#include #include #include #include "StringifiedEnum.h" #include "Logger.h" #include "Game.h" #include "eGameMessageType.h" #include "eWorldMessageType.h" #include "magic_enum.hpp" #define ENUM_EQ(e, y, z)\ LOG("%s %s", StringifiedEnum::ToString(static_cast(y)).data(), #z);\ ASSERT_STREQ(StringifiedEnum::ToString(static_cast(y)).data(), #z); #define ENUM_NE(e, y)\ ENUM_EQ(e, y, UNKNOWN); // Test World Message Enum Reflection TEST(MagicEnumTest, eWorldMessageTypeTest) { Game::logger = new Logger("./MagicEnumTest_eWorldMessageTypeTest.log", true, true); ENUM_EQ(eWorldMessageType, 1, VALIDATION); ENUM_EQ(eWorldMessageType, 2, CHARACTER_LIST_REQUEST); ENUM_EQ(eWorldMessageType, 3, CHARACTER_CREATE_REQUEST); ENUM_EQ(eWorldMessageType, 4, LOGIN_REQUEST); ENUM_EQ(eWorldMessageType, 5, GAME_MSG); ENUM_EQ(eWorldMessageType, 6, CHARACTER_DELETE_REQUEST); ENUM_EQ(eWorldMessageType, 7, CHARACTER_RENAME_REQUEST); ENUM_EQ(eWorldMessageType, 8, HAPPY_FLOWER_MODE_NOTIFY); ENUM_EQ(eWorldMessageType, 9, SLASH_RELOAD_MAP); ENUM_EQ(eWorldMessageType, 10, SLASH_PUSH_MAP_REQUEST); ENUM_EQ(eWorldMessageType, 11, SLASH_PUSH_MAP); ENUM_EQ(eWorldMessageType, 12, SLASH_PULL_MAP); ENUM_EQ(eWorldMessageType, 13, LOCK_MAP_REQUEST); ENUM_EQ(eWorldMessageType, 14, GENERAL_CHAT_MESSAGE); ENUM_EQ(eWorldMessageType, 15, HTTP_MONITOR_INFO_REQUEST); ENUM_EQ(eWorldMessageType, 16, SLASH_DEBUG_SCRIPTS); ENUM_EQ(eWorldMessageType, 17, MODELS_CLEAR); ENUM_EQ(eWorldMessageType, 18, EXHIBIT_INSERT_MODEL); ENUM_EQ(eWorldMessageType, 19, LEVEL_LOAD_COMPLETE); ENUM_EQ(eWorldMessageType, 20, TMP_GUILD_CREATE); ENUM_EQ(eWorldMessageType, 21, ROUTE_PACKET); ENUM_EQ(eWorldMessageType, 22, POSITION_UPDATE); ENUM_EQ(eWorldMessageType, 23, MAIL); ENUM_EQ(eWorldMessageType, 24, WORD_CHECK); ENUM_EQ(eWorldMessageType, 25, STRING_CHECK); ENUM_EQ(eWorldMessageType, 26, GET_PLAYERS_IN_ZONE); ENUM_EQ(eWorldMessageType, 27, REQUEST_UGC_MANIFEST_INFO); ENUM_EQ(eWorldMessageType, 28, BLUEPRINT_GET_ALL_DATA_REQUEST); ENUM_EQ(eWorldMessageType, 29, CANCEL_MAP_QUEUE); ENUM_EQ(eWorldMessageType, 30, HANDLE_FUNNESS); ENUM_EQ(eWorldMessageType, 31, FAKE_PRG_CSR_MESSAGE); ENUM_EQ(eWorldMessageType, 32, REQUEST_FREE_TRIAL_REFRESH); ENUM_EQ(eWorldMessageType, 33, GM_SET_FREE_TRIAL_STATUS); ENUM_EQ(eWorldMessageType, 91, UI_HELP_TOP_5); ENUM_NE(eWorldMessageType, 37); ENUM_NE(eWorldMessageType, 123); srand(time(NULL)); auto begin = std::chrono::high_resolution_clock::now(); for (int i = 0; i < 10000000; ++i) { volatile auto f = StringifiedEnum::ToString(static_cast(i)).data(); // To ensure the compiler doesn't optimize out the call, I print it at random intervals if (rand() % 100000 == 0) LOG("%i, %s", i, f); } auto end = std::chrono::high_resolution_clock::now(); LOG("Time: %lld", std::chrono::duration_cast(end - begin).count()); delete Game::logger; } // Test Game Message Enum Reflection TEST(MagicEnumTest, eGameMessageTypeTest) { Game::logger = new Logger("./MagicEnumTest_eGameMessageTypeTest.log", true, true); // Only doing the first and last 10 for the sake of my sanity ENUM_EQ(eGameMessageType, 0, GET_POSITION); ENUM_EQ(eGameMessageType, 1, GET_ROTATION); ENUM_EQ(eGameMessageType, 2, GET_LINEAR_VELOCITY); ENUM_EQ(eGameMessageType, 3, GET_ANGULAR_VELOCITY); ENUM_EQ(eGameMessageType, 4, GET_FORWARD_VELOCITY); ENUM_EQ(eGameMessageType, 5, GET_PLAYER_FORWARD); ENUM_EQ(eGameMessageType, 6, GET_FORWARD_VECTOR); ENUM_EQ(eGameMessageType, 7, SET_POSITION); ENUM_EQ(eGameMessageType, 8, SET_LOCAL_POSITION); ENUM_EQ(eGameMessageType, 9, SET_ROTATION); ENUM_EQ(eGameMessageType, 10, SET_LINEAR_VELOCITY); ENUM_EQ(eGameMessageType, 1762, USE_SKILL_SET); ENUM_EQ(eGameMessageType, 1763, SET_SKILL_SET_POSSESSOR); ENUM_EQ(eGameMessageType, 1764, POPULATE_ACTION_BAR); ENUM_EQ(eGameMessageType, 1765, GET_COMPONENT_TEMPLATE_ID); ENUM_EQ(eGameMessageType, 1766, GET_POSSESSABLE_SKILL_SET); ENUM_EQ(eGameMessageType, 1767, MARK_INVENTORY_ITEM_AS_ACTIVE); ENUM_EQ(eGameMessageType, 1768, UPDATE_FORGED_ITEM); ENUM_EQ(eGameMessageType, 1769, CAN_ITEMS_BE_REFORGED); ENUM_EQ(eGameMessageType, 1771, NOTIFY_CLIENT_RAIL_START_FAILED); ENUM_EQ(eGameMessageType, 1772, GET_IS_ON_RAIL); ENUM_NE(eGameMessageType, 32); ENUM_NE(eGameMessageType, 1776); srand(time(NULL)); auto begin = std::chrono::high_resolution_clock::now(); for (int i = 0; i < 10000000; ++i) { volatile auto f = StringifiedEnum::ToString(static_cast(i)).data(); // To ensure the compiler doesn't optimize out the call, I print it at random intervals if (rand() % 100000 == 0) LOG("%i, %s", i, f); } auto end = std::chrono::high_resolution_clock::now(); LOG("Time: %lld", std::chrono::duration_cast(end - begin).count()); delete Game::logger; } #define ASSERT_EARRAY_SORTED(EARRAY_VAR)\ for (int i = 0; i < EARRAY_VAR->size(); i++) {\ const auto entryCurr = EARRAY_VAR->at(i).first;\ LOG_EARRAY(EARRAY_VAR, i, entryCurr);\ const auto entryNext = EARRAY_VAR->at(++i).first;\ LOG_EARRAY(EARRAY_VAR, i, entryNext);\ ASSERT_TRUE(entryCurr < entryNext);\ };\ #define LOG_EARRAY(EARRAY_VAR, INDICE, ENTRY)\ LOG(#EARRAY_VAR"[%i] = %i, %s", INDICE, ENTRY, magic_enum::enum_name(ENTRY).data()); // Test that the magic enum arrays are pre-sorted TEST(MagicEnumTest, ArraysAreSorted) { Game::logger = new Logger("./MagicEnumTest_ArraysAreSorted.log", true, true); constexpr auto wmArray = &magic_enum::enum_entries(); ASSERT_EARRAY_SORTED(wmArray); constexpr auto gmArray = &magic_enum::enum_entries(); ASSERT_EARRAY_SORTED(gmArray); delete Game::logger; }