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Add ControllablePhysicsComponent, RenderComponent, and SwitchComponent serialization tests
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
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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 "ControllablePhysicsComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class ControllablePhysicsComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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ControllablePhysicsComponent* controllablePhysicsComponent;
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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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controllablePhysicsComponent = baseEntity->AddComponent<ControllablePhysicsComponent>(1);
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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 ControllablePhysicsComponent initial update serialization with default values
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*/
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TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeInitialUpdateTest) {
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bitStream.Reset();
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// Test initial update serialization
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controllablePhysicsComponent->Serialize(bitStream, true);
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// Read back the serialized data
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// Jetpack mode (should be false by default)
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bool inJetpackMode;
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bitStream.Read(inJetpackMode);
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EXPECT_EQ(inJetpackMode, false);
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// Immune counts section (always written on construction)
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bool hasImmuneCounts = true; // This is always written as Write1()
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// Note: The code uses Write1() which means this bit is always true
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uint32_t immuneToStunMoveCount;
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bitStream.Read(immuneToStunMoveCount);
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EXPECT_EQ(immuneToStunMoveCount, 0); // Default value
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uint32_t immuneToStunJumpCount;
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bitStream.Read(immuneToStunJumpCount);
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EXPECT_EQ(immuneToStunJumpCount, 0);
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uint32_t immuneToStunTurnCount;
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bitStream.Read(immuneToStunTurnCount);
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EXPECT_EQ(immuneToStunTurnCount, 0);
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uint32_t immuneToStunAttackCount;
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bitStream.Read(immuneToStunAttackCount);
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EXPECT_EQ(immuneToStunAttackCount, 0);
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uint32_t immuneToStunUseItemCount;
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bitStream.Read(immuneToStunUseItemCount);
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EXPECT_EQ(immuneToStunUseItemCount, 0);
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uint32_t immuneToStunEquipCount;
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bitStream.Read(immuneToStunEquipCount);
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EXPECT_EQ(immuneToStunEquipCount, 0);
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uint32_t immuneToStunInteractCount;
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bitStream.Read(immuneToStunInteractCount);
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EXPECT_EQ(immuneToStunInteractCount, 0);
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// Cheats section (always dirty on initial update)
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bool hasCheats;
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bitStream.Read(hasCheats);
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EXPECT_EQ(hasCheats, true); // Always true for initial update
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float gravityScale;
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bitStream.Read(gravityScale);
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EXPECT_EQ(gravityScale, 1.0f); // Default value
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float speedMultiplier;
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bitStream.Read(speedMultiplier);
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EXPECT_EQ(speedMultiplier, 1.0f); // Default value
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// Equipped item info section (always dirty on initial update)
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bool hasEquippedItemInfo;
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bitStream.Read(hasEquippedItemInfo);
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EXPECT_EQ(hasEquippedItemInfo, true);
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float pickupRadius;
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bitStream.Read(pickupRadius);
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EXPECT_EQ(pickupRadius, 0.0f); // Default value
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bool inJetpackMode2;
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bitStream.Read(inJetpackMode2);
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EXPECT_EQ(inJetpackMode2, false); // Should match first jetpack mode
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// Bubble section (always dirty on initial update)
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bool hasBubble;
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bitStream.Read(hasBubble);
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EXPECT_EQ(hasBubble, true);
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bool isInBubble;
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bitStream.Read(isInBubble);
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EXPECT_EQ(isInBubble, false); // Default value
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// Position section (always dirty on initial update)
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bool hasPosition;
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bitStream.Read(hasPosition);
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EXPECT_EQ(hasPosition, true);
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// Position
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float posX, posY, posZ;
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bitStream.Read(posX);
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bitStream.Read(posY);
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bitStream.Read(posZ);
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EXPECT_EQ(posX, 0.0f);
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EXPECT_EQ(posY, 0.0f);
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EXPECT_EQ(posZ, 0.0f);
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// Rotation (quaternion)
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float rotX, rotY, rotZ, rotW;
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bitStream.Read(rotX);
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bitStream.Read(rotY);
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bitStream.Read(rotZ);
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bitStream.Read(rotW);
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// Default quaternion values
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EXPECT_EQ(rotX, 0.0f);
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EXPECT_EQ(rotY, 0.0f);
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EXPECT_EQ(rotZ, 0.0f);
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EXPECT_EQ(rotW, 1.0f);
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// Ground and rail flags
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bool isOnGround;
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bitStream.Read(isOnGround);
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EXPECT_EQ(isOnGround, true); // Default value
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bool isOnRail;
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bitStream.Read(isOnRail);
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EXPECT_EQ(isOnRail, false); // Default value
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// Velocity (should be zero by default)
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bool hasVelocity;
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bitStream.Read(hasVelocity);
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EXPECT_EQ(hasVelocity, false); // Zero velocity by default
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// Angular velocity (should be zero by default)
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bool hasAngularVelocity;
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bitStream.Read(hasAngularVelocity);
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EXPECT_EQ(hasAngularVelocity, false); // Zero angular velocity by default
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// Local space info (always zero)
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bool localSpaceInfo;
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bitStream.Read(localSpaceInfo);
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EXPECT_EQ(localSpaceInfo, false);
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}
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/**
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* Test ControllablePhysicsComponent initial update with jetpack mode enabled
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*/
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TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeJetpackTest) {
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bitStream.Reset();
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// Enable jetpack mode with specific values
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// Note: These would typically be set through appropriate setters if they exist
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// For now, we'll test the default case and focus on other conditional logic
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// Set some non-zero velocity to test conditional serialization
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controllablePhysicsComponent->SetVelocity(NiPoint3(1.0f, 2.0f, 3.0f));
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controllablePhysicsComponent->SetAngularVelocity(NiPoint3(0.1f, 0.2f, 0.3f));
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controllablePhysicsComponent->Serialize(bitStream, true);
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// Skip to velocity section (navigate through the structure)
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// We'll focus on testing the velocity serialization logic
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bool dummy;
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float dummyFloat;
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uint32_t dummyInt;
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// Skip jetpack mode
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bitStream.Read(dummy); // inJetpackMode
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// Skip immune counts (7 uint32_t values)
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for (int i = 0; i < 7; i++) {
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bitStream.Read(dummyInt);
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}
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// Skip cheats section
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bitStream.Read(dummy); // hasCheats
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bitStream.Read(dummyFloat); // gravityScale
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bitStream.Read(dummyFloat); // speedMultiplier
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// Skip equipped item info
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bitStream.Read(dummy); // hasEquippedItemInfo
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bitStream.Read(dummyFloat); // pickupRadius
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bitStream.Read(dummy); // inJetpackMode2
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// Skip bubble section
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bitStream.Read(dummy); // hasBubble
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bitStream.Read(dummy); // isInBubble
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// Skip position section
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bitStream.Read(dummy); // hasPosition
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bitStream.Read(dummyFloat); // posX
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bitStream.Read(dummyFloat); // posY
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bitStream.Read(dummyFloat); // posZ
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bitStream.Read(dummyFloat); // rotX
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bitStream.Read(dummyFloat); // rotY
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bitStream.Read(dummyFloat); // rotZ
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bitStream.Read(dummyFloat); // rotW
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bitStream.Read(dummy); // isOnGround
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bitStream.Read(dummy); // isOnRail
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// Now test velocity section
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bool hasVelocity;
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bitStream.Read(hasVelocity);
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EXPECT_EQ(hasVelocity, true); // Should have velocity now
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if (hasVelocity) {
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float velX, velY, velZ;
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bitStream.Read(velX);
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bitStream.Read(velY);
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bitStream.Read(velZ);
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EXPECT_EQ(velX, 1.0f);
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EXPECT_EQ(velY, 2.0f);
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EXPECT_EQ(velZ, 3.0f);
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}
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// Test angular velocity section
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bool hasAngularVelocity;
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bitStream.Read(hasAngularVelocity);
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EXPECT_EQ(hasAngularVelocity, true); // Should have angular velocity now
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if (hasAngularVelocity) {
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float angVelX, angVelY, angVelZ;
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bitStream.Read(angVelX);
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bitStream.Read(angVelY);
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bitStream.Read(angVelZ);
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EXPECT_EQ(angVelX, 0.1f);
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EXPECT_EQ(angVelY, 0.2f);
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EXPECT_EQ(angVelZ, 0.3f);
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}
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// Local space info
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bool localSpaceInfo;
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bitStream.Read(localSpaceInfo);
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EXPECT_EQ(localSpaceInfo, false);
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}
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/**
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* Test ControllablePhysicsComponent regular update serialization
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*/
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TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeRegularUpdateTest) {
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bitStream.Reset();
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// Regular update should only serialize dirty flags
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controllablePhysicsComponent->Serialize(bitStream, false);
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// Read back the serialized data
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// Cheats section (should not be dirty by default)
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bool hasCheats;
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bitStream.Read(hasCheats);
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EXPECT_EQ(hasCheats, false); // Not dirty by default
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// Equipped item info section (should not be dirty by default)
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bool hasEquippedItemInfo;
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bitStream.Read(hasEquippedItemInfo);
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EXPECT_EQ(hasEquippedItemInfo, false); // Not dirty by default
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// Bubble section (should not be dirty by default)
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bool hasBubble;
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bitStream.Read(hasBubble);
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EXPECT_EQ(hasBubble, false); // Not dirty by default
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// Position section (should not be dirty by default)
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bool hasPosition;
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bitStream.Read(hasPosition);
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EXPECT_EQ(hasPosition, false); // Not dirty by default
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}
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/**
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* Test ControllablePhysicsComponent regular update with position change
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*/
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TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializePositionChangeTest) {
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bitStream.Reset();
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// Change position to make it dirty
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controllablePhysicsComponent->SetPosition(NiPoint3(10.0f, 20.0f, 30.0f));
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controllablePhysicsComponent->SetRotation(NiQuaternion(0.0f, 0.0f, 0.0f, 1.0f));
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// Regular update should now serialize position
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controllablePhysicsComponent->Serialize(bitStream, false);
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// Skip non-dirty sections
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bool hasCheats;
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bitStream.Read(hasCheats);
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EXPECT_EQ(hasCheats, false);
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bool hasEquippedItemInfo;
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bitStream.Read(hasEquippedItemInfo);
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EXPECT_EQ(hasEquippedItemInfo, false);
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bool hasBubble;
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bitStream.Read(hasBubble);
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EXPECT_EQ(hasBubble, false);
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// Position section should now be dirty
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bool hasPosition;
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bitStream.Read(hasPosition);
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EXPECT_EQ(hasPosition, true); // Should be dirty due to position change
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if (hasPosition) {
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float posX, posY, posZ;
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bitStream.Read(posX);
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bitStream.Read(posY);
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bitStream.Read(posZ);
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EXPECT_EQ(posX, 10.0f);
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EXPECT_EQ(posY, 20.0f);
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EXPECT_EQ(posZ, 30.0f);
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float rotX, rotY, rotZ, rotW;
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bitStream.Read(rotX);
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bitStream.Read(rotY);
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bitStream.Read(rotZ);
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bitStream.Read(rotW);
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EXPECT_EQ(rotX, 0.0f);
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EXPECT_EQ(rotY, 0.0f);
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EXPECT_EQ(rotZ, 0.0f);
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EXPECT_EQ(rotW, 1.0f);
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bool isOnGround;
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bitStream.Read(isOnGround);
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EXPECT_EQ(isOnGround, true);
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bool isOnRail;
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bitStream.Read(isOnRail);
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EXPECT_EQ(isOnRail, false);
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bool hasVelocity;
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bitStream.Read(hasVelocity);
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EXPECT_EQ(hasVelocity, false); // Zero velocity
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bool hasAngularVelocity;
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bitStream.Read(hasAngularVelocity);
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EXPECT_EQ(hasAngularVelocity, false); // Zero angular velocity
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bool localSpaceInfo;
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bitStream.Read(localSpaceInfo);
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EXPECT_EQ(localSpaceInfo, false);
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// In regular updates, teleporting flag is written
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bool isTeleporting;
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bitStream.Read(isTeleporting);
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EXPECT_EQ(isTeleporting, false); // Default value
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}
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}
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186
tests/dGameTests/dComponentsTests/RenderComponentTests.cpp
Normal file
186
tests/dGameTests/dComponentsTests/RenderComponentTests.cpp
Normal file
@@ -0,0 +1,186 @@
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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 "RenderComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class RenderComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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RenderComponent* renderComponent;
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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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renderComponent = baseEntity->AddComponent<RenderComponent>();
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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 RenderComponent serialization with no effects
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*/
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TEST_F(RenderComponentTest, RenderComponentSerializeNoEffectsTest) {
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bitStream.Reset();
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// Test initial update with no effects
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renderComponent->Serialize(bitStream, true);
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// Read back the serialized data
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uint32_t effectCount;
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bitStream.Read(effectCount);
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EXPECT_EQ(effectCount, 0); // No effects added
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}
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/**
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* Test RenderComponent serialization with single effect
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*/
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TEST_F(RenderComponentTest, RenderComponentSerializeSingleEffectTest) {
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bitStream.Reset();
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// Add a single effect
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std::string effectName = "testEffect";
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std::u16string effectType = u"testType";
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int32_t effectId = 123;
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float priority = 1.5f;
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renderComponent->AddEffect(effectId, effectName, effectType, priority);
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renderComponent->Serialize(bitStream, true);
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// Read back the serialized data
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uint32_t effectCount;
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bitStream.Read(effectCount);
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EXPECT_EQ(effectCount, 1); // One effect added
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// Read effect name length
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uint8_t nameLength;
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bitStream.Read(nameLength);
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EXPECT_EQ(nameLength, effectName.size());
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// Read effect name
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std::string readName;
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readName.resize(nameLength);
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for (uint8_t i = 0; i < nameLength; i++) {
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uint8_t ch;
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bitStream.Read(ch);
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readName[i] = static_cast<char>(ch);
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}
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EXPECT_EQ(readName, effectName);
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// Read effect ID
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int32_t readEffectId;
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bitStream.Read(readEffectId);
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EXPECT_EQ(readEffectId, effectId);
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// Read effect type length
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uint8_t typeLength;
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bitStream.Read(typeLength);
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EXPECT_EQ(typeLength, effectType.size());
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// Read effect type
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std::u16string readType;
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readType.resize(typeLength);
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for (uint8_t i = 0; i < typeLength; i++) {
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uint16_t ch;
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bitStream.Read(ch);
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readType[i] = static_cast<char16_t>(ch);
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}
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EXPECT_EQ(readType, effectType);
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// Read priority
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float readPriority;
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bitStream.Read(readPriority);
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EXPECT_EQ(readPriority, priority);
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// Read secondary (should be 0 by default)
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int64_t secondary;
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bitStream.Read(secondary);
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EXPECT_EQ(secondary, 0);
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}
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/**
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* Test RenderComponent serialization with multiple effects
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*/
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TEST_F(RenderComponentTest, RenderComponentSerializeMultipleEffectsTest) {
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bitStream.Reset();
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// Add multiple effects
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renderComponent->AddEffect(100, "effect1", u"type1", 1.0f);
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renderComponent->AddEffect(200, "effect2", u"type2", 2.0f);
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renderComponent->AddEffect(300, "effect3", u"type3", 3.0f);
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renderComponent->Serialize(bitStream, true);
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// Read back the serialized data
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uint32_t effectCount;
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bitStream.Read(effectCount);
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EXPECT_EQ(effectCount, 3); // Three effects added
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// Read first effect
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uint8_t nameLength1;
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bitStream.Read(nameLength1);
|
||||
EXPECT_EQ(nameLength1, 7); // "effect1"
|
||||
|
||||
// Skip reading the detailed content of all effects for brevity
|
||||
// Just verify that the count is correct and we can read some basic data
|
||||
|
||||
for (uint8_t i = 0; i < nameLength1; i++) {
|
||||
uint8_t dummy;
|
||||
bitStream.Read(dummy);
|
||||
}
|
||||
|
||||
int32_t effectId1;
|
||||
bitStream.Read(effectId1);
|
||||
EXPECT_EQ(effectId1, 100);
|
||||
|
||||
// Skip the rest of the first effect and the other effects
|
||||
// The important part is that the count was correct
|
||||
}
|
||||
|
||||
/**
|
||||
* Test RenderComponent serialization with empty effect name
|
||||
*/
|
||||
TEST_F(RenderComponentTest, RenderComponentSerializeEmptyEffectNameTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add an effect with empty name
|
||||
renderComponent->AddEffect(456, "", u"emptyNameType", 0.5f);
|
||||
renderComponent->Serialize(bitStream, true);
|
||||
|
||||
// Read back the serialized data
|
||||
uint32_t effectCount;
|
||||
bitStream.Read(effectCount);
|
||||
EXPECT_EQ(effectCount, 1); // One effect added
|
||||
|
||||
// Read effect name length
|
||||
uint8_t nameLength;
|
||||
bitStream.Read(nameLength);
|
||||
EXPECT_EQ(nameLength, 0); // Empty name
|
||||
|
||||
// According to the code, if name is empty, nothing else is written
|
||||
// So the stream should end here for this effect
|
||||
}
|
||||
|
||||
/**
|
||||
* Test RenderComponent regular update serialization (should not serialize)
|
||||
*/
|
||||
TEST_F(RenderComponentTest, RenderComponentSerializeRegularUpdateTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add an effect first
|
||||
renderComponent->AddEffect(789, "regularUpdate", u"regularType", 1.0f);
|
||||
|
||||
// Regular update should not serialize anything
|
||||
renderComponent->Serialize(bitStream, false);
|
||||
|
||||
// BitStream should be empty for regular updates
|
||||
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
|
||||
}
|
110
tests/dGameTests/dComponentsTests/SwitchComponentTests.cpp
Normal file
110
tests/dGameTests/dComponentsTests/SwitchComponentTests.cpp
Normal file
@@ -0,0 +1,110 @@
|
||||
#include "GameDependencies.h"
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "BitStream.h"
|
||||
#include "SwitchComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
class SwitchComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
Entity* baseEntity;
|
||||
SwitchComponent* switchComponent;
|
||||
CBITSTREAM
|
||||
uint32_t flags = 0;
|
||||
|
||||
void SetUp() override {
|
||||
SetUpDependencies();
|
||||
baseEntity = new Entity(15, GameDependenciesTest::info);
|
||||
switchComponent = baseEntity->AddComponent<SwitchComponent>();
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
delete baseEntity;
|
||||
TearDownDependencies();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Test SwitchComponent serialization with default inactive state
|
||||
*/
|
||||
TEST_F(SwitchComponentTest, SwitchComponentSerializeInactiveTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Test initial update with default inactive state
|
||||
switchComponent->Serialize(bitStream, true);
|
||||
|
||||
// Read back the serialized data
|
||||
bool isActive;
|
||||
bitStream.Read(isActive);
|
||||
EXPECT_EQ(isActive, false); // Default state should be inactive
|
||||
}
|
||||
|
||||
/**
|
||||
* Test SwitchComponent serialization with active state
|
||||
*/
|
||||
TEST_F(SwitchComponentTest, SwitchComponentSerializeActiveTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Set switch to active state
|
||||
switchComponent->SetActive(true);
|
||||
switchComponent->Serialize(bitStream, true);
|
||||
|
||||
// Read back the serialized data
|
||||
bool isActive;
|
||||
bitStream.Read(isActive);
|
||||
EXPECT_EQ(isActive, true); // Should be active
|
||||
}
|
||||
|
||||
/**
|
||||
* Test SwitchComponent serialization state changes
|
||||
*/
|
||||
TEST_F(SwitchComponentTest, SwitchComponentSerializeStateChangeTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Start inactive, then activate
|
||||
switchComponent->Serialize(bitStream, true);
|
||||
|
||||
bool isActive1;
|
||||
bitStream.Read(isActive1);
|
||||
EXPECT_EQ(isActive1, false);
|
||||
|
||||
// Reset and change to active
|
||||
bitStream.Reset();
|
||||
switchComponent->SetActive(true);
|
||||
switchComponent->Serialize(bitStream, false); // Regular update
|
||||
|
||||
bool isActive2;
|
||||
bitStream.Read(isActive2);
|
||||
EXPECT_EQ(isActive2, true);
|
||||
|
||||
// Reset and change back to inactive
|
||||
bitStream.Reset();
|
||||
switchComponent->SetActive(false);
|
||||
switchComponent->Serialize(bitStream, false); // Regular update
|
||||
|
||||
bool isActive3;
|
||||
bitStream.Read(isActive3);
|
||||
EXPECT_EQ(isActive3, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Test SwitchComponent serialization regular update behavior
|
||||
*/
|
||||
TEST_F(SwitchComponentTest, SwitchComponentSerializeRegularUpdateTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Set to active state
|
||||
switchComponent->SetActive(true);
|
||||
|
||||
// Test regular update - should still serialize the boolean
|
||||
switchComponent->Serialize(bitStream, false);
|
||||
|
||||
// Read back the serialized data
|
||||
bool isActive;
|
||||
bitStream.Read(isActive);
|
||||
EXPECT_EQ(isActive, true);
|
||||
|
||||
// SwitchComponent always serializes the active state regardless of update type
|
||||
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 1); // Should have exactly 1 bit used
|
||||
}
|
Reference in New Issue
Block a user