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