Files
DarkflameServer/tests/dGameTests/dComponentsTests/QuickBuildCompleteTests.cpp
Aaron Kimbrell 6a438ac419 fix(quickbuild): a finished quickbuild's EnableRebuild has no duration
Live sent duration 0.0 in all 744 successful EnableRebuild (cancels
carry the time spent building, which DLU already matches); DLU sent
the reset time.

Tests get EntityManager::_addEntity/_removeEntity to make an entity
built outside CreateEntity findable, and helpers that read game
messages back out of captured packets.

Check: finish a quickbuild; the build completes, the celebrate
animation plays and the built object stays up for its usual time
before resetting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:49:50 -05:00

91 lines
3.0 KiB
C++

#include "GameDependencies.h"
#include "dGameMessagesTests/GameMessageTestUtils.h"
#include "Character.h"
#include "CharacterComponent.h"
#include "CDClientDatabase.h"
#include "Entity.h"
#include "QuickBuildComponent.h"
#include "QuickBuildMessages.h"
#include "eQuickBuildState.h"
#include <memory>
#include <gtest/gtest.h>
using namespace GameMessageTestUtils;
namespace {
// The quick build spawns its activator through the entity manager, which reads the CDClient: give it an empty one.
void ConnectEmptyCDClient() {
if (CDClientDatabase::isConnected) return;
CDClientDatabase::Connect(":memory:");
for (const auto* table : {
"ComponentsRegistry (id INTEGER, component_type INTEGER, component_id INTEGER)",
"ObjectSkills (objectTemplate INTEGER, skillID INTEGER, castOnType INTEGER, AICombatWeight INTEGER)",
"SkillBehavior (skillID INTEGER, behaviorID INTEGER)",
"ItemSets (setID INTEGER, itemIDs TEXT)",
}) {
CDClientDatabase::ExecuteDML(std::string("CREATE TABLE ") + table + ";");
}
}
}
// What a finished quickbuild sends, compared with live (744 successful builds in the live captures).
class QuickBuildCompleteTests : public GameDependenciesTest {
protected:
void SetUp() override {
SetUpDependencies();
ConnectEmptyCDClient();
auto playerInfo = info;
playerInfo.lot = 1;
player = std::make_unique<Entity>(0x1000000000000001LL, playerInfo);
Game::entityManager->_addEntity(player.get()); // the quickbuild looks its builder up there
character = std::make_unique<Character>(1, nullptr);
player->SetCharacter(character.get());
character->SetEntity(player.get());
player->AddComponent<CharacterComponent>(-1, character.get(), ClientAddress());
auto buildInfo = info;
buildInfo.lot = 4717;
build = std::make_unique<Entity>(0x0102030405060708LL, buildInfo);
quickBuild = build->AddComponent<QuickBuildComponent>(-1);
quickBuild->SetResetTime(20.0f);
quickBuild->SetCompleteTime(0.0f);
}
// Starts the build and runs updates until it completes (the first update only sets up the imagination drain).
std::vector<CapturedPacket> Build() {
quickBuild->OnUse(player.get());
return Capture([&] {
for (int i = 0; i < 3 && quickBuild->GetState() != eQuickBuildState::COMPLETED; i++) quickBuild->Update(0.1f);
});
}
void TearDown() override {
quickBuild = nullptr;
build.reset();
Game::entityManager->_removeEntity(player->GetObjectID());
player->SetCharacter(nullptr);
player.reset();
character.reset();
TearDownDependencies();
}
std::unique_ptr<Entity> player;
std::unique_ptr<Character> character;
std::unique_ptr<Entity> build;
QuickBuildComponent* quickBuild{};
};
TEST_F(QuickBuildCompleteTests, SuccessHasNoDuration) {
const auto sent = Build();
ASSERT_EQ(quickBuild->GetState(), eQuickBuildState::COMPLETED);
const auto enables = SentGameMessages<GameMessages::EnableRebuild>(sent);
ASSERT_EQ(enables.size(), 1u);
EXPECT_TRUE(enables[0].bSuccess);
EXPECT_FALSE(enables[0].bFail);
EXPECT_EQ(enables[0].fDuration, 0.0f);
EXPECT_EQ(enables[0].user, player->GetObjectID());
}