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The passport totals for coins, bricks and enemies came from the client's ModifyPlayerZoneStatistic, which live's client sent for its per-zone counts; live's server counted the totals itself and told the client (UpdatePlayerStatistic). Now: - CurrencyCollected (the amount gained) right after every SetCurrency that raised the coins (pickups, missions, achievements, selling, activities); none for losses. Captures: 15,815 pickups + mission/achievement/vendor/ activity gains, all with the stat; no loss had one. - BricksCollected (the count) after every add to the bricks inventory the client is told about (captures: 999 of 1,010, pickups and relocations). - The kill counts go to the killer right after Die, before the loot: EnemiesSmashed when the DestructibleComponent's isnpc is set, else SmashablesSmashed for a smashable (captures: 2,766 NPC kills and 538 smashables; faction or AI don't decide it, e.g. the Banana Cluster has AI and counted as a smashable). Neither while racing. Before, every kill was a SmashablesSmashed. - ModifyPlayerZoneStatistic from the client only updates the zone counts, so nothing is counted twice. Check in game: pick up coins, sell an item, finish a mission, pick up bricks, smash a stromling and a crate; each passport number goes up by the right amount at once and stays the same after relogging (no double counts). The per-zone statistics still go up. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
177 lines
8.3 KiB
C++
177 lines
8.3 KiB
C++
#include <gtest/gtest.h>
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#include "GameDependencies.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "Entity.h"
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#include "PlayerMessages.h"
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#include "DestroyableComponent.h"
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#include "CDClientDatabase.h"
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#include "dGameMessagesTests/GameMessageTestUtils.h"
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// Live sent UpdatePlayerStatistic (1481) server -> client for the statistics the server counted (docs/CaptureUnknowns.md).
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// The packets below are from 2011/2012 live captures of the player 0x100000008eea7d5e.
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using namespace GameMessageTestUtils;
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class PlayerStatisticTest : public GameDependenciesTest {
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protected:
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static constexpr LWOOBJID PLAYER = 0x100000008eea7d5eLL;
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std::unique_ptr<Entity> entity;
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std::unique_ptr<Character> character;
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CharacterComponent* characterComponent = nullptr;
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void SetUp() override {
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SetUpDependencies();
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entity = std::make_unique<Entity>(PLAYER, info);
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character = std::make_unique<Character>(1, nullptr);
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entity->SetCharacter(character.get());
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characterComponent = entity->AddComponent<CharacterComponent>(-1, character.get(), ClientAddress());
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characterComponent->InitializeStatisticsFromString(""); // every statistic 0
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}
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void TearDown() override {
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entity->SetCharacter(nullptr);
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entity.reset();
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character.reset();
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TearDownDependencies();
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}
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// The UpdatePlayerStatistic packets sent, each checked to go to the player's client only
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static std::vector<GameMessages::UpdatePlayerStatistic> Statistics(const std::vector<CapturedPacket>& packets) {
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std::vector<GameMessages::UpdatePlayerStatistic> statistics;
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for (const auto& packet : packets) {
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RakNet::BitStream bitStream(const_cast<uint8_t*>(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) || msgId != MessageType::Game::UPDATE_PLAYER_STATISTIC) continue;
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EXPECT_EQ(packet.sysAddr, ClientAddress());
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EXPECT_FALSE(packet.broadcast);
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auto& statistic = statistics.emplace_back();
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EXPECT_TRUE(statistic.Deserialize(bitStream));
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statistic.target = target;
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}
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return statistics;
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}
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};
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TEST_F(PlayerStatisticTest, SendsWhatTheServerCountsAsLiveDid) {
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// CurrencyCollected 1 (the amount is left out, the client's default) and 500
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auto packets = Capture([&] { characterComponent->UpdatePlayerStatistic(CurrencyCollected); });
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ASSERT_EQ(packets.size(), 1);
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EXPECT_EQ(FromHex("5305000c000000005e7dea8e00000010c9050100000000").bytes, packets[0].bytes); // captures are padded to whole bytes
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EXPECT_EQ(packets[0].sysAddr, ClientAddress());
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EXPECT_FALSE(packets[0].broadcast);
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packets = Capture([&] { characterComponent->UpdatePlayerStatistic(CurrencyCollected, 500); });
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ASSERT_EQ(packets.size(), 1);
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EXPECT_EQ(FromHex("5305000c000000005e7dea8e00000010c90501000000fa0080000000000000").bytes, packets[0].bytes); // captures are padded to whole bytes
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EXPECT_EQ(characterComponent->StatisticsToString().substr(0, 4), "501;");
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}
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TEST_F(PlayerStatisticTest, WhatTheClientReportsIsCountedNotEchoed) {
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const auto packets = Capture([&] { characterComponent->UpdatePlayerStatistic(PetsTamed, 1, true); });
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EXPECT_TRUE(packets.empty());
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EXPECT_EQ(characterComponent->StatisticsToString().substr(0, 16), "0;0;0;0;0;0;0;1;");
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}
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TEST_F(PlayerStatisticTest, MetersTraveledGoOutInBatches) {
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// The entity has no physics, so every update is measured from the origin
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auto packets = Capture([&] {
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characterComponent->TrackPositionUpdate(NiPoint3(10.0f, 0.0f, 0.0f));
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characterComponent->TrackPositionUpdate(NiPoint3(0.0f, 0.0f, 10.5f));
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});
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EXPECT_TRUE(Statistics(packets).empty()); // 20 counted, not sent yet
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packets = Capture([&] { characterComponent->TrackPositionUpdate(NiPoint3(0.0f, 9.0f, 0.0f)); });
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auto statistics = Statistics(packets);
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ASSERT_EQ(statistics.size(), 1);
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EXPECT_EQ(statistics[0].target, PLAYER);
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EXPECT_EQ(statistics[0].updateID, static_cast<int32_t>(MetersTraveled));
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EXPECT_EQ(statistics[0].updateValue, 29); // 10 + 10 + 9, the half meter waits
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EXPECT_EQ(FromHex("5305000c000000005e7dea8e00000010c9050c0000008e8000000000000000").bytes, packets[0].bytes); // captures are padded to whole bytes
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// The half meters add up; what's left goes out when the player leaves the world
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packets = Capture([&] {
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characterComponent->TrackPositionUpdate(NiPoint3(0.5f, 0.0f, 0.0f));
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characterComponent->TrackPositionUpdate(NiPoint3(3.0f, 0.0f, 0.0f));
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characterComponent->FlushMovementStatistics();
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});
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statistics = Statistics(packets);
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ASSERT_EQ(statistics.size(), 1);
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EXPECT_EQ(statistics[0].updateID, static_cast<int32_t>(MetersTraveled));
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EXPECT_EQ(statistics[0].updateValue, 4);
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// Every meter was counted once
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const auto split = GeneralUtils::SplitString(characterComponent->StatisticsToString(), ';');
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EXPECT_EQ(split[11], "33");
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// Live sent the last one even when nothing was left
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statistics = Statistics(Capture([&] { characterComponent->FlushMovementStatistics(); }));
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ASSERT_EQ(statistics.size(), 1);
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EXPECT_EQ(statistics[0].updateValue, 0);
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}
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TEST_F(PlayerStatisticTest, BricksAddedAreCollected) {
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auto statistics = Statistics(Capture([&] { characterComponent->TrackItemsAdded(eInventoryType::BRICKS, 3); }));
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ASSERT_EQ(statistics.size(), 1);
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EXPECT_EQ(statistics[0].updateID, static_cast<int32_t>(BricksCollected));
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EXPECT_EQ(statistics[0].updateValue, 3);
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EXPECT_TRUE(Statistics(Capture([&] { characterComponent->TrackItemsAdded(eInventoryType::ITEMS, 1); })).empty());
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}
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TEST_F(PlayerStatisticTest, ZoneStatisticsFromTheClientLeaveThePassportTotalsAlone) {
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// The client reports these per zone; the totals come from what the server sent (not counted twice)
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characterComponent->HandleZoneStatisticsUpdate(1100, u"CoinsCollected", 10);
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characterComponent->HandleZoneStatisticsUpdate(1100, u"BricksCollected", 2);
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characterComponent->HandleZoneStatisticsUpdate(1100, u"EnemiesSmashed", 1);
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EXPECT_EQ(characterComponent->StatisticsToString().substr(0, 10), "0;0;0;0;0;");
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}
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// Live: Die, then (to the killer) EnemiesSmashed for an NPC or SmashablesSmashed for another smashable, then the loot
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TEST_F(PlayerStatisticTest, SmashingCountsEnemiesAndSmashables) {
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// Smash finds the killer through the entity manager, which looks the new entity up in the CDClient
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CDClientDatabase::Connect(":memory:");
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CDClientDatabase::ExecuteDML("CREATE TABLE ComponentsRegistry (id INTEGER, component_type INTEGER, component_id INTEGER);");
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ASSERT_NE(Game::entityManager->CreateEntity(info, nullptr, nullptr, true, 0x3FFFFFFFFFFELL), nullptr); // the zone control object loot asks
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auto* killer = Game::entityManager->CreateEntity(info, nullptr, nullptr, false, PLAYER + 1);
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ASSERT_NE(killer, nullptr);
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auto* killerCharacter = killer->AddComponent<CharacterComponent>(-1, character.get(), ClientAddress());
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killerCharacter->InitializeStatisticsFromString("");
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LWOOBJID victimID = 0x3FFF000000000001LL;
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const auto smash = [&](bool npc, bool smashable) {
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auto* victim = Game::entityManager->CreateEntity(info, nullptr, nullptr, false, victimID++);
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auto* destroyable = victim->AddComponent<DestroyableComponent>(-1);
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destroyable->SetMaxHealth(10.0f);
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destroyable->SetHealth(10);
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destroyable->SetIsNPC(npc);
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destroyable->SetIsSmashable(smashable);
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return Capture([&] { destroyable->Smash(killer->GetObjectID()); });
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};
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for (const auto& [npc, smashable, expected] : { std::tuple{ true, true, EnemiesSmashed }, std::tuple{ false, true, SmashablesSmashed } }) {
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const auto packets = smash(npc, smashable);
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size_t die = packets.size(), statistic = packets.size();
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for (size_t i = 0; i < packets.size(); i++) {
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RakNet::BitStream bitStream(const_cast<uint8_t*>(packets[i].bytes.data()), packets[i].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)) continue;
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if (msgId == MessageType::Game::DIE && die == packets.size()) die = i;
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if (msgId == MessageType::Game::UPDATE_PLAYER_STATISTIC) statistic = i;
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}
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ASSERT_LT(die, packets.size());
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ASSERT_LT(statistic, packets.size());
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EXPECT_LT(die, statistic);
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const auto statistics = Statistics({ packets[statistic] });
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ASSERT_EQ(statistics.size(), 1);
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EXPECT_EQ(statistics[0].target, killer->GetObjectID());
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EXPECT_EQ(statistics[0].updateID, static_cast<int32_t>(expected));
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}
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// Neither an NPC nor smashable (e.g. a collectible spawner): nothing
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EXPECT_TRUE(Statistics(smash(false, false)).empty());
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killer->SetCharacter(nullptr);
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}
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