#include #include "SoundTriggerComponent.h" #include "Entity.h" #include "BitStream.h" #include "GameDependencies.h" class SoundTriggerComponentTest : public GameDependenciesTest { protected: }; /** * Test SoundTriggerComponent serialization for initial update */ TEST_F(SoundTriggerComponentTest, SerializeInitialUpdate) { Entity testEntity(15, info); SoundTriggerComponent soundTriggerComponent(&testEntity); RakNet::BitStream bitStream; soundTriggerComponent.Serialize(bitStream, true); bitStream.ResetReadPointer(); // SoundTriggerComponent typically writes minimal data or no data // Most sound logic is handled client-side EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0); // Usually empty } /** * Test SoundTriggerComponent serialization for regular update */ TEST_F(SoundTriggerComponentTest, SerializeRegularUpdate) { Entity testEntity(15, info); SoundTriggerComponent soundTriggerComponent(&testEntity); RakNet::BitStream bitStream; soundTriggerComponent.Serialize(bitStream, false); bitStream.ResetReadPointer(); // Regular updates also typically write no data EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0); }