Merge pull request #4778 from aws-lumberyard-dev/LYN-6770_AutomatedTestNetInputs
LYN-6770 Automated Test Network Input
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@@ -59,5 +59,8 @@ add_subdirectory(smoke)
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## AWS ##
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add_subdirectory(AWS)
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## Multiplayer ##
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add_subdirectory(Multiplayer)
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## Integration tests for editor testing framework ##
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add_subdirectory(editor_test_testing)
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+53
@@ -14,7 +14,10 @@ from typing import Callable, Tuple
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import azlmbr
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import azlmbr.legacy.general as general
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import azlmbr.multiplayer as multiplayer
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import azlmbr.debug
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import ly_test_tools.environment.waiter as waiter
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import ly_test_tools.environment.process_utils as process_utils
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class FailFast(Exception):
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@@ -66,6 +69,56 @@ class TestHelper:
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TestHelper.wait_for_condition(lambda : general.is_in_game_mode(), 1.0)
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Report.critical_result(msgtuple_success_fail, general.is_in_game_mode())
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@staticmethod
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def multiplayer_enter_game_mode(msgtuple_success_fail : Tuple[str, str], sv_default_player_spawn_asset : str):
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# type: (tuple) -> None
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"""
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:param msgtuple_success_fail: The tuple with the expected/unexpected messages for entering game mode.
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:param sv_default_player_spawn_asset: The path to the network player prefab that will be automatically spawned upon entering gamemode. The engine default is "prefabs/player.network.spawnable"
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:return: None
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"""
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# looks for an expected line in a list of tracers lines
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# lines: the tracer list of lines to search. options are section_tracer.warnings, section_tracer.errors, section_tracer.asserts, section_tracer.prints
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# return: true if the line is found, otherwise false
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def find_expected_line(expected_line, lines):
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found_lines = [printInfo.message.strip() for printInfo in lines]
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return expected_line in found_lines
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def wait_for_critical_expected_line(expected_line, lines, time_out):
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TestHelper.wait_for_condition(lambda : find_expected_line(expected_line, lines), time_out)
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Report.critical_result(("Found expected line: " + expected_line, "Failed to find expected line: " + expected_line), find_expected_line(expected_line, lines))
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def wait_for_critical_unexpected_line(unexpected_line, lines, time_out):
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TestHelper.wait_for_condition(lambda : find_expected_line(unexpected_line, lines), time_out)
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Report.critical_result(("Unexpected line not found: " + unexpected_line, "Unexpected line found: " + unexpected_line), not find_expected_line(unexpected_line, lines))
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Report.info("Entering game mode")
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if sv_default_player_spawn_asset :
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general.set_cvar("sv_defaultPlayerSpawnAsset", sv_default_player_spawn_asset)
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with Tracer() as section_tracer:
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# enter game-mode.
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# game-mode in multiplayer will also launch ServerLauncher.exe and connect to the editor
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multiplayer.PythonEditorFuncs_enter_game_mode()
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# make sure the server launcher binary exists
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wait_for_critical_unexpected_line("LaunchEditorServer failed! The ServerLauncher binary is missing!", section_tracer.errors, 0.5)
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# make sure the server launcher is running
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waiter.wait_for(lambda: process_utils.process_exists("AutomatedTesting.ServerLauncher", ignore_extensions=True), timeout=5.0, exc=AssertionError("AutomatedTesting.ServerLauncher has NOT launched!"), interval=1.0)
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# make sure the editor connects to the editor-server and sends the level data packet
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wait_for_critical_expected_line("Editor is sending the editor-server the level data packet.", section_tracer.prints, 5.0)
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# make sure the editor finally connects to the editor-server network simulation
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wait_for_critical_expected_line("Editor-server ready. Editor has successfully connected to the editor-server's network simulation.", section_tracer.prints, 5.0)
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TestHelper.wait_for_condition(lambda : multiplayer.PythonEditorFuncs_is_in_game_mode(), 5.0)
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Report.critical_result(msgtuple_success_fail, multiplayer.PythonEditorFuncs_is_in_game_mode())
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@staticmethod
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def exit_game_mode(msgtuple_success_fail : Tuple[str, str]):
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# type: (tuple) -> None
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@@ -0,0 +1,23 @@
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#
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# Copyright (c) Contributors to the Open 3D Engine Project.
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# For complete copyright and license terms please see the LICENSE at the root of this distribution.
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#
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# SPDX-License-Identifier: Apache-2.0 OR MIT
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#
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#
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if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
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ly_add_pytest(
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NAME AutomatedTesting::MultiplayerTests_Main
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TEST_SUITE main
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TEST_SERIAL
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PATH ${CMAKE_CURRENT_LIST_DIR}/TestSuite_Main.py
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RUNTIME_DEPENDENCIES
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Legacy::Editor
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AZ::AssetProcessor
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AutomatedTesting.Assets
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AutomatedTesting.ServerLauncher
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COMPONENT
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Multiplayer
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)
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endif()
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@@ -0,0 +1,33 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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# This suite consists of all test cases that are under development and have not been verified yet.
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# Once they are verified, please move them to TestSuite_Active.py
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import pytest
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import os
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import sys
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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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@pytest.mark.parametrize("project", ["AutomatedTesting"])
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@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
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class TestAutomation(TestAutomationBase):
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def _run_prefab_test(self, request, workspace, editor, test_module, batch_mode=True, autotest_mode=True):
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self._run_test(request, workspace, editor, test_module,
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extra_cmdline_args=["--regset=/Amazon/Preferences/EnablePrefabSystem=true"],
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batch_mode=batch_mode,
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autotest_mode=autotest_mode)
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def test_Multiplayer_AutoComponent_NetworkInput(self, request, workspace, editor, launcher_platform):
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from .tests import Multiplayer_AutoComponent_NetworkInput as test_module
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self._run_prefab_test(request, workspace, editor, test_module)
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@@ -0,0 +1,6 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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+115
@@ -0,0 +1,115 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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# Test Case Title : Check that network input can be created, received by the authority, and processed
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# fmt: off
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class Tests():
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enter_game_mode = ("Entered game mode", "Failed to enter game mode")
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exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
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find_network_player = ("Found network player", "Couldn't find network player")
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found_lines = ("Expected log lines were found", "Expected log lines were not found")
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found_unexpected_lines = ("Unexpected log lines were not found", "Unexpected log lines were found")
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# fmt: on
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def Multiplayer_AutoComponent_NetworkInput():
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r"""
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Summary:
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Runs a test to make sure that network input can be sent from the autonomous player, received by the authority, and processed
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Level Description:
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- Dynamic
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1. Although the level is empty, when the server and editor connect the server will spawn and replicate the player network prefab.
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a. The player network prefab has a NetworkTestPlayerComponent.AutoComponent and a script canvas attached which will listen for the CreateInput and ProcessInput events.
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Print logs occur upon triggering the CreateInput and ProcessInput events along with their values; we are testing to make sure the expected events are values are recieved.
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- Static
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1. This is an empty level. All the logic occurs on the Player.network.spawnable (see the above Dynamic description)
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Expected Outcome:
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We should see editor logs stating that network input has been created and processed.
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However, if the script receives unexpected values for the Process event we will see print logs for bad data as well.
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:return:
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"""
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import azlmbr.legacy.general as general
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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.utils import Tracer
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from editor_python_test_tools.utils import TestHelper as helper
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from ly_remote_console.remote_console_commands import RemoteConsole as RemoteConsole
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def find_expected_line(expected_line):
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found_lines = [printInfo.message.strip() for printInfo in section_tracer.prints]
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return expected_line in found_lines
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def find_unexpected_line(expected_line):
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return not find_expected_line(expected_line)
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unexpected_lines = [
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'AutoComponent_NetworkInput received bad fwdback!',
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'AutoComponent_NetworkInput received bad leftright!',
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]
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expected_lines = [
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'AutoComponent_NetworkInput ProcessInput called!',
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'AutoComponent_NetworkInput CreateInput called!',
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]
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expected_lines_server = [
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'(Script) - AutoComponent_NetworkInput ProcessInput called!',
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]
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level_name = "AutoComponent_NetworkInput"
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player_prefab_name = "Player"
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player_prefab_path = f"levels/multiplayer/{level_name}/{player_prefab_name}.network.spawnable"
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helper.init_idle()
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# 1) Open Level
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helper.open_level("Multiplayer", level_name)
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with Tracer() as section_tracer:
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# 2) Enter game mode
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helper.multiplayer_enter_game_mode(Tests.enter_game_mode, player_prefab_path.lower())
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# 3) Make sure the network player was spawned
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player_id = general.find_game_entity(player_prefab_name)
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Report.critical_result(Tests.find_network_player, player_id.IsValid())
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# 4) Check the editor logs for expected and unexpected log output
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EXPECTEDLINE_WAIT_TIME_SECONDS = 1.0
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for expected_line in expected_lines :
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helper.wait_for_condition(lambda: find_expected_line(expected_line), EXPECTEDLINE_WAIT_TIME_SECONDS)
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Report.result(Tests.found_lines, find_expected_line(expected_line))
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general.idle_wait_frames(1)
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for unexpected_line in unexpected_lines :
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Report.result(Tests.found_unexpected_lines, find_unexpected_line(unexpected_line))
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# 5) Check the ServerLauncher logs for expected log output
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# Since the editor has started a server launcher, the RemoteConsole with the default port=4600 will automatically be able to read the server logs
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server_console = RemoteConsole()
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server_console.start()
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for line in expected_lines_server:
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assert server_console.expect_log_line(line, EXPECTEDLINE_WAIT_TIME_SECONDS), f"Expected line not found: {line}"
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server_console.stop()
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# Exit game mode
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helper.exit_game_mode(Tests.exit_game_mode)
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if __name__ == "__main__":
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from editor_python_test_tools.utils import Report
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Report.start_test(Multiplayer_AutoComponent_NetworkInput)
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