Prepare script lifecycle and data layer
This commit is contained in:
29
tests/scripting/CMakeLists.txt
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29
tests/scripting/CMakeLists.txt
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cmake_minimum_required(VERSION 3.15)
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project(XCEngine_ScriptingTests)
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set(SCRIPTING_TEST_SOURCES
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test_script_field_storage.cpp
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test_script_component.cpp
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)
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add_executable(scripting_tests ${SCRIPTING_TEST_SOURCES})
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if(MSVC)
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set_target_properties(scripting_tests PROPERTIES
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LINK_FLAGS "/NODEFAULTLIB:libcpmt.lib /NODEFAULTLIB:libcmt.lib"
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)
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endif()
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target_link_libraries(scripting_tests PRIVATE
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XCEngine
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GTest::gtest
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GTest::gtest_main
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)
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target_include_directories(scripting_tests PRIVATE
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${CMAKE_SOURCE_DIR}/engine/include
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)
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include(GoogleTest)
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gtest_discover_tests(scripting_tests)
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143
tests/scripting/test_script_component.cpp
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143
tests/scripting/test_script_component.cpp
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#include <gtest/gtest.h>
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#include <XCEngine/Components/ComponentFactoryRegistry.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Scene/Scene.h>
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#include <XCEngine/Scripting/ScriptComponent.h>
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#include <sstream>
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using namespace XCEngine::Components;
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using namespace XCEngine::Scripting;
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namespace {
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TEST(ScriptComponent_Test, DefaultsAreInitializedForNativeDataLayer) {
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ScriptComponent component;
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EXPECT_EQ(component.GetName(), "ScriptComponent");
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EXPECT_NE(component.GetScriptComponentUUID(), 0u);
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EXPECT_EQ(component.GetAssemblyName(), "GameScripts");
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EXPECT_TRUE(component.GetNamespaceName().empty());
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EXPECT_TRUE(component.GetClassName().empty());
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EXPECT_FALSE(component.HasScriptClass());
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EXPECT_TRUE(component.GetFullClassName().empty());
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EXPECT_EQ(component.GetFieldStorage().GetFieldCount(), 0u);
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}
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TEST(ScriptComponent_Test, FullClassNameComposesNamespaceAndClassName) {
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ScriptComponent component;
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component.SetScriptClass("Gameplay.Characters", "PlayerController");
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EXPECT_EQ(component.GetFullClassName(), "Gameplay.Characters.PlayerController");
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component.SetScriptClass("", "Mover");
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EXPECT_EQ(component.GetFullClassName(), "Mover");
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}
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TEST(ScriptComponent_Test, SerializeRoundTripPreservesMetadataAndFields) {
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ScriptComponent original;
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original.SetScriptClass("GameScripts.Runtime", "Gameplay.Characters", "PlayerController");
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ASSERT_TRUE(original.GetFieldStorage().SetFieldValue("DisplayName", std::string("Hero=One;Ready|100%")));
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ASSERT_TRUE(original.GetFieldStorage().SetFieldValue("MoveSpeed", 6.25f));
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ASSERT_TRUE(original.GetFieldStorage().SetFieldValue("Target", GameObjectReference{9988}));
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std::ostringstream stream;
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original.Serialize(stream);
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ScriptComponent restored;
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std::istringstream input(stream.str());
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restored.Deserialize(input);
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std::string displayName;
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float moveSpeed = 0.0f;
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GameObjectReference target;
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EXPECT_EQ(restored.GetScriptComponentUUID(), original.GetScriptComponentUUID());
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EXPECT_EQ(restored.GetAssemblyName(), "GameScripts.Runtime");
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EXPECT_EQ(restored.GetNamespaceName(), "Gameplay.Characters");
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EXPECT_EQ(restored.GetClassName(), "PlayerController");
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EXPECT_EQ(restored.GetFullClassName(), "Gameplay.Characters.PlayerController");
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EXPECT_TRUE(restored.GetFieldStorage().TryGetFieldValue("DisplayName", displayName));
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EXPECT_TRUE(restored.GetFieldStorage().TryGetFieldValue("MoveSpeed", moveSpeed));
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EXPECT_TRUE(restored.GetFieldStorage().TryGetFieldValue("Target", target));
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EXPECT_EQ(displayName, "Hero=One;Ready|100%");
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EXPECT_FLOAT_EQ(moveSpeed, 6.25f);
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EXPECT_EQ(target, GameObjectReference{9988});
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}
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TEST(ScriptComponent_Test, ComponentFactoryRegistryCreatesScriptComponents) {
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GameObject gameObject("ScriptHost");
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auto& registry = ComponentFactoryRegistry::Get();
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EXPECT_TRUE(registry.IsRegistered("ScriptComponent"));
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ScriptComponent* created = dynamic_cast<ScriptComponent*>(registry.CreateComponent(&gameObject, "ScriptComponent"));
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ASSERT_NE(created, nullptr);
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EXPECT_EQ(gameObject.GetComponents<ScriptComponent>().size(), 1u);
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}
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TEST(ScriptComponent_Test, GameObjectCanOwnMultipleScriptComponents) {
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GameObject gameObject("ScriptHost");
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ScriptComponent* first = gameObject.AddComponent<ScriptComponent>();
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ScriptComponent* second = gameObject.AddComponent<ScriptComponent>();
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ASSERT_NE(first, nullptr);
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ASSERT_NE(second, nullptr);
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EXPECT_NE(first, second);
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EXPECT_EQ(gameObject.GetComponents<ScriptComponent>().size(), 2u);
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}
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TEST(ScriptComponent_Test, SceneRoundTripPreservesMultipleScriptComponentsAndFields) {
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Scene scene("Script Scene");
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GameObject* host = scene.CreateGameObject("Host");
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GameObject* targetObject = scene.CreateGameObject("Target");
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ScriptComponent* movement = host->AddComponent<ScriptComponent>();
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movement->SetScriptClass("GameScripts", "Gameplay", "MovementController");
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ASSERT_TRUE(movement->GetFieldStorage().SetFieldValue("Speed", 4.25f));
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ASSERT_TRUE(movement->GetFieldStorage().SetFieldValue("Target", GameObjectReference{targetObject->GetUUID()}));
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ScriptComponent* inventory = host->AddComponent<ScriptComponent>();
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inventory->SetScriptClass("GameScripts", "Gameplay.Inventory", "InventoryWatcher");
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ASSERT_TRUE(inventory->GetFieldStorage().SetFieldValue("Label", std::string("Player|One;Ready=1")));
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ASSERT_TRUE(inventory->GetFieldStorage().SetFieldValue("Slots", int32_t(24)));
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const uint64_t movementUUID = movement->GetScriptComponentUUID();
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const uint64_t inventoryUUID = inventory->GetScriptComponentUUID();
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Scene loadedScene;
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loadedScene.DeserializeFromString(scene.SerializeToString());
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GameObject* loadedHost = loadedScene.Find("Host");
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GameObject* loadedTarget = loadedScene.Find("Target");
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ASSERT_NE(loadedHost, nullptr);
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ASSERT_NE(loadedTarget, nullptr);
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std::vector<ScriptComponent*> loadedScripts = loadedHost->GetComponents<ScriptComponent>();
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ASSERT_EQ(loadedScripts.size(), 2u);
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float speed = 0.0f;
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GameObjectReference loadedReference;
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std::string label;
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int32_t slots = 0;
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EXPECT_EQ(loadedScripts[0]->GetScriptComponentUUID(), movementUUID);
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EXPECT_EQ(loadedScripts[0]->GetAssemblyName(), "GameScripts");
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EXPECT_EQ(loadedScripts[0]->GetFullClassName(), "Gameplay.MovementController");
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EXPECT_TRUE(loadedScripts[0]->GetFieldStorage().TryGetFieldValue("Speed", speed));
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EXPECT_TRUE(loadedScripts[0]->GetFieldStorage().TryGetFieldValue("Target", loadedReference));
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EXPECT_FLOAT_EQ(speed, 4.25f);
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EXPECT_EQ(loadedReference, GameObjectReference{loadedTarget->GetUUID()});
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EXPECT_EQ(loadedScripts[1]->GetScriptComponentUUID(), inventoryUUID);
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EXPECT_EQ(loadedScripts[1]->GetAssemblyName(), "GameScripts");
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EXPECT_EQ(loadedScripts[1]->GetFullClassName(), "Gameplay.Inventory.InventoryWatcher");
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EXPECT_TRUE(loadedScripts[1]->GetFieldStorage().TryGetFieldValue("Label", label));
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EXPECT_TRUE(loadedScripts[1]->GetFieldStorage().TryGetFieldValue("Slots", slots));
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EXPECT_EQ(label, "Player|One;Ready=1");
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EXPECT_EQ(slots, 24);
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}
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} // namespace
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92
tests/scripting/test_script_field_storage.cpp
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92
tests/scripting/test_script_field_storage.cpp
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#include <gtest/gtest.h>
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#include <XCEngine/Scripting/ScriptFieldStorage.h>
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using namespace XCEngine::Math;
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using namespace XCEngine::Scripting;
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namespace {
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TEST(ScriptFieldStorage_Test, StoresRetrievesAndRemovesSupportedValues) {
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ScriptFieldStorage storage;
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EXPECT_TRUE(storage.SetFieldValue("Speed", 3.5f));
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EXPECT_TRUE(storage.SetFieldValue("Accuracy", 0.875));
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EXPECT_TRUE(storage.SetFieldValue("IsAlive", true));
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EXPECT_TRUE(storage.SetFieldValue("Health", int32_t(125)));
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EXPECT_TRUE(storage.SetFieldValue("Score", uint64_t(9001)));
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EXPECT_TRUE(storage.SetFieldValue("DisplayName", std::string("Player One")));
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EXPECT_TRUE(storage.SetFieldValue("Offset2D", Vector2(1.0f, 2.0f)));
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EXPECT_TRUE(storage.SetFieldValue("Velocity", Vector3(3.0f, 4.0f, 5.0f)));
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EXPECT_TRUE(storage.SetFieldValue("Tint", Vector4(0.1f, 0.2f, 0.3f, 1.0f)));
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EXPECT_TRUE(storage.SetFieldValue("Target", GameObjectReference{42}));
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float speed = 0.0f;
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double accuracy = 0.0;
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bool isAlive = false;
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int32_t health = 0;
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uint64_t score = 0;
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std::string displayName;
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Vector2 offset2D;
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Vector3 velocity;
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Vector4 tint;
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GameObjectReference target;
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EXPECT_EQ(storage.GetFieldCount(), 10u);
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EXPECT_TRUE(storage.Contains("Velocity"));
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EXPECT_TRUE(storage.TryGetFieldValue("Speed", speed));
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EXPECT_TRUE(storage.TryGetFieldValue("Accuracy", accuracy));
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EXPECT_TRUE(storage.TryGetFieldValue("IsAlive", isAlive));
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EXPECT_TRUE(storage.TryGetFieldValue("Health", health));
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EXPECT_TRUE(storage.TryGetFieldValue("Score", score));
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EXPECT_TRUE(storage.TryGetFieldValue("DisplayName", displayName));
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EXPECT_TRUE(storage.TryGetFieldValue("Offset2D", offset2D));
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EXPECT_TRUE(storage.TryGetFieldValue("Velocity", velocity));
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EXPECT_TRUE(storage.TryGetFieldValue("Tint", tint));
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EXPECT_TRUE(storage.TryGetFieldValue("Target", target));
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EXPECT_FLOAT_EQ(speed, 3.5f);
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EXPECT_DOUBLE_EQ(accuracy, 0.875);
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EXPECT_TRUE(isAlive);
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EXPECT_EQ(health, 125);
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EXPECT_EQ(score, 9001u);
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EXPECT_EQ(displayName, "Player One");
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EXPECT_EQ(offset2D, Vector2(1.0f, 2.0f));
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EXPECT_EQ(velocity, Vector3(3.0f, 4.0f, 5.0f));
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EXPECT_EQ(tint, Vector4(0.1f, 0.2f, 0.3f, 1.0f));
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EXPECT_EQ(target, GameObjectReference{42});
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EXPECT_TRUE(storage.Remove("IsAlive"));
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EXPECT_FALSE(storage.Contains("IsAlive"));
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EXPECT_EQ(storage.GetFieldCount(), 9u);
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}
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TEST(ScriptFieldStorage_Test, SerializeRoundTripPreservesFieldValues) {
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ScriptFieldStorage original;
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ASSERT_TRUE(original.SetFieldValue("Message", std::string("Ready;Set=Go|100%\nLine2")));
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ASSERT_TRUE(original.SetFieldValue("Scale", Vector3(2.0f, 3.0f, 4.0f)));
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ASSERT_TRUE(original.SetFieldValue("Owner", GameObjectReference{778899}));
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ASSERT_TRUE(original.SetFieldValue("Counter", int32_t(-17)));
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const std::string serialized = original.SerializeToString();
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ScriptFieldStorage restored;
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restored.DeserializeFromString(serialized);
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std::string message;
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Vector3 scale;
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GameObjectReference owner;
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int32_t counter = 0;
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EXPECT_TRUE(restored.TryGetFieldValue("Message", message));
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EXPECT_TRUE(restored.TryGetFieldValue("Scale", scale));
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EXPECT_TRUE(restored.TryGetFieldValue("Owner", owner));
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EXPECT_TRUE(restored.TryGetFieldValue("Counter", counter));
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EXPECT_EQ(message, "Ready;Set=Go|100%\nLine2");
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EXPECT_EQ(scale, Vector3(2.0f, 3.0f, 4.0f));
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EXPECT_EQ(owner, GameObjectReference{778899});
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EXPECT_EQ(counter, -17);
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}
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} // namespace
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