |
35 | | - Then the session is valid for the session reporting API version "1.0" for the "Unity Bugsnag Notifier" notifier |
36 | | - And the session payload field "app.version" is not null |
37 | | - And the session payload field "app.releaseStage" equals "production" |
38 | | - And the session payload field "app.type" equals "WebGL" |
39 | | - And the session payload field "device.osVersion" is not null |
40 | | - And the session payload field "device.osName" equals "Unix" |
41 | | - And the session payload field "device.model" is not null |
42 | | - And the session payload field "device.manufacturer" is null |
43 | | - And the session "id" is not null |
44 | | - And the session "startedAt" is not null |
45 | | - And the session "user.id" is not null |
46 | | - And the session "user.email" is null |
47 | | - And the session "user.name" is null |
48 | | - Examples: |
49 | | - | scenario | |
50 | | - | AutoSession | |
51 | | - | AutoSessionInNotifyReleaseStages | |
52 | | - |
53 | | - @macos_only |
54 | | - Scenario: Automatically receiving a session before a native crash |
55 | | - When I run the game in the "AutoSessionNativeCrash" state |
56 | | - And I run the game in the "(noop)" state |
57 | | - And I wait to receive a session |
58 | | - And I wait to receive an error |
59 | | - Then the session is valid for the session reporting API version "1.0" for the "Unity Bugsnag Notifier" notifier |
60 | | - And the error is valid for the error reporting API sent by the native Unity notifier |
61 | | - And the event "session.events.handled" equals 0 |
62 | | - And the event "session.events.unhandled" equals 1 |
63 | | - And the error payload field "events.0.session.id" is stored as the value "session_id" |
64 | | - And the session payload field "sessions.0.id" equals the stored value "session_id" |
65 | | - |
66 | 3 | @skip_webgl |
67 | 4 | Scenario Outline: Manually logging a session |
68 | 5 | When I run the game in the "<scenario>" state |
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