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83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "ItemComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class ItemComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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ItemComponent* itemComponent;
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CBITSTREAM
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uint32_t flags = 0;
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void SetUp() override {
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SetUpDependencies();
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baseEntity = new Entity(15, GameDependenciesTest::info);
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itemComponent = baseEntity->AddComponent<ItemComponent>();
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}
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void TearDown() override {
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delete baseEntity;
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TearDownDependencies();
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}
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};
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// Test serialization behavior (should just write a single 0 bit)
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TEST_F(ItemComponentTest, SerializationBehavior) {
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itemComponent->Serialize(bitStream, true);
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// ItemComponent::Serialize just writes a single 0 bit
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value;
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bitStream.Read(value);
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EXPECT_FALSE(value); // Should be false (0 bit)
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bitStream.Reset();
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}
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// Test serialization with isConstruction = false
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TEST_F(ItemComponentTest, SerializationWithoutConstruction) {
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itemComponent->Serialize(bitStream, false);
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// Should still just write a single 0 bit regardless of isConstruction parameter
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value;
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bitStream.Read(value);
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EXPECT_FALSE(value); // Should be false (0 bit)
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bitStream.Reset();
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}
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// Test multiple serializations produce consistent results
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TEST_F(ItemComponentTest, ConsistentSerialization) {
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// First serialization
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itemComponent->Serialize(bitStream, true);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value1;
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bitStream.Read(value1);
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bitStream.Reset();
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// Second serialization
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itemComponent->Serialize(bitStream, false);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value2;
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bitStream.Read(value2);
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bitStream.Reset();
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// Third serialization
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itemComponent->Serialize(bitStream, true);
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ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 1);
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bool value3;
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bitStream.Read(value3);
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EXPECT_EQ(value1, value2);
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EXPECT_EQ(value2, value3);
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EXPECT_FALSE(value1); // All should be false
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bitStream.Reset();
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} |