backend-infra-engineer: Release v0.3.2 snapshot
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250
test/integration/dungeon_editor_v2_test.cc
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250
test/integration/dungeon_editor_v2_test.cc
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#include "integration/dungeon_editor_v2_test.h"
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namespace yaze {
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namespace test {
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// ============================================================================
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// Basic Initialization Tests
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, EditorInitialization) {
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// Initialize should not fail
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dungeon_editor_v2_->Initialize();
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EXPECT_TRUE(dungeon_editor_v2_->rom() != nullptr);
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}
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TEST_F(DungeonEditorV2IntegrationTest, RomLoadStatus) {
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EXPECT_TRUE(dungeon_editor_v2_->IsRomLoaded());
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std::string status = dungeon_editor_v2_->GetRomStatus();
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EXPECT_FALSE(status.empty());
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EXPECT_NE(status, "No ROM loaded");
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}
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// ============================================================================
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// Load Tests - Component Delegation
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, LoadAllRooms) {
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// Test that Load() properly delegates to room_loader_
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dungeon_editor_v2_->Initialize();
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auto status = dungeon_editor_v2_->Load();
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ASSERT_TRUE(status.ok()) << "Load failed: " << status.message();
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}
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TEST_F(DungeonEditorV2IntegrationTest, LoadWithoutRom) {
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// Test error handling when ROM is not available
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editor::DungeonEditorV2 editor(nullptr);
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auto status = editor.Load();
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EXPECT_FALSE(status.ok());
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EXPECT_EQ(status.code(), absl::StatusCode::kFailedPrecondition);
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}
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TEST_F(DungeonEditorV2IntegrationTest, LoadSequence) {
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// Test the full initialization sequence
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dungeon_editor_v2_->Initialize();
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auto load_status = dungeon_editor_v2_->Load();
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ASSERT_TRUE(load_status.ok());
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// After loading, Update() should work
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(void)dungeon_editor_v2_->Update();
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}
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// ============================================================================
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// Update Tests - UI Coordination
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, UpdateBeforeLoad) {
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// Update before Load should show loading message but not crash
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auto status = dungeon_editor_v2_->Update();
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EXPECT_TRUE(status.ok());
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}
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TEST_F(DungeonEditorV2IntegrationTest, UpdateAfterLoad) {
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dungeon_editor_v2_->Initialize();
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(void)dungeon_editor_v2_->Load();
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// Update should delegate to components
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auto status = dungeon_editor_v2_->Update();
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EXPECT_TRUE(status.ok());
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}
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// ============================================================================
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// Save Tests - Component Delegation
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, SaveWithoutRom) {
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// Test error handling when ROM is not available
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editor::DungeonEditorV2 editor(nullptr);
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auto status = editor.Save();
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EXPECT_FALSE(status.ok());
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EXPECT_EQ(status.code(), absl::StatusCode::kFailedPrecondition);
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}
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TEST_F(DungeonEditorV2IntegrationTest, SaveAfterLoad) {
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dungeon_editor_v2_->Initialize();
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auto load_status = dungeon_editor_v2_->Load();
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ASSERT_TRUE(load_status.ok());
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// Save should delegate to room objects
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auto save_status = dungeon_editor_v2_->Save();
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EXPECT_TRUE(save_status.ok());
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}
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// ============================================================================
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// Room Management Tests
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, AddRoomTab) {
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dungeon_editor_v2_->Initialize();
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(void)dungeon_editor_v2_->Load();
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// Add a room tab
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dungeon_editor_v2_->add_room(kTestRoomId);
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// This should not crash or fail
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auto status = dungeon_editor_v2_->Update();
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EXPECT_TRUE(status.ok());
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}
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TEST_F(DungeonEditorV2IntegrationTest, AddMultipleRoomTabs) {
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dungeon_editor_v2_->Initialize();
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(void)dungeon_editor_v2_->Load();
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// Add multiple rooms
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dungeon_editor_v2_->add_room(0x00);
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dungeon_editor_v2_->add_room(0x01);
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dungeon_editor_v2_->add_room(0x02);
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auto status = dungeon_editor_v2_->Update();
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EXPECT_TRUE(status.ok());
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}
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// ============================================================================
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// Component Delegation Tests
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, RoomLoaderDelegation) {
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// Verify that Load() delegates to room_loader_
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dungeon_editor_v2_->Initialize();
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auto status = dungeon_editor_v2_->Load();
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// If Load succeeds, room_loader_ must have worked
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EXPECT_TRUE(status.ok());
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}
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TEST_F(DungeonEditorV2IntegrationTest, ComponentsInitializedAfterLoad) {
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dungeon_editor_v2_->Initialize();
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auto status = dungeon_editor_v2_->Load();
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ASSERT_TRUE(status.ok());
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// After Load(), all components should be properly initialized
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// We can't directly test this, but Update() should work
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(void)dungeon_editor_v2_->Update();
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}
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// ============================================================================
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// ROM Management Tests
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, SetRomAfterConstruction) {
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// Create editor without ROM
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editor::DungeonEditorV2 editor;
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EXPECT_EQ(editor.rom(), nullptr);
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// Set ROM
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editor.set_rom(rom_.get());
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EXPECT_EQ(editor.rom(), rom_.get());
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EXPECT_TRUE(editor.IsRomLoaded());
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}
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TEST_F(DungeonEditorV2IntegrationTest, SetRomAndLoad) {
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// Create editor without ROM
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editor::DungeonEditorV2 editor;
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// Set ROM and load
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editor.set_rom(rom_.get());
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editor.Initialize();
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auto status = editor.Load();
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EXPECT_TRUE(status.ok());
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}
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// ============================================================================
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// Unimplemented Methods Tests
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, UnimplementedMethods) {
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// These should return UnimplementedError
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EXPECT_EQ(dungeon_editor_v2_->Undo().code(),
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absl::StatusCode::kUnimplemented);
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EXPECT_EQ(dungeon_editor_v2_->Redo().code(),
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absl::StatusCode::kUnimplemented);
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EXPECT_EQ(dungeon_editor_v2_->Cut().code(),
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absl::StatusCode::kUnimplemented);
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EXPECT_EQ(dungeon_editor_v2_->Copy().code(),
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absl::StatusCode::kUnimplemented);
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EXPECT_EQ(dungeon_editor_v2_->Paste().code(),
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absl::StatusCode::kUnimplemented);
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EXPECT_EQ(dungeon_editor_v2_->Find().code(),
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absl::StatusCode::kUnimplemented);
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}
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// ============================================================================
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// Stress Testing
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, MultipleUpdateCycles) {
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dungeon_editor_v2_->Initialize();
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auto load_status = dungeon_editor_v2_->Load();
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ASSERT_TRUE(load_status.ok());
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// Run multiple update cycles
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for (int i = 0; i < 10; i++) {
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(void)dungeon_editor_v2_->Update();
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}
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}
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// ============================================================================
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// Edge Cases
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// ============================================================================
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TEST_F(DungeonEditorV2IntegrationTest, InvalidRoomId) {
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dungeon_editor_v2_->Initialize();
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(void)dungeon_editor_v2_->Load();
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// Add invalid room ID (beyond 0x128)
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dungeon_editor_v2_->add_room(0x200);
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// Update should handle gracefully
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auto status = dungeon_editor_v2_->Update();
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EXPECT_TRUE(status.ok());
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}
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TEST_F(DungeonEditorV2IntegrationTest, NegativeRoomId) {
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dungeon_editor_v2_->Initialize();
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(void)dungeon_editor_v2_->Load();
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// Add negative room ID
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dungeon_editor_v2_->add_room(-1);
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// Update should handle gracefully
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auto status = dungeon_editor_v2_->Update();
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EXPECT_TRUE(status.ok());
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}
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TEST_F(DungeonEditorV2IntegrationTest, LoadTwice) {
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dungeon_editor_v2_->Initialize();
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// Load twice
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auto status1 = dungeon_editor_v2_->Load();
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auto status2 = dungeon_editor_v2_->Load();
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// Both should succeed
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EXPECT_TRUE(status1.ok());
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EXPECT_TRUE(status2.ok());
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}
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} // namespace test
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} // namespace yaze
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