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loose ends and a unit test

This commit is contained in:
Lars 2025-05-21 17:20:57 -07:00
parent 13eca383c4
commit 01df186d0e
3 changed files with 106 additions and 12 deletions

View file

@ -10,6 +10,7 @@
#include "serialization.h"
#include "noise.h"
#include "inventory.h"
#include "voxel.h"
class TestMapBlock : public TestBase
{
@ -33,6 +34,9 @@ public:
// Tests loading a non-standard MapBlock
void testLoadNonStd(IGameDef *gamedef);
// Tests blocks with a single node recurring node
void testMonoblock(IGameDef *gamedef);
};
static TestMapBlock g_test_instance;
@ -45,10 +49,89 @@ void TestMapBlock::runTests(IGameDef *gamedef)
TEST(testLoad29, gamedef);
TEST(testLoad20, gamedef);
TEST(testLoadNonStd, gamedef);
TEST(testMonoblock, gamedef);
}
////////////////////////////////////////////////////////////////////////////////
void TestMapBlock::testMonoblock(IGameDef *gamedef)
{
MapBlock block({}, gamedef);
UASSERT(!block.m_is_mono_block);
MapNode *t = block.data;
for (size_t i = 0; i < MapBlock::nodecount; ++i) {
block.data[i] = MapNode(CONTENT_AIR);
}
// covert to monoblock
block.tryConvertToMonoblock();
UASSERT(block.m_is_mono_block);
UASSERT(block.data[0].param0 == CONTENT_AIR);
UASSERT(block.data != t);
t = block.data;
// get the data(), should deconvert the block
MapNode *d1 = block.getData();
UASSERT(!block.m_is_mono_block);
UASSERT(block.data != t);
UASSERT(block.data == d1);
// covert back to mono block
block.tryConvertToMonoblock();
UASSERT(block.m_is_mono_block);
t = block.data;
// deconvert explicitly
block.deconvertMonoblock();
UASSERT(!block.m_is_mono_block);
UASSERT(block.data != t);
// covert back to mono block
block.tryConvertToMonoblock();
UASSERT(block.m_is_mono_block);
t = block.data;
// set a node, should deconvert the block
block.setNode(5,5,5, MapNode(42));
UASSERT(!block.m_is_mono_block);
UASSERT(block.data != t);
t = block.data;
// cannot covert to mono block
block.tryConvertToMonoblock();
UASSERT(!block.m_is_mono_block);
UASSERT(block.data == t);
// set all nodes to 42
for (size_t i = 0; i < MapBlock::nodecount; ++i) {
block.data[i] = MapNode(42);
}
// can covert to mono block
block.tryConvertToMonoblock();
UASSERT(block.m_is_mono_block);
UASSERT(block.data[0].param0 == 42);
UASSERT(block.data != t);
t = block.data;
VoxelManipulator vmm;
v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
vmm.addArea(VoxelArea(block.getPosRelative(), block.getPosRelative() + data_size + v3s16(1,1,1)));
block.copyTo(vmm);
UASSERT(block.m_is_mono_block);
UASSERT(vmm.getNode({5,5,5}).param0 == 42);
block.setNode(5,5,5,MapNode(23));
t = block.data;
block.copyFrom(vmm);
UASSERT(block.m_is_mono_block);
UASSERT(block.data[0].param0 == 42);
vmm.setNode({5,5,5}, MapNode(23));
block.copyFrom(vmm);
UASSERT(!block.m_is_mono_block);
}
void TestMapBlock::testSaveLoad(IGameDef *gamedef, const u8 version)
{
// Use the bottom node ids for this test