Remove component tests and focus on network packet and mail bitstream tests

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2025-08-31 16:59:56 +00:00
parent 74fb9428bb
commit 177319438d
11 changed files with 4 additions and 726 deletions

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@@ -1,63 +0,0 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "ScriptedActivityComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "eStateChangeType.h"
class ActivityComponentTest : public GameDependenciesTest {
protected:
std::unique_ptr<Entity> baseEntity;
ActivityComponent* activityComponent;
CBITSTREAM;
void SetUp() override {
SetUpDependencies();
baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
activityComponent = baseEntity->AddComponent<ScriptedActivityComponent>(1); // Needs activityId
}
void TearDown() override {
TearDownDependencies();
}
};
TEST_F(ActivityComponentTest, ActivityComponentSerializeInitialEmptyTest) {
activityComponent->Serialize(bitStream, true);
// Should write dirty activity info flag
bool dirtyActivityInfo = false;
bitStream.Read(dirtyActivityInfo);
// Activity info should be dirty on initial serialize
ASSERT_TRUE(dirtyActivityInfo);
if (dirtyActivityInfo) {
uint32_t playerCount;
bitStream.Read(playerCount);
ASSERT_EQ(playerCount, 0); // Should be empty initially
}
}
TEST_F(ActivityComponentTest, ActivityComponentSerializeUpdateTest) {
// Test non-initial update serialization produces some data
activityComponent->Serialize(bitStream, false);
// Should produce some bitstream output for update serialization
EXPECT_GT(bitStream.GetNumberOfBitsUsed(), 0);
}
TEST_F(ActivityComponentTest, ActivityComponentBasicAPITest) {
// Test basic API methods
// Activity ID can be -1 for invalid activities, this is valid behavior
// So just test that the component responds without crashing
auto activityID = activityComponent->GetActivityID();
EXPECT_TRUE(activityID >= -1); // -1 is a valid "no activity" state
// Test activity players list (should be empty initially)
auto players = activityComponent->GetActivityPlayers();
ASSERT_TRUE(players.empty());
}

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@@ -1,50 +0,0 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "BuffComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
class BuffComponentTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
BuffComponent* buffComponent;
CBITSTREAM
uint32_t flags = 0;
void SetUp() override {
SetUpDependencies();
baseEntity = new Entity(15, GameDependenciesTest::info);
buffComponent = baseEntity->AddComponent<BuffComponent>();
}
void TearDown() override {
delete baseEntity;
TearDownDependencies();
}
};
/**
* Test Construction serialization of a BuffComponent with no buffs
*/
TEST_F(BuffComponentTest, BuffComponentSerializeTest) {
// Test construction serialization (empty buffs)
buffComponent->Serialize(bitStream, true);
{
bool hasBuffs;
bitStream.Read(hasBuffs);
EXPECT_FALSE(hasBuffs);
bool immunityBuffs;
bitStream.Read(immunityBuffs);
EXPECT_FALSE(immunityBuffs); // Always false according to code
}
bitStream.Reset();
// Test update serialization (should write nothing)
buffComponent->Serialize(bitStream, false);
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
}

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@@ -1,17 +1,8 @@
set(DCOMPONENTS_TESTS set(DCOMPONENTS_TESTS
"DestroyableComponentTests.cpp" "DestroyableComponentTests.cpp"
"PetComponentTests.cpp" "PetComponentTests.cpp"
"SimplePhysicsComponentTests.cpp" "SimplePhysicsComponentTests.cpp"
"SavingTests.cpp" "SavingTests.cpp"
"CharacterComponentTests.cpp"
"InventoryComponentTests.cpp"
"ControllablePhysicsComponentTests.cpp"
"SkillComponentTests.cpp"
"BuffComponentTests.cpp"
"QuickBuildComponentTests.cpp"
"VendorComponentTests.cpp"
"RenderComponentTests.cpp"
"ActivityComponentTests.cpp"
) )
# Get the folder name and prepend it to the files above # Get the folder name and prepend it to the files above

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@@ -1,108 +0,0 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "CharacterComponent.h"
#include "Entity.h"
#include "Character.h"
#include "User.h"
#include "eReplicaComponentType.h"
#include "eGameActivity.h"
class CharacterComponentTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
CharacterComponent* characterComponent;
std::unique_ptr<Character> character;
std::unique_ptr<User> user;
CBITSTREAM
uint32_t flags = 0;
void SetUp() override {
SetUpDependencies();
// Create a mock user and character
user = std::make_unique<User>(UNASSIGNED_SYSTEM_ADDRESS, "", "TestUser");
character = std::make_unique<Character>(1, user.get());
character->SetHairColor(5);
character->SetHairStyle(10);
character->SetShirtColor(15);
character->SetPantsColor(20);
character->SetShirtStyle(25);
character->SetEyebrows(3);
character->SetEyes(7);
character->SetMouth(9);
baseEntity = new Entity(15, GameDependenciesTest::info);
characterComponent = baseEntity->AddComponent<CharacterComponent>(character.get(), UNASSIGNED_SYSTEM_ADDRESS);
// Set some test values using available setter methods
characterComponent->SetUScore(12345);
characterComponent->SetCurrentActivity(eGameActivity::QUICKBUILDING);
characterComponent->SetReputation(6789);
characterComponent->SetPvpEnabled(true);
characterComponent->SetLastRocketConfig(u"test,rocket,config");
// Update some statistics using the UpdatePlayerStatistic method
characterComponent->UpdatePlayerStatistic(StatisticID::CurrencyCollected, 100);
characterComponent->UpdatePlayerStatistic(StatisticID::BricksCollected, 200);
characterComponent->UpdatePlayerStatistic(StatisticID::SmashablesSmashed, 50);
characterComponent->UpdatePlayerStatistic(StatisticID::QuickBuildsCompleted, 25);
characterComponent->UpdatePlayerStatistic(StatisticID::EnemiesSmashed, 75);
}
void TearDown() override {
delete baseEntity;
TearDownDependencies();
}
};
/**
* Test Construction of a CharacterComponent
*/
TEST_F(CharacterComponentTest, CharacterComponentSerializeConstructionTest) {
characterComponent->Serialize(bitStream, true);
// Basic check that construction serialization produces data
EXPECT_GT(bitStream.GetNumberOfBitsUsed(), 0);
// Basic structure validation - should be able to read claim codes flags
bool hasClaimCode0 = false, hasClaimCode1 = false, hasClaimCode2 = false, hasClaimCode3 = false;
bitStream.Read(hasClaimCode0);
bitStream.Read(hasClaimCode1);
bitStream.Read(hasClaimCode2);
bitStream.Read(hasClaimCode3);
// All claim codes should be false by default
EXPECT_FALSE(hasClaimCode0);
EXPECT_FALSE(hasClaimCode1);
EXPECT_FALSE(hasClaimCode2);
EXPECT_FALSE(hasClaimCode3);
bitStream.Reset();
}
/**
* Test serialization of a CharacterComponent update
*/
TEST_F(CharacterComponentTest, CharacterComponentSerializeUpdateTest) {
// Test non-initial update serialization
characterComponent->Serialize(bitStream, false);
// Basic check that update serialization produces data
EXPECT_GT(bitStream.GetNumberOfBitsUsed(), 0);
// Should serialize flags for different update types
bool hasGMInfo = false, hasCurrentActivity = false, hasSocialInfo = false;
bitStream.Read(hasGMInfo);
bitStream.Read(hasCurrentActivity);
bitStream.Read(hasSocialInfo);
// Verify the flags reflect our changes - we set PVP and current activity
EXPECT_TRUE(hasGMInfo); // PVP was enabled in setup
EXPECT_TRUE(hasCurrentActivity); // Current activity was set in setup
EXPECT_FALSE(hasSocialInfo); // Not modified in our setup
bitStream.Reset();
}

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@@ -1,143 +0,0 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "ControllablePhysicsComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "eStateChangeType.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
class ControllablePhysicsComponentTest : public GameDependenciesTest {
protected:
std::unique_ptr<Entity> baseEntity;
ControllablePhysicsComponent* physicsComponent;
CBITSTREAM;
void SetUp() override {
SetUpDependencies();
baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
physicsComponent = baseEntity->AddComponent<ControllablePhysicsComponent>(1); // Needs componentId
// Set some test values
physicsComponent->SetPosition(NiPoint3(100.0f, 200.0f, 300.0f));
physicsComponent->SetRotation(NiQuaternion(0.5f, 0.5f, 0.5f, 0.5f));
physicsComponent->SetVelocity(NiPoint3(10.0f, 20.0f, 30.0f));
physicsComponent->SetAngularVelocity(NiPoint3(1.0f, 2.0f, 3.0f));
physicsComponent->SetIsOnGround(true);
physicsComponent->SetIsOnRail(false);
}
void TearDown() override {
TearDownDependencies();
}
};
TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsSerializeInitialTest) {
physicsComponent->Serialize(bitStream, true);
// Read jetpack mode info
bool inJetpackMode;
bitStream.Read(inJetpackMode);
ASSERT_FALSE(inJetpackMode); // Default should be false
// Should always write stun immunity data on construction
bool hasStunImmunityData;
bitStream.Read(hasStunImmunityData);
ASSERT_TRUE(hasStunImmunityData);
uint32_t immuneToStunMoveCount, immuneToStunJumpCount, immuneToStunTurnCount;
uint32_t immuneToStunAttackCount, immuneToStunUseItemCount, immuneToStunEquipCount;
uint32_t immuneToStunInteractCount;
bitStream.Read(immuneToStunMoveCount);
bitStream.Read(immuneToStunJumpCount);
bitStream.Read(immuneToStunTurnCount);
bitStream.Read(immuneToStunAttackCount);
bitStream.Read(immuneToStunUseItemCount);
bitStream.Read(immuneToStunEquipCount);
bitStream.Read(immuneToStunInteractCount);
// Default values should be 0
ASSERT_EQ(immuneToStunMoveCount, 0);
ASSERT_EQ(immuneToStunJumpCount, 0);
ASSERT_EQ(immuneToStunTurnCount, 0);
ASSERT_EQ(immuneToStunAttackCount, 0);
ASSERT_EQ(immuneToStunUseItemCount, 0);
ASSERT_EQ(immuneToStunEquipCount, 0);
ASSERT_EQ(immuneToStunInteractCount, 0);
}
TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsJetpackSerializationTest) {
// Test jetpack mode serialization
physicsComponent->SetInJetpackMode(true);
physicsComponent->SetJetpackEffectID(12345);
physicsComponent->SetJetpackFlying(true);
physicsComponent->SetJetpackBypassChecks(false);
physicsComponent->Serialize(bitStream, true);
bool inJetpackMode;
bitStream.Read(inJetpackMode);
ASSERT_TRUE(inJetpackMode);
int32_t jetpackEffectID;
bool jetpackFlying, jetpackBypassChecks;
bitStream.Read(jetpackEffectID);
bitStream.Read(jetpackFlying);
bitStream.Read(jetpackBypassChecks);
ASSERT_EQ(jetpackEffectID, 12345);
ASSERT_TRUE(jetpackFlying);
ASSERT_FALSE(jetpackBypassChecks);
}
TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsStunImmunityTest) {
// Test stun immunity serialization
physicsComponent->SetStunImmunity(eStateChangeType::PUSH, 5);
// Note: PULL may not be available, using another valid type
physicsComponent->SetStunImmunity(eStateChangeType::POP, 3);
physicsComponent->Serialize(bitStream, true);
// Skip jetpack data
bool inJetpackMode;
bitStream.Read(inJetpackMode);
bool hasStunImmunityData;
bitStream.Read(hasStunImmunityData);
ASSERT_TRUE(hasStunImmunityData);
uint32_t immuneToStunMoveCount, immuneToStunJumpCount, immuneToStunTurnCount;
uint32_t immuneToStunAttackCount, immuneToStunUseItemCount, immuneToStunEquipCount;
uint32_t immuneToStunInteractCount;
bitStream.Read(immuneToStunMoveCount);
bitStream.Read(immuneToStunJumpCount);
bitStream.Read(immuneToStunTurnCount);
bitStream.Read(immuneToStunAttackCount);
bitStream.Read(immuneToStunUseItemCount);
bitStream.Read(immuneToStunEquipCount);
bitStream.Read(immuneToStunInteractCount);
// Values should reflect the set immunities
// Note: The actual mapping depends on implementation
ASSERT_GE(immuneToStunMoveCount + immuneToStunJumpCount + immuneToStunTurnCount +
immuneToStunAttackCount + immuneToStunUseItemCount + immuneToStunEquipCount +
immuneToStunInteractCount, 0);
}
TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsSerializeUpdateTest) {
// Test non-initial update serialization
physicsComponent->Serialize(bitStream, false);
// Should check for various dirty flags
bool hasPositionUpdate, hasVelocityUpdate, hasAngularVelocityUpdate;
bool hasBouncePathing, hasRotationUpdate;
// The exact structure depends on what's dirty
// For now, just verify that serialization doesn't crash
ASSERT_GE(bitStream.GetNumberOfBitsUsed(), 0);
}

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@@ -1,76 +0,0 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "InventoryComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "eStateChangeType.h"
#include "Item.h"
class InventoryComponentTest : public GameDependenciesTest {
protected:
std::unique_ptr<Entity> baseEntity;
InventoryComponent* inventoryComponent;
CBITSTREAM;
void SetUp() override {
SetUpDependencies();
baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
inventoryComponent = baseEntity->AddComponent<InventoryComponent>();
}
void TearDown() override {
TearDownDependencies();
}
};
TEST_F(InventoryComponentTest, InventoryComponentSerializeInitialTest) {
// Test empty inventory serialization
inventoryComponent->Serialize(bitStream, true);
bool hasUpdates;
bitStream.Read(hasUpdates);
ASSERT_TRUE(hasUpdates); // Should always have updates on initial serialize
uint32_t equippedItemCount;
bitStream.Read(equippedItemCount);
ASSERT_EQ(equippedItemCount, 0); // No equipped items initially
}
TEST_F(InventoryComponentTest, InventoryComponentSerializeEquippedItemsTest) {
// Test serialization with initial state (no equipped items)
inventoryComponent->Serialize(bitStream, true);
bool hasUpdates;
bitStream.Read(hasUpdates);
ASSERT_TRUE(hasUpdates); // Should always have updates on initial serialize
uint32_t equippedItemCount;
bitStream.Read(equippedItemCount);
ASSERT_EQ(equippedItemCount, 0); // No equipped items initially for LOT 1
}
TEST_F(InventoryComponentTest, InventoryComponentSerializeUpdateTest) {
// Test that initial serialization returns expected structure
inventoryComponent->Serialize(bitStream, true);
bool hasUpdates;
bitStream.Read(hasUpdates);
ASSERT_TRUE(hasUpdates); // Initial serialization should have updates
uint32_t equippedItemCount;
bitStream.Read(equippedItemCount);
ASSERT_EQ(equippedItemCount, 0); // No equipped items initially
}
TEST_F(InventoryComponentTest, InventoryComponentDirtyFlagTest) {
// Test initial state serialization
inventoryComponent->Serialize(bitStream, false);
bool hasUpdates;
bitStream.Read(hasUpdates);
// May or may not have updates initially depending on implementation
ASSERT_TRUE(hasUpdates || !hasUpdates); // Either state is valid
}

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@@ -1,9 +0,0 @@
#include <gtest/gtest.h>
// Simple test that verifies QuickBuildComponent header inclusion
// The actual QuickBuildComponent requires complex database dependencies
// that are not suitable for unit testing without a full CDClient database
TEST(QuickBuildComponentTest, QuickBuildComponentHeaderInclusionTest) {
// Test that the header can be included without compilation errors
ASSERT_TRUE(true);
}

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@@ -1,139 +0,0 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "RenderComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "eStateChangeType.h"
class RenderComponentTest : public GameDependenciesTest {
protected:
std::unique_ptr<Entity> baseEntity;
RenderComponent* renderComponent;
CBITSTREAM;
void SetUp() override {
SetUpDependencies();
baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
renderComponent = baseEntity->AddComponent<RenderComponent>();
}
void TearDown() override {
TearDownDependencies();
}
};
TEST_F(RenderComponentTest, RenderComponentSerializeInitialEmptyTest) {
renderComponent->Serialize(bitStream, true);
// Should write effects count (0 for empty)
uint32_t effectsCount;
bitStream.Read(effectsCount);
ASSERT_EQ(effectsCount, 0);
// That should be all for empty effects
ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 32); // 32 bits for uint32_t
}
TEST_F(RenderComponentTest, RenderComponentSerializeUpdateTest) {
// Non-initial updates should not write anything
renderComponent->Serialize(bitStream, false);
ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
}
TEST_F(RenderComponentTest, RenderComponentAddEffectTest) {
// Add an effect and test serialization
renderComponent->AddEffect(123, "test_effect", u"fire", 1.0f);
renderComponent->Serialize(bitStream, true);
uint32_t effectsCount;
bitStream.Read(effectsCount);
ASSERT_EQ(effectsCount, 1);
// Read effect name
uint8_t nameSize;
bitStream.Read(nameSize);
ASSERT_EQ(nameSize, 11); // "test_effect" length
std::string effectName;
for (int i = 0; i < nameSize; i++) {
uint8_t ch;
bitStream.Read(ch);
effectName += static_cast<char>(ch);
}
ASSERT_EQ(effectName, "test_effect");
// Read effect ID
int32_t effectID;
bitStream.Read(effectID);
ASSERT_EQ(effectID, 123);
// Read effect type
uint8_t typeSize;
bitStream.Read(typeSize);
ASSERT_EQ(typeSize, 4); // "fire" length
std::string effectType;
for (int i = 0; i < typeSize; i++) {
uint16_t ch;
bitStream.Read(ch);
effectType += static_cast<char>(ch);
}
ASSERT_EQ(effectType, "fire");
// Read priority and secondary
float priority;
int64_t secondary;
bitStream.Read(priority);
bitStream.Read(secondary);
ASSERT_EQ(priority, 1.0f); // Default priority
ASSERT_EQ(secondary, 0); // Default secondary
}
TEST_F(RenderComponentTest, RenderComponentMultipleEffectsTest) {
// Add multiple effects
renderComponent->AddEffect(100, "effect1", u"water", 1.0f);
renderComponent->AddEffect(200, "effect2", u"earth", 1.0f);
renderComponent->Serialize(bitStream, true);
uint32_t effectsCount;
bitStream.Read(effectsCount);
ASSERT_EQ(effectsCount, 2);
// Just verify we can read both effects without crashing
for (uint32_t i = 0; i < effectsCount; i++) {
uint8_t nameSize;
bitStream.Read(nameSize);
if (nameSize > 0) {
// Skip name bytes
for (int j = 0; j < nameSize; j++) {
uint8_t ch;
bitStream.Read(ch);
}
int32_t effectID;
bitStream.Read(effectID);
ASSERT_TRUE(effectID == 100 || effectID == 200);
uint8_t typeSize;
bitStream.Read(typeSize);
// Skip type bytes
for (int j = 0; j < typeSize; j++) {
uint16_t ch;
bitStream.Read(ch);
}
float priority;
int64_t secondary;
bitStream.Read(priority);
bitStream.Read(secondary);
}
}
}

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@@ -1,56 +0,0 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "ScriptComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "eStateChangeType.h"
class ScriptComponentTest : public GameDependenciesTest {
protected:
std::unique_ptr<Entity> baseEntity;
ScriptComponent* scriptComponent;
CBITSTREAM;
void SetUp() override {
SetUpDependencies();
baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
scriptComponent = baseEntity->AddComponent<ScriptComponent>();
}
void TearDown() override {
TearDownDependencies();
}
};
TEST_F(ScriptComponentTest, ScriptComponentSerializeInitialEmptyTest) {
scriptComponent->Serialize(bitStream, true);
// Should write network settings flag (false for empty)
bool hasNetworkSettings;
bitStream.Read(hasNetworkSettings);
ASSERT_FALSE(hasNetworkSettings);
// That should be all for empty network settings
ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 1);
}
TEST_F(ScriptComponentTest, ScriptComponentSerializeUpdateTest) {
// Non-initial updates should not write anything for ScriptComponent
scriptComponent->Serialize(bitStream, false);
ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
}
TEST_F(ScriptComponentTest, ScriptComponentSerializedFlagTest) {
// Test the serialized flag functionality
ASSERT_FALSE(scriptComponent->GetSerialized());
scriptComponent->SetSerialized(true);
ASSERT_TRUE(scriptComponent->GetSerialized());
scriptComponent->SetSerialized(false);
ASSERT_FALSE(scriptComponent->GetSerialized());
}

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@@ -1,60 +0,0 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "SkillComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "eStateChangeType.h"
class SkillComponentTest : public GameDependenciesTest {
protected:
std::unique_ptr<Entity> baseEntity;
SkillComponent* skillComponent;
CBITSTREAM;
void SetUp() override {
SetUpDependencies();
baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
skillComponent = baseEntity->AddComponent<SkillComponent>();
}
void TearDown() override {
TearDownDependencies();
}
};
TEST_F(SkillComponentTest, SkillComponentSerializeInitialTest) {
skillComponent->Serialize(bitStream, true);
// SkillComponent just writes a 0 bit on initial update
bool hasSkillData;
bitStream.Read(hasSkillData);
ASSERT_FALSE(hasSkillData); // Should write 0
// Verify that's all that's written
ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 1);
}
TEST_F(SkillComponentTest, SkillComponentSerializeUpdateTest) {
skillComponent->Serialize(bitStream, false);
// Non-initial updates should not write anything for SkillComponent
ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
}
TEST_F(SkillComponentTest, SkillComponentUniqueIdTest) {
// Test unique skill ID generation
uint32_t id1 = skillComponent->GetUniqueSkillId();
uint32_t id2 = skillComponent->GetUniqueSkillId();
uint32_t id3 = skillComponent->GetUniqueSkillId();
ASSERT_NE(id1, id2);
ASSERT_NE(id2, id3);
ASSERT_NE(id1, id3);
// Should be sequential
ASSERT_EQ(id2, id1 + 1);
ASSERT_EQ(id3, id2 + 1);
}

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@@ -1,9 +0,0 @@
#include <gtest/gtest.h>
// Simple test that verifies VendorComponent header inclusion
// The actual VendorComponent requires complex database dependencies
// that are not suitable for unit testing without a full CDClient database
TEST(VendorComponentTest, VendorComponentHeaderInclusionTest) {
// Test that the header can be included without compilation errors
ASSERT_TRUE(true);
}