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Add DonationVendorComponent, ItemComponent, LevelProgressionComponent, MiniGameControlComponent tests and enhance PetComponent tests
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
@@ -2,15 +2,23 @@ set(DCOMPONENTS_TESTS
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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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"CollectibleComponentTests.cpp"
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"ControllablePhysicsComponentTests.cpp"
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"DestroyableComponentTests.cpp"
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"DonationVendorComponentTests.cpp"
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"HavokVehiclePhysicsComponentTests.cpp"
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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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"SimplePhysicsComponentTests.cpp"
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"RenderComponentTests.cpp"
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"SavingTests.cpp"
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"SimplePhysicsComponentTests.cpp"
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"SwitchComponentTests.cpp"
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)
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# Get the folder name and prepend it to the files above
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@@ -0,0 +1,169 @@
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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 "DonationVendorComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class DonationVendorComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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DonationVendorComponent* donationVendorComponent;
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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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// Set a custom goal for testing
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baseEntity->SetVar<int32_t>(u"donationGoal", 1000);
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baseEntity->SetVar<uint32_t>(u"activityID", 123);
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donationVendorComponent = baseEntity->AddComponent<DonationVendorComponent>();
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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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// Test initial serialization with no donations
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TEST_F(DonationVendorComponentTest, InitialSerialization) {
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donationVendorComponent->Serialize(bitStream, true);
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// Read VendorComponent serialization first
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bool vendorDirtyFlag;
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bitStream.Read(vendorDirtyFlag);
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EXPECT_TRUE(vendorDirtyFlag); // Should be true for initial update
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if (vendorDirtyFlag) {
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bool hasStandardCostItems;
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bool hasMultiCostItems;
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bitStream.Read(hasStandardCostItems);
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bitStream.Read(hasMultiCostItems);
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EXPECT_FALSE(hasStandardCostItems);
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EXPECT_FALSE(hasMultiCostItems);
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}
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// Read DonationVendorComponent serialization
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bool donationDirtyFlag;
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bitStream.Read(donationDirtyFlag);
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EXPECT_TRUE(donationDirtyFlag); // Should be true for initial update
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if (donationDirtyFlag) {
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float percentComplete;
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int32_t totalDonated;
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int32_t totalRemaining;
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bitStream.Read(percentComplete);
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bitStream.Read(totalDonated);
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bitStream.Read(totalRemaining);
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EXPECT_EQ(percentComplete, 0.0f);
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EXPECT_EQ(totalDonated, 0);
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EXPECT_EQ(totalRemaining, 1000);
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}
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bitStream.Reset();
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}
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// Test serialization after donations
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TEST_F(DonationVendorComponentTest, SerializationAfterDonations) {
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// Submit some donations
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donationVendorComponent->SubmitDonation(250);
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donationVendorComponent->Serialize(bitStream, false);
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// Read VendorComponent serialization first
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bool vendorDirtyFlag;
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bitStream.Read(vendorDirtyFlag);
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EXPECT_FALSE(vendorDirtyFlag); // Should be false for regular update
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// Read DonationVendorComponent serialization
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bool donationDirtyFlag;
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bitStream.Read(donationDirtyFlag);
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EXPECT_TRUE(donationDirtyFlag); // Should be true because we submitted donations
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if (donationDirtyFlag) {
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float percentComplete;
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int32_t totalDonated;
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int32_t totalRemaining;
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bitStream.Read(percentComplete);
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bitStream.Read(totalDonated);
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bitStream.Read(totalRemaining);
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EXPECT_EQ(percentComplete, 0.25f); // 250/1000 = 0.25
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EXPECT_EQ(totalDonated, 250);
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EXPECT_EQ(totalRemaining, 750);
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}
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bitStream.Reset();
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}
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// Test default jawbox activity (ID 117)
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TEST_F(DonationVendorComponentTest, JawboxActivitySerialization) {
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delete baseEntity;
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baseEntity = new Entity(15, GameDependenciesTest::info);
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baseEntity->SetVar<uint32_t>(u"activityID", 117); // Jawbox activity
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donationVendorComponent = baseEntity->AddComponent<DonationVendorComponent>();
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donationVendorComponent->Serialize(bitStream, true);
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// Read VendorComponent serialization first
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bool vendorDirtyFlag;
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bitStream.Read(vendorDirtyFlag);
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EXPECT_TRUE(vendorDirtyFlag);
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if (vendorDirtyFlag) {
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bool hasStandardCostItems;
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bool hasMultiCostItems;
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bitStream.Read(hasStandardCostItems);
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bitStream.Read(hasMultiCostItems);
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}
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// Read DonationVendorComponent serialization
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bool donationDirtyFlag;
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bitStream.Read(donationDirtyFlag);
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EXPECT_TRUE(donationDirtyFlag);
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if (donationDirtyFlag) {
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float percentComplete;
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int32_t totalDonated;
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int32_t totalRemaining;
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bitStream.Read(percentComplete);
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bitStream.Read(totalDonated);
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bitStream.Read(totalRemaining);
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// Jawbox activity should show as complete
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EXPECT_EQ(percentComplete, 1.0f);
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EXPECT_EQ(totalDonated, INT32_MAX);
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EXPECT_EQ(totalRemaining, 0);
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}
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bitStream.Reset();
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}
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// Test regular update without changes (dirty flag should be false)
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TEST_F(DonationVendorComponentTest, RegularUpdateWithoutChanges) {
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// First do an initial update to clear the dirty flag
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donationVendorComponent->Serialize(bitStream, true);
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bitStream.Reset();
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// Now do a regular update without any changes
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donationVendorComponent->Serialize(bitStream, false);
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// Read VendorComponent serialization first
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bool vendorDirtyFlag;
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bitStream.Read(vendorDirtyFlag);
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EXPECT_FALSE(vendorDirtyFlag);
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// Read DonationVendorComponent serialization
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bool donationDirtyFlag;
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bitStream.Read(donationDirtyFlag);
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EXPECT_FALSE(donationDirtyFlag); // Should be false since nothing changed
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bitStream.Reset();
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}
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83
tests/dGameTests/dComponentsTests/ItemComponentTests.cpp
Normal file
83
tests/dGameTests/dComponentsTests/ItemComponentTests.cpp
Normal file
@@ -0,0 +1,83 @@
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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 "ItemComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class ItemComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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ItemComponent* itemComponent;
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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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itemComponent = baseEntity->AddComponent<ItemComponent>();
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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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// Test serialization behavior (should just write a single 0 bit)
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TEST_F(ItemComponentTest, SerializationBehavior) {
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itemComponent->Serialize(bitStream, true);
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// ItemComponent::Serialize just writes a single 0 bit
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value;
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bitStream.Read(value);
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EXPECT_FALSE(value); // Should be false (0 bit)
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bitStream.Reset();
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}
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// Test serialization with isConstruction = false
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TEST_F(ItemComponentTest, SerializationWithoutConstruction) {
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itemComponent->Serialize(bitStream, false);
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// Should still just write a single 0 bit regardless of isConstruction parameter
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value;
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bitStream.Read(value);
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EXPECT_FALSE(value); // Should be false (0 bit)
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bitStream.Reset();
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}
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// Test multiple serializations produce consistent results
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TEST_F(ItemComponentTest, ConsistentSerialization) {
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// First serialization
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itemComponent->Serialize(bitStream, true);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value1;
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bitStream.Read(value1);
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bitStream.Reset();
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// Second serialization
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itemComponent->Serialize(bitStream, false);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value2;
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bitStream.Read(value2);
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bitStream.Reset();
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// Third serialization
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itemComponent->Serialize(bitStream, true);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value3;
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bitStream.Read(value3);
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EXPECT_EQ(value1, value2);
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EXPECT_EQ(value2, value3);
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EXPECT_FALSE(value1); // All should be false
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bitStream.Reset();
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}
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@@ -0,0 +1,97 @@
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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 "LevelProgressionComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class LevelProgressionComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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LevelProgressionComponent* levelProgressionComponent;
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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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levelProgressionComponent = baseEntity->AddComponent<LevelProgressionComponent>();
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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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// Test initial serialization
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TEST_F(LevelProgressionComponentTest, InitialSerialization) {
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levelProgressionComponent->Serialize(bitStream, true);
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// Should write dirty flag and level
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bool dirtyFlag;
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uint32_t level;
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bitStream.Read(dirtyFlag);
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EXPECT_TRUE(dirtyFlag); // Should be true for initial update
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bitStream.Read(level);
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EXPECT_EQ(level, 1); // Default level should be 1
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bitStream.Reset();
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}
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// Test regular update without level change
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TEST_F(LevelProgressionComponentTest, RegularUpdateWithoutChange) {
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// First do initial serialization to clear dirty flag
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levelProgressionComponent->Serialize(bitStream, true);
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bitStream.Reset();
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// Now do regular update
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levelProgressionComponent->Serialize(bitStream, false);
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bool dirtyFlag;
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bitStream.Read(dirtyFlag);
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EXPECT_FALSE(dirtyFlag); // Should be false since level didn't change
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bitStream.Reset();
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}
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// Test serialization after level change
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TEST_F(LevelProgressionComponentTest, SerializationAfterLevelChange) {
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// Set a different level
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levelProgressionComponent->SetLevel(5);
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levelProgressionComponent->Serialize(bitStream, false);
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bool dirtyFlag;
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uint32_t level;
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bitStream.Read(dirtyFlag);
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EXPECT_TRUE(dirtyFlag); // Should be true since level changed
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bitStream.Read(level);
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EXPECT_EQ(level, 5);
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bitStream.Reset();
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}
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// Test that dirty flag gets cleared after serialization
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TEST_F(LevelProgressionComponentTest, DirtyFlagClearedAfterSerialization) {
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// Change level to make it dirty
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levelProgressionComponent->SetLevel(3);
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// First serialization
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levelProgressionComponent->Serialize(bitStream, false);
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bitStream.Reset();
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// Second serialization should not be dirty
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levelProgressionComponent->Serialize(bitStream, false);
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bool dirtyFlag;
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bitStream.Read(dirtyFlag);
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EXPECT_FALSE(dirtyFlag); // Should be false since dirty flag was cleared
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bitStream.Reset();
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}
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@@ -0,0 +1,83 @@
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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 "MiniGameControlComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class MiniGameControlComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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MiniGameControlComponent* miniGameControlComponent;
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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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miniGameControlComponent = baseEntity->AddComponent<MiniGameControlComponent>();
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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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// Test serialization behavior (should always write 0x40000000)
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TEST_F(MiniGameControlComponentTest, SerializationBehavior) {
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miniGameControlComponent->Serialize(bitStream, true);
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// MiniGameControlComponent::Serialize writes a fixed uint32_t value
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
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uint32_t value;
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bitStream.Read(value);
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EXPECT_EQ(value, 0x40000000);
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bitStream.Reset();
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}
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// Test serialization with isConstruction = false
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TEST_F(MiniGameControlComponentTest, SerializationWithoutConstruction) {
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miniGameControlComponent->Serialize(bitStream, false);
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// Should write the same value regardless of isConstruction parameter
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
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uint32_t value;
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bitStream.Read(value);
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EXPECT_EQ(value, 0x40000000);
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bitStream.Reset();
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}
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// Test multiple serializations produce consistent results
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TEST_F(MiniGameControlComponentTest, ConsistentSerialization) {
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// First serialization
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miniGameControlComponent->Serialize(bitStream, true);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
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uint32_t value1;
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bitStream.Read(value1);
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bitStream.Reset();
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// Second serialization
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miniGameControlComponent->Serialize(bitStream, false);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
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uint32_t value2;
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bitStream.Read(value2);
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bitStream.Reset();
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// Third serialization
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miniGameControlComponent->Serialize(bitStream, true);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 32);
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uint32_t value3;
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bitStream.Read(value3);
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EXPECT_EQ(value1, value2);
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EXPECT_EQ(value2, value3);
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EXPECT_EQ(value1, 0x40000000); // All should be 0x40000000
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bitStream.Reset();
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}
|
@@ -41,3 +41,184 @@ TEST_F(PetTest, PlacementNewAddComponentTest) {
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ASSERT_EQ(petComponent->GetParent()->GetObjectID(), 15);
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ASSERT_EQ(petComponent->GetAbility(), ePetAbilityType::Invalid);
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}
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// Test untamed pet serialization (initial update)
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TEST_F(PetTest, UntamedPetInitialSerialization) {
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petComponent->Serialize(bitStream, true);
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// Read the serialized data manually
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bool alwaysDirty;
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uint32_t status;
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ePetAbilityType ability;
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bool interacting;
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bool tamed;
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bool tamedForInitial;
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bitStream.Read(alwaysDirty);
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EXPECT_TRUE(alwaysDirty); // Always true
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bitStream.Read(status);
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EXPECT_EQ(status, 0); // Default status should be 0
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bitStream.Read(ability);
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EXPECT_EQ(ability, ePetAbilityType::Invalid); // Should be Invalid for untamed pets
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bitStream.Read(interacting);
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EXPECT_FALSE(interacting); // No interaction by default
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bitStream.Read(tamed);
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EXPECT_FALSE(tamed); // Pet is not tamed by default
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// For initial update, should write tamed flag again
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bitStream.Read(tamedForInitial);
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EXPECT_FALSE(tamedForInitial); // Should match tamed flag
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bitStream.Reset();
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}
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// Test tamed pet serialization (initial update)
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TEST_F(PetTest, TamedPetInitialSerialization) {
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// Set up a tamed pet
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LWOOBJID ownerID = 12345;
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petComponent->Activate(ownerID, false, false);
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petComponent->SetPetNameForModeration("TestPet");
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petComponent->SetOwnerName("TestOwner");
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petComponent->Serialize(bitStream, true);
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// Read the serialized data manually
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bool alwaysDirty;
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uint32_t status;
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ePetAbilityType ability;
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bool interacting;
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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, ownerID);
|
||||
}
|
||||
|
||||
// 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
|
||||
LWOOBJID ownerID = 12345;
|
||||
petComponent->Activate(ownerID, false, false);
|
||||
|
||||
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, ownerID);
|
||||
}
|
||||
|
||||
// Regular update should not include initial update data
|
||||
EXPECT_EQ(bitStream.GetNumberOfUnreadBits(), 0);
|
||||
|
||||
bitStream.Reset();
|
||||
}
|
||||
|
||||
// Test pet with interaction serialization
|
||||
TEST_F(PetTest, PetWithInteractionSerialization) {
|
||||
// Set up a pet with interaction
|
||||
LWOOBJID interactionID = 67890;
|
||||
petComponent->SetInteraction(interactionID);
|
||||
|
||||
petComponent->Serialize(bitStream, false);
|
||||
|
||||
// Read the serialized data manually
|
||||
bool alwaysDirty;
|
||||
uint32_t status;
|
||||
ePetAbilityType ability;
|
||||
bool interacting;
|
||||
LWOOBJID interaction;
|
||||
bool tamed;
|
||||
|
||||
bitStream.Read(alwaysDirty);
|
||||
EXPECT_TRUE(alwaysDirty); // Always true
|
||||
|
||||
bitStream.Read(status);
|
||||
bitStream.Read(ability);
|
||||
EXPECT_EQ(ability, ePetAbilityType::Invalid); // Should be Invalid for untamed pets
|
||||
|
||||
bitStream.Read(interacting);
|
||||
EXPECT_TRUE(interacting); // Should be true
|
||||
|
||||
if (interacting) {
|
||||
bitStream.Read(interaction);
|
||||
EXPECT_EQ(interaction, interactionID);
|
||||
}
|
||||
|
||||
bitStream.Read(tamed);
|
||||
EXPECT_FALSE(tamed); // Pet is not tamed by default
|
||||
|
||||
bitStream.Reset();
|
||||
}
|
||||
|
Reference in New Issue
Block a user