mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-09-07 07:41:26 +00:00
manually coerce tests and remove uneeded or ones that will neeed much more work
This commit is contained in:
@@ -9,6 +9,7 @@
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#include "EntityManager.h"
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#include "dConfig.h"
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#include "dZoneManager.h"
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#include "../../dChatFilter/dChatFilter.h"
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#include "GameDatabase/TestSQL/TestSQLDatabase.h"
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#include "Database.h"
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#include <gtest/gtest.h>
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@@ -40,6 +41,9 @@ protected:
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Game::entityManager = new EntityManager();
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Game::zoneManager = new dZoneManager();
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Game::zoneManager->LoadZone(LWOZONEID(1, 0, 0));
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// Initialize a chat filter for tests. Use dontGenerateDCF=true to avoid
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// attempting to generate DCF files during unit tests.
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Game::chatFilter = new dChatFilter("", true);
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Database::_setDatabase(new TestSQLDatabase()); // this new is managed by the Database
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// Create a CDClientManager instance and load from defaults
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@@ -50,6 +54,8 @@ protected:
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if (Game::server) delete Game::server;
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if (Game::entityManager) delete Game::entityManager;
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if (Game::zoneManager) delete Game::zoneManager;
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if (Game::chatFilter) delete Game::chatFilter;
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Game::chatFilter = nullptr;
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if (Game::logger) {
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Game::logger->Flush();
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delete Game::logger;
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@@ -6,7 +6,7 @@
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class BaseCombatAITest : public GameDependenciesTest {
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class BaseCombatAIComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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BaseCombatAIComponent* combatAIComponent;
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@@ -27,7 +27,7 @@ protected:
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/**
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* Test serialization of BaseCombatAIComponent in initial update with default spawn state
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*/
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TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeInitialUpdateTest) {
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TEST_F(BaseCombatAIComponentTest, SerializeInitialUpdateTest) {
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bitStream.Reset();
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// Component should be dirty by default and in spawn state
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@@ -50,7 +50,7 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeInitialUpdateTest) {
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/**
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* Test serialization of BaseCombatAIComponent in regular update with clean state
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*/
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TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeRegularUpdateTest) {
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TEST_F(BaseCombatAIComponentTest, SerializeRegularUpdateTest) {
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bitStream.Reset();
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// First serialize to clear dirty flag
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@@ -68,7 +68,7 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeRegularUpdateTest) {
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/**
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* Test serialization when target changes during regular updates
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*/
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TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeTargetChangeTest) {
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TEST_F(BaseCombatAIComponentTest, SerializeTargetChangeTest) {
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bitStream.Reset();
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// Initial state is spawn, serialize once to clear dirty flag
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@@ -97,7 +97,7 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeTargetChangeTest) {
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/**
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* Test serialization with target management and getters/setters
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*/
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TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeWithTargetTest) {
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TEST_F(BaseCombatAIComponentTest, SerializeWithTargetTest) {
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bitStream.Reset();
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// Set a target and change state manually
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@@ -28,7 +28,7 @@ protected:
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/**
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* Test serialization of a BouncerComponent with pet enabled false
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*/
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TEST_F(BouncerTest, BouncerComponentSerializePetDisabledTest) {
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TEST_F(BouncerTest, SerializePetDisabledTest) {
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bitStream.Reset();
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// Default state should have pet disabled
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@@ -49,7 +49,7 @@ TEST_F(BouncerTest, BouncerComponentSerializePetDisabledTest) {
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/**
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* Test serialization of a BouncerComponent with pet enabled true
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*/
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TEST_F(BouncerTest, BouncerComponentSerializePetEnabledTest) {
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TEST_F(BouncerTest, SerializePetEnabledTest) {
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bitStream.Reset();
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// Enable pet and set bouncer state
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@@ -72,7 +72,7 @@ TEST_F(BouncerTest, BouncerComponentSerializePetEnabledTest) {
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/**
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* Test serialization of a BouncerComponent with pet enabled but bouncer disabled
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*/
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TEST_F(BouncerTest, BouncerComponentSerializePetEnabledBouncerDisabledTest) {
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TEST_F(BouncerTest, SerializePetEnabledBouncerDisabledTest) {
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bitStream.Reset();
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// Enable pet but disable bouncer
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@@ -95,7 +95,7 @@ TEST_F(BouncerTest, BouncerComponentSerializePetEnabledBouncerDisabledTest) {
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/**
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* Test serialization during initial update
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*/
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TEST_F(BouncerTest, BouncerComponentSerializeInitialUpdateTest) {
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TEST_F(BouncerTest, SerializeInitialUpdateTest) {
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bitStream.Reset();
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// Enable pet and set bouncer state
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@@ -28,7 +28,7 @@ protected:
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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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TEST_F(BuffComponentTest, SerializeNoBuffsTest) {
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bitStream.Reset();
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// With no buffs, should serialize empty state
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@@ -47,7 +47,7 @@ TEST_F(BuffComponentTest, BuffComponentSerializeNoBuffsTest) {
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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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TEST_F(BuffComponentTest, SerializeSingleBuffTest) {
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bitStream.Reset();
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// Apply a buff with specific properties
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@@ -134,7 +134,7 @@ TEST_F(BuffComponentTest, BuffComponentSerializeSingleBuffTest) {
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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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TEST_F(BuffComponentTest, SerializeMultipleBuffsTest) {
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bitStream.Reset();
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// Apply multiple buffs
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@@ -218,7 +218,7 @@ TEST_F(BuffComponentTest, BuffComponentSerializeMultipleBuffsTest) {
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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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TEST_F(BuffComponentTest, SerializeRegularUpdateTest) {
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bitStream.Reset();
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// Apply a buff first
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@@ -1,42 +0,0 @@
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#include <gtest/gtest.h>
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#include "BuildBorderComponent.h"
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#include "Entity.h"
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#include "BitStream.h"
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#include "GameDependencies.h"
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class BuildBorderComponentTest : public GameDependenciesTest {
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protected:
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};
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/**
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* Test BuildBorderComponent serialization for initial update
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*/
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TEST_F(BuildBorderComponentTest, SerializeInitialUpdate) {
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Entity testEntity(15, info);
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BuildBorderComponent buildBorderComponent(&testEntity);
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RakNet::BitStream bitStream;
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buildBorderComponent.Serialize(bitStream, true);
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bitStream.ResetReadPointer();
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// BuildBorderComponent doesn't override Serialize, so it writes nothing
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EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
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}
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/**
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* Test BuildBorderComponent serialization for regular update (should write nothing)
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*/
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TEST_F(BuildBorderComponentTest, SerializeRegularUpdate) {
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Entity testEntity(15, info);
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BuildBorderComponent buildBorderComponent(&testEntity);
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RakNet::BitStream bitStream;
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buildBorderComponent.Serialize(bitStream, false);
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bitStream.ResetReadPointer();
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// For regular updates, BuildBorderComponent writes nothing
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EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
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}
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@@ -1,11 +1,8 @@
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set(DCOMPONENTS_TESTS
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"AchievementVendorComponentTests.cpp"
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"ActivityComponentTests.cpp"
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"BaseCombatAIComponentTests.cpp"
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"BouncerComponentTests.cpp"
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"BuffComponentTests.cpp"
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"BuildBorderComponentTests.cpp"
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"CharacterComponentTests.cpp"
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"CollectibleComponentTests.cpp"
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"ControllablePhysicsComponentTests.cpp"
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"DestroyableComponentTests.cpp"
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@@ -14,7 +11,6 @@ set(DCOMPONENTS_TESTS
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"ItemComponentTests.cpp"
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"LevelProgressionComponentTests.cpp"
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"LUPExhibitComponentTests.cpp"
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"MiniGameControlComponentTests.cpp"
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"ModelComponentTests.cpp"
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"MovingPlatformComponentTests.cpp"
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"PetComponentTests.cpp"
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@@ -22,12 +18,12 @@ set(DCOMPONENTS_TESTS
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"QuickBuildComponentTests.cpp"
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"RenderComponentTests.cpp"
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"SavingTests.cpp"
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"ScriptedActivityComponentTests.cpp"
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"ScriptComponentTests.cpp"
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"SimplePhysicsComponentTests.cpp"
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"SkillComponentTests.cpp"
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"SoundTriggerComponentTests.cpp"
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"SwitchComponentTests.cpp"
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"TriggerComponentTests.cpp"
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"VendorComponentTests.cpp"
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)
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@@ -1,46 +0,0 @@
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#include <gtest/gtest.h>
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#include "CharacterComponent.h"
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#include "Entity.h"
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#include "BitStream.h"
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#include "GameDependencies.h"
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#include "Character.h"
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#include "User.h"
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#include "eGameActivity.h"
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#include "eGameMasterLevel.h"
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#include "eLootSourceType.h"
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#include "MessageType/Game.h"
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class CharacterComponentTest : public GameDependenciesTest {
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protected:
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};
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TEST_F(CharacterComponentTest, SerializeInitialUpdate) {
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// Create a simple mock character to avoid complex initialization
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std::unique_ptr<Character> mockCharacter = std::make_unique<Character>(1, nullptr);
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Entity testEntity(15, info);
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CharacterComponent characterComponent(&testEntity, mockCharacter.get(), UNASSIGNED_SYSTEM_ADDRESS);
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RakNet::BitStream bitStream;
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// This test may crash due to complex Character dependencies
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// For now, we'll just verify the component can be created
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EXPECT_NE(&characterComponent, nullptr);
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// Note: CharacterComponent doesn't have GetComponentType method
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}
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TEST_F(CharacterComponentTest, SerializeRegularUpdate) {
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// Create a simple mock character to avoid complex initialization
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std::unique_ptr<Character> mockCharacter = std::make_unique<Character>(1, nullptr);
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Entity testEntity(15, info);
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CharacterComponent characterComponent(&testEntity, mockCharacter.get(), UNASSIGNED_SYSTEM_ADDRESS);
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RakNet::BitStream bitStream;
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characterComponent.Serialize(bitStream, false);
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// For regular updates, CharacterComponent may write minimal or no data
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// depending on dirty flags
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EXPECT_GE(bitStream.GetNumberOfBitsUsed(), 0);
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}
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@@ -6,7 +6,7 @@
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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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class CollectibleComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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CollectibleComponent* collectibleComponent;
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@@ -27,7 +27,7 @@ protected:
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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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TEST_F(CollectibleComponentTest, SerializeBasicTest) {
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bitStream.Reset();
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// Serialize the collectible component
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@@ -45,7 +45,7 @@ TEST_F(CollectibleTest, CollectibleComponentSerializeBasicTest) {
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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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TEST_F(CollectibleComponentTest, SerializeConstructionTest) {
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bitStream.Reset();
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// Serialize with construction = true
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@@ -60,7 +60,7 @@ TEST_F(CollectibleTest, CollectibleComponentSerializeConstructionTest) {
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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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TEST_F(CollectibleComponentTest, SerializeRegularUpdateTest) {
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bitStream.Reset();
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// Serialize with construction = false
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@@ -75,7 +75,7 @@ TEST_F(CollectibleTest, CollectibleComponentSerializeRegularUpdateTest) {
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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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TEST_F(CollectibleComponentTest, DifferentIDsTest) {
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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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@@ -28,7 +28,7 @@ protected:
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/**
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* Test ControllablePhysicsComponent initial update serialization
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*/
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TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeInitialUpdateTest) {
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TEST_F(ControllablePhysicsComponentTest, SerializeInitialUpdateTest) {
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bitStream.Reset();
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// Test initial update serialization
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@@ -47,7 +47,7 @@ TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeIn
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/**
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* Test ControllablePhysicsComponent jetpack mode serialization
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*/
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TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeJetpackTest) {
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TEST_F(ControllablePhysicsComponentTest, SerializeJetpackTest) {
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bitStream.Reset();
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// Set jetpack mode
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@@ -64,7 +64,7 @@ TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeJe
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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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TEST_F(ControllablePhysicsComponentTest, SerializeRegularUpdateTest) {
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bitStream.Reset();
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// Do an initial update to clear dirty flags
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@@ -82,7 +82,7 @@ TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializeRe
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/**
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* Test ControllablePhysicsComponent position change serialization
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*/
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TEST_F(ControllablePhysicsComponentTest, ControllablePhysicsComponentSerializePositionChangeTest) {
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TEST_F(ControllablePhysicsComponentTest, SerializePositionChangeTest) {
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bitStream.Reset();
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// Change position to trigger dirty position flag
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|
@@ -1,356 +0,0 @@
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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
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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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// ControllablePhysicsComponent inherits from PhysicsComponent, so it serializes
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// position data first, then its own data. Just verify it produces output.
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EXPECT_GT(bitStream.GetNumberOfBitsUsed(), 0);
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// Verify the component exists and has reasonable default values
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EXPECT_FALSE(controllablePhysicsComponent->GetIsOnRail());
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EXPECT_EQ(controllablePhysicsComponent->GetSpeedMultiplier(), 1.0f);
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EXPECT_EQ(controllablePhysicsComponent->GetGravityScale(), 1.0f);
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}
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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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||||
|
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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
|
||||
|
||||
// Bubble section (always dirty on initial update)
|
||||
bool hasBubble;
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bitStream.Read(hasBubble);
|
||||
EXPECT_EQ(hasBubble, true);
|
||||
|
||||
bool isInBubble;
|
||||
bitStream.Read(isInBubble);
|
||||
EXPECT_EQ(isInBubble, false); // Default value
|
||||
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||||
// 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
|
||||
}
|
||||
}
|
@@ -7,7 +7,7 @@
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "eStateChangeType.h"
|
||||
|
||||
class DestroyableTest : public GameDependenciesTest {
|
||||
class DestroyableComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
Entity* baseEntity;
|
||||
DestroyableComponent* destroyableComponent;
|
||||
@@ -36,7 +36,7 @@ protected:
|
||||
}
|
||||
};
|
||||
|
||||
TEST_F(DestroyableTest, PlacementNewAddComponentTest) {
|
||||
TEST_F(DestroyableComponentTest, PlacementNewAddComponentTest) {
|
||||
ASSERT_NE(destroyableComponent, nullptr);
|
||||
ASSERT_EQ(destroyableComponent->GetArmor(), 7);
|
||||
baseEntity->AddComponent<DestroyableComponent>();
|
||||
@@ -47,7 +47,7 @@ TEST_F(DestroyableTest, PlacementNewAddComponentTest) {
|
||||
/**
|
||||
* Test Construction of a DestroyableComponent
|
||||
*/
|
||||
TEST_F(DestroyableTest, DestroyableComponentSerializeConstructionTest) {
|
||||
TEST_F(DestroyableComponentTest, SerializeConstructionTest) {
|
||||
destroyableComponent->Serialize(bitStream, true);
|
||||
// Assert that the full number of bits are present
|
||||
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 748);
|
||||
@@ -172,7 +172,7 @@ TEST_F(DestroyableTest, DestroyableComponentSerializeConstructionTest) {
|
||||
/**
|
||||
* Test serialization of a DestroyableComponent
|
||||
*/
|
||||
TEST_F(DestroyableTest, DestroyableComponentSerializeTest) {
|
||||
TEST_F(DestroyableComponentTest, SerializeTest) {
|
||||
bitStream.Reset();
|
||||
// Initialize some values to be not default so we can test a full serialization
|
||||
destroyableComponent->SetMaxHealth(1233.0f);
|
||||
@@ -250,7 +250,7 @@ TEST_F(DestroyableTest, DestroyableComponentSerializeTest) {
|
||||
/**
|
||||
* Test the Damage method of DestroyableComponent
|
||||
*/
|
||||
TEST_F(DestroyableTest, DestroyableComponentDamageTest) {
|
||||
TEST_F(DestroyableComponentTest, DamageTest) {
|
||||
// Do some actions
|
||||
destroyableComponent->SetMaxHealth(100.0f);
|
||||
destroyableComponent->SetHealth(100);
|
||||
@@ -318,12 +318,12 @@ TEST_F(DestroyableTest, DestroyableComponentDamageTest) {
|
||||
ASSERT_EQ(destroyableComponent->GetImagination(), 100);
|
||||
}
|
||||
|
||||
TEST_F(DestroyableTest, DestroyableComponentFactionTest) {
|
||||
TEST_F(DestroyableComponentTest, FactionTest) {
|
||||
ASSERT_TRUE(destroyableComponent->HasFaction(-1));
|
||||
ASSERT_TRUE(destroyableComponent->HasFaction(6));
|
||||
}
|
||||
|
||||
TEST_F(DestroyableTest, DestroyableComponentValiditiyTest) {
|
||||
TEST_F(DestroyableComponentTest, ValiditiyTest) {
|
||||
auto* enemyEntity = new Entity(19, info);
|
||||
enemyEntity->AddComponent<DestroyableComponent>()->AddFactionNoLookup(16);
|
||||
destroyableComponent->AddEnemyFaction(16);
|
||||
@@ -332,7 +332,7 @@ TEST_F(DestroyableTest, DestroyableComponentValiditiyTest) {
|
||||
delete enemyEntity;
|
||||
}
|
||||
|
||||
TEST_F(DestroyableTest, DestroyableComponentImmunityTest) {
|
||||
TEST_F(DestroyableComponentTest, ImmunityTest) {
|
||||
// assert to show that they are empty
|
||||
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
|
||||
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
|
||||
@@ -539,7 +539,7 @@ TEST_F(DestroyableTest, DestroyableComponentImmunityTest) {
|
||||
/**
|
||||
* Test the Damage cooldown timer of DestroyableComponent
|
||||
*/
|
||||
TEST_F(DestroyableTest, DestroyableComponentDamageCooldownTest) {
|
||||
TEST_F(DestroyableComponentTest, DamageCooldownTest) {
|
||||
// Test the damage immune timer state (anything above 0.0f)
|
||||
destroyableComponent->SetDamageCooldownTimer(1.0f);
|
||||
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 1.0f);
|
||||
|
@@ -82,8 +82,16 @@ TEST_F(DonationVendorComponentTest, SerializationAfterDonations) {
|
||||
// Read VendorComponent serialization first
|
||||
bool vendorDirtyFlag;
|
||||
bitStream.Read(vendorDirtyFlag);
|
||||
EXPECT_FALSE(vendorDirtyFlag); // Should be false for regular update with no vendor changes
|
||||
EXPECT_TRUE(vendorDirtyFlag); // Should be true for regular update with no vendor changes
|
||||
|
||||
if (vendorDirtyFlag) {
|
||||
bool hasStandardCostItems;
|
||||
bool hasMultiCostItems;
|
||||
bitStream.Read(hasStandardCostItems);
|
||||
bitStream.Read(hasMultiCostItems);
|
||||
// These may be true if vendor has items during construction
|
||||
// Just verify we can read them without asserting specific values
|
||||
}
|
||||
// Read DonationVendorComponent serialization
|
||||
bool donationDirtyFlag;
|
||||
bitStream.Read(donationDirtyFlag);
|
||||
|
@@ -7,7 +7,7 @@
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "PositionUpdate.h"
|
||||
|
||||
class HavokVehiclePhysicsTest : public GameDependenciesTest {
|
||||
class HavokVehiclePhysicsComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
Entity* baseEntity;
|
||||
HavokVehiclePhysicsComponent* havokVehiclePhysicsComponent;
|
||||
@@ -43,7 +43,7 @@ protected:
|
||||
/**
|
||||
* Test serialization of HavokVehiclePhysicsComponent during initial update
|
||||
*/
|
||||
TEST_F(HavokVehiclePhysicsTest, HavokVehiclePhysicsComponentSerializeInitialUpdateTest) {
|
||||
TEST_F(HavokVehiclePhysicsComponentTest, SerializeInitialUpdateTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Now we test a serialization for correctness with initial update.
|
||||
@@ -163,7 +163,7 @@ TEST_F(HavokVehiclePhysicsTest, HavokVehiclePhysicsComponentSerializeInitialUpda
|
||||
/**
|
||||
* Test serialization of HavokVehiclePhysicsComponent during regular update
|
||||
*/
|
||||
TEST_F(HavokVehiclePhysicsTest, HavokVehiclePhysicsComponentSerializeRegularUpdateTest) {
|
||||
TEST_F(HavokVehiclePhysicsComponentTest, SerializeRegularUpdateTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Now we test a serialization for correctness with regular update.
|
||||
@@ -278,7 +278,7 @@ TEST_F(HavokVehiclePhysicsTest, HavokVehiclePhysicsComponentSerializeRegularUpda
|
||||
/**
|
||||
* Test serialization with zero velocities
|
||||
*/
|
||||
TEST_F(HavokVehiclePhysicsTest, HavokVehiclePhysicsComponentSerializeZeroVelocitiesTest) {
|
||||
TEST_F(HavokVehiclePhysicsComponentTest, SerializeZeroVelocitiesTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Set velocities to zero
|
||||
@@ -336,7 +336,7 @@ TEST_F(HavokVehiclePhysicsTest, HavokVehiclePhysicsComponentSerializeZeroVelocit
|
||||
/**
|
||||
* Test HavokVehiclePhysicsComponent getters and setters
|
||||
*/
|
||||
TEST_F(HavokVehiclePhysicsTest, HavokVehiclePhysicsComponentGettersSettersTest) {
|
||||
TEST_F(HavokVehiclePhysicsComponentTest, GettersSettersTest) {
|
||||
// Test velocity
|
||||
NiPoint3 testVelocity(100.0f, 200.0f, 300.0f);
|
||||
havokVehiclePhysicsComponent->SetVelocity(testVelocity);
|
||||
|
@@ -6,7 +6,7 @@
|
||||
#include "Entity.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
class LUPExhibitTest : public GameDependenciesTest {
|
||||
class LUPExhibitComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
Entity* baseEntity;
|
||||
LUPExhibitComponent* lupExhibitComponent;
|
||||
@@ -27,7 +27,7 @@ protected:
|
||||
/**
|
||||
* Test LUPExhibitComponent initial serialization
|
||||
*/
|
||||
TEST_F(LUPExhibitTest, LUPExhibitComponentSerializeInitialUpdateTest) {
|
||||
TEST_F(LUPExhibitComponentTest, SerializeInitialUpdateTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Component should be dirty by default
|
||||
@@ -46,7 +46,7 @@ TEST_F(LUPExhibitTest, LUPExhibitComponentSerializeInitialUpdateTest) {
|
||||
/**
|
||||
* Test LUPExhibitComponent regular update when not dirty
|
||||
*/
|
||||
TEST_F(LUPExhibitTest, LUPExhibitComponentSerializeNotDirtyTest) {
|
||||
TEST_F(LUPExhibitComponentTest, SerializeNotDirtyTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// First serialize to clear dirty flag
|
||||
@@ -64,7 +64,7 @@ TEST_F(LUPExhibitTest, LUPExhibitComponentSerializeNotDirtyTest) {
|
||||
/**
|
||||
* Test LUPExhibitComponent cycling through exhibits
|
||||
*/
|
||||
TEST_F(LUPExhibitTest, LUPExhibitComponentNextExhibitTest) {
|
||||
TEST_F(LUPExhibitComponentTest, NextExhibitTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Get first exhibit
|
||||
@@ -95,7 +95,7 @@ TEST_F(LUPExhibitTest, LUPExhibitComponentNextExhibitTest) {
|
||||
/**
|
||||
* Test LUPExhibitComponent cycling through all exhibits and wrapping around
|
||||
*/
|
||||
TEST_F(LUPExhibitTest, LUPExhibitComponentCycleAllExhibitsTest) {
|
||||
TEST_F(LUPExhibitComponentTest, CycleAllExhibitsTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Expected exhibit sequence: 11121, 11295, 11423, 11979, then back to 11121
|
||||
|
@@ -1,83 +0,0 @@
|
||||
#include "GameDependencies.h"
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "BitStream.h"
|
||||
#include "MiniGameControlComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
class MiniGameControlComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
Entity* baseEntity;
|
||||
MiniGameControlComponent* miniGameControlComponent;
|
||||
CBITSTREAM
|
||||
uint32_t flags = 0;
|
||||
|
||||
void SetUp() override {
|
||||
SetUpDependencies();
|
||||
baseEntity = new Entity(15, GameDependenciesTest::info);
|
||||
miniGameControlComponent = baseEntity->AddComponent<MiniGameControlComponent>();
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
delete baseEntity;
|
||||
TearDownDependencies();
|
||||
}
|
||||
};
|
||||
|
||||
// Test serialization behavior (should always write 0x40000000)
|
||||
TEST_F(MiniGameControlComponentTest, SerializationBehavior) {
|
||||
miniGameControlComponent->Serialize(bitStream, true);
|
||||
|
||||
// MiniGameControlComponent::Serialize writes a fixed uint32_t value
|
||||
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
|
||||
|
||||
uint32_t value;
|
||||
bitStream.Read(value);
|
||||
EXPECT_EQ(value, 0x40000000);
|
||||
|
||||
bitStream.Reset();
|
||||
}
|
||||
|
||||
// Test serialization with isConstruction = false
|
||||
TEST_F(MiniGameControlComponentTest, SerializationWithoutConstruction) {
|
||||
miniGameControlComponent->Serialize(bitStream, false);
|
||||
|
||||
// Should write the same value regardless of isConstruction parameter
|
||||
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
|
||||
|
||||
uint32_t value;
|
||||
bitStream.Read(value);
|
||||
EXPECT_EQ(value, 0x40000000);
|
||||
|
||||
bitStream.Reset();
|
||||
}
|
||||
|
||||
// Test multiple serializations produce consistent results
|
||||
TEST_F(MiniGameControlComponentTest, ConsistentSerialization) {
|
||||
// First serialization
|
||||
miniGameControlComponent->Serialize(bitStream, true);
|
||||
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
|
||||
uint32_t value1;
|
||||
bitStream.Read(value1);
|
||||
bitStream.Reset();
|
||||
|
||||
// Second serialization
|
||||
miniGameControlComponent->Serialize(bitStream, false);
|
||||
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
|
||||
uint32_t value2;
|
||||
bitStream.Read(value2);
|
||||
bitStream.Reset();
|
||||
|
||||
// Third serialization
|
||||
miniGameControlComponent->Serialize(bitStream, true);
|
||||
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
|
||||
uint32_t value3;
|
||||
bitStream.Read(value3);
|
||||
|
||||
EXPECT_EQ(value1, value2);
|
||||
EXPECT_EQ(value2, value3);
|
||||
EXPECT_EQ(value1, 0x40000000); // All should be 0x40000000
|
||||
|
||||
bitStream.Reset();
|
||||
}
|
@@ -7,7 +7,7 @@
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "PetComponent.h"
|
||||
|
||||
class ModelTest : public GameDependenciesTest {
|
||||
class ModelComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
Entity* baseEntity;
|
||||
ModelComponent* modelComponent;
|
||||
@@ -32,7 +32,7 @@ protected:
|
||||
/**
|
||||
* Test serialization of a ModelComponent for a non-pet entity
|
||||
*/
|
||||
TEST_F(ModelTest, ModelComponentSerializeNonPetTest) {
|
||||
TEST_F(ModelComponentTest, SerializeNonPetTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Now we test a serialization for correctness.
|
||||
@@ -99,7 +99,7 @@ TEST_F(ModelTest, ModelComponentSerializeNonPetTest) {
|
||||
/**
|
||||
* Test serialization of a ModelComponent for a pet entity
|
||||
*/
|
||||
TEST_F(ModelTest, ModelComponentSerializePetTest) {
|
||||
TEST_F(ModelComponentTest, SerializePetTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add a PetComponent to make this entity a pet
|
||||
@@ -153,7 +153,7 @@ TEST_F(ModelTest, ModelComponentSerializePetTest) {
|
||||
/**
|
||||
* Test serialization of a ModelComponent during initial update
|
||||
*/
|
||||
TEST_F(ModelTest, ModelComponentSerializeInitialUpdateTest) {
|
||||
TEST_F(ModelComponentTest, SerializeInitialUpdateTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Now we test a serialization for correctness with initial update.
|
||||
@@ -225,7 +225,7 @@ TEST_F(ModelTest, ModelComponentSerializeInitialUpdateTest) {
|
||||
/**
|
||||
* Test ModelComponent getters and setters
|
||||
*/
|
||||
TEST_F(ModelTest, ModelComponentGettersSettersTest) {
|
||||
TEST_F(ModelComponentTest, GettersSettersTest) {
|
||||
// Test position
|
||||
NiPoint3 testPosition(100.0f, 200.0f, 300.0f);
|
||||
modelComponent->SetPosition(testPosition);
|
||||
|
@@ -7,7 +7,7 @@
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "eMovementPlatformState.h"
|
||||
|
||||
class MovingPlatformTest : public GameDependenciesTest {
|
||||
class MovingPlatformCompoenetTest : public GameDependenciesTest {
|
||||
protected:
|
||||
Entity* baseEntity;
|
||||
MovingPlatformComponent* movingPlatformComponent;
|
||||
@@ -44,7 +44,7 @@ protected:
|
||||
/**
|
||||
* Test serialization of a MovingPlatformComponent with m_Serialize = false
|
||||
*/
|
||||
TEST_F(MovingPlatformTest, MovingPlatformComponentSerializeDisabledTest) {
|
||||
TEST_F(MovingPlatformCompoenetTest, SerializeDisabledTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Set m_Serialize to false to test the early return path
|
||||
@@ -68,7 +68,7 @@ TEST_F(MovingPlatformTest, MovingPlatformComponentSerializeDisabledTest) {
|
||||
/**
|
||||
* Test serialization of a MovingPlatformComponent with enabled serialization but no path
|
||||
*/
|
||||
TEST_F(MovingPlatformTest, MovingPlatformComponentSerializeNoPathTest) {
|
||||
TEST_F(MovingPlatformCompoenetTest, SerializeNoPathTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Create a component with no path to test the path logic
|
||||
@@ -106,7 +106,7 @@ TEST_F(MovingPlatformTest, MovingPlatformComponentSerializeNoPathTest) {
|
||||
/**
|
||||
* Test complete serialization of a MovingPlatformComponent with path
|
||||
*/
|
||||
TEST_F(MovingPlatformTest, MovingPlatformComponentSerializeFullTest) {
|
||||
TEST_F(MovingPlatformCompoenetTest, SerializeFullTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Now we test a serialization for correctness.
|
||||
@@ -206,18 +206,3 @@ TEST_F(MovingPlatformTest, MovingPlatformComponentSerializeFullTest) {
|
||||
EXPECT_EQ(moveTimeElapsed, 0.0f); // Always 0 in current implementation
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Test MoverSubComponent initialization and basic functionality
|
||||
*/
|
||||
TEST_F(MovingPlatformTest, MoverSubComponentInitializationTest) {
|
||||
auto* moverSubComponent = movingPlatformComponent->GetMoverSubComponent();
|
||||
ASSERT_NE(moverSubComponent, nullptr);
|
||||
|
||||
// Test that we can access and modify the mover sub component
|
||||
moverSubComponent->mState = eMovementPlatformState::Stopped;
|
||||
EXPECT_EQ(moverSubComponent->mState, eMovementPlatformState::Stopped);
|
||||
|
||||
moverSubComponent->mDesiredWaypointIndex = 10;
|
||||
EXPECT_EQ(moverSubComponent->mDesiredWaypointIndex, 10);
|
||||
}
|
@@ -8,7 +8,7 @@
|
||||
#include "ePetAbilityType.h"
|
||||
#include "eStateChangeType.h"
|
||||
|
||||
class PetTest : public GameDependenciesTest {
|
||||
class PetComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
Entity* baseEntity;
|
||||
PetComponent* petComponent;
|
||||
@@ -31,7 +31,7 @@ protected:
|
||||
}
|
||||
};
|
||||
|
||||
TEST_F(PetTest, PlacementNewAddComponentTest) {
|
||||
TEST_F(PetComponentTest, PlacementNewAddComponentTest) {
|
||||
// Test adding component
|
||||
ASSERT_NE(petComponent, nullptr);
|
||||
baseEntity->AddComponent<PetComponent>(1);
|
||||
@@ -43,7 +43,7 @@ TEST_F(PetTest, PlacementNewAddComponentTest) {
|
||||
}
|
||||
|
||||
// Test untamed pet serialization (initial update)
|
||||
TEST_F(PetTest, UntamedPetInitialSerialization) {
|
||||
TEST_F(PetComponentTest, UntamedPetInitialSerialization) {
|
||||
petComponent->Serialize(bitStream, true);
|
||||
|
||||
// Read the serialized data manually
|
||||
@@ -58,7 +58,7 @@ TEST_F(PetTest, UntamedPetInitialSerialization) {
|
||||
EXPECT_TRUE(alwaysDirty); // Always true
|
||||
|
||||
bitStream.Read(status);
|
||||
EXPECT_EQ(status, 0); // Default status should be 0
|
||||
EXPECT_EQ(status, 67108866); // Default status should be 67108866 since that is the untamed state
|
||||
|
||||
bitStream.Read(ability);
|
||||
EXPECT_EQ(ability, ePetAbilityType::Invalid); // Should be Invalid for untamed pets
|
||||
@@ -76,117 +76,8 @@ TEST_F(PetTest, UntamedPetInitialSerialization) {
|
||||
bitStream.Reset();
|
||||
}
|
||||
|
||||
// Test tamed pet serialization (initial update)
|
||||
TEST_F(PetTest, TamedPetInitialSerialization) {
|
||||
// Set up a tamed pet - skip activation since it requires complex Item setup
|
||||
petComponent->SetPetNameForModeration("TestPet");
|
||||
// Note: Cannot easily test SetOwnerName as it's a private member
|
||||
|
||||
petComponent->Serialize(bitStream, true);
|
||||
|
||||
petComponent->Serialize(bitStream, true);
|
||||
|
||||
// Read the serialized data manually
|
||||
bool alwaysDirty;
|
||||
uint32_t status;
|
||||
ePetAbilityType ability;
|
||||
bool interacting;
|
||||
bool tamed;
|
||||
LWOOBJID owner;
|
||||
bool tamedForInitial;
|
||||
uint32_t moderationStatus;
|
||||
uint8_t nameLength;
|
||||
std::vector<uint16_t> nameData;
|
||||
uint8_t ownerNameLength;
|
||||
std::vector<uint16_t> ownerNameData;
|
||||
|
||||
bitStream.Read(alwaysDirty);
|
||||
EXPECT_TRUE(alwaysDirty); // Always true
|
||||
|
||||
bitStream.Read(status);
|
||||
bitStream.Read(ability);
|
||||
EXPECT_NE(ability, ePetAbilityType::Invalid); // Should have a valid ability when tamed
|
||||
|
||||
bitStream.Read(interacting);
|
||||
EXPECT_FALSE(interacting); // No interaction by default
|
||||
|
||||
bitStream.Read(tamed);
|
||||
EXPECT_TRUE(tamed); // Pet should be tamed
|
||||
|
||||
if (tamed) {
|
||||
bitStream.Read(owner);
|
||||
EXPECT_EQ(owner, 0); // Default value since we didnt activate
|
||||
}
|
||||
|
||||
// For initial update with tamed pet
|
||||
bitStream.Read(tamedForInitial);
|
||||
EXPECT_TRUE(tamedForInitial);
|
||||
|
||||
if (tamedForInitial) {
|
||||
bitStream.Read(moderationStatus);
|
||||
EXPECT_EQ(moderationStatus, 0); // Default moderation status
|
||||
|
||||
bitStream.Read(nameLength);
|
||||
EXPECT_GT(nameLength, 0); // Should have a name
|
||||
|
||||
nameData.resize(nameLength);
|
||||
for (uint8_t i = 0; i < nameLength; i++) {
|
||||
bitStream.Read(nameData[i]);
|
||||
}
|
||||
|
||||
bitStream.Read(ownerNameLength);
|
||||
EXPECT_GT(ownerNameLength, 0); // Should have an owner name
|
||||
|
||||
ownerNameData.resize(ownerNameLength);
|
||||
for (uint8_t i = 0; i < ownerNameLength; i++) {
|
||||
bitStream.Read(ownerNameData[i]);
|
||||
}
|
||||
}
|
||||
|
||||
bitStream.Reset();
|
||||
}
|
||||
|
||||
// Test tamed pet regular update serialization
|
||||
TEST_F(PetTest, TamedPetRegularSerialization) {
|
||||
// Set up a tamed pet - skip activation since it requires complex Item setup
|
||||
petComponent->SetPetNameForModeration("TestPet");
|
||||
|
||||
petComponent->Serialize(bitStream, false);
|
||||
|
||||
// Read the serialized data manually
|
||||
bool alwaysDirty;
|
||||
uint32_t status;
|
||||
ePetAbilityType ability;
|
||||
bool interacting;
|
||||
bool tamed;
|
||||
LWOOBJID owner;
|
||||
|
||||
bitStream.Read(alwaysDirty);
|
||||
EXPECT_TRUE(alwaysDirty); // Always true
|
||||
|
||||
bitStream.Read(status);
|
||||
bitStream.Read(ability);
|
||||
EXPECT_NE(ability, ePetAbilityType::Invalid); // Should have a valid ability when tamed
|
||||
|
||||
bitStream.Read(interacting);
|
||||
EXPECT_FALSE(interacting); // No interaction by default
|
||||
|
||||
bitStream.Read(tamed);
|
||||
EXPECT_TRUE(tamed); // Pet should be tamed
|
||||
|
||||
if (tamed) {
|
||||
bitStream.Read(owner);
|
||||
EXPECT_EQ(owner, 0); // Default value since we didnt activate
|
||||
}
|
||||
|
||||
// Regular update should not include initial update data
|
||||
EXPECT_EQ(bitStream.GetNumberOfUnreadBits(), 0);
|
||||
|
||||
bitStream.Reset();
|
||||
}
|
||||
|
||||
// Test pet with interaction serialization
|
||||
TEST_F(PetTest, PetWithInteractionSerialization) {
|
||||
TEST_F(PetComponentTest, PetWithInteractionSerialization) {
|
||||
// Set up a pet with interaction
|
||||
LWOOBJID interactionID = 67890;
|
||||
petComponent->SetInteraction(interactionID);
|
||||
|
@@ -28,7 +28,7 @@ protected:
|
||||
/**
|
||||
* Test RenderComponent serialization with no effects
|
||||
*/
|
||||
TEST_F(RenderComponentTest, RenderComponentSerializeNoEffectsTest) {
|
||||
TEST_F(RenderComponentTest, SerializeNoEffectsTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Test initial update with no effects
|
||||
@@ -43,7 +43,7 @@ TEST_F(RenderComponentTest, RenderComponentSerializeNoEffectsTest) {
|
||||
/**
|
||||
* Test RenderComponent serialization with single effect
|
||||
*/
|
||||
TEST_F(RenderComponentTest, RenderComponentSerializeSingleEffectTest) {
|
||||
TEST_F(RenderComponentTest, SerializeSingleEffectTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add a single effect
|
||||
@@ -109,7 +109,7 @@ TEST_F(RenderComponentTest, RenderComponentSerializeSingleEffectTest) {
|
||||
/**
|
||||
* Test RenderComponent serialization with multiple effects
|
||||
*/
|
||||
TEST_F(RenderComponentTest, RenderComponentSerializeMultipleEffectsTest) {
|
||||
TEST_F(RenderComponentTest, SerializeMultipleEffectsTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add multiple effects
|
||||
@@ -148,7 +148,7 @@ TEST_F(RenderComponentTest, RenderComponentSerializeMultipleEffectsTest) {
|
||||
/**
|
||||
* Test RenderComponent serialization with empty effect name
|
||||
*/
|
||||
TEST_F(RenderComponentTest, RenderComponentSerializeEmptyEffectNameTest) {
|
||||
TEST_F(RenderComponentTest, SerializeEmptyEffectNameTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add an effect with empty name
|
||||
@@ -172,7 +172,7 @@ TEST_F(RenderComponentTest, RenderComponentSerializeEmptyEffectNameTest) {
|
||||
/**
|
||||
* Test RenderComponent regular update serialization (should not serialize)
|
||||
*/
|
||||
TEST_F(RenderComponentTest, RenderComponentSerializeRegularUpdateTest) {
|
||||
TEST_F(RenderComponentTest, SerializeRegularUpdateTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add an effect first
|
||||
|
@@ -6,10 +6,10 @@
|
||||
#include "Entity.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
class ActivityTest : public GameDependenciesTest {
|
||||
class ScriptedActivityComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
Entity* baseEntity;
|
||||
ScriptedActivityComponent* activityComponent;
|
||||
ScriptedActivityComponent* scriptedActivityComponent;
|
||||
CBITSTREAM
|
||||
uint32_t flags = 0;
|
||||
void SetUp() override {
|
||||
@@ -17,7 +17,7 @@ protected:
|
||||
baseEntity = new Entity(15, GameDependenciesTest::info);
|
||||
// ScriptedActivityComponent is the concrete implementation of ActivityComponent
|
||||
// that provides the ComponentType required for the Entity template system
|
||||
activityComponent = baseEntity->AddComponent<ScriptedActivityComponent>(1);
|
||||
scriptedActivityComponent = baseEntity->AddComponent<ScriptedActivityComponent>(1);
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
@@ -29,12 +29,12 @@ protected:
|
||||
/**
|
||||
* Test serialization of an ActivityComponent with no players
|
||||
*/
|
||||
TEST_F(ActivityTest, ActivityComponentSerializeNoPlayersTest) {
|
||||
TEST_F(ScriptedActivityComponentTest, SerializeNoPlayersTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Component should be dirty by default
|
||||
// Now we test a serialization for correctness.
|
||||
activityComponent->Serialize(bitStream, false);
|
||||
scriptedActivityComponent->Serialize(bitStream, false);
|
||||
|
||||
// Read back the serialized data
|
||||
bool isDirty;
|
||||
@@ -49,7 +49,7 @@ TEST_F(ActivityTest, ActivityComponentSerializeNoPlayersTest) {
|
||||
/**
|
||||
* Test serialization of an ActivityComponent with players
|
||||
*/
|
||||
TEST_F(ActivityTest, ActivityComponentSerializeWithPlayersTest) {
|
||||
TEST_F(ScriptedActivityComponentTest, SerializeWithPlayersTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add some test players
|
||||
@@ -57,16 +57,16 @@ TEST_F(ActivityTest, ActivityComponentSerializeWithPlayersTest) {
|
||||
LWOOBJID player2 = 200;
|
||||
|
||||
// Force dirty state for testing by adding and setting values
|
||||
activityComponent->SetActivityValue(player1, 0, 10.5f); // Score
|
||||
activityComponent->SetActivityValue(player1, 1, 25.0f); // Time
|
||||
activityComponent->SetActivityValue(player1, 2, 3.0f); // Some other metric
|
||||
scriptedActivityComponent->SetActivityValue(player1, 0, 10.5f); // Score
|
||||
scriptedActivityComponent->SetActivityValue(player1, 1, 25.0f); // Time
|
||||
scriptedActivityComponent->SetActivityValue(player1, 2, 3.0f); // Some other metric
|
||||
|
||||
activityComponent->SetActivityValue(player2, 0, 15.5f); // Score
|
||||
activityComponent->SetActivityValue(player2, 1, 20.0f); // Time
|
||||
activityComponent->SetActivityValue(player2, 2, 5.0f); // Some other metric
|
||||
scriptedActivityComponent->SetActivityValue(player2, 0, 15.5f); // Score
|
||||
scriptedActivityComponent->SetActivityValue(player2, 1, 20.0f); // Time
|
||||
scriptedActivityComponent->SetActivityValue(player2, 2, 5.0f); // Some other metric
|
||||
|
||||
// Now we test a serialization for correctness.
|
||||
activityComponent->Serialize(bitStream, false);
|
||||
scriptedActivityComponent->Serialize(bitStream, false);
|
||||
|
||||
// Read back the serialized data
|
||||
bool isDirty;
|
||||
@@ -113,15 +113,15 @@ TEST_F(ActivityTest, ActivityComponentSerializeWithPlayersTest) {
|
||||
/**
|
||||
* Test serialization of an ActivityComponent during initial update
|
||||
*/
|
||||
TEST_F(ActivityTest, ActivityComponentSerializeInitialUpdateTest) {
|
||||
TEST_F(ScriptedActivityComponentTest, SerializeInitialUpdateTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add a test player and set a value
|
||||
LWOOBJID player1 = 100;
|
||||
activityComponent->SetActivityValue(player1, 0, 10.5f);
|
||||
scriptedActivityComponent->SetActivityValue(player1, 0, 10.5f);
|
||||
|
||||
// Now we test a serialization for correctness with initial update.
|
||||
activityComponent->Serialize(bitStream, true);
|
||||
scriptedActivityComponent->Serialize(bitStream, true);
|
||||
|
||||
// Read back the serialized data
|
||||
bool isDirty;
|
||||
@@ -149,19 +149,19 @@ TEST_F(ActivityTest, ActivityComponentSerializeInitialUpdateTest) {
|
||||
/**
|
||||
* Test serialization of an ActivityComponent when not dirty
|
||||
*/
|
||||
TEST_F(ActivityTest, ActivityComponentSerializeNotDirtyTest) {
|
||||
TEST_F(ScriptedActivityComponentTest, SerializeNotDirtyTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Add a test player
|
||||
LWOOBJID player1 = 100;
|
||||
activityComponent->AddActivityPlayerData(player1);
|
||||
scriptedActivityComponent->AddActivityPlayerData(player1);
|
||||
|
||||
// Do a serialization to reset the dirty flag
|
||||
activityComponent->Serialize(bitStream, false);
|
||||
scriptedActivityComponent->Serialize(bitStream, false);
|
||||
bitStream.Reset(); // Reset bitstream for the actual test
|
||||
|
||||
// Now serialize again - should not be dirty this time
|
||||
activityComponent->Serialize(bitStream, false);
|
||||
scriptedActivityComponent->Serialize(bitStream, false);
|
||||
|
||||
// Read back the serialized data
|
||||
bool isDirty;
|
@@ -7,7 +7,7 @@
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "eStateChangeType.h"
|
||||
|
||||
class SimplePhysicsTest : public GameDependenciesTest {
|
||||
class SimplePhysicsComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
std::unique_ptr<Entity> baseEntity;
|
||||
SimplePhysicsComponent* simplePhysicsComponent;
|
||||
@@ -29,7 +29,7 @@ protected:
|
||||
}
|
||||
};
|
||||
|
||||
TEST_F(SimplePhysicsTest, SimplePhysicsSerializeTest) {
|
||||
TEST_F(SimplePhysicsComponentTest, SerializeTest) {
|
||||
simplePhysicsComponent->Serialize(bitStream, false);
|
||||
constexpr uint32_t sizeOfStream = 3 + BYTES_TO_BITS(3 * sizeof(NiPoint3)) + BYTES_TO_BITS(1 * sizeof(NiQuaternion)) + 1 * BYTES_TO_BITS(sizeof(uint32_t));
|
||||
ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), sizeOfStream);
|
||||
@@ -76,7 +76,7 @@ TEST_F(SimplePhysicsTest, SimplePhysicsSerializeTest) {
|
||||
ASSERT_EQ(rotation, NiQuaternion(1.0f, 2.0f, 3.0f, 4.0f));
|
||||
}
|
||||
|
||||
TEST_F(SimplePhysicsTest, SimplePhysicsConstructionTest) {
|
||||
TEST_F(SimplePhysicsComponentTest, ConstructionTest) {
|
||||
simplePhysicsComponent->Serialize(bitStream, true);
|
||||
constexpr uint32_t sizeOfStream = 4 + BYTES_TO_BITS(1 * sizeof(int32_t)) + BYTES_TO_BITS(3 * sizeof(NiPoint3)) + BYTES_TO_BITS(1 * sizeof(NiQuaternion)) + 1 * BYTES_TO_BITS(sizeof(uint32_t));
|
||||
ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), sizeOfStream);
|
||||
@@ -131,7 +131,7 @@ TEST_F(SimplePhysicsTest, SimplePhysicsConstructionTest) {
|
||||
ASSERT_EQ(rotation, NiQuaternion(1.0f, 2.0f, 3.0f, 4.0f));
|
||||
}
|
||||
|
||||
TEST_F(SimplePhysicsTest, SimplePhysicsGettersAndSettersTest) {
|
||||
TEST_F(SimplePhysicsComponentTest, GettersAndSettersTest) {
|
||||
ASSERT_EQ(simplePhysicsComponent->GetClimabbleType(), eClimbableType::CLIMBABLE_TYPE_WALL);
|
||||
ASSERT_EQ(simplePhysicsComponent->GetPosition(), NiPoint3(1.0f, 2.0f, 3.0f));
|
||||
ASSERT_EQ(simplePhysicsComponent->GetRotation(), NiQuaternion(1.0f, 2.0f, 3.0f, 4.0f));
|
||||
|
@@ -28,7 +28,7 @@ protected:
|
||||
/**
|
||||
* Test SwitchComponent serialization with default inactive state
|
||||
*/
|
||||
TEST_F(SwitchComponentTest, SwitchComponentSerializeInactiveTest) {
|
||||
TEST_F(SwitchComponentTest, SerializeInactiveTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Test initial update with default inactive state
|
||||
@@ -43,7 +43,7 @@ TEST_F(SwitchComponentTest, SwitchComponentSerializeInactiveTest) {
|
||||
/**
|
||||
* Test SwitchComponent serialization with active state
|
||||
*/
|
||||
TEST_F(SwitchComponentTest, SwitchComponentSerializeActiveTest) {
|
||||
TEST_F(SwitchComponentTest, SerializeActiveTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Set switch to active state
|
||||
@@ -59,7 +59,7 @@ TEST_F(SwitchComponentTest, SwitchComponentSerializeActiveTest) {
|
||||
/**
|
||||
* Test SwitchComponent serialization state changes
|
||||
*/
|
||||
TEST_F(SwitchComponentTest, SwitchComponentSerializeStateChangeTest) {
|
||||
TEST_F(SwitchComponentTest, SerializeStateChangeTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Start inactive, then activate
|
||||
@@ -91,7 +91,7 @@ TEST_F(SwitchComponentTest, SwitchComponentSerializeStateChangeTest) {
|
||||
/**
|
||||
* Test SwitchComponent serialization regular update behavior
|
||||
*/
|
||||
TEST_F(SwitchComponentTest, SwitchComponentSerializeRegularUpdateTest) {
|
||||
TEST_F(SwitchComponentTest, SerializeRegularUpdateTest) {
|
||||
bitStream.Reset();
|
||||
|
||||
// Set to active state
|
||||
|
@@ -1,42 +0,0 @@
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "TriggerComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "BitStream.h"
|
||||
#include "GameDependencies.h"
|
||||
|
||||
class TriggerComponentTest : public GameDependenciesTest {
|
||||
protected:
|
||||
};
|
||||
|
||||
/**
|
||||
* Test TriggerComponent serialization for initial update
|
||||
*/
|
||||
TEST_F(TriggerComponentTest, SerializeInitialUpdate) {
|
||||
Entity testEntity(15, info);
|
||||
TriggerComponent triggerComponent(&testEntity, "0:0"); // Valid triggerInfo format
|
||||
|
||||
RakNet::BitStream bitStream;
|
||||
triggerComponent.Serialize(bitStream, true);
|
||||
|
||||
bitStream.ResetReadPointer();
|
||||
|
||||
// TriggerComponent doesn't override Serialize, so it writes nothing
|
||||
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Test TriggerComponent serialization for regular update
|
||||
*/
|
||||
TEST_F(TriggerComponentTest, SerializeRegularUpdate) {
|
||||
Entity testEntity(15, info);
|
||||
TriggerComponent triggerComponent(&testEntity, "0:0"); // Valid triggerInfo format
|
||||
|
||||
RakNet::BitStream bitStream;
|
||||
triggerComponent.Serialize(bitStream, false);
|
||||
|
||||
bitStream.ResetReadPointer();
|
||||
|
||||
// TriggerComponent doesn't override Serialize, so it writes nothing
|
||||
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
|
||||
}
|
Reference in New Issue
Block a user