DarkflameServer/tests/dGameTests/dComponentsTests/SavingTests.cpp

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#include "GameDependencies.h"
#include "Character.h"
#include "Entity.h"
#include "tinyxml2.h"
#include "BuffComponent.h"
#include "CharacterComponent.h"
class SavingTest : public GameDependenciesTest {
protected:
std::unique_ptr<Entity> entity;
std::unique_ptr<Character> character;
tinyxml2::XMLDocument doc;
tinyxml2::XMLPrinter printer{ 0, true, 0 };
void SetUp() override {
SetUpDependencies();
Game::zoneManager->LoadZone(LWOZONEID(1800, 2, 0));
static_cast<dServerMock*>(Game::server)->SetZoneId(1800);
entity = std::make_unique<Entity>(1, GameDependenciesTest::info);
character = std::make_unique<Character>(1, nullptr);
doc.LoadFile("./test_xml_data.xml");
entity->SetCharacter(character.get());
character->SetEntity(entity.get());
doc.Print(&printer);
character->_setXmlData(printer.CStr());
printer.ClearBuffer();
character->_doQuickXMLDataParse();
character->LoadXmlRespawnCheckpoints();
entity->AddComponent<CharacterComponent>(character.get(), UNASSIGNED_SYSTEM_ADDRESS)->LoadFromXml(entity->GetCharacter()->GetXMLDoc());
}
void TearDown() override {
entity->SetCharacter(nullptr);
entity.reset();
character.reset();
TearDownDependencies();
}
};
TEST_F(SavingTest, CharacterComponentTest) {
// Print the original XML data
// character->GetXMLDoc().Print(&printer);
// std::string xmlDataOriginal(printer.CStr());
// printer.ClearBuffer();
// std::ofstream oldXml("./test_xml_data_original.xml");
// oldXml << xmlDataOriginal;
auto* characterComponent = entity->GetComponent<CharacterComponent>();
// Update the xml document so its been run through the saver
character->SaveXMLToDatabase();
// Reload the component and character from the now updated xml data
const auto prevTotalTime = characterComponent->GetTotalTimePlayed();
character->_doQuickXMLDataParse();
entity->AddComponent<CharacterComponent>(character.get(), UNASSIGNED_SYSTEM_ADDRESS);
characterComponent->LoadFromXml(entity->GetCharacter()->GetXMLDoc());
// Check that the buff component is the same as before which means resaving data and loading it back in didn't change anything
ASSERT_EQ("32114;69;343;13;163;2;181;2;388;252;146;24451;25;9022;41898;42186;42524;4404;0;0;0;0;0;0;0;0;0;", characterComponent->StatisticsToString());
// need a variable because the macros do not support {}
constexpr std::array<uint64_t, 4> correctCodes = { 1073741968, 0, 0, 0 };
ASSERT_EQ(correctCodes, characterComponent->GetClaimCodes());
ASSERT_EQ(1, characterComponent->m_Character->GetEyebrows());
ASSERT_EQ(2, characterComponent->m_Character->GetEyes());
ASSERT_EQ(9, characterComponent->m_Character->GetHairColor());
ASSERT_EQ(8, characterComponent->m_Character->GetHairStyle());
ASSERT_EQ(3, characterComponent->m_Character->GetPantsColor());
ASSERT_EQ(27634704, characterComponent->m_Character->GetLeftHand());
ASSERT_EQ(3, characterComponent->m_Character->GetMouth());
ASSERT_EQ(27187396, characterComponent->m_Character->GetRightHand());
ASSERT_EQ(13, characterComponent->m_Character->GetShirtColor());
ASSERT_EQ(7510, characterComponent->GetUScore());
ASSERT_EQ(300, characterComponent->GetReputation());
ASSERT_EQ(u"0:1:4719+1:4720+1:4721", characterComponent->GetLastRocketConfig());
ASSERT_EQ(prevTotalTime, characterComponent->GetTotalTimePlayed());
const std::map<LWOMAPID, ZoneStatistics> correctZoneStats =
{
{ 1000, { .m_AchievementsCollected = 0, .m_BricksCollected = 0, .m_CoinsCollected = 4, .m_EnemiesSmashed = 0, .m_QuickBuildsCompleted = 0 } },
{ 1100, { .m_AchievementsCollected = 1, .m_BricksCollected = 54, .m_CoinsCollected = 584, .m_EnemiesSmashed = 34, .m_QuickBuildsCompleted = 0 } },
{ 1101, { .m_AchievementsCollected = 7, .m_BricksCollected = 0, .m_CoinsCollected = 750, .m_EnemiesSmashed = 100, .m_QuickBuildsCompleted = 7 } },
{ 1200, { .m_AchievementsCollected = 51, .m_BricksCollected = 9, .m_CoinsCollected = 26724, .m_EnemiesSmashed = 0, .m_QuickBuildsCompleted = 3 } },
{ 1250, { .m_AchievementsCollected = 1, .m_BricksCollected = 1, .m_CoinsCollected = 158, .m_EnemiesSmashed = 15, .m_QuickBuildsCompleted = 1 } },
{ 1800, { .m_AchievementsCollected = 4, .m_BricksCollected = 5, .m_CoinsCollected = 3894, .m_EnemiesSmashed = 14, .m_QuickBuildsCompleted = 2 } },
};
ASSERT_EQ(correctZoneStats, characterComponent->GetZoneStatistics());
// Fails currently due to not reading style from xml
// Should the value be fixed, this test will fail and will match the above
// only then will this comment be removed.
ASSERT_NE(27, characterComponent->m_Character->GetShirtStyle());
}