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Add CollectibleComponent and LUPExhibitComponent serialization tests
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
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106
tests/dGameTests/dComponentsTests/CollectibleComponentTests.cpp
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106
tests/dGameTests/dComponentsTests/CollectibleComponentTests.cpp
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "CollectibleComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class CollectibleTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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CollectibleComponent* collectibleComponent;
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CBITSTREAM
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uint32_t flags = 0;
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void SetUp() override {
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SetUpDependencies();
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baseEntity = new Entity(15, GameDependenciesTest::info);
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collectibleComponent = baseEntity->AddComponent<CollectibleComponent>(123); // Test with collectibleId = 123
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}
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void TearDown() override {
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delete baseEntity;
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TearDownDependencies();
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}
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};
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/**
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* Test basic CollectibleComponent serialization
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*/
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TEST_F(CollectibleTest, CollectibleComponentSerializeBasicTest) {
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bitStream.Reset();
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// Serialize the collectible component
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collectibleComponent->Serialize(bitStream, true);
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// Read back the serialized data
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int16_t collectibleId;
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bitStream.Read(collectibleId);
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EXPECT_EQ(collectibleId, 123); // Should match the ID we set
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// Verify getter
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EXPECT_EQ(collectibleComponent->GetCollectibleId(), 123);
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}
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/**
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* Test CollectibleComponent serialization with construction flag true
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*/
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TEST_F(CollectibleTest, CollectibleComponentSerializeConstructionTest) {
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bitStream.Reset();
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// Serialize with construction = true
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collectibleComponent->Serialize(bitStream, true);
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// Read back the serialized data
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int16_t collectibleId;
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bitStream.Read(collectibleId);
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EXPECT_EQ(collectibleId, 123);
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}
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/**
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* Test CollectibleComponent serialization with construction flag false
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*/
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TEST_F(CollectibleTest, CollectibleComponentSerializeRegularUpdateTest) {
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bitStream.Reset();
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// Serialize with construction = false
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collectibleComponent->Serialize(bitStream, false);
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// Read back the serialized data
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int16_t collectibleId;
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bitStream.Read(collectibleId);
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EXPECT_EQ(collectibleId, 123); // Should still serialize the same way
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}
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/**
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* Test CollectibleComponent with different collectible IDs
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*/
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TEST_F(CollectibleTest, CollectibleComponentDifferentIDsTest) {
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// Create another entity with a different collectible ID
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Entity* anotherEntity = new Entity(16, GameDependenciesTest::info);
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CollectibleComponent* anotherCollectible = anotherEntity->AddComponent<CollectibleComponent>(456);
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bitStream.Reset();
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// Serialize the first collectible
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collectibleComponent->Serialize(bitStream, true);
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int16_t firstId;
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bitStream.Read(firstId);
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EXPECT_EQ(firstId, 123);
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bitStream.Reset();
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// Serialize the second collectible
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anotherCollectible->Serialize(bitStream, true);
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int16_t secondId;
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bitStream.Read(secondId);
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EXPECT_EQ(secondId, 456);
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// Verify getters
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EXPECT_EQ(collectibleComponent->GetCollectibleId(), 123);
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EXPECT_EQ(anotherCollectible->GetCollectibleId(), 456);
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delete anotherEntity;
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}
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