Files
DarkflameServer/tests/dGameTests/dGameMessagesTests/GameMessageTestUtils.h
Aaron Kimbrell 55fd5aa8c3 refactor: mission, flag and collectible game messages as structs
Converts OfferMission, NotifyMission, NotifyMissionTask, ResetMissions,
NotifyClientFlagChange and NotifyLevelRewards (sent with SendToClient:
the old functions never broadcast) and the received RespondToMission,
MissionDialogueOK, RequestLinkedMission, SetFlag and HasBeenCollected
to NetGameMsgs in MissionMessages.{h,cpp}. Callers are switched,
OfferMission's send-it-twice behaviour moves to MissionOfferComponent,
the received messages are registered in GameMessageHandler's map and
the old functions are deleted. Handlers are copied verbatim. The
byte-equality helper can now compare SendToClient messages.

No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(including OfferMission's two packets), received messages compared with
the old handlers' read sequences and every truncated payload rejected,
hand computed golden bytes and round trips. Layouts confirmed against
the 1.10.64 client in Ghidra.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 09:33:10 -05:00

91 lines
3.6 KiB
C++

#ifndef GAMEMESSAGETESTUTILS_H
#define GAMEMESSAGETESTUTILS_H
// Shared helpers for the byte-equality tests of converted game messages (see docs/PacketArchitecture.md).
#include "GameMessages.h"
#include "PacketTestUtils.h"
#include <array>
#include <functional>
#include <gtest/gtest.h>
namespace GameMessageTestUtils {
using namespace PacketTestUtils;
inline SystemAddress ClientAddress() {
SystemAddress address;
address.binaryAddress = 0x0100007f;
address.port = 2003;
return address;
}
// Synthetic object IDs: empty, a player-style ID and one with every byte different.
inline const std::array<LWOOBJID, 3> g_Targets = { LWOOBJID_EMPTY, 0x1000000000000001LL, 0x0102030405060708LL };
inline const std::array<SystemAddress, 2> g_Addresses = { ClientAddress(), UNASSIGNED_SYSTEM_ADDRESS };
// The complete packet msg.Send(sysAddr) puts on the wire.
inline PacketBytes StructPacket(const GameMessages::NetGameMsg& msg) {
RakNet::BitStream bitStream;
msg.WritePacket(bitStream);
return FromBitStream(bitStream);
}
// How the struct is sent in a comparison: Send (UNASSIGNED broadcasts; legacy functions that did
// "if (UNASSIGNED) SEND_PACKET_BROADCAST; SEND_PACKET;") or SendToClient (legacy functions with only SEND_PACKET).
enum class SendMode { Send, SendToClient };
// Sends the same message through the frozen legacy function and through the struct, to one client and to
// UNASSIGNED_SYSTEM_ADDRESS, and requires identical bytes and the same effective destination.
// legacySend receives the address to send to.
inline void ExpectSameAsLegacy(const std::function<void(const SystemAddress&)>& legacySend, const GameMessages::NetGameMsg& msg, SendMode mode = SendMode::Send) {
for (const auto& address : g_Addresses) {
SCOPED_TRACE(address == UNASSIGNED_SYSTEM_ADDRESS ? "unassigned address" : "single client");
const auto legacyPackets = Capture([&] { legacySend(address); });
const auto newPackets = Capture([&] { mode == SendMode::Send ? msg.Send(address) : msg.SendToClient(address); });
ASSERT_FALSE(legacyPackets.empty());
ASSERT_EQ(newPackets.size(), 1);
// The legacy broadcast path also did a second Send(UNASSIGNED_SYSTEM_ADDRESS, broadcast = false),
// which RakPeer::Send rejects without sending anything. Every copy must still match byte for byte.
for (const auto& legacyPacket : legacyPackets) {
EXPECT_PACKET_EQ(FromCapture(legacyPacket), FromCapture(newPackets[0]));
}
EXPECT_EQ(legacyPackets[0].broadcast, newPackets[0].broadcast);
EXPECT_EQ(legacyPackets[0].sysAddr, newPackets[0].sysAddr);
EXPECT_PACKET_EQ(FromCapture(newPackets[0]), StructPacket(msg));
}
}
// Serializes msg, reads it back into a fresh T and checks the copy consumed every bit and serializes to the
// same bytes. Returns the copy so callers can compare fields.
template<typename T>
T RoundTrip(const T& msg) {
RakNet::BitStream bitStream;
msg.Serialize(bitStream);
T copy;
EXPECT_TRUE(copy.Deserialize(bitStream));
EXPECT_EQ(bitStream.GetNumberOfUnreadBits(), 0);
RakNet::BitStream again;
copy.Serialize(again);
EXPECT_PACKET_EQ(FromBitStream(bitStream), FromBitStream(again));
return copy;
}
// Checks that every strict prefix of msg's serialized payload fails to deserialize.
template<typename T>
void ExpectTruncatedFails(const T& msg) {
RakNet::BitStream full;
msg.Serialize(full);
for (uint32_t bits = 0; bits < full.GetNumberOfBitsUsed(); bits++) {
RakNet::BitStream prefix;
prefix.WriteBits(full.GetData(), bits, false);
T copy;
EXPECT_FALSE(copy.Deserialize(prefix)) << "deserialized from only " << bits << " bits";
}
}
}
#endif // GAMEMESSAGETESTUTILS_H