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https://github.com/DarkflameUniverse/DarkflameServer.git
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53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
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#include "GameMessages.h"
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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class GameMessageTests : public GameDependenciesTest {
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protected:
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void SetUp() override {
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SetUpDependencies();
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}
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void TearDown() override {
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TearDownDependencies();
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}
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};
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/**
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* @brief Tests that the serialization struct BlueprintLoadItemResponse is serialized correctly
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*
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*/
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TEST_F(GameMessageTests, SendBlueprintLoadItemResponse) {
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GameMessages::SendBlueprintLoadItemResponse(UNASSIGNED_SYSTEM_ADDRESS, true, 515, 990);
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auto* bitStream = static_cast<dServerMock*>(Game::server)->GetMostRecentBitStream();
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ASSERT_NE(bitStream, nullptr);
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ASSERT_EQ(bitStream->GetNumberOfUnreadBits(), 200);
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// First read in the packets' header
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uint8_t rakNetPacketId{};
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uint16_t remoteConnectionType{};
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uint32_t packetId{};
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uint8_t always0{};
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bitStream->Read(rakNetPacketId);
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bitStream->Read(remoteConnectionType);
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bitStream->Read(packetId);
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bitStream->Read(always0);
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ASSERT_EQ(rakNetPacketId, 0x53);
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ASSERT_EQ(remoteConnectionType, 0x05);
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ASSERT_EQ(packetId, 0x17);
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ASSERT_EQ(always0, 0x00);
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// Next read in packet data
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uint8_t bSuccess{}; // unsigned bool
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LWOOBJID previousId{};
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LWOOBJID newId{};
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bitStream->Read(bSuccess);
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bitStream->Read(previousId);
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bitStream->Read(newId);
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ASSERT_EQ(bSuccess, static_cast<uint8_t>(true));
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ASSERT_EQ(previousId, 515);
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ASSERT_EQ(newId, 990);
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ASSERT_EQ(bitStream->GetNumberOfUnreadBits(), 0);
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}
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