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Move TestGameDef
to test.h header
This makes the test gamedef available to all test modules. I removed an unused include from test.h and included some stuff we use in test.h, since I had to modify the include list anyway for the change.
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2 changed files with 31 additions and 25 deletions
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@ -32,25 +32,6 @@ content_t t_CONTENT_BRICK;
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//// TestGameDef
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////
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class TestGameDef : public DummyGameDef {
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public:
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TestGameDef();
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~TestGameDef() = default;
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void defineSomeNodes();
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bool joinModChannel(const std::string &channel);
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bool leaveModChannel(const std::string &channel);
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bool sendModChannelMessage(const std::string &channel, const std::string &message);
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ModChannel *getModChannel(const std::string &channel)
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{
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return m_modchannel_mgr->getModChannel(channel);
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}
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private:
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std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
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};
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TestGameDef::TestGameDef() :
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DummyGameDef(),
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@ -4,15 +4,21 @@
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#pragma once
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#include <functional>
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#include <exception>
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#include <sstream>
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#include <vector>
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#include "dummygamedef.h"
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#include "irrlichttypes_bloated.h"
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#include "porting.h"
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#include "filesys.h"
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#include "mapnode.h"
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#include "modchannels.h"
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#include "porting.h"
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#include <cstdio>
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#include <functional>
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#include <iostream>
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#include <memory>
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#include <sstream>
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#include <string>
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#include <utility>
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#include <vector>
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class TestFailedException { // don’t derive from std::exception to avoid accidental catch
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public:
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@ -105,6 +111,25 @@ public:
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}
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};
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class TestGameDef : public DummyGameDef {
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public:
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TestGameDef();
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~TestGameDef() = default;
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void defineSomeNodes();
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bool joinModChannel(const std::string &channel);
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bool leaveModChannel(const std::string &channel);
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bool sendModChannelMessage(const std::string &channel, const std::string &message);
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ModChannel *getModChannel(const std::string &channel)
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{
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return m_modchannel_mgr->getModChannel(channel);
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}
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private:
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std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
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};
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// A few item and node definitions for those tests that need them
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extern content_t t_CONTENT_STONE;
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extern content_t t_CONTENT_GRASS;
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