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Live answered PlayerLoaded with PlayerReady to the player and then a second PlayerReady to the zone control object (0x3FFFFFFFFFFE), both to the loading client: 235 of 237 captured loads carry exactly that pair. DLU sent only the first. The zone control object's client-side zone scripts are what can react to it (inferred: the client's component handlers only act on the player's own PlayerReady). Check: load into Avant Gardens, Nimbus Station, a property and an instance (a survival or dragon battle): the zone plays its intro, music and UI as before and nothing is stuck waiting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
34 lines
1.0 KiB
CMake
34 lines
1.0 KiB
CMake
SET(DGAMEMESSAGES_TESTS
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"ActivityMessagesTests.cpp"
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"BuildingMessagesTests.cpp"
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"CombatMessagesTests.cpp"
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"GameMessageTests.cpp"
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"GameMsgSplitTests.cpp"
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"EffectsMessagesTests.cpp"
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"InventoryMessagesTests.cpp"
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"MissionMessagesTests.cpp"
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"PetMessagesTests.cpp"
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"PropertyMessagesTests.cpp"
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"RacingMessagesTests.cpp"
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"RemainingMessagesTests.cpp"
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"SkillMessagesTests.cpp"
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"UnSmashTests.cpp"
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"VendorMessagesTests.cpp"
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"LegacyGameMessageTests.cpp"
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"GameMessageDecoderTests.cpp"
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"HotPropertyMessageTests.cpp"
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"ClientMessagesTests.cpp"
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"LoadSequenceTests.cpp")
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# Get the folder name and prepend it to the files above
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get_filename_component(thisFolderName ${CMAKE_CURRENT_SOURCE_DIR} NAME)
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list(TRANSFORM DGAMEMESSAGES_TESTS PREPEND "${thisFolderName}/")
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# Copy test files to testing directory
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add_subdirectory(TestBitStreams)
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list(TRANSFORM GAMEMESSAGE_TESTBITSTREAMS PREPEND "${thisFolderName}/")
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set(GAMEMESSAGE_TESTBITSTREAMS ${GAMEMESSAGE_TESTBITSTREAMS} PARENT_SCOPE)
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# Export to parent scope
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set(DGAMEMESSAGES_TESTS ${DGAMEMESSAGES_TESTS} PARENT_SCOPE)
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