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https://github.com/pmmp/PocketMine-MP.git
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previously, we were sometimes using 'mob head' and other times 'skull', sometimes even within the same file.
85 lines
3.3 KiB
PHP
85 lines
3.3 KiB
PHP
<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\data\bedrock\block\convert;
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use PHPUnit\Framework\TestCase;
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use pocketmine\block\BaseBanner;
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use pocketmine\block\Bed;
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use pocketmine\block\BlockTypeIds;
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use pocketmine\block\CaveVines;
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use pocketmine\block\MobHead;
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use pocketmine\block\RuntimeBlockStateRegistry;
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use pocketmine\data\bedrock\block\BlockStateDeserializeException;
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use pocketmine\data\bedrock\block\BlockStateSerializeException;
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use function print_r;
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final class BlockSerializerDeserializerTest extends TestCase{
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private BlockStateToObjectDeserializer $deserializer;
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private BlockObjectToStateSerializer $serializer;
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public function setUp() : void{
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$this->deserializer = new BlockStateToObjectDeserializer();
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$this->serializer = new BlockObjectToStateSerializer();
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}
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public function testAllKnownBlockStatesSerializableAndDeserializable() : void{
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foreach(RuntimeBlockStateRegistry::getInstance()->getAllKnownStates() as $block){
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try{
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$blockStateData = $this->serializer->serializeBlock($block);
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}catch(BlockStateSerializeException $e){
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self::fail($e->getMessage());
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}
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try{
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$newBlock = $this->deserializer->deserializeBlock($blockStateData);
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}catch(BlockStateDeserializeException $e){
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self::fail($e->getMessage());
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}
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if($block->getTypeId() === BlockTypeIds::POTION_CAULDRON){
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//this pretends to be a water cauldron in the blockstate, and stores its actual data in the blockentity
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continue;
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}
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//The following are workarounds for differences in blockstate representation in Bedrock vs PM
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//In some cases, some properties are not stored in the blockstate (but rather in the block entity NBT), but
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//they do form part of the internal blockstate hash in PM. In other cases, PM allows representing states
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//that don't exist in Bedrock, such as the cave vines head without berries, which is a state that visually
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//exists in Bedrock, but doesn't have its own ID.
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//This leads to inconsistencies when serializing and deserializing blockstates which we need to correct for.
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if(
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($block instanceof BaseBanner && $newBlock instanceof BaseBanner) ||
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($block instanceof Bed && $newBlock instanceof Bed)
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){
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$newBlock->setColor($block->getColor());
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}elseif($block instanceof MobHead && $newBlock instanceof MobHead){
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$newBlock->setMobHeadType($block->getMobHeadType());
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}elseif($block instanceof CaveVines && $newBlock instanceof CaveVines && !$block->hasBerries()){
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$newBlock->setHead($block->isHead());
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}
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self::assertSame($block->getStateId(), $newBlock->getStateId(), "Mismatch of blockstate for " . $block->getName() . ", " . print_r($block, true) . " vs " . print_r($newBlock, true));
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}
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}
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}
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