#include #include #include #include #include #include using namespace XCEngine::Components; using namespace XCEngine::Scripting; namespace { TEST(ScriptComponent_Test, DefaultsAreInitializedForNativeDataLayer) { ScriptComponent component; EXPECT_EQ(component.GetName(), "ScriptComponent"); EXPECT_NE(component.GetScriptComponentUUID(), 0u); EXPECT_EQ(component.GetAssemblyName(), "GameScripts"); EXPECT_TRUE(component.GetNamespaceName().empty()); EXPECT_TRUE(component.GetClassName().empty()); EXPECT_FALSE(component.HasScriptClass()); EXPECT_TRUE(component.GetFullClassName().empty()); EXPECT_EQ(component.GetFieldStorage().GetFieldCount(), 0u); } TEST(ScriptComponent_Test, FullClassNameComposesNamespaceAndClassName) { ScriptComponent component; component.SetScriptClass("Gameplay.Characters", "PlayerController"); EXPECT_EQ(component.GetFullClassName(), "Gameplay.Characters.PlayerController"); component.SetScriptClass("", "Mover"); EXPECT_EQ(component.GetFullClassName(), "Mover"); } TEST(ScriptComponent_Test, SerializeRoundTripPreservesMetadataAndFields) { ScriptComponent original; original.SetScriptClass("GameScripts.Runtime", "Gameplay.Characters", "PlayerController"); ASSERT_TRUE(original.GetFieldStorage().SetFieldValue("DisplayName", std::string("Hero=One;Ready|100%"))); ASSERT_TRUE(original.GetFieldStorage().SetFieldValue("MoveSpeed", 6.25f)); ASSERT_TRUE(original.GetFieldStorage().SetFieldValue("Target", GameObjectReference{9988})); ASSERT_TRUE(original.GetFieldStorage().SetFieldValue("TargetCamera", ComponentReference{9988, 0})); std::ostringstream stream; original.Serialize(stream); ScriptComponent restored; std::istringstream input(stream.str()); restored.Deserialize(input); std::string displayName; float moveSpeed = 0.0f; GameObjectReference target; ComponentReference targetCamera; EXPECT_EQ(restored.GetScriptComponentUUID(), original.GetScriptComponentUUID()); EXPECT_EQ(restored.GetAssemblyName(), "GameScripts.Runtime"); EXPECT_EQ(restored.GetNamespaceName(), "Gameplay.Characters"); EXPECT_EQ(restored.GetClassName(), "PlayerController"); EXPECT_EQ(restored.GetFullClassName(), "Gameplay.Characters.PlayerController"); EXPECT_TRUE(restored.GetFieldStorage().TryGetFieldValue("DisplayName", displayName)); EXPECT_TRUE(restored.GetFieldStorage().TryGetFieldValue("MoveSpeed", moveSpeed)); EXPECT_TRUE(restored.GetFieldStorage().TryGetFieldValue("Target", target)); EXPECT_TRUE(restored.GetFieldStorage().TryGetFieldValue("TargetCamera", targetCamera)); EXPECT_EQ(displayName, "Hero=One;Ready|100%"); EXPECT_FLOAT_EQ(moveSpeed, 6.25f); EXPECT_EQ(target, GameObjectReference{9988}); EXPECT_EQ(targetCamera, (ComponentReference{9988, 0})); } TEST(ScriptComponent_Test, ComponentFactoryRegistryCreatesScriptComponents) { GameObject gameObject("ScriptHost"); auto& registry = ComponentFactoryRegistry::Get(); EXPECT_TRUE(registry.IsRegistered("ScriptComponent")); ScriptComponent* created = dynamic_cast(registry.CreateComponent(&gameObject, "ScriptComponent")); ASSERT_NE(created, nullptr); EXPECT_EQ(gameObject.GetComponents().size(), 1u); } TEST(ScriptComponent_Test, GameObjectCanOwnMultipleScriptComponents) { GameObject gameObject("ScriptHost"); ScriptComponent* first = gameObject.AddComponent(); ScriptComponent* second = gameObject.AddComponent(); ASSERT_NE(first, nullptr); ASSERT_NE(second, nullptr); EXPECT_NE(first, second); EXPECT_EQ(gameObject.GetComponents().size(), 2u); } TEST(ScriptComponent_Test, SceneRoundTripPreservesMultipleScriptComponentsAndFields) { Scene scene("Script Scene"); GameObject* host = scene.CreateGameObject("Host"); GameObject* targetObject = scene.CreateGameObject("Target"); ScriptComponent* movement = host->AddComponent(); movement->SetScriptClass("GameScripts", "Gameplay", "MovementController"); ASSERT_TRUE(movement->GetFieldStorage().SetFieldValue("Speed", 4.25f)); ASSERT_TRUE(movement->GetFieldStorage().SetFieldValue("Target", GameObjectReference{targetObject->GetUUID()})); ScriptComponent* inventory = host->AddComponent(); inventory->SetScriptClass("GameScripts", "Gameplay.Inventory", "InventoryWatcher"); ASSERT_TRUE(inventory->GetFieldStorage().SetFieldValue("Label", std::string("Player|One;Ready=1"))); ASSERT_TRUE(inventory->GetFieldStorage().SetFieldValue("Slots", int32_t(24))); const uint64_t movementUUID = movement->GetScriptComponentUUID(); const uint64_t inventoryUUID = inventory->GetScriptComponentUUID(); Scene loadedScene; loadedScene.DeserializeFromString(scene.SerializeToString()); GameObject* loadedHost = loadedScene.Find("Host"); GameObject* loadedTarget = loadedScene.Find("Target"); ASSERT_NE(loadedHost, nullptr); ASSERT_NE(loadedTarget, nullptr); std::vector loadedScripts = loadedHost->GetComponents(); ASSERT_EQ(loadedScripts.size(), 2u); float speed = 0.0f; GameObjectReference loadedReference; std::string label; int32_t slots = 0; EXPECT_EQ(loadedScripts[0]->GetScriptComponentUUID(), movementUUID); EXPECT_EQ(loadedScripts[0]->GetAssemblyName(), "GameScripts"); EXPECT_EQ(loadedScripts[0]->GetFullClassName(), "Gameplay.MovementController"); EXPECT_TRUE(loadedScripts[0]->GetFieldStorage().TryGetFieldValue("Speed", speed)); EXPECT_TRUE(loadedScripts[0]->GetFieldStorage().TryGetFieldValue("Target", loadedReference)); EXPECT_FLOAT_EQ(speed, 4.25f); EXPECT_EQ(loadedReference, GameObjectReference{loadedTarget->GetUUID()}); EXPECT_EQ(loadedScripts[1]->GetScriptComponentUUID(), inventoryUUID); EXPECT_EQ(loadedScripts[1]->GetAssemblyName(), "GameScripts"); EXPECT_EQ(loadedScripts[1]->GetFullClassName(), "Gameplay.Inventory.InventoryWatcher"); EXPECT_TRUE(loadedScripts[1]->GetFieldStorage().TryGetFieldValue("Label", label)); EXPECT_TRUE(loadedScripts[1]->GetFieldStorage().TryGetFieldValue("Slots", slots)); EXPECT_EQ(label, "Player|One;Ready=1"); EXPECT_EQ(slots, 24); } } // namespace