Merge pull request #7031 from aws-lumberyard-dev/LYN-9321_RequestNetSpawnableErrorFix

Fix Editor Play-Mode RequestNetSpawnable Error
This commit is contained in:
Gene Walters
2022-01-25 09:52:00 -08:00
committed by GitHub
13 changed files with 1072 additions and 7 deletions
@@ -35,3 +35,7 @@ class TestAutomation(TestAutomationBase):
def test_Multiplayer_AutoComponent_RPC(self, request, workspace, editor, launcher_platform):
from .tests import Multiplayer_AutoComponent_RPC as test_module
self._run_prefab_test(request, workspace, editor, test_module)
def test_Multiplayer_SimpleNetworkLevelEntity(self, request, workspace, editor, launcher_platform):
from .tests import Multiplayer_SimpleNetworkLevelEntity as test_module
self._run_prefab_test(request, workspace, editor, test_module)
@@ -0,0 +1,76 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
# Test Case Title : Check that level entities with network bindings are properly replicated.
# Note: This test should be ran on a fresh editor run; some bugs with spawnables occur only on the first editor play-mode.
# fmt: off
class TestSuccessFailTuples():
enter_game_mode = ("Entered game mode", "Failed to enter game mode")
exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
find_network_player = ("Found network player", "Couldn't find network player")
# fmt: on
def Multiplayer_SimpleNetworkLevelEntity():
r"""
Summary:
Test to make sure that network entities in a level function and are replicated to clients as expected
Level Description:
- Static
1. NetLevelEntity. This is a networked entity which has a script attached which prints logs to ensure it's replicated.
Expected Outcome:
We should see logs stating that the net-sync'd level entity exists on both server and client.
:return:
"""
import azlmbr.legacy.general as general
from editor_python_test_tools.utils import Report
from editor_python_test_tools.utils import Tracer
from editor_python_test_tools.utils import TestHelper as helper
from ly_remote_console.remote_console_commands import RemoteConsole as RemoteConsole
level_name = "SimpleNetworkLevelEntity"
player_prefab_name = "Player"
player_prefab_path = f"levels/multiplayer/{level_name}/{player_prefab_name}.network.spawnable"
helper.init_idle()
# 1) Open Level
helper.open_level("Multiplayer", level_name)
with Tracer() as section_tracer:
# 2) Enter game mode
helper.multiplayer_enter_game_mode(TestSuccessFailTuples.enter_game_mode, player_prefab_path.lower())
# 3) Make sure the network player was spawned
player_id = general.find_game_entity(player_prefab_name)
Report.critical_result(TestSuccessFailTuples.find_network_player, player_id.IsValid())
# 4) Check the editor logs for network spawnable errors
ATTEMPTING_INVALID_NETSPAWN_WAIT_TIME_SECONDS = 0.0 # The editor will try to net-spawn its networked level entity before it's even a client. Make sure this didn't happen.
helper.fail_if_log_line_found('NetworkEntityManager', "RequestNetSpawnableInstantiation: Requested spawnable Root.network.spawnable doesn't exist in the NetworkSpawnableLibrary. Please make sure it is a network spawnable", section_tracer.errors, ATTEMPTING_INVALID_NETSPAWN_WAIT_TIME_SECONDS)
# 5) Ensure the script graph attached to the level entity is running on the server
SCRIPTGRAPH_ENABLED_WAIT_TIME_SECONDS = 0.25
helper.succeed_if_log_line_found('EditorServer', "Script: SimpleNetworkLevelEntity: On Graph Start", section_tracer.prints, SCRIPTGRAPH_ENABLED_WAIT_TIME_SECONDS)
# Exit game mode
helper.exit_game_mode(TestSuccessFailTuples.exit_game_mode)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(Multiplayer_SimpleNetworkLevelEntity)