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https://github.com/DarkflameUniverse/DarkflameServer.git
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Update CDBaseCombatAIComponentTable with complete column structure and add BuffComponent tests
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
232
tests/dGameTests/dComponentsTests/BuffComponentTests.cpp
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232
tests/dGameTests/dComponentsTests/BuffComponentTests.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 "BuffComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class BuffComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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BuffComponent* buffComponent;
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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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buffComponent = baseEntity->AddComponent<BuffComponent>();
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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 BuffComponent serialization with no buffs applied
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*/
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TEST_F(BuffComponentTest, BuffComponentSerializeNoBuffsTest) {
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bitStream.Reset();
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// With no buffs, should serialize empty state
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buffComponent->Serialize(bitStream, true);
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// Read back the serialized data
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bool hasBuffs;
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bitStream.Read(hasBuffs);
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EXPECT_EQ(hasBuffs, false); // No buffs applied
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bool immunityData;
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bitStream.Read(immunityData);
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EXPECT_EQ(immunityData, false); // Immunity data bit should be false
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}
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/**
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* Test BuffComponent serialization with single buff applied
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*/
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TEST_F(BuffComponentTest, BuffComponentSerializeSingleBuffTest) {
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bitStream.Reset();
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// Apply a buff with specific properties
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int32_t buffId = 123;
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float duration = 5.0f;
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LWOOBJID source = 9876;
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buffComponent->ApplyBuff(buffId, duration, source, false, true, false, true, false, true, false, true, false);
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buffComponent->Serialize(bitStream, true);
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// Read back the serialized data
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bool hasBuffs;
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bitStream.Read(hasBuffs);
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EXPECT_EQ(hasBuffs, true); // Has buffs
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uint32_t buffCount;
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bitStream.Read(buffCount);
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EXPECT_EQ(buffCount, 1); // Should have 1 buff
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// Read buff data
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uint32_t serializedBuffId;
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bitStream.Read(serializedBuffId);
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EXPECT_EQ(serializedBuffId, buffId);
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bool hasTime;
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bitStream.Read(hasTime);
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EXPECT_EQ(hasTime, true); // Buff has time
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uint32_t timeMs;
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bitStream.Read(timeMs);
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EXPECT_GT(timeMs, 0); // Should have positive time (approx 5000ms but could be slightly less due to timing)
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EXPECT_LE(timeMs, 5000); // Should not exceed initial duration
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// Read cancel flags in order they're written
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bool cancelOnDeath;
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bitStream.Read(cancelOnDeath);
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EXPECT_EQ(cancelOnDeath, false); // Set to false in ApplyBuff call
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bool cancelOnZone;
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bitStream.Read(cancelOnZone);
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EXPECT_EQ(cancelOnZone, true); // Set to true in ApplyBuff call
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bool cancelOnDamaged;
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bitStream.Read(cancelOnDamaged);
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EXPECT_EQ(cancelOnDamaged, true); // Set to true in ApplyBuff call
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bool cancelOnRemoveBuff;
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bitStream.Read(cancelOnRemoveBuff);
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EXPECT_EQ(cancelOnRemoveBuff, false); // Set to false in ApplyBuff call
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bool cancelOnUi;
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bitStream.Read(cancelOnUi);
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EXPECT_EQ(cancelOnUi, true); // Set to true in ApplyBuff call
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bool cancelOnLogout;
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bitStream.Read(cancelOnLogout);
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EXPECT_EQ(cancelOnLogout, false); // Set to false in ApplyBuff call
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bool cancelOnUnequip;
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bitStream.Read(cancelOnUnequip);
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EXPECT_EQ(cancelOnUnequip, true); // Set to true in ApplyBuff call
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bool cancelOnDamageAbsorbRanOut;
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bitStream.Read(cancelOnDamageAbsorbRanOut);
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EXPECT_EQ(cancelOnDamageAbsorbRanOut, false); // Always false
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bool addedByTeammate;
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bitStream.Read(addedByTeammate);
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EXPECT_EQ(addedByTeammate, false); // No team setup in test
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bool applyOnTeammates;
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bitStream.Read(applyOnTeammates);
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EXPECT_EQ(applyOnTeammates, false); // Set to false in ApplyBuff call
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uint32_t refCount;
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bitStream.Read(refCount);
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EXPECT_EQ(refCount, 1); // Should have ref count of 1
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bool immunityData;
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bitStream.Read(immunityData);
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EXPECT_EQ(immunityData, false); // Immunity data bit should be false
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}
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/**
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* Test BuffComponent serialization with multiple buffs
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*/
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TEST_F(BuffComponentTest, BuffComponentSerializeMultipleBuffsTest) {
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bitStream.Reset();
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// Apply multiple buffs
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buffComponent->ApplyBuff(100, 3.0f, 1000);
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buffComponent->ApplyBuff(200, 0.0f, 2000); // Permanent buff (time = 0)
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buffComponent->ApplyBuff(300, 10.0f, 3000);
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buffComponent->Serialize(bitStream, true);
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// Read back the serialized data
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bool hasBuffs;
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bitStream.Read(hasBuffs);
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EXPECT_EQ(hasBuffs, true);
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uint32_t buffCount;
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bitStream.Read(buffCount);
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EXPECT_EQ(buffCount, 3); // Should have 3 buffs
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// Read first buff (ID 100)
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uint32_t buffId1;
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bitStream.Read(buffId1);
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EXPECT_EQ(buffId1, 100);
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bool hasTime1;
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bitStream.Read(hasTime1);
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EXPECT_EQ(hasTime1, true);
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uint32_t timeMs1;
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bitStream.Read(timeMs1);
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EXPECT_GT(timeMs1, 0);
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EXPECT_LE(timeMs1, 3000);
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// Skip the rest of first buff's flags (8 bools + team stuff + refcount)
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bool dummy;
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for (int i = 0; i < 8; i++) bitStream.Read(dummy); // cancel flags
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bitStream.Read(dummy); // addedByTeammate
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bitStream.Read(dummy); // applyOnTeammates
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uint32_t dummyInt;
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bitStream.Read(dummyInt); // refCount
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// Read second buff (ID 200) - permanent buff
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uint32_t buffId2;
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bitStream.Read(buffId2);
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EXPECT_EQ(buffId2, 200);
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bool hasTime2;
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bitStream.Read(hasTime2);
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EXPECT_EQ(hasTime2, false); // Permanent buff has no time
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// Skip the rest of second buff's flags
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for (int i = 0; i < 8; i++) bitStream.Read(dummy);
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bitStream.Read(dummy);
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bitStream.Read(dummy);
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bitStream.Read(dummyInt);
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// Read third buff (ID 300)
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uint32_t buffId3;
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bitStream.Read(buffId3);
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EXPECT_EQ(buffId3, 300);
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bool hasTime3;
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bitStream.Read(hasTime3);
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EXPECT_EQ(hasTime3, true);
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uint32_t timeMs3;
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bitStream.Read(timeMs3);
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EXPECT_GT(timeMs3, 0);
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EXPECT_LE(timeMs3, 10000);
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// Skip the rest of third buff's flags
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for (int i = 0; i < 8; i++) bitStream.Read(dummy);
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bitStream.Read(dummy);
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bitStream.Read(dummy);
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bitStream.Read(dummyInt);
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bool immunityData;
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bitStream.Read(immunityData);
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EXPECT_EQ(immunityData, false);
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}
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/**
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* Test BuffComponent regular update serialization (should not serialize)
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*/
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TEST_F(BuffComponentTest, BuffComponentSerializeRegularUpdateTest) {
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bitStream.Reset();
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// Apply a buff first
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buffComponent->ApplyBuff(123, 5.0f, 9876);
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// Regular update should not serialize anything
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buffComponent->Serialize(bitStream, false);
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// BitStream should be empty for regular updates
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EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
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}
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