Files
DarkflameServer/tests/dGameTests/dComponentsTests/SoundTriggerComponentTests.cpp

43 lines
1.1 KiB
C++

#include <gtest/gtest.h>
#include "SoundTriggerComponent.h"
#include "Entity.h"
#include "BitStream.h"
#include "GameDependencies.h"
class SoundTriggerComponentTest : public GameDependenciesTest {
protected:
};
/**
* Test SoundTriggerComponent serialization for initial update
*/
TEST_F(SoundTriggerComponentTest, SerializeInitialUpdate) {
Entity testEntity(15, info);
SoundTriggerComponent soundTriggerComponent(&testEntity);
RakNet::BitStream bitStream;
soundTriggerComponent.Serialize(bitStream, true);
bitStream.ResetReadPointer();
// SoundTriggerComponent typically writes minimal data or no data
// Most sound logic is handled client-side
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0); // Usually empty
}
/**
* Test SoundTriggerComponent serialization for regular update
*/
TEST_F(SoundTriggerComponentTest, SerializeRegularUpdate) {
Entity testEntity(15, info);
SoundTriggerComponent soundTriggerComponent(&testEntity);
RakNet::BitStream bitStream;
soundTriggerComponent.Serialize(bitStream, false);
bitStream.ResetReadPointer();
// Regular updates also typically write no data
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
}