Files
DarkflameServer/tests/dGameTests/CMakeLists.txt
Aaron Kimbrell 81db3a94ac fix(currency): SetCurrency names its source the way live did
Live filled SetCurrency's source fields per source type (16,816 decoded
live SetCurrency): pickups carry the position the client picked the
coins up at (the one in its PickupCurrency) and no source; mission,
achievement and activity rewards name the player (object and LOT 1);
vendor buys, sells and buybacks name the vendor and its LOT; trades
carry the trade ID; death, mail and everything else name nothing. No
live SetCurrency sets loot_type. DLU wrote a present source LOT of 0,
no object and a zero position for all of them.

The position is the one the client uses: for pickups it projects it to
the screen as the start of the coin counter animation
(LWOCharacterComponent::SetCurrency), so it started from the world
origin before. PickupCurrency now reads that position (the client
always sends it). The trade ID is an 8-byte object ID in the client;
DLU declared it 4 bytes, which only never broke because it was never
set.

Check: pick up coins and watch the coin counter animate from where the
coins were; buy and sell at a vendor, finish a mission and trade coins
with another player, and the coin total updates each time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:49:42 -05:00

54 lines
1.8 KiB
CMake

set(DGAMETEST_SOURCES
"GameDependencies.cpp"
"LUBitStreamTests.cpp"
"MailIdPinTests.cpp"
"EconomyLedgerTests.cpp"
"PlayerReportsLimitTests.cpp"
"SlashCommandPermissionTests.cpp"
"StaleSaveGuardTests.cpp"
"ContrabandTests.cpp"
"KnockbackTests.cpp"
"CollisionFilterTests.cpp"
"ItemSetPassiveAbilityTests.cpp"
"PowerUpStatisticTests.cpp"
"PlayerStatisticTests.cpp"
"BrickByBrickTests.cpp"
"PropertyBuildersTests.cpp"
"ModularBuildTableTests.cpp"
"UgcManifestTests.cpp"
"SceneGhostingTests.cpp"
"HolidayEventsTests.cpp"
"SetCurrencySourceTests.cpp"
)
add_subdirectory(dComponentsTests)
list(APPEND DGAMETEST_SOURCES ${DCOMPONENTS_TESTS})
add_subdirectory(dGameMessagesTests)
list(APPEND DGAMETEST_SOURCES ${DGAMEMESSAGES_TESTS})
add_subdirectory(dNetTests)
list(APPEND DGAMETEST_SOURCES ${DNET_TESTS})
file(COPY ${GAMEMESSAGE_TESTBITSTREAMS} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
file(COPY ${COMPONENT_TEST_DATA} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
# Add the executable. Remember to add all tests above this!
add_executable(dGameTests ${DGAMETEST_SOURCES})
target_include_directories(dGameTests PRIVATE "." "${PROJECT_SOURCE_DIR}/dChatServer" "${PROJECT_SOURCE_DIR}/dScripts")
# Tests against the live CDClient look for it in the source tree's build folder
target_compile_definitions(dGameTests PRIVATE PROJECT_SOURCE_DIR="${PROJECT_SOURCE_DIR}")
if(APPLE)
add_custom_target(dGameTestsLink
${CMAKE_COMMAND} -E copy $<TARGET_FILE:MariaDB::ConnCpp> ${CMAKE_CURRENT_BINARY_DIR})
add_dependencies(dGameTests dGameTestsLink)
endif()
target_link_libraries(dGameTests ${COMMON_LIBRARIES} GTest::gtest_main
dGame dScripts dPhysics Detour Recast tinyxml2 dWorldServer dZoneManager dChatFilter dNavigation bcrypt MD5)
# Discover the tests
gtest_discover_tests(dGameTests)