Files
DarkflameServer/tests/dGameTests/dGameMessagesTests/CMakeLists.txt
Aaron Kimbrell a25eb34d66 feat(load): PlayerReady also goes to the zone control object
Live answered PlayerLoaded with PlayerReady to the player and then a
second PlayerReady to the zone control object (0x3FFFFFFFFFFE), both
to the loading client: 235 of 237 captured loads carry exactly that
pair. DLU sent only the first. The zone control object's client-side
zone scripts are what can react to it (inferred: the client's
component handlers only act on the player's own PlayerReady).

Check: load into Avant Gardens, Nimbus Station, a property and an
instance (a survival or dragon battle): the zone plays its intro,
music and UI as before and nothing is stuck waiting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:57:37 -05:00

34 lines
1.0 KiB
CMake

SET(DGAMEMESSAGES_TESTS
"ActivityMessagesTests.cpp"
"BuildingMessagesTests.cpp"
"CombatMessagesTests.cpp"
"GameMessageTests.cpp"
"GameMsgSplitTests.cpp"
"EffectsMessagesTests.cpp"
"InventoryMessagesTests.cpp"
"MissionMessagesTests.cpp"
"PetMessagesTests.cpp"
"PropertyMessagesTests.cpp"
"RacingMessagesTests.cpp"
"RemainingMessagesTests.cpp"
"SkillMessagesTests.cpp"
"UnSmashTests.cpp"
"VendorMessagesTests.cpp"
"LegacyGameMessageTests.cpp"
"GameMessageDecoderTests.cpp"
"HotPropertyMessageTests.cpp"
"ClientMessagesTests.cpp"
"LoadSequenceTests.cpp")
# Get the folder name and prepend it to the files above
get_filename_component(thisFolderName ${CMAKE_CURRENT_SOURCE_DIR} NAME)
list(TRANSFORM DGAMEMESSAGES_TESTS PREPEND "${thisFolderName}/")
# Copy test files to testing directory
add_subdirectory(TestBitStreams)
list(TRANSFORM GAMEMESSAGE_TESTBITSTREAMS PREPEND "${thisFolderName}/")
set(GAMEMESSAGE_TESTBITSTREAMS ${GAMEMESSAGE_TESTBITSTREAMS} PARENT_SCOPE)
# Export to parent scope
set(DGAMEMESSAGES_TESTS ${DGAMEMESSAGES_TESTS} PARENT_SCOPE)