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::
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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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