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- #
- # 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
- # Lumberyard 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
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