Remove backup file that was accidentally committed

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2025-08-31 19:51:51 +00:00
parent 841e55c389
commit 3e838c11ef

View File

@@ -1,265 +0,0 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "ModelComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "PetComponent.h"
class ModelTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
ModelComponent* modelComponent;
CBITSTREAM
uint32_t flags = 0;
void SetUp() override {
SetUpDependencies();
baseEntity = new Entity(15, GameDependenciesTest::info);
modelComponent = baseEntity->AddComponent<ModelComponent>();
// Initialize some values to be not default
modelComponent->SetPosition(NiPoint3(10.0f, 20.0f, 30.0f));
modelComponent->SetRotation(NiQuaternion(4.0f, 1.0f, 2.0f, 3.0f)); // w=4, x=1, y=2, z=3
modelComponent->AddInteract(); // Make it pickable
}
void TearDown() override {
delete baseEntity;
TearDownDependencies();
}
};
/**
* Test serialization of a ModelComponent for a non-pet entity
*/
TEST_F(ModelTest, ModelComponentSerializeNonPetTest) {
bitStream.Reset();
// Now we test a serialization for correctness.
modelComponent->Serialize(bitStream, false);
// Read back the serialized data
// ItemComponent serialization (since this is not a pet)
bool hasItemComponent;
bitStream.Read(hasItemComponent);
EXPECT_EQ(hasItemComponent, true);
LWOOBJID userModelID;
bitStream.Read(userModelID);
EXPECT_EQ(userModelID, baseEntity->GetObjectID()); // Should use entity ID when no user model ID
int extraInfo;
bitStream.Read(extraInfo);
EXPECT_EQ(extraInfo, 0);
bool hasExtraItemData;
bitStream.Read(hasExtraItemData);
EXPECT_EQ(hasExtraItemData, false);
// ModelComponent serialization
bool hasModelInfo;
bitStream.Read(hasModelInfo);
EXPECT_EQ(hasModelInfo, true);
bool isPickable;
bitStream.Read(isPickable);
EXPECT_EQ(isPickable, true); // We added an interact
uint32_t physicsType;
bitStream.Read(physicsType);
EXPECT_EQ(physicsType, 2);
NiPoint3 originalPosition;
bitStream.Read(originalPosition.x);
bitStream.Read(originalPosition.y);
bitStream.Read(originalPosition.z);
EXPECT_EQ(originalPosition, NiPoint3(10.0f, 20.0f, 30.0f));
NiQuaternion originalRotation;
bitStream.Read(originalRotation.x);
bitStream.Read(originalRotation.y);
bitStream.Read(originalRotation.z);
bitStream.Read(originalRotation.w);
EXPECT_EQ(originalRotation, NiQuaternion(4.0f, 1.0f, 2.0f, 3.0f)); // x=1, y=2, z=3, w=4
bool hasBehaviorInfo;
bitStream.Read(hasBehaviorInfo);
EXPECT_EQ(hasBehaviorInfo, true);
uint32_t numBehaviors;
bitStream.Read(numBehaviors);
EXPECT_EQ(numBehaviors, 0); // No behaviors added in test
bool isPaused;
bitStream.Read(isPaused);
EXPECT_EQ(isPaused, false);
}
/**
* Test serialization of a ModelComponent for a pet entity
*/
TEST_F(ModelTest, ModelComponentSerializePetTest) {
bitStream.Reset();
// Add a PetComponent to make this entity a pet
baseEntity->AddComponent<PetComponent>(1);
// Now we test a serialization for correctness.
modelComponent->Serialize(bitStream, false);
// Read back the serialized data
// Should NOT have ItemComponent serialization for pets
// ModelComponent serialization (should start immediately)
bool hasModelInfo;
bitStream.Read(hasModelInfo);
EXPECT_EQ(hasModelInfo, true);
bool isPickable;
bitStream.Read(isPickable);
EXPECT_EQ(isPickable, true); // We added an interact
uint32_t physicsType;
bitStream.Read(physicsType);
EXPECT_EQ(physicsType, 2);
NiPoint3 originalPosition;
bitStream.Read(originalPosition.x);
bitStream.Read(originalPosition.y);
bitStream.Read(originalPosition.z);
EXPECT_EQ(originalPosition, NiPoint3(10.0f, 20.0f, 30.0f));
NiQuaternion originalRotation;
bitStream.Read(originalRotation.x);
bitStream.Read(originalRotation.y);
bitStream.Read(originalRotation.z);
bitStream.Read(originalRotation.w);
EXPECT_EQ(originalRotation, NiQuaternion(4.0f, 1.0f, 2.0f, 3.0f)); // x=1, y=2, z=3, w=4
bool hasBehaviorInfo;
bitStream.Read(hasBehaviorInfo);
EXPECT_EQ(hasBehaviorInfo, true);
uint32_t numBehaviors;
bitStream.Read(numBehaviors);
EXPECT_EQ(numBehaviors, 0); // No behaviors added in test
bool isPaused;
bitStream.Read(isPaused);
EXPECT_EQ(isPaused, false);
}
/**
* Test serialization of a ModelComponent during initial update
*/
TEST_F(ModelTest, ModelComponentSerializeInitialUpdateTest) {
bitStream.Reset();
// Now we test a serialization for correctness with initial update.
modelComponent->Serialize(bitStream, true);
// Read back the serialized data
// ItemComponent serialization (since this is not a pet)
bool hasItemComponent;
bitStream.Read(hasItemComponent);
EXPECT_EQ(hasItemComponent, true);
LWOOBJID userModelID;
bitStream.Read(userModelID);
EXPECT_EQ(userModelID, baseEntity->GetObjectID());
int extraInfo;
bitStream.Read(extraInfo);
EXPECT_EQ(extraInfo, 0);
bool hasExtraItemData;
bitStream.Read(hasExtraItemData);
EXPECT_EQ(hasExtraItemData, false);
// ModelComponent serialization
bool hasModelInfo;
bitStream.Read(hasModelInfo);
EXPECT_EQ(hasModelInfo, true);
bool isPickable;
bitStream.Read(isPickable);
EXPECT_EQ(isPickable, true);
uint32_t physicsType;
bitStream.Read(physicsType);
EXPECT_EQ(physicsType, 2);
NiPoint3 originalPosition;
bitStream.Read(originalPosition.x);
bitStream.Read(originalPosition.y);
bitStream.Read(originalPosition.z);
EXPECT_EQ(originalPosition, NiPoint3(10.0f, 20.0f, 30.0f));
NiQuaternion originalRotation;
bitStream.Read(originalRotation.x);
bitStream.Read(originalRotation.y);
bitStream.Read(originalRotation.z);
bitStream.Read(originalRotation.w);
EXPECT_EQ(originalRotation, NiQuaternion(4.0f, 1.0f, 2.0f, 3.0f)); // x=1, y=2, z=3, w=4
bool hasBehaviorInfo;
bitStream.Read(hasBehaviorInfo);
EXPECT_EQ(hasBehaviorInfo, true);
uint32_t numBehaviors;
bitStream.Read(numBehaviors);
EXPECT_EQ(numBehaviors, 0);
bool isPaused;
bitStream.Read(isPaused);
EXPECT_EQ(isPaused, false);
// During initial update, should write an additional false for model editing info
bool hasModelEditingInfo;
bitStream.Read(hasModelEditingInfo);
EXPECT_EQ(hasModelEditingInfo, false);
}
/**
* Test ModelComponent getters and setters
*/
TEST_F(ModelTest, ModelComponentGettersSettersTest) {
// Test position
NiPoint3 testPosition(100.0f, 200.0f, 300.0f);
modelComponent->SetPosition(testPosition);
EXPECT_EQ(modelComponent->GetOriginalPosition(), testPosition);
// Test rotation
NiQuaternion testRotation(5.0f, 6.0f, 7.0f, 8.0f);
modelComponent->SetRotation(testRotation);
EXPECT_EQ(modelComponent->GetOriginalRotation(), testRotation);
// Test speed
modelComponent->SetSpeed(5.5f);
// Note: GetSpeed() method doesn't exist in the header, but we can verify the setter works
// Test interact
modelComponent->RemoveInteract(); // Remove the one we added in SetUp
// Test that isPickable becomes false when no interactions
bitStream.Reset();
modelComponent->Serialize(bitStream, false);
// Skip itemcomponent data
bool hasItemComponent;
bitStream.Read(hasItemComponent);
LWOOBJID userModelID;
bitStream.Read(userModelID);
int extraInfo;
bitStream.Read(extraInfo);
bool hasExtraItemData;
bitStream.Read(hasExtraItemData);
// Check model component
bool hasModelInfo;
bitStream.Read(hasModelInfo);
bool isPickable;
bitStream.Read(isPickable);
EXPECT_EQ(isPickable, false); // Should be false now
}