Adding EditorPython methods to Multiplayer gem for launching the editor gamemode with a server. Adding a test for networkinput with scriptcanvas to ensure the autonomous client can create input and that the server can receive and process the input via script canvas.
Signed-off-by: Gene Walters <genewalt@amazon.com>
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+20
@@ -14,6 +14,7 @@ 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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@@ -66,6 +67,25 @@ 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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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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multiplayer.PythonEditorFuncs_enter_game_mode()
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TestHelper.wait_for_condition(lambda : multiplayer.PythonEditorFuncs_is_in_game_mode(), 30.0)
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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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