mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
consolidate the messagetype enums into a single namespace (#1647)
This commit is contained in:
@@ -3,22 +3,22 @@
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#include "GeneralUtils.h"
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#include "eGameMasterLevel.h"
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#include "eGameMessageType.h"
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#include "eWorldMessageType.h"
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#include "MessageType/Game.h"
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#include "MessageType/World.h"
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#define ASSERT_TYPE_EQ(TYPE, ENUM)\
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ASSERT_TRUE(typeid(TYPE) == typeid(GeneralUtils::ToUnderlying(static_cast<ENUM>(0))));
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#define ASSERT_TYPE_NE(TYPE, ENUM)\
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ASSERT_FALSE(typeid(TYPE) == typeid(GeneralUtils::ToUnderlying(static_cast<ENUM>(0))));
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// Verify that the underlying enum types are being cast correctly
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TEST(ToUnderlyingTests, VerifyToUnderlying) {
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ASSERT_TYPE_EQ(uint8_t, eGameMasterLevel);
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ASSERT_TYPE_EQ(uint16_t, eGameMessageType);
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ASSERT_TYPE_EQ(uint32_t, eWorldMessageType)
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ASSERT_TYPE_EQ(uint16_t, MessageType::Game);
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ASSERT_TYPE_EQ(uint32_t, MessageType::World)
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ASSERT_TYPE_NE(void, eGameMasterLevel);
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ASSERT_TYPE_NE(void, eGameMessageType);
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ASSERT_TYPE_NE(void, eWorldMessageType)
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ASSERT_TYPE_NE(void, MessageType::Game);
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ASSERT_TYPE_NE(void, MessageType::World)
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}
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@@ -6,8 +6,8 @@
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#include "StringifiedEnum.h"
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#include "Logger.h"
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#include "Game.h"
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#include "eGameMessageType.h"
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#include "eWorldMessageType.h"
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#include "MessageType/Game.h"
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#include "MessageType/World.h"
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#include "magic_enum.hpp"
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#define ENUM_EQ(e, y, z)\
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@@ -21,47 +21,47 @@
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TEST(MagicEnumTest, eWorldMessageTypeTest) {
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Game::logger = new Logger("./MagicEnumTest_eWorldMessageTypeTest.log", true, true);
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ENUM_EQ(eWorldMessageType, 1, VALIDATION);
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ENUM_EQ(eWorldMessageType, 2, CHARACTER_LIST_REQUEST);
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ENUM_EQ(eWorldMessageType, 3, CHARACTER_CREATE_REQUEST);
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ENUM_EQ(eWorldMessageType, 4, LOGIN_REQUEST);
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ENUM_EQ(eWorldMessageType, 5, GAME_MSG);
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ENUM_EQ(eWorldMessageType, 6, CHARACTER_DELETE_REQUEST);
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ENUM_EQ(eWorldMessageType, 7, CHARACTER_RENAME_REQUEST);
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ENUM_EQ(eWorldMessageType, 8, HAPPY_FLOWER_MODE_NOTIFY);
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ENUM_EQ(eWorldMessageType, 9, SLASH_RELOAD_MAP);
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ENUM_EQ(eWorldMessageType, 10, SLASH_PUSH_MAP_REQUEST);
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ENUM_EQ(eWorldMessageType, 11, SLASH_PUSH_MAP);
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ENUM_EQ(eWorldMessageType, 12, SLASH_PULL_MAP);
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ENUM_EQ(eWorldMessageType, 13, LOCK_MAP_REQUEST);
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ENUM_EQ(eWorldMessageType, 14, GENERAL_CHAT_MESSAGE);
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ENUM_EQ(eWorldMessageType, 15, HTTP_MONITOR_INFO_REQUEST);
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ENUM_EQ(eWorldMessageType, 16, SLASH_DEBUG_SCRIPTS);
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ENUM_EQ(eWorldMessageType, 17, MODELS_CLEAR);
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ENUM_EQ(eWorldMessageType, 18, EXHIBIT_INSERT_MODEL);
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ENUM_EQ(eWorldMessageType, 19, LEVEL_LOAD_COMPLETE);
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ENUM_EQ(eWorldMessageType, 20, TMP_GUILD_CREATE);
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ENUM_EQ(eWorldMessageType, 21, ROUTE_PACKET);
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ENUM_EQ(eWorldMessageType, 22, POSITION_UPDATE);
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ENUM_EQ(eWorldMessageType, 23, MAIL);
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ENUM_EQ(eWorldMessageType, 24, WORD_CHECK);
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ENUM_EQ(eWorldMessageType, 25, STRING_CHECK);
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ENUM_EQ(eWorldMessageType, 26, GET_PLAYERS_IN_ZONE);
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ENUM_EQ(eWorldMessageType, 27, REQUEST_UGC_MANIFEST_INFO);
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ENUM_EQ(eWorldMessageType, 28, BLUEPRINT_GET_ALL_DATA_REQUEST);
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ENUM_EQ(eWorldMessageType, 29, CANCEL_MAP_QUEUE);
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ENUM_EQ(eWorldMessageType, 30, HANDLE_FUNNESS);
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ENUM_EQ(eWorldMessageType, 31, FAKE_PRG_CSR_MESSAGE);
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ENUM_EQ(eWorldMessageType, 32, REQUEST_FREE_TRIAL_REFRESH);
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ENUM_EQ(eWorldMessageType, 33, GM_SET_FREE_TRIAL_STATUS);
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ENUM_EQ(eWorldMessageType, 91, UI_HELP_TOP_5);
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ENUM_NE(eWorldMessageType, 37);
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ENUM_NE(eWorldMessageType, 123);
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ENUM_EQ(MessageType::World, 1, VALIDATION);
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ENUM_EQ(MessageType::World, 2, CHARACTER_LIST_REQUEST);
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ENUM_EQ(MessageType::World, 3, CHARACTER_CREATE_REQUEST);
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ENUM_EQ(MessageType::World, 4, LOGIN_REQUEST);
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ENUM_EQ(MessageType::World, 5, GAME_MSG);
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ENUM_EQ(MessageType::World, 6, CHARACTER_DELETE_REQUEST);
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ENUM_EQ(MessageType::World, 7, CHARACTER_RENAME_REQUEST);
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ENUM_EQ(MessageType::World, 8, HAPPY_FLOWER_MODE_NOTIFY);
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ENUM_EQ(MessageType::World, 9, SLASH_RELOAD_MAP);
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ENUM_EQ(MessageType::World, 10, SLASH_PUSH_MAP_REQUEST);
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ENUM_EQ(MessageType::World, 11, SLASH_PUSH_MAP);
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ENUM_EQ(MessageType::World, 12, SLASH_PULL_MAP);
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ENUM_EQ(MessageType::World, 13, LOCK_MAP_REQUEST);
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ENUM_EQ(MessageType::World, 14, GENERAL_CHAT_MESSAGE);
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ENUM_EQ(MessageType::World, 15, HTTP_MONITOR_INFO_REQUEST);
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ENUM_EQ(MessageType::World, 16, SLASH_DEBUG_SCRIPTS);
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ENUM_EQ(MessageType::World, 17, MODELS_CLEAR);
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ENUM_EQ(MessageType::World, 18, EXHIBIT_INSERT_MODEL);
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ENUM_EQ(MessageType::World, 19, LEVEL_LOAD_COMPLETE);
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ENUM_EQ(MessageType::World, 20, TMP_GUILD_CREATE);
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ENUM_EQ(MessageType::World, 21, ROUTE_PACKET);
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ENUM_EQ(MessageType::World, 22, POSITION_UPDATE);
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ENUM_EQ(MessageType::World, 23, MAIL);
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ENUM_EQ(MessageType::World, 24, WORD_CHECK);
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ENUM_EQ(MessageType::World, 25, STRING_CHECK);
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ENUM_EQ(MessageType::World, 26, GET_PLAYERS_IN_ZONE);
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ENUM_EQ(MessageType::World, 27, REQUEST_UGC_MANIFEST_INFO);
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ENUM_EQ(MessageType::World, 28, BLUEPRINT_GET_ALL_DATA_REQUEST);
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ENUM_EQ(MessageType::World, 29, CANCEL_MAP_QUEUE);
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ENUM_EQ(MessageType::World, 30, HANDLE_FUNNESS);
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ENUM_EQ(MessageType::World, 31, FAKE_PRG_CSR_MESSAGE);
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ENUM_EQ(MessageType::World, 32, REQUEST_FREE_TRIAL_REFRESH);
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ENUM_EQ(MessageType::World, 33, GM_SET_FREE_TRIAL_STATUS);
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ENUM_EQ(MessageType::World, 91, UI_HELP_TOP_5);
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ENUM_NE(MessageType::World, 37);
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ENUM_NE(MessageType::World, 123);
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srand(time(NULL));
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auto begin = std::chrono::high_resolution_clock::now();
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for (int i = 0; i < 10000000; ++i) {
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volatile auto f = StringifiedEnum::ToString(static_cast<eWorldMessageType>(i)).data();
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volatile auto f = StringifiedEnum::ToString(static_cast<MessageType::World>(i)).data();
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// To ensure the compiler doesn't optimize out the call, I print it at random intervals
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if (rand() % 100000 == 0) LOG("%i, %s", i, f);
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@@ -78,34 +78,34 @@ TEST(MagicEnumTest, eGameMessageTypeTest) {
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Game::logger = new Logger("./MagicEnumTest_eGameMessageTypeTest.log", true, true);
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// Only doing the first and last 10 for the sake of my sanity
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ENUM_EQ(eGameMessageType, 0, GET_POSITION);
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ENUM_EQ(eGameMessageType, 1, GET_ROTATION);
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ENUM_EQ(eGameMessageType, 2, GET_LINEAR_VELOCITY);
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ENUM_EQ(eGameMessageType, 3, GET_ANGULAR_VELOCITY);
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ENUM_EQ(eGameMessageType, 4, GET_FORWARD_VELOCITY);
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ENUM_EQ(eGameMessageType, 5, GET_PLAYER_FORWARD);
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ENUM_EQ(eGameMessageType, 6, GET_FORWARD_VECTOR);
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ENUM_EQ(eGameMessageType, 7, SET_POSITION);
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ENUM_EQ(eGameMessageType, 8, SET_LOCAL_POSITION);
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ENUM_EQ(eGameMessageType, 9, SET_ROTATION);
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ENUM_EQ(eGameMessageType, 10, SET_LINEAR_VELOCITY);
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ENUM_EQ(eGameMessageType, 1762, USE_SKILL_SET);
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ENUM_EQ(eGameMessageType, 1763, SET_SKILL_SET_POSSESSOR);
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ENUM_EQ(eGameMessageType, 1764, POPULATE_ACTION_BAR);
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ENUM_EQ(eGameMessageType, 1765, GET_COMPONENT_TEMPLATE_ID);
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ENUM_EQ(eGameMessageType, 1766, GET_POSSESSABLE_SKILL_SET);
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ENUM_EQ(eGameMessageType, 1767, MARK_INVENTORY_ITEM_AS_ACTIVE);
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ENUM_EQ(eGameMessageType, 1768, UPDATE_FORGED_ITEM);
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ENUM_EQ(eGameMessageType, 1769, CAN_ITEMS_BE_REFORGED);
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ENUM_EQ(eGameMessageType, 1771, NOTIFY_CLIENT_RAIL_START_FAILED);
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ENUM_EQ(eGameMessageType, 1772, GET_IS_ON_RAIL);
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ENUM_NE(eGameMessageType, 32);
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ENUM_NE(eGameMessageType, 1776);
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ENUM_EQ(MessageType::Game, 0, GET_POSITION);
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ENUM_EQ(MessageType::Game, 1, GET_ROTATION);
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ENUM_EQ(MessageType::Game, 2, GET_LINEAR_VELOCITY);
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ENUM_EQ(MessageType::Game, 3, GET_ANGULAR_VELOCITY);
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ENUM_EQ(MessageType::Game, 4, GET_FORWARD_VELOCITY);
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ENUM_EQ(MessageType::Game, 5, GET_PLAYER_FORWARD);
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ENUM_EQ(MessageType::Game, 6, GET_FORWARD_VECTOR);
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ENUM_EQ(MessageType::Game, 7, SET_POSITION);
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ENUM_EQ(MessageType::Game, 8, SET_LOCAL_POSITION);
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ENUM_EQ(MessageType::Game, 9, SET_ROTATION);
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ENUM_EQ(MessageType::Game, 10, SET_LINEAR_VELOCITY);
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ENUM_EQ(MessageType::Game, 1762, USE_SKILL_SET);
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ENUM_EQ(MessageType::Game, 1763, SET_SKILL_SET_POSSESSOR);
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ENUM_EQ(MessageType::Game, 1764, POPULATE_ACTION_BAR);
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ENUM_EQ(MessageType::Game, 1765, GET_COMPONENT_TEMPLATE_ID);
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ENUM_EQ(MessageType::Game, 1766, GET_POSSESSABLE_SKILL_SET);
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ENUM_EQ(MessageType::Game, 1767, MARK_INVENTORY_ITEM_AS_ACTIVE);
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ENUM_EQ(MessageType::Game, 1768, UPDATE_FORGED_ITEM);
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ENUM_EQ(MessageType::Game, 1769, CAN_ITEMS_BE_REFORGED);
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ENUM_EQ(MessageType::Game, 1771, NOTIFY_CLIENT_RAIL_START_FAILED);
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ENUM_EQ(MessageType::Game, 1772, GET_IS_ON_RAIL);
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ENUM_NE(MessageType::Game, 32);
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ENUM_NE(MessageType::Game, 1776);
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srand(time(NULL));
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auto begin = std::chrono::high_resolution_clock::now();
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for (int i = 0; i < 10000000; ++i) {
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volatile auto f = StringifiedEnum::ToString(static_cast<eGameMessageType>(i)).data();
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volatile auto f = StringifiedEnum::ToString(static_cast<MessageType::Game>(i)).data();
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// To ensure the compiler doesn't optimize out the call, I print it at random intervals
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if (rand() % 100000 == 0) LOG("%i, %s", i, f);
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@@ -135,10 +135,10 @@ namespace {
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TEST(MagicEnumTest, ArraysAreSorted) {
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Game::logger = new Logger("./MagicEnumTest_ArraysAreSorted.log", true, true);
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constexpr auto wmArray = &magic_enum::enum_entries<eWorldMessageType>();
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constexpr auto wmArray = &magic_enum::enum_entries<MessageType::World>();
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AssertEnumArraySorted(wmArray);
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constexpr auto gmArray = &magic_enum::enum_entries<eGameMessageType>();
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constexpr auto gmArray = &magic_enum::enum_entries<MessageType::Game>();
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AssertEnumArraySorted(gmArray);
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delete Game::logger;
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