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
284 lines
11 KiB
Go
284 lines
11 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"errors"
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"testing"
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dnfrental "longheng.io/server/internal/modules/dnf/rental"
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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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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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func TestSendSuitableDungeonLuckyStarStateSendsCommittedStateOnce(t *testing.T) {
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ctx := context.Background()
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repositories := dnfrepomemory.NewMemoryGroup()
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if err := repositories.Account.Save(ctx, dnfrepo.AccountRecord{
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AccountID: "account-1",
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Metadata: map[string]string{dnfrental.PointMetadataKey: "1"},
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}); err != nil {
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t.Fatal(err)
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}
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if err := repositories.Character.Save(ctx, dnfrepo.CharacterRecord{
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CharacterID: "19",
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AccountID: "account-1",
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Level: 90,
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}); err != nil {
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t.Fatal(err)
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}
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if err := repositories.Inventory.Save(ctx, dnfrepo.InventoryRecord{
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CharacterID: "19",
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Slots: map[string]dnfrepo.ItemStack{},
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}); err != nil {
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t.Fatal(err)
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}
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if err := repositories.Equipment.Save(ctx, dnfrepo.EquipmentRecord{
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CharacterID: "19",
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Entries: map[string]dnfrepo.EquipmentEntry{},
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}); err != nil {
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t.Fatal(err)
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}
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connection := &bufferConn{}
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service := &Service{
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options: options{accountID: "account-1", gameUpperBodyCodec: gameUpperBodyCodecPlain},
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repositoryProvider: func() (dnfrepo.Group, bool) {
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return repositories, true
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},
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}
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session := &gameSession{
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conn: connection,
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accountID: "account-1",
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selectedCharacterID: 19,
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}
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runtime := &runtimeDungeonState{
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Dungeon: worldmap.Dungeon{ID: 244},
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Character: dnfrepo.CharacterRecord{
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CharacterID: "19",
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AccountID: "account-1",
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Level: 90,
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},
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settlementLuckyStarResolved: true,
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settlementLuckyStarRefreshPending: true,
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settlementLuckyStarBefore: 0,
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settlementLuckyStarApplied: 1,
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settlementLuckyStarAfter: 1,
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settlementLuckyStarLimit: 400,
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}
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service.sendSuitableDungeonLuckyStarState(session, runtime)
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packet, rest := splitGameServerUpperPacket(t, connection.write.Bytes())
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if packet.Header.Classification != 1 || packet.Header.MsgID != currentRentalPointResultMsgID {
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t.Fatalf("lucky-star notice class=%d msg=%d want class1/op%d", packet.Header.Classification, packet.Header.MsgID, currentRentalPointResultMsgID)
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}
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if len(packet.Body) != 13 || packet.Body[0] != 1 ||
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binary.LittleEndian.Uint32(packet.Body[1:5]) != currentRentalPointSourceDungeonClear ||
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binary.LittleEndian.Uint32(packet.Body[5:9]) != 0 ||
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binary.LittleEndian.Uint32(packet.Body[9:13]) != 1 {
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t.Fatalf("lucky-star notice body=%x want success,type2,not-capped,points1", packet.Body)
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}
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packet, rest = splitGameServerUpperPacket(t, rest)
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if packet.Header.Classification != 0 || packet.Header.MsgID != currentRentalStateMsgID {
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t.Fatalf("lucky-star refresh class=%d msg=%d want class0/op%d", packet.Header.Classification, packet.Header.MsgID, currentRentalStateMsgID)
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}
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if len(rest) != 0 {
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next, _ := splitGameServerUpperPacket(t, rest)
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t.Fatalf("unexpected lucky-star trailing packet msg=%d", next.Header.MsgID)
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}
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if len(packet.Body) != 8 || binary.LittleEndian.Uint32(packet.Body[:4]) != 1 ||
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binary.LittleEndian.Uint32(packet.Body[4:8]) != 0 {
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t.Fatalf("rental state body=%x want points=1 active_count=0", packet.Body)
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}
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account, found, err := repositories.Account.Load(ctx, "account-1")
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if err != nil || !found {
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t.Fatalf("load account found=%t err=%v", found, err)
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}
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points, err := dnfrental.Points(account)
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if err != nil || points != 1 {
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t.Fatalf("committed rental points=%d err=%v", points, err)
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}
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written := connection.write.Len()
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service.sendSuitableDungeonLuckyStarState(session, runtime)
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account, _, err = repositories.Account.Load(ctx, "account-1")
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if err != nil {
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t.Fatal(err)
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}
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points, err = dnfrental.Points(account)
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if err != nil || points != 1 || connection.write.Len() != written {
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t.Fatalf("replay points=%d bytes_before=%d bytes_after=%d err=%v", points, written, connection.write.Len(), err)
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}
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}
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func TestSendSuitableDungeonLuckyStarStateRetriesDeferredActiveAssetLoad(t *testing.T) {
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ctx := context.Background()
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repositories := dnfrepomemory.NewMemoryGroup()
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if err := repositories.Account.Save(ctx, dnfrepo.AccountRecord{
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AccountID: "account-1",
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Metadata: map[string]string{dnfrental.PointMetadataKey: "1"},
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}); err != nil {
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t.Fatal(err)
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}
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if err := repositories.Character.Save(ctx, dnfrepo.CharacterRecord{
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CharacterID: "19",
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AccountID: "account-1",
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Level: 90,
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}); err != nil {
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t.Fatal(err)
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}
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baseInventory := repositories.Inventory
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repositories.Inventory = rentalFailingInventoryLoadRepository{
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InventoryRepository: baseInventory,
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err: errors.New("forced rental inventory read failure"),
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}
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connection := &bufferConn{}
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service := &Service{
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options: options{accountID: "account-1", gameUpperBodyCodec: gameUpperBodyCodecPlain},
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repositoryProvider: func() (dnfrepo.Group, bool) {
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return repositories, true
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},
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}
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session := &gameSession{
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conn: connection,
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accountID: "account-1",
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selectedCharacterID: 19,
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selectedRentalWalletStateSent: true,
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}
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runtime := &runtimeDungeonState{
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Dungeon: worldmap.Dungeon{ID: 244},
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settlementLuckyStarResolved: true,
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settlementLuckyStarRefreshPending: true,
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settlementLuckyStarNoticeSent: true,
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settlementLuckyStarBefore: 0,
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settlementLuckyStarApplied: 1,
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settlementLuckyStarAfter: 1,
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settlementLuckyStarLimit: 400,
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}
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service.sendSuitableDungeonLuckyStarState(session, runtime)
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if connection.write.Len() != 0 {
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t.Fatalf("deferred active-asset load emitted op985: %x", connection.write.Bytes())
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}
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if runtime.settlementLuckyStarStateSent || session.selectedRentalWalletStateSent {
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t.Fatalf("deferred active-asset load closed retry gates runtime=%t session=%t",
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runtime.settlementLuckyStarStateSent, session.selectedRentalWalletStateSent)
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}
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repositories.Inventory = baseInventory
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service.sendSuitableDungeonLuckyStarState(session, runtime)
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packet, rest := splitGameServerUpperPacket(t, connection.write.Bytes())
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if len(rest) != 0 || packet.Header.Classification != 0 || packet.Header.MsgID != currentRentalStateMsgID {
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t.Fatalf("retry packet header=%+v trailing=%x", packet.Header, rest)
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}
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if !runtime.settlementLuckyStarStateSent || !session.selectedRentalWalletStateSent {
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t.Fatalf("successful retry left gates open runtime=%t session=%t",
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runtime.settlementLuckyStarStateSent, session.selectedRentalWalletStateSent)
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}
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}
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func TestRecommendedDungeonSettlementRefreshesRentalStateAfterResultChain(t *testing.T) {
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service, runtime, session, connection, _ := prepareCompletedSettlementRuntime(t)
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repositories, ok := service.repositoryGroup()
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if !ok || repositories.Account == nil {
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t.Fatal("settlement fixture has no account repository")
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}
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if err := repositories.Account.Save(context.Background(), dnfrepo.AccountRecord{
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AccountID: "account-1",
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Metadata: map[string]string{dnfrental.PointMetadataKey: "1"},
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}); err != nil {
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t.Fatal(err)
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}
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runtime.Character.Level = 20
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runtime.Dungeon.Metadata.MinimumRequiredLevel.Set = true
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runtime.Dungeon.Metadata.MinimumRequiredLevel.Value = 10
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runtime.Dungeon.Metadata.BasisLevel.Set = true
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runtime.Dungeon.Metadata.BasisLevel.Value = 20
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// The domain settlement owns persistence. This test isolates the socket
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// order after that commit without requiring a real PVF archive fixture.
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runtime.settlementLuckyStarResolved = true
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runtime.settlementLuckyStarRefreshPending = true
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runtime.settlementLuckyStarBefore = 0
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runtime.settlementLuckyStarApplied = 1
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runtime.settlementLuckyStarAfter = 1
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runtime.settlementLuckyStarLimit = 400
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connection.write.Reset()
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const clientRankPoint = byte(73)
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plan := currentDungeonSettlementPacketPlanForTest(t, runtime, clientRankPoint)
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runtime.settlementResultPlan = &plan
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request := make([]byte, currentDungeonPlayResultBaseSize)
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request[currentDungeonPlayResultClientRankPointOffset] = clientRankPoint
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if err := service.handleDungeonSetPlayResult(session, request); err != nil {
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t.Fatal(err)
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}
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want := []struct {
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classification byte
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msgID uint16
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}{
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{classification: 0, msgID: currentDungeonPlayResultNoticeMsgID},
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{classification: 0, msgID: currentDungeonCharacterStateMsgID},
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{classification: 0, msgID: currentDungeonClearRewardMsgID},
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{classification: 1, msgID: currentRentalPointResultMsgID},
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{classification: 0, msgID: currentRentalStateMsgID},
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}
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stream := connection.write.Bytes()
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for index, expected := range want {
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packet, rest := splitGameServerUpperPacket(t, stream)
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if packet.Header.Classification != expected.classification || packet.Header.MsgID != expected.msgID {
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t.Fatalf("packet[%d] class=%d msg=%d want class%d/msg%d", index, packet.Header.Classification, packet.Header.MsgID, expected.classification, expected.msgID)
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}
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stream = rest
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}
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if len(stream) != 0 {
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packet, _ := splitGameServerUpperPacket(t, stream)
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t.Fatalf("unexpected settlement trailing packet msg=%d", packet.Header.MsgID)
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}
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}
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func TestDungeonLuckyStarResultMarksLimitOnlyAtCap(t *testing.T) {
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for _, test := range []struct {
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name string
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before uint32
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applied uint32
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after uint32
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wantLimitFlag uint32
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}{
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{name: "below cap", before: 398, applied: 1, after: 399, wantLimitFlag: 0},
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{name: "reaches cap", before: 399, applied: 1, after: 400, wantLimitFlag: 1},
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{name: "already capped", before: 400, applied: 0, after: 400, wantLimitFlag: 1},
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} {
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t.Run(test.name, func(t *testing.T) {
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connection := &bufferConn{}
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service := &Service{options: options{gameUpperBodyCodec: gameUpperBodyCodecPlain}}
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session := &gameSession{conn: connection, selectedCharacterID: 19}
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runtime := &runtimeDungeonState{
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Dungeon: worldmap.Dungeon{ID: 244},
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settlementLuckyStarResolved: true,
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settlementLuckyStarRefreshPending: true,
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settlementLuckyStarBefore: test.before,
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settlementLuckyStarApplied: test.applied,
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settlementLuckyStarAfter: test.after,
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settlementLuckyStarLimit: 400,
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}
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// Stop after the native notice. The state refresh has a repository
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// dependency which is covered by the end-to-end test above.
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runtime.settlementLuckyStarStateSent = true
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service.sendSuitableDungeonLuckyStarState(session, runtime)
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packet, rest := splitGameServerUpperPacket(t, connection.write.Bytes())
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if len(rest) != 0 || packet.Header.Classification != 1 || packet.Header.MsgID != currentRentalPointResultMsgID {
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t.Fatalf("notice header=%+v trailing=%d", packet.Header, len(rest))
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}
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if len(packet.Body) != 13 || packet.Body[0] != 1 ||
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binary.LittleEndian.Uint32(packet.Body[1:5]) != currentRentalPointSourceDungeonClear ||
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binary.LittleEndian.Uint32(packet.Body[5:9]) != test.wantLimitFlag ||
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binary.LittleEndian.Uint32(packet.Body[9:13]) != test.after {
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t.Fatalf("notice body=%x", packet.Body)
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}
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})
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}
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}
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