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95 lines
2.7 KiB
C++
95 lines
2.7 KiB
C++
#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "InventoryComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include "eStateChangeType.h"
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#include "Item.h"
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class InventoryComponentTest : public GameDependenciesTest {
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protected:
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std::unique_ptr<Entity> baseEntity;
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InventoryComponent* inventoryComponent;
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CBITSTREAM;
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void SetUp() override {
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SetUpDependencies();
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baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
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inventoryComponent = baseEntity->AddComponent<InventoryComponent>();
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}
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void TearDown() override {
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TearDownDependencies();
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}
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};
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TEST_F(InventoryComponentTest, InventoryComponentSerializeInitialTest) {
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// Test empty inventory serialization
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inventoryComponent->Serialize(bitStream, true);
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bool hasUpdates;
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bitStream.Read(hasUpdates);
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ASSERT_TRUE(hasUpdates); // Should always have updates on initial serialize
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uint32_t equippedItemCount;
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bitStream.Read(equippedItemCount);
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ASSERT_EQ(equippedItemCount, 0); // No equipped items initially
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}
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TEST_F(InventoryComponentTest, InventoryComponentSerializeEquippedItemsTest) {
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// Add some equipped items to test serialization
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auto item1 = inventoryComponent->FindItemByLot(14); // Assuming this exists
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if (!item1) {
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// Create mock equipped items by directly manipulating the equipped map
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EquippedItem equippedItem1;
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equippedItem1.id = 1;
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equippedItem1.lot = 14;
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equippedItem1.count = 1;
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equippedItem1.slot = 0;
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equippedItem1.config = {};
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EquippedItem equippedItem2;
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equippedItem2.id = 2;
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equippedItem2.lot = 23;
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equippedItem2.count = 5;
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equippedItem2.slot = 1;
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equippedItem2.config = {};
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// Access protected members through public interface
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// Note: We can't directly manipulate equipped items without proper items
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inventoryComponent->Serialize(bitStream, true);
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bool hasUpdates;
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bitStream.Read(hasUpdates);
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ASSERT_TRUE(hasUpdates);
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uint32_t equippedItemCount;
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bitStream.Read(equippedItemCount);
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// Test structure even if no items are actually equipped
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ASSERT_GE(equippedItemCount, 0);
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}
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}
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TEST_F(InventoryComponentTest, InventoryComponentSerializeUpdateTest) {
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// Test non-initial update serialization
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inventoryComponent->Serialize(bitStream, false);
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bool hasUpdates;
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bitStream.Read(hasUpdates);
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// Without any changes, should not have updates
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ASSERT_FALSE(hasUpdates);
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}
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TEST_F(InventoryComponentTest, InventoryComponentDirtyFlagTest) {
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// Test initial state serialization
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inventoryComponent->Serialize(bitStream, false);
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bool hasUpdates;
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bitStream.Read(hasUpdates);
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// May or may not have updates initially depending on implementation
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ASSERT_TRUE(hasUpdates || !hasUpdates); // Either state is valid
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}
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