mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 06:57:28 +00:00
bleh
This commit is contained in:
parent
0779f33c2e
commit
f76d28584e
@ -43,7 +43,7 @@ public:
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void ConstructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS, bool skipChecks = false);
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void DestructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
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void SerializeEntity(Entity* entity);
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virtual void SerializeEntity(Entity* entity);
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void ConstructAllEntities(const SystemAddress& sysAddr);
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void DestructAllEntities(const SystemAddress& sysAddr);
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@ -30,7 +30,7 @@ CharacterComponent::CharacterComponent(Entity* parent, Character* character) : C
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m_DirtySocialInfo = false;
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m_PvpEnabled = false;
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m_GMLevel = character->GetGMLevel();
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m_GMLevel = character != nullptr ? character->GetGMLevel() : eGameMasterLevel::CIVILIAN;
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m_EditorEnabled = false;
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m_EditorLevel = m_GMLevel;
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@ -7,6 +7,7 @@
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "eReplicaComponentType.h"
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#include "PropertySelectQueryProperty.h"
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/**
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* Represents the launch pad that's used to select and browse properties
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@ -15,7 +15,7 @@ file(COPY ${GAMEMESSAGE_TESTBITSTREAMS} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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# Add the executable. Remember to add all tests above this!
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add_executable(dGameTests ${DGAMETEST_SOURCES})
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target_link_libraries(dGameTests ${COMMON_LIBRARIES} GTest::gtest_main dGame dZoneManager dPhysics Detour Recast tinyxml2 dWorldServer dChatFilter dNavigation)
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target_link_libraries(dGameTests ${COMMON_LIBRARIES} GTest::gtest_main GTest::gmock dGame dZoneManager dPhysics Detour Recast tinyxml2 dWorldServer dChatFilter dNavigation)
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# Discover the tests
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gtest_discover_tests(dGameTests)
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@ -101,153 +101,150 @@ protected:
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srand(time(NULL));
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SetUpDependencies();
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testedEntity = new Entity(5, info);
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// We allocate through malloc because we cannot call the constructors of some of thse methods.
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baseCombatAIComponent = (BaseCombatAIComponent*)malloc(sizeof(BaseCombatAIComponent));
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Game::logger->Log("EntityTests", "starting");
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bouncerComponent = new BouncerComponent(testedEntity);
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Game::logger->Log("EntityTests", "BouncerComponent");
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buffComponent = new BuffComponent(testedEntity);
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Game::logger->Log("EntityTests", "BuffComponent");
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buildBorderComponent = new BuildBorderComponent(testedEntity);
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Game::logger->Log("EntityTests", "BuildBorderComponent");
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characterComponent = new CharacterComponent(testedEntity, nullptr);
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Game::logger->Log("EntityTests", "CharacterComponent");
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controllablePhysicsComponent = new ControllablePhysicsComponent(testedEntity);
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Game::logger->Log("EntityTests", "ControllablePhysicsComponent");
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destroyableComponent = new DestroyableComponent(testedEntity);
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Game::logger->Log("EntityTests", "DestroyableComponent");
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inventoryComponent = new InventoryComponent(testedEntity);
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Game::logger->Log("EntityTests", "InventoryComponent");
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levelProgressionComponent = new LevelProgressionComponent(testedEntity);
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Game::logger->Log("EntityTests", "LevelProgressionComponent");
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lUPExhibitComponent = new LUPExhibitComponent(testedEntity);
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Game::logger->Log("EntityTests", "LUPExhibitComponent");
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missionComponent = new MissionComponent(testedEntity);
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Game::logger->Log("EntityTests", "MissionComponent");
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missionOfferComponent = new MissionOfferComponent(testedEntity, 2345);
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Game::logger->Log("EntityTests", "MissionOfferComponent");
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modelComponent = new ModelComponent(testedEntity);
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Game::logger->Log("EntityTests", "ModelComponent");
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moduleAssemblyComponent = new ModuleAssemblyComponent(testedEntity);
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Game::logger->Log("EntityTests", "ModuleAssemblyComponent");
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movementAIComponent = new MovementAIComponent(testedEntity, MovementAIInfo());
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Game::logger->Log("EntityTests", "MovementAIComponent");
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movingPlatformComponent = new MovingPlatformComponent(testedEntity, "");
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Game::logger->Log("EntityTests", "MovingPlatformComponent");
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petComponent = new PetComponent(testedEntity, 1234);
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Game::logger->Log("EntityTests", "PetComponent");
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phantomPhysicsComponent = new PhantomPhysicsComponent(testedEntity);
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Game::logger->Log("EntityTests", "PhantomPhysicsComponent");
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playerForcedMovementComponent = new PlayerForcedMovementComponent(testedEntity);
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Game::logger->Log("EntityTests", "PlayerForcedMovementComponent");
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possessableComponent = new PossessableComponent(testedEntity, 124);
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Game::logger->Log("EntityTests", "PossessableComponent");
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possessorComponent = new PossessorComponent(testedEntity);
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Game::logger->Log("EntityTests", "PossessorComponent");
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propertyComponent = new PropertyComponent(testedEntity);
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Game::logger->Log("EntityTests", "PropertyComponent");
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propertyEntranceComponent = new PropertyEntranceComponent(38, testedEntity);
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Game::logger->Log("EntityTests", "PropertyEntranceComponent");
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propertyManagementComponent = new PropertyManagementComponent(testedEntity);
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Game::logger->Log("EntityTests", "PropertyManagementComponent");
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propertyVendorComponent = new PropertyVendorComponent(testedEntity);
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Game::logger->Log("EntityTests", "PropertyVendorComponent");
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proximityMonitorComponent = new ProximityMonitorComponent(testedEntity);
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Game::logger->Log("EntityTests", "ProximityMonitorComponent");
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racingControlComponent = new RacingControlComponent(testedEntity);
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Game::logger->Log("EntityTests", "RacingControlComponent");
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railActivatorComponent = new RailActivatorComponent(testedEntity, 4231);
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Game::logger->Log("EntityTests", "RailActivatorComponent");
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rebuildComponent = new RebuildComponent(testedEntity);
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Game::logger->Log("EntityTests", "RebuildComponent");
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renderComponent = new RenderComponent(testedEntity);
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Game::logger->Log("EntityTests", "RenderComponent");
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rigidbodyPhantomPhysicsComponent = new RigidbodyPhantomPhysicsComponent(testedEntity);
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Game::logger->Log("EntityTests", "RigidbodyPhantomPhysicsComponent");
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rocketLaunchLupComponent = new RocketLaunchLupComponent(testedEntity);
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Game::logger->Log("EntityTests", "RocketLaunchLupComponent");
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rocketLaunchpadControlComponent = new RocketLaunchpadControlComponent(testedEntity, 5);
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Game::logger->Log("EntityTests", "RocketLaunchpadControlComponent");
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scriptedActivityComponent = new ScriptedActivityComponent(testedEntity, 4);
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Game::logger->Log("EntityTests", "ScriptedActivityComponent");
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shootingGalleryComponent = new ShootingGalleryComponent(testedEntity);
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Game::logger->Log("EntityTests", "ShootingGalleryComponent");
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simplePhysicsComponent = new SimplePhysicsComponent(3, testedEntity);
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Game::logger->Log("EntityTests", "SimplePhysicsComponent");
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skillComponent = new SkillComponent(testedEntity);
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Game::logger->Log("EntityTests", "SkillComponent");
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soundTriggerComponent = new SoundTriggerComponent(testedEntity);
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Game::logger->Log("EntityTests", "SoundTriggerComponent");
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switchComponent = new SwitchComponent(testedEntity);
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Game::logger->Log("EntityTests", "SwitchComponent");
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triggerComponent = new TriggerComponent(testedEntity, "");
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Game::logger->Log("EntityTests", "TriggerComponent");
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vehiclePhysicsComponent = new VehiclePhysicsComponent(testedEntity);
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Game::logger->Log("EntityTests", "VehiclePhysicsComponent");
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vendorComponent = new VendorComponent(testedEntity);
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Game::logger->Log("EntityTests", "VendorComponent");
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baseCombatAIComponent->SetState(AiState::dead);
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combatAiComponentTarget = rand();
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baseCombatAIComponent->SetTarget(combatAiComponentTarget);
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testedEntity->AddComponent(BaseCombatAIComponent::ComponentType, baseCombatAIComponent);
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bouncerComponent = (BouncerComponent*)malloc(sizeof(BouncerComponent));
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// bouncerComponent->SetPetEnabled(true);
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testedEntity->AddComponent(BouncerComponent::ComponentType, bouncerComponent);
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buffComponent = (BuffComponent*)malloc(sizeof(BuffComponent));
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testedEntity->AddComponent(BuffComponent::ComponentType, buffComponent);
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buildBorderComponent = (BuildBorderComponent*)malloc(sizeof(BuildBorderComponent));
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testedEntity->AddComponent(BuildBorderComponent::ComponentType, buildBorderComponent);
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characterComponent = (CharacterComponent*)malloc(sizeof(CharacterComponent));
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testedEntity->AddComponent(CharacterComponent::ComponentType, characterComponent);
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controllablePhysicsComponent = (ControllablePhysicsComponent*)malloc(sizeof(ControllablePhysicsComponent));
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testedEntity->AddComponent(ControllablePhysicsComponent::ComponentType, controllablePhysicsComponent);
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destroyableComponent = (DestroyableComponent*)malloc(sizeof(DestroyableComponent));
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testedEntity->AddComponent(DestroyableComponent::ComponentType, destroyableComponent);
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inventoryComponent = (InventoryComponent*)malloc(sizeof(InventoryComponent));
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testedEntity->AddComponent(InventoryComponent::ComponentType, inventoryComponent);
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levelProgressionComponent = (LevelProgressionComponent*)malloc(sizeof(LevelProgressionComponent));
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testedEntity->AddComponent(LevelProgressionComponent::ComponentType, levelProgressionComponent);
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lUPExhibitComponent = (LUPExhibitComponent*)malloc(sizeof(LUPExhibitComponent));
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testedEntity->AddComponent(LUPExhibitComponent::ComponentType, lUPExhibitComponent);
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missionComponent = (MissionComponent*)malloc(sizeof(MissionComponent));
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testedEntity->AddComponent(MissionComponent::ComponentType, missionComponent);
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missionOfferComponent = (MissionOfferComponent*)malloc(sizeof(MissionOfferComponent));
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testedEntity->AddComponent(MissionOfferComponent::ComponentType, missionOfferComponent);
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modelComponent = (ModelComponent*)malloc(sizeof(ModelComponent));
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testedEntity->AddComponent(ModelComponent::ComponentType, modelComponent);
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moduleAssemblyComponent = (ModuleAssemblyComponent*)malloc(sizeof(ModuleAssemblyComponent));
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testedEntity->AddComponent(ModuleAssemblyComponent::ComponentType, moduleAssemblyComponent);
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movementAIComponent = (MovementAIComponent*)malloc(sizeof(MovementAIComponent));
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testedEntity->AddComponent(MovementAIComponent::ComponentType, movementAIComponent);
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movingPlatformComponent = (MovingPlatformComponent*)malloc(sizeof(MovingPlatformComponent));
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testedEntity->AddComponent(MovingPlatformComponent::ComponentType, movingPlatformComponent);
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petComponent = (PetComponent*)malloc(sizeof(PetComponent));
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testedEntity->AddComponent(PetComponent::ComponentType, petComponent);
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phantomPhysicsComponent = (PhantomPhysicsComponent*)malloc(sizeof(PhantomPhysicsComponent));
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testedEntity->AddComponent(PhantomPhysicsComponent::ComponentType, phantomPhysicsComponent);
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playerForcedMovementComponent = (PlayerForcedMovementComponent*)malloc(sizeof(PlayerForcedMovementComponent));
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testedEntity->AddComponent(PlayerForcedMovementComponent::ComponentType, playerForcedMovementComponent);
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possessableComponent = (PossessableComponent*)malloc(sizeof(PossessableComponent));
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testedEntity->AddComponent(PossessableComponent::ComponentType, possessableComponent);
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possessorComponent = (PossessorComponent*)malloc(sizeof(PossessorComponent));
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testedEntity->AddComponent(PossessorComponent::ComponentType, possessorComponent);
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propertyComponent = (PropertyComponent*)malloc(sizeof(PropertyComponent));
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testedEntity->AddComponent(PropertyComponent::ComponentType, propertyComponent);
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propertyEntranceComponent = (PropertyEntranceComponent*)malloc(sizeof(PropertyEntranceComponent));
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testedEntity->AddComponent(PropertyEntranceComponent::ComponentType, propertyEntranceComponent);
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propertyManagementComponent = (PropertyManagementComponent*)malloc(sizeof(PropertyManagementComponent));
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testedEntity->AddComponent(PropertyManagementComponent::ComponentType, propertyManagementComponent);
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propertyVendorComponent = (PropertyVendorComponent*)malloc(sizeof(PropertyVendorComponent));
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testedEntity->AddComponent(PropertyVendorComponent::ComponentType, propertyVendorComponent);
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proximityMonitorComponent = (ProximityMonitorComponent*)malloc(sizeof(ProximityMonitorComponent));
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testedEntity->AddComponent(ProximityMonitorComponent::ComponentType, proximityMonitorComponent);
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racingControlComponent = (RacingControlComponent*)malloc(sizeof(RacingControlComponent));
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testedEntity->AddComponent(RacingControlComponent::ComponentType, racingControlComponent);
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railActivatorComponent = (RailActivatorComponent*)malloc(sizeof(RailActivatorComponent));
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testedEntity->AddComponent(RailActivatorComponent::ComponentType, railActivatorComponent);
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rebuildComponent = (RebuildComponent*)malloc(sizeof(RebuildComponent));
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testedEntity->AddComponent(RebuildComponent::ComponentType, rebuildComponent);
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renderComponent = (RenderComponent*)malloc(sizeof(RenderComponent));
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testedEntity->AddComponent(RenderComponent::ComponentType, renderComponent);
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rigidbodyPhantomPhysicsComponent = (RigidbodyPhantomPhysicsComponent*)malloc(sizeof(RigidbodyPhantomPhysicsComponent));
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testedEntity->AddComponent(RigidbodyPhantomPhysicsComponent::ComponentType, rigidbodyPhantomPhysicsComponent);
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rocketLaunchLupComponent = (RocketLaunchLupComponent*)malloc(sizeof(RocketLaunchLupComponent));
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testedEntity->AddComponent(RocketLaunchLupComponent::ComponentType, rocketLaunchLupComponent);
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rocketLaunchpadControlComponent = (RocketLaunchpadControlComponent*)malloc(sizeof(RocketLaunchpadControlComponent));
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testedEntity->AddComponent(RocketLaunchpadControlComponent::ComponentType, rocketLaunchpadControlComponent);
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scriptedActivityComponent = (ScriptedActivityComponent*)malloc(sizeof(ScriptedActivityComponent));
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testedEntity->AddComponent(ScriptedActivityComponent::ComponentType, scriptedActivityComponent);
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shootingGalleryComponent = (ShootingGalleryComponent*)malloc(sizeof(ShootingGalleryComponent));
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testedEntity->AddComponent(ShootingGalleryComponent::ComponentType, shootingGalleryComponent);
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simplePhysicsComponent = (SimplePhysicsComponent*)malloc(sizeof(SimplePhysicsComponent));
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testedEntity->AddComponent(SimplePhysicsComponent::ComponentType, simplePhysicsComponent);
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skillComponent = (SkillComponent*)malloc(sizeof(SkillComponent));
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testedEntity->AddComponent(SkillComponent::ComponentType, skillComponent);
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soundTriggerComponent = (SoundTriggerComponent*)malloc(sizeof(SoundTriggerComponent));
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testedEntity->AddComponent(SoundTriggerComponent::ComponentType, soundTriggerComponent);
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switchComponent = (SwitchComponent*)malloc(sizeof(SwitchComponent));
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testedEntity->AddComponent(SwitchComponent::ComponentType, switchComponent);
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triggerComponent = (TriggerComponent*)malloc(sizeof(TriggerComponent));
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testedEntity->AddComponent(TriggerComponent::ComponentType, triggerComponent);
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vehiclePhysicsComponent = (VehiclePhysicsComponent*)malloc(sizeof(VehiclePhysicsComponent));
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testedEntity->AddComponent(VehiclePhysicsComponent::ComponentType, vehiclePhysicsComponent);
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vendorComponent = (VendorComponent*)malloc(sizeof(VendorComponent));
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testedEntity->AddComponent(VendorComponent::ComponentType, vendorComponent);
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bouncerComponent->SetPetEnabled(true);
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}
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void TearDown() override {
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TearDownDependencies();
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free(baseCombatAIComponent);
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free(bouncerComponent);
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free(buffComponent);
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free(buildBorderComponent);
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free(characterComponent);
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free(controllablePhysicsComponent);
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free(destroyableComponent);
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free(inventoryComponent);
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free(levelProgressionComponent);
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free(lUPExhibitComponent);
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free(missionComponent);
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free(missionOfferComponent);
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free(modelComponent);
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free(moduleAssemblyComponent);
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free(movementAIComponent);
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free(movingPlatformComponent);
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free(petComponent);
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free(phantomPhysicsComponent);
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free(playerForcedMovementComponent);
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free(possessableComponent);
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free(possessorComponent);
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free(propertyComponent);
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free(propertyEntranceComponent);
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free(propertyManagementComponent);
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free(propertyVendorComponent);
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free(proximityMonitorComponent);
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free(racingControlComponent);
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free(railActivatorComponent);
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free(rebuildComponent);
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free(renderComponent);
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free(rigidbodyPhantomPhysicsComponent);
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free(rocketLaunchLupComponent);
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free(rocketLaunchpadControlComponent);
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free(scriptedActivityComponent);
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free(shootingGalleryComponent);
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free(simplePhysicsComponent);
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free(skillComponent);
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free(soundTriggerComponent);
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free(switchComponent);
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free(triggerComponent);
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free(vehiclePhysicsComponent);
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free(vendorComponent);
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delete baseCombatAIComponent;
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delete bouncerComponent;
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delete buffComponent;
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delete buildBorderComponent;
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delete characterComponent;
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delete controllablePhysicsComponent;
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delete destroyableComponent;
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delete inventoryComponent;
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delete levelProgressionComponent;
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delete lUPExhibitComponent;
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delete missionComponent;
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delete missionOfferComponent;
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delete modelComponent;
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delete moduleAssemblyComponent;
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delete movementAIComponent;
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delete movingPlatformComponent;
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delete petComponent;
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delete phantomPhysicsComponent;
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delete playerForcedMovementComponent;
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delete possessableComponent;
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delete possessorComponent;
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delete propertyComponent;
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delete propertyEntranceComponent;
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delete propertyManagementComponent;
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delete propertyVendorComponent;
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delete proximityMonitorComponent;
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delete racingControlComponent;
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delete railActivatorComponent;
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delete rebuildComponent;
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delete renderComponent;
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delete rigidbodyPhantomPhysicsComponent;
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delete rocketLaunchLupComponent;
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delete rocketLaunchpadControlComponent;
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delete scriptedActivityComponent;
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delete shootingGalleryComponent;
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delete simplePhysicsComponent;
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delete skillComponent;
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delete soundTriggerComponent;
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delete switchComponent;
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delete triggerComponent;
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delete vehiclePhysicsComponent;
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delete vendorComponent;
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operator delete(testedEntity);
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}
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};
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TEST_F(EntityTests, EntityConstructionTest) {
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CBITSTREAM;
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// testedEntity->WriteComponents(&bitStream, eReplicaPacketType::CONSTRUCTION);
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testedEntity->WriteComponents(&bitStream, eReplicaPacketType::CONSTRUCTION);
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}
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TEST_F(EntityTests, EntitySerializationTest) {
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CBITSTREAM;
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// testedEntity->WriteComponents(&bitStream, eReplicaPacketType::SERIALIZATION);
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testedEntity->WriteComponents(&bitStream, eReplicaPacketType::SERIALIZATION);
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}
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@ -7,6 +7,8 @@
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#include "EntityInfo.h"
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#include "EntityManager.h"
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#include "dConfig.h"
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#include <gmock/gmock.h>
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#include <gtest/gtest.h>
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class dZoneManager;
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@ -21,6 +23,11 @@ public:
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void Send(RakNet::BitStream* bitStream, const SystemAddress& sysAddr, bool broadcast) override { sentBitStream = bitStream; };
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};
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class EntityManagerMock : public EntityManager {
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public:
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void SerializeEntity(Entity* entity) override {};
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};
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class GameDependenciesTest : public ::testing::Test {
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protected:
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void SetUpDependencies() {
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@ -32,7 +39,7 @@ protected:
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Game::logger = new dLogger("./testing.log", true, true);
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Game::server = new dServerMock();
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Game::config = new dConfig("worldconfig.ini");
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Game::entityManager = new EntityManager();
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Game::entityManager = new EntityManagerMock();
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}
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void TearDownDependencies() {
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