Commit Graph

5 Commits

Author SHA1 Message Date
Aaron Kimbrell
caebff4dca fix: give the destroyable and buff components their real component types
eReplicaComponentType had the destroyable component's registry type (7) named
BUFF, the real buff component (98) as BUFF_REAL, and a made-up DESTROYABLE =
1000 that DestroyableComponent was stored under. Now DESTROYABLE = 7 and
BUFF = 98, as in ComponentsRegistry and the client.

Undone with it:
- Destructible stats came from whichever of the "buff" (7), quick build and
  collectible registry ids was set, so the few objects without a type 7 entry
  read a DestructibleComponent row with an unrelated id (the NJ dragon relics
  16482-16485 via their collectible id, 125 quick build LOTs when placed with
  is_smashable). The type 7 entry is used now; objects without one keep the
  defaults (is_smashable objects: 1 health, smashable, factions -1 and 6;
  collectibles: an empty destroyable). The client does the same
  (LWODestroyableComponent::AllocateComponents / DoObjectComponentLoad).
- DestroyableComponent::Reinitialize, an unused copy of that pick order.
- WriteComponents' destroyableSerialized flags: the components are written from
  a list in the client's order, and where the destroyable goes (its own place
  after the buff, right before a quick build that has no registry entry for it,
  or after the render component) is one function.
- The dashboard's registry 7 -> DESTROYABLE mapping; the destroyable type also
  has a name there now (1000 was outside magic_enum's range).

Component types are not stored or sent as enum numbers anywhere besides the
CDClient's own values, which now match. migrations/cdserver/4 is unrelated (it
restores LOT 12916's registry rows that migration 0 overwrote) and stays.

Verified: dGameTests ReplicaComponentOrderTests serialize players, enemies,
smashables, quick builds and collectibles with and without a registry entry,
NPCs, pets, vehicles, models and an entity with every listed component with
the new code and a frozen copy of the old WriteComponents, and expect the same
bits for construction and serialization (a deliberately wrong destroyable place
fails them). Full ctest passes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:55 -05:00
David Markowitz
adc9cd2876 feat: Add some save data tests (#1623)
* 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
2024-11-17 16:27:33 -08:00
jadebenn
4a50c60559 chore: Assorted pet improvements (#1402)
* Assorted pet improvements

* remove unecessary include

* updates to address some feedback

* fixed database code for testing

* Removed reference member (for now)

* Removed cmake flag
2024-01-08 15:32:09 -08:00
David Markowitz
ad003634f4 chore: Physics Component abstraction and addition of tests (#1159)
* 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
2023-10-09 15:19:38 -05:00
David Markowitz
1464762bcd Implement GTest and change windows output path
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
2022-11-07 00:12:35 -08:00