adjust location of disabling SC unit tests on Linux
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
This commit is contained in:
@@ -218,19 +218,14 @@ namespace ScriptCanvasEditor
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if (!reporter.IsProcessOnly())
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{
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dependencies = LoadInterpretedDepencies(luaAssetResult.m_dependencies.source.userSubgraphs);
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RuntimeDataOverrides runtimeDataOverrides;
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runtimeDataOverrides.m_runtimeAsset = loadResult.m_runtimeAsset;
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if (!dependencies.empty())
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{
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#if defined(LINUX) //////////////////////////////////////////////////////////////////////////
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// Temporarily disable testing on the Linux build until the casing discrepancy
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// is sorted out through the SC build and testing pipeline.
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// Temporarily disable testing on the Linux build until the file name casing discrepancy
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// is sorted out through the SC build and testing pipeline.
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if (!luaAssetResult.m_dependencies.source.userSubgraphs.empty())
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{
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auto graphEntityId = AZ::Entity::MakeId();
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reporter.SetGraph(graphEntityId);
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loadResult.m_entity->Activate();
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@@ -239,8 +234,13 @@ namespace ScriptCanvasEditor
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reporter.FinishReport();
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ScriptCanvas::SystemRequestBus::Broadcast(&ScriptCanvas::SystemRequests::MarkScriptUnitTestEnd);
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return;
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}
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#else ///////////////////////////////////////////////////////////////////////////////////////
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dependencies = LoadInterpretedDepencies(luaAssetResult.m_dependencies.source.userSubgraphs);
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if (!dependencies.empty())
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{
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// #functions2_recursive_unit_tests eventually, this will need to be recursive, or the full asset handling system will need to be integrated into the testing framework
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// in order to test functionality with a dependency stack greater than 2
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@@ -274,8 +274,8 @@ namespace ScriptCanvasEditor
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Execution::Context::InitializeActivationData(dependencyData);
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Execution::InitializeInterpretedStatics(dependencyData);
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}
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#endif //////////////////////////////////////////////////////////////////////////////////////
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}
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#endif //////////////////////////////////////////////////////////////////////////////////////
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loadResult.m_scriptAsset = luaAssetResult.m_scriptAsset;
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loadResult.m_runtimeAsset.Get()->GetData().m_script = loadResult.m_scriptAsset;
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