""" 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 the four network RPCs can be sent and received # 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_AutoComponent_RPC(): r""" Summary: Runs a test to make sure that RPCs can be sent and received via script canvas Level Description: - Dynamic 1. Although the level is nearly empty, when the server and editor connect the server will spawn and replicate the player network prefab. a. The player network prefab has a NetworkTestPlayerComponent.AutoComponent and a script canvas attached which sends and receives various RPCs. Print logs occur upon sending and receiving the RPCs; we are testing to make sure the expected events and values are received. - Static 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 Expected Outcome: We should see editor logs stating that RPCs have been sent and received. However, if the script receives unexpected values for the Process event we will see print logs for bad data as well. :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 = "AutoComponent_RPC" helper.init_idle() general.set_cvar_integer('editorsv_port', 33453) # 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) # 3) Make sure the network player was spawned player_id = general.find_game_entity("Player") Report.critical_result(TestSuccessFailTuples.find_network_player, player_id.IsValid()) # 4) Check the editor logs for expected and unexpected log output # Authority->Autonomous RPC 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. helper.succeed_if_log_line_found('EditorServer', 'Script: AutoComponent_RPC: Sending client PlayerNumber 1', section_tracer.prints, PLAYERID_RPC_WAIT_TIME_SECONDS) helper.succeed_if_log_line_found('Script', "AutoComponent_RPC: I'm Player #1", section_tracer.prints, PLAYERID_RPC_WAIT_TIME_SECONDS) # Authority->Client RPC PLAYFX_RPC_WAIT_TIME_SECONDS = 1.1 # The server will send an RPC to play an fx on the client every second. helper.succeed_if_log_line_found('EditorServer', "Script: AutoComponent_RPC_NetLevelEntity Activated on entity: NetLevelEntity", section_tracer.prints, PLAYFX_RPC_WAIT_TIME_SECONDS) 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) 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) # Autonomous->Authority RPC # Sending 2 RPCs: 1 containing a parameter and 1 without 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. helper.succeed_if_log_line_found('Script', "AutoComponent_RPC: Sending AutonomousToAuthorityNoParam RPC.", section_tracer.prints, AUTONOMOUS_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS) 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) helper.succeed_if_log_line_found('EditorServer', "Script: AutoComponent_RPC: Successfully received AutonomousToAuthorityNoParams RPC.", section_tracer.prints, AUTONOMOUS_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS) 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) # Server->Authority RPC. Inter-Entity Communication. 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. helper.succeed_if_log_line_found('EditorServer', "Script: AutoComponent_RPC_NetLevelEntity: Send ServerToAuthority RPC.", section_tracer.prints, SERVER_TO_AUTHORITY_RPC_WAIT_TIME_SECONDS) 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) # 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_AutoComponent_RPC)