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LuzFile::ReadLUZFile, LuzReader::ReadScenes and ZoneLoader::ReadZoneFile (1.10.64): - a version older than 20 is read as 20; - before version 30 a scene is a bare u32 SceneTable ID: in ID order, each one with a SceneTable row gets the next index (-1 past 255) as its ID and the row's sceneName as its file; the others are left out; - from 30 to 32 the file has no scene IDs: a scene's ID is its index in the file (they all had ID 0, colliding); - a later scene with the same ID and layer replaces an earlier one, a scene ID with no layer 0 scene is left out, and before version 41 only the layer 0 scenes are loaded. No 1.10.64 zone file has a duplicate scene, a scene without a layer 0 scene or another layer before version 41, so what live zones load is unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
244 lines
9.0 KiB
C++
244 lines
9.0 KiB
C++
#include "GameDependencies.h"
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#include <algorithm>
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#include <filesystem>
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#include <fstream>
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#include "AssetManager.h"
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#include "CDZoneTableTable.h"
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#include "DEVGMCommands.h"
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#include "Entity.h"
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#include "TerrainTestWriter.h"
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#include "Zone.h"
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#include "dZoneManager.h"
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using namespace TerrainTestWriter;
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// The zone table's storage (CDZoneTableTable.cpp), to add the test zone
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namespace CDZoneTableTable {
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extern Table entries;
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}
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// Loads a written test zone (a .luz and its .raw) through the zone manager
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class ZoneSceneTest : public GameDependenciesTest {
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protected:
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static constexpr LWOMAPID TEST_MAP = 9990;
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std::filesystem::path root;
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void SetUp() override {
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SetUpDependencies();
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root = std::filesystem::temp_directory_path() / (std::string("dlu_zone_scene_test_") + ::testing::UnitTest::GetInstance()->current_test_info()->name());
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std::filesystem::create_directories(root / "res" / "maps" / "testzone");
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std::ofstream(root / "res" / "CDServer.sqlite").close(); // marks an unpacked client
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Game::assetManager = new AssetManager(root);
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CDZoneTable zone{};
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zone.zoneID = TEST_MAP;
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zone.zoneName = "testzone/test.luz";
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CDZoneTableTable::entries[TEST_MAP] = zone;
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}
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void TearDown() override {
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CDZoneTableTable::entries.erase(TEST_MAP);
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delete Game::assetManager;
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Game::assetManager = nullptr;
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std::filesystem::remove_all(root);
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TearDownDependencies();
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}
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void WriteFile(const std::string& name, const std::string& data) const {
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std::ofstream file(root / "res" / "maps" / "testzone" / name, std::ios::binary);
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file.write(data.data(), data.size());
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}
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// Scenes 0 (global), 1, 2 and 3 (general) and 3 (audio, layer 1); transitions 1 <-> 2 and 2 <-> 3
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void WriteZone(const std::string& rawName = "test.raw", uint8_t boundaryCount = 2, uint32_t version = 41) const {
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const std::vector<TestScene> scenes = {
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{ "global.lvl", 0, 0, "Global", 10, 20, 30 },
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{ "one.lvl", 1, 0, "Scene One", 255, 0, 0 },
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{ "two.lvl", 2, 0, "Scene Two", 0, 255, 0 },
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{ "three.lvl", 3, 0, "Scene Three", 0, 0, 255 },
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{ "audio.lvl", 3, 1, "Audio", 0, 0, 0 },
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};
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WriteFile("test.luz", WriteLuz(TEST_MAP, scenes, boundaryCount, rawName, {
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{ { 1, 0, NiPoint3(1.0f, 0.0f, 0.0f) }, { 2, 0, NiPoint3(2.0f, 0.0f, 0.0f) } },
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{ { 2, 0, NiPoint3(3.0f, 0.0f, 0.0f) }, { 3, 0, NiPoint3(4.0f, 0.0f, 0.0f) } },
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}, version));
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}
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// One 3x3 point chunk from (0, 0) to (4, 4) whose 2x2 scene map holds scenes 1 2 / 3 1
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static std::string MakeRaw() {
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TestChunk chunk;
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chunk.width = 3;
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chunk.height = 3;
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chunk.scale = 2.0f;
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chunk.colorMapResolution = 2;
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chunk.sceneMap = { 1, 2, 3, 1 };
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return WriteRaw({ chunk });
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}
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Zone* LoadZone() const {
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Game::zoneManager->LoadZone(LWOZONEID(TEST_MAP, 0, 0));
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Zone* zone = Game::zoneManager->GetZoneMut();
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zone->LoadZoneIntoMemory(); // the levels the scenes name aren't written
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Game::zoneManager->BuildSceneGraph();
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return zone;
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}
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static bool Contains(const std::vector<LWOSCENEID>& scenes, LWOSCENEID scene) {
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return std::ranges::find(scenes, scene) != scenes.end();
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}
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};
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TEST_F(ZoneSceneTest, ReadsScenesBoundariesAndTransitions) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetWorldID(), TEST_MAP);
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EXPECT_EQ(zone->GetZoneRawPath(), "test.raw");
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EXPECT_EQ(zone->GetZoneName(), "Test Zone"); // read after the boundary lines
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EXPECT_EQ(zone->GetZonePath(), "maps/testzone/");
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const auto& boundaries = zone->GetBoundaries();
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ASSERT_EQ(boundaries.size(), 2);
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EXPECT_FLOAT_EQ(boundaries[1].normal.z, 1.0f);
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EXPECT_FLOAT_EQ(boundaries[1].point.x, 10.0f);
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EXPECT_FLOAT_EQ(boundaries[1].point.z, 1.0f);
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EXPECT_EQ(boundaries[1].destinationZone.GetMapID(), 1100);
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EXPECT_EQ(boundaries[1].destinationZone.GetInstanceID(), 2);
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EXPECT_EQ(boundaries[1].destinationZone.GetCloneID(), 0);
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EXPECT_EQ(boundaries[1].destinationSceneID, 2);
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EXPECT_FLOAT_EQ(boundaries[1].spawnLocation.y, 6.0f);
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ASSERT_EQ(zone->GetScenes().size(), 5);
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const SceneRef* one = zone->GetScene(LWOSCENEID(1, 0));
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ASSERT_NE(one, nullptr);
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EXPECT_EQ(one->name, "Scene One");
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EXPECT_EQ(one->sceneType, eSceneType::General);
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EXPECT_FLOAT_EQ(one->color.m_Red, 1.0f);
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const SceneRef* global = zone->GetScene(LWOSCENEID(0, 0));
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ASSERT_NE(global, nullptr);
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// stored in the file as red, blue, green
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EXPECT_FLOAT_EQ(global->color.m_Red, 10 / 255.0f);
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EXPECT_FLOAT_EQ(global->color.m_Green, 20 / 255.0f);
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EXPECT_FLOAT_EQ(global->color.m_Blue, 30 / 255.0f);
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const SceneRef* audio = zone->GetScene(LWOSCENEID(3, 1));
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ASSERT_NE(audio, nullptr);
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EXPECT_EQ(audio->sceneType, eSceneType::Audio);
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EXPECT_EQ(zone->GetScene(LWOSCENEID(4, 0)), nullptr);
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const auto& transitions = zone->GetSceneTransitions();
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ASSERT_EQ(transitions.size(), 2);
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ASSERT_EQ(transitions[1].points.size(), 2);
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EXPECT_EQ(transitions[1].points[0].sceneID, LWOSCENEID(2, 0));
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EXPECT_EQ(transitions[1].points[1].sceneID, LWOSCENEID(3, 0));
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EXPECT_FLOAT_EQ(transitions[1].points[1].position.x, 4.0f);
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}
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TEST_F(ZoneSceneTest, ZoneWithoutBoundaryLines) {
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WriteZone("test.raw", 0);
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WriteFile("test.raw", MakeRaw());
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetZoneName(), "Test Zone");
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EXPECT_TRUE(zone->GetBoundaries().empty());
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EXPECT_EQ(zone->GetSceneTransitions().size(), 2);
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}
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// Version 37 has a u32 scene count (a byte before it) and no spawn point; 36 and 37 have named five point transitions
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TEST_F(ZoneSceneTest, ReadsOlderZoneVersions) {
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for (const uint32_t version : { 36u, 37u, 38u, 39u, 40u }) {
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WriteZone("test.raw", 2, version);
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WriteFile("test.raw", MakeRaw());
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetScenes().size(), 4) << version; // before Latest only layer 0 scenes are loaded
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EXPECT_EQ(zone->GetBoundaries().size(), 2) << version;
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EXPECT_EQ(zone->GetZoneRawPath(), "test.raw") << version;
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EXPECT_EQ(zone->GetZoneName(), "Test Zone") << version;
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ASSERT_EQ(zone->GetSceneTransitions().size(), 2) << version;
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const auto& transition = zone->GetSceneTransitions()[1];
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EXPECT_EQ(transition.points.size(), version < 39 ? 5 : 2) << version;
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EXPECT_EQ(transition.points[1].sceneID, LWOSCENEID(3, 0)) << version;
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if (version < 40) {
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EXPECT_EQ(transition.name, "transition") << version;
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EXPECT_FLOAT_EQ(transition.width, 2.5f) << version;
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}
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EXPECT_FALSE(zone->GetZoneRaw().chunks.empty()) << version;
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}
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}
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TEST_F(ZoneSceneTest, SceneAtPosition) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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LoadZone();
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, 100.0f, 0.5f)), LWOSCENEID(1, 0));
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, -50.0f, 3.5f)), LWOSCENEID(2, 0));
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(3.5f, 0.0f, 0.5f)), LWOSCENEID(3, 0));
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(50.0f, 0.0f, 50.0f)), LWOSCENEID(1, 0));
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}
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TEST_F(ZoneSceneTest, SceneGraphFromTransitions) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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LoadZone();
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const auto& graph = Game::zoneManager->GetSceneAdjacencyList();
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EXPECT_EQ(graph.size(), 4); // the audio scene is left out
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EXPECT_FALSE(graph.contains(LWOSCENEID(3, 1)));
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const auto one = Game::zoneManager->GetAdjacentScenes(LWOSCENEID(1, 0));
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EXPECT_EQ(one.size(), 2);
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EXPECT_TRUE(Contains(one, LWOSCENEID(2, 0)));
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EXPECT_TRUE(Contains(one, LWOSCENEID(0, 0)));
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const auto two = Game::zoneManager->GetAdjacentScenes(LWOSCENEID(2, 0));
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EXPECT_EQ(two.size(), 3);
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EXPECT_TRUE(Contains(two, LWOSCENEID(1, 0)));
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EXPECT_TRUE(Contains(two, LWOSCENEID(3, 0)));
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// the global scene is next to every other scene
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const auto global = Game::zoneManager->GetAdjacentScenes(LWOSCENEID(0, 0));
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EXPECT_EQ(global.size(), 3);
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EXPECT_FALSE(Contains(global, LWOSCENEID(0, 0)));
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EXPECT_TRUE(Game::zoneManager->GetAdjacentScenes(LWOSCENEID(9, 0)).empty());
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// building again doesn't add anything twice
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Game::zoneManager->BuildSceneGraph();
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EXPECT_EQ(Game::zoneManager->GetAdjacentScenes(LWOSCENEID(2, 0)).size(), 3);
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}
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TEST_F(ZoneSceneTest, MissingRawStillLoadsTheZone) {
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WriteZone("missing.raw");
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetZoneName(), "Test Zone");
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EXPECT_EQ(zone->GetSceneTransitions().size(), 2);
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EXPECT_TRUE(zone->GetZoneRaw().chunks.empty());
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, 0.0f, 0.5f)), LWOSCENEID_INVALID);
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}
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TEST_F(ZoneSceneTest, UnreadableRawStillLoadsTheZone) {
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WriteZone();
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const auto raw = MakeRaw();
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WriteFile("test.raw", raw.substr(0, raw.size() / 2));
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetZoneName(), "Test Zone");
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EXPECT_TRUE(zone->GetZoneRaw().chunks.empty());
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, 0.0f, 0.5f)), LWOSCENEID_INVALID);
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}
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TEST_F(ZoneSceneTest, SceneCommandsReport) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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LoadZone();
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EntityInfo playerInfo = info;
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playerInfo.pos = NiPoint3(0.5f, 0.0f, 0.5f); // scene 1
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auto player = std::make_unique<Entity>(1, playerInfo);
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// the scene commands only report; they must not fail
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DEVGMCommands::GetScene(player.get(), UNASSIGNED_SYSTEM_ADDRESS, "");
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DEVGMCommands::GetAdjacentScenes(player.get(), UNASSIGNED_SYSTEM_ADDRESS, "");
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}
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