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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-07-01 09:10:01 +00:00
97 lines
3.7 KiB
C++
97 lines
3.7 KiB
C++
#include "GameDependencies.h"
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#include "Character.h"
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#include "Entity.h"
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#include "tinyxml2.h"
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#include "BuffComponent.h"
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#include "CharacterComponent.h"
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class SavingTest : public GameDependenciesTest {
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protected:
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std::unique_ptr<Entity> entity;
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std::unique_ptr<Character> character;
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tinyxml2::XMLDocument doc;
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tinyxml2::XMLPrinter printer{ 0, true, 0 };
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void SetUp() override {
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SetUpDependencies();
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Game::zoneManager->LoadZone(LWOZONEID(1800, 2, 0));
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static_cast<dServerMock*>(Game::server)->SetZoneId(1800);
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entity = std::make_unique<Entity>(1, GameDependenciesTest::info);
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character = std::make_unique<Character>(1, nullptr);
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doc.LoadFile("./test_xml_data.xml");
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entity->SetCharacter(character.get());
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character->SetEntity(entity.get());
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doc.Print(&printer);
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character->_setXmlData(printer.CStr());
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printer.ClearBuffer();
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character->_doQuickXMLDataParse();
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character->LoadXmlRespawnCheckpoints();
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entity->AddComponent<BuffComponent>()->LoadFromXml(entity->GetCharacter()->GetXMLDoc());
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entity->AddComponent<CharacterComponent>(character.get(), UNASSIGNED_SYSTEM_ADDRESS)->LoadFromXml(entity->GetCharacter()->GetXMLDoc());
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}
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void TearDown() override {
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entity->SetCharacter(nullptr);
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entity.reset();
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character.reset();
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TearDownDependencies();
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}
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};
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TEST_F(SavingTest, CharacterComponentTest) {
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// Print the original XML data
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// character->GetXMLDoc().Print(&printer);
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// std::string xmlDataOriginal(printer.CStr());
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// printer.ClearBuffer();
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// std::ofstream oldXml("./test_xml_data_original.xml");
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// oldXml << xmlDataOriginal;
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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auto statsPrev = characterComponent->StatisticsToString();
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auto claimCodesPrev = characterComponent->GetClaimCodes();
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auto eyebrowsPrev = characterComponent->m_Character->GetEyebrows();
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auto eyesPrev = characterComponent->m_Character->GetEyes();
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auto hairColorPrev = characterComponent->m_Character->GetHairColor();
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auto hairStylePrev = characterComponent->m_Character->GetHairStyle();
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auto pantsColorPrev = characterComponent->m_Character->GetPantsColor();
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auto leftHandPrev = characterComponent->m_Character->GetLeftHand();
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auto mouthPrev = characterComponent->m_Character->GetMouth();
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auto rightHandPrev = characterComponent->m_Character->GetRightHand();
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auto shirtColorPrev = characterComponent->m_Character->GetShirtColor();
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// Update the xml document so its been run through the saver
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character->SaveXMLToDatabase();
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// Reload the component from the now updated xml data
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characterComponent = entity->AddComponent<CharacterComponent>(character.get(), UNASSIGNED_SYSTEM_ADDRESS);
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characterComponent->LoadFromXml(entity->GetCharacter()->GetXMLDoc());
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// Check that the buff component is the same as before
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ASSERT_EQ(statsPrev, characterComponent->StatisticsToString());
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ASSERT_EQ(claimCodesPrev, characterComponent->GetClaimCodes());
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ASSERT_EQ(eyebrowsPrev, characterComponent->m_Character->GetEyebrows());
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ASSERT_EQ(eyesPrev, characterComponent->m_Character->GetEyes());
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ASSERT_EQ(hairColorPrev, characterComponent->m_Character->GetHairColor());
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ASSERT_EQ(hairStylePrev, characterComponent->m_Character->GetHairStyle());
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ASSERT_EQ(pantsColorPrev, characterComponent->m_Character->GetPantsColor());
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ASSERT_EQ(leftHandPrev, characterComponent->m_Character->GetLeftHand());
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ASSERT_EQ(mouthPrev, characterComponent->m_Character->GetMouth());
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ASSERT_EQ(rightHandPrev, characterComponent->m_Character->GetRightHand());
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ASSERT_EQ(shirtColorPrev, characterComponent->m_Character->GetShirtColor());
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// character->GetXMLDoc().Print(&printer);
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// std::string xmlDataModified(printer.CStr());
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// printer.ClearBuffer();
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// std::ofstream newXml("./test_xml_data_new.xml");
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// newXml << xmlDataModified;
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}
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