adjust location of disabling SC unit tests on Linux

Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
This commit is contained in:
chcurran
2021-07-26 13:20:08 -07:00
parent 91e84f1588
commit 3ad8f0dbf9
@@ -218,19 +218,14 @@ namespace ScriptCanvasEditor
if (!reporter.IsProcessOnly())
{
dependencies = LoadInterpretedDepencies(luaAssetResult.m_dependencies.source.userSubgraphs);
RuntimeDataOverrides runtimeDataOverrides;
runtimeDataOverrides.m_runtimeAsset = loadResult.m_runtimeAsset;
if (!dependencies.empty())
{
#if defined(LINUX) //////////////////////////////////////////////////////////////////////////
// Temporarily disable testing on the Linux build until the casing discrepancy
// is sorted out through the SC build and testing pipeline.
// Temporarily disable testing on the Linux build until the file name casing discrepancy
// is sorted out through the SC build and testing pipeline.
if (!luaAssetResult.m_dependencies.source.userSubgraphs.empty())
{
auto graphEntityId = AZ::Entity::MakeId();
reporter.SetGraph(graphEntityId);
loadResult.m_entity->Activate();
@@ -239,8 +234,13 @@ namespace ScriptCanvasEditor
reporter.FinishReport();
ScriptCanvas::SystemRequestBus::Broadcast(&ScriptCanvas::SystemRequests::MarkScriptUnitTestEnd);
return;
}
#else ///////////////////////////////////////////////////////////////////////////////////////
dependencies = LoadInterpretedDepencies(luaAssetResult.m_dependencies.source.userSubgraphs);
if (!dependencies.empty())
{
// #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
// in order to test functionality with a dependency stack greater than 2
@@ -274,8 +274,8 @@ namespace ScriptCanvasEditor
Execution::Context::InitializeActivationData(dependencyData);
Execution::InitializeInterpretedStatics(dependencyData);
}
#endif //////////////////////////////////////////////////////////////////////////////////////
}
#endif //////////////////////////////////////////////////////////////////////////////////////
loadResult.m_scriptAsset = luaAssetResult.m_scriptAsset;
loadResult.m_runtimeAsset.Get()->GetData().m_script = loadResult.m_scriptAsset;