#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, "0:0"); // Valid triggerInfo format RakNet::BitStream bitStream; triggerComponent.Serialize(bitStream, true); bitStream.ResetReadPointer(); // TriggerComponent doesn't override Serialize, so it writes nothing EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0); } /** * Test TriggerComponent serialization for regular update */ TEST_F(TriggerComponentTest, SerializeRegularUpdate) { Entity testEntity(15, info); TriggerComponent triggerComponent(&testEntity, "0:0"); // Valid triggerInfo format RakNet::BitStream bitStream; triggerComponent.Serialize(bitStream, false); bitStream.ResetReadPointer(); // TriggerComponent doesn't override Serialize, so it writes nothing EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0); }