Files
90CNServer/server/internal/services/dnfbridge/weakness_recovery_tick_test.go
T
hanfuit 645b64fe21 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
2026-11-04 14:31:55 +08:00

117 lines
5.4 KiB
Go

package dnfbridge
import (
"testing"
"time"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
// Recovery is lazy and was already correct, but nothing republished it between
// rebuilds, so standing in town left the bar frozen until the player
// re-selected a character. The tick fires exactly when the next level is due,
// not on a fixed poll, so it costs one timer per weakened player.
func TestWeaknessRecoveryDueCountsDownToTheNextLevel(t *testing.T) {
base := time.Date(2026, 9, 13, 12, 0, 0, 0, time.UTC)
character := func(startedAt int64) dnfrepo.CharacterRecord {
stats := map[string]int64{currentWeaknessStatKey: 4}
if startedAt != 0 {
stats[currentWeaknessRecoveryAtStatKey] = startedAt
}
return dnfrepo.CharacterRecord{CharacterID: "1", Stats: stats}
}
// Countdown just started: a full interval to wait.
if got := currentWeaknessRecoveryDue(character(base.Unix()), base); got != currentWeaknessRecoveryInterval {
t.Fatalf("due=%s want %s", got, currentWeaknessRecoveryInterval)
}
// Partway in: the remainder, not a fresh interval -- otherwise a player who
// relogs often would push the next level away forever. The offset is a
// fraction of the interval rather than a literal minute so this holds
// whatever the interval is configured to.
offset := currentWeaknessRecoveryInterval / 5
if offset <= 0 {
t.Fatalf("interval %s is too short to split into fifths", currentWeaknessRecoveryInterval)
}
partway := base.Add(offset)
if got := currentWeaknessRecoveryDue(character(base.Unix()), partway); got != currentWeaknessRecoveryInterval-offset {
t.Fatalf("due=%s want %s", got, currentWeaknessRecoveryInterval-offset)
}
// Exactly on a boundary owes the next whole interval, never zero, so the
// timer cannot be scheduled to fire immediately in a loop.
boundary := base.Add(currentWeaknessRecoveryInterval)
if got := currentWeaknessRecoveryDue(character(base.Unix()), boundary); got != currentWeaknessRecoveryInterval {
t.Fatalf("boundary due=%s want %s", got, currentWeaknessRecoveryInterval)
}
// Several intervals of arrears still resolve to a whole next interval.
late := base.Add(3*currentWeaknessRecoveryInterval + offset)
if got := currentWeaknessRecoveryDue(character(base.Unix()), late); got != currentWeaknessRecoveryInterval-offset {
t.Fatalf("late due=%s want %s", got, currentWeaknessRecoveryInterval-offset)
}
// No countdown stored yet: owe a full interval rather than firing at once.
if got := currentWeaknessRecoveryDue(character(0), base); got != currentWeaknessRecoveryInterval {
t.Fatalf("missing countdown due=%s want %s", got, currentWeaknessRecoveryInterval)
}
// A backwards clock must not produce a negative or zero delay.
if got := currentWeaknessRecoveryDue(character(base.Add(time.Hour).Unix()), base); got != currentWeaknessRecoveryInterval {
t.Fatalf("backwards clock due=%s want %s", got, currentWeaknessRecoveryInterval)
}
}
// The tick is armed for a weakened character and cancelled once healthy, so a
// fully recovered player leaves no timer behind.
func TestWeaknessRecoveryTimerArmsWhileWeakenedAndCancelsWhenHealthy(t *testing.T) {
service, session, _, _ := prepareCurrentWeaknessTest(t, 20, 4, 0, nil)
queue, ok := service.gameplayTimers.(*fakeCurrentDungeonDeathTimerQueue)
if !ok {
t.Fatalf("unexpected timer queue %T", service.gameplayTimers)
}
name := currentWeaknessRecoveryTimerName(session.selectedCharacterID)
character := dnfrepo.CharacterRecord{CharacterID: "5", Stats: map[string]int64{
currentWeaknessStatKey: 4,
currentWeaknessRecoveryAtStatKey: queue.now.Unix(),
}}
service.armCurrentWeaknessRecoveryTimer(session, character, 4, "test")
if _, armed := queue.active[name]; !armed {
t.Fatalf("no recovery tick armed: %v", queue.active)
}
// Healthy: the tick must be cancelled, not re-armed.
service.armCurrentWeaknessRecoveryTimer(session, dnfrepo.CharacterRecord{CharacterID: "5"}, 0, "test")
if _, armed := queue.active[name]; armed {
t.Fatalf("a healthy character kept a recovery tick: %v", queue.active)
}
}
// Publishing the cap for a weakened character has to arm the tick, and the
// callback has to re-resolve the session: the tick is the only thing that keeps
// the bar moving while the player just stands in town.
func TestWeaknessConditionRefreshArmsTheRecoveryTick(t *testing.T) {
service, session, _, _ := prepareCurrentWeaknessTest(t, 20, 4, 0, nil)
queue, ok := service.gameplayTimers.(*fakeCurrentDungeonDeathTimerQueue)
if !ok {
t.Fatalf("unexpected timer queue %T", service.gameplayTimers)
}
if err := service.sendCurrentWeaknessConditionRefresh(session, "test"); err != nil {
t.Fatal(err)
}
name := currentWeaknessRecoveryTimerName(session.selectedCharacterID)
task := queue.active[name]
if task == nil {
t.Fatalf("a weakened publish armed no recovery tick: %v", queue.active)
}
// The tick owes the remainder of the countdown the settle just started, so
// it must be a whole interval, never zero.
if task.delay != currentWeaknessRecoveryInterval {
t.Fatalf("tick delay=%s want %s", task.delay, currentWeaknessRecoveryInterval)
}
// The callback for a character that is not online must do nothing at all
// rather than publish into a stale session.
before := len(session.conn.(*bufferConn).write.Bytes())
queue.fire(task, true)
if after := len(session.conn.(*bufferConn).write.Bytes()); after != before {
t.Fatalf("an offline character's tick published %d extra bytes", after-before)
}
}