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Use compile-time flag setting
This commit is contained in:
parent
5ddf4ce28b
commit
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121
dCommon/Flag.h
121
dCommon/Flag.h
@ -1,81 +1,158 @@
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#include "GeneralUtils.h"
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#include <bit>
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// TODO: Test bounds checking
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/**
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* A bitset flag class capable of compile-time bounds-checking.
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* It should be possible to unify its methods with C++23, but until then
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* use the compile-time overloads preferentially.
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*/
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template <typename T>
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requires std::is_enum_v<T>
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class Flag {
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public:
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// Type aliases
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using type = T;
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using underlying_type = std::underlying_type_t<T>;
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static constexpr auto MAX_FLAG_VAL = std::bit_width(sizeof(underlying_type));
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// Static constants
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static constexpr auto MAX_FLAG_VAL = sizeof(underlying_type) * CHAR_BIT;
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// Constructors
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Flag() = default;
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// Run-time constructor
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constexpr Flag(const T value) : m_Flags{ ConvertFlag(value) } {}
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/**
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* Sets one or more flags
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* RUNTIME: Sets one or more flags
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* @param flag Flag(s) to set
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*/
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template <std::same_as<T>... varArg>
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constexpr void Set(varArg... flag) noexcept {
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constexpr void Set(const varArg... flag) noexcept {
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m_Flags |= (ConvertFlag(flag) | ...);
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}
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/**
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* Sets ONLY have the specified flag(s), clearing all others
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* COMPILETIME: Sets one or more flags
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* @param flag Flag(s) to set
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*/
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template <T... flag>
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constexpr void Set() noexcept {
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m_Flags |= (ConvertFlag<flag>() | ...);
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}
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/**
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* RUNTIME: Sets ONLY have the specified flag(s), clearing all others
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* @param flag Flag(s) to set exclusively
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*/
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template <std::same_as<T>... varArg>
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constexpr void Reset(varArg... flag) {
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constexpr void Reset(const varArg... flag) {
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m_Flags = (ConvertFlag(flag) | ...);
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}
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/**
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* Unsets one or more flags
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* COMPILETIME: Sets ONLY have the specified flag(s), clearing all others
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* @param flag Flag(s) to set exclusively
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*/
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template <T... flag>
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constexpr void Reset() noexcept {
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m_Flags = (ConvertFlag<flag>() | ...);
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}
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/**
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* RUNTIME: Unsets one or more flags
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* @param flag Flag(s) to unset
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*/
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template <std::same_as<T>... varArg>
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constexpr void Unset(varArg... flag) {
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constexpr void Unset(const varArg... flag) {
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m_Flags &= ~(ConvertFlag(flag) | ...);
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}
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/**
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* Returns true all the specified flag(s) are set
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* COMPILETIME: Unsets one or more flags
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* @param flag Flag(s) to unset
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*/
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template <T... flag>
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constexpr void Unset() noexcept {
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m_Flags &= ~(ConvertFlag<flag>() | ...);
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}
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/**
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* RUNTIME: Returns true all the specified flag(s) are set
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* @param flag Flag(s) to check
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*/
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template <std::same_as<T>... varArg>
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constexpr bool Has(varArg... flag) const {
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[[nodiscard]]
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constexpr bool Has(const varArg... flag) const {
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return (m_Flags & (ConvertFlag(flag) | ...)) == (ConvertFlag(flag) | ...);
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}
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/**
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* Returns true ONLY the specified flag(s) are set
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* COMPILETIME: Returns true if all the specified flag(s) are set
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* @param flag Flag(s) to check
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*/
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template <T... flag>
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[[nodiscard]]
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constexpr bool Has() const noexcept {
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return (m_Flags & (ConvertFlag<flag>() | ...)) == (ConvertFlag<flag>() | ...);
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}
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/**
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* RUNTIME: Returns true if ONLY the specified flag(s) are set
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* @param flag Flag(s) to check
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*/
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template <std::same_as<T>... varArg>
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constexpr bool HasOnly(varArg... flag) const {
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[[nodiscard]]
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constexpr bool HasOnly(const varArg... flag) const {
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return m_Flags == (ConvertFlag(flag) | ...);
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}
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/**
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* COMPILETIME: Returns true if ONLY the specified flag(s) are set
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* @param flag Flag(s) to check
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*/
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template <T... flag>
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[[nodiscard]]
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constexpr bool HasOnly() const noexcept {
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return m_Flags == (ConvertFlag<flag>() | ...);
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}
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/**
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* @return the raw value of the flags set
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*/
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[[nodiscard]]
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constexpr T Value() const noexcept {
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return static_cast<T>(m_Flags);
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}
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/**
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* Operator overload to allow for '=' assignment
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*/
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constexpr Flag& operator=(const T value) {
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Reset(value);
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m_Flags = ConvertFlag(value);
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return *this;
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}
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private:
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template <T flag>
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[[nodiscard]]
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static consteval underlying_type ConvertFlag() noexcept {
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constexpr auto flag_val = GeneralUtils::ToUnderlying(flag);
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static_assert(flag_val <= MAX_FLAG_VAL, "Flag value is too large to set!");
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return flag_val != 0 ? 1 << flag_val : flag_val;
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}
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[[nodiscard]]
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static constexpr underlying_type ConvertFlag(const T flag) {
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auto flag_val = GeneralUtils::ToUnderlying(flag);
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if (flag_val != 0) {
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return 1 << flag_val;
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// This is less-efficient than the compile-time check, but still works
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// We can probably unify this and the above functions with C++23 and 'if consteval'
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if (flag_val > MAX_FLAG_VAL) {
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throw std::runtime_error{ "Flag value is too large to set!" };
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}
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// This should theoeretically be possible to do at compile time, but idk how
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if (std::bit_width(flag_val) > MAX_FLAG_VAL) {
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throw std::runtime_error{ "Enum value too large to be a flag!" };
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}
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return flag_val;
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return flag_val != 0 ? 1 << flag_val : flag_val;
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}
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underlying_type m_Flags;
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@ -45,7 +45,7 @@ std::unordered_map<LWOOBJID, LWOOBJID> PetComponent::activePets{};
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* Maps all the pet lots to a flag indicating that the player has caught it. All basic pets have been guessed by ObjID
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* while the faction ones could be checked using their respective missions.
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*/
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std::map<LOT, int32_t> PetComponent::petFlags{
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const std::map<LOT, int32_t> PetComponent::petFlags{
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{ 3050, 801 }, // Elephant
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{ 3054, 803 }, // Cat
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{ 3195, 806 }, // Triceratops
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@ -75,10 +75,12 @@ std::map<LOT, int32_t> PetComponent::petFlags{
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{ 13067, 838 }, // Skeleton dragon
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};
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PetComponent::PetComponent(Entity* parentEntity, uint32_t componentId) : Component{ parentEntity } {
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PetComponent::PetComponent(Entity* parentEntity, uint32_t componentId)
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: Component{ parentEntity }
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, m_Flags{ PetFlag::SPAWNING }
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{
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m_PetInfo = CDClientManager::GetTable<CDPetComponentTable>()->GetByID(componentId); // TODO: Make reference when safe
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m_ComponentId = componentId;
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m_Flags = PetFlag::SPAWNING; // Tameable
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m_StartPosition = m_Parent->GetPosition();
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m_MovementAI = nullptr;
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@ -99,7 +101,7 @@ void PetComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpd
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constexpr bool isDirty = true;
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outBitStream.Write(isDirty); // Always serialize as dirty for now
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outBitStream.Write(m_Flags);
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outBitStream.Write(m_Flags.Value());
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outBitStream.Write(tamed ? m_Interaction.ability : ePetAbilityType::Invalid); // Something with the overhead icon?
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const bool interacting = m_Interaction.obj != LWOOBJID_EMPTY;
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@ -205,12 +207,13 @@ void PetComponent::OnUse(Entity* originator) {
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buildFile = std::string(result.getStringField("ValidPiecesLXF"));
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PuzzleData data;
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data.buildFile = buildFile;
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data.puzzleModelLot = result.getIntField("PuzzleModelLot");
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data.timeLimit = result.getFloatField("Timelimit");
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data.numValidPieces = result.getIntField("NumValidPieces");
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data.imaginationCost = result.getIntField("imagCostPerBuild");
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PuzzleData data{
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.puzzleModelLot = result.getIntField("PuzzleModelLot"),
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.buildFile = buildFile,
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.timeLimit = static_cast<float>(result.getFloatField("Timelimit")),
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.imaginationCost = result.getIntField("imagCostPerBuild"),
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.numValidPieces = result.getIntField("NumValidPieces")
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};
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if (data.timeLimit <= 0) data.timeLimit = 60;
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imaginationCost = data.imaginationCost;
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@ -306,7 +309,7 @@ void PetComponent::OnUse(Entity* originator) {
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GameMessages::SendNotifyPetTamingPuzzleSelected(originator->GetObjectID(), bricks, originator->GetSystemAddress());
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m_Tamer = originator->GetObjectID();
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m_Flags.Set(PetFlag::IDLE, PetFlag::UNKNOWN4);
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m_Flags.Set<PetFlag::IDLE, PetFlag::UNKNOWN4>();
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currentActivities.insert_or_assign(m_Tamer, m_Parent->GetObjectID());
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@ -334,7 +337,7 @@ void PetComponent::Update(float deltaTime) {
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ClientFailTamingMinigame(); // TODO: This is not despawning the built model correctly
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}
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if (m_Flags.Has(PetFlag::SPAWNING)) OnSpawn();
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if (m_Flags.Has<PetFlag::SPAWNING>()) OnSpawn();
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// Handle pet AI states
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switch (m_State) {
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@ -501,7 +504,7 @@ void PetComponent::NotifyTamingBuildSuccess(const NiPoint3 position) {
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missionComponent->Progress(eMissionTaskType::PET_TAMING, m_Parent->GetLOT());
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}
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m_Flags.Reset(PetFlag::IDLE);
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m_Flags.Reset<PetFlag::IDLE>();
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auto* const characterComponent = tamer->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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@ -612,7 +615,7 @@ void PetComponent::ClientExitTamingMinigame(bool voluntaryExit) {
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currentActivities.erase(m_Tamer);
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m_Flags.Reset(PetFlag::TAMEABLE);
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m_Flags.Reset<PetFlag::TAMEABLE>();
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m_Tamer = LWOOBJID_EMPTY;
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m_Timer = 0;
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@ -661,7 +664,7 @@ void PetComponent::ClientFailTamingMinigame() {
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currentActivities.erase(m_Tamer);
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m_Flags.Reset(PetFlag::TAMEABLE);
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m_Flags.Reset<PetFlag::TAMEABLE>();
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m_Tamer = LWOOBJID_EMPTY;
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m_Timer = 0;
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@ -721,15 +724,14 @@ void PetComponent::OnSpawn() {
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m_Parent->SetOwnerOverride(m_Owner);
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m_MovementAI->SetMaxSpeed(m_PetInfo.sprintSpeed);
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m_MovementAI->SetHaltDistance(m_FollowRadius);
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//SetOnlyFlag(IDLE); //SetStatus(PetFlag::NONE);
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SetPetAiState(PetAiState::follow);
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} else {
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m_Flags.Set(PetFlag::TAMEABLE);
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m_Flags.Set<PetFlag::TAMEABLE>();
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SetPetAiState(PetAiState::idle);
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}
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m_Flags.Set(PetFlag::IDLE);
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m_Flags.Unset(PetFlag::SPAWNING);
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m_Flags.Set<PetFlag::IDLE>();
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m_Flags.Unset<PetFlag::SPAWNING>();
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Game::entityManager->SerializeEntity(m_Parent);
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}
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@ -848,7 +850,7 @@ void PetComponent::StopInteract(bool bDontSerialize) {
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m_Interaction.type = PetInteractType::none;
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m_Interaction.ability = petAbility;
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SetPetAiState(PetAiState::follow);
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m_Flags.Reset(PetFlag::IDLE);
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m_Flags.Reset<PetFlag::IDLE>();
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SetIsReadyToInteract(false);
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SetIsHandlingInteraction(false); // Needed?
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m_MovementAI->SetMaxSpeed(m_PetInfo.sprintSpeed);
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@ -871,8 +873,8 @@ void PetComponent::SetupInteractBouncer() {
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constexpr auto petAbility = ePetAbilityType::JumpOnObject;
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m_Interaction.ability = petAbility;
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m_Flags.Unset(PetFlag::IDLE);
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m_Flags.Set(PetFlag::ON_SWITCH, PetFlag::NOT_WAITING); //SetStatus(PetFlag::NOT_WAITING); // TODO: Double-check this is the right flag being set
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m_Flags.Unset<PetFlag::IDLE>();
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m_Flags.Set<PetFlag::ON_SWITCH, PetFlag::NOT_WAITING>(); // TODO: Double-check this is the right flag being set
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LOG_DEBUG("m_Flags = %d", m_Flags);
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Game::entityManager->SerializeEntity(m_Parent); // TODO: Double-check pet packet captures
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@ -913,8 +915,6 @@ void PetComponent::StartInteractBouncer() {
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SetIsHandlingInteraction(true);
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SwitchComponent* closestSwitch = SwitchComponent::GetClosestSwitch(m_MovementAI->GetDestination()); // TODO: Find a better way to do this
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closestSwitch->EntityEnter(m_Parent);
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//m_Timer += 0.5;
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}
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void PetComponent::HandleInteractBouncer() {
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@ -954,8 +954,8 @@ void PetComponent::SetupInteractTreasureDig() {
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constexpr auto petAbility = ePetAbilityType::DigAtPosition;
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m_Interaction.ability = petAbility;
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m_Flags.Unset(PetFlag::IDLE);
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m_Flags.Set(PetFlag::ON_SWITCH, PetFlag::NOT_WAITING); // TODO: Double-check this is the right flag being set
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m_Flags.Unset<PetFlag::IDLE>();
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m_Flags.Set<PetFlag::ON_SWITCH, PetFlag::NOT_WAITING>(); // TODO: Double-check this is the right flag being set
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LOG_DEBUG("m_Flags = %d", m_Flags);
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Game::entityManager->SerializeEntity(m_Parent); // TODO: Double-check pet packet captures
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@ -989,8 +989,8 @@ void PetComponent::StartInteractTreasureDig() {
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Game::entityManager->SerializeEntity(user);
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SetIsHandlingInteraction(true);
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m_Flags.Unset(PetFlag::ON_SWITCH, PetFlag::NOT_WAITING); // TODO: FIND THE CORRECT STATUS TO USE HERE
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m_Flags.Set(PetFlag::IDLE);
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m_Flags.Unset<PetFlag::ON_SWITCH, PetFlag::NOT_WAITING>(); // TODO: FIND THE CORRECT STATUS TO USE HERE
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m_Flags.Set<PetFlag::IDLE>();
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LOG_DEBUG("StartInteractTreasureDig() m_Flags = %d", m_Flags);
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Game::entityManager->SerializeEntity(m_Parent);
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@ -1039,7 +1039,7 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) { //
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auto* const owner = GetOwner();
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if (!owner) return;
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m_Flags.Set(PetFlag::SPAWNING);
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m_Flags.Set<PetFlag::SPAWNING>();
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auto databaseData = inventoryComponent->GetDatabasePet(m_DatabaseId);
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@ -379,7 +379,7 @@ private:
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/**
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* The time limit to complete the build
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*/
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int32_t timeLimit;
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float timeLimit;
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/**
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* The imagination cost for the tamer to start the minigame
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@ -432,7 +432,7 @@ private:
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/**
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* Flags that indicate that a player has tamed a pet, indexed by the LOT of the pet
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*/
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static std::map<LOT, int32_t> petFlags;
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static const std::map<LOT, int32_t> petFlags;
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/**
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* The halting radius of the pet while following a player TODO: Move into struct?
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@ -523,14 +523,14 @@ void GameMessages::SendNotifyClientFlagChange(const LWOOBJID& objectID, uint32_t
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SEND_PACKET;
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}
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void GameMessages::SendHelp(const LWOOBJID& objectId, const eHelpType help, const SystemAddress& sysAddr) {
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void GameMessages::SendHelp(const LWOOBJID objectId, const eHelpType help, const SystemAddress& sysAddr) {
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CBITSTREAM;
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CMSGHEADER;
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bitStream.Write(objectId);
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bitStream.Write(eGameMessageType::HELP);
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bitStream.Write(help);
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SEND_PACKET;
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}
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@ -1186,7 +1186,7 @@ void GameMessages::SendPlayerReachedRespawnCheckpoint(Entity* entity, const NiPo
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const bool bIsNotIdentity = rotation != NiQuaternionConstant::IDENTITY;
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bitStream.Write(bIsNotIdentity);
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if (bIsNotIdentity) {
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bitStream.Write(rotation.w);
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bitStream.Write(rotation.x);
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@ -86,7 +86,7 @@ namespace GameMessages {
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void SendAddItemToInventoryClientSync(Entity* entity, const SystemAddress& sysAddr, Item* item, const LWOOBJID& objectID, bool showFlyingLoot, int itemCount, LWOOBJID subKey = LWOOBJID_EMPTY, eLootSourceType lootSourceType = eLootSourceType::NONE);
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void SendNotifyClientFlagChange(const LWOOBJID& objectID, uint32_t iFlagID, bool bFlag, const SystemAddress& sysAddr);
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void SendHelp(const LWOOBJID& objectId, const eHelpType help, const SystemAddress& sysAddr);
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void SendHelp(const LWOOBJID objectId, const eHelpType help, const SystemAddress& sysAddr);
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void SendChangeObjectWorldState(const LWOOBJID& objectID, eObjectWorldState state, const SystemAddress& sysAddr);
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void SendOfferMission(const LWOOBJID& entity, const SystemAddress& sysAddr, int32_t missionID, const LWOOBJID& offererID);
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@ -77,10 +77,10 @@ void DamagingPets::MakeUntamable(Entity* self) {
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auto* const petComponent = self->GetComponent<PetComponent>();
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// If the pet is currently not being tamed, make it hostile
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if (petComponent != nullptr && !petComponent->m_Flags.Has(PetFlag::NOT_WAITING)) {
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if (petComponent != nullptr && !petComponent->m_Flags.Has<PetFlag::NOT_WAITING>()) {
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self->SetNetworkVar<bool>(u"bIAmTamable", false);
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self->SetVar<bool>(u"IsEvil", true);
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petComponent->m_Flags.Set(PetFlag::IDLE);
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petComponent->m_Flags.Set<PetFlag::IDLE>();
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||||
auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
|
||||
if (combatAIComponent != nullptr) {
|
||||
@ -110,7 +110,7 @@ void DamagingPets::ClearEffects(Entity* self) {
|
||||
|
||||
auto* petComponent = self->GetComponent<PetComponent>();
|
||||
if (petComponent != nullptr) {
|
||||
petComponent->m_Flags.Set(PetFlag::TAMEABLE, PetFlag::UNKNOWN2);
|
||||
petComponent->m_Flags.Set<PetFlag::TAMEABLE, PetFlag::UNKNOWN2>();
|
||||
}
|
||||
|
||||
auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
|
||||
|
@ -10,9 +10,65 @@ enum class TestFlag : uint8_t {
|
||||
};
|
||||
|
||||
/**
|
||||
* Test bitset flags
|
||||
* Test bitset flags (compile-time methods)
|
||||
*/
|
||||
TEST(FlagTests, FlagMethodTest) {
|
||||
TEST(FlagTests, FlagMethodTestCompileTime) {
|
||||
using enum TestFlag;
|
||||
|
||||
auto flag = Flag<TestFlag>{};
|
||||
|
||||
// Test setting and reading single flags, exclusively
|
||||
flag.Reset<FLAG0>();
|
||||
ASSERT_TRUE(flag.HasOnly<FLAG0>());
|
||||
flag.Reset<FLAG2>();
|
||||
ASSERT_TRUE(flag.HasOnly<FLAG2>());
|
||||
ASSERT_FALSE(flag.HasOnly<FLAG1>());
|
||||
|
||||
// Test setting and reading multiple flags, exclusively
|
||||
flag.Reset<FLAG3, FLAG1>();
|
||||
ASSERT_FALSE(flag.Has<FLAG2>());
|
||||
ASSERT_TRUE(flag.Has<FLAG3>());
|
||||
ASSERT_TRUE(flag.Has<FLAG1>());
|
||||
ASSERT_TRUE((flag.Has<FLAG3, FLAG1>()));
|
||||
ASSERT_FALSE(flag.HasOnly<FLAG3>());
|
||||
ASSERT_FALSE(flag.HasOnly<FLAG1>());
|
||||
ASSERT_TRUE((flag.HasOnly<FLAG3, FLAG1>()));
|
||||
|
||||
// Test flags are being properly reset for next batch of tests
|
||||
flag.Reset<FLAG0>();
|
||||
ASSERT_TRUE(flag.Has<FLAG0>());
|
||||
ASSERT_TRUE(flag.HasOnly<FLAG0>());
|
||||
ASSERT_FALSE(flag.Has<FLAG3>());
|
||||
ASSERT_FALSE((flag.Has<FLAG3, FLAG1, FLAG2>()));
|
||||
|
||||
// Test setting and reading single flags, non-exclusively
|
||||
flag.Set<FLAG3>();
|
||||
ASSERT_TRUE(flag.Has<FLAG3>());
|
||||
ASSERT_FALSE(flag.Has<FLAG1>());
|
||||
|
||||
// Test setting and reading multiple flags, non-exclusively
|
||||
flag.Set<FLAG2, FLAG4>();
|
||||
ASSERT_TRUE((flag.Has<FLAG2, FLAG4>()));
|
||||
ASSERT_TRUE(flag.Has<FLAG3>());
|
||||
ASSERT_FALSE((flag.Has<FLAG3, FLAG1>()));
|
||||
ASSERT_TRUE((flag.Has<FLAG3, FLAG2, FLAG4>()));
|
||||
ASSERT_FALSE(flag.Has<FLAG1>());
|
||||
ASSERT_FALSE((flag.Has<FLAG1, FLAG3, FLAG2, FLAG4>()));
|
||||
|
||||
// Test unsetting and reading multiple flags, non-exclusively
|
||||
flag.Unset<FLAG3, FLAG1>();
|
||||
ASSERT_FALSE((flag.Has<FLAG3, FLAG1>()));
|
||||
ASSERT_FALSE(flag.Has<FLAG3>());
|
||||
ASSERT_TRUE((flag.Has<FLAG2, FLAG4>()));
|
||||
ASSERT_FALSE((flag.Has<FLAG3, FLAG2, FLAG4>()));
|
||||
ASSERT_FALSE(flag.Has<FLAG1>());
|
||||
ASSERT_FALSE((flag.Has<FLAG1, FLAG3, FLAG2, FLAG4>()));
|
||||
}
|
||||
|
||||
/**
|
||||
* Test bitset flags (run-time methods)
|
||||
*/
|
||||
TEST(FlagTests, FlagMethodTestRunTime) {
|
||||
using enum TestFlag;
|
||||
|
||||
auto flag = Flag<TestFlag>{};
|
||||
@ -64,4 +120,3 @@ TEST(FlagTests, FlagMethodTest) {
|
||||
ASSERT_FALSE(flag.Has(FLAG1));
|
||||
ASSERT_FALSE(flag.Has(FLAG1, FLAG3, FLAG2, FLAG4));
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user