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98 lines
6.0 KiB
Python
98 lines
6.0 KiB
Python
"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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# Test Case Title : Check that the four network RPCs can be sent and received
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# fmt: off
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class TestSuccessFailTuples():
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enter_game_mode = ("Entered game mode", "Failed to enter game mode")
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exit_game_mode = ("Exited game mode", "Couldn't exit game mode")
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find_network_player = ("Found network player", "Couldn't find network player")
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# fmt: on
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def Multiplayer_AutoComponent_RPC():
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r"""
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Summary:
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Runs a test to make sure that RPCs can be sent and received via script canvas
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Level Description:
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- Dynamic
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1. Although the level is nearly empty, when the server and editor connect the server will spawn and replicate the player network prefab.
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a. The player network prefab has a NetworkTestPlayerComponent.AutoComponent and a script canvas attached which sends and receives various RPCs.
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Print logs occur upon sending and receiving the RPCs; we are testing to make sure the expected events and values are received.
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- Static
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1. NetLevelEntity. This is a networked entity which has a script attached. Used for cross-entity communication. The net-player prefab will send this level entity Server->Authority RPCs
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Expected Outcome:
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We should see editor logs stating that RPCs have been sent and received.
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However, if the script receives unexpected values for the Process event we will see print logs for bad data as well.
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:return:
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"""
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import azlmbr.legacy.general as general
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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.utils import Tracer
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from editor_python_test_tools.utils import TestHelper as helper
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from ly_remote_console.remote_console_commands import RemoteConsole as RemoteConsole
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level_name = "AutoComponent_RPC"
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player_prefab_name = "Player"
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player_prefab_path = f"levels/multiplayer/{level_name}/{player_prefab_name}.network.spawnable"
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helper.init_idle()
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# 1) Open Level
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helper.open_level("Multiplayer", level_name)
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with Tracer() as section_tracer:
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# 2) Enter game mode
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helper.multiplayer_enter_game_mode(TestSuccessFailTuples.enter_game_mode, player_prefab_path.lower())
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# 3) Make sure the network player was spawned
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player_id = general.find_game_entity(player_prefab_name)
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Report.critical_result(TestSuccessFailTuples.find_network_player, player_id.IsValid())
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# 4) Check the editor logs for expected and unexpected log output
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# Authority->Autonomous RPC
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PLAYERID_RPC_WAIT_TIME_SECONDS = 1.0 # The player id is sent from the server as soon as the player script is spawned. 1 second should be more than enough time to send/receive that RPC.
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helper.succeed_if_log_line_found('EditorServer', 'Script: AutoComponent_RPC: Sending client PlayerNumber 1', section_tracer.prints, PLAYERID_RPC_WAIT_TIME_SECONDS)
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helper.succeed_if_log_line_found('Script', "AutoComponent_RPC: I'm Player #1", section_tracer.prints, PLAYERID_RPC_WAIT_TIME_SECONDS)
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# Authority->Client RPC
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PLAYFX_RPC_WAIT_TIME_SECONDS = 1.1 # The server will send an RPC to play an fx on the client every second.
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helper.succeed_if_log_line_found('EditorServer', "Script: AutoComponent_RPC_NetLevelEntity Activated on entity: NetLevelEntity", section_tracer.prints, PLAYFX_RPC_WAIT_TIME_SECONDS)
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helper.succeed_if_log_line_found('EditorServer', "Script: AutoComponent_RPC_NetLevelEntity: Authority sending RPC to play some fx.", section_tracer.prints, PLAYFX_RPC_WAIT_TIME_SECONDS)
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helper.succeed_if_log_line_found('Script', "AutoComponent_RPC_NetLevelEntity: I'm a client playing some fx.", section_tracer.prints, PLAYFX_RPC_WAIT_TIME_SECONDS)
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# Autonomous->Authority RPC
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# Sending 2 RPCs: 1 containing a parameter and 1 without
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AUTONOMOUS_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS = 1.0 # This RPC is sent as soon as the autonomous player script is spawned. 1 second should be more than enough time to send/receive that RPC.
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helper.succeed_if_log_line_found('Script', "AutoComponent_RPC: Sending AutonomousToAuthorityNoParam RPC.", section_tracer.prints, AUTONOMOUS_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS)
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helper.succeed_if_log_line_found('Script', "AutoComponent_RPC: Sending AutonomousToAuthority RPC (with float param).", section_tracer.prints, AUTONOMOUS_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS)
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helper.succeed_if_log_line_found('EditorServer', "Script: AutoComponent_RPC: Successfully received AutonomousToAuthorityNoParams RPC.", section_tracer.prints, AUTONOMOUS_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS)
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helper.succeed_if_log_line_found('EditorServer', "Script: AutoComponent_RPC: Successfully received AutonomousToAuthority RPC (with expected float param).", section_tracer.prints, AUTONOMOUS_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS)
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# Server->Authority RPC. Inter-Entity Communication.
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SERVER_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS = 1.0 # This RPC is sent as soon as the networked level entity finds the player in the level, and previous tests are relying on the player's existence. 1 second should be more than enough time to send/receive that RPC.
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helper.succeed_if_log_line_found('EditorServer', "Script: AutoComponent_RPC_NetLevelEntity: Send ServerToAuthority RPC.", section_tracer.prints, SERVER_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS)
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helper.succeed_if_log_line_found('EditorServer', "Script: AutoComponent_RPC: Received ServerToAuthority RPC. Damage=42.", section_tracer.prints, SERVER_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS)
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# Exit game mode
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helper.exit_game_mode(TestSuccessFailTuples.exit_game_mode)
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if __name__ == "__main__":
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from editor_python_test_tools.utils import Report
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Report.start_test(Multiplayer_AutoComponent_RPC)
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