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LWOSkillComponent::MsgSyncSkill (0x00d454b0) checks whether the caster is dead before running a synced behavior; if so it only removes the behavior handle from the skill's pending ones. The server ran the sync anyway, so a player's delayed hit still landed after they died. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
83 lines
2.9 KiB
C++
83 lines
2.9 KiB
C++
#include "GameDependencies.h"
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#include "Behavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "DestroyableComponent.h"
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#include "Entity.h"
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#include "SkillComponent.h"
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#include <gtest/gtest.h>
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namespace {
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// A behavior that waits for one client sync (handle 7) and counts the syncs it gets
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class WaitsForSync final : public Behavior {
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public:
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static constexpr uint32_t SYNC_HANDLE = 7;
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int syncs = 0;
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explicit WaitsForSync(const uint32_t behaviorId) : Behavior(behaviorId) {}
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void Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override {
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context->RegisterSyncBehavior(SYNC_HANDLE, this, branch, 10.0f);
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}
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void Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override { ++syncs; }
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};
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}
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class SkillComponentTests : public GameDependenciesTest {
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protected:
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static constexpr uint32_t BEHAVIOR_ID = 990001;
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WaitsForSync* behavior = nullptr;
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void SetUp() override {
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SetUpDependencies();
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behavior = new WaitsForSync(BEHAVIOR_ID);
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}
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void TearDown() override {
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Behavior::Cache.erase(BEHAVIOR_ID);
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delete behavior;
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TearDownDependencies();
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}
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};
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// LWOSkillComponent::msgStartSkill (0x00d45cb0): a start whose skill handle still waits on syncs is logged and dropped;
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// once its behaviors are synced the handle can start a skill again.
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TEST_F(SkillComponentTests, StartWithAPendingSkillHandleIsDropped) {
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Entity caster(30, info);
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auto* const skills = caster.AddComponent<SkillComponent>(-1);
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RakNet::BitStream empty;
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EXPECT_TRUE(skills->CastPlayerSkill(BEHAVIOR_ID, 5, empty, LWOOBJID_EMPTY));
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EXPECT_TRUE(skills->IsSkillPending(5));
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EXPECT_FALSE(skills->CastPlayerSkill(BEHAVIOR_ID, 5, empty, LWOOBJID_EMPTY));
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EXPECT_TRUE(skills->CastPlayerSkill(BEHAVIOR_ID, 6, empty, LWOOBJID_EMPTY)); // another handle is free
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skills->SyncPlayerSkill(5, WaitsForSync::SYNC_HANDLE, empty);
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EXPECT_EQ(behavior->syncs, 1); // the dropped start registered no second sync
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EXPECT_FALSE(skills->IsSkillPending(5));
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EXPECT_TRUE(skills->CastPlayerSkill(BEHAVIOR_ID, 5, empty, LWOOBJID_EMPTY));
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}
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// LWOSkillComponent::MsgSyncSkill (0x00d454b0): a sync for a dead caster ends that behavior without running it.
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TEST_F(SkillComponentTests, DeadCastersSyncIsDroppedUnrun) {
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Entity caster(31, info);
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auto* const destroyable = caster.AddComponent<DestroyableComponent>(-1);
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auto* const skills = caster.AddComponent<SkillComponent>(-1);
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RakNet::BitStream empty;
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ASSERT_TRUE(skills->CastPlayerSkill(BEHAVIOR_ID, 1, empty, LWOOBJID_EMPTY));
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destroyable->SetIsDead(true);
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skills->SyncPlayerSkill(1, WaitsForSync::SYNC_HANDLE, empty);
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EXPECT_EQ(behavior->syncs, 0);
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EXPECT_FALSE(skills->IsSkillPending(1));
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destroyable->SetIsDead(false);
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ASSERT_TRUE(skills->CastPlayerSkill(BEHAVIOR_ID, 2, empty, LWOOBJID_EMPTY));
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skills->SyncPlayerSkill(2, WaitsForSync::SYNC_HANDLE, empty);
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EXPECT_EQ(behavior->syncs, 1);
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}
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