cleaned up comments from tests

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DawnFire42 2026-06-30 15:29:38 -04:00
parent 6fd4bbaab1
commit 31bdec7b79
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2 changed files with 9 additions and 52 deletions

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@ -1,3 +1,8 @@
/** @file new_counter_id_test.cpp
* @brief Tests for Server_Player::newCounterId() id allocation.
* @ingroup Tests
*/
#include "../movecard_tests/server_test_helpers.h"
#include "game/server_counter.h"
#include "game/server_game.h"
@ -14,10 +19,6 @@ RNG_Abstract *rng = nullptr; // required by linked server code
namespace
{
// Wires up a Server_Player backed by a minimal fake game so that counters can be
// added directly via addCounter() to exercise newCounterId() in isolation.
// newCounterId() depends only on the player's counter map, not on game state,
// so the game never needs to be started.
struct PlayerFixture
{
ServerInfo_User user;
@ -34,17 +35,12 @@ struct PlayerFixture
};
} // namespace
// With no counters at all, the first allocated id must be FirstUserId, never 0.
TEST(NewCounterId, ReturnsFirstUserIdWhenNoCounters)
{
PlayerFixture f;
EXPECT_EQ(f.player.newCounterId(), CounterIds::FirstUserId);
}
// Reserved ids must not drag a new user counter down into the reserved range. The
// ids here (3 and 5) are chosen so a naive "highest id + 1" implementation would
// return 6 (inside the reserved range) and fail this test; only the FirstUserId
// floor yields the correct 10, so this pins the floor against regression.
TEST(NewCounterId, SkipsReservedRangeWhenOnlyReservedCountersExist)
{
PlayerFixture f;
@ -53,7 +49,6 @@ TEST(NewCounterId, SkipsReservedRangeWhenOnlyReservedCountersExist)
EXPECT_EQ(f.player.newCounterId(), CounterIds::FirstUserId);
}
// Once user counters exist, the next id is one above the highest of them.
TEST(NewCounterId, ReturnsNextIdAboveHighestUserCounter)
{
PlayerFixture f;
@ -62,7 +57,6 @@ TEST(NewCounterId, ReturnsNextIdAboveHighestUserCounter)
EXPECT_EQ(f.player.newCounterId(), 16);
}
// A reserved counter present alongside user counters must not affect the result.
TEST(NewCounterId, IgnoresReservedCountersWhenUserCountersPresent)
{
PlayerFixture f;