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The client keeps the scene under the player loaded, the scenes the zone file's transitions connect to it, and the global scene (Zone::StreamScenesAroundPosition 0x0108a3f0, TerrainManager::GetSceneAtPos 0x01069010, the connected scenes at 0x01066500; transitions naming a missing scene dropped as Zone::FixupInvalidTransitions 0x010842e0 does). - ZoneScenes (dCommon): the terrain's scene map lookup and the scene graph, shared by the world server and the dashboard. - Objects remember the scene they were placed in (spawners pass theirs on). - ghosting_scenes=1 (world config, off by default): players get the objects of their loaded scenes instead of the ones within the ghosting distances; objects from no scene go by the scene under them. Zones without a scene map keep distance ghosting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
50 lines
1.6 KiB
CMake
50 lines
1.6 KiB
CMake
set(DGAMETEST_SOURCES
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"GameDependencies.cpp"
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"LUBitStreamTests.cpp"
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"MailIdPinTests.cpp"
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"EconomyLedgerTests.cpp"
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"PlayerReportsLimitTests.cpp"
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"SlashCommandPermissionTests.cpp"
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"StaleSaveGuardTests.cpp"
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"ContrabandTests.cpp"
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"KnockbackTests.cpp"
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"CollisionFilterTests.cpp"
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"ItemSetPassiveAbilityTests.cpp"
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"PowerUpStatisticTests.cpp"
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"BrickByBrickTests.cpp"
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"ModularBuildTableTests.cpp"
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"UgcManifestTests.cpp"
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"SceneGhostingTests.cpp"
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)
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add_subdirectory(dComponentsTests)
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list(APPEND DGAMETEST_SOURCES ${DCOMPONENTS_TESTS})
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add_subdirectory(dGameMessagesTests)
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list(APPEND DGAMETEST_SOURCES ${DGAMEMESSAGES_TESTS})
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add_subdirectory(dNetTests)
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list(APPEND DGAMETEST_SOURCES ${DNET_TESTS})
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file(COPY ${GAMEMESSAGE_TESTBITSTREAMS} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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file(COPY ${COMPONENT_TEST_DATA} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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# Add the executable. Remember to add all tests above this!
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add_executable(dGameTests ${DGAMETEST_SOURCES})
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target_include_directories(dGameTests PRIVATE "." "${PROJECT_SOURCE_DIR}/dChatServer" "${PROJECT_SOURCE_DIR}/dScripts")
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# Tests against the live CDClient look for it in the source tree's build folder
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target_compile_definitions(dGameTests PRIVATE PROJECT_SOURCE_DIR="${PROJECT_SOURCE_DIR}")
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if(APPLE)
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add_custom_target(dGameTestsLink
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${CMAKE_COMMAND} -E copy $<TARGET_FILE:MariaDB::ConnCpp> ${CMAKE_CURRENT_BINARY_DIR})
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add_dependencies(dGameTests dGameTestsLink)
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endif()
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target_link_libraries(dGameTests ${COMMON_LIBRARIES} GTest::gtest_main
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dGame dScripts dPhysics Detour Recast tinyxml2 dWorldServer dZoneManager dChatFilter dNavigation bcrypt MD5)
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# Discover the tests
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gtest_discover_tests(dGameTests)
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