Integrating latest 47acbe8
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#
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# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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# its licensors.
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#
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# For complete copyright and license terms please see the LICENSE at the root of this
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# distribution (the "License"). All use of this software is governed by the License,
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# or, if provided, by the license below or the license accompanying this file. Do not
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# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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#
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# NOTE: This code is used for tests in several feature areas. If changes are made to this file, please verify all
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# dependent tests continue to run without issue.
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#
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import sys
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import time
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from typing import Sequence
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from .report import Report
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# Lumberyard specific imports
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import azlmbr.legacy.general as general
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import azlmbr.legacy.settings as settings
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class EditorTestHelper:
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def __init__(self, log_prefix: str, args: Sequence[str] = None) -> None:
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self.log_prefix = log_prefix + ": "
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self.test_success = True
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# If the idle loop has already been enabled at test init time, the Editor is already running.
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# If that's the case, we'll skip the "exit_no_prompt" at the end.
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self.editor_already_running = general.is_idle_enabled()
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self.args = {}
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if args:
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# Get the level name and heightmap name from command-line args
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if len(sys.argv) == (len(args) + 1):
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for arg_index in range(len(args)):
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self.args[args[arg_index]] = sys.argv[arg_index + 1]
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else:
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self.test_success = False
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self.log(f"Expected command-line args: {args}")
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self.log(f"Check that cfg_args were passed into the test class")
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# Test Setup
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# Set helpers
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# Set viewport size
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# Turn off display mode, antialiasing
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# set log prefix, log test started
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def setup(self) -> None:
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self.log("test started")
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def after_level_load(self, bypass_viewport_resize: bool = False) -> bool:
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success = True
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# Enable the Editor to start running its idle loop.
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# This is needed for Python scripts passed into the Editor startup. Since they're executed
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# during the startup flow, they run before idle processing starts. Without this, the engine loop
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# won't run during idle_wait, which will prevent our test level from working.
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general.idle_enable(True)
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# Give everything a second to initialize
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general.idle_wait(1.0)
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general.update_viewport()
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general.idle_wait(0.5) # half a second is more than enough for updating the viewport.
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self.original_settings = settings.get_misc_editor_settings()
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self.helpers_visible = general.is_helpers_shown()
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self.viewport_size = general.get_viewport_size()
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self.viewport_layout = general.get_view_pane_layout()
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# Turn off the helper gizmos if visible
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if self.helpers_visible:
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general.toggle_helpers()
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general.idle_wait(1.0)
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# Close the Error Report window so it doesn't interfere with testing hierarchies and focus
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if general.is_pane_visible("Error Report"):
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general.close_pane("Error Report")
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if general.is_pane_visible("Error Log"):
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general.close_pane("Error Log")
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general.idle_wait(1.0)
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if not bypass_viewport_resize:
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# Set Editor viewport to a well-defined size
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screen_width = 1600
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screen_height = 900
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general.set_viewport_expansion_policy("FixedSize")
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general.set_viewport_size(screen_width, screen_height)
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general.update_viewport()
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general.idle_wait(1.0)
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new_viewport_size = general.get_viewport_size()
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new_viewport_width = int(new_viewport_size.x)
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new_viewport_height = int(new_viewport_size.y)
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if (new_viewport_width != screen_width) or (new_viewport_height != screen_height):
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self.log(
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f"set_viewport_size failed - expected ({screen_width},{screen_height}), got ({new_viewport_width},{new_viewport_height})"
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)
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self.test_success = False
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success = False
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# Turn off any display info like FPS, as that will mess up our image comparisons
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# Turn off antialiasing as well
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general.run_console("r_displayInfo=0")
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general.run_console("r_antialiasingmode=0")
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general.idle_wait(1.0)
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return success
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# Test Teardown
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# Restore everything from above
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# log test results, exit editor
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def teardown(self) -> None:
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# Restore the original Editor settings
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settings.set_misc_editor_settings(self.original_settings)
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# If the helper gizmos were on at the start, restore them
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if self.helpers_visible:
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general.toggle_helpers()
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# Set the viewport back to whatever size it was at the start and restore the pane layout
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general.set_viewport_size(int(self.viewport_size.x), int(self.viewport_size.y))
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general.set_viewport_expansion_policy("AutoExpand")
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general.set_view_pane_layout(self.viewport_layout)
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general.update_viewport()
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general.idle_wait(1.0)
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self.log("test finished")
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if self.test_success:
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self.log("result=SUCCESS")
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general.set_result_to_success()
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else:
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self.log("result=FAILURE")
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general.set_result_to_failure()
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if not self.editor_already_running:
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general.exit_no_prompt()
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def run_test(self) -> None:
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self.log("run")
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def run(self) -> None:
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self.setup()
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# Only run the actual test if we didn't have setup issues
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if self.test_success:
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self.run_test()
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self.teardown()
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def get_arg(self, arg_name: str) -> str:
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if arg_name in self.args:
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return self.args[arg_name]
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return ""
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# general logger that adds prefix?
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def log(self, log_line: str) -> None:
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Report.info(self.log_prefix + log_line)
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# isclose: Compares two floating-point values for "nearly-equal"
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def isclose(self, a: float, b: float, rel_tol: float = 1e-9, abs_tol: float = 0.0) -> bool:
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return abs(a - b) <= max(rel_tol * max(abs(a), abs(b)), abs_tol)
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# Create a new empty level
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def create_level(
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self,
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level_name: str,
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heightmap_resolution: int,
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heightmap_meters_per_pixel: int,
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terrain_texture_resolution: int,
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use_terrain: bool,
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bypass_viewport_resize: bool = False,
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) -> bool:
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self.log(f"Creating level {level_name}")
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result = general.create_level_no_prompt(
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level_name, heightmap_resolution, heightmap_meters_per_pixel, terrain_texture_resolution, use_terrain
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)
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# Result codes are ECreateLevelResult defined in CryEdit.h
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if result == 1:
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self.log(f"{level_name} level already exists")
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elif result == 2:
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self.log("Failed to create directory")
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elif result == 3:
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self.log("Directory length is too long")
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elif result != 0:
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self.log("Unknown error, failed to create level")
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else:
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self.log(f"{level_name} level created successfully")
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# If the editor is already running, allow "level already exists" to count as success
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if (result == 0) or (self.editor_already_running and (result == 1)):
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# For successful level creation, call the post-load step.
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if self.after_level_load(bypass_viewport_resize):
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result = 0
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else:
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result = -1
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return result == 0
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def open_level(self, level_name: str, bypass_viewport_resize: bool = False) -> bool:
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# Open the level non-interactively
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if self.editor_already_running and (general.get_current_level_name() == level_name):
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self.log(f"Level {level_name} already open")
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result = True
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else:
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self.log(f"Opening level {level_name}")
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result = general.open_level_no_prompt(level_name)
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result = result and self.after_level_load(bypass_viewport_resize)
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if result:
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self.log(f"Successfully opened {level_name}")
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else:
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self.log(f"Unknown error, {level_name} level failed to open")
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return result
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# Take Screenshot
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def take_viewport_screenshot(
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self, posX: float, posY: float, posZ: float, rotX: float, rotY: float, rotZ: float
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) -> None:
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# Set our camera position / rotation and wait for the Editor to acknowledge it
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general.set_current_view_position(posX, posY, posZ)
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general.set_current_view_rotation(rotX, rotY, rotZ)
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general.idle_wait(1.0)
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# Request a screenshot and wait for the Editor to process it
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general.run_console("r_GetScreenShot=2")
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general.idle_wait(1.0)
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def enter_game_mode(self, success_message: str) -> None:
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"""
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:param success_message: The str with the expected message for entering game mode.
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:return: None
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"""
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Report.info("Entering game mode")
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general.enter_game_mode()
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general.idle_wait_frames(1)
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self.critical_result(success_message, general.is_in_game_mode())
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def exit_game_mode(self, success_message: str) -> None:
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"""
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:param success_message: The str with the expected message for exiting game mode.
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:return: None
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"""
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Report.info("Exiting game mode")
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general.exit_game_mode()
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general.idle_wait_frames(1)
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self.critical_result(success_message, not general.is_in_game_mode())
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def critical_result(self, success_message: str, condition: bool, fast_fail_message: str = None) -> None:
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"""
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if condition is False we will fail fast
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:param success_message: messages to print based on the condition
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:param condition: success (True) or failure (False)
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:param fast_fail_message: [optional] message to include on fast fail
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"""
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if not isinstance(condition, bool):
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raise TypeError("condition argument must be a bool")
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if not Report.result(success_message, condition):
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self.test_success = False
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self.fail_fast(fast_fail_message)
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def fail_fast(self, message: str = None) -> None:
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"""
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A state has been reached where progressing in the test is not viable.
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raises FailFast
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:return: None
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"""
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Report.info("Failing fast. Raising an exception and shutting down the editor.")
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if message:
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Report.info(f"Fail fast message: {message}")
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self.teardown()
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raise RuntimeError
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def wait_for_condition(self, function, timeout_in_seconds=1.0):
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# type: (function, float) -> bool
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"""
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**** Will be replaced by a function of the same name exposed in the Engine*****
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a function to run until it returns True or timeout is reached
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the function can have no parameters and
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waiting idle__wait_* is handled here not in the function
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:param function: a function that returns a boolean indicating a desired condition is achieved
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:param timeout_in_seconds: when reached, function execution is abandoned and False is returned
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"""
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with Timeout(timeout_in_seconds) as t:
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while True:
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try:
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general.idle_wait_frames(1)
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except Exception:
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print("WARNING: Couldn't wait for frame")
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if t.timed_out:
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return False
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ret = function()
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if not isinstance(ret, bool):
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raise TypeError("return value for wait_for_condition function must be a bool")
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if ret:
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return True
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class Timeout:
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# type: (float) -> None
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"""
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contextual timeout
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:param seconds: float seconds to allow before timed_out is True
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"""
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def __init__(self, seconds):
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self.seconds = seconds
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def __enter__(self):
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self.die_after = time.time() + self.seconds
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return self
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def __exit__(self, type, value, traceback):
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pass
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@property
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def timed_out(self):
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return time.time() > self.die_after
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