Add ControllablePhysicsComponent, RenderComponent, and SwitchComponent serialization tests

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2025-08-31 22:17:50 +00:00
parent da801c61ab
commit c29f0d151e
3 changed files with 656 additions and 0 deletions

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#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "ControllablePhysicsComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
class ControllablePhysicsComponentTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
ControllablePhysicsComponent* controllablePhysicsComponent;
CBITSTREAM
uint32_t flags = 0;
void SetUp() override {
SetUpDependencies();
baseEntity = new Entity(15, GameDependenciesTest::info);
controllablePhysicsComponent = baseEntity->AddComponent<ControllablePhysicsComponent>(1);
}
void TearDown() override {
delete baseEntity;
TearDownDependencies();
}
};
/**
* Test ControllablePhysicsComponent initial update serialization with default values
*/
TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeInitialUpdateTest) {
bitStream.Reset();
// Test initial update serialization
controllablePhysicsComponent->Serialize(bitStream, true);
// Read back the serialized data
// Jetpack mode (should be false by default)
bool inJetpackMode;
bitStream.Read(inJetpackMode);
EXPECT_EQ(inJetpackMode, false);
// Immune counts section (always written on construction)
bool hasImmuneCounts = true; // This is always written as Write1()
// Note: The code uses Write1() which means this bit is always true
uint32_t immuneToStunMoveCount;
bitStream.Read(immuneToStunMoveCount);
EXPECT_EQ(immuneToStunMoveCount, 0); // Default value
uint32_t immuneToStunJumpCount;
bitStream.Read(immuneToStunJumpCount);
EXPECT_EQ(immuneToStunJumpCount, 0);
uint32_t immuneToStunTurnCount;
bitStream.Read(immuneToStunTurnCount);
EXPECT_EQ(immuneToStunTurnCount, 0);
uint32_t immuneToStunAttackCount;
bitStream.Read(immuneToStunAttackCount);
EXPECT_EQ(immuneToStunAttackCount, 0);
uint32_t immuneToStunUseItemCount;
bitStream.Read(immuneToStunUseItemCount);
EXPECT_EQ(immuneToStunUseItemCount, 0);
uint32_t immuneToStunEquipCount;
bitStream.Read(immuneToStunEquipCount);
EXPECT_EQ(immuneToStunEquipCount, 0);
uint32_t immuneToStunInteractCount;
bitStream.Read(immuneToStunInteractCount);
EXPECT_EQ(immuneToStunInteractCount, 0);
// Cheats section (always dirty on initial update)
bool hasCheats;
bitStream.Read(hasCheats);
EXPECT_EQ(hasCheats, true); // Always true for initial update
float gravityScale;
bitStream.Read(gravityScale);
EXPECT_EQ(gravityScale, 1.0f); // Default value
float speedMultiplier;
bitStream.Read(speedMultiplier);
EXPECT_EQ(speedMultiplier, 1.0f); // Default value
// Equipped item info section (always dirty on initial update)
bool hasEquippedItemInfo;
bitStream.Read(hasEquippedItemInfo);
EXPECT_EQ(hasEquippedItemInfo, true);
float pickupRadius;
bitStream.Read(pickupRadius);
EXPECT_EQ(pickupRadius, 0.0f); // Default value
bool inJetpackMode2;
bitStream.Read(inJetpackMode2);
EXPECT_EQ(inJetpackMode2, false); // Should match first jetpack mode
// Bubble section (always dirty on initial update)
bool hasBubble;
bitStream.Read(hasBubble);
EXPECT_EQ(hasBubble, true);
bool isInBubble;
bitStream.Read(isInBubble);
EXPECT_EQ(isInBubble, false); // Default value
// Position section (always dirty on initial update)
bool hasPosition;
bitStream.Read(hasPosition);
EXPECT_EQ(hasPosition, true);
// Position
float posX, posY, posZ;
bitStream.Read(posX);
bitStream.Read(posY);
bitStream.Read(posZ);
EXPECT_EQ(posX, 0.0f);
EXPECT_EQ(posY, 0.0f);
EXPECT_EQ(posZ, 0.0f);
// Rotation (quaternion)
float rotX, rotY, rotZ, rotW;
bitStream.Read(rotX);
bitStream.Read(rotY);
bitStream.Read(rotZ);
bitStream.Read(rotW);
// Default quaternion values
EXPECT_EQ(rotX, 0.0f);
EXPECT_EQ(rotY, 0.0f);
EXPECT_EQ(rotZ, 0.0f);
EXPECT_EQ(rotW, 1.0f);
// Ground and rail flags
bool isOnGround;
bitStream.Read(isOnGround);
EXPECT_EQ(isOnGround, true); // Default value
bool isOnRail;
bitStream.Read(isOnRail);
EXPECT_EQ(isOnRail, false); // Default value
// Velocity (should be zero by default)
bool hasVelocity;
bitStream.Read(hasVelocity);
EXPECT_EQ(hasVelocity, false); // Zero velocity by default
// Angular velocity (should be zero by default)
bool hasAngularVelocity;
bitStream.Read(hasAngularVelocity);
EXPECT_EQ(hasAngularVelocity, false); // Zero angular velocity by default
// Local space info (always zero)
bool localSpaceInfo;
bitStream.Read(localSpaceInfo);
EXPECT_EQ(localSpaceInfo, false);
}
/**
* Test ControllablePhysicsComponent initial update with jetpack mode enabled
*/
TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeJetpackTest) {
bitStream.Reset();
// Enable jetpack mode with specific values
// Note: These would typically be set through appropriate setters if they exist
// For now, we'll test the default case and focus on other conditional logic
// Set some non-zero velocity to test conditional serialization
controllablePhysicsComponent->SetVelocity(NiPoint3(1.0f, 2.0f, 3.0f));
controllablePhysicsComponent->SetAngularVelocity(NiPoint3(0.1f, 0.2f, 0.3f));
controllablePhysicsComponent->Serialize(bitStream, true);
// Skip to velocity section (navigate through the structure)
// We'll focus on testing the velocity serialization logic
bool dummy;
float dummyFloat;
uint32_t dummyInt;
// Skip jetpack mode
bitStream.Read(dummy); // inJetpackMode
// Skip immune counts (7 uint32_t values)
for (int i = 0; i < 7; i++) {
bitStream.Read(dummyInt);
}
// Skip cheats section
bitStream.Read(dummy); // hasCheats
bitStream.Read(dummyFloat); // gravityScale
bitStream.Read(dummyFloat); // speedMultiplier
// Skip equipped item info
bitStream.Read(dummy); // hasEquippedItemInfo
bitStream.Read(dummyFloat); // pickupRadius
bitStream.Read(dummy); // inJetpackMode2
// Skip bubble section
bitStream.Read(dummy); // hasBubble
bitStream.Read(dummy); // isInBubble
// Skip position section
bitStream.Read(dummy); // hasPosition
bitStream.Read(dummyFloat); // posX
bitStream.Read(dummyFloat); // posY
bitStream.Read(dummyFloat); // posZ
bitStream.Read(dummyFloat); // rotX
bitStream.Read(dummyFloat); // rotY
bitStream.Read(dummyFloat); // rotZ
bitStream.Read(dummyFloat); // rotW
bitStream.Read(dummy); // isOnGround
bitStream.Read(dummy); // isOnRail
// Now test velocity section
bool hasVelocity;
bitStream.Read(hasVelocity);
EXPECT_EQ(hasVelocity, true); // Should have velocity now
if (hasVelocity) {
float velX, velY, velZ;
bitStream.Read(velX);
bitStream.Read(velY);
bitStream.Read(velZ);
EXPECT_EQ(velX, 1.0f);
EXPECT_EQ(velY, 2.0f);
EXPECT_EQ(velZ, 3.0f);
}
// Test angular velocity section
bool hasAngularVelocity;
bitStream.Read(hasAngularVelocity);
EXPECT_EQ(hasAngularVelocity, true); // Should have angular velocity now
if (hasAngularVelocity) {
float angVelX, angVelY, angVelZ;
bitStream.Read(angVelX);
bitStream.Read(angVelY);
bitStream.Read(angVelZ);
EXPECT_EQ(angVelX, 0.1f);
EXPECT_EQ(angVelY, 0.2f);
EXPECT_EQ(angVelZ, 0.3f);
}
// Local space info
bool localSpaceInfo;
bitStream.Read(localSpaceInfo);
EXPECT_EQ(localSpaceInfo, false);
}
/**
* Test ControllablePhysicsComponent regular update serialization
*/
TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeRegularUpdateTest) {
bitStream.Reset();
// Regular update should only serialize dirty flags
controllablePhysicsComponent->Serialize(bitStream, false);
// Read back the serialized data
// Cheats section (should not be dirty by default)
bool hasCheats;
bitStream.Read(hasCheats);
EXPECT_EQ(hasCheats, false); // Not dirty by default
// Equipped item info section (should not be dirty by default)
bool hasEquippedItemInfo;
bitStream.Read(hasEquippedItemInfo);
EXPECT_EQ(hasEquippedItemInfo, false); // Not dirty by default
// Bubble section (should not be dirty by default)
bool hasBubble;
bitStream.Read(hasBubble);
EXPECT_EQ(hasBubble, false); // Not dirty by default
// Position section (should not be dirty by default)
bool hasPosition;
bitStream.Read(hasPosition);
EXPECT_EQ(hasPosition, false); // Not dirty by default
}
/**
* Test ControllablePhysicsComponent regular update with position change
*/
TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializePositionChangeTest) {
bitStream.Reset();
// Change position to make it dirty
controllablePhysicsComponent->SetPosition(NiPoint3(10.0f, 20.0f, 30.0f));
controllablePhysicsComponent->SetRotation(NiQuaternion(0.0f, 0.0f, 0.0f, 1.0f));
// Regular update should now serialize position
controllablePhysicsComponent->Serialize(bitStream, false);
// Skip non-dirty sections
bool hasCheats;
bitStream.Read(hasCheats);
EXPECT_EQ(hasCheats, false);
bool hasEquippedItemInfo;
bitStream.Read(hasEquippedItemInfo);
EXPECT_EQ(hasEquippedItemInfo, false);
bool hasBubble;
bitStream.Read(hasBubble);
EXPECT_EQ(hasBubble, false);
// Position section should now be dirty
bool hasPosition;
bitStream.Read(hasPosition);
EXPECT_EQ(hasPosition, true); // Should be dirty due to position change
if (hasPosition) {
float posX, posY, posZ;
bitStream.Read(posX);
bitStream.Read(posY);
bitStream.Read(posZ);
EXPECT_EQ(posX, 10.0f);
EXPECT_EQ(posY, 20.0f);
EXPECT_EQ(posZ, 30.0f);
float rotX, rotY, rotZ, rotW;
bitStream.Read(rotX);
bitStream.Read(rotY);
bitStream.Read(rotZ);
bitStream.Read(rotW);
EXPECT_EQ(rotX, 0.0f);
EXPECT_EQ(rotY, 0.0f);
EXPECT_EQ(rotZ, 0.0f);
EXPECT_EQ(rotW, 1.0f);
bool isOnGround;
bitStream.Read(isOnGround);
EXPECT_EQ(isOnGround, true);
bool isOnRail;
bitStream.Read(isOnRail);
EXPECT_EQ(isOnRail, false);
bool hasVelocity;
bitStream.Read(hasVelocity);
EXPECT_EQ(hasVelocity, false); // Zero velocity
bool hasAngularVelocity;
bitStream.Read(hasAngularVelocity);
EXPECT_EQ(hasAngularVelocity, false); // Zero angular velocity
bool localSpaceInfo;
bitStream.Read(localSpaceInfo);
EXPECT_EQ(localSpaceInfo, false);
// In regular updates, teleporting flag is written
bool isTeleporting;
bitStream.Read(isTeleporting);
EXPECT_EQ(isTeleporting, false); // Default value
}
}