package dnfbridge import ( "context" "testing" "longheng.io/server/internal/modules/dnf/dnfenum" dnfitemlock "longheng.io/server/internal/modules/dnf/itemlock" dnfrepo "longheng.io/server/internal/modules/dnf/repository" dnfrepomemory "longheng.io/server/internal/modules/dnf/repository/memory" ) // 两把锁都只存在于客户端:黄色装备锁在 op251 锁列表里,小的蓝色整理锁在 op713 // 位置回放里(物品行并不携带它们)。打开礼包会重发 op14 物品行,客户端重建格子 // 时两套标记一起消失 —— 活体 2026-09-15 07:36-07:40:开礼包后装备锁与装扮锁定 // 的小蓝锁都消失,整理背包或重新选角才恢复(那两条路都会重放)。 // 这条测试同时钉住"没有任何锁定时一个多余的包都不发"。 func TestPackageOpenReplaysBothLockKindsOnlyWhenSomethingIsLocked(t *testing.T) { for name, test := range map[string]struct { rows map[string]dnfrepo.ItemStack wantEquipLock bool wantSortLock bool }{ "装备锁一行": { rows: map[string]dnfrepo.ItemStack{ "0:20": {ItemID: 700, Count: 1, Extra: map[string]string{"equipment_lock_state": "1"}}, }, wantEquipLock: true, }, "整理锁一行": { rows: map[string]dnfrepo.ItemStack{ "0:21": {ItemID: 701, Count: 1, Extra: map[string]string{"item_sort_lock_state": "1"}}, }, wantSortLock: true, }, "两把锁都有": { rows: map[string]dnfrepo.ItemStack{ "0:20": {ItemID: 700, Count: 1, Extra: map[string]string{"equipment_lock_state": "1"}}, "0:21": {ItemID: 701, Count: 1, Extra: map[string]string{"item_sort_lock_state": "1"}}, }, wantEquipLock: true, wantSortLock: true, }, "没有锁": {rows: nil}, } { t.Run(name, func(t *testing.T) { catalog := mustCurrentBoosterTestCatalog(t) repositories := dnfrepomemory.NewMemoryGroup() ctx := context.Background() if err := repositories.Character.Save(ctx, dnfrepo.CharacterRecord{ CharacterID: "19", AccountID: "account-1", }); err != nil { t.Fatal(err) } slots := map[string]dnfrepo.ItemStack{"0:75": {ItemID: 500, Count: 2}} for key, stack := range test.rows { slots[key] = stack } if err := repositories.Inventory.Save(ctx, dnfrepo.InventoryRecord{ CharacterID: "19", Slots: slots, }); err != nil { t.Fatal(err) } connection := &bufferConn{} service := currentBoosterTestService(catalog, repositories) service.gameplayTimers = newFakeCurrentDungeonDeathTimerQueue() session := &gameSession{conn: connection, connID: "booster-lock-replay-test", selectedCharacterID: 19} if err := service.handleGameCommand( session, byte(dnfenum.GameCmdCommand), uint16(dnfenum.CmdPacketUseBoosterItem), []byte{75, 0}, ); err != nil { t.Fatal(err) } ack, rest := splitGameServerUpperPacket(t, connection.write.Bytes()) if ack.Header.MsgID != uint16(dnfenum.CmdPacketUseBoosterItem) { t.Fatalf("ack header=%+v", ack.Header) } rest = assertCurrentBoosterSourceRefresh(t, rest, 75, 500, 1) _, rest = splitCurrentSceneItemListPacket(t, rest) // 逐包收尾:允许 op251 与 op713 各一次,其他一律不允许。 var sawEquipLock, sawSortLock bool for len(rest) > 0 { packet, trailing := splitGameServerUpperPacket(t, rest) rest = trailing switch packet.Header.MsgID { case dnfitemlock.LockListMessageID: if sawEquipLock { t.Fatalf("重复的锁列表包 header=%+v", packet.Header) } sawEquipLock = true if packet.Header.Classification != 0 || len(packet.Body) < 2 || packet.Body[0] == 0 && packet.Body[1] == 0 { t.Fatalf("锁列表包应为非空: header=%+v body=%x", packet.Header, packet.Body) } case uint16(dnfenum.CmdPacketRequestItemSortLock): if sawSortLock { t.Fatalf("重复的整理锁包 header=%+v", packet.Header) } sawSortLock = true default: t.Fatalf("尾部出现意外包 header=%+v", packet.Header) } } if sawEquipLock != test.wantEquipLock || sawSortLock != test.wantSortLock { t.Fatalf("锁回放 装备锁=%t 整理锁=%t want 装备锁=%t 整理锁=%t", sawEquipLock, sawSortLock, test.wantEquipLock, test.wantSortLock) } }) } }