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Ner'zhul 9d25242c5c PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO
* Move breath to PlayerSAO & LocalPlayer
* Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO
* Migrate m_yaw from Player to LocalPlayer for client
* Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it
* Move pitch to LocalPlayer & PlayerSAO
* Move m_position from Player to LocalPlayer
* Move camera_barely_in_ceiling to LocalPlayer as it's used only there
* use PlayerSAO::m_base_position for Server side positions
* remove a unused variable
* ServerActiveObject::setPos now uses const ref
* use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded
* Move hp from Player to LocalPlayer
* Move m_hp from LuaEntitySAO to UnitSAO
* Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-30 14:53:26 +01:00

89 lines
2.7 KiB
C++

/*
Minetest
Copyright (C) 2010-2016 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "test.h"
#include "exceptions.h"
#include "remoteplayer.h"
#include "content_sao.h"
#include "server.h"
class TestPlayer : public TestBase {
public:
TestPlayer() { TestManager::registerTestModule(this); }
const char *getName() { return "TestPlayer"; }
void runTests(IGameDef *gamedef);
void testSave(IGameDef *gamedef);
void testLoad(IGameDef *gamedef);
};
static TestPlayer g_test_instance;
void TestPlayer::runTests(IGameDef *gamedef)
{
TEST(testSave, gamedef);
TEST(testLoad, gamedef);
}
void TestPlayer::testSave(IGameDef *gamedef)
{
RemotePlayer rplayer("testplayer_save", gamedef->idef());
PlayerSAO sao(NULL, 1, false);
sao.initialize(&rplayer, std::set<std::string>());
rplayer.setPlayerSAO(&sao);
sao.setBreath(10);
sao.setHP(8, true);
sao.setYaw(0.1f, false);
sao.setPitch(0.6f, false);
sao.setBasePosition(v3f(450.2f, -15.7f, 68.1f));
rplayer.save(".", gamedef);
UASSERT(fs::PathExists("testplayer_save"));
}
void TestPlayer::testLoad(IGameDef *gamedef)
{
RemotePlayer rplayer("testplayer_load", gamedef->idef());
PlayerSAO sao(NULL, 1, false);
sao.initialize(&rplayer, std::set<std::string>());
rplayer.setPlayerSAO(&sao);
sao.setBreath(10);
sao.setHP(8, true);
sao.setYaw(0.1f, false);
sao.setPitch(0.6f, false);
sao.setBasePosition(v3f(450.2f, -15.7f, 68.1f));
rplayer.save(".", gamedef);
UASSERT(fs::PathExists("testplayer_load"));
RemotePlayer rplayer_load("testplayer_load", gamedef->idef());
PlayerSAO sao_load(NULL, 2, false);
std::ifstream is("testplayer_load", std::ios_base::binary);
UASSERT(is.good());
rplayer_load.deSerialize(is, "testplayer_load", &sao_load);
is.close();
UASSERT(strcmp(rplayer_load.getName(), "testplayer_load") == 0);
UASSERT(sao_load.getBreath() == 10);
UASSERT(sao_load.getHP() == 8);
UASSERT(sao_load.getYaw() == 0.1f);
UASSERT(sao_load.getPitch() == 0.6f);
UASSERT(sao_load.getBasePosition() == v3f(450.2f, -15.7f, 68.1f));
}