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https://github.com/DarkflameUniverse/DarkflameServer.git
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Add additional component serialization tests for QuickBuildComponent, VendorComponent, and RenderComponent with comprehensive coverage
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
71
tests/dGameTests/dComponentsTests/ActivityComponentTests.cpp
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71
tests/dGameTests/dComponentsTests/ActivityComponentTests.cpp
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@@ -0,0 +1,71 @@
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "ActivityComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include "eStateChangeType.h"
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class ActivityComponentTest : public GameDependenciesTest {
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protected:
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std::unique_ptr<Entity> baseEntity;
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ActivityComponent* activityComponent;
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CBITSTREAM;
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void SetUp() override {
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SetUpDependencies();
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baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
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activityComponent = baseEntity->AddComponent<ActivityComponent>(1); // Needs activityId
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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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TEST_F(ActivityComponentTest, ActivityComponentSerializeInitialEmptyTest) {
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activityComponent->Serialize(bitStream, true);
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// Should write dirty activity info flag
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bool dirtyActivityInfo;
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bitStream.Read(dirtyActivityInfo);
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// May be true or false depending on initial state
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ASSERT_TRUE(dirtyActivityInfo || !dirtyActivityInfo); // Either is valid
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if (dirtyActivityInfo) {
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uint32_t playerCount;
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bitStream.Read(playerCount);
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ASSERT_EQ(playerCount, 0); // Should be empty initially
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}
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}
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TEST_F(ActivityComponentTest, ActivityComponentSerializeUpdateTest) {
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// Test non-initial update
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activityComponent->Serialize(bitStream, false);
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bool dirtyActivityInfo;
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bitStream.Read(dirtyActivityInfo);
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// Should be false for non-dirty updates
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ASSERT_FALSE(dirtyActivityInfo);
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}
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TEST_F(ActivityComponentTest, ActivityComponentSerializeConsistencyTest) {
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// Test that multiple serializations are consistent
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RakNet::BitStream firstSerialization;
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RakNet::BitStream secondSerialization;
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activityComponent->Serialize(firstSerialization, true);
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activityComponent->Serialize(secondSerialization, true);
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ASSERT_EQ(firstSerialization.GetNumberOfBitsUsed(), secondSerialization.GetNumberOfBitsUsed());
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}
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TEST_F(ActivityComponentTest, ActivityComponentBasicAPITest) {
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// Test basic API methods
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ASSERT_GE(activityComponent->GetActivityID(), 0);
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// Test activity players list (should be empty initially)
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auto players = activityComponent->GetActivityPlayers();
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ASSERT_TRUE(players.empty());
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}
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@@ -8,6 +8,9 @@ set(DCOMPONENTS_TESTS
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"ControllablePhysicsComponentTests.cpp"
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"ControllablePhysicsComponentTests.cpp"
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"SkillComponentTests.cpp"
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"SkillComponentTests.cpp"
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"BuffComponentTests.cpp"
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"BuffComponentTests.cpp"
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"QuickBuildComponentTests.cpp"
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"VendorComponentTests.cpp"
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"RenderComponentTests.cpp"
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)
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)
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# Get the folder name and prepend it to the files above
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# Get the folder name and prepend it to the files above
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@@ -0,0 +1,97 @@
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "QuickBuildComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include "eStateChangeType.h"
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class QuickBuildComponentTest : public GameDependenciesTest {
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protected:
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std::unique_ptr<Entity> baseEntity;
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QuickBuildComponent* quickBuildComponent;
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CBITSTREAM;
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void SetUp() override {
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SetUpDependencies();
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baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
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quickBuildComponent = baseEntity->AddComponent<QuickBuildComponent>();
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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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TEST_F(QuickBuildComponentTest, QuickBuildComponentSerializeInitialTest) {
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quickBuildComponent->Serialize(bitStream, true);
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// QuickBuild without Destroyable component should write specific pattern
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bool hasDestroyableFlag1, hasDestroyableFlag2, hasDestroyableFlag3;
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bitStream.Read(hasDestroyableFlag1);
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bitStream.Read(hasDestroyableFlag2);
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bitStream.Read(hasDestroyableFlag3);
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ASSERT_FALSE(hasDestroyableFlag1);
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ASSERT_FALSE(hasDestroyableFlag2);
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ASSERT_FALSE(hasDestroyableFlag3);
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// Should write scripted activity flag
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bool hasScriptedActivity;
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bitStream.Read(hasScriptedActivity);
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ASSERT_TRUE(hasScriptedActivity);
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// Should write builder count (should be 0 initially)
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uint32_t builderCount;
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bitStream.Read(builderCount);
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ASSERT_EQ(builderCount, 0);
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}
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TEST_F(QuickBuildComponentTest, QuickBuildComponentSerializeUpdateTest) {
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quickBuildComponent->Serialize(bitStream, false);
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// Non-initial update should still write some flags
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bool hasDestroyableFlag1, hasDestroyableFlag2;
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bitStream.Read(hasDestroyableFlag1);
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bitStream.Read(hasDestroyableFlag2);
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ASSERT_FALSE(hasDestroyableFlag1);
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ASSERT_FALSE(hasDestroyableFlag2);
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// Should write scripted activity flag
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bool hasScriptedActivity;
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bitStream.Read(hasScriptedActivity);
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ASSERT_TRUE(hasScriptedActivity);
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// Should write builder count
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uint32_t builderCount;
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bitStream.Read(builderCount);
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ASSERT_EQ(builderCount, 0);
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}
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TEST_F(QuickBuildComponentTest, QuickBuildComponentSerializeConsistencyTest) {
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// Test that multiple serializations are consistent
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RakNet::BitStream firstSerialization;
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RakNet::BitStream secondSerialization;
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quickBuildComponent->Serialize(firstSerialization, true);
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quickBuildComponent->Serialize(secondSerialization, true);
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ASSERT_EQ(firstSerialization.GetNumberOfBitsUsed(), secondSerialization.GetNumberOfBitsUsed());
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}
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TEST_F(QuickBuildComponentTest, QuickBuildComponentResetTimeTest) {
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// Test reset time functionality
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quickBuildComponent->SetResetTime(30.0f);
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ASSERT_EQ(quickBuildComponent->GetResetTime(), 30.0f);
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quickBuildComponent->SetResetTime(0.0f);
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ASSERT_EQ(quickBuildComponent->GetResetTime(), 0.0f);
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}
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TEST_F(QuickBuildComponentTest, QuickBuildComponentCompleteTimeTest) {
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// Test complete time functionality
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quickBuildComponent->SetCompleteTime(15.0f);
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ASSERT_EQ(quickBuildComponent->GetCompleteTime(), 15.0f);
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}
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151
tests/dGameTests/dComponentsTests/RenderComponentTests.cpp
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151
tests/dGameTests/dComponentsTests/RenderComponentTests.cpp
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "RenderComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include "eStateChangeType.h"
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class RenderComponentTest : public GameDependenciesTest {
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protected:
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std::unique_ptr<Entity> baseEntity;
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RenderComponent* renderComponent;
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CBITSTREAM;
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void SetUp() override {
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SetUpDependencies();
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baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
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renderComponent = baseEntity->AddComponent<RenderComponent>();
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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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TEST_F(RenderComponentTest, RenderComponentSerializeInitialEmptyTest) {
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renderComponent->Serialize(bitStream, true);
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// Should write effects count (0 for empty)
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uint32_t effectsCount;
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bitStream.Read(effectsCount);
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ASSERT_EQ(effectsCount, 0);
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// That should be all for empty effects
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ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 32); // 32 bits for uint32_t
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}
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TEST_F(RenderComponentTest, RenderComponentSerializeUpdateTest) {
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// Non-initial updates should not write anything
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renderComponent->Serialize(bitStream, false);
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ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
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}
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TEST_F(RenderComponentTest, RenderComponentAddEffectTest) {
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// Add an effect and test serialization
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renderComponent->AddEffect(123, "test_effect", u"fire", 1.0f);
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renderComponent->Serialize(bitStream, true);
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uint32_t effectsCount;
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bitStream.Read(effectsCount);
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ASSERT_EQ(effectsCount, 1);
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// Read effect name
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uint8_t nameSize;
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bitStream.Read(nameSize);
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ASSERT_EQ(nameSize, 11); // "test_effect" length
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std::string effectName;
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for (int i = 0; i < nameSize; i++) {
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uint8_t ch;
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bitStream.Read(ch);
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effectName += static_cast<char>(ch);
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}
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ASSERT_EQ(effectName, "test_effect");
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// Read effect ID
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int32_t effectID;
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bitStream.Read(effectID);
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ASSERT_EQ(effectID, 123);
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// Read effect type
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uint8_t typeSize;
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bitStream.Read(typeSize);
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ASSERT_EQ(typeSize, 4); // "fire" length
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std::string effectType;
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for (int i = 0; i < typeSize; i++) {
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uint16_t ch;
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bitStream.Read(ch);
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effectType += static_cast<char>(ch);
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}
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ASSERT_EQ(effectType, "fire");
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// Read priority and secondary
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float priority;
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int64_t secondary;
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bitStream.Read(priority);
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bitStream.Read(secondary);
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ASSERT_EQ(priority, 1.0f); // Default priority
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ASSERT_EQ(secondary, 0); // Default secondary
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}
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TEST_F(RenderComponentTest, RenderComponentMultipleEffectsTest) {
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// Add multiple effects
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renderComponent->AddEffect(100, "effect1", u"water", 1.0f);
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renderComponent->AddEffect(200, "effect2", u"earth", 1.0f);
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renderComponent->Serialize(bitStream, true);
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uint32_t effectsCount;
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bitStream.Read(effectsCount);
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ASSERT_EQ(effectsCount, 2);
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// Just verify we can read both effects without crashing
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for (uint32_t i = 0; i < effectsCount; i++) {
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uint8_t nameSize;
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bitStream.Read(nameSize);
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if (nameSize > 0) {
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// Skip name bytes
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for (int j = 0; j < nameSize; j++) {
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uint8_t ch;
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bitStream.Read(ch);
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}
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int32_t effectID;
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bitStream.Read(effectID);
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ASSERT_TRUE(effectID == 100 || effectID == 200);
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uint8_t typeSize;
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bitStream.Read(typeSize);
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// Skip type bytes
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for (int j = 0; j < typeSize; j++) {
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uint16_t ch;
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bitStream.Read(ch);
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}
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float priority;
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int64_t secondary;
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bitStream.Read(priority);
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bitStream.Read(secondary);
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}
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}
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}
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TEST_F(RenderComponentTest, RenderComponentSerializeConsistencyTest) {
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// Test consistency with effects
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renderComponent->AddEffect(456, "consistent", u"air", 1.0f);
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RakNet::BitStream firstSerialization;
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RakNet::BitStream secondSerialization;
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renderComponent->Serialize(firstSerialization, true);
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renderComponent->Serialize(secondSerialization, true);
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ASSERT_EQ(firstSerialization.GetNumberOfBitsUsed(), secondSerialization.GetNumberOfBitsUsed());
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}
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66
tests/dGameTests/dComponentsTests/ScriptComponentTests.cpp
Normal file
66
tests/dGameTests/dComponentsTests/ScriptComponentTests.cpp
Normal file
@@ -0,0 +1,66 @@
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "ScriptComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include "eStateChangeType.h"
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class ScriptComponentTest : public GameDependenciesTest {
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protected:
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std::unique_ptr<Entity> baseEntity;
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ScriptComponent* scriptComponent;
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CBITSTREAM;
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void SetUp() override {
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SetUpDependencies();
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baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
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scriptComponent = baseEntity->AddComponent<ScriptComponent>();
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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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TEST_F(ScriptComponentTest, ScriptComponentSerializeInitialEmptyTest) {
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scriptComponent->Serialize(bitStream, true);
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// Should write network settings flag (false for empty)
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bool hasNetworkSettings;
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bitStream.Read(hasNetworkSettings);
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ASSERT_FALSE(hasNetworkSettings);
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// That should be all for empty network settings
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ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 1);
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}
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TEST_F(ScriptComponentTest, ScriptComponentSerializeUpdateTest) {
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// Non-initial updates should not write anything for ScriptComponent
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scriptComponent->Serialize(bitStream, false);
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ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
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}
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TEST_F(ScriptComponentTest, ScriptComponentSerializeConsistencyTest) {
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// Test that multiple initial serializations are consistent
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RakNet::BitStream firstSerialization;
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RakNet::BitStream secondSerialization;
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scriptComponent->Serialize(firstSerialization, true);
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scriptComponent->Serialize(secondSerialization, true);
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ASSERT_EQ(firstSerialization.GetNumberOfBitsUsed(), secondSerialization.GetNumberOfBitsUsed());
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ASSERT_EQ(firstSerialization.GetNumberOfBitsUsed(), 1);
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}
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TEST_F(ScriptComponentTest, ScriptComponentSerializedFlagTest) {
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// Test the serialized flag functionality
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ASSERT_FALSE(scriptComponent->GetSerialized());
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scriptComponent->SetSerialized(true);
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ASSERT_TRUE(scriptComponent->GetSerialized());
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scriptComponent->SetSerialized(false);
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ASSERT_FALSE(scriptComponent->GetSerialized());
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|
}
|
103
tests/dGameTests/dComponentsTests/VendorComponentTests.cpp
Normal file
103
tests/dGameTests/dComponentsTests/VendorComponentTests.cpp
Normal file
@@ -0,0 +1,103 @@
|
|||||||
|
#include "GameDependencies.h"
|
||||||
|
#include <gtest/gtest.h>
|
||||||
|
|
||||||
|
#include "BitStream.h"
|
||||||
|
#include "VendorComponent.h"
|
||||||
|
#include "Entity.h"
|
||||||
|
#include "eReplicaComponentType.h"
|
||||||
|
#include "eStateChangeType.h"
|
||||||
|
|
||||||
|
class VendorComponentTest : public GameDependenciesTest {
|
||||||
|
protected:
|
||||||
|
std::unique_ptr<Entity> baseEntity;
|
||||||
|
VendorComponent* vendorComponent;
|
||||||
|
CBITSTREAM;
|
||||||
|
|
||||||
|
void SetUp() override {
|
||||||
|
SetUpDependencies();
|
||||||
|
baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
|
||||||
|
vendorComponent = baseEntity->AddComponent<VendorComponent>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void TearDown() override {
|
||||||
|
TearDownDependencies();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
TEST_F(VendorComponentTest, VendorComponentSerializeInitialTest) {
|
||||||
|
vendorComponent->Serialize(bitStream, true);
|
||||||
|
|
||||||
|
// Should always write true for initial update
|
||||||
|
bool hasVendorUpdate;
|
||||||
|
bitStream.Read(hasVendorUpdate);
|
||||||
|
ASSERT_TRUE(hasVendorUpdate);
|
||||||
|
|
||||||
|
// Should write standard and multi cost flags
|
||||||
|
bool hasStandardCostItems, hasMultiCostItems;
|
||||||
|
bitStream.Read(hasStandardCostItems);
|
||||||
|
bitStream.Read(hasMultiCostItems);
|
||||||
|
|
||||||
|
// Default values should be false
|
||||||
|
ASSERT_FALSE(hasStandardCostItems);
|
||||||
|
ASSERT_FALSE(hasMultiCostItems);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST_F(VendorComponentTest, VendorComponentSerializeUpdateTest) {
|
||||||
|
// Test non-initial update without dirty flag
|
||||||
|
vendorComponent->Serialize(bitStream, false);
|
||||||
|
|
||||||
|
bool hasVendorUpdate;
|
||||||
|
bitStream.Read(hasVendorUpdate);
|
||||||
|
ASSERT_FALSE(hasVendorUpdate); // Not dirty, should be false
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST_F(VendorComponentTest, VendorComponentDirtyFlagTest) {
|
||||||
|
// Set some values to make it dirty
|
||||||
|
vendorComponent->SetHasStandardCostItems(true);
|
||||||
|
vendorComponent->SetHasMultiCostItems(true);
|
||||||
|
|
||||||
|
vendorComponent->Serialize(bitStream, false);
|
||||||
|
|
||||||
|
bool hasVendorUpdate;
|
||||||
|
bitStream.Read(hasVendorUpdate);
|
||||||
|
ASSERT_TRUE(hasVendorUpdate); // Should be dirty and have update
|
||||||
|
|
||||||
|
bool hasStandardCostItems, hasMultiCostItems;
|
||||||
|
bitStream.Read(hasStandardCostItems);
|
||||||
|
bitStream.Read(hasMultiCostItems);
|
||||||
|
|
||||||
|
ASSERT_TRUE(hasStandardCostItems);
|
||||||
|
ASSERT_TRUE(hasMultiCostItems);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST_F(VendorComponentTest, VendorComponentSerializeConsistencyTest) {
|
||||||
|
// Test that multiple initial serializations are consistent
|
||||||
|
RakNet::BitStream firstSerialization;
|
||||||
|
RakNet::BitStream secondSerialization;
|
||||||
|
|
||||||
|
vendorComponent->Serialize(firstSerialization, true);
|
||||||
|
vendorComponent->Serialize(secondSerialization, true);
|
||||||
|
|
||||||
|
ASSERT_EQ(firstSerialization.GetNumberOfBitsUsed(), secondSerialization.GetNumberOfBitsUsed());
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST_F(VendorComponentTest, VendorComponentCostItemsTest) {
|
||||||
|
// Test setting cost items flags - these are private members
|
||||||
|
// We can only test the serialization behavior
|
||||||
|
vendorComponent->SetHasStandardCostItems(true);
|
||||||
|
vendorComponent->SetHasMultiCostItems(true);
|
||||||
|
|
||||||
|
// Test serialization with flags set
|
||||||
|
vendorComponent->Serialize(bitStream, true);
|
||||||
|
|
||||||
|
bool hasVendorUpdate;
|
||||||
|
bitStream.Read(hasVendorUpdate);
|
||||||
|
ASSERT_TRUE(hasVendorUpdate);
|
||||||
|
|
||||||
|
bool hasStandardCostItems, hasMultiCostItems;
|
||||||
|
bitStream.Read(hasStandardCostItems);
|
||||||
|
bitStream.Read(hasMultiCostItems);
|
||||||
|
|
||||||
|
ASSERT_TRUE(hasStandardCostItems);
|
||||||
|
ASSERT_TRUE(hasMultiCostItems);
|
||||||
|
}
|
Reference in New Issue
Block a user