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:
AMZN-AlexOteiza
2021-04-26 15:25:34 +01:00
committed by GitHub
parent b885e902d0
commit 3f32cc929c
18 changed files with 374 additions and 313 deletions
@@ -27,7 +27,7 @@ class Tests():
def C4976236_AddPhysxColliderComponent():
"""
Summary:
Load level with Entity having PhysX Collider component. Verify that editor remains stable in Game mode.
Opens an empty level and creates an Entity with PhysX Collider. Verify that editor remains stable in Game mode.
Expected Behavior:
The Editor is stable there are no warnings or errors.
@@ -37,16 +37,10 @@ def C4976236_AddPhysxColliderComponent():
2) Create test entity
3) Start the Tracer to catch any errors and warnings
4) Add the PhysX Collider component and change shape to box
5) Add Mesh component and an asset
6) Enter game mode
7) Verify there are no errors and warnings in the logs
8) Exit game mode
9) Close the editor
Note:
- This test file must be called from the Open 3D Engine Editor command terminal
- Any passed and failed tests are written to the Editor.log file.
Parsing the file or running a log_monitor are required to observe the test results.
5) Enter game mode
6) Verify there are no errors and warnings in the logs
7) Exit game mode
8) Close the editor
:return: None
"""
@@ -60,7 +54,7 @@ def C4976236_AddPhysxColliderComponent():
from editor_python_test_tools.utils import TestHelper as helper
from editor_python_test_tools.utils import Tracer
from asset_utils import Asset
helper.init_idle()
# 1) Load the level
helper.open_level("Physics", "Base")
@@ -74,17 +68,12 @@ def C4976236_AddPhysxColliderComponent():
# 4) Add the PhysX Collider component and change shape to box
collider_component = test_entity.add_component("PhysX Collider")
Report.result(Tests.add_physx_collider, test_entity.has_component("PhysX Collider"))
collider_component.set_component_property_value('Shape Configuration|Shape', 1)
collider_component.set_component_property_value('Shape Configuration|Shape', azlmbr.physics.ShapeType_Box)
# 5) Add Mesh component and an asset
mesh_component = test_entity.add_component("Mesh")
asset = Asset.find_asset_by_path(r"Objects\default\primitive_cube.cgf")
mesh_component.set_component_property_value('MeshComponentRenderNode|Mesh asset', asset.id)
# 6) Enter game mode
# 5) Enter game mode
helper.enter_game_mode(Tests.enter_game_mode)
# 7) Verify there are no errors and warnings in the logs
# 6) Verify there are no errors and warnings in the logs
success_condition = not (section_tracer.has_errors or section_tracer.has_warnings)
Report.result(Tests.no_errors_and_warnings_found, success_condition)
if not success_condition:
@@ -92,9 +81,8 @@ def C4976236_AddPhysxColliderComponent():
Report.info(f"Warnings found: {section_tracer.warnings}")
if section_tracer.has_errors:
Report.info(f"Errors found: {section_tracer.errors}")
Report.failure(Tests.no_errors_and_warnings_found)
# 8) Exit game mode
# 7) Exit game mode
helper.exit_game_mode(Tests.exit_game_mode)