Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Building Fields & Properties #980

Merged
merged 1 commit into from
Sep 28, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
109 changes: 109 additions & 0 deletions source/E2E.Tests/Services/Buildings/BuildingSyncTests.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,109 @@
using Common.Util;
using E2E.Tests.Environment;
using E2E.Tests.Environment.Instance;
using E2E.Tests.Util;
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TaleWorlds.CampaignSystem.Party.PartyComponents;
using TaleWorlds.CampaignSystem.Settlements;
using TaleWorlds.CampaignSystem.Settlements.Buildings;
using Xunit.Abstractions;

namespace E2E.Tests.Services.Buildings
{
public class BuildingSyncTests : IDisposable
{
E2ETestEnvironment TestEnvironment { get; }

EnvironmentInstance Server => TestEnvironment.Server;

IEnumerable<EnvironmentInstance> Clients => TestEnvironment.Clients;

private readonly string BuildingId;
private readonly string TownId;
private int newInt = 50;
private float newFloat = 25f;

public BuildingSyncTests(ITestOutputHelper output)
{
TestEnvironment = new E2ETestEnvironment(output);

var building = GameObjectCreator.CreateInitializedObject<Building>();
var town = GameObjectCreator.CreateInitializedObject<Town>();

// Create objects on the server
Assert.True(Server.ObjectManager.AddNewObject(building, out BuildingId));
Assert.True(Server.ObjectManager.AddNewObject(town, out TownId));

// Create objects on all clients
foreach (var client in Clients)
{
Assert.True(client.ObjectManager.AddExisting(BuildingId, building));
Assert.True(client.ObjectManager.AddExisting(TownId, town));
}
}

public void Dispose()
{
TestEnvironment.Dispose();
}

[Fact]
public void Server_Building_Sync()
{
// Arrange
var server = TestEnvironment.Server;

var hitpointsField = AccessTools.Field(typeof(Building), nameof(Building._hitpoints));
var currentLevelField = AccessTools.Field(typeof(Building), nameof(Building._currentLevel));
var isCurrentlyDefaultField = AccessTools.Field(typeof(Building), nameof(Building.IsCurrentlyDefault));
var buildingProgressField = AccessTools.Field(typeof(Building), nameof(Building.BuildingProgress));

// Get field intercept to use on the server to simulate the field changing
var hitpointsIntercept = TestEnvironment.GetIntercept(hitpointsField);
var currentLevelIntercept = TestEnvironment.GetIntercept(currentLevelField);
var isCurrentlyDefaultIntercept = TestEnvironment.GetIntercept(isCurrentlyDefaultField);
var buildingProgressIntercept = TestEnvironment.GetIntercept(buildingProgressField);

// Act
server.Call(() =>
{
Assert.True(server.ObjectManager.TryGetObject<Building>(BuildingId, out var serverBuilding));
Assert.True(server.ObjectManager.TryGetObject<Town>(TownId, out var serverTown));

// Simulate the field changing
hitpointsIntercept.Invoke(null, new object[] { serverBuilding, newFloat });
currentLevelIntercept.Invoke(null, new object[] { serverBuilding, newInt });
isCurrentlyDefaultIntercept.Invoke(null, new object[] { serverBuilding, true });
buildingProgressIntercept.Invoke(null, new object[] { serverBuilding, newFloat });

serverBuilding.Town = serverTown;

Assert.Equal(newFloat, serverBuilding._hitpoints);
Assert.Equal(newInt, serverBuilding._currentLevel);
Assert.True(serverBuilding.IsCurrentlyDefault);
Assert.Equal(newFloat, serverBuilding.BuildingProgress);

Assert.Equal(serverTown, serverBuilding.Town);
});

// Assert
foreach (var client in Clients)
{
Assert.True(client.ObjectManager.TryGetObject<Building>(BuildingId, out var clientBuilding));
Assert.True(client.ObjectManager.TryGetObject<Town>(TownId, out var clientTown));

Assert.Equal(newFloat, clientBuilding._hitpoints);
Assert.Equal(newInt, clientBuilding._currentLevel);
Assert.True(clientBuilding.IsCurrentlyDefault);
Assert.Equal(newFloat, clientBuilding.BuildingProgress);

Assert.Equal(clientTown, clientBuilding.Town);
}
}
}
}
2 changes: 2 additions & 0 deletions source/E2E.Tests/Util/GameObjectCreator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
using TaleWorlds.CampaignSystem.Party;
using TaleWorlds.CampaignSystem.Party.PartyComponents;
using TaleWorlds.CampaignSystem.Settlements;
using TaleWorlds.CampaignSystem.Settlements.Buildings;
using TaleWorlds.CampaignSystem.Settlements.Workshops;
using TaleWorlds.CampaignSystem.Siege;

Expand Down Expand Up @@ -33,6 +34,7 @@ internal class GameObjectCreator
{ typeof(SiegeEvent), new SiegeEventBuilder() },
{ typeof(Workshop), new WorkshopBuilder() },
{ typeof(WorkshopType), new WorkshopTypeBuilder() },
{ typeof(Building), new BuildingBuilder() },
};

public static T CreateInitializedObject<T>()
Expand Down
14 changes: 14 additions & 0 deletions source/E2E.Tests/Util/ObjectBuilders/BuildingBuilder.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,14 @@
using TaleWorlds.CampaignSystem.Settlements;
using TaleWorlds.CampaignSystem.Settlements.Buildings;

namespace E2E.Tests.Util.ObjectBuilders;
internal class BuildingBuilder : IObjectBuilder
{
public object Build()
{
var town = GameObjectCreator.CreateInitializedObject<Town>();
var buildingType = new BuildingType("testBuildingType");

return new Building(buildingType, town);
}
}
31 changes: 31 additions & 0 deletions source/GameInterface/Services/Buildings/BuildingSync.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,31 @@
using GameInterface.AutoSync;
using HarmonyLib;
using Helpers;
using System;
using System.Collections.Generic;
using System.Text;
using TaleWorlds.CampaignSystem.CampaignBehaviors;
using TaleWorlds.CampaignSystem.Settlements;
using TaleWorlds.CampaignSystem.Settlements.Buildings;

namespace GameInterface.Services.Buildings
{
internal class BuildingSync : IAutoSync
{
public BuildingSync(IAutoSyncBuilder autoSyncBuilder)
{
autoSyncBuilder.AddField(AccessTools.Field(typeof(Building), nameof(Building._hitpoints)));

autoSyncBuilder.AddField(AccessTools.Field(typeof(Building), nameof(Building._currentLevel)));

autoSyncBuilder.AddField(AccessTools.Field(typeof(Building), nameof(Building.IsCurrentlyDefault)));
autoSyncBuilder.AddFieldChangeMethod(AccessTools.Method(typeof(BuildingHelper), nameof(BuildingHelper.ChangeDefaultBuilding)));
autoSyncBuilder.AddFieldChangeMethod(AccessTools.Method(typeof(BuildingsCampaignBehavior), nameof(BuildingsCampaignBehavior.BuildDevelopmentsAtGameStart)));

autoSyncBuilder.AddField(AccessTools.Field(typeof(Building), nameof(Building.BuildingProgress)));
autoSyncBuilder.AddFieldChangeMethod(AccessTools.Method(typeof(Town), nameof(Town.TickCurrentBuilding)));

autoSyncBuilder.AddProperty(AccessTools.Property(typeof(Building), nameof(Building.Town)));
}
}
}