mirror of
https://github.com/Kelsidavis/WoWee.git
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Replace the 2,200-line monolithic AnimationController (goto-driven, single class, untestable) with a composed FSM architecture per refactor.md. New subsystem (src/rendering/animation/ — 16 headers, 10 sources): - CharacterAnimator: FSM composer implementing ICharacterAnimator - LocomotionFSM: idle/walk/run/sprint/jump/swim/strafe - CombatFSM: melee/ranged/spell cast/stun/hit reaction/charge - ActivityFSM: emote/loot/sit-down/sitting/sit-up - MountFSM: idle/run/flight/taxi/fidget/rear-up (per-instance RNG) - AnimCapabilitySet + AnimCapabilityProbe: probe once at model load, eliminate per-frame hasAnimation() linear search - AnimationManager: registry of CharacterAnimator by GUID - EmoteRegistry: DBC-backed emote command → animId singleton - FootstepDriver, SfxStateDriver: extracted from AnimationController animation_ids.hpp/.cpp moved to animation/ subdirectory (452 named constants); all include paths updated. AnimationController retained as thin adapter (~400 LOC): collects FrameInput, delegates to CharacterAnimator, applies AnimOutput. Priority order: Mount > Stun > HitReaction > Spell > Charge > Melee/Ranged > CombatIdle > Emote > Loot > Sit > Locomotion. STAY_IN_STATE policy when all FSMs return valid=false. Bugs fixed: - Remove static mt19937 in mount fidget (shared state across all mounted units) — replaced with per-instance seeded RNG - Remove goto from mounted animation branch (skipped init) - Remove per-frame hasAnimation() calls (now one probe at load) - Fix VK_INDEX_TYPE_UINT16 → UINT32 in shadow pass Tests (4 new suites, all ASAN+UBSan clean): - test_locomotion_fsm: 167 assertions - test_combat_fsm: 125 cases - test_activity_fsm: 112 cases - test_anim_capability: 56 cases docs/ANIMATION_SYSTEM.md added (architecture reference).
210 lines
9.6 KiB
CMake
210 lines
9.6 KiB
CMake
# Unit test infrastructure using Catch2 v3 (amalgamated)
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# Catch2 amalgamated as a library target
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add_library(catch2_main STATIC
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${CMAKE_SOURCE_DIR}/extern/catch2/catch_amalgamated.cpp
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)
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target_include_directories(catch2_main PUBLIC
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${CMAKE_SOURCE_DIR}/extern/catch2
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)
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# Catch2 v3 needs C++17 minimum
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target_compile_features(catch2_main PUBLIC cxx_std_17)
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# ── ASAN / UBSan propagation ────────────────────────────────
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# Collect all test target names so we can apply sanitizer flags at the end.
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set(ALL_TEST_TARGETS "")
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# Helper: register a test target for ASAN/UBSan if enabled.
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macro(register_test_target _target)
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list(APPEND ALL_TEST_TARGETS ${_target})
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endmacro()
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# Shared source files used across multiple tests
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set(TEST_COMMON_SOURCES
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${CMAKE_SOURCE_DIR}/src/core/logger.cpp
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)
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# Include directories matching the main target
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set(TEST_INCLUDE_DIRS
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${CMAKE_SOURCE_DIR}/include
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${CMAKE_SOURCE_DIR}/src
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)
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set(TEST_SYSTEM_INCLUDE_DIRS
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${CMAKE_SOURCE_DIR}/extern
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)
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# ── test_packet ──────────────────────────────────────────────
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add_executable(test_packet
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test_packet.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/network/packet.cpp
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)
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target_include_directories(test_packet PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_packet SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_packet PRIVATE catch2_main)
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add_test(NAME packet COMMAND test_packet)
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register_test_target(test_packet)
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# ── test_srp ─────────────────────────────────────────────────
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add_executable(test_srp
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test_srp.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/auth/srp.cpp
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${CMAKE_SOURCE_DIR}/src/auth/big_num.cpp
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${CMAKE_SOURCE_DIR}/src/auth/crypto.cpp
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)
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target_include_directories(test_srp PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_srp SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_srp PRIVATE catch2_main OpenSSL::SSL OpenSSL::Crypto)
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add_test(NAME srp COMMAND test_srp)
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register_test_target(test_srp)
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# ── test_opcode_table ────────────────────────────────────────
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add_executable(test_opcode_table
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test_opcode_table.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/game/opcode_table.cpp
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)
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target_include_directories(test_opcode_table PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_opcode_table SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_opcode_table PRIVATE catch2_main)
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add_test(NAME opcode_table COMMAND test_opcode_table)
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register_test_target(test_opcode_table)
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# ── test_entity ──────────────────────────────────────────────
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add_executable(test_entity
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test_entity.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/game/entity.cpp
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)
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target_include_directories(test_entity PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_entity SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_entity PRIVATE catch2_main)
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add_test(NAME entity COMMAND test_entity)
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register_test_target(test_entity)
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# ── test_dbc_loader ──────────────────────────────────────────
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add_executable(test_dbc_loader
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test_dbc_loader.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/pipeline/dbc_loader.cpp
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)
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target_include_directories(test_dbc_loader PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_dbc_loader SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_dbc_loader PRIVATE catch2_main)
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add_test(NAME dbc_loader COMMAND test_dbc_loader)
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register_test_target(test_dbc_loader)
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# ── test_m2_structs ──────────────────────────────────────────
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# Header-only struct layout tests — no source files needed
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add_executable(test_m2_structs
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test_m2_structs.cpp
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)
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target_include_directories(test_m2_structs PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_m2_structs SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_m2_structs PRIVATE catch2_main)
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if(TARGET glm::glm)
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target_link_libraries(test_m2_structs PRIVATE glm::glm)
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endif()
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add_test(NAME m2_structs COMMAND test_m2_structs)
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register_test_target(test_m2_structs)
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# ── test_blp_loader ──────────────────────────────────────────
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add_executable(test_blp_loader
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test_blp_loader.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/pipeline/blp_loader.cpp
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)
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target_include_directories(test_blp_loader PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_blp_loader SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_blp_loader PRIVATE catch2_main)
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add_test(NAME blp_loader COMMAND test_blp_loader)
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register_test_target(test_blp_loader)
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# ── test_frustum ─────────────────────────────────────────────
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add_executable(test_frustum
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test_frustum.cpp
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${CMAKE_SOURCE_DIR}/src/rendering/frustum.cpp
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)
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target_include_directories(test_frustum PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_frustum SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_frustum PRIVATE catch2_main)
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if(TARGET glm::glm)
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target_link_libraries(test_frustum PRIVATE glm::glm)
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endif()
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add_test(NAME frustum COMMAND test_frustum)
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register_test_target(test_frustum)
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# ── test_animation_ids ───────────────────────────────────────
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add_executable(test_animation_ids
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test_animation_ids.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/rendering/animation/animation_ids.cpp
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${CMAKE_SOURCE_DIR}/src/pipeline/dbc_loader.cpp
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)
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target_include_directories(test_animation_ids PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_animation_ids SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_animation_ids PRIVATE catch2_main)
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add_test(NAME animation_ids COMMAND test_animation_ids)
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register_test_target(test_animation_ids)
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# ── test_locomotion_fsm ──────────────────────────────────────
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add_executable(test_locomotion_fsm
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test_locomotion_fsm.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/rendering/animation/locomotion_fsm.cpp
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)
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target_include_directories(test_locomotion_fsm PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_locomotion_fsm SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_locomotion_fsm PRIVATE catch2_main)
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add_test(NAME locomotion_fsm COMMAND test_locomotion_fsm)
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register_test_target(test_locomotion_fsm)
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# ── test_combat_fsm ──────────────────────────────────────────
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add_executable(test_combat_fsm
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test_combat_fsm.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/rendering/animation/combat_fsm.cpp
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)
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target_include_directories(test_combat_fsm PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_combat_fsm SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_combat_fsm PRIVATE catch2_main)
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add_test(NAME combat_fsm COMMAND test_combat_fsm)
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register_test_target(test_combat_fsm)
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# ── test_activity_fsm ────────────────────────────────────────
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add_executable(test_activity_fsm
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test_activity_fsm.cpp
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${TEST_COMMON_SOURCES}
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${CMAKE_SOURCE_DIR}/src/rendering/animation/activity_fsm.cpp
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)
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target_include_directories(test_activity_fsm PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_activity_fsm SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_activity_fsm PRIVATE catch2_main)
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add_test(NAME activity_fsm COMMAND test_activity_fsm)
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register_test_target(test_activity_fsm)
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# NPC animator tests removed — NpcAnimator replaced by generic CharacterAnimator
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# ── test_anim_capability ─────────────────────────────────────
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# Header-only struct tests — no source files needed
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add_executable(test_anim_capability
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test_anim_capability.cpp
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)
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target_include_directories(test_anim_capability PRIVATE ${TEST_INCLUDE_DIRS})
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target_include_directories(test_anim_capability SYSTEM PRIVATE ${TEST_SYSTEM_INCLUDE_DIRS})
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target_link_libraries(test_anim_capability PRIVATE catch2_main)
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add_test(NAME anim_capability COMMAND test_anim_capability)
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register_test_target(test_anim_capability)
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# ── ASAN / UBSan for test targets ────────────────────────────
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if(WOWEE_ENABLE_ASAN AND NOT MSVC)
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foreach(_t IN LISTS ALL_TEST_TARGETS)
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target_compile_options(${_t} PRIVATE -fsanitize=address,undefined -fno-omit-frame-pointer)
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target_link_options(${_t} PRIVATE -fsanitize=address,undefined)
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endforeach()
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# catch2_main must also be compiled with the same flags
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target_compile_options(catch2_main PRIVATE -fsanitize=address,undefined -fno-omit-frame-pointer)
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target_link_options(catch2_main PRIVATE -fsanitize=address,undefined)
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message(STATUS "Test targets: ASAN + UBSan ENABLED")
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endif()
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