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
}
}

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#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "RenderComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
class RenderComponentTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
RenderComponent* renderComponent;
CBITSTREAM
uint32_t flags = 0;
void SetUp() override {
SetUpDependencies();
baseEntity = new Entity(15, GameDependenciesTest::info);
renderComponent = baseEntity->AddComponent<RenderComponent>();
}
void TearDown() override {
delete baseEntity;
TearDownDependencies();
}
};
/**
* Test RenderComponent serialization with no effects
*/
TEST_F(RenderComponentTest, RenderComponentSerializeNoEffectsTest) {
bitStream.Reset();
// Test initial update with no effects
renderComponent->Serialize(bitStream, true);
// Read back the serialized data
uint32_t effectCount;
bitStream.Read(effectCount);
EXPECT_EQ(effectCount, 0); // No effects added
}
/**
* Test RenderComponent serialization with single effect
*/
TEST_F(RenderComponentTest, RenderComponentSerializeSingleEffectTest) {
bitStream.Reset();
// Add a single effect
std::string effectName = "testEffect";
std::u16string effectType = u"testType";
int32_t effectId = 123;
float priority = 1.5f;
renderComponent->AddEffect(effectId, effectName, effectType, priority);
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, effectName.size());
// Read effect name
std::string readName;
readName.resize(nameLength);
for (uint8_t i = 0; i < nameLength; i++) {
uint8_t ch;
bitStream.Read(ch);
readName[i] = static_cast<char>(ch);
}
EXPECT_EQ(readName, effectName);
// Read effect ID
int32_t readEffectId;
bitStream.Read(readEffectId);
EXPECT_EQ(readEffectId, effectId);
// Read effect type length
uint8_t typeLength;
bitStream.Read(typeLength);
EXPECT_EQ(typeLength, effectType.size());
// Read effect type
std::u16string readType;
readType.resize(typeLength);
for (uint8_t i = 0; i < typeLength; i++) {
uint16_t ch;
bitStream.Read(ch);
readType[i] = static_cast<char16_t>(ch);
}
EXPECT_EQ(readType, effectType);
// Read priority
float readPriority;
bitStream.Read(readPriority);
EXPECT_EQ(readPriority, priority);
// Read secondary (should be 0 by default)
int64_t secondary;
bitStream.Read(secondary);
EXPECT_EQ(secondary, 0);
}
/**
* Test RenderComponent serialization with multiple effects
*/
TEST_F(RenderComponentTest, RenderComponentSerializeMultipleEffectsTest) {
bitStream.Reset();
// Add multiple effects
renderComponent->AddEffect(100, "effect1", u"type1", 1.0f);
renderComponent->AddEffect(200, "effect2", u"type2", 2.0f);
renderComponent->AddEffect(300, "effect3", u"type3", 3.0f);
renderComponent->Serialize(bitStream, true);
// Read back the serialized data
uint32_t effectCount;
bitStream.Read(effectCount);
EXPECT_EQ(effectCount, 3); // Three effects added
// Read first effect
uint8_t nameLength1;
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);
}

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#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
}