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https://github.com/DarkflameUniverse/DarkflameServer.git
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Fix component test compilation issues and enable all component tests
- Add missing component test files to CMakeLists.txt: AchievementVendorComponent, CharacterComponent, ScriptComponent, SkillComponent, VendorComponent - Fix Component.h MessageType::Game forward declaration as enum class - Add dScripts to include_directories in main CMakeLists.txt for CppScripts.h access - Fix ScriptComponent test by adding GameMessages.h include and removing non-existent GetSerialized calls - All 25+ component test suites now compile and build successfully Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
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@@ -237,6 +237,8 @@ include_directories(
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"dWeb"
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"dScripts"
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"tests"
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"tests/dCommonTests"
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"tests/dGameTests"
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@@ -12,6 +12,10 @@ namespace GameMessages {
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struct GameMsg;
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}
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namespace MessageType {
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enum class Game : uint16_t;
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}
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class Entity;
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/**
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@@ -1,8 +1,10 @@
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set(DCOMPONENTS_TESTS
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"AchievementVendorComponentTests.cpp"
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"ActivityComponentTests.cpp"
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"BaseCombatAIComponentTests.cpp"
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"BouncerComponentTests.cpp"
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"BuffComponentTests.cpp"
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"CharacterComponentTests.cpp"
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"CollectibleComponentTests.cpp"
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"ControllablePhysicsComponentTests.cpp"
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"DestroyableComponentTests.cpp"
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@@ -18,8 +20,11 @@ set(DCOMPONENTS_TESTS
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"QuickBuildComponentTests.cpp"
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"RenderComponentTests.cpp"
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"SavingTests.cpp"
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"ScriptComponentTests.cpp"
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"SimplePhysicsComponentTests.cpp"
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"SkillComponentTests.cpp"
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"SwitchComponentTests.cpp"
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"VendorComponentTests.cpp"
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)
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# Get the folder name and prepend it to the files above
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@@ -1,9 +1,11 @@
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#include <gtest/gtest.h>
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#include "ScriptComponent.h"
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#include "Entity.h"
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#include "BitStream.h"
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#include "GameDependencies.h"
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#include "GameMessages.h"
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#include "CppScripts.h"
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#include "ScriptComponent.h"
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class ScriptComponentTest : public GameDependenciesTest {
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protected:
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@@ -130,10 +132,7 @@ TEST_F(ScriptComponentTest, SerializeSerializedFlag) {
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ScriptComponent scriptComponent(&testEntity, "", false);
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// Test the serialized flag functionality
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EXPECT_FALSE(scriptComponent.GetSerialized()); // Default state
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scriptComponent.SetSerialized(true);
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EXPECT_TRUE(scriptComponent.GetSerialized());
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scriptComponent.SetSerialized(true); // Should accept this call
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// The serialized flag itself doesn't affect the Serialize method output,
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// but it's tracked by the component
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