Nicholas Lawson
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f27776fddc
Fixes the multiplayer connectivity test timeout (#18316)
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10 months ago |
Nicholas Lawson
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2270d545ad
Increase multiplayer AR Test timeout (#18138) (#18174)
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1 year ago |
Gene Walters
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1c0368bb5a
minor: removing whitespace
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2 years ago |
Gene Walters
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0ba8423465
Ensure the client-server editor test is include in the main test suite
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2 years ago |
Gene Walters
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41bc1e56ac
Multiplayer: Re-enable simple connection editor test now that the editor doesn't timeout as quickly and fail on slower machines.
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2 years ago |
Gene Walters
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f3caa250e2
Reverting a PR that added a Multiplayer Test. Because jenkins is failing: https://jenkins.build.o3de.org/blue/organizations/jenkins/O3DE/detail/development/3662/pipeline/899/ (#13782)
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2 years ago |
Gene Walters
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6d88b63b27
Adding a simple connection test back to MP Sample. It doesn't require an reading of logs or scripts so if this fails it'll help narrow down the issue to being related to multiplayer and not something else
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2 years ago |
Gene Walters
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e9f36c9dff
Moving failing Multiplayer Tests to Sandbox
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3 years ago |
moraaar
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d68b7ad226
Disabling test_Multiplayer_AutoComponent_RPC because it periodically fails. (#9996)
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3 years ago |
Gene Walters
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e4d5d3a8c3
revert change: moving multiplayer tests back into main suite
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3 years ago |
Gene Walters
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925f4eb301
Removing all tests from main. I discovered AR failing even on the first test which means the issue isn't just when calling connect too quickly. Adding a warning if editor listen fails
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3 years ago |
Gene Walters
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3fb44a7e69
Moving Multiplayer automated-review tests (except 1) into Sandbox, until https://github.com/o3de/o3de/issues/8605 is fixed. Also updated SimpleGameServerLauncher_ConnectsSuccessfully to clean up after itself and close asset-processor in order to avoid test failures from having AP attempt to open twice
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3 years ago |
Gene Walters
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33e9c28fb7
Adding some comments and removing unused imports
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3 years ago |
Gene Walters
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c0e61242c2
Fail pytest if the multiplayer level cache isn't found; we store level asset cache to debug any multiplayer test failures
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3 years ago |
Gene Walters
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b944d7bfd3
Update multiplayer tests to store their cached level assets (which contains the spawnable player and scripts) inside the test artifacts. This way we can compare assets if any tests become flaky
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3 years ago |
Gene Walters
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0b1a6592a5
Couldn't get the new game/server launcher tests to run on linux; leaving these where they are in sandbox until investigating futher
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3 years ago |
Gene Walters
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0151595c62
Resolving conflict, and adding new test which was in sandbox into main
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3 years ago |
Gene Walters
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9b711b1cb3
Simply copy+paste the new editor test framework from sandbox into main
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3 years ago |
Gene Walters
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98c588a1ca
Moving multiplayer tests out of sandbox into the main suite (now part of AR)
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3 years ago |
chiyenteng
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ab76254b43
Make prefab system enabled as default for automated tests (#5670)
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3 years ago |
Gene Walters
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1f4cb58c5e
Moving flaky multiplayer tests into sandbox so they will still be ran nightly, but we can still fix and create new tests
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3 years ago |
Gene Walters
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c8237d69c7
Misc cleanup. Fixing typos and remove unused test level
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3 years ago |
Gene Walters
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580153b16e
Adding EditorPython methods to Multiplayer gem for launching the editor gamemode with a server. Adding a test for networkinput with scriptcanvas to ensure the autonomous client can create input and that the server can receive and process the input via script canvas.
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3 years ago |