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
72 lines
2.6 KiB
Go
72 lines
2.6 KiB
Go
package pvp
|
|
|
|
import (
|
|
"context"
|
|
"testing"
|
|
"time"
|
|
|
|
repo "longheng.io/server/internal/modules/dnf/repository"
|
|
"longheng.io/server/internal/modules/dnf/repository/memory"
|
|
)
|
|
|
|
func TestArcadeRewardAtomicReceiptAndTrainingGate(t *testing.T) {
|
|
ctx := context.Background()
|
|
repos := memory.NewMemoryGroup()
|
|
c := repo.CharacterRecord{CharacterID: "29", AccountID: "a", Level: 50, Stats: map[string]int64{"exp": 100, "gold": 10}}
|
|
if err := repos.Character.Save(ctx, c); err != nil {
|
|
t.Fatal(err)
|
|
}
|
|
if err := repos.Skill.Save(ctx, repo.SkillRecord{CharacterID: "29", Points: repo.SkillPointState{SyncedLevel: 50}}); err != nil {
|
|
t.Fatal(err)
|
|
}
|
|
called := 0
|
|
planner := func(c repo.CharacterRecord, skill repo.SkillRecord) (ArcadeRewardSnapshot, error) {
|
|
called++
|
|
c.Stats["exp"] += 20
|
|
c.Stats["gold"] += 3
|
|
c.Level++
|
|
skill.Points.SyncedLevel++
|
|
skill.Points.TotalSP += 10
|
|
skill.Points.RemainingSP += 10
|
|
return ArcadeRewardSnapshot{Character: c, Skill: skill, Reward: ArcadeReward{20, 3}}, nil
|
|
}
|
|
failed := repos
|
|
failed.CharacterSettlement = failCommit{repos.CharacterSettlement}
|
|
if _, err := ApplyArcadeReward(ctx, failed, "a", "29", "run1", planner, time.Now()); err == nil {
|
|
t.Fatal("commit failure ignored")
|
|
}
|
|
stored, _, _ := repos.Character.Load(ctx, "29")
|
|
skill, _, _ := repos.Skill.Load(ctx, "29")
|
|
if stored.Level != 50 || stored.Stats["exp"] != 100 || stored.Stats["gold"] != 10 || skill.Points.TotalSP != 0 {
|
|
t.Fatal("reward transaction partially committed")
|
|
}
|
|
for i := 0; i < 2; i++ {
|
|
r, err := ApplyArcadeReward(ctx, repos, "a", "29", "run1", planner, time.Now())
|
|
if err != nil || r.Character.Level != 51 || r.Character.Stats["gold"] != 13 || r.Skill.Points.TotalSP != 10 || r.Reward != (ArcadeReward{20, 3}) {
|
|
t.Fatalf("reward=%+v error=%v", r, err)
|
|
}
|
|
}
|
|
if called != 2 {
|
|
t.Fatal("receipt replay recalculated reward")
|
|
}
|
|
if _, err := ApplyArcadeReward(ctx, repos, "other", "29", "run2", planner, time.Now()); err == nil {
|
|
t.Fatal("unowned reward accepted")
|
|
}
|
|
r, err := ApplyArcadeReward(ctx, repos, "a", "29", "run2", planner, time.Now())
|
|
if err != nil || r.Character.Stats["gold"] != 16 {
|
|
t.Fatal("new run reused old receipt")
|
|
}
|
|
q := repo.QuestRecord{States: map[int64]repo.QuestState{}, Progress: map[int64]repo.QuestState{}}
|
|
for id := int64(2670); id <= 2674; id++ {
|
|
q.States[id] = repo.QuestState{Status: "completed"}
|
|
}
|
|
if !ArcadeTrainingCompleted(q) {
|
|
t.Fatal("completed training rejected")
|
|
}
|
|
q.States[2674] = repo.QuestState{Status: "active", ProgressValue: 262657}
|
|
q.Progress[2674] = repo.QuestState{Status: "completed"}
|
|
if ArcadeTrainingCompleted(q) {
|
|
t.Fatal("active canonical quest treated as completed")
|
|
}
|
|
}
|