#include #include "TriggerComponent.h" #include "Entity.h" #include "BitStream.h" #include "GameDependencies.h" class TriggerComponentTest : public GameDependenciesTest { protected: }; /** * Test TriggerComponent serialization for initial update */ TEST_F(TriggerComponentTest, SerializeInitialUpdate) { Entity testEntity(15, info); TriggerComponent triggerComponent(&testEntity, ""); // Need triggerInfo parameter RakNet::BitStream bitStream; triggerComponent.Serialize(bitStream, true); bitStream.ResetReadPointer(); // TriggerComponent typically writes minimal data or no data // Trigger logic is usually server-side only EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0); // Usually empty } /** * Test TriggerComponent serialization for regular update */ TEST_F(TriggerComponentTest, SerializeRegularUpdate) { Entity testEntity(15, info); TriggerComponent triggerComponent(&testEntity, ""); // Need triggerInfo parameter RakNet::BitStream bitStream; triggerComponent.Serialize(bitStream, false); bitStream.ResetReadPointer(); // Regular updates also typically write no data EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0); }