fixed unit test running system
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
This commit is contained in:
@@ -11,6 +11,7 @@
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#include <AzCore/Script/ScriptSystemBus.h>
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#include <Editor/Framework/ScriptCanvasTraceUtilities.h>
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#include <Editor/Framework/ScriptCanvasReporter.h>
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#include <ScriptCanvas/Assets/ScriptCanvasFileHandling.h>
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namespace ScriptCanvas
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{
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@@ -75,7 +75,7 @@ namespace ScriptCanvasEditor
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AZ_Assert(loadResult.m_runtimeAsset, "failed to load dependent asset");
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AZ::Outcome<ScriptCanvas::Translation::LuaAssetResult, AZStd::string> luaAssetOutcome = AZ::Failure(AZStd::string("lua asset creation for function failed"));
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ScriptCanvasEditor::EditorAssetConversionBus::BroadcastResult(luaAssetOutcome, &ScriptCanvasEditor::EditorAssetConversionBusTraits::CreateLuaAsset, loadResult.m_editorAsset, loadResult.m_graphPath);
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ScriptCanvasEditor::EditorAssetConversionBus::BroadcastResult(luaAssetOutcome, &ScriptCanvasEditor::EditorAssetConversionBusTraits::CreateLuaAsset, loadResult.m_editorAsset, loadResult.m_editorAsset.Path().c_str());
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AZ_Assert(luaAssetOutcome.IsSuccess(), "failed to create Lua asset");
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AZStd::string modulePath = namespacePath[0].data();
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@@ -112,18 +112,14 @@ namespace ScriptCanvasEditor
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AZ_INLINE LoadTestGraphResult LoadTestGraph(AZStd::string_view graphPath)
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{
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AZ::Data::Asset<ScriptCanvasEditor::ScriptCanvasAsset> editorAsset;
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ScriptCanvasEditor::EditorAssetConversionBus::BroadcastResult(editorAsset, &ScriptCanvasEditor::EditorAssetConversionBusTraits::LoadAsset, graphPath);
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if (editorAsset.GetData())
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if (auto loadFileOutcome = LoadFromFile(graphPath); loadFileOutcome.IsSuccess())
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{
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AZ::Outcome< AZ::Data::Asset<ScriptCanvas::RuntimeAsset>, AZStd::string> assetOutcome = AZ::Failure(AZStd::string("asset creation failed"));
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ScriptCanvasEditor::EditorAssetConversionBus::BroadcastResult(assetOutcome, &ScriptCanvasEditor::EditorAssetConversionBusTraits::CreateRuntimeAsset, editorAsset);
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ScriptCanvasEditor::EditorAssetConversionBus::BroadcastResult(assetOutcome, &ScriptCanvasEditor::EditorAssetConversionBusTraits::CreateRuntimeAsset, loadFileOutcome.GetValue());
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if (assetOutcome.IsSuccess())
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{
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LoadTestGraphResult result;
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result.m_graphPath = graphPath;
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result.m_editorAsset = editorAsset;
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result.m_editorAsset = loadFileOutcome.TakeValue();
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result.m_runtimeAsset = assetOutcome.GetValue();
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result.m_entity = AZStd::make_unique<AZ::Entity>("Loaded Graph");
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return result;
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@@ -164,8 +160,7 @@ namespace ScriptCanvasEditor
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reporter.SetExecutionMode(mode);
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LoadTestGraphResult loadResult;
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loadResult.m_graphPath = asset.GetHint().c_str();
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loadResult.m_editorAsset = asset;
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loadResult.m_editorAsset = SourceHandle(nullptr, assetId.m_guid, asset.GetHint());
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AZ::EntityId scriptCanvasId;
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loadResult.m_entity = AZStd::make_unique<AZ::Entity>("Loaded test graph");
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loadResult.m_runtimeAsset = runtimeAsset;
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@@ -206,7 +201,8 @@ namespace ScriptCanvasEditor
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{
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ScopedOutputSuppression outputSuppressor;
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AZ::Outcome<ScriptCanvas::Translation::LuaAssetResult, AZStd::string> luaAssetOutcome = AZ::Failure(AZStd::string("lua asset creation failed"));
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ScriptCanvasEditor::EditorAssetConversionBus::BroadcastResult(luaAssetOutcome, &ScriptCanvasEditor::EditorAssetConversionBusTraits::CreateLuaAsset, loadResult.m_editorAsset, loadResult.m_graphPath);
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ScriptCanvasEditor::EditorAssetConversionBus::BroadcastResult(luaAssetOutcome
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, &ScriptCanvasEditor::EditorAssetConversionBusTraits::CreateLuaAsset, loadResult.m_editorAsset, loadResult.m_editorAsset.Path().c_str());
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reporter.MarkParseAttemptMade();
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if (luaAssetOutcome.IsSuccess())
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@@ -27,6 +27,7 @@
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#include <ScriptCanvas/Libraries/Logic/Logic.h>
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#include <ScriptCanvas/Libraries/Math/Math.h>
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#include <ScriptCanvas/Variable/VariableBus.h>
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#include <ScriptCanvas/Assets/ScriptCanvasFileHandling.h>
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namespace AZ
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{
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@@ -45,11 +46,10 @@ namespace ScriptCanvasEditor
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struct LoadTestGraphResult
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{
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AZStd::string_view m_graphPath;
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AZStd::unique_ptr<AZ::Entity> m_entity;
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ScriptCanvas::RuntimeComponent* m_runtimeComponent = nullptr;
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bool m_nativeFunctionFound = false;
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AZ::Data::Asset<ScriptCanvasEditor::ScriptCanvasAsset> m_editorAsset;
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SourceHandle m_editorAsset;
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AZ::Data::Asset<ScriptCanvas::RuntimeAsset> m_runtimeAsset;
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AZ::Data::Asset<AZ::ScriptAsset> m_scriptAsset;
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};
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