[LYN-3464] Vegetation unit tests intermittently failed due to an AssetManager bug. Inside the AssetContainer, if the root asset finished loading during the container initialization, the CheckReady() call at the end of initialization would detect the loaded asset, but would skip sending out notifications because the initialized flag wasn't set yet. This would lead to an extra asset reference remaining in the AssetManager itself, would would then cause errors when the asset handler for that asset got removed.
By setting the initialization flag before the CheckReady() call, the notifications get sent correctly, and no extra asset references remain. This checkin also includes a unit test for the AssetManager that specifically forces this condition to happen and validates that it works correctly.
This commit is contained in:
@@ -239,8 +239,13 @@ namespace AZ
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return;
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}
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CheckReady();
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m_initComplete = true;
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// *After* setting initComplete to true, check to see if the assets are already ready.
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// This check needs to wait until after setting initComplete because if they *are* ready, we want the final call to
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// RemoveWaitingAsset to trigger the OnAssetContainer* event. If we call CheckReady() *before* setting initComplete,
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// if all the assets are ready, the event will never get triggered.
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CheckReady();
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}
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bool AssetContainer::IsReady() const
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@@ -330,4 +330,163 @@ namespace UnitTest
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}
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}
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}
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// The AssetManagerStreamerImmediateCompletionTests class adjusts the asset loading to force it to complete immediately,
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// while still within the callstack for GetAsset(). This can be used to test various conditions in which the load thread
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// completes more rapidly than expected, and can expose subtle race conditions.
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// There are a few key things that this class does to make this work:
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// - The file I/O streamer is mocked
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// - The asset stream data is mocked to a 0-byte length for the asset so that the stream load will bypass the I/O streamer and
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// just immediately return completion.
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// - The number of JobManager threads is set to 0, forcing jobs to execute synchronously inline when they are started.
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// With these changes, GetAssetInternal() will queue the stream, which will immediately call the callback that creates LoadAssetJob,
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// which immediately executes in-place to process the asset due to the synchronous JobManager.
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// Note that if we just created the asset in a Ready state, most of the asset loading code is completely bypassed, and so we
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// wouldn't be able to test for race conditions in the AssetContainer.
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//
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// This class also unregisters the catalog and asset handler before shutting down the asset manager. This is done to catch
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// any outstanding asset references that exist due to loads not completing and cleaning up successfully.
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struct AssetManagerStreamerImmediateCompletionTests : public BaseAssetManagerTest,
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public AZ::Data::AssetCatalogRequestBus::Handler,
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public AZ::Data::AssetHandler,
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public AZ::Data::AssetCatalog
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{
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static inline const AZ::Uuid TestAssetId{"{E970B177-5F45-44EB-A2C4-9F29D9A0B2A2}"};
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static inline const char* TestAssetPath{"test"};
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void SetUp() override
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{
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BaseAssetManagerTest::SetUp();
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AssetManager::Descriptor desc;
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AssetManager::Create(desc);
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// Register the handler and catalog after creation, because we intend to destroy them before AssetManager destruction.
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// The specific asset we load is irrelevant, so register EmptyAsset.
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AZ::Data::AssetManager::Instance().RegisterHandler(this, AZ::AzTypeInfo<EmptyAsset>::Uuid());
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AZ::Data::AssetManager::Instance().RegisterCatalog(this, AZ::AzTypeInfo<EmptyAsset>::Uuid());
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// Intercept messages for finding assets by name so that we can mock out the asset we're loading.
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AZ::Data::AssetCatalogRequestBus::Handler::BusConnect();
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}
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void TearDown() override
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{
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// Unregister before destroying AssetManager.
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// This will catch any assets that got stuck in a loading state without getting cleaned up.
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AZ::Data::AssetManager::Instance().UnregisterCatalog(this);
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AZ::Data::AssetManager::Instance().UnregisterHandler(this);
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AZ::Data::AssetCatalogRequestBus::Handler::BusDisconnect();
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AssetManager::Destroy();
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BaseAssetManagerTest::TearDown();
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}
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size_t GetNumJobManagerThreads() const override
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{
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// Return 0 threads so that the Job Manager executes jobs synchronously inline. This lets us finish a load while still
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// in the callstack that initiates the load.
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return 0;
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}
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// Create a mock streamer instead of a real one, since we don't really want to load an asset.
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IO::IStreamer* CreateStreamer() override
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{
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m_mockStreamer = AZStd::make_unique<StreamerWrapper>();
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return &(m_mockStreamer->m_mockStreamer);
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}
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void DestroyStreamer([[maybe_unused]] IO::IStreamer* streamer) override
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{
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m_mockStreamer = nullptr;
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}
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// AssetHandler implementation
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// Minimalist mock to create a new EmptyAsset with the desired asset ID.
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AZ::Data::AssetPtr CreateAsset(const AZ::Data::AssetId& id, [[maybe_unused]] const AZ::Data::AssetType& type) override
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{
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return new EmptyAsset(id);
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}
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void DestroyAsset(AZ::Data::AssetPtr ptr) override
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{
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delete ptr;
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}
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// The mocked-out Asset Catalog handles EmptyAsset types.
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void GetHandledAssetTypes(AZStd::vector<AZ::Data::AssetType>& assetTypes) override
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{
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assetTypes.push_back(AZ::AzTypeInfo<EmptyAsset>::Uuid());
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}
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// This is a mocked-out load, so just immediately return completion without doing anything.
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AZ::Data::AssetHandler::LoadResult LoadAssetData(
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[[maybe_unused]] const AZ::Data::Asset<AZ::Data::AssetData>& asset,
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[[maybe_unused]] AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
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[[maybe_unused]] const AZ::Data::AssetFilterCB& assetLoadFilterCB)
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{
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return AZ::Data::AssetHandler::LoadResult::LoadComplete;
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}
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// AssetCatalogRequestBus implementation
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// Minimalist mocks to provide our desired asset path or asset id
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AZStd::string GetAssetPathById([[maybe_unused]] const AZ::Data::AssetId& id) override
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{
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return TestAssetPath;
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}
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AZ::Data::AssetId GetAssetIdByPath(
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[[maybe_unused]] const char* path, [[maybe_unused]] const AZ::Data::AssetType& typeToRegister,
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[[maybe_unused]] bool autoRegisterIfNotFound) override
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{
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return TestAssetId;
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}
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// Return the mocked-out information for our test asset
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AZ::Data::AssetInfo GetAssetInfoById([[maybe_unused]] const AZ::Data::AssetId& id) override
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{
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AZ::Data::AssetInfo assetInfo;
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assetInfo.m_assetId = TestAssetId;
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assetInfo.m_assetType = AZ::AzTypeInfo<EmptyAsset>::Uuid();
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assetInfo.m_relativePath = TestAssetPath;
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return assetInfo;
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}
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// AssetCatalog implementation
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// Set the mocked-out asset load to have a 0-byte length so that the load skips I/O and immediately returns success
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AZ::Data::AssetStreamInfo GetStreamInfoForLoad(
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[[maybe_unused]] const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override
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{
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EXPECT_TRUE(type == AZ::AzTypeInfo<EmptyAsset>::Uuid());
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AZ::Data::AssetStreamInfo info;
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info.m_dataOffset = 0;
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info.m_streamName = TestAssetPath;
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info.m_dataLen = 0;
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info.m_streamFlags = AZ::IO::OpenMode::ModeRead;
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return info;
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}
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AZStd::unique_ptr<StreamerWrapper> m_mockStreamer;
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};
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// This test will verify that even if the asset loading stream/job returns immediately, all of the loading
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// code works successfully. The test here is fairly simple - it just loads the asset and verifies that it
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// loaded successfully. The bulk of the test is really in the setup class above, where the load is forced
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// to complete immediately. Also, the true failure condition is caught in the setup class too, which is
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// the presence of any assets at the point that the asset handler is unregistered. If they're present, then
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// the immediate load wasn't truly successful, as it left around extra references to the asset that haven't
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// been cleaned up.
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TEST_F(AssetManagerStreamerImmediateCompletionTests, LoadAssetWithImmediateJobCompletion_WorksSuccessfully)
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{
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AZ::Data::AssetLoadParameters loadParams;
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auto testAsset =
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AssetManager::Instance().GetAsset<EmptyAsset>(TestAssetId, AZ::Data::AssetLoadBehavior::Default, loadParams);
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AZ::Data::AssetManager::Instance().DispatchEvents();
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EXPECT_TRUE(testAsset.IsReady());
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}
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} // namespace UnitTest
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@@ -24,6 +24,13 @@ namespace UnitTest
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public:
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AZ_CLASS_ALLOCATOR(EmptyAsset, AZ::SystemAllocator, 0);
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AZ_RTTI(EmptyAsset, "{098E3F7F-13AC-414B-9B4E-49B5AD1BD7FE}", AZ::Data::AssetData);
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EmptyAsset(
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const AZ::Data::AssetId& assetId = AZ::Data::AssetId(),
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AZ::Data::AssetData::AssetStatus status = AZ::Data::AssetData::AssetStatus::NotLoaded)
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: AZ::Data::AssetData(assetId, status)
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{
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}
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};
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// EmptyAssetWithNoHandler: no data contained within, and no AssetHandler registered for this type
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@@ -275,7 +275,7 @@ namespace UnitTest
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}
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// [SPEC-6600] This test intermittently fails on automated builds, so disabling temporarily until root cause identified
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TEST_F(DynamicSliceInstanceSpawnerTests, DISABLED_DifferentSpawnersAreNotEqual)
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TEST_F(DynamicSliceInstanceSpawnerTests, DifferentSpawnersAreNotEqual)
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{
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// Two spawners with different data should *not* be data-equivalent.
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@@ -291,7 +291,7 @@ namespace UnitTest
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// [LY-118267] This test intermittently fails on automated builds, so disabling temporarily until the root cause
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// can be identified
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TEST_F(DynamicSliceInstanceSpawnerTests, DISABLED_LoadAndUnloadAssets)
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TEST_F(DynamicSliceInstanceSpawnerTests, LoadAndUnloadAssets)
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{
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// The spawner should successfully load/unload assets without errors.
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@@ -312,7 +312,7 @@ namespace UnitTest
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}
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// [SPEC-6600] This test intermittently fails on automated builds, so disabling temporarily until root cause identified
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TEST_F(DynamicSliceInstanceSpawnerTests, DISABLED_CreateAndDestroyInstance)
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TEST_F(DynamicSliceInstanceSpawnerTests, CreateAndDestroyInstance)
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{
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// The spawner should successfully create and destroy an instance without errors.
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