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https://github.com/DarkflameUniverse/DarkflameServer.git
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fix(quickbuild): a finished quickbuild's EnableRebuild has no duration
Live sent duration 0.0 in all 744 successful EnableRebuild (cancels carry the time spent building, which DLU already matches); DLU sent the reset time. Tests get EntityManager::_addEntity/_removeEntity to make an entity built outside CreateEntity findable, and helpers that read game messages back out of captured packets. Check: finish a quickbuild; the build completes, the celebrate animation plays and the built object stays up for its usual time before resetting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -13,6 +13,7 @@ set(DCOMPONENTS_TESTS
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"CharacterSaveFieldsTests.cpp"
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"CollectibleComponentTests.cpp"
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"ReplicaComponentOrderTests.cpp"
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"QuickBuildCompleteTests.cpp"
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)
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# Get the folder name and prepend it to the files above
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@@ -0,0 +1,90 @@
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#include "GameDependencies.h"
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#include "dGameMessagesTests/GameMessageTestUtils.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "CDClientDatabase.h"
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#include "Entity.h"
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#include "QuickBuildComponent.h"
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#include "QuickBuildMessages.h"
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#include "eQuickBuildState.h"
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#include <memory>
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#include <gtest/gtest.h>
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using namespace GameMessageTestUtils;
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namespace {
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// The quick build spawns its activator through the entity manager, which reads the CDClient: give it an empty one.
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void ConnectEmptyCDClient() {
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if (CDClientDatabase::isConnected) return;
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CDClientDatabase::Connect(":memory:");
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for (const auto* table : {
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"ComponentsRegistry (id INTEGER, component_type INTEGER, component_id INTEGER)",
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"ObjectSkills (objectTemplate INTEGER, skillID INTEGER, castOnType INTEGER, AICombatWeight INTEGER)",
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"SkillBehavior (skillID INTEGER, behaviorID INTEGER)",
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"ItemSets (setID INTEGER, itemIDs TEXT)",
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}) {
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CDClientDatabase::ExecuteDML(std::string("CREATE TABLE ") + table + ";");
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}
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}
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}
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// What a finished quickbuild sends, compared with live (744 successful builds in the live captures).
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class QuickBuildCompleteTests : public GameDependenciesTest {
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protected:
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void SetUp() override {
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SetUpDependencies();
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ConnectEmptyCDClient();
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auto playerInfo = info;
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playerInfo.lot = 1;
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player = std::make_unique<Entity>(0x1000000000000001LL, playerInfo);
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Game::entityManager->_addEntity(player.get()); // the quickbuild looks its builder up there
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character = std::make_unique<Character>(1, nullptr);
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player->SetCharacter(character.get());
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character->SetEntity(player.get());
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player->AddComponent<CharacterComponent>(-1, character.get(), ClientAddress());
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auto buildInfo = info;
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buildInfo.lot = 4717;
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build = std::make_unique<Entity>(0x0102030405060708LL, buildInfo);
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quickBuild = build->AddComponent<QuickBuildComponent>(-1);
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quickBuild->SetResetTime(20.0f);
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quickBuild->SetCompleteTime(0.0f);
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}
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// Starts the build and runs updates until it completes (the first update only sets up the imagination drain).
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std::vector<CapturedPacket> Build() {
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quickBuild->OnUse(player.get());
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return Capture([&] {
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for (int i = 0; i < 3 && quickBuild->GetState() != eQuickBuildState::COMPLETED; i++) quickBuild->Update(0.1f);
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});
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}
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void TearDown() override {
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quickBuild = nullptr;
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build.reset();
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Game::entityManager->_removeEntity(player->GetObjectID());
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player->SetCharacter(nullptr);
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player.reset();
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character.reset();
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TearDownDependencies();
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}
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std::unique_ptr<Entity> player;
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std::unique_ptr<Character> character;
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std::unique_ptr<Entity> build;
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QuickBuildComponent* quickBuild{};
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};
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TEST_F(QuickBuildCompleteTests, SuccessHasNoDuration) {
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const auto sent = Build();
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ASSERT_EQ(quickBuild->GetState(), eQuickBuildState::COMPLETED);
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const auto enables = SentGameMessages<GameMessages::EnableRebuild>(sent);
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ASSERT_EQ(enables.size(), 1u);
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EXPECT_TRUE(enables[0].bSuccess);
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EXPECT_FALSE(enables[0].bFail);
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EXPECT_EQ(enables[0].fDuration, 0.0f);
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EXPECT_EQ(enables[0].user, player->GetObjectID());
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}
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@@ -121,6 +121,35 @@ namespace GameMessageTestUtils {
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return msg;
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}
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// The game message ID of every captured game message, in send order; other packets are skipped.
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inline std::vector<MessageType::Game> SentGameMessageIds(const std::vector<CapturedPacket>& packets) {
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std::vector<MessageType::Game> ids;
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for (const auto& packet : packets) {
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RakNet::BitStream bitStream(const_cast<unsigned char*>(packet.bytes.data()), packet.bytes.size(), false);
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LWOOBJID target{};
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MessageType::Game msgId{};
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if (GameMessages::NetGameMsg::ReadPacketHeader(bitStream, target, msgId)) ids.push_back(msgId);
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}
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return ids;
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}
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// Every captured game message of type T, read back with its target, in send order.
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template<typename T>
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std::vector<T> SentGameMessages(const std::vector<CapturedPacket>& packets) {
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std::vector<T> found;
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for (const auto& packet : packets) {
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RakNet::BitStream bitStream(const_cast<unsigned char*>(packet.bytes.data()), packet.bytes.size(), false);
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T msg;
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LWOOBJID target{};
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MessageType::Game msgId{};
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if (!GameMessages::NetGameMsg::ReadPacketHeader(bitStream, target, msgId) || msgId != msg.msgId) continue;
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EXPECT_TRUE(msg.Deserialize(bitStream));
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msg.target = target;
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found.push_back(msg);
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}
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return found;
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}
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// Checks that every strict prefix of msg's serialized payload fails to deserialize.
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template<typename T>
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void ExpectTruncatedFails(const T& msg) {
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