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o3de/AutomatedTesting/Gem/PythonTests/automatedtesting_shared/editor_test_helper.py

324 lines
12 KiB
Python

#
# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
# its licensors.
#
# For complete copyright and license terms please see the LICENSE at the root of this
# distribution (the "License"). All use of this software is governed by the License,
# or, if provided, by the license below or the license accompanying this file. Do not
# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
#
# NOTE: This code is used for tests in several feature areas. If changes are made to this file, please verify all
# dependent tests continue to run without issue.
#
import sys
import time
from typing import Sequence
from .report import Report
# Open 3D Engine specific imports
import azlmbr.legacy.general as general
import azlmbr.legacy.settings as settings
class EditorTestHelper:
def __init__(self, log_prefix: str, args: Sequence[str] = None) -> None:
self.log_prefix = log_prefix + ": "
self.test_success = True
# If the idle loop has already been enabled at test init time, the Editor is already running.
# If that's the case, we'll skip the "exit_no_prompt" at the end.
self.editor_already_running = general.is_idle_enabled()
self.args = {}
if args:
# Get the level name and heightmap name from command-line args
if len(sys.argv) == (len(args) + 1):
for arg_index in range(len(args)):
self.args[args[arg_index]] = sys.argv[arg_index + 1]
else:
self.test_success = False
self.log(f"Expected command-line args: {args}")
self.log(f"Check that cfg_args were passed into the test class")
# Test Setup
# Set helpers
# Set viewport size
# Turn off display mode, antialiasing
# set log prefix, log test started
def setup(self) -> None:
self.log("test started")
def after_level_load(self, bypass_viewport_resize: bool = False) -> bool:
success = True
# Enable the Editor to start running its idle loop.
# This is needed for Python scripts passed into the Editor startup. Since they're executed
# during the startup flow, they run before idle processing starts. Without this, the engine loop
# won't run during idle_wait, which will prevent our test level from working.
general.idle_enable(True)
# Give everything a second to initialize
general.idle_wait(1.0)
general.update_viewport()
general.idle_wait(0.5) # half a second is more than enough for updating the viewport.
self.original_settings = settings.get_misc_editor_settings()
self.helpers_visible = general.is_helpers_shown()
self.viewport_size = general.get_viewport_size()
self.viewport_layout = general.get_view_pane_layout()
# Turn off the helper gizmos if visible
if self.helpers_visible:
general.toggle_helpers()
general.idle_wait(1.0)
# Close the Error Report window so it doesn't interfere with testing hierarchies and focus
if general.is_pane_visible("Error Report"):
general.close_pane("Error Report")
if general.is_pane_visible("Error Log"):
general.close_pane("Error Log")
general.idle_wait(1.0)
if not bypass_viewport_resize:
# Set Editor viewport to a well-defined size
screen_width = 1600
screen_height = 900
general.set_viewport_expansion_policy("FixedSize")
general.set_viewport_size(screen_width, screen_height)
general.update_viewport()
general.idle_wait(1.0)
new_viewport_size = general.get_viewport_size()
new_viewport_width = int(new_viewport_size.x)
new_viewport_height = int(new_viewport_size.y)
if (new_viewport_width != screen_width) or (new_viewport_height != screen_height):
self.log(
f"set_viewport_size failed - expected ({screen_width},{screen_height}), got ({new_viewport_width},{new_viewport_height})"
)
self.test_success = False
success = False
# Turn off any display info like FPS, as that will mess up our image comparisons
# Turn off antialiasing as well
general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
return success
# Test Teardown
# Restore everything from above
# log test results, exit editor
def teardown(self) -> None:
# Restore the original Editor settings
settings.set_misc_editor_settings(self.original_settings)
# If the helper gizmos were on at the start, restore them
if self.helpers_visible:
general.toggle_helpers()
# Set the viewport back to whatever size it was at the start and restore the pane layout
general.set_viewport_size(int(self.viewport_size.x), int(self.viewport_size.y))
general.set_viewport_expansion_policy("AutoExpand")
general.set_view_pane_layout(self.viewport_layout)
general.update_viewport()
self.log("test finished")
if self.test_success:
self.log("result=SUCCESS")
general.set_result_to_success()
else:
self.log("result=FAILURE")
general.set_result_to_failure()
if not self.editor_already_running:
general.exit_no_prompt()
def run_test(self) -> None:
self.log("run")
def run(self) -> None:
self.setup()
# Only run the actual test if we didn't have setup issues
if self.test_success:
self.run_test()
self.teardown()
def get_arg(self, arg_name: str) -> str:
if arg_name in self.args:
return self.args[arg_name]
return ""
# general logger that adds prefix?
def log(self, log_line: str) -> None:
Report.info(self.log_prefix + log_line)
# isclose: Compares two floating-point values for "nearly-equal"
def isclose(self, a: float, b: float, rel_tol: float = 1e-9, abs_tol: float = 0.0) -> bool:
return abs(a - b) <= max(rel_tol * max(abs(a), abs(b)), abs_tol)
# Create a new empty level
def create_level(
self,
level_name: str,
heightmap_resolution: int = 1024,
heightmap_meters_per_pixel: int = 1,
terrain_texture_resolution: int = 4096,
use_terrain: bool = False,
bypass_viewport_resize: bool = False,
) -> bool:
self.log(f"Creating level {level_name}")
result = general.create_level_no_prompt(
level_name, heightmap_resolution, heightmap_meters_per_pixel, terrain_texture_resolution, use_terrain
)
# Result codes are ECreateLevelResult defined in CryEdit.h
if result == 1:
self.log(f"{level_name} level already exists")
elif result == 2:
self.log("Failed to create directory")
elif result == 3:
self.log("Directory length is too long")
elif result != 0:
self.log("Unknown error, failed to create level")
else:
self.log(f"{level_name} level created successfully")
# If the editor is already running, allow "level already exists" to count as success
if (result == 0) or (self.editor_already_running and (result == 1)):
# For successful level creation, call the post-load step.
if self.after_level_load(bypass_viewport_resize):
result = 0
else:
result = -1
return result == 0
def open_level(self, level_name: str, bypass_viewport_resize: bool = False) -> bool:
# Open the level non-interactively
if self.editor_already_running and (general.get_current_level_name() == level_name):
self.log(f"Level {level_name} already open")
result = True
else:
self.log(f"Opening level {level_name}")
result = general.open_level_no_prompt(level_name)
result = result and self.after_level_load(bypass_viewport_resize)
if result:
self.log(f"Successfully opened {level_name}")
else:
self.log(f"Unknown error, {level_name} level failed to open")
return result
# Take Screenshot
def take_viewport_screenshot(
self, posX: float, posY: float, posZ: float, rotX: float, rotY: float, rotZ: float
) -> None:
# Set our camera position / rotation and wait for the Editor to acknowledge it
general.set_current_view_position(posX, posY, posZ)
general.set_current_view_rotation(rotX, rotY, rotZ)
general.idle_wait(1.0)
# Request a screenshot and wait for the Editor to process it
general.run_console("r_GetScreenShot=2")
general.idle_wait(1.0)
def enter_game_mode(self, success_message: str) -> None:
"""
:param success_message: The str with the expected message for entering game mode.
:return: None
"""
Report.info("Entering game mode")
general.enter_game_mode()
general.idle_wait_frames(1)
self.critical_result(success_message, general.is_in_game_mode())
def exit_game_mode(self, success_message: str) -> None:
"""
:param success_message: The str with the expected message for exiting game mode.
:return: None
"""
Report.info("Exiting game mode")
general.exit_game_mode()
general.idle_wait_frames(1)
self.critical_result(success_message, not general.is_in_game_mode())
def critical_result(self, success_message: str, condition: bool, fast_fail_message: str = None) -> None:
"""
if condition is False we will fail fast
:param success_message: messages to print based on the condition
:param condition: success (True) or failure (False)
:param fast_fail_message: [optional] message to include on fast fail
"""
if not isinstance(condition, bool):
raise TypeError("condition argument must be a bool")
if not Report.result(success_message, condition):
self.test_success = False
self.fail_fast(fast_fail_message)
def fail_fast(self, message: str = None) -> None:
"""
A state has been reached where progressing in the test is not viable.
raises FailFast
:return: None
"""
Report.info("Failing fast. Raising an exception and shutting down the editor.")
if message:
Report.info(f"Fail fast message: {message}")
self.teardown()
raise RuntimeError
def wait_for_condition(self, function, timeout_in_seconds=1.0):
# type: (function, float) -> bool
"""
**** Will be replaced by a function of the same name exposed in the Engine*****
a function to run until it returns True or timeout is reached
the function can have no parameters and
waiting idle__wait_* is handled here not in the function
:param function: a function that returns a boolean indicating a desired condition is achieved
:param timeout_in_seconds: when reached, function execution is abandoned and False is returned
"""
with Timeout(timeout_in_seconds) as t:
while True:
try:
general.idle_wait_frames(1)
except Exception:
print("WARNING: Couldn't wait for frame")
if t.timed_out:
return False
ret = function()
if not isinstance(ret, bool):
raise TypeError("return value for wait_for_condition function must be a bool")
if ret:
return True
class Timeout:
# type: (float) -> None
"""
contextual timeout
:param seconds: float seconds to allow before timed_out is True
"""
def __init__(self, seconds):
self.seconds = seconds
def __enter__(self):
self.die_after = time.time() + self.seconds
return self
def __exit__(self, type, value, traceback):
pass
@property
def timed_out(self):
return time.time() > self.die_after