Merge pull request #6066 from aws-lumberyard-dev/LYN-8514_AutomatedReviewServerLogChecks

Updating Multiplayer PyTests To Check Server Logs
This commit is contained in:
Gene Walters
2021-12-09 09:15:58 -08:00
committed by GitHub
9 changed files with 188 additions and 182 deletions
@@ -81,7 +81,7 @@ namespace Multiplayer
else
{
m_networkEditorInterface->SendReliablePacket(editorServerToEditorConnectionId, MultiplayerEditorPackets::EditorServerReadyForLevelData());
AZ_Printf("MultiplayerEditorConnection", "Editor-server activation has found and connected to the editor.")
AZ_Printf("MultiplayerEditorConnection", "Editor-server activation has found and connected to the editor.\n")
}
}
@@ -1135,9 +1135,15 @@ namespace Multiplayer
// make sure the player prefab path is lowercase (how it's stored in the cache folder)
auto sv_defaultPlayerSpawnAssetLowerCase = static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset);
AZStd::to_lower(sv_defaultPlayerSpawnAssetLowerCase.begin(), sv_defaultPlayerSpawnAssetLowerCase.end());
PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAssetLowerCase).c_str()));
PrefabEntityId playerPrefabEntityId(AZ::Name(sv_defaultPlayerSpawnAssetLowerCase.c_str()));
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate);
AZ_Warning(
"MultiplayerSystemComponent", !entityList.empty(),
"SpawnDefaultPlayerPrefab failed. Missing sv_defaultPlayerSpawnAsset at path '%s'.\n",
sv_defaultPlayerSpawnAssetLowerCase.c_str())
for (NetworkEntityHandle subEntity : entityList)
{
subEntity.Activate();