Remove build_array and build_dictionary from tests

This commit is contained in:
kit
2025-03-28 15:36:41 -04:00
parent 6c9765d87e
commit f7c182371e
11 changed files with 223 additions and 356 deletions

View File

@@ -36,17 +36,6 @@
#include "../multiplayer_spawner.h"
namespace TestMultiplayerSpawner {
static inline Array build_array() {
return Array();
}
template <typename... Targs>
static inline Array build_array(Variant item, Targs... Fargs) {
Array a = build_array(Fargs...);
a.push_front(item);
return a;
}
class Wasp : public Node {
GDCLASS(Wasp, Node);

View File

@@ -36,17 +36,6 @@
#include "../scene_multiplayer.h"
namespace TestSceneMultiplayer {
static inline Array build_array() {
return Array();
}
template <typename... Targs>
static inline Array build_array(Variant item, Targs... Fargs) {
Array a = build_array(Fargs...);
a.push_front(item);
return a;
}
TEST_CASE("[Multiplayer][SceneMultiplayer] Defaults") {
Ref<SceneMultiplayer> scene_multiplayer;
scene_multiplayer.instantiate();
@@ -175,7 +164,7 @@ TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Send Authentication") {
Ref<MultiplayerPeer> multiplayer_peer = scene_multiplayer->get_multiplayer_peer();
int peer_id = 42;
multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
SIGNAL_CHECK("peer_authenticating", build_array(build_array(peer_id)));
SIGNAL_CHECK("peer_authenticating", { { peer_id } });
CHECK_EQ(scene_multiplayer->send_auth(peer_id, String("It's me").to_ascii_buffer()), Error::OK);
@@ -193,7 +182,7 @@ TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Send Authentication") {
int peer_id = 42;
multiplayer_peer->emit_signal(SNAME("peer_connected"), peer_id);
multiplayer_peer->emit_signal(SNAME("peer_disconnected"), peer_id);
SIGNAL_CHECK("peer_authentication_failed", build_array(build_array(peer_id)));
SIGNAL_CHECK("peer_authentication_failed", { { peer_id } });
SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
}
@@ -215,7 +204,7 @@ TEST_CASE("[Multiplayer][SceneMultiplayer][SceneTree] Send Authentication") {
CHECK_EQ(scene_multiplayer->poll(), Error::OK);
SIGNAL_CHECK("peer_authentication_failed", build_array(build_array(first_peer_id), build_array(second_peer_id)));
SIGNAL_CHECK("peer_authentication_failed", Array({ { first_peer_id }, { second_peer_id } }));
SIGNAL_UNWATCH(scene_multiplayer.ptr(), "peer_authentication_failed");
}