test(capture): decoder coverage, replica read-back and generator check; docs

Every LU MessageType has a struct or is listed as never used by this server; every game message struct reads;
samples of each family and of sent game messages read back; replica constructions, updates and destructions written
by the server's own serializers read back. Generator finds constructors defined in the .cpp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-30 04:43:09 -05:00
parent d1ea2992e4
commit 4d7bea6f06
10 changed files with 482 additions and 8 deletions

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@@ -66,3 +66,10 @@ target_link_libraries(dGameTests ${COMMON_LIBRARIES} sqlite3 GTest::gtest_main
# Discover the tests
gtest_discover_tests(dGameTests)
# The member lists the capture viewer shows packets with are generated from the packet structs: fail when a struct
# changed without running the generator
find_package(Python3 COMPONENTS Interpreter)
if(Python3_Interpreter_FOUND)
add_test(NAME PacketFieldsUpToDate COMMAND ${Python3_EXECUTABLE} ${PROJECT_SOURCE_DIR}/tools/gen_game_message_fields.py --check)
endif()

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@@ -17,6 +17,7 @@ set(DCOMPONENTS_TESTS
"QuickBuildCompleteTests.cpp"
"RocketLaunchTests.cpp"
"ReplicaConstructionTests.cpp"
"ReplicaDecoderTests.cpp"
"ItemRemovalTests.cpp"
)

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@@ -0,0 +1,192 @@
// The capture viewer's replica reader (ReplicaDecoder) against the server's own writers: objects are built with real
// components, written with Entity::WriteBaseReplicaData and WriteComponents as a construction or serialization packet,
// and read back. A component whose Serialize changes without its reader fails here.
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "BuffComponent.h"
#include "Character.h"
#include "CharacterComponent.h"
#include "ControllablePhysicsComponent.h"
#include "DestroyableComponent.h"
#include "Entity.h"
#include "InventoryComponent.h"
#include "ItemComponent.h"
#include "LevelProgressionComponent.h"
#include "MessageIdentifiers.h"
#include "ModelComponent.h"
#include "PlayerForcedMovementComponent.h"
#include "PossessorComponent.h"
#include "ReplicaDecoder.h"
#include "SimplePhysicsComponent.h"
#include "SkillComponent.h"
#include "User.h"
#include "eReplicaComponentType.h"
#include "eReplicaPacketType.h"
namespace {
using json = nlohmann::json;
using enum eReplicaComponentType;
std::string Bytes(const RakNet::BitStream& stream) { return std::string(reinterpret_cast<const char*>(stream.GetData()), stream.GetNumberOfBytesUsed()); }
std::string Construction(Entity& entity, uint16_t network) {
RakNet::BitStream stream;
stream.Write<uint8_t>(ID_REPLICA_MANAGER_CONSTRUCTION);
stream.Write1();
stream.Write(network);
entity.WriteBaseReplicaData(stream, eReplicaPacketType::CONSTRUCTION);
entity.WriteComponents(stream, eReplicaPacketType::CONSTRUCTION);
return Bytes(stream);
}
std::string Serialization(Entity& entity, uint16_t network) {
RakNet::BitStream stream;
stream.Write<uint8_t>(ID_REPLICA_MANAGER_SERIALIZE);
stream.Write(network);
entity.WriteBaseReplicaData(stream, eReplicaPacketType::SERIALIZATION);
entity.WriteComponents(stream, eReplicaPacketType::SERIALIZATION);
return Bytes(stream);
}
const json* FieldsOf(const json& fields, const std::string& name) {
for (const auto& component : fields["components"]) {
if (component["component"] == name) return &component["fields"];
}
return nullptr;
}
std::string Names(const json& fields) {
std::string names;
for (const auto& component : fields["components"]) names += component["component"].get<std::string>() + " ";
return names;
}
}
class ReplicaDecoderTest : public GameDependenciesTest {
protected:
void SetUp() override { SetUpDependencies(); }
void TearDown() override { TearDownDependencies(); }
};
TEST_F(ReplicaDecoderTest, EnemyConstructionAndSerializationReadBack) {
info.lot = 4712;
Entity enemy(288300744895900100, info);
auto* const physics = enemy.AddComponent<ControllablePhysicsComponent>(-1);
auto* const destroyable = enemy.AddComponent<DestroyableComponent>(-1);
destroyable->SetMaxHealth(8.0f);
destroyable->SetHealth(8);
physics->SetPosition(NiPoint3(10.0f, 20.0f, 30.0f));
// A smashable (is_smashable in the zone file): its destroyable isn't in the registry and is written last, which the
// reader finds by trying that layout when the registry's doesn't read exactly
const ReplicaDecoder::ComponentTable table{ { 4712, { CONTROLLABLE_PHYSICS } } };
ReplicaDecoder::Session session(table);
const auto constructed = session.Decode(Construction(enemy, 7), 1);
ASSERT_TRUE(constructed);
EXPECT_FALSE(constructed->contains("(layout did not match)")) << constructed->dump();
EXPECT_EQ((*constructed)["networkID"], 7);
EXPECT_EQ((*constructed)["objectID"], "288300744895900100");
EXPECT_EQ((*constructed)["lot"], 4712);
EXPECT_EQ(Names(*constructed), "CONTROLLABLE_PHYSICS DESTROYABLE ");
const auto* health = FieldsOf(*constructed, "DESTROYABLE");
ASSERT_TRUE(health);
EXPECT_EQ((*health)["health"], 8);
EXPECT_EQ((*FieldsOf(*constructed, "CONTROLLABLE_PHYSICS"))["position"], json::array({ 10.0f, 20.0f, 30.0f }));
// An update: only what changed, read with the components the construction had
destroyable->SetHealth(3);
const auto updated = session.Decode(Serialization(enemy, 7), 1);
ASSERT_TRUE(updated);
EXPECT_FALSE(updated->contains("(layout did not match)")) << updated->dump();
EXPECT_EQ((*updated)["lot"], 4712);
EXPECT_EQ((*FieldsOf(*updated, "DESTROYABLE"))["health"], 3);
// Another connection never saw the construction
const auto unknown = session.Decode(Serialization(enemy, 7), 2);
ASSERT_TRUE(unknown);
EXPECT_TRUE(unknown->contains("(object not constructed in this capture)"));
// Destruction: the network ID, and the object it was
RakNet::BitStream destruction;
destruction.Write<uint8_t>(ID_REPLICA_MANAGER_DESTRUCTION);
destruction.Write<uint16_t>(7);
const auto destroyed = session.Decode(Bytes(destruction), 1);
ASSERT_TRUE(destroyed);
EXPECT_EQ((*destroyed)["networkID"], 7);
EXPECT_EQ((*destroyed)["lot"], 4712);
EXPECT_TRUE(session.Decode(Serialization(enemy, 7), 1)->contains("(object not constructed in this capture)"));
}
TEST_F(ReplicaDecoderTest, PlayerConstructionReadsTheCharacterParts) {
User user(UNASSIGNED_SYSTEM_ADDRESS, "tester", "key");
Character character(1, &user);
info.lot = 1;
Entity player(1152921506064087003, info);
player.SetCharacter(&character);
character.SetEntity(&player);
player.AddComponent<ControllablePhysicsComponent>(-1);
player.AddComponent<PossessorComponent>(-1);
player.AddComponent<LevelProgressionComponent>(-1);
player.AddComponent<PlayerForcedMovementComponent>(-1);
player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS)->InitializeStatisticsFromString("");
const ReplicaDecoder::ComponentTable table{ { 1, { CONTROLLABLE_PHYSICS, CHARACTER } } };
ReplicaDecoder::Session session(table);
const auto constructed = session.Decode(Construction(player, 1), 1);
ASSERT_TRUE(constructed);
EXPECT_FALSE(constructed->contains("(layout did not match)")) << constructed->dump();
EXPECT_EQ(Names(*constructed), "CONTROLLABLE_PHYSICS POSSESSOR LEVEL_PROGRESSION PLAYER_FORCED_MOVEMENT CHARACTER ");
EXPECT_EQ((*FieldsOf(*constructed, "CHARACTER"))["statistics"].size(), 27u);
}
// A model's destroyable is not in its registry rows: it is written after the other components
TEST_F(ReplicaDecoderTest, ModelWithTheDestroyableTheRegistryDoesNotList) {
info.lot = 6000;
Entity model(288300744895900200, info);
model.AddComponent<SimplePhysicsComponent>(-1);
model.AddComponent<ModelComponent>(-1)->LoadBehaviors();
model.AddComponent<ItemComponent>(-1);
auto* const destroyable = model.AddComponent<DestroyableComponent>(-1);
destroyable->SetIsSmashable(true);
const ReplicaDecoder::ComponentTable table{ { 6000, { SIMPLE_PHYSICS, MODEL, ITEM } } };
ReplicaDecoder::Session session(table);
const auto constructed = session.Decode(Construction(model, 3), 1);
ASSERT_TRUE(constructed);
EXPECT_FALSE(constructed->contains("(layout did not match)")) << constructed->dump();
EXPECT_EQ(Names(*constructed), "SIMPLE_PHYSICS ITEM MODEL DESTROYABLE ");
EXPECT_EQ((*FieldsOf(*constructed, "DESTROYABLE"))["smashable"], true);
}
// When no layout reads the packet exactly, what read is shown with the rest as bits, never a guess
TEST_F(ReplicaDecoderTest, UnknownLayoutShowsTheRest) {
info.lot = 4712;
Entity enemy(288300744895900100, info);
enemy.AddComponent<ControllablePhysicsComponent>(-1);
auto packet = Construction(enemy, 9);
packet += std::string("\x12\x34\x56", 3);
const ReplicaDecoder::ComponentTable table{ { 4712, { CONTROLLABLE_PHYSICS } } };
ReplicaDecoder::Session session(table);
const auto constructed = session.Decode(packet, 1);
ASSERT_TRUE(constructed);
EXPECT_TRUE(constructed->contains("(layout did not match)"));
EXPECT_FALSE((*constructed)["(rest)"].get<std::string>().empty());
}
// A live construction (network ID 11, LOT 13006, no components, parent/child info present but empty): the object
// header reads the same as the server writes it
TEST_F(ReplicaDecoderTest, LiveConstructionHeader) {
const unsigned char live[] = { 0x24, 0x85, 0x80, 0x7f, 0x7f, 0xff, 0xff, 0xff, 0x9f, 0x80, 0x00, 0x67, 0x19, 0x00, 0x00, 0x00, 0x5f, 0x99, 0x9d, 0x00, 0x00, 0x80 };
const ReplicaDecoder::ComponentTable table{ { 13006, {} } };
ReplicaDecoder::Session session(table);
const auto constructed = session.Decode(std::string(reinterpret_cast<const char*>(live), sizeof(live)), 1);
ASSERT_TRUE(constructed);
EXPECT_FALSE(constructed->contains("(layout did not match)")) << constructed->dump();
EXPECT_EQ((*constructed)["networkID"], 11);
EXPECT_EQ((*constructed)["objectID"], "70368744177662");
EXPECT_EQ((*constructed)["lot"], 13006);
EXPECT_EQ((*constructed)["timeSinceCreatedMs"], 3814335);
}

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@@ -39,28 +39,31 @@ TEST(GameMessageDecoderTest, ReadsWhatTheServerWrites) {
EXPECT_EQ((*fields)["skillID"], 42);
EXPECT_EQ((*fields)["optionalOriginatorID"], "1234");
EXPECT_EQ((*fields)["optionalTargetID"], "77");
EXPECT_EQ((*fields)["sBitStream"], "0102");
EXPECT_EQ((*fields)["sBitStream"], nlohmann::json({ {"hex", "0102"} }));
}
TEST(GameMessageDecoderTest, DirectionMatters) {
// A message only sent one way is read with its struct in either direction (the layout is the same)
TEST(GameMessageDecoderTest, SentMessagesDecode) {
GameMessages::EchoSyncSkill sent;
sent.bDone = true;
sent.uiSkillHandle = 5;
RakNet::BitStream stream;
sent.Serialize(stream);
EXPECT_FALSE(GameMessageDecoder::CanDecode(MessageType::Game::ECHO_SYNC_SKILL, true));
EXPECT_TRUE(GameMessageDecoder::CanDecode(MessageType::Game::ECHO_SYNC_SKILL, false));
const auto fields = GameMessageDecoder::Decode(MessageType::Game::ECHO_SYNC_SKILL, false, stream);
ASSERT_TRUE(fields);
EXPECT_EQ((*fields)["bDone"], true);
EXPECT_EQ((*fields)["uiSkillHandle"], 5);
}
TEST(GameMessageDecoderTest, UntypedMessagesAreNotDecoded) {
// A message the server has no struct for (live only) isn't decoded
TEST(GameMessageDecoderTest, MessagesWithoutAStructAreNotDecoded) {
RakNet::BitStream payload;
payload.Write<uint32_t>(1);
EXPECT_FALSE(GameMessageDecoder::CanDecode(MessageType::Game::PLAY_EMOTE, true));
EXPECT_FALSE(GameMessageDecoder::Decode(MessageType::Game::PLAY_EMOTE, true, payload));
EXPECT_FALSE(GameMessageDecoder::HasStruct(MessageType::Game::SET_PVP_STATUS));
EXPECT_FALSE(GameMessageDecoder::CanDecode(MessageType::Game::SET_PVP_STATUS, true));
EXPECT_FALSE(GameMessageDecoder::Decode(MessageType::Game::SET_PVP_STATUS, true, payload));
}
TEST(GameMessageDecoderTest, ShortPayloadsFail) {

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@@ -5,6 +5,7 @@ SET(DNET_TESTS
"MasterPacketsTests.cpp"
"MatchmakingPacketsTests.cpp"
"PacketCaptureTests.cpp"
"PacketDecoderCoverageTests.cpp"
"ServerTrafficTests.cpp"
"WorldPacketsTests.cpp")

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@@ -0,0 +1,195 @@
// The capture viewer decodes every packet the server sends or reads: every LU message ID has a struct (or is on the
// list below of IDs this server never sends or handles), every game message struct reads, and samples of each family
// come back with the values they were written with.
#include <gtest/gtest.h>
#include <set>
#include <string>
#include "AuthPackets.h"
#include "ChatPackets.h"
#include "ClientPackets.h"
#include "CommonPackets.h"
#include "EffectsMessages.h"
#include "GameMessageDecoder.h"
#include "GameMessageHandler.h"
#include "MasterPackets.h"
#include "MessageType/Auth.h"
#include "MessageType/Chat.h"
#include "MessageType/Client.h"
#include "MessageType/Master.h"
#include "MessageType/Server.h"
#include "MessageType/World.h"
#include "PacketDecoder.h"
#include "ServiceType.h"
#include "SkillMessages.h"
#include "TradeMessages.h"
#include "WorldPackets.h"
#include "magic_enum.hpp"
namespace {
using json = nlohmann::json;
std::string Bytes(const RakNet::BitStream& stream) { return std::string(reinterpret_cast<const char*>(stream.GetData()), stream.GetNumberOfBytesUsed()); }
template<typename T>
PacketDecoder::Decoded Written(const T& packet, bool fromClient) {
RakNet::BitStream stream;
packet.WritePacket(stream);
return PacketDecoder::Decode(Bytes(stream), fromClient);
}
// IDs this server never sends and never handles: no struct, so the viewer shows their name and bytes
const std::set<std::string> NOT_USED{
"AUTH LOGOUT_REQUEST", "AUTH CREATE_NEW_ACCOUNT_REQUEST", "AUTH LEGOINTERFACE_AUTH_RESPONSE", "AUTH SESSIONKEY_RECEIVED_CONFIRM",
"CHAT USER_CHANNEL_CHAT_MESSAGE", "CHAT WORLD_DISCONNECT_REQUEST", "CHAT WORLD_PROXIMITY_RESPONSE", "CHAT WORLD_PARCEL_RESPONSE",
"CHAT TEAM_MISSED_INVITE_CHECK", "CHAT BLUEPRINT_MODERATED", "CHAT BLUEPRINT_MODEL_READY", "CHAT PROPERTY_READY_FOR_APPROVAL",
"CHAT PROPERTY_MODERATION_CHANGED", "CHAT PROPERTY_BUILDMODE_CHANGED", "CHAT PROPERTY_BUILDMODE_CHANGED_REPORT",
"CHAT WORLD_INSTANCE_LOCATION_REQUEST", "CHAT REPUTATION_UPDATE", "CHAT SEND_CANNED_TEXT", "CHAT CHARACTER_NAME_CHANGE_REQUEST",
"CHAT CSR_REQUEST", "CHAT CSR_REPLY", "CHAT GM_KICK", "CHAT ACTIVITY_UPDATE", "CHAT GET_ZONE_POPULATIONS", "CHAT MATCH_REQUEST",
"CHAT UGCMANIFEST_REPORT_MISSING_FILE", "CHAT UGCMANIFEST_REPORT_DONE_FILE", "CHAT UGCMANIFEST_REPORT_DONE_BLUEPRINT",
"CHAT UGCC_REQUEST", "CHAT WORLD_PLAYERS_PET_MODERATED_ACKNOWLEDGE", "CHAT GM_CLOSE_PRIVATE_CHAT_WINDOW", "CHAT PLAYER_READY",
"CHAT GET_DONATION_TOTAL", "CHAT UPDATE_DONATION", "CHAT PRG_CSR_COMMAND", "CHAT HEARTBEAT_REQUEST_FROM_WORLD",
"CHAT UPDATE_FREE_TRIAL_STATUS",
"CLIENT LOGOUT_RESPONSE", "CLIENT CREATE_OBJECT", "CLIENT CREATE_CHARACTER_EXTENDED", "CLIENT CHAT_CONNECT_RESPONSE",
"CLIENT AUTH_ACCOUNT_CREATE_RESPONSE", "CLIENT CONNECT_CHAT", "CLIENT IMPENDING_RELOAD_NOTIFY", "CLIENT SLASH_PUSH_MAP_RESPONSE",
"CLIENT SLASH_PULL_MAP_RESPONSE", "CLIENT SLASH_LOCK_MAP_RESPONSE", "CLIENT BLUEPRINT_LUP_SAVE_RESPONSE",
"CLIENT BLUEPRINT_GET_ALL_DATA_RESPONSE", "CLIENT MODEL_INSTANTIATE_RESPONSE", "CLIENT GUILD_GET_STATUS_RESPONSE",
"CLIENT GUILD_RANK_CHANGE", "CLIENT GUILD_STATUS", "CLIENT DB_PROXY_RESULT", "CLIENT UPDATE_CHARACTER_NAME",
"CLIENT SET_NETWORK_SIMULATOR", "CLIENT INVALID_CHAT_MESSAGE", "CLIENT IN_LOGIN_QUEUE", "CLIENT GM_CLOSE_TARGET_CHAT_WINDOW",
"CLIENT GENERAL_TEXT_FOR_LOCALIZATION", "CLIENT UPDATE_FREE_TRIAL_STATUS",
"MASTER SHUTDOWN_IMMEDIATE", "AUTH RUNTIME_CONFIG", "CLIENT UGC_DOWNLOAD_FAILED",
"WORLD HAPPY_FLOWER_MODE_NOTIFY", "WORLD SLASH_RELOAD_MAP", "WORLD SLASH_PUSH_MAP_REQUEST", "WORLD SLASH_PUSH_MAP",
"WORLD SLASH_PULL_MAP", "WORLD LOCK_MAP_REQUEST", "WORLD HTTP_MONITOR_INFO_REQUEST", "WORLD SLASH_DEBUG_SCRIPTS",
"WORLD MODELS_CLEAR", "WORLD EXHIBIT_INSERT_MODEL", "WORLD WORD_CHECK", "WORLD GET_PLAYERS_IN_ZONE",
"WORLD BLUEPRINT_GET_ALL_DATA_REQUEST", "WORLD CANCEL_MAP_QUEUE", "WORLD FAKE_PRG_CSR_MESSAGE",
"WORLD REQUEST_FREE_TRIAL_REFRESH", "WORLD GM_SET_FREE_TRIAL_STATUS",
};
// Decoded some other way: game messages (GameMessageDecoder) and mail (a sub-header of its own, read by the game)
const std::set<std::string> ELSEWHERE{ "CLIENT GAME_MSG", "CLIENT MAIL" };
template<typename E>
void ExpectEveryIdDecodes(ServiceType service, std::set<std::string>& missing) {
for (const auto id : magic_enum::enum_values<E>()) {
const auto name = std::string(magic_enum::enum_name(service)) + " " + std::string(magic_enum::enum_name(id));
if (PacketDecoder::HasFields(service, static_cast<uint32_t>(id))) {
EXPECT_FALSE(NOT_USED.contains(name)) << name << " has a struct now: take it off the list";
continue;
}
if (!NOT_USED.contains(name) && !ELSEWHERE.contains(name)) missing.insert(name);
}
}
}
TEST(PacketDecoderCoverageTest, EveryMessageTypeHasAStruct) {
std::set<std::string> missing;
ExpectEveryIdDecodes<MessageType::Server>(ServiceType::COMMON, missing);
ExpectEveryIdDecodes<MessageType::Auth>(ServiceType::AUTH, missing);
ExpectEveryIdDecodes<MessageType::Chat>(ServiceType::CHAT, missing);
ExpectEveryIdDecodes<MessageType::Client>(ServiceType::CLIENT, missing);
ExpectEveryIdDecodes<MessageType::Master>(ServiceType::MASTER, missing);
ExpectEveryIdDecodes<MessageType::World>(ServiceType::WORLD, missing);
std::string list;
for (const auto& name : missing) list += name + "\n";
EXPECT_TRUE(missing.empty()) << "No struct decodes these (add one, or list them as not used):\n" << list;
}
// Every game message the server has a struct for reads, and so does every message it handles from a client
TEST(PacketDecoderCoverageTest, EveryGameMessageStructReads) {
const auto decodable = GameMessageDecoder::Decodable();
EXPECT_GT(decodable.size(), 290u);
for (const auto id : magic_enum::enum_values<MessageType::Game>()) {
if (!GameMessageHandler::CreateReceived(id)) continue;
EXPECT_TRUE(GameMessageDecoder::CanDecode(id, true)) << magic_enum::enum_name(id);
}
for (const auto id : decodable) {
EXPECT_TRUE(GameMessageDecoder::CanDecode(id, true) && GameMessageDecoder::CanDecode(id, false)) << magic_enum::enum_name(id);
}
}
TEST(PacketDecoderCoverageTest, AuthLoginRequestNeverShowsThePassword) {
AuthPackets::LoginRequest login;
login.username.string = u"tester";
login.password.string = u"hunter2";
login.numberOfProcessors = 8;
const auto decoded = Written(login, true);
ASSERT_TRUE(decoded.fields);
EXPECT_EQ((*decoded.fields)["username"], "tester");
EXPECT_EQ((*decoded.fields)["numberOfProcessors"], 8);
EXPECT_FALSE(decoded.fields->contains("password"));
EXPECT_EQ(decoded.fields->dump().find("hunter2"), std::string::npos);
}
TEST(PacketDecoderCoverageTest, SamplesOfEachFamilyReadBack) {
CommonPackets::ServerVersionConfirm version;
version.netVersion = 171022;
auto decoded = Written(version, false);
ASSERT_TRUE(decoded.fields);
EXPECT_EQ((*decoded.fields)["netVersion"], 171022);
ChatPackets::GMMute mute;
mute.playerID = 1152921504606846999LL;
mute.expire = 60;
decoded = Written(mute, false);
ASSERT_TRUE(decoded.fields) << decoded.name;
EXPECT_EQ((*decoded.fields)["playerID"], "1152921504606846999");
EXPECT_EQ((*decoded.fields)["expire"], "60");
MasterPackets::PlayerAdded added;
added.zoneID = 1200;
added.instanceID = 3;
decoded = Written(added, false);
ASSERT_TRUE(decoded.fields);
EXPECT_EQ((*decoded.fields)["zoneID"], 1200);
EXPECT_EQ((*decoded.fields)["instanceID"], 3);
ClientPackets::LoadStaticZone zone;
zone.mapID = 1100;
zone.mapChecksum = 0x49525511;
zone.playerPosition = NiPoint3(1.0f, 2.0f, 3.0f);
decoded = Written(zone, false);
ASSERT_TRUE(decoded.fields);
EXPECT_EQ((*decoded.fields)["mapID"], 1100);
EXPECT_EQ((*decoded.fields)["mapChecksum"], 0x49525511);
EXPECT_EQ((*decoded.fields)["playerPosition"], json::array({ 1.0f, 2.0f, 3.0f }));
WorldPackets::LevelLoadComplete loaded;
loaded.mapID = 1100;
decoded = Written(loaded, true);
ASSERT_TRUE(decoded.fields);
EXPECT_EQ((*decoded.fields)["mapID"], 1100);
}
// Game messages the other way round from the ones the server reads: what it sends to clients
TEST(PacketDecoderCoverageTest, SentGameMessagesReadBack) {
GameMessages::DisplayTooltip tooltip;
tooltip.show = true;
tooltip.time = 5000;
tooltip.id = u"tip";
tooltip.text = u"Press E";
tooltip.localizeParams.Insert(u"count", 3);
RakNet::BitStream payload;
tooltip.Serialize(payload);
const auto fields = GameMessageDecoder::Decode(MessageType::Game::DISPLAY_TOOLTIP, false, payload);
ASSERT_TRUE(fields);
EXPECT_EQ((*fields)["show"], true);
EXPECT_EQ((*fields)["time"], 5000);
EXPECT_EQ((*fields)["text"], "Press E");
EXPECT_EQ((*fields)["localizeParams"], json::array({ "count=1:3" }));
GameMessages::ServerTradeUpdate update;
GameMessages::TradeItemEntry item;
item.key = 5;
item.itemID = 5;
item.templateID = 1727;
item.count = 2u;
update.inventoryMap.push_back(item);
RakNet::BitStream tradePayload;
update.Serialize(tradePayload);
const auto trade = GameMessageDecoder::Decode(MessageType::Game::SERVER_TRADE_UPDATE, false, tradePayload);
ASSERT_TRUE(trade);
ASSERT_EQ((*trade)["inventoryMap"].size(), 1u);
EXPECT_EQ((*trade)["inventoryMap"][0]["templateID"], 1727);
EXPECT_EQ((*trade)["inventoryMap"][0]["count"], 2);
}