DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
服务端(Go): - GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面 - GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新 - 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新) - 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍 - 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0) - 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算 启动器(Python/JS): - 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭 - GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐) - 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
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package dnfbridge
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import (
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"testing"
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"longheng.io/server/internal/modules/dnf/channelcatalog"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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"longheng.io/server/internal/modules/dnf/raid"
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)
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type runtimeRaidDisconnectFixture struct {
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service *Service
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queue *fakeCurrentDungeonDeathTimerQueue
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raidKey uint32
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sessions map[uint16]*gameSession
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}
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func newRuntimeRaidDisconnectFixture(t *testing.T, memberIDs ...uint16) runtimeRaidDisconnectFixture {
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t.Helper()
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queue := newFakeCurrentDungeonDeathTimerQueue()
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service := &Service{
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options: options{gameUpperBodyCodec: gameUpperBodyCodecPlain},
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raids: make(map[uint32]*runtimeRaidState),
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onlinePlayers: newOnlinePlayerManager(),
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gameplayTimers: queue,
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}
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channel := channelcatalog.Channel{ID: 200, Type: 23, Name: "anton", Port: 10200}
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fixture := runtimeRaidDisconnectFixture{
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service: service,
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queue: queue,
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raidKey: 0x00c80600,
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sessions: make(map[uint16]*gameSession, len(memberIDs)),
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}
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members := make([]runtimeRaidMemberState, 0, len(memberIDs))
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for i, id := range memberIDs {
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session := &gameSession{conn: &bufferConn{}, channel: channel}
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service.bindGameSessionCharacter(session, id)
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fixture.sessions[id] = session
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members = append(members, runtimeRaidMemberState{
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CharID: id,
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GroupIndex: byte(i/runtimeRaidGroupSize) + 1,
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SlotOrder: byte(i % runtimeRaidGroupSize),
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UserState: runtimeRaidMemberUserStateOnline,
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HPPercent: 100,
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MPPercent: 100,
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})
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}
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service.raids[fixture.raidKey] = &runtimeRaidState{
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RaidKey: fixture.raidKey,
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LeaderID: memberIDs[0],
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TailFlag: 5,
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NameBytes: []byte("anton"),
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Members: members,
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}
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return fixture
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}
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func (f runtimeRaidDisconnectFixture) state(t *testing.T) runtimeRaidState {
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t.Helper()
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f.service.raidMu.Lock()
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defer f.service.raidMu.Unlock()
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state := f.service.raids[f.raidKey]
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if state == nil {
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return runtimeRaidState{}
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}
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return cloneRuntimeRaidState(*state)
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}
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func (f runtimeRaidDisconnectFixture) userState(t *testing.T, id uint16) byte {
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t.Helper()
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state := f.state(t)
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index := runtimeRaidMemberIndex(state, id)
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if index < 0 {
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t.Fatalf("member %d is not in the roster: %+v", id, state.Members)
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}
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return state.Members[index].UserState
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}
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func (f runtimeRaidDisconnectFixture) disconnect(t *testing.T, id uint16) *fakeCurrentDungeonDeathTimerTask {
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t.Helper()
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before, _, _ := f.queue.counts()
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f.service.unbindGameSession(f.sessions[id])
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after, _, _ := f.queue.counts()
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if after != before+1 {
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t.Fatalf("disconnect of %d scheduled %d timers, want 1", id, after-before)
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}
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task := f.queue.task(t, after-1)
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if task.name != runtimeRaidDisconnectTimerName(f.raidKey, id) || task.delay != runtimeRaidDisconnectGrace {
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t.Fatalf("disconnect timer=%s delay=%s want=%s/%s", task.name, task.delay, runtimeRaidDisconnectTimerName(f.raidKey, id), runtimeRaidDisconnectGrace)
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}
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return task
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}
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func TestRuntimeRaidDisconnectReservesSeatAndMarksRowOffline(t *testing.T) {
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fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
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leaderConn := fixture.sessions[1001].conn.(*bufferConn)
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leaderConn.write.Reset()
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fixture.disconnect(t, 1002)
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state := fixture.state(t)
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if runtimeRaidMemberIndex(state, 1002) < 0 {
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t.Fatal("disconnect removed the member immediately")
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}
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if fixture.userState(t, 1002) != runtimeRaidMemberUserStateOffline {
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t.Fatal("disconnected member row was not marked offline")
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}
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if reservation, ok := fixture.service.raidDisconnects[1002]; !ok || reservation.RaidKey != fixture.raidKey {
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t.Fatalf("no disconnect reservation recorded: %+v", fixture.service.raidDisconnects)
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}
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// A dropped connection leaves the ordinary party, and the squad label is
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// derived from that party: the row goes back to standby. Operator rule
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// 2026-09-27: 「攻坚队被顶号 掉线 本来就要掉编制」. The member keeps his seat (and
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// his frozen phase row) inside the grace window -- only the live roster the
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// 攻击队 window draws is rewritten.
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if index := runtimeRaidMemberIndex(state, 1002); state.Members[index].GroupIndex != 0 {
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t.Fatalf("disconnected member kept squad %d, want standby 0", state.Members[index].GroupIndex)
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}
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packets := runtimeRaidPeerTake(t, fixture.sessions[1001])
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// The teardown publishes two refreshes: the squad clear, then the offline
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// row. The roster the survivors are left looking at is the last one.
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var refresh dnfproto.ChannelPacket
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found := false
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for _, packet := range packets {
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if packet.Header.MsgID == raid.RaidMemberRefreshMsgID {
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refresh, found = packet, true
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}
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}
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if !found {
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t.Fatal("remaining members received no roster refresh after the disconnect")
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}
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want, err := raid.BuildMemberRefreshMode3Body(runtimeRaidMemberRefresh(state))
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if err != nil {
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t.Fatal(err)
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}
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if string(refresh.Body) != string(want) {
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t.Fatalf("refresh body=%x want=%x", refresh.Body, want)
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}
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}
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func TestRuntimeRaidReconnectRestoresSeatAndCancelsGrace(t *testing.T) {
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fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002)
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task := fixture.disconnect(t, 1002)
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replacement := &gameSession{conn: &bufferConn{}, channel: fixture.sessions[1001].channel}
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fixture.service.bindGameSessionCharacter(replacement, 1002)
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fixture.service.restoreRuntimeRaidPresence(replacement, "test_reconnect")
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if fixture.userState(t, 1002) != runtimeRaidMemberUserStateOnline {
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t.Fatal("reconnected member row stayed offline")
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}
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if _, reserved := fixture.service.raidDisconnects[1002]; reserved {
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t.Fatal("reconnect left the disconnect reservation in place")
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}
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if _, cancelled, _ := fixture.queue.counts(); cancelled != 1 {
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t.Fatalf("reconnect cancelled %d timers, want 1", cancelled)
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}
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// A stale callback from the retired reservation must not remove anyone.
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fixture.queue.fire(task, true)
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if runtimeRaidMemberIndex(fixture.state(t), 1002) < 0 {
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t.Fatal("stale grace callback removed the reconnected member")
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}
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}
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func TestRuntimeRaidGraceExpiryRemovesUnstartedMemberAndPrefersConnectedLeader(t *testing.T) {
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fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
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// The leader and the next roster member both drop; only 1003 stays live.
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leaderTask := fixture.disconnect(t, 1001)
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fixture.disconnect(t, 1002)
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fixture.sessions[1003].conn.(*bufferConn).write.Reset()
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// The fake queue fires with due = now + delay, i.e. exactly at ExpiresAt.
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fixture.queue.fire(leaderTask, false)
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state := fixture.state(t)
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if runtimeRaidMemberIndex(state, 1001) >= 0 {
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t.Fatal("expired leader was not removed")
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}
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if state.LeaderID != 1003 {
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t.Fatalf("leader=%d want the connected survivor 1003 (1002 is still in its grace window)", state.LeaderID)
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}
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if _, reserved := fixture.service.raidDisconnects[1001]; reserved {
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t.Fatal("expired reservation was not cleared")
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}
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if _, ok := runtimeRaidPeerFind(runtimeRaidPeerTake(t, fixture.sessions[1003]), raid.RaidMemberRefreshMsgID); !ok {
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t.Fatal("survivor received no roster refresh after the expiry")
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}
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}
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// The grace window is the whole of the drop rule: it runs out the same way for a
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// started raid as for a recruiting one.
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//
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// This used to defer forever once StartPending/Started was set, because removal
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// itself was refused for a started raid at the time. Now that a leave always goes
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// through, the deferral would keep a seat nobody can use and leave the survivors
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// looking at a member who is not coming back.
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func TestRuntimeRaidGraceExpiryRemovesAStartedRaidMember(t *testing.T) {
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fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002)
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task := fixture.disconnect(t, 1002)
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fixture.service.raidMu.Lock()
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fixture.service.raids[fixture.raidKey].Started = true
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fixture.service.raidMu.Unlock()
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fixture.queue.fire(task, false)
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if runtimeRaidMemberIndex(fixture.state(t), 1002) >= 0 {
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t.Fatal("the grace expiry left a started raid's dropped member in the roster")
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}
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if _, reserved := fixture.service.raidDisconnects[1002]; reserved {
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t.Fatal("the grace expiry left its reservation behind")
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}
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if fixture.state(t).LeaderID != 1001 {
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t.Fatalf("leader=%d want the surviving 1001", fixture.state(t).LeaderID)
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}
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}
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// A leader who never comes back hands the raid to the next member in roster order.
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func TestRuntimeRaidGraceExpiryHandsTheRaidToTheNextMember(t *testing.T) {
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fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
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task := fixture.disconnect(t, 1001)
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fixture.queue.fire(task, false)
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state := fixture.state(t)
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if runtimeRaidMemberIndex(state, 1001) >= 0 {
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t.Fatal("the dropped leader stayed on the roster")
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}
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if state.LeaderID != 1002 {
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t.Fatalf("leader=%d want the next member in roster order 1002", state.LeaderID)
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}
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}
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func TestRuntimeRaidGraceExpiryDisbandsLastMember(t *testing.T) {
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fixture := newRuntimeRaidDisconnectFixture(t, 1001)
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task := fixture.disconnect(t, 1001)
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fixture.queue.fire(task, false)
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fixture.service.raidMu.Lock()
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_, alive := fixture.service.raids[fixture.raidKey]
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fixture.service.raidMu.Unlock()
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if alive {
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t.Fatal("last member's grace expiry left an empty raid behind")
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}
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if len(fixture.service.raidDisconnects) != 0 {
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t.Fatalf("reservations survived the disband: %+v", fixture.service.raidDisconnects)
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}
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}
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// An explicit leave by the raid leader hands the raid to the next member in
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// roster order; only a leave that empties the roster disbands it.
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//
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// Refusing the leave once the raid had started (the old StartPending/Started
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// guard) left the leader inside a raid they could not leave and unable to create
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// another one, while the old object stayed on screen listing them as its leader.
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func TestRuntimeRaidExplicitLeaderLeaveHandsTheRaidToTheNextMember(t *testing.T) {
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fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
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fixture.disconnect(t, 1002)
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state, removed, disbanded := fixture.service.removeRuntimeRaidMember(1001)
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if !removed || disbanded {
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t.Fatalf("leader leave removed=%t disbanded=%t", removed, disbanded)
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}
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if state.LeaderID != 1003 {
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t.Fatalf("leader=%d want connected 1003 over disconnected 1002", state.LeaderID)
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}
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if len(state.Members) != 2 {
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t.Fatalf("leader leave left %d members: %+v", len(state.Members), state.Members)
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}
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}
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// The last member leaving still disbands.
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func TestRuntimeRaidExplicitLastMemberLeaveDisbands(t *testing.T) {
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fixture := newRuntimeRaidDisconnectFixture(t, 1001)
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state, removed, disbanded := fixture.service.removeRuntimeRaidMember(1001)
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if !removed || !disbanded {
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t.Fatalf("last member leave removed=%t disbanded=%t", removed, disbanded)
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}
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if state.RaidKey != 0 || len(fixture.service.raids) != 0 {
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t.Fatalf("an empty roster survived: %+v", fixture.service.raids)
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}
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}
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// A member who is not the leader leaves without touching the raid.
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func TestRuntimeRaidExplicitMemberLeaveKeepsTheRaid(t *testing.T) {
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fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
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state, removed, disbanded := fixture.service.removeRuntimeRaidMember(1002)
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if !removed || disbanded {
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t.Fatalf("member leave removed=%t disbanded=%t", removed, disbanded)
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}
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if state.LeaderID != 1001 {
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t.Fatalf("member leave changed the leader to %d", state.LeaderID)
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}
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if len(state.Members) != 2 {
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t.Fatalf("member leave left %d members: %+v", len(state.Members), state.Members)
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}
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}
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