- Add missing component test files to CMakeLists.txt: AchievementVendorComponent, CharacterComponent, ScriptComponent, SkillComponent, VendorComponent
- Fix Component.h MessageType::Game forward declaration as enum class
- Add dScripts to include_directories in main CMakeLists.txt for CppScripts.h access
- Fix ScriptComponent test by adding GameMessages.h include and removing non-existent GetSerialized calls
- All 25+ component test suites now compile and build successfully
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
- Add 4 tests covering BouncerComponent serialization behavior
- Test pet enabled/disabled states and bouncer activation combinations
- Validate conditional serialization logic (only writes bouncer state when pet enabled)
- Test initial update vs regular update behavior consistency
- All tests pass, ensuring pet bouncer mechanics network correctly
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
- Add 4 tests covering ActivityComponent serialization behavior
- Test no players, players with data, initial update, and not dirty scenarios
- Use ScriptedActivityComponent (concrete implementation) for Entity template system compatibility
- Validate activity player data serialization format with 10 float values per player
- All tests pass, verifying network data transmission correctness
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
* saving from a test works
* testing works
* Update SavingTests.cpp
* test dServer stuff
* tests
* use dummy database and add missing pure fns
* add more tests
* add more tests
* add rocket tests
* Update BuffComponent.h
* Update test_xml_data.xml
* Update SavingTests.cpp
* update
* Assorted pet improvements
* remove unecessary include
* updates to address some feedback
* fixed database code for testing
* Removed reference member (for now)
* Removed cmake flag
* Make serialize actually virtual
yep
* Abstract to PhysicsComponent
Move shared functionality of all physics related classes to a base class.
Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race.
Tested that 2 players were able to see each other in the above scenarios just fine as well.
* Update PhantomPhysicsComponent.cpp
* Add SimplePhysicsTest
* Add construction test
* Update SimplePhysicsComponentTests.cpp
* remove flags and fix override
* Update VendorComponent.h
Implement GTest as a testing infrastructure.
Make windows output binaries to the build folder instead of the release type folder (potentially issue further down the line)
Add a simple unit test for DestroyableComponent