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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"context"
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"testing"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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"longheng.io/server/internal/modules/dnf/channelcatalog"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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dnfrepomemory "longheng.io/server/internal/modules/dnf/repository/memory"
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)
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// newSelectorPresenceFixture registers two characters in one public town area
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// and returns the service plus both sessions. The first one is the selector
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// opener.
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func newSelectorPresenceFixture(t *testing.T) (*Service, *gameSession, *gameSession) {
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t.Helper()
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repositories := dnfrepomemory.NewMemoryGroup()
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characters := []dnfrepo.CharacterRecord{
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{CharacterID: "17", AccountID: "account-opener", Name: "opener", Job: "2", Level: 35, Stats: map[string]int64{"grow_type": 1}},
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{CharacterID: "23", AccountID: "account-peer", Name: "peer", Job: "5", Level: 48, Stats: map[string]int64{"grow_type": 2}},
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}
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for _, character := range characters {
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if err := repositories.Character.Save(context.Background(), character); err != nil {
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t.Fatal(err)
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}
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}
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channel := channelcatalog.Channel{ServerID: 1, ID: 11, Type: 1, Name: "ch.11", Port: 10011}
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opener := &gameSession{
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conn: &bufferConn{}, connID: "selector-opener", channel: channel, residentChannel: channel,
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selectedCharacterID: 17, accountID: "account-opener", townActorOwnerChannel: 11,
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}
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peer := &gameSession{
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conn: &bufferConn{}, connID: "selector-peer", channel: channel, residentChannel: channel,
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selectedCharacterID: 23, accountID: "account-peer", townActorOwnerChannel: 11,
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}
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service := &Service{
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options: options{gameUpperHeader: gameUpperHeaderServer16, gameUpperBodyCodec: gameUpperBodyCodecPlain},
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onlinePlayers: newOnlinePlayerManager(),
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gameSessions: make(map[uint16]*gameSession),
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repositoryProvider: func() (dnfrepo.Group, bool) {
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return repositories, true
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},
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}
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service.bindGameSessionCharacter(opener, 17)
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service.bindGameSessionCharacter(peer, 23)
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service.onlinePlayers.EnterArea(&onlinePlayerInfo{
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CharacterID: 17, AccountID: "account-opener", Name: "opener", TownID: 40, AreaID: 3,
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PositionX: 640, PositionY: 240, Direction: 5, AreaState: 3, Session: opener,
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})
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service.onlinePlayers.EnterArea(&onlinePlayerInfo{
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CharacterID: 23, AccountID: "account-peer", Name: "peer", TownID: 40, AreaID: 3,
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PositionX: 300, PositionY: 400, Direction: 1, AreaState: 3, Session: peer,
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})
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opener.conn.(*bufferConn).write.Reset()
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peer.conn.(*bufferConn).write.Reset()
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return service, opener, peer
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}
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// countTownLeaveNotifications counts class0 op6 town-leave records in a write
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// buffer.
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func countTownLeaveNotifications(t *testing.T, buffered []byte) int {
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t.Helper()
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count := 0
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rest := buffered
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for len(rest) > 0 {
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packet, remainder := splitGameServerUpperPacket(t, rest)
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rest = remainder
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if packet.Header.MsgID == currentTownUserLeaveMsgID {
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count++
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}
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}
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return count
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}
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// TestDungeonSelectorRetiresTownPresenceAndDestroysTheActorForOutsiders pins
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// the operator product decision: a character sitting on the dungeon-selection
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// page is not visible in town. The external release does the opposite - the
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// capture retires presence only at dungeon entry - so this behaviour is
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// deliberate and is asserted rather than assumed.
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func TestDungeonSelectorRetiresTownPresenceAndDestroysTheActorForOutsiders(t *testing.T) {
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service, opener, peer := newSelectorPresenceFixture(t)
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service.leaveTownPresenceForDungeonSelector(opener, "test_selector_open")
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if _, registered := service.onlinePlayers.PlayerForCharacter(17); registered {
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t.Fatal("the selector opener is still registered in its town area")
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}
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if got := countTownLeaveNotifications(t, peer.conn.(*bufferConn).write.Bytes()); got != 1 {
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t.Fatalf("the outsider received %d op6 town-leave records, want 1", got)
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}
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// The peer keeps its own registration; only the opener is retired.
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if _, registered := service.onlinePlayers.PlayerForCharacter(23); !registered {
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t.Fatal("the retirement evicted the wrong character")
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}
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}
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// TestDungeonSelectorRetirementWithholdsOp6FromPartyMembers keeps the page from
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// disbanding the party that opened it: this client answers op6 on a party
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// member with LEAVE_PARTY, so a teammate must never receive the destroy.
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func TestDungeonSelectorRetirementWithholdsOp6FromPartyMembers(t *testing.T) {
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service, opener, peer := newSelectorPresenceFixture(t)
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partyState := alignedcmd.PartyState{
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PartyID: 9,
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UserID: 17,
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IsLeader: true,
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MaxMembers: 4,
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Members: []alignedcmd.PartyMemberState{
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{UserID: 17, UserState: 1, HPPercent: 100, MPPercent: 100},
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{UserID: 23, Slot: 1, UserState: 1, HPPercent: 100, MPPercent: 100},
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},
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}
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storeRuntimePartyState(opener, partyState)
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storeRuntimePartyState(peer, partyState)
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service.leaveTownPresenceForDungeonSelector(opener, "test_selector_open_in_party")
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if _, registered := service.onlinePlayers.PlayerForCharacter(17); registered {
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t.Fatal("the selector opener is still registered in its town area")
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}
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if got := countTownLeaveNotifications(t, peer.conn.(*bufferConn).write.Bytes()); got != 0 {
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t.Fatalf("a party member received %d op6 town-leave records, want 0", got)
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}
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}
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// TestSelectorPresenceRestoreReRegistersTheRetiredRecord is the other half of
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// the pair. Without it the selector is a one-way trip into permanent
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// invisibility: the op132 selector return deliberately preserves the finalized
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// town scene and never runs a presence restore of its own.
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func TestSelectorPresenceRestoreReRegistersTheRetiredRecord(t *testing.T) {
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service, opener, peer := newSelectorPresenceFixture(t)
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service.leaveTownPresenceForDungeonSelector(opener, "test_selector_open")
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opener.conn.(*bufferConn).write.Reset()
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peer.conn.(*bufferConn).write.Reset()
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if !service.restoreTownPresenceAfterDungeonSelector(opener, "test_selector_return") {
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t.Fatal("the selector return did not restore the retired presence")
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}
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presence, registered := service.onlinePlayers.PlayerForCharacter(17)
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if !registered {
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t.Fatal("the selector return left the character unregistered")
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}
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if presence.Session != opener || presence.TownID != 40 || presence.AreaID != 3 ||
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presence.PositionX != 640 || presence.PositionY != 240 ||
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presence.Direction != 5 || presence.AreaState != 3 {
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t.Fatalf("restored presence=%+v, want the exact retired record", presence)
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}
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if !service.onlinePlayers.PeerInSameArea(17, 23) {
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t.Fatal("the restored actor is not co-present with its area peer")
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}
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// Co-presence is published in both directions, the same way a newcomer is.
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if opener.conn.(*bufferConn).write.Len() == 0 {
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t.Fatal("the returning client received no peer actors")
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}
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if peer.conn.(*bufferConn).write.Len() == 0 {
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t.Fatal("the area peer was never given the returning actor back")
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}
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}
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// TestSelectorPresenceRestoreIsInertWithoutARetirement keeps the restore from
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// resurrecting an actor on a route that never retired one - most importantly
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// the dungeon entry that is supposed to leave the character out of the roster.
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func TestSelectorPresenceRestoreIsInertWithoutARetirement(t *testing.T) {
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service, opener, _ := newSelectorPresenceFixture(t)
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if service.restoreTownPresenceAfterDungeonSelector(opener, "test_no_retirement") {
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t.Fatal("the restore acted without a remembered retirement")
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}
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service.leaveTownPresenceForDungeonSelector(opener, "test_selector_open")
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// Dungeon entry consumes the memo instead of undoing it.
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service.leaveTownPresenceForDungeon(opener)
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if service.restoreTownPresenceAfterDungeonSelector(opener, "test_after_dungeon_entry") {
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t.Fatal("a dungeon entrant was pulled back into the town roster")
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}
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if _, registered := service.onlinePlayers.PlayerForCharacter(17); registered {
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t.Fatal("a dungeon entrant is registered in a town area")
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}
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}
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// TestSelectorPageRetiresAndRestoresTownPresenceAroundOp132 is the pairing
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// itself, driven through the two real client requests: op15 opens the page and
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// bodyless op132 closes it. If either half is missing the player is either
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// still visible while browsing or permanently invisible after backing out.
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func TestSelectorPageRetiresAndRestoresTownPresenceAroundOp132(t *testing.T) {
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service, session, _ := newBackToVillageRuntime(t)
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session.dungeon.runtime = nil
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service.onlinePlayers = newOnlinePlayerManager()
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service.bindGameSessionCharacter(session, 99)
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peer := &gameSession{
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conn: &bufferConn{}, connID: "selector-area-peer",
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channel: session.channel, residentChannel: session.residentChannel,
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selectedCharacterID: 123,
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}
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service.bindGameSessionCharacter(peer, 123)
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service.onlinePlayers.EnterArea(&onlinePlayerInfo{
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CharacterID: 99, Name: "opener", TownID: 7, AreaID: 3,
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PositionX: 640, PositionY: 240, Direction: 6, AreaState: 3, Session: session,
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})
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service.onlinePlayers.EnterArea(&onlinePlayerInfo{
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CharacterID: 123, Name: "peer", TownID: 7, AreaID: 3,
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PositionX: 300, PositionY: 400, Direction: 1, AreaState: 3, Session: peer,
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})
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session.townMu.Lock()
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setCurrentTownPositionSceneLocked(session, 99, 7, 3)
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session.townMu.Unlock()
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service.markCurrentTownSceneReady(session)
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if err := service.handleTownSetUserPosition(session, buildTownPositionRequest(640, 240, 6, 987)); err != nil {
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t.Fatal(err)
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}
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peer.conn.(*bufferConn).write.Reset()
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if err := service.sendEnterSelectDungeonState(session, "test_selector_presence", false, true); err != nil {
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t.Fatal(err)
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}
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if !session.enterSelectDungeonContextSent {
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t.Fatal("the selector context was never committed, so the retirement never applied")
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}
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if _, registered := service.onlinePlayers.PlayerForCharacter(99); registered {
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t.Fatal("the selector opener is still visible in town")
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}
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if got := countTownLeaveNotifications(t, peer.conn.(*bufferConn).write.Bytes()); got != 1 {
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t.Fatalf("the area peer received %d op6 town-leave records, want 1", got)
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}
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if err := service.handleDungeonBackToVillage(session, nil); err != nil {
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t.Fatal(err)
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}
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presence, registered := service.onlinePlayers.PlayerForCharacter(99)
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if !registered {
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t.Fatal("backing out of the selector left the character permanently invisible")
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}
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if presence.TownID != 7 || presence.AreaID != 3 ||
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presence.PositionX != 640 || presence.PositionY != 240 {
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t.Fatalf("restored presence=%+v, want the retired town 7 area 3 at 640,240", presence)
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}
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if !service.onlinePlayers.PeerInSameArea(99, 123) {
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t.Fatal("the returning player is not co-present with its area peer again")
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}
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}
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// TestSelectorPresenceRestoreSkipsAnAlreadyRegisteredCharacter keeps a route
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// that re-registered on its own (SET_USER_AREA, prev-village, the completed
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// dungeon return) from ending up with a duplicate actor.
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func TestSelectorPresenceRestoreSkipsAnAlreadyRegisteredCharacter(t *testing.T) {
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service, opener, _ := newSelectorPresenceFixture(t)
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service.leaveTownPresenceForDungeonSelector(opener, "test_selector_open")
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service.onlinePlayers.EnterArea(&onlinePlayerInfo{
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CharacterID: 17, TownID: 41, AreaID: 0, PositionX: 10, PositionY: 20, Session: opener,
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})
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if service.restoreTownPresenceAfterDungeonSelector(opener, "test_already_registered") {
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t.Fatal("the restore duplicated a live registration")
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}
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presence, registered := service.onlinePlayers.PlayerForCharacter(17)
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if !registered || presence.TownID != 41 {
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t.Fatalf("the live registration was disturbed: %+v registered=%t", presence, registered)
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}
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// The memo is spent, so a later selector return cannot replay the old area.
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if service.restoreTownPresenceAfterDungeonSelector(opener, "test_replay") {
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t.Fatal("the retired record was replayed after it had been superseded")
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}
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}
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