bool UnitTests::TileRoad_Test1() { //Serialise method & Load constructor bool _result = true; TA::SaveGameManager *sgm = TA::SaveGameManager::GetInstance(); TA::Game *game = TA::Game::getInstance(); // Create character object and set object id for it std::shared_ptr<TileRoad> _object(new TileRoad()); _object->setX(666); // Save the character object by using its serialise method std::ofstream ofs("unittest_savegame.dat", std::ios::binary); _object->serialise(ofs); ofs.close(); //Reset _character1 to be sure we are not using old data... _object.reset(); // Create new character object by using load constructor std::ifstream ifs("unittest_savegame.dat", std::ios::binary); std::shared_ptr<TileRoad> _object2(new TileRoad(ifs)); ifs.close(); _result = (_object2->getX() == 666); return _result; }
bool UnitTests::Character_Test3() { //Serialise method & Load constructor bool _result = true; TA::SaveGameManager *sgm = TA::SaveGameManager::GetInstance(); TA::Game *game = TA::Game::getInstance(); // Create character object and set object id for it std::shared_ptr<CharacterSimple> _object(new CharacterSimple()); _object->SetObjectId(666); // Save the character object by using its serialise method std::ofstream ofs("unittest_savegame.dat", std::ios::binary); _object->serialise(ofs); ofs.close(); // Create new character object by using load constructor std::ifstream ifs("unittest_savegame.dat", std::ios::binary); std::shared_ptr<CharacterSimple> _object2(new CharacterSimple(ifs)); ifs.close(); _result = (_object2->GetObjectId() == 666); return _result; }
bool AccessControl::onObject(User *u, Scheme *s, Action a, data::Value &obj, data::Value &patch, apr::array<InputFile> &files) const { if (useAdminPrivileges(u)) { return true; } auto objIt = _objects.find(s); if (objIt != _objects.end() && objIt->second) { return objIt->second(u, s, a, obj, patch, files); } else if (_object) { return _object(u, s, a, obj, patch, files); } return true; }
/** * Return the contact through which the request was made. * * \return A pointer to the Contact object. */ ContactPtr PendingContactInfo::contact() const { return ContactPtr(qobject_cast<Contact*>((Contact*) _object().data())); }
Object_p Interface::holder() { return Object_p( _object() ); }
Interface_p Interface::ptr() { return Interface_p(_object(),this); }