Fixed All Physics automated tests (#129)
* Fixed all Tests. * Fixed tests stdout redirection * Changed return code for failed tests to be 0xF * Small improvements on automated testing code * Created Periodic test suite and moved tests * Made physics main to only have one test for now * Renamed all tests to have leading AutomatedTesting::
This commit is contained in:
+9
-5
@@ -24,7 +24,7 @@ class Tests():
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# fmt: on
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def run():
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def C14861501_PhysXCollider_RenderMeshAutoAssigned():
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"""
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Summary:
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Create entity with Mesh component and assign a render mesh to the Mesh component. Add Physics Collider component
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@@ -61,7 +61,7 @@ def run():
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from asset_utils import Asset
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# Asset paths
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STATIC_MESH = os.path.join("assets", "c14861501_physxcollider_rendermeshautoassigned", "spherebot", "r0-b_body.cgf")
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STATIC_MESH = os.path.join("assets", "c14861501_physxcollider_rendermeshautoassigned", "spherebot", "r0-b_body.azmodel")
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PHYSX_MESH = os.path.join(
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"assets", "c14861501_physxcollider_rendermeshautoassigned", "spherebot", "r0-b_body.pxmesh"
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)
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@@ -80,8 +80,8 @@ def run():
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# 4) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
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mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
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mesh_component.set_component_property_value("MeshComponentRenderNode|Mesh asset", mesh_asset.id)
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mesh_asset.id = mesh_component.get_component_property_value("MeshComponentRenderNode|Mesh asset")
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mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
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mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
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Report.result(Tests.assign_mesh_asset, mesh_asset.get_path() == STATIC_MESH.replace(os.sep, "/"))
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# 5) Add PhysX Collider component
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@@ -95,4 +95,8 @@ def run():
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if __name__ == "__main__":
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run()
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import ImportPathHelper as imports
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imports.init()
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from utils import Report
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Report.start_test(C14861501_PhysXCollider_RenderMeshAutoAssigned)
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+2
-2
@@ -62,8 +62,8 @@ def C14861502_PhysXCollider_AssetAutoAssigned():
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# Open 3D Engine Imports
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import azlmbr.legacy.general as general
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MESH_ASSET_PATH = os.path.join("Objects", "SphereBot", "r0-b_body.cgf")
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MESH_PROPERTY_PATH = "MeshComponentRenderNode|Mesh asset"
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MESH_ASSET_PATH = os.path.join("Objects", "SphereBot", "r0-b_body.azmodel")
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MESH_PROPERTY_PATH = "Controller|Configuration|Mesh Asset"
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TESTED_PROPERTY_PATH = "Shape Configuration|Asset|PhysX Mesh"
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helper.init_idle()
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@@ -69,7 +69,7 @@ def run():
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import azlmbr.asset as azasset
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# Asset paths
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STATIC_MESH = os.path.join("assets", "c14861504_rendermeshasset_withnopxasset", "test_asset.cgf")
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STATIC_MESH = os.path.join("assets", "c14861504_rendermeshasset_withnopxasset", "test_asset.azmodel")
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helper.init_idle()
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# 1) Load the empty level
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@@ -85,8 +85,8 @@ def run():
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# 4) Assign a render mesh asset to Mesh component (the fbx mesh having both Static mesh and PhysX collision Mesh)
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mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
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mesh_component.set_component_property_value("MeshComponentRenderNode|Mesh asset", mesh_asset.id)
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mesh_asset.id = mesh_component.get_component_property_value("MeshComponentRenderNode|Mesh asset")
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mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
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mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
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Report.result(Tests.assign_mesh_asset, mesh_asset.get_path() == STATIC_MESH.replace(os.sep, "/"))
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# 5) Add PhysX Collider component
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+10
-11
@@ -27,7 +27,7 @@ class Tests():
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# fmt: on
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def run():
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def C4044695_PhysXCollider_AddMultipleSurfaceFbx():
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"""
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Summary:
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Create entity with Mesh and PhysX Collider components and assign a fbx file in both the components.
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@@ -45,12 +45,7 @@ def run():
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4) Select the PhysicsAsset shape in the PhysX Collider component
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5) Assign the fbx file in PhysX Mesh and Mesh component
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6) Check if multiple material slots show up under Materials section in the PhysX Collider component
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Note:
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- This test file must be called from the Open 3D Engine Editor command terminal
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- Any passed and failed tests are written to the Editor.log file.
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Parsing the file or running a log_monitor are required to observe the test results.
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:return: None
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"""
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# Builtins
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@@ -70,7 +65,7 @@ def run():
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SURFACE_TAG_COUNT = 4 # Number of surface tags included in used asset
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# Asset paths
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STATIC_MESH = os.path.join("assets", "c4044695_physxcollider_addmultiplesurfacefbx", "test.cgf")
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STATIC_MESH = os.path.join("assets", "c4044695_physxcollider_addmultiplesurfacefbx", "test.azmodel")
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PHYSX_MESH = os.path.join("assets", "c4044695_physxcollider_addmultiplesurfacefbx", "test.pxmesh")
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helper.init_idle()
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@@ -100,8 +95,8 @@ def run():
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Report.result(Tests.assign_px_mesh_asset, px_asset.get_path() == PHYSX_MESH.replace(os.sep, "/"))
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mesh_asset = Asset.find_asset_by_path(STATIC_MESH)
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mesh_component.set_component_property_value("MeshComponentRenderNode|Mesh asset", mesh_asset.id)
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mesh_asset.id = mesh_component.get_component_property_value("MeshComponentRenderNode|Mesh asset")
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mesh_component.set_component_property_value("Controller|Configuration|Mesh Asset", mesh_asset.id)
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mesh_asset.id = mesh_component.get_component_property_value("Controller|Configuration|Mesh Asset")
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Report.result(Tests.assign_mesh_asset, mesh_asset.get_path() == STATIC_MESH.replace(os.sep, "/"))
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# 6) Check if multiple material slots show up under Materials section in the PhysX Collider component
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@@ -116,4 +111,8 @@ def run():
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if __name__ == "__main__":
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run()
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import ImportPathHelper as imports
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imports.init()
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from utils import Report
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Report.start_test(C4044695_PhysXCollider_AddMultipleSurfaceFbx)
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@@ -27,7 +27,7 @@ class Tests():
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def C4976236_AddPhysxColliderComponent():
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"""
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Summary:
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Load level with Entity having PhysX Collider component. Verify that editor remains stable in Game mode.
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Opens an empty level and creates an Entity with PhysX Collider. Verify that editor remains stable in Game mode.
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Expected Behavior:
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The Editor is stable there are no warnings or errors.
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@@ -37,16 +37,10 @@ def C4976236_AddPhysxColliderComponent():
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2) Create test entity
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3) Start the Tracer to catch any errors and warnings
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4) Add the PhysX Collider component and change shape to box
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5) Add Mesh component and an asset
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6) Enter game mode
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7) Verify there are no errors and warnings in the logs
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8) Exit game mode
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9) Close the editor
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Note:
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- This test file must be called from the Open 3D Engine Editor command terminal
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- Any passed and failed tests are written to the Editor.log file.
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Parsing the file or running a log_monitor are required to observe the test results.
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5) Enter game mode
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6) Verify there are no errors and warnings in the logs
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7) Exit game mode
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8) Close the editor
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:return: None
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"""
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@@ -60,7 +54,7 @@ def C4976236_AddPhysxColliderComponent():
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from editor_python_test_tools.utils import TestHelper as helper
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from editor_python_test_tools.utils import Tracer
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from asset_utils import Asset
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helper.init_idle()
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# 1) Load the level
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helper.open_level("Physics", "Base")
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@@ -74,17 +68,12 @@ def C4976236_AddPhysxColliderComponent():
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# 4) Add the PhysX Collider component and change shape to box
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collider_component = test_entity.add_component("PhysX Collider")
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Report.result(Tests.add_physx_collider, test_entity.has_component("PhysX Collider"))
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collider_component.set_component_property_value('Shape Configuration|Shape', 1)
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collider_component.set_component_property_value('Shape Configuration|Shape', azlmbr.physics.ShapeType_Box)
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# 5) Add Mesh component and an asset
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mesh_component = test_entity.add_component("Mesh")
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asset = Asset.find_asset_by_path(r"Objects\default\primitive_cube.cgf")
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mesh_component.set_component_property_value('MeshComponentRenderNode|Mesh asset', asset.id)
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# 6) Enter game mode
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# 5) Enter game mode
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helper.enter_game_mode(Tests.enter_game_mode)
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# 7) Verify there are no errors and warnings in the logs
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# 6) Verify there are no errors and warnings in the logs
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success_condition = not (section_tracer.has_errors or section_tracer.has_warnings)
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Report.result(Tests.no_errors_and_warnings_found, success_condition)
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if not success_condition:
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@@ -92,9 +81,8 @@ def C4976236_AddPhysxColliderComponent():
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Report.info(f"Warnings found: {section_tracer.warnings}")
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if section_tracer.has_errors:
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Report.info(f"Errors found: {section_tracer.errors}")
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Report.failure(Tests.no_errors_and_warnings_found)
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# 8) Exit game mode
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# 7) Exit game mode
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helper.exit_game_mode(Tests.exit_game_mode)
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@@ -0,0 +1,37 @@
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"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
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or, if provided, by the license below or the license accompanying this file. Do not
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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"""
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# This suite consists of all test cases that are passing and have been verified.
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import pytest
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import os
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import sys
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from .FileManagement import FileManagement as fm
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from ly_test_tools import LAUNCHERS
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sys.path.append(os.path.dirname(os.path.abspath(__file__)) + '/../automatedtesting_shared')
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from base import TestAutomationBase
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revert_physics_config = fm.file_revert_list(['physxdebugconfiguration.setreg', 'physxdefaultsceneconfiguration.setreg', 'physxsystemconfiguration.setreg'], 'AutomatedTesting/Registry')
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@pytest.mark.SUITE_main
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@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
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@pytest.mark.parametrize("project", ["AutomatedTesting"])
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class TestAutomation(TestAutomationBase):
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def test_C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC(self, request, workspace, editor, launcher_platform):
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from . import C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC as test_module
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self._run_test(request, workspace, editor, test_module)
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+3
-17
@@ -27,26 +27,16 @@ from base import TestAutomationBase
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revert_physics_config = fm.file_revert_list(['physxdebugconfiguration.setreg', 'physxdefaultsceneconfiguration.setreg', 'physxsystemconfiguration.setreg'], 'AutomatedTesting/Registry')
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@pytest.mark.SUITE_main
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@pytest.mark.SUITE_periodic
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@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
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@pytest.mark.parametrize("project", ["AutomatedTesting"])
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class TestAutomation(TestAutomationBase):
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# Marking the test as an expected failure due to sporadic failure on Automated Review: SPEC-3146
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# The test still runs, but a failure of the test doesn't result in the test run failing
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@pytest.mark.xfail(
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reason="This test seems to fail sometimes due to it being the first test in the testsuite, we'll duplicate it temporarly."
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"Need to figure out the reason why this is the case")
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@revert_physics_config
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def test_C000000_RigidBody_EnablingGravityWorksPoC_DUPLICATE(self, request, workspace, editor, launcher_platform):
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from . import C100000_RigidBody_EnablingGravityWorksPoC as test_module
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self._run_test(request, workspace, editor, test_module)
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@revert_physics_config
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def test_C3510642_Terrain_NotCollideWithTerrain(self, request, workspace, editor, launcher_platform):
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from . import C3510642_Terrain_NotCollideWithTerrain as test_module
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self._run_test(request, workspace, editor, test_module)
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@revert_physics_config
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def test_C4976195_RigidBodies_InitialLinearVelocity(self, request, workspace, editor, launcher_platform):
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from . import C4976195_RigidBodies_InitialLinearVelocity as test_module
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@@ -530,8 +520,4 @@ class TestAutomation(TestAutomationBase):
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def test_C100000_RigidBody_EnablingGravityWorksPoC(self, request, workspace, editor, launcher_platform):
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from . import C100000_RigidBody_EnablingGravityWorksPoC as test_module
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self._run_test(request, workspace, editor, test_module)
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def test_C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC(self, request, workspace, editor, launcher_platform):
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from . import C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC as test_module
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self._run_test(request, workspace, editor, test_module)
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self._run_test(request, workspace, editor, test_module)
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