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Add Construction and serialize test
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set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
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set(DGAME_DCOMPONENTS_SOURCES
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"BaseCombatAIComponent.cpp"
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"BouncerComponent.cpp"
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"BuffComponent.cpp"
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"BuildBorderComponent.cpp"
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set(DGAMETEST_SOURCES
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"GameDependencies.cpp"
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"EntityTests.cpp"
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)
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add_subdirectory(dComponentsTests)
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tests/dGameTests/EntityTests.cpp
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tests/dGameTests/EntityTests.cpp
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BaseCombatAIComponent.h"
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#include "BouncerComponent.h"
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#include "BuffComponent.h"
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#include "BuildBorderComponent.h"
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#include "CharacterComponent.h"
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#include "Component.h"
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#include "ControllablePhysicsComponent.h"
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#include "DestroyableComponent.h"
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#include "InventoryComponent.h"
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#include "LevelProgressionComponent.h"
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#include "LUPExhibitComponent.h"
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#include "MissionComponent.h"
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#include "MissionOfferComponent.h"
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#include "ModelComponent.h"
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#include "ModuleAssemblyComponent.h"
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#include "MovementAIComponent.h"
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#include "MovingPlatformComponent.h"
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#include "PetComponent.h"
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#include "PhantomPhysicsComponent.h"
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#include "PlayerForcedMovementComponent.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "PropertyComponent.h"
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#include "PropertyEntranceComponent.h"
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#include "PropertyManagementComponent.h"
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#include "PropertyVendorComponent.h"
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#include "ProximityMonitorComponent.h"
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#include "RacingControlComponent.h"
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#include "RailActivatorComponent.h"
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#include "RebuildComponent.h"
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#include "RenderComponent.h"
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#include "RigidbodyPhantomPhysicsComponent.h"
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#include "RocketLaunchLupComponent.h"
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#include "RocketLaunchpadControlComponent.h"
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#include "ScriptedActivityComponent.h"
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#include "ShootingGalleryComponent.h"
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#include "SimplePhysicsComponent.h"
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#include "SkillComponent.h"
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#include "SoundTriggerComponent.h"
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#include "SwitchComponent.h"
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#include "TriggerComponent.h"
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#include "VehiclePhysicsComponent.h"
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#include "VendorComponent.h"
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#include "Entity.h"
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#include "eReplicaPacketType.h"
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class EntityTests : public GameDependenciesTest {
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protected:
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BaseCombatAIComponent* baseCombatAIComponent;
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BouncerComponent* bouncerComponent;
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BuffComponent* buffComponent;
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BuildBorderComponent* buildBorderComponent;
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CharacterComponent* characterComponent;
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Component* component;
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ControllablePhysicsComponent* controllablePhysicsComponent;
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DestroyableComponent* destroyableComponent;
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InventoryComponent* inventoryComponent;
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LevelProgressionComponent* levelProgressionComponent;
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LUPExhibitComponent* lUPExhibitComponent;
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MissionComponent* missionComponent;
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MissionOfferComponent* missionOfferComponent;
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ModelComponent* modelComponent;
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ModuleAssemblyComponent* moduleAssemblyComponent;
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MovementAIComponent* movementAIComponent;
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MovingPlatformComponent* movingPlatformComponent;
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PetComponent* petComponent;
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PhantomPhysicsComponent* phantomPhysicsComponent;
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PlayerForcedMovementComponent* playerForcedMovementComponent;
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PossessableComponent* possessableComponent;
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PossessorComponent* possessorComponent;
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PropertyComponent* propertyComponent;
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PropertyEntranceComponent* propertyEntranceComponent;
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PropertyManagementComponent* propertyManagementComponent;
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PropertyVendorComponent* propertyVendorComponent;
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ProximityMonitorComponent* proximityMonitorComponent;
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RacingControlComponent* racingControlComponent;
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RailActivatorComponent* railActivatorComponent;
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RebuildComponent* rebuildComponent;
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RenderComponent* renderComponent;
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RigidbodyPhantomPhysicsComponent* rigidbodyPhantomPhysicsComponent;
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RocketLaunchLupComponent* rocketLaunchLupComponent;
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RocketLaunchpadControlComponent* rocketLaunchpadControlComponent;
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ScriptedActivityComponent* scriptedActivityComponent;
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ShootingGalleryComponent* shootingGalleryComponent;
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SimplePhysicsComponent* simplePhysicsComponent;
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SkillComponent* skillComponent;
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SoundTriggerComponent* soundTriggerComponent;
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SwitchComponent* switchComponent;
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TriggerComponent* triggerComponent;
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VehiclePhysicsComponent* vehiclePhysicsComponent;
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VendorComponent* vendorComponent;
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std::unique_ptr<Entity> testedEntity;
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void SetUp() override {
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SetUpDependencies();
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testedEntity = std::make_unique<Entity>(1, info);
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// We allocate through malloc because we cannot call the constructors of some of thse methods.
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baseCombatAIComponent = (BaseCombatAIComponent*)malloc(sizeof(BaseCombatAIComponent));
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bouncerComponent = (BouncerComponent*)malloc(sizeof(BouncerComponent));
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buffComponent = (BuffComponent*)malloc(sizeof(BuffComponent));
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buildBorderComponent = (BuildBorderComponent*)malloc(sizeof(BuildBorderComponent));
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characterComponent = (CharacterComponent*)malloc(sizeof(CharacterComponent));
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component = (Component*)malloc(sizeof(Component));
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controllablePhysicsComponent = (ControllablePhysicsComponent*)malloc(sizeof(ControllablePhysicsComponent));
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destroyableComponent = (DestroyableComponent*)malloc(sizeof(DestroyableComponent));
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inventoryComponent = (InventoryComponent*)malloc(sizeof(InventoryComponent));
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levelProgressionComponent = (LevelProgressionComponent*)malloc(sizeof(LevelProgressionComponent));
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lUPExhibitComponent = (LUPExhibitComponent*)malloc(sizeof(LUPExhibitComponent));
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missionComponent = (MissionComponent*)malloc(sizeof(MissionComponent));
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missionOfferComponent = (MissionOfferComponent*)malloc(sizeof(MissionOfferComponent));
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modelComponent = (ModelComponent*)malloc(sizeof(ModelComponent));
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moduleAssemblyComponent = (ModuleAssemblyComponent*)malloc(sizeof(ModuleAssemblyComponent));
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movementAIComponent = (MovementAIComponent*)malloc(sizeof(MovementAIComponent));
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movingPlatformComponent = (MovingPlatformComponent*)malloc(sizeof(MovingPlatformComponent));
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petComponent = (PetComponent*)malloc(sizeof(PetComponent));
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phantomPhysicsComponent = (PhantomPhysicsComponent*)malloc(sizeof(PhantomPhysicsComponent));
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playerForcedMovementComponent = (PlayerForcedMovementComponent*)malloc(sizeof(PlayerForcedMovementComponent));
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possessableComponent = (PossessableComponent*)malloc(sizeof(PossessableComponent));
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possessorComponent = (PossessorComponent*)malloc(sizeof(PossessorComponent));
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propertyComponent = (PropertyComponent*)malloc(sizeof(PropertyComponent));
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propertyEntranceComponent = (PropertyEntranceComponent*)malloc(sizeof(PropertyEntranceComponent));
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propertyManagementComponent = (PropertyManagementComponent*)malloc(sizeof(PropertyManagementComponent));
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propertyVendorComponent = (PropertyVendorComponent*)malloc(sizeof(PropertyVendorComponent));
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proximityMonitorComponent = (ProximityMonitorComponent*)malloc(sizeof(ProximityMonitorComponent));
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racingControlComponent = (RacingControlComponent*)malloc(sizeof(RacingControlComponent));
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railActivatorComponent = (RailActivatorComponent*)malloc(sizeof(RailActivatorComponent));
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rebuildComponent = (RebuildComponent*)malloc(sizeof(RebuildComponent));
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renderComponent = (RenderComponent*)malloc(sizeof(RenderComponent));
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rigidbodyPhantomPhysicsComponent = (RigidbodyPhantomPhysicsComponent*)malloc(sizeof(RigidbodyPhantomPhysicsComponent));
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rocketLaunchLupComponent = (RocketLaunchLupComponent*)malloc(sizeof(RocketLaunchLupComponent));
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rocketLaunchpadControlComponent = (RocketLaunchpadControlComponent*)malloc(sizeof(RocketLaunchpadControlComponent));
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scriptedActivityComponent = (ScriptedActivityComponent*)malloc(sizeof(ScriptedActivityComponent));
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shootingGalleryComponent = (ShootingGalleryComponent*)malloc(sizeof(ShootingGalleryComponent));
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simplePhysicsComponent = (SimplePhysicsComponent*)malloc(sizeof(SimplePhysicsComponent));
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skillComponent = (SkillComponent*)malloc(sizeof(SkillComponent));
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soundTriggerComponent = (SoundTriggerComponent*)malloc(sizeof(SoundTriggerComponent));
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switchComponent = (SwitchComponent*)malloc(sizeof(SwitchComponent));
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triggerComponent = (TriggerComponent*)malloc(sizeof(TriggerComponent));
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vehiclePhysicsComponent = (VehiclePhysicsComponent*)malloc(sizeof(VehiclePhysicsComponent));
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vendorComponent = (VendorComponent*)malloc(sizeof(VendorComponent));
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}
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void TearDown() override {
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TearDownDependencies();
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free(baseCombatAIComponent);
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free(bouncerComponent);
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free(buffComponent);
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free(buildBorderComponent);
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free(characterComponent);
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free(component);
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free(controllablePhysicsComponent);
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free(destroyableComponent);
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free(inventoryComponent);
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free(levelProgressionComponent);
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free(lUPExhibitComponent);
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free(missionComponent);
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free(missionOfferComponent);
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free(modelComponent);
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free(moduleAssemblyComponent);
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free(movementAIComponent);
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free(movingPlatformComponent);
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free(petComponent);
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free(phantomPhysicsComponent);
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free(playerForcedMovementComponent);
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free(possessableComponent);
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free(possessorComponent);
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free(propertyComponent);
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free(propertyEntranceComponent);
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free(propertyManagementComponent);
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free(propertyVendorComponent);
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free(proximityMonitorComponent);
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free(racingControlComponent);
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free(railActivatorComponent);
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free(rebuildComponent);
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free(renderComponent);
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free(rigidbodyPhantomPhysicsComponent);
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free(rocketLaunchLupComponent);
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free(rocketLaunchpadControlComponent);
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free(scriptedActivityComponent);
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free(shootingGalleryComponent);
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free(simplePhysicsComponent);
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free(skillComponent);
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free(soundTriggerComponent);
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free(switchComponent);
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free(triggerComponent);
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free(vehiclePhysicsComponent);
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free(vendorComponent);
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}
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};
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TEST_F(EntityTests, EntityConstructionTest) {
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CBITSTREAM;
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testedEntity->WriteComponents(&bitStream, eReplicaPacketType::CONSTRUCTION);
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}
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TEST_F(EntityTests, EntitySerializationTest) {
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CBITSTREAM;
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testedEntity->WriteComponents(&bitStream, eReplicaPacketType::SERIALIZATION);
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}
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