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https://github.com/DarkflameUniverse/DarkflameServer.git
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266 lines
7.2 KiB
C++
266 lines
7.2 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 "ModelComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include "PetComponent.h"
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class ModelComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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ModelComponent* modelComponent;
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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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modelComponent = baseEntity->AddComponent<ModelComponent>();
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// Initialize some values to be not default
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modelComponent->SetPosition(NiPoint3(10.0f, 20.0f, 30.0f));
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modelComponent->SetRotation(NiQuaternion(4.0f, 1.0f, 2.0f, 3.0f)); // w=4, x=1, y=2, z=3
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modelComponent->AddInteract(); // Make it pickable
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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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/**
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* Test serialization of a ModelComponent for a non-pet entity
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*/
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TEST_F(ModelComponentTest, SerializeNonPetTest) {
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bitStream.Reset();
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// Now we test a serialization for correctness.
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modelComponent->Serialize(bitStream, false);
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// Read back the serialized data
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// ItemComponent serialization (since this is not a pet)
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bool hasItemComponent;
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bitStream.Read(hasItemComponent);
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EXPECT_EQ(hasItemComponent, true);
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LWOOBJID userModelID;
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bitStream.Read(userModelID);
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EXPECT_EQ(userModelID, baseEntity->GetObjectID()); // Should use entity ID when no user model ID
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int extraInfo;
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bitStream.Read(extraInfo);
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EXPECT_EQ(extraInfo, 0);
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bool hasExtraItemData;
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bitStream.Read(hasExtraItemData);
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EXPECT_EQ(hasExtraItemData, false);
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// ModelComponent serialization
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bool hasModelInfo;
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bitStream.Read(hasModelInfo);
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EXPECT_EQ(hasModelInfo, true);
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bool isPickable;
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bitStream.Read(isPickable);
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EXPECT_EQ(isPickable, true); // We added an interact
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uint32_t physicsType;
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bitStream.Read(physicsType);
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EXPECT_EQ(physicsType, 2);
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NiPoint3 originalPosition;
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bitStream.Read(originalPosition.x);
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bitStream.Read(originalPosition.y);
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bitStream.Read(originalPosition.z);
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EXPECT_EQ(originalPosition, NiPoint3(10.0f, 20.0f, 30.0f));
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NiQuaternion originalRotation;
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bitStream.Read(originalRotation.w);
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bitStream.Read(originalRotation.x);
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bitStream.Read(originalRotation.y);
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bitStream.Read(originalRotation.z);
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EXPECT_EQ(originalRotation, NiQuaternion(4.0f, 1.0f, 2.0f, 3.0f)); // w=4, x=1, y=2, z=3
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bool hasBehaviorInfo;
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bitStream.Read(hasBehaviorInfo);
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EXPECT_EQ(hasBehaviorInfo, true);
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uint32_t numBehaviors;
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bitStream.Read(numBehaviors);
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EXPECT_EQ(numBehaviors, 0); // No behaviors added in test
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bool isPaused;
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bitStream.Read(isPaused);
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EXPECT_EQ(isPaused, false);
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}
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/**
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* Test serialization of a ModelComponent for a pet entity
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*/
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TEST_F(ModelComponentTest, SerializePetTest) {
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bitStream.Reset();
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// Add a PetComponent to make this entity a pet
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baseEntity->AddComponent<PetComponent>(1);
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// Now we test a serialization for correctness.
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modelComponent->Serialize(bitStream, false);
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// Read back the serialized data
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// Should NOT have ItemComponent serialization for pets
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// ModelComponent serialization (should start immediately)
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bool hasModelInfo;
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bitStream.Read(hasModelInfo);
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EXPECT_EQ(hasModelInfo, true);
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bool isPickable;
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bitStream.Read(isPickable);
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EXPECT_EQ(isPickable, true); // We added an interact
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uint32_t physicsType;
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bitStream.Read(physicsType);
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EXPECT_EQ(physicsType, 2);
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NiPoint3 originalPosition;
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bitStream.Read(originalPosition.x);
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bitStream.Read(originalPosition.y);
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bitStream.Read(originalPosition.z);
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EXPECT_EQ(originalPosition, NiPoint3(10.0f, 20.0f, 30.0f));
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NiQuaternion originalRotation;
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bitStream.Read(originalRotation.w);
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bitStream.Read(originalRotation.x);
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bitStream.Read(originalRotation.y);
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bitStream.Read(originalRotation.z);
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EXPECT_EQ(originalRotation, NiQuaternion(4.0f, 1.0f, 2.0f, 3.0f)); // w=4, x=1, y=2, z=3
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bool hasBehaviorInfo;
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bitStream.Read(hasBehaviorInfo);
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EXPECT_EQ(hasBehaviorInfo, true);
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uint32_t numBehaviors;
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bitStream.Read(numBehaviors);
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EXPECT_EQ(numBehaviors, 0); // No behaviors added in test
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bool isPaused;
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bitStream.Read(isPaused);
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EXPECT_EQ(isPaused, false);
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}
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/**
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* Test serialization of a ModelComponent during initial update
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*/
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TEST_F(ModelComponentTest, SerializeInitialUpdateTest) {
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bitStream.Reset();
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// Now we test a serialization for correctness with initial update.
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modelComponent->Serialize(bitStream, true);
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// Read back the serialized data
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// ItemComponent serialization (since this is not a pet)
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bool hasItemComponent;
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bitStream.Read(hasItemComponent);
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EXPECT_EQ(hasItemComponent, true);
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LWOOBJID userModelID;
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bitStream.Read(userModelID);
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EXPECT_EQ(userModelID, baseEntity->GetObjectID());
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int extraInfo;
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bitStream.Read(extraInfo);
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EXPECT_EQ(extraInfo, 0);
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bool hasExtraItemData;
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bitStream.Read(hasExtraItemData);
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EXPECT_EQ(hasExtraItemData, false);
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// ModelComponent serialization
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bool hasModelInfo;
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bitStream.Read(hasModelInfo);
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EXPECT_EQ(hasModelInfo, true);
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bool isPickable;
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bitStream.Read(isPickable);
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EXPECT_EQ(isPickable, true);
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uint32_t physicsType;
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bitStream.Read(physicsType);
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EXPECT_EQ(physicsType, 2);
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NiPoint3 originalPosition;
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bitStream.Read(originalPosition.x);
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bitStream.Read(originalPosition.y);
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bitStream.Read(originalPosition.z);
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EXPECT_EQ(originalPosition, NiPoint3(10.0f, 20.0f, 30.0f));
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NiQuaternion originalRotation;
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bitStream.Read(originalRotation.w);
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bitStream.Read(originalRotation.x);
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bitStream.Read(originalRotation.y);
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bitStream.Read(originalRotation.z);
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EXPECT_EQ(originalRotation, NiQuaternion(4.0f, 1.0f, 2.0f, 3.0f)); // w=4, x=1, y=2, z=3
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bool hasBehaviorInfo;
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bitStream.Read(hasBehaviorInfo);
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EXPECT_EQ(hasBehaviorInfo, true);
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uint32_t numBehaviors;
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bitStream.Read(numBehaviors);
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EXPECT_EQ(numBehaviors, 0);
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bool isPaused;
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bitStream.Read(isPaused);
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EXPECT_EQ(isPaused, false);
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// During initial update, should write an additional false for model editing info
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bool hasModelEditingInfo;
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bitStream.Read(hasModelEditingInfo);
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EXPECT_EQ(hasModelEditingInfo, false);
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}
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/**
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* Test ModelComponent getters and setters
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*/
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TEST_F(ModelComponentTest, GettersSettersTest) {
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// Test position
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NiPoint3 testPosition(100.0f, 200.0f, 300.0f);
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modelComponent->SetPosition(testPosition);
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EXPECT_EQ(modelComponent->GetOriginalPosition(), testPosition);
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// Test rotation
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NiQuaternion testRotation(5.0f, 6.0f, 7.0f, 8.0f);
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modelComponent->SetRotation(testRotation);
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EXPECT_EQ(modelComponent->GetOriginalRotation(), testRotation);
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// Test speed
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modelComponent->SetSpeed(5.5f);
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// Note: GetSpeed() method doesn't exist in the header, but we can verify the setter works
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// Test interact
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modelComponent->RemoveInteract(); // Remove the one we added in SetUp
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// Test that isPickable becomes false when no interactions
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bitStream.Reset();
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modelComponent->Serialize(bitStream, false);
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// Skip itemcomponent data
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bool hasItemComponent;
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bitStream.Read(hasItemComponent);
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LWOOBJID userModelID;
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bitStream.Read(userModelID);
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int extraInfo;
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bitStream.Read(extraInfo);
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bool hasExtraItemData;
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bitStream.Read(hasExtraItemData);
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// Check model component
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bool hasModelInfo;
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bitStream.Read(hasModelInfo);
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bool isPickable;
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bitStream.Read(isPickable);
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EXPECT_EQ(isPickable, false); // Should be false now
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}
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