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Merge pull request #99 from o3de/basic-multiplayer-workflow-updates

Basic multiplayer workflow updates

* Updating workflow table for better MD table formatting.
* Renaming workflow test doc for future workflow support.
* Reorganize some information for better flow of information and other workflow doc standardization
Fuzzy Carter 2 年之前
父节点
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testing-guidance/workflow-tests/multiplayer/basic-multiplayer-workflow-tests.md

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-# Multiplayer Testing
-
-These tests are designed to cover the basic functionality related to running a level from a Multiplayer project.
-
-General Documentation for this feature set: [https://docs.o3de.org/docs/user-guide/gems/reference/multiplayer/](https://docs.o3de.org/docs/user-guide/gems/reference/multiplayer/).
-
-## Prerequisites
-
-*   MultiplayerSample project is cloned and built ( [https://github.com/o3de/o3de-multiplayersample](https://github.com/o3de/o3de-multiplayersample) )
-    * If using this approach, the SampleBase level can be used for most tests.
-    * Ensure the ServerLauncher is built, as well as the Editor and ClientLauncher (if testing via the client launcher).
-*   Alternatively: A project has been created and built that includes the Multiplayer Gem and subsequent changes have been made to enable functionality ( [https://docs.o3de.org/docs/user-guide/gems/reference/multiplayer/multiplayer-gem/configuration/](https://docs.o3de.org/docs/user-guide/gems/reference/multiplayer/multiplayer-gem/configuration/) )
-    *   If using this approach, a new level should be created in the project, The level should utilize a player spawner and network prefabs, as these will act as identifiers for whether multiplayer connections are working as intended.
-
-## Common Issues
-
-*   Most issues will be caught through log errors, which can be seen in the Editor and Launcher consoles or in logs after running tests
-*   In addition, network prefabs can be a visual clue that something isn't working as expected (objects disappearing or not appearing in the first place)
-* Issues connecting to the server are caused either by:
-       1. Processes that remain after closing applications - this can result in errors when trying to launch subsequent times.
-       2. The ServerLauncher has not been built or has not been built against the same commit as Editor/ClientLauncher.
-
-## Workflows
-
-| Workflow                        | Requests                                                                                                                                                                                                                                                                                                                                                    | What To Watch Out For                                                                                                                                                                   |
-|---------------------------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| Editor Game Mode                | *   Run the network enabled level (network prefabs, spawners, etc.) in game mode in Editor<br>*   Leave game mode                                                                                                                                                                                                                                           | *   Network player prefabs are never spawned<br>*   Error logs in Editor Console<br>*   Connection drops<br>*   Server process doesn't shut down                                        |
-| Server/Game Launchers           | *   Launch the server launch and configure to use the network enabled level<br>*   Launch the client/game launcher and connect to the server                                                                                                                                                                                                                | *   Network player prefabs are never spawned<br>*   Error logs in either console (~)<br>*   Connection drops                                                                            |
-| Auto Component Creation/Editing | *   Edit an existing auto component or create a new one (existing example: MultiplayerSample\\Gem\\Code\\Source\\AutoGen\\NetworkHealthComponent.AutoComponent.xml )<br>*   Compile the project<br>*   Add the new/edited component to an entity in the level<br>*   Check the level in Editor game mode<br>*   Check the level in Server and Game Launcher | *   Compile errors that don't seem to result from user error<br>*   Component doesn't display in Component List in Editor<br>*   Error logs in Editor, Server or Game Launcher consoles |

+ 34 - 0
testing-guidance/workflow-tests/multiplayer/multiplayer-workflow-tests.md

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+# Multiplayer Testing Workflow Tests
+
+These tests are designed to cover the basic functionality related to running a level from a Multiplayer project.
+
+## General Docs 
+
+* [O3DE Multiplayer](https://docs.o3de.org/docs/user-guide/gems/reference/multiplayer/)
+* [O3DE Multiplayer Gem](https://docs.o3de.org/docs/user-guide/gems/reference/multiplayer/multiplayer-gem/configuration/)
+
+## Common Issues
+
+* Most issues will be caught through log errors, which can be seen in the Editor and Launcher consoles or in logs after running tests.
+* In addition, network prefabs can be a visual clue that something isn't working as expected (objects disappearing or not appearing in the first place).
+* Issues connecting to the server are caused either by:
+  * Processes that remain after closing applications - this can result in errors when trying to launch subsequent times.
+  * The ServerLauncher has not been built or has not been built against the same commit as Editor/ClientLauncher.
+
+## Prerequisites
+
+* MultiplayerSample project is cloned and built [O3DE MultiplayerSample](https://github.com/o3de/o3de-multiplayersample)
+  * If using this approach, the SampleBase level can be used for most tests.
+  * Ensure the ServerLauncher is built, as well as the Editor and ClientLauncher (if testing via the client launcher).
+* Alternatively: A project has been created and built that includes the Multiplayer Gem and subsequent changes have been made to enable functionality ([O3DE Multiplayer Gem](https://docs.o3de.org/docs/user-guide/gems/reference/multiplayer/multiplayer-gem/configuration/)).
+  * A new level should be created in the project that utilizes the following to act as identifiers for whether multiplayer connections are working as intended:
+    * Player Spawners 
+    * Network Prefabs
+
+## Workflows
+
+| Workflow                            | Requests                                                                                                                                                                                                                                                                                                                                                                          | Things to Watch For                                                                                                                                                                                        |
+|-------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
+| **Editor Game Mode**                | <ol><li>Run the network enabled level (network prefabs, spawners, etc.) in game mode in Editor.</li><li>Leave game mode.</li></ol>                                                                                                                                                                                                                                                | <ul><li>Network player prefabs are never spawned when they should</li><li>Error logs in Editor Console.</li><li>Connection drops.</li><li>Server process doesn't shut down</li></ul>                       |
+| **Server/Game Launchers**           | <ol><li>Launch the server launch and configure to use the network enabled level.</li><li>Launch the client/game launcher and connect to the server.</li></ol>                                                                                                                                                                                                                     | <ul><li>Network player prefabs are never spawned</li><li>Error logs in either console `~`.</li><li>Connection drops.</li></ul>                                                                             |
+| **Auto Component Creation/Editing** | <ol><li>Edit an existing auto component or create a new one <ul><li> EG: `MultiplayerSample\Gem\Code\Source\AutoGen\NetworkHealthComponent.AutoComponent.xml`</li></ul></li><li>Compile the project.</li><li>Add the new/edited component to an entity in the level.</li><li>Check the level in Editor game mode.</li><li>Check the level in Server and Game Launcher</li></ol>   | <ul><li>Compile errors that don't seem to result from user error.</li><li>Component doesn't display in Component List in Editor.</li><li>Error logs in Editor, Server or Game Launcher consoles.</li></ul> |