Files
DarkflameServer/tests/dGameTests/dComponentsTests/InventorySaveTests.cpp
Aaron Kimbrell a538f32382 fix(inventory): the charxml's items element has nn="1", as live
Live charxmls carried <items nn="1"> (225 of 226 captured).
LWOInventoryComponent_Common::LoadFromSaveData (0x00d1ec40) reads it and
then does not add the inventory component's template items to the loaded
character. No effect on players today (the player LOT's inventory
component has no items); the server never wrote it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:55:06 -05:00

102 lines
4.0 KiB
C++

#include "GameDependencies.h"
#include "CDClientManager.h"
#include "CDComponentsRegistryTable.h"
#include "CDItemComponentTable.h"
#include "Entity.h"
#include "InventoryComponent.h"
#include "Item.h"
#include "eReplicaComponentType.h"
#include "tinyxml2.h"
#include <gtest/gtest.h>
// What the character save writes as equipped ("eq"), in and out of a pushed equipment state (build mode).
class InventorySaveTests : public GameDependenciesTest {
protected:
static constexpr LOT HAT = 1000;
static constexpr LOT MODEL = 6662; // a brick built model item, carried while building on a property
std::unique_ptr<Entity> entity;
InventoryComponent* inventory{};
tinyxml2::XMLDocument doc;
LWOOBJID nextId = 0x7000;
void SetUp() override {
SetUpDependencies();
RegisterLot(HAT, "hair");
RegisterLot(MODEL, "Extra_1");
// The entity's own LOT has no components, so InventoryComponent doesn't look it up in a database
CDClientManager::GetEntriesMutable<CDComponentsRegistryTable>().insert_or_assign(static_cast<uint64_t>(info.lot), 0);
entity = std::make_unique<Entity>(1, info);
inventory = entity->AddComponent<InventoryComponent>(-1);
doc.Parse("<obj><inv><bag/><items/></inv></obj>");
}
void TearDown() override {
entity.reset();
TearDownDependencies();
}
static void RegisterLot(const LOT lot, const std::string& equipLocation) {
const auto componentID = static_cast<uint32_t>(96000 + lot);
auto& registry = CDClientManager::GetEntriesMutable<CDComponentsRegistryTable>();
registry.insert_or_assign(static_cast<uint64_t>(lot), componentID);
registry.insert_or_assign(static_cast<uint64_t>(eReplicaComponentType::ITEM) << 32 | static_cast<uint64_t>(lot), componentID);
CDItemComponent component{};
component.id = componentID;
component.equipLocation = equipLocation;
CDClientManager::GetEntriesMutable<CDItemComponentTable>().insert_or_assign(componentID, component);
}
// The inventory owns the item; equipped the way loading a save equips it
Item* GiveEquipped(const LOT lot, const eInventoryType type) {
auto* const bag = inventory->GetInventory(type);
auto* const item = new Item(nextId++, lot, bag, static_cast<uint32_t>(bag->GetItems().size()), 1, false, {}, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eLootSourceType::NONE);
inventory->UpdateSlot(item->GetInfo().equipLocation, { item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot() });
return item;
}
// The "eq" attribute the save wrote for an item
bool SavedEquipped(const LWOOBJID id) {
inventory->WriteSaveData(doc);
for (auto* bag = doc.FirstChildElement("obj")->FirstChildElement("inv")->FirstChildElement("items")->FirstChildElement("in"); bag; bag = bag->NextSiblingElement("in")) {
for (auto* element = bag->FirstChildElement("i"); element; element = element->NextSiblingElement("i")) {
if (element->Int64Attribute("id") == id) return element->BoolAttribute("eq");
}
}
ADD_FAILURE() << "item " << id << " was not saved";
return false;
}
};
TEST_F(InventorySaveTests, EquippedItemsAreSavedEquipped) {
const auto* const hat = GiveEquipped(HAT, eInventoryType::ITEMS);
EXPECT_TRUE(SavedEquipped(hat->GetId()));
}
TEST_F(InventorySaveTests, ModelCarriedInBuildModeIsNotSavedEquipped) {
const auto* const hat = GiveEquipped(HAT, eInventoryType::ITEMS);
inventory->PushEquippedItems(); // entering build mode
const auto* const model = GiveEquipped(MODEL, eInventoryType::MODELS); // picked up off the property
EXPECT_FALSE(SavedEquipped(model->GetId()));
EXPECT_TRUE(SavedEquipped(hat->GetId()));
}
TEST_F(InventorySaveTests, ItemTakenOffInBuildModeIsStillSavedEquipped) {
const auto* const hat = GiveEquipped(HAT, eInventoryType::ITEMS);
inventory->PushEquippedItems();
inventory->RemoveSlot("hair");
EXPECT_TRUE(SavedEquipped(hat->GetId()));
}
// Live charxmls have <items nn="1">
TEST_F(InventorySaveTests, ItemsAreSavedWithNn) {
inventory->WriteSaveData(doc);
EXPECT_STREQ(doc.FirstChildElement("obj")->FirstChildElement("inv")->FirstChildElement("items")->Attribute("nn"), "1");
}