package dnfbridge import ( "context" "encoding/binary" "strconv" "testing" "time" "longheng.io/server/internal/modules/dnf/dnfenum" "longheng.io/server/internal/modules/dnf/premium" dnfproto "longheng.io/server/internal/modules/dnf/protocol" dnfrepo "longheng.io/server/internal/modules/dnf/repository" ) // 修炼场 is a free practice room: leaving it must never weaken, however the // exit happens. Every other forced exit still does. func TestPracticeRoomExitDoesNotWeaken(t *testing.T) { for _, testCase := range []struct { name string practice bool wantLevel int64 }{ {name: "ordinary dungeon give-up weakens", practice: false, wantLevel: currentWeaknessForcedReturnLevel}, {name: "practice room give-up does not", practice: true, wantLevel: 0}, } { t.Run(testCase.name, func(t *testing.T) { service, session, runtime := newBackToVillageRuntime(t) if testCase.practice { runtime.ProtocolMode = currentDungeonProtocolModePractice } if got := currentDungeonRuntimeIsPractice(runtime); got != testCase.practice { t.Fatalf("runtime practice=%t want %t", got, testCase.practice) } request, err := dnfproto.BuildChannelPacket( uint16(dnfenum.CmdPacketBack2Village), nil, 0, dnfproto.DefaultChannelClassification, ) if err != nil { t.Fatal(err) } if err := service.handleGameUpper(session, request); err != nil { t.Fatalf("handle op132: %v", err) } repositories, ok := service.repositoryGroup() if !ok { t.Fatal("no repositories") } character, _, err := repositories.Character.Load( context.Background(), strconv.Itoa(int(session.selectedCharacterID))) if err != nil { t.Fatal(err) } if got := currentWeaknessLevel(character); got != testCase.wantLevel { t.Fatalf("weakness after exit=%d want %d", got, testCase.wantLevel) } }) } } // The 解除虚弱 NPC sends op9 on the legacy transport (cmd=1 type=9). It was // registered only under UpperHandlers, so the packet arrived, was logged, and // was then dropped without ever reaching a handler -- the button did nothing // and no recovery event was ever written. Every opcode in this module has to // be reachable on both transports. func TestPremiumModuleRegistersEveryOpcodeOnBothTransports(t *testing.T) { module := premiumGameplayModule() for _, opcode := range []uint16{ uint16(dnfenum.CmdPacketPremiumService), uint16(dnfenum.CmdPacketRecoverStamina), uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo), uint16(dnfenum.CmdPacketUseLimitCube), } { if module.LegacyHandlers[opcode] == nil || module.UpperHandlers[opcode] == nil { t.Fatalf("opcode %d is not registered for both current transports", opcode) } } } // The 解除虚弱 NPC talks to the server on the legacy transport. Registering the // opcode is not enough on its own: the request has to reach the handler and // actually clear the penalty, or the button stays dead exactly as the operator // reported it. func TestLegacyWeaknessRecoveryRequestReachesTheHandler(t *testing.T) { devilType := premium.DevilSlotType(premium.DevilSlotFreeWeakness) service, session, repositories, connection := prepareCurrentWeaknessTest( t, 40, 4, 0, map[int64]int64{devilType: 86400}, ) registry, err := newGameplayModuleRegistry(premiumGameplayModule()) if err != nil { t.Fatal(err) } body := make([]byte, 2) binary.LittleEndian.PutUint16(body, 1) handled, err := registry.DispatchLegacy( service, session, uint16(dnfenum.CmdPacketRecoverStamina), body, ) if err != nil { t.Fatal(err) } if !handled { t.Fatal("a legacy op9 recovery request was dropped with no handler") } packet, _ := splitGameServerUpperPacket(t, connection.write.Bytes()) if packet.Header.MsgID != uint16(dnfenum.CmdPacketRecoverStamina) || len(packet.Body) != 1 || packet.Body[0] != 1 { t.Fatalf("legacy recovery ACK=%+v body=%x", packet.Header, packet.Body) } if got := currentWeaknessStoredLevel(t, repositories); got != 0 { t.Fatalf("weakness after a legacy recovery=%d want 0", got) } } // The penalty only ever went up before 2026-09-11: the paid NPC recovery was // the single way down, so six abandoned dungeon runs pinned a test character at // level 9 (19% health) with no way back short of paying. Recovery is lazy and // **在线秒**驱动:角色不在线时计时锁定,上线才继续走(运营要求 2026-09-15)。 // 所以这里的时钟是 `weakness_online_seconds`(已结清窗口)+「窗口起点到现在」。 func TestSettleCurrentWeaknessRecoveryStepsOneLevelPerInterval(t *testing.T) { base := time.Date(2026, 9, 11, 23, 0, 0, 0, time.UTC) interval := int64(currentWeaknessRecoveryInterval / time.Second) // windowStart = 本次在线窗口的墙上起点;倒计时锚点用"在线秒"。 // 锚点为 -1 = "惩罚刚下、还没锚点"(0 是合法的在线秒位置,不能当哨兵)。 newCharacter := func(level, startedAtOnlineSeconds int64) dnfrepo.CharacterRecord { stats := map[string]int64{ currentWeaknessStatKey: level, currentWeaknessOnlineWindowStatKey: base.Unix(), currentWeaknessOnlineSecondsStatKey: 0, } // 等级 0 的存档不带倒计时(真实数据就是这样,见 settle 里的清理分支)。 if level > 0 { stats[currentWeaknessRecoveryAtStatKey] = startedAtOnlineSeconds } return dnfrepo.CharacterRecord{CharacterID: "1", Stats: stats} } for _, testCase := range []struct { name string level int64 startedAt int64 elapsed time.Duration wantLevel int64 wantChanged bool }{ {name: "before one interval nothing moves", level: 9, startedAt: 0, elapsed: currentWeaknessRecoveryInterval - time.Second, wantLevel: 9}, {name: "one interval recovers one level", level: 9, startedAt: 0, elapsed: currentWeaknessRecoveryInterval, wantLevel: 8, wantChanged: true}, // 一次结算最多掉一级(口径 = 每在线一分钟一级),所以跨越多个 interval 的一次调用 // 也只掉一级;余量由后续结算按同一公式补上。 {name: "one settle never drops more than one level", level: 9, startedAt: 0, elapsed: 3 * currentWeaknessRecoveryInterval, wantLevel: 8, wantChanged: true}, {name: "a healthy character stays healthy", level: 0, startedAt: 0, elapsed: 5 * currentWeaknessRecoveryInterval, wantLevel: 0}, } { t.Run(testCase.name, func(t *testing.T) { character := newCharacter(testCase.level, testCase.startedAt) level, changed := settleCurrentWeaknessRecovery(&character, base.Add(testCase.elapsed)) if level != testCase.wantLevel || changed != testCase.wantChanged { t.Fatalf("level=%d changed=%t want level=%d changed=%t", level, changed, testCase.wantLevel, testCase.wantChanged) } if got := currentWeaknessLevel(character); got != testCase.wantLevel { t.Fatalf("stored level=%d want %d", got, testCase.wantLevel) } // A cleared penalty must drop its countdown so the next one starts // a fresh clock instead of instantly expiring. if testCase.wantLevel == 0 { if _, found := character.Stats[currentWeaknessRecoveryAtStatKey]; found { t.Fatalf("healthy character kept a recovery timestamp: %+v", character.Stats) } } }) } // The remainder is carried. Settling every minute must still recover on the // interval; restarting the clock on each settle would stall recovery // forever for a character whose record is read often. t.Run("frequent settles still recover", func(t *testing.T) { character := newCharacter(3, 0) for minute := 1; minute <= int(currentWeaknessRecoveryInterval/time.Minute); minute++ { settleCurrentWeaknessRecovery(&character, base.Add(time.Duration(minute)*time.Minute)) } if got := currentWeaknessLevel(character); got != 2 { t.Fatalf("level=%d want 2 after one interval of per-minute settles", got) } if got := character.Stats[currentWeaknessRecoveryAtStatKey]; got != interval { t.Fatalf("countdown=%d want %d (remainder must carry, in online seconds)", got, interval) } }) // 长时间在线(例如服务端重启后才发现)也必须**逐次**恢复:每次结算掉一级, // 直到等级归零;不会一口气清空。 t.Run("a long online window clears one level per settle", func(t *testing.T) { character := newCharacter(3, 0) levels := make([]int64, 0, 4) for round := 1; round <= 4; round++ { settleCurrentWeaknessRecovery(&character, base.Add(time.Duration(round)*currentWeaknessRecoveryInterval)) levels = append(levels, currentWeaknessLevel(character)) } want := []int64{2, 1, 0, 0} for index := range want { if levels[index] != want[index] { t.Fatalf("levels=%v want %v", levels, want) } } if _, found := character.Stats[currentWeaknessRecoveryAtStatKey]; found { t.Fatalf("cleared penalty kept a countdown: %+v", character.Stats) } }) // 惩罚刚下、还没有锚点(-1):从当前在线秒起算,而不是直接免罚。 t.Run("a penalty without an anchor starts the clock at the current online second", func(t *testing.T) { character := newCharacter(9, -1) level, changed := settleCurrentWeaknessRecovery(&character, base) if level != 9 || !changed { t.Fatalf("level=%d changed=%t want 9/true", level, changed) } if got := character.Stats[currentWeaknessRecoveryAtStatKey]; got != 0 { t.Fatalf("countdown=%d want 0 (online seconds)", got) } }) // 老存档里锚点可能是 unix 秒(远大于在线秒)。那不能当成"已经过了很久", // 否则一次上线就把惩罚全清掉 —— 必须重锚到当前在线秒。 t.Run("a countdown from the old wall clock does not clear the penalty", func(t *testing.T) { character := newCharacter(4, base.Add(time.Hour).Unix()) level, changed := settleCurrentWeaknessRecovery(&character, base) if level != 4 || !changed { t.Fatalf("level=%d changed=%t want 4/true", level, changed) } if got := character.Stats[currentWeaknessRecoveryAtStatKey]; got != 0 { t.Fatalf("countdown=%d want 0 (re-anchored to online seconds)", got) } }) // Condition is what the client renders as the health cap, and it is the // number the operator reported (level 9 -> 19%, level 6 -> 46%). t.Run("condition mapping matches the reported health caps", func(t *testing.T) { if got := currentWeaknessCondition(9); got != 19 { t.Fatalf("level 9 condition=%d want 19", got) } if got := currentWeaknessCondition(6); got != 46 { t.Fatalf("level 6 condition=%d want 46", got) } if got := currentWeaknessCondition(0); got != 100 { t.Fatalf("healthy condition=%d want 100", got) } }) } // 离线锁定:窗口起点为 0(角色不在线)时,无论墙上时间过去多久,在线秒都不前进, // 所以虚弱计时原地不动。这是运营要求 2026-09-15 的核心行为。 func TestWeaknessCountdownIsLockedWhileOffline(t *testing.T) { base := time.Date(2026, 9, 12, 10, 0, 0, 0, time.UTC) t.Run("window settled at the countdown anchor", func(t *testing.T) { character := dnfrepo.CharacterRecord{CharacterID: "1", Stats: map[string]int64{ currentWeaknessStatKey: 9, currentWeaknessRecoveryAtStatKey: 120, currentWeaknessOnlineSecondsStatKey: 120, currentWeaknessOnlineWindowStatKey: 0, // 不在线 }} level, changed := settleCurrentWeaknessRecovery(&character, base.Add(24*time.Hour)) if level != 9 || changed { t.Fatalf("离线期间计时必须锁定: level=%d changed=%t want 9/false", level, changed) } if got := character.Stats[currentWeaknessOnlineSecondsStatKey]; got != 120 { t.Fatalf("离线期间在线秒不能前进: %d want 120", got) } }) t.Run("the countdown resumes once the character is online again", func(t *testing.T) { character := dnfrepo.CharacterRecord{CharacterID: "1", Stats: map[string]int64{ currentWeaknessStatKey: 9, currentWeaknessRecoveryAtStatKey: 120, currentWeaknessOnlineSecondsStatKey: 120, currentWeaknessOnlineWindowStatKey: base.Unix(), // 本次上线 }} level, changed := settleCurrentWeaknessRecovery(&character, base.Add(currentWeaknessRecoveryInterval)) if !changed || level != 8 { t.Fatalf("上线一个间隔后应掉一级: level=%d changed=%t want 8/true", level, changed) } }) } // A forced exit applies the whole penalty and restarts the countdown, so a // player who gives up twice in a row owes a fresh interval for the second one // instead of inheriting the first one's remainder. func TestForcedReturnRestartsTheRecoveryCountdown(t *testing.T) { service, session, repositories, _ := prepareCurrentWeaknessTest(t, 40, 0, 0, nil) // 角色在线:给出窗口起点,否则在线秒不前进(离线锁定语义)。 character, found, err := repositories.Character.Load(context.Background(), "5") if err != nil || !found { t.Fatalf("load character found=%t err=%v", found, err) } if character.Stats == nil { character.Stats = map[string]int64{} } character.Stats[currentWeaknessOnlineWindowStatKey] = service.gameplayNow().Unix() if err := repositories.Character.Save(context.Background(), character); err != nil { t.Fatal(err) } service.applyCurrentForcedReturnWeakness(session, "test_forced_exit") character, found, err = repositories.Character.Load(context.Background(), "5") if err != nil || !found { t.Fatalf("load character found=%t err=%v", found, err) } // 新惩罚把倒计时锚到"当前在线秒"(刚上线时为 0)。 if got := character.Stats[currentWeaknessRecoveryAtStatKey]; got != 0 { t.Fatalf("countdown=%d want 0 (online seconds at login)", got) } // One interval later exactly one level has worn off, not the whole penalty. later := service.gameplayNow().Add(currentWeaknessRecoveryInterval) level, changed := settleCurrentWeaknessRecovery(&character, later) if !changed || level != currentWeaknessForcedReturnLevel-1 { t.Fatalf("level=%d changed=%t want %d/true", level, changed, currentWeaknessForcedReturnLevel-1) } }