First in set of PRs for adding parallel GPU test runs to Atom tests. (#4276)

* add remaining hydra code for test to run using new parallel test classes and interfaces
* fix return value of Secondary Grid Spacing property test for Grid Entity
* Add `or error_tracer.has_asserts` call for better error catching
* make `Tests.viewport_set` test check a `Report.critical_result()` check instead of `Report.result()` check
* add updates from PR feedback: makes constants for re-used component name strings, move test verifications into the Report() call instead of setting first then calling Report(), use builtin math.isclose function over custom function
* remove after_level_load() and split it into several function calls, add screenshot check, cleanup the GPU script and fix the rendering not displaying by setting global_extra_cmdline_args = []
* fixes the viewport Test check and splits up the helper functions into multiple functions
* add comment for global_extra_cmdline_args update in test and rename the zip file to f'screenshots_{formatted_timestamp}.zip'

Signed-off-by: jromnoa <jromnoa@amazon.com>
Co-authored-by: smurly <scottmur@amazon.com>
This commit is contained in:
jromnoa
2021-10-05 20:05:06 -07:00
committed by GitHub
parent 9f6f6015f0
commit 02b6b1dbf4
6 changed files with 453 additions and 17 deletions
@@ -65,4 +65,18 @@ if(PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_BUILD_TESTS_SUPPORTED AND AutomatedT
COMPONENT
Atom
)
ly_add_pytest(
NAME AutomatedTesting::Atom_TestSuite_Main_GPU_Optimized
TEST_SUITE main
TEST_REQUIRES gpu
TEST_SERIAL
TIMEOUT 1200
PATH ${CMAKE_CURRENT_LIST_DIR}/TestSuite_Main_GPU_Optimized.py
RUNTIME_DEPENDENCIES
AssetProcessor
AutomatedTesting.Assets
Editor
COMPONENT
Atom
)
endif()
@@ -0,0 +1,43 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
import os
import pytest
import ly_test_tools.environment.file_system as file_system
from ly_test_tools.o3de.editor_test import EditorSharedTest, EditorTestSuite
from ly_test_tools.image.screenshot_compare_qssim import qssim as compare_screenshots
from .atom_utils.atom_component_helper import create_screenshots_archive, golden_images_directory
DEFAULT_SUBFOLDER_PATH = 'user/PythonTests/Automated/Screenshots'
@pytest.mark.xfail(reason="Optimized tests are experimental, we will enable xfail and monitor them temporarily.")
@pytest.mark.parametrize("project", ["AutomatedTesting"])
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
class TestAutomation(EditorTestSuite):
# Remove -autotest_mode from global_extra_cmdline_args since we need rendering for these tests.
global_extra_cmdline_args = ["-BatchMode"] # Default is ["-BatchMode", "-autotest_mode"]
class AtomGPU_BasicLevelSetup_SetsUpLevel(EditorSharedTest):
use_null_renderer = False # Default is True
screenshot_name = "AtomBasicLevelSetup.ppm"
test_screenshots = [] # Gets set by setup()
screenshot_directory = "" # Gets set by setup()
# Clear existing test screenshots before starting test.
def setup(self, workspace):
screenshot_directory = os.path.join(workspace.paths.project(), DEFAULT_SUBFOLDER_PATH)
test_screenshots = [os.path.join(screenshot_directory, self.screenshot_name)]
file_system.delete(test_screenshots, True, True)
from Atom.tests import hydra_AtomGPU_BasicLevelSetup as test_module
golden_images = [os.path.join(golden_images_directory(), screenshot_name)]
for test_screenshot, golden_screenshot in zip(test_screenshots, golden_images):
compare_screenshots(test_screenshot, golden_screenshot)
create_screenshots_archive(screenshot_directory)
@@ -3,13 +3,54 @@ Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright
SPDX-License-Identifier: Apache-2.0 OR MIT
File to assist with common hydra component functions used across various Atom tests.
"""
import datetime
import os
import zipfile
from editor_python_test_tools.editor_test_helper import EditorTestHelper
helper = EditorTestHelper(log_prefix="Atom_EditorTestHelper")
def create_screenshots_archive(screenshot_path):
"""
Creates a new zip file archive at archive_path containing all files listed within archive_path.
:param screenshot_path: location containing the files to archive, the zip archive file will also be saved here.
:return: None, but creates a new zip file archive inside path containing all of the files inside archive_path.
"""
files_to_archive = []
# Search for .png and .ppm files to add to the zip archive file.
for (folder_name, sub_folders, file_names) in os.walk(screenshot_path):
for file_name in file_names:
if file_name.endswith(".png") or file_name.endswith(".ppm"):
file_path = os.path.join(folder_name, file_name)
files_to_archive.append(file_path)
# Setup variables for naming the zip archive file.
timestamp = datetime.datetime.now().timestamp()
formatted_timestamp = datetime.datetime.utcfromtimestamp(timestamp).strftime("%Y-%m-%d_%H-%M-%S")
screenshots_file = os.path.join(screenshot_path, f'screenshots_{formatted_timestamp}.zip')
# Write all of the valid .png and .ppm files to the archive file.
with zipfile.ZipFile(screenshots_file, 'w', compression=zipfile.ZIP_DEFLATED, allowZip64=True) as zip_archive:
for file_path in files_to_archive:
file_name = os.path.basename(file_path)
zip_archive.write(file_path, file_name)
def golden_images_directory():
"""
Uses this file location to return the valid location for golden image files.
:return: The path to the golden_images directory, but raises an IOError if the golden_images directory is missing.
"""
current_file_directory = os.path.join(os.path.dirname(__file__))
golden_images_dir = os.path.join(current_file_directory, '..', 'golden_images')
if not os.path.exists(golden_images_dir):
raise IOError(
f'golden_images" directory was not found at path "{golden_images_dir}"'
f'Please add a "golden_images" directory inside: "{current_file_directory}"'
)
return golden_images_dir
def create_basic_atom_level(level_name):
@@ -31,6 +72,9 @@ def create_basic_atom_level(level_name):
import azlmbr.object
import editor_python_test_tools.hydra_editor_utils as hydra
from editor_python_test_tools.editor_test_helper import EditorTestHelper
helper = EditorTestHelper(log_prefix="Atom_EditorTestHelper")
# Create a new level.
new_level_name = level_name
@@ -0,0 +1,292 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
# fmt: off
class Tests :
camera_component_added = ("Camera component was added", "Camera component wasn't added")
camera_fov_set = ("Camera component FOV property set", "Camera component FOV property wasn't set")
directional_light_component_added = ("Directional Light component added", "Directional Light component wasn't added")
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
global_skylight_component_added = ("Global Skylight (IBL) component added", "Global Skylight (IBL) component wasn't added")
global_skylight_diffuse_image_set = ("Global Skylight Diffuse Image property set", "Global Skylight Diffuse Image property wasn't set")
global_skylight_specular_image_set = ("Global Skylight Specular Image property set", "Global Skylight Specular Image property wasn't set")
ground_plane_material_asset_set = ("Ground Plane Material Asset was set", "Ground Plane Material Asset wasn't set")
ground_plane_material_component_added = ("Ground Plane Material component added", "Ground Plane Material component wasn't added")
ground_plane_mesh_asset_set = ("Ground Plane Mesh Asset property was set", "Ground Plane Mesh Asset property wasn't set")
hdri_skybox_component_added = ("HDRi Skybox component added", "HDRi Skybox component wasn't added")
hdri_skybox_cubemap_texture_set = ("HDRi Skybox Cubemap Texture property set", "HDRi Skybox Cubemap Texture property wasn't set")
mesh_component_added = ("Mesh component added", "Mesh component wasn't added")
no_assert_occurred = ("No asserts detected", "Asserts were detected")
no_error_occurred = ("No errors detected", "Errors were detected")
secondary_grid_spacing = ("Secondary Grid Spacing set", "Secondary Grid Spacing not set")
sphere_material_component_added = ("Sphere Material component added", "Sphere Material component wasn't added")
sphere_material_set = ("Sphere Material Asset was set", "Sphere Material Asset wasn't set")
sphere_mesh_asset_set = ("Sphere Mesh Asset was set", "Sphere Mesh Asset wasn't set")
viewport_set = ("Viewport set to correct size", "Viewport not set to correct size")
# fmt: on
def AtomGPU_BasicLevelSetup_SetsUpLevel():
"""
Summary:
Sets up a level to match the AtomBasicLevelSetup.ppm golden image then takes a screenshot to verify the setup.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The scene can be setup for a basic level.
The test screenshot matches the appearance of the AtomBasicLevelSetup.ppm golden image.
Test Steps:
1. Close error windows and display helpers then update the viewport size.
2. Create Default Level Entity.
3. Create Grid Entity as a child entity of the Default Level Entity.
4. Add Grid component to Grid Entity and set Secondary Grid Spacing.
5. Create Global Skylight (IBL) Entity as a child entity of the Default Level Entity.
6. Add HDRi Skybox component to the Global Skylight (IBL) Entity.
7. Add Global Skylight (IBL) component to the Global Skylight (IBL) Entity.
8. Set the Cubemap Texture property of the HDRi Skybox component.
9. Set the Diffuse Image property of the Global Skylight (IBL) component.
10. Set the Specular Image property of the Global Skylight (IBL) component.
11. Create a Ground Plane Entity with a Material component that is a child entity of the Default Level Entity.
12. Set the Material Asset property of the Material component for the Ground Plane Entity.
13. Add the Mesh component to the Ground Plane Entity and set the Mesh component Mesh Asset property.
14. Create a Directional Light Entity as a child entity of the Default Level Entity.
15. Add Directional Light component to Directional Light Entity and set entity rotation.
16. Create a Sphere Entity as a child entity of the Default Level Entity then add a Material component.
17. Set the Material Asset property of the Material component for the Sphere Entity.
18. Add Mesh component to Sphere Entity and set the Mesh Asset property for the Mesh component.
19. Create a Camera Entity as a child entity of the Default Level Entity then add a Camera component.
20. Set the Camera Entity rotation value and set the Camera component Field of View value.
21. Enter game mode.
22. Take screenshot.
23. Exit game mode.
24. Look for errors.
:return: None
"""
import os
from math import isclose
import azlmbr.asset as asset
import azlmbr.bus as bus
import azlmbr.legacy.general as general
import azlmbr.math as math
import azlmbr.paths
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
from Atom.atom_utils.screenshot_utils import ScreenshotHelper
MATERIAL_COMPONENT_NAME = "Material"
MESH_COMPONENT_NAME = "Mesh"
SCREENSHOT_NAME = "AtomBasicLevelSetup"
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
DEGREE_RADIAN_FACTOR = 0.0174533
def initial_viewport_setup(screen_width, screen_height):
general.set_viewport_size(screen_width, screen_height)
general.update_viewport()
result = isclose(
a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1) and isclose(
a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1)
return result
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Close error windows and display helpers then update the viewport size.
helper.close_error_windows()
helper.close_display_helpers()
general.update_viewport()
Report.critical_result(Tests.viewport_set, initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT))
# 2. Create Default Level Entity.
default_level_entity_name = "Default Level"
default_level_entity = EditorEntity.create_editor_entity_at(
math.Vector3(0.0, 0.0, 0.0), default_level_entity_name)
# 3. Create Grid Entity as a child entity of the Default Level Entity.
grid_name = "Grid"
grid_entity = EditorEntity.create_editor_entity(grid_name, default_level_entity.id)
# 4. Add Grid component to Grid Entity and set Secondary Grid Spacing.
grid_component = grid_entity.add_component(grid_name)
secondary_grid_spacing_property = "Controller|Configuration|Secondary Grid Spacing"
secondary_grid_spacing_value = 1.0
grid_component.set_component_property_value(secondary_grid_spacing_property, secondary_grid_spacing_value)
secondary_grid_spacing_set = grid_component.get_component_property_value(
secondary_grid_spacing_property) == secondary_grid_spacing_value
Report.result(Tests.secondary_grid_spacing, secondary_grid_spacing_set)
# 5. Create Global Skylight (IBL) Entity as a child entity of the Default Level Entity.
global_skylight_name = "Global Skylight (IBL)"
global_skylight_entity = EditorEntity.create_editor_entity(global_skylight_name, default_level_entity.id)
# 6. Add HDRi Skybox component to the Global Skylight (IBL) Entity.
hdri_skybox_name = "HDRi Skybox"
hdri_skybox_component = global_skylight_entity.add_component(hdri_skybox_name)
Report.result(Tests.hdri_skybox_component_added, global_skylight_entity.has_component(hdri_skybox_name))
# 7. Add Global Skylight (IBL) component to the Global Skylight (IBL) Entity.
global_skylight_component = global_skylight_entity.add_component(global_skylight_name)
Report.result(Tests.global_skylight_component_added, global_skylight_entity.has_component(global_skylight_name))
# 8. Set the Cubemap Texture property of the HDRi Skybox component.
global_skylight_image_asset_path = os.path.join(
"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
global_skylight_image_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", global_skylight_image_asset_path, math.Uuid(), False)
hdri_skybox_cubemap_texture_property = "Controller|Configuration|Cubemap Texture"
hdri_skybox_component.set_component_property_value(
hdri_skybox_cubemap_texture_property, global_skylight_image_asset)
Report.result(
Tests.hdri_skybox_cubemap_texture_set,
hdri_skybox_component.get_component_property_value(
hdri_skybox_cubemap_texture_property) == global_skylight_image_asset)
# 9. Set the Diffuse Image property of the Global Skylight (IBL) component.
# Re-use the same image that was used in the previous test step.
global_skylight_diffuse_image_property = "Controller|Configuration|Diffuse Image"
global_skylight_component.set_component_property_value(
global_skylight_diffuse_image_property, global_skylight_image_asset)
Report.result(
Tests.global_skylight_diffuse_image_set,
global_skylight_component.get_component_property_value(
global_skylight_diffuse_image_property) == global_skylight_image_asset)
# 10. Set the Specular Image property of the Global Skylight (IBL) component.
# Re-use the same image that was used in the previous test step.
global_skylight_specular_image_property = "Controller|Configuration|Specular Image"
global_skylight_component.set_component_property_value(
global_skylight_specular_image_property, global_skylight_image_asset)
global_skylight_specular_image_set = global_skylight_component.get_component_property_value(
global_skylight_specular_image_property)
Report.result(
Tests.global_skylight_specular_image_set, global_skylight_specular_image_set == global_skylight_image_asset)
# 11. Create a Ground Plane Entity with a Material component that is a child entity of the Default Level Entity.
ground_plane_name = "Ground Plane"
ground_plane_entity = EditorEntity.create_editor_entity(ground_plane_name, default_level_entity.id)
ground_plane_material_component = ground_plane_entity.add_component(MATERIAL_COMPONENT_NAME)
Report.result(
Tests.ground_plane_material_component_added, ground_plane_entity.has_component(MATERIAL_COMPONENT_NAME))
# 12. Set the Material Asset property of the Material component for the Ground Plane Entity.
ground_plane_entity.set_local_uniform_scale(32.0)
ground_plane_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_chrome.azmaterial")
ground_plane_material_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", ground_plane_material_asset_path, math.Uuid(), False)
ground_plane_material_asset_property = "Default Material|Material Asset"
ground_plane_material_component.set_component_property_value(
ground_plane_material_asset_property, ground_plane_material_asset)
Report.result(
Tests.ground_plane_material_asset_set,
ground_plane_material_component.get_component_property_value(
ground_plane_material_asset_property) == ground_plane_material_asset)
# 13. Add the Mesh component to the Ground Plane Entity and set the Mesh component Mesh Asset property.
ground_plane_mesh_component = ground_plane_entity.add_component(MESH_COMPONENT_NAME)
Report.result(Tests.mesh_component_added, ground_plane_entity.has_component(MESH_COMPONENT_NAME))
ground_plane_mesh_asset_path = os.path.join("Objects", "plane.azmodel")
ground_plane_mesh_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", ground_plane_mesh_asset_path, math.Uuid(), False)
ground_plane_mesh_asset_property = "Controller|Configuration|Mesh Asset"
ground_plane_mesh_component.set_component_property_value(
ground_plane_mesh_asset_property, ground_plane_mesh_asset)
Report.result(
Tests.ground_plane_mesh_asset_set,
ground_plane_mesh_component.get_component_property_value(
ground_plane_mesh_asset_property) == ground_plane_mesh_asset)
# 14. Create a Directional Light Entity as a child entity of the Default Level Entity.
directional_light_name = "Directional Light"
directional_light_entity = EditorEntity.create_editor_entity_at(
math.Vector3(0.0, 0.0, 10.0), directional_light_name, default_level_entity.id)
# 15. Add Directional Light component to Directional Light Entity and set entity rotation.
directional_light_entity.add_component(directional_light_name)
directional_light_entity_rotation = math.Vector3(DEGREE_RADIAN_FACTOR * -90.0, 0.0, 0.0)
directional_light_entity.set_local_rotation(directional_light_entity_rotation)
Report.result(
Tests.directional_light_component_added, directional_light_entity.has_component(directional_light_name))
# 16. Create a Sphere Entity as a child entity of the Default Level Entity then add a Material component.
sphere_entity = EditorEntity.create_editor_entity_at(
math.Vector3(0.0, 0.0, 1.0), "Sphere", default_level_entity.id)
sphere_material_component = sphere_entity.add_component(MATERIAL_COMPONENT_NAME)
Report.result(Tests.sphere_material_component_added, sphere_entity.has_component(MATERIAL_COMPONENT_NAME))
# 17. Set the Material Asset property of the Material component for the Sphere Entity.
sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
sphere_material_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", sphere_material_asset_path, math.Uuid(), False)
sphere_material_asset_property = "Default Material|Material Asset"
sphere_material_component.set_component_property_value(sphere_material_asset_property, sphere_material_asset)
Report.result(Tests.sphere_material_set, sphere_material_component.get_component_property_value(
sphere_material_asset_property) == sphere_material_asset)
# 18. Add Mesh component to Sphere Entity and set the Mesh Asset property for the Mesh component.
sphere_mesh_component = sphere_entity.add_component(MESH_COMPONENT_NAME)
sphere_mesh_asset_path = os.path.join("Models", "sphere.azmodel")
sphere_mesh_asset = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", sphere_mesh_asset_path, math.Uuid(), False)
sphere_mesh_asset_property = "Controller|Configuration|Mesh Asset"
sphere_mesh_component.set_component_property_value(sphere_mesh_asset_property, sphere_mesh_asset)
Report.result(Tests.sphere_mesh_asset_set, sphere_mesh_component.get_component_property_value(
sphere_mesh_asset_property) == sphere_mesh_asset)
# 19. Create a Camera Entity as a child entity of the Default Level Entity then add a Camera component.
camera_name = "Camera"
camera_entity = EditorEntity.create_editor_entity_at(
math.Vector3(5.5, -12.0, 9.0), camera_name, default_level_entity.id)
camera_component = camera_entity.add_component(camera_name)
Report.result(Tests.camera_component_added, camera_entity.has_component(camera_name))
# 20. Set the Camera Entity rotation value and set the Camera component Field of View value.
camera_entity_rotation = math.Vector3(
DEGREE_RADIAN_FACTOR * -27.0, DEGREE_RADIAN_FACTOR * -12.0, DEGREE_RADIAN_FACTOR * 25.0)
camera_entity.set_local_rotation(camera_entity_rotation)
camera_fov_property = "Controller|Configuration|Field of view"
camera_fov_value = 60.0
camera_component.set_component_property_value(camera_fov_property, camera_fov_value)
azlmbr.camera.EditorCameraViewRequestBus(azlmbr.bus.Event, "ToggleCameraAsActiveView", camera_entity.id)
Report.result(Tests.camera_fov_set, camera_component.get_component_property_value(
camera_fov_property) == camera_fov_value)
# 21. Enter game mode.
helper.enter_game_mode(Tests.enter_game_mode)
helper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
# 22. Take screenshot.
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking(f"{SCREENSHOT_NAME}.ppm")
# 23. Exit game mode.
helper.exit_game_mode(Tests.exit_game_mode)
helper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
# 24. Look for errors.
helper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
Report.result(Tests.no_assert_occurred, not error_tracer.has_asserts)
Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomGPU_BasicLevelSetup_SetsUpLevel)
@@ -361,3 +361,19 @@ class EditorEntity:
:return: True if "isVisible" is enabled, False otherwise.
"""
return editor.EditorEntityInfoRequestBus(bus.Event, "IsVisible", self.id)
def set_local_uniform_scale(self, scale_float) -> None:
"""
Sets the "SetLocalUniformScale" value on the entity.
:param scale_float: value for "SetLocalUniformScale" to set to.
:return: None
"""
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalUniformScale", self.id, scale_float)
def set_local_rotation(self, vector3_rotation) -> None:
"""
Sets the "SetLocalRotation" value on the entity.
:param vector3_rotation: The math.Vector3 value to use for rotation on the entity (uses radians).
:return: None
"""
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", self.id, vector3_rotation)
@@ -4,18 +4,18 @@ For complete copyright and license terms please see the LICENSE at the root of t
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
import json
import math
import os
import time
import math
import traceback
from typing import Callable, Tuple
import azlmbr
import azlmbr.legacy.general as general
import azlmbr.debug
import json
import traceback
from typing import Callable, Tuple
class FailFast(Exception):
"""
@@ -127,6 +127,31 @@ class TestHelper:
if ret:
return True
@staticmethod
def close_error_windows():
"""
Closes Error Report and Error Log windows that block focus if they are visible.
:return: None
"""
if general.is_pane_visible("Error Report"):
general.close_pane("Error Report")
if general.is_pane_visible("Error Log"):
general.close_pane("Error Log")
@staticmethod
def close_display_helpers():
"""
Closes helper gizmos, anti-aliasing, and FPS meters.
:return: None
"""
if general.is_helpers_shown():
general.toggle_helpers()
general.idle_wait(1.0)
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
class Timeout:
# type: (float) -> None
@@ -149,6 +174,7 @@ class Timeout:
def timed_out(self):
return time.time() > self.die_after
class Report:
_results = []
_exception = None
@@ -290,8 +316,8 @@ class Report:
Report.info(" x: {:.2f}, y: {:.2f}, z: {:.2f}".format(vector3.x, vector3.y, vector3.z))
if magnitude is not None:
Report.info(" magnitude: {:.2f}".format(magnitude))
'''
Utility for scope tracing errors and warnings.
Usage:
@@ -303,7 +329,7 @@ Usage:
Report.result(Tests.warnings_not_found_in_section, not section_tracer.has_warnings)
'''
'''
class Tracer:
def __init__(self):
self.warnings = []
@@ -349,10 +375,10 @@ class Tracer:
self.line = args[1]
self.function = args[2]
self.message = args[3]
def __str__(self):
return f"Assert: [{self.filename}:{self.function}:{self.line}]: {self.message}"
def __repr__(self):
return f"[Assert: {self.message}]"
@@ -360,21 +386,21 @@ class Tracer:
def __init__(self, args):
self.window = args[0]
self.message = args[1]
def _on_warning(self, args):
warningInfo = Tracer.WarningInfo(args)
self.warnings.append(warningInfo)
Report.info("Tracer caught Warning: %s" % warningInfo.message)
self.has_warnings = True
return False
def _on_error(self, args):
errorInfo = Tracer.ErrorInfo(args)
self.errors.append(errorInfo)
Report.info("Tracer caught Error: %s" % errorInfo.message)
self.has_errors = True
return False
def _on_assert(self, args):
assertInfo = Tracer.AssertInfo(args)
self.asserts.append(assertInfo)
@@ -436,6 +462,7 @@ class AngleHelper:
def vector3_str(vector3):
return "(x: {:.2f}, y: {:.2f}, z: {:.2f})".format(vector3.x, vector3.y, vector3.z)
def aabb_str(aabb):
return "[Min: %s, Max: %s]" % (vector3_str(aabb.min), vector3_str(aabb.max))