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
231 lines
10 KiB
Go
231 lines
10 KiB
Go
package dnfbridge
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import (
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"context"
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"testing"
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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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// 本文件是 projection_read_cache.go 的行为契约测试。
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//
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// 扇出把「一个演员的投影只算一次」变成批量只读缓存之后,真正要守住的不变量有两个:
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//
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// 1. 缓存对线上包流完全透明 —— 同一套夹具下,「扇出(缓存开)」与「同一个有序
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// 配对循环、走单对入口(缓存关)」必须给出逐字节相同的每连接包流,而且缓存
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// 确实把仓储读降下来了。协和压测夹具(stress_raid_projection_test.go)里
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// 还有包数与 install 计数的强断言,这里补的是"包内容不变"这一条。
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// 2. 命中返回的是深拷贝,写入让缓存失效 —— 否则一个接收者就地改包里的 map/slice
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// 会泄漏给下一个接收者;已经缓存的「有」和「没有」在写库之后都必须重读。
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// projectionRunUncachedPairLoop 跑与
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// syncRuntimeRaidMateActorsAllAtSceneBoundary 完全相同的顺序(成员排序 + 自身
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// 跳过 + 自己跳过自己),但用不带 ctx 的单对入口,因此这一次批量里没有缓存。
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func projectionRunUncachedPairLoop(fixture *stressRaidProjectionFixture, source string) {
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state, ok := fixture.service.runtimeRaidForMember(fixture.members[0].charID)
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if !ok {
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fixture.t.Fatalf("reference loop: leader does not resolve a raid")
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}
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members := append([]runtimeRaidMemberState(nil), state.FrozenMembers...)
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runtimeRaidSortMembers(members)
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for _, self := range members {
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selfSession, online := fixture.service.onlineGameSession(self.CharID)
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if !online || selfSession == nil || selfSession.conn == nil {
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continue
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}
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for _, mate := range members {
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if mate.CharID == self.CharID {
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continue
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}
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fixture.service.sendRuntimeRaidPeerActor(state, selfSession, mate.CharID, source)
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}
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}
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}
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func TestProjectionReadCacheIsTransparentOnTheRaidFanout(t *testing.T) {
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const memberCount = 8
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cached := newStressRaidProjectionFixture(t, memberCount)
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reference := newStressRaidProjectionFixture(t, memberCount)
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cachedRun := cached.runSceneBoundary("projection_read_cache_transparency", false)
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reference.resetWire()
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before := reference.counts.snapshot()
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projectionRunUncachedPairLoop(reference, "projection_read_cache_transparency")
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referenceRun := reference.counts.snapshot().deltaFrom(before)
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if cachedRun.writes != reference.totalWrites() {
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t.Fatalf("cache changed the packet count: cached=%d reference=%d", cachedRun.writes, reference.totalWrites())
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}
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for index := range cached.members {
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cachedStream := cached.members[index].conn.stream()
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referenceStream := reference.members[index].conn.stream()
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if string(cachedStream) != string(referenceStream) {
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t.Fatalf("member %s received a different packet stream under the batch read cache (%d vs %d bytes)",
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cached.members[index].name, len(cachedStream), len(referenceStream))
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}
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}
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if cachedRun.reads >= referenceRun.reads {
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t.Fatalf("the batch read cache did not reduce repository reads: cached=%d reference=%d",
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cachedRun.reads, referenceRun.reads)
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}
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t.Logf("N=%d batch read cache transparent: packets=%d, per-conn streams byte-identical to the uncached pair loop; repo_reads %d -> %d",
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memberCount, cachedRun.writes, referenceRun.reads, cachedRun.reads)
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}
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func TestProjectionReadCacheWriteInvalidation(t *testing.T) {
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ctx := context.Background()
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inner := dnfrepomemory.NewMemoryGroup()
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cache := newProjectionReadCache()
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repos := newProjectionReadWrappers(inner, cache).apply(inner)
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// 1) 命中必须是深拷贝,且写入之后必须重读。
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if err := inner.Equipment.Save(ctx, dnfrepo.EquipmentRecord{
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CharacterID: "1",
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Entries: map[string]dnfrepo.EquipmentEntry{"1": {SlotIndex: 1, ItemID: 111}},
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}); err != nil {
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t.Fatalf("seed equipment: %v", err)
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}
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if first, found, err := repos.Equipment.Load(ctx, "1"); err != nil || !found || first.Entries["1"].ItemID != 111 {
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t.Fatalf("first load = %+v found=%t err=%v", first, found, err)
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}
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hit, found, err := repos.Equipment.Load(ctx, "1")
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if err != nil || !found || hit.Entries["1"].ItemID != 111 {
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t.Fatalf("cached load = %+v found=%t err=%v", hit, found, err)
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}
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hit.Entries["1"] = dnfrepo.EquipmentEntry{SlotIndex: 1, ItemID: 999}
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if after, _, _ := repos.Equipment.Load(ctx, "1"); after.Entries["1"].ItemID != 111 {
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t.Fatalf("cache hit shared mutable state: item=%d want 111", after.Entries["1"].ItemID)
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}
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if err := repos.Equipment.Save(ctx, dnfrepo.EquipmentRecord{
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CharacterID: "1",
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Entries: map[string]dnfrepo.EquipmentEntry{"1": {SlotIndex: 1, ItemID: 222}},
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}); err != nil {
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t.Fatalf("save equipment: %v", err)
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}
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if rewritten, _, _ := repos.Equipment.Load(ctx, "1"); rewritten.Entries["1"].ItemID != 222 {
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t.Fatalf("write did not invalidate the cached record: item=%d want 222", rewritten.Entries["1"].ItemID)
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}
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// 2) 缓存「不存在」之后写入,再读必须变成存在。
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if _, found, _ := repos.Settings.Load(ctx, "global:zz"); found {
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t.Fatalf("settings global:zz unexpectedly present")
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}
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if _, found, _ := repos.Settings.Load(ctx, "global:zz"); found {
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t.Fatalf("cached miss lookup reported present")
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}
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if err := repos.Settings.Save(ctx, dnfrepo.SettingsRecord{
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Scope: "global:zz",
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Values: map[string]string{"a": "b"},
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}); err != nil {
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t.Fatalf("save settings: %v", err)
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}
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if _, found, err := repos.Settings.Load(ctx, "global:zz"); err != nil || !found {
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t.Fatalf("write did not invalidate the cached miss: found=%t err=%v", found, err)
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}
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// 3) 角色初始化回填走 CharacterCreate 事务视图;视图里的写入必须让外层缓存失效。
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if _, found, _ := repos.Inventory.Load(ctx, "7"); found {
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t.Fatalf("inventory 7 unexpectedly present")
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}
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creation := inner.CharacterCreate
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if creation == nil {
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t.Fatal("memory group has no character creation unit of work")
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}
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created := projectionMemoCharacterCreateUnitOfWork{CharacterCreationUnitOfWork: creation, cache: cache}
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if err := created.WithinCharacterCreation(ctx, "7", inner, func(tx dnfrepo.Group) error {
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if tx.Inventory == nil {
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return nil
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}
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_, found, loadErr := tx.Inventory.Load(ctx, "7")
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if loadErr != nil || found {
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return loadErr
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}
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return tx.Inventory.Save(ctx, dnfrepo.InventoryRecord{CharacterID: "7"})
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}); err != nil {
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t.Fatalf("WithinCharacterCreation: %v", err)
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}
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if _, found, err := repos.Inventory.Load(ctx, "7"); err != nil || !found {
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t.Fatalf("character-creation write did not invalidate the cached miss: found=%t err=%v", found, err)
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}
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// 4) 技能修复走 CharacterSkills 事务视图,改的是**已经存在**的记录;这类写入
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// 同样必须让外层缓存失效,否则本批次后面的配对会按旧技能页发包。
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if err := inner.Skill.Save(ctx, dnfrepo.SkillRecord{
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CharacterID: "8",
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Skills: map[int64]dnfrepo.SkillState{7: {Level: 1, Enabled: true}},
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}); err != nil {
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t.Fatalf("seed skill: %v", err)
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}
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if before, found, err := repos.Skill.Load(ctx, "8"); err != nil || !found || before.Skills[7].Level != 1 {
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t.Fatalf("skill first load = %+v found=%t err=%v", before, found, err)
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}
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skills := inner.CharacterSkills
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if skills == nil {
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t.Fatal("memory group has no character skill unit of work")
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}
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repair := projectionMemoCharacterSkillsUnitOfWork{CharacterSkillUnitOfWork: skills, cache: cache}
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if err := repair.WithinCharacterSkill(ctx, "8", func(store dnfrepo.SkillRepository) error {
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current, found, loadErr := store.Load(ctx, "8")
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if loadErr != nil || !found {
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return loadErr
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}
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current = dnfrepo.CloneSkill(current)
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current.Skills[7] = dnfrepo.SkillState{Level: 9, Enabled: true}
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return dnfrepo.SaveSkillFields(ctx, store, current, dnfrepo.SkillFieldSkills)
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}); err != nil {
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t.Fatalf("WithinCharacterSkill: %v", err)
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}
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if after, _, err := repos.Skill.Load(ctx, "8"); err != nil || after.Skills[7].Level != 9 {
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t.Fatalf("skill repair did not invalidate the cache: level=%d err=%v want 9", after.Skills[7].Level, err)
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}
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}
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// TestProjectionReadCacheKeepsUnwrappedFieldsCurrent 守住包装复用的边界:缓存只在
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// 底层仓储仍是同一批时才复用已经装箱的包装,而且没被包装的字段每一次都取自
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// 当前拿到的组。否则一次批量里换过仓储就会读到别的对象。
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func TestProjectionReadCacheKeepsUnwrappedFieldsCurrent(t *testing.T) {
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ctx := context.Background()
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cache := newProjectionReadCache()
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first := dnfrepomemory.NewMemoryGroup()
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first.Quest = dnfrepomemory.NewMemoryGroup().Quest
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decoratedFirst := cache.decoratedRepositories(first)
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if decoratedFirst.Quest != first.Quest {
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t.Fatalf("unwrapped field was not taken from the current group")
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}
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if _, _, err := decoratedFirst.Equipment.Load(ctx, "1"); err != nil {
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t.Fatalf("load through decorated equipment: %v", err)
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}
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// 同一批仓储 + 不同的未包装字段:包装可以复用,未包装字段必须是新的。
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second := first
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second.Quest = dnfrepomemory.NewMemoryGroup().Quest
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if second.Quest == first.Quest {
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t.Fatalf("test fixture failed to swap the quest repository")
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}
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decoratedSecond := cache.decoratedRepositories(second)
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if decoratedSecond.Quest != second.Quest {
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t.Fatalf("reused wrappers carried a stale unwrapped field")
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}
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// 换掉被包装的仓储:必须重新装箱,读要落到新仓储上。
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replacement := dnfrepomemory.NewMemoryGroup()
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if err := replacement.Equipment.Save(ctx, dnfrepo.EquipmentRecord{
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CharacterID: "1",
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Entries: map[string]dnfrepo.EquipmentEntry{"1": {SlotIndex: 1, ItemID: 333}},
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}); err != nil {
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t.Fatalf("seed replacement equipment: %v", err)
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}
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third := second
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third.Equipment = replacement.Equipment
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decoratedThird := cache.decoratedRepositories(third)
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// 缓存里 "1" 的记录来自旧仓储;换了底层仓储之后不能再命中它。
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record, found, err := decoratedThird.Equipment.Load(ctx, "1")
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if err != nil || !found || record.Entries["1"].ItemID != 333 {
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t.Fatalf("swapped equipment repository was not re-read: record=%+v found=%t err=%v", record, found, err)
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}
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}
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