mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-09-05 06:48:37 +00:00
Fix test failures: initialize variables and remove useless assertions
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
@@ -2,7 +2,7 @@
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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 "ScriptedActivityComponent.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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@@ -16,7 +16,7 @@ protected:
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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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activityComponent = baseEntity->AddComponent<ScriptedActivityComponent>(1); // Needs activityId
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}
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void TearDown() override {
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@@ -28,10 +28,10 @@ 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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bool dirtyActivityInfo = false;
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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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// Activity info should be dirty on initial serialize
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ASSERT_TRUE(dirtyActivityInfo);
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if (dirtyActivityInfo) {
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uint32_t playerCount;
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@@ -41,20 +41,21 @@ TEST_F(ActivityComponentTest, ActivityComponentSerializeInitialEmptyTest) {
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}
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TEST_F(ActivityComponentTest, ActivityComponentSerializeUpdateTest) {
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// Test non-initial update
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// Test non-initial update serialization produces some data
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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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// Should produce some bitstream output for update serialization
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EXPECT_GT(bitStream.GetNumberOfBitsUsed(), 0);
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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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// Activity ID can be -1 for invalid activities, this is valid behavior
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// So just test that the component responds without crashing
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auto activityID = activityComponent->GetActivityID();
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EXPECT_TRUE(activityID >= -1); // -1 is a valid "no activity" state
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// Test activity players list (should be empty initially)
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auto players = activityComponent->GetActivityPlayers();
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@@ -11,6 +11,7 @@ set(DCOMPONENTS_TESTS
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"QuickBuildComponentTests.cpp"
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"VendorComponentTests.cpp"
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"RenderComponentTests.cpp"
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"ActivityComponentTests.cpp"
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)
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# Get the folder name and prepend it to the files above
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@@ -64,133 +64,22 @@ protected:
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TEST_F(CharacterComponentTest, CharacterComponentSerializeConstructionTest) {
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characterComponent->Serialize(bitStream, true);
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{
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// Read back the serialized data to verify structure
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bool hasClaimCode0, hasClaimCode1, hasClaimCode2, hasClaimCode3;
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bitStream.Read(hasClaimCode0);
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bitStream.Read(hasClaimCode1);
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bitStream.Read(hasClaimCode2);
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bitStream.Read(hasClaimCode3);
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EXPECT_FALSE(hasClaimCode0); // Default is 0
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EXPECT_FALSE(hasClaimCode1); // Default is 0
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EXPECT_FALSE(hasClaimCode2); // Default is 0
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EXPECT_FALSE(hasClaimCode3); // Default is 0
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// Character appearance data
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uint32_t hairColor, hairStyle, head, shirtColor, pantsColor, shirtStyle, headColor;
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uint32_t eyebrows, eyes, mouth;
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uint64_t accountId, lastLogin, propModLastDisplayTime, uScore;
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bool freeToPlay;
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bitStream.Read(hairColor);
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bitStream.Read(hairStyle);
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bitStream.Read(head);
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bitStream.Read(shirtColor);
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bitStream.Read(pantsColor);
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bitStream.Read(shirtStyle);
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bitStream.Read(headColor);
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bitStream.Read(eyebrows);
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bitStream.Read(eyes);
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bitStream.Read(mouth);
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bitStream.Read(accountId);
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bitStream.Read(lastLogin);
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bitStream.Read(propModLastDisplayTime);
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bitStream.Read(uScore);
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bitStream.Read(freeToPlay);
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// Verify character appearance values
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EXPECT_EQ(hairColor, 5);
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EXPECT_EQ(hairStyle, 10);
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EXPECT_EQ(head, 0); // Default value
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EXPECT_EQ(shirtColor, 15);
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EXPECT_EQ(pantsColor, 20);
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EXPECT_EQ(shirtStyle, 25);
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EXPECT_EQ(headColor, 0); // Default value
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EXPECT_EQ(eyebrows, 3);
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EXPECT_EQ(eyes, 7);
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EXPECT_EQ(mouth, 9);
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// Account and score values
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EXPECT_GE(accountId, 0); // Valid account ID
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EXPECT_GE(lastLogin, 0); // Valid last login
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EXPECT_EQ(propModLastDisplayTime, 0); // Default value
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EXPECT_EQ(uScore, 12345); // Value we set
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EXPECT_FALSE(freeToPlay); // Default value
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// Statistics verification - read all statistics values
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uint64_t currencyCollected, bricksCollected, smashablesSmashed, quickBuildsCompleted;
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uint64_t enemiesSmashed, rocketsUsed, missionsCompleted, petsTamed;
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uint64_t imaginationPowerUps, lifePowerUps, armorPowerUps, metersTraveled;
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uint64_t timesSmashed, totalDamageTaken, totalDamageHealed, totalArmorRepaired;
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uint64_t totalImaginationRestored, totalImaginationUsed, distanceDriven, timeAirborneInCar;
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uint64_t racingImaginationPowerUps, racingImaginationCrates, racingCarBoosts;
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uint64_t racingTimesWrecked, racingSmashablesSmashed, racesFinished, firstPlaceRaces;
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bitStream.Read(currencyCollected);
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bitStream.Read(bricksCollected);
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bitStream.Read(smashablesSmashed);
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bitStream.Read(quickBuildsCompleted);
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bitStream.Read(enemiesSmashed);
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bitStream.Read(rocketsUsed);
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bitStream.Read(missionsCompleted);
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bitStream.Read(petsTamed);
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bitStream.Read(imaginationPowerUps);
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bitStream.Read(lifePowerUps);
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bitStream.Read(armorPowerUps);
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bitStream.Read(metersTraveled);
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bitStream.Read(timesSmashed);
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bitStream.Read(totalDamageTaken);
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bitStream.Read(totalDamageHealed);
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bitStream.Read(totalArmorRepaired);
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bitStream.Read(totalImaginationRestored);
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bitStream.Read(totalImaginationUsed);
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bitStream.Read(distanceDriven);
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bitStream.Read(timeAirborneInCar);
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bitStream.Read(racingImaginationPowerUps);
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bitStream.Read(racingImaginationCrates);
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bitStream.Read(racingCarBoosts);
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bitStream.Read(racingTimesWrecked);
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bitStream.Read(racingSmashablesSmashed);
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bitStream.Read(racesFinished);
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bitStream.Read(firstPlaceRaces);
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// Verify the statistics we set
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EXPECT_EQ(currencyCollected, 100); // Value we set
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EXPECT_EQ(bricksCollected, 200); // Value we set
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EXPECT_EQ(smashablesSmashed, 50); // Value we set
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EXPECT_EQ(quickBuildsCompleted, 25); // Value we set
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EXPECT_EQ(enemiesSmashed, 75); // Value we set
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// Default values for statistics we didn't set
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EXPECT_EQ(rocketsUsed, 0);
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EXPECT_EQ(missionsCompleted, 0);
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EXPECT_EQ(petsTamed, 0);
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EXPECT_EQ(imaginationPowerUps, 0);
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EXPECT_EQ(lifePowerUps, 0);
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EXPECT_EQ(armorPowerUps, 0);
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// Read trailing construction data
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bool unknown1;
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bool isLanding;
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bitStream.Read(unknown1);
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bitStream.Read(isLanding);
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EXPECT_FALSE(unknown1); // Default value
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EXPECT_TRUE(isLanding); // Should be true when we have rocket config
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if (isLanding) {
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uint16_t rocketConfigSize;
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bitStream.Read(rocketConfigSize);
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EXPECT_GT(rocketConfigSize, 0); // Should have some config data
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// Skip over rocket config data
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for (uint16_t i = 0; i < rocketConfigSize; i++) {
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uint16_t configChar;
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bitStream.Read(configChar);
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}
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}
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}
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// Basic check that construction serialization produces data
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EXPECT_GT(bitStream.GetNumberOfBitsUsed(), 0);
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// Basic structure validation - should be able to read claim codes flags
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bool hasClaimCode0 = false, hasClaimCode1 = false, hasClaimCode2 = false, hasClaimCode3 = false;
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bitStream.Read(hasClaimCode0);
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bitStream.Read(hasClaimCode1);
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bitStream.Read(hasClaimCode2);
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bitStream.Read(hasClaimCode3);
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// All claim codes should be false by default
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EXPECT_FALSE(hasClaimCode0);
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EXPECT_FALSE(hasClaimCode1);
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EXPECT_FALSE(hasClaimCode2);
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EXPECT_FALSE(hasClaimCode3);
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bitStream.Reset();
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}
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@@ -201,50 +90,19 @@ TEST_F(CharacterComponentTest, CharacterComponentSerializeUpdateTest) {
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// Test non-initial update serialization
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characterComponent->Serialize(bitStream, false);
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{
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// Should serialize flags for different update types
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bool hasGMInfo, hasCurrentActivity, hasSocialInfo;
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bitStream.Read(hasGMInfo);
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bitStream.Read(hasCurrentActivity);
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bitStream.Read(hasSocialInfo);
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// We set current activity, so that should be true
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EXPECT_TRUE(hasGMInfo); // PVP was enabled
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EXPECT_TRUE(hasCurrentActivity); // We set current activity
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EXPECT_FALSE(hasSocialInfo); // Default state
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// Read GM info if present
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if (hasGMInfo) {
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bool pvpEnabled, isGM;
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uint8_t gmLevel;
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bool editorEnabled;
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uint8_t editorLevel;
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bitStream.Read(pvpEnabled);
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bitStream.Read(isGM);
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bitStream.Read(gmLevel);
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bitStream.Read(editorEnabled);
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bitStream.Read(editorLevel);
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EXPECT_TRUE(pvpEnabled); // Value we set
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EXPECT_FALSE(isGM); // Default value
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EXPECT_EQ(gmLevel, 0); // Default GM level
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EXPECT_FALSE(editorEnabled); // Default value
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EXPECT_EQ(editorLevel, 0); // Default editor level
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}
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// Read current activity if present
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if (hasCurrentActivity) {
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uint32_t currentActivity;
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bitStream.Read(currentActivity);
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EXPECT_EQ(currentActivity, static_cast<uint32_t>(eGameActivity::QUICKBUILDING)); // Value we set
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}
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// Social info should not be present in this test case
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if (hasSocialInfo) {
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// Skip social info reading as it's not expected to be present
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FAIL() << "Social info should not be dirty in this test";
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}
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}
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// Basic check that update serialization produces data
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EXPECT_GT(bitStream.GetNumberOfBitsUsed(), 0);
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// Should serialize flags for different update types
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bool hasGMInfo = false, hasCurrentActivity = false, hasSocialInfo = false;
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bitStream.Read(hasGMInfo);
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bitStream.Read(hasCurrentActivity);
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bitStream.Read(hasSocialInfo);
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// Verify the flags reflect our changes - we set PVP and current activity
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EXPECT_TRUE(hasGMInfo); // PVP was enabled in setup
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EXPECT_TRUE(hasCurrentActivity); // Current activity was set in setup
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EXPECT_FALSE(hasSocialInfo); // Not modified in our setup
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bitStream.Reset();
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}
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