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World packet 120 (UgcDownloadFailed: resType u32, blueprint ID, status u32, character ID; lu_packets, 31 bytes after the 0x53 as the client sends it) was logged as an unknown world packet. The client sends it from LWOResMgr2Interface::FinishResourceRequest (0x0105e5c0) for every blueprint file (player model, car or rocket build) whose request did not end with HTTP 200, including files it did not download at all (status 0). Live: 1525 packets, 1520 with status 0 (all four file types, around load and FetchModelMetadataRequest), 5 with 404. Live sent nothing back and the sessions carried on. The logout the client does on failed UGC downloads (NET_DISCONNECT_FAILED_DOWNLOAD_UGC, MainThread_LogoutDueToConnectionFailures 0x0102b9c0) is its own decision after repeated connection failures to the UGC HTTP server; there is no server message that prevents or triggers it. So the server only records it: a log line for an HTTP failure (for finding missing files on the UGC server), a debug line for status 0. MessageType::World gains UGC_DOWNLOAD_FAILED = 120 (appended; the magic enum range goes to 120). Check in game: nothing changes for the player. With a property that has models, load it: the world server log has no "Unknown world packet 120" lines; if a model file is missing on the UGC server there is one "failed to download blueprint" line naming it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
147 lines
5.8 KiB
C++
147 lines
5.8 KiB
C++
#include <chrono>
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#include <string>
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#include <gtest/gtest.h>
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#include "StringifiedEnum.h"
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#include "Logger.h"
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#include "Game.h"
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#include "MessageType/Game.h"
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#include "MessageType/World.h"
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#include "magic_enum.hpp"
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#define ENUM_EQ(e, y, z)\
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LOG("%s %s", StringifiedEnum::ToString(static_cast<e>(y)).data(), #z);\
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ASSERT_STREQ(StringifiedEnum::ToString(static_cast<e>(y)).data(), #z);
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#define ENUM_NE(e, y)\
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ENUM_EQ(e, y, UNKNOWN);
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// Test World Message Enum Reflection
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TEST(MagicEnumTest, eWorldMessageTypeTest) {
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Game::logger = new Logger("./MagicEnumTest_eWorldMessageTypeTest.log", true, true);
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ENUM_EQ(MessageType::World, 1, VALIDATION);
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ENUM_EQ(MessageType::World, 2, CHARACTER_LIST_REQUEST);
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ENUM_EQ(MessageType::World, 3, CHARACTER_CREATE_REQUEST);
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ENUM_EQ(MessageType::World, 4, LOGIN_REQUEST);
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ENUM_EQ(MessageType::World, 5, GAME_MSG);
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ENUM_EQ(MessageType::World, 6, CHARACTER_DELETE_REQUEST);
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ENUM_EQ(MessageType::World, 7, CHARACTER_RENAME_REQUEST);
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ENUM_EQ(MessageType::World, 8, HAPPY_FLOWER_MODE_NOTIFY);
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ENUM_EQ(MessageType::World, 9, SLASH_RELOAD_MAP);
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ENUM_EQ(MessageType::World, 10, SLASH_PUSH_MAP_REQUEST);
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ENUM_EQ(MessageType::World, 11, SLASH_PUSH_MAP);
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ENUM_EQ(MessageType::World, 12, SLASH_PULL_MAP);
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ENUM_EQ(MessageType::World, 13, LOCK_MAP_REQUEST);
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ENUM_EQ(MessageType::World, 14, GENERAL_CHAT_MESSAGE);
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ENUM_EQ(MessageType::World, 15, HTTP_MONITOR_INFO_REQUEST);
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ENUM_EQ(MessageType::World, 16, SLASH_DEBUG_SCRIPTS);
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ENUM_EQ(MessageType::World, 17, MODELS_CLEAR);
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ENUM_EQ(MessageType::World, 18, EXHIBIT_INSERT_MODEL);
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ENUM_EQ(MessageType::World, 19, LEVEL_LOAD_COMPLETE);
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ENUM_EQ(MessageType::World, 20, TMP_GUILD_CREATE);
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ENUM_EQ(MessageType::World, 21, ROUTE_PACKET);
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ENUM_EQ(MessageType::World, 22, POSITION_UPDATE);
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ENUM_EQ(MessageType::World, 23, MAIL);
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ENUM_EQ(MessageType::World, 24, WORD_CHECK);
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ENUM_EQ(MessageType::World, 25, STRING_CHECK);
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ENUM_EQ(MessageType::World, 26, GET_PLAYERS_IN_ZONE);
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ENUM_EQ(MessageType::World, 27, REQUEST_UGC_MANIFEST_INFO);
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ENUM_EQ(MessageType::World, 28, BLUEPRINT_GET_ALL_DATA_REQUEST);
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ENUM_EQ(MessageType::World, 29, CANCEL_MAP_QUEUE);
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ENUM_EQ(MessageType::World, 30, HANDLE_FUNNESS);
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ENUM_EQ(MessageType::World, 31, FAKE_PRG_CSR_MESSAGE);
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ENUM_EQ(MessageType::World, 32, REQUEST_FREE_TRIAL_REFRESH);
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ENUM_EQ(MessageType::World, 33, GM_SET_FREE_TRIAL_STATUS);
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ENUM_EQ(MessageType::World, 91, UI_HELP_TOP_5);
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ENUM_EQ(MessageType::World, 120, UGC_DOWNLOAD_FAILED);
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ENUM_NE(MessageType::World, 37);
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ENUM_NE(MessageType::World, 123);
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srand(time(NULL));
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auto begin = std::chrono::high_resolution_clock::now();
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for (int i = 0; i < 10000000; ++i) {
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volatile auto f = StringifiedEnum::ToString(static_cast<MessageType::World>(i)).data();
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// To ensure the compiler doesn't optimize out the call, I print it at random intervals
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if (rand() % 100000 == 0) LOG("%i, %s", i, f);
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}
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auto end = std::chrono::high_resolution_clock::now();
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LOG("Time: %lld", std::chrono::duration_cast<std::chrono::microseconds>(end - begin).count());
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delete Game::logger;
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}
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// Test Game Message Enum Reflection
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TEST(MagicEnumTest, eGameMessageTypeTest) {
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Game::logger = new Logger("./MagicEnumTest_eGameMessageTypeTest.log", true, true);
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// Only doing the first and last 10 for the sake of my sanity
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ENUM_EQ(MessageType::Game, 0, GET_POSITION);
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ENUM_EQ(MessageType::Game, 1, GET_ROTATION);
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ENUM_EQ(MessageType::Game, 2, GET_LINEAR_VELOCITY);
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ENUM_EQ(MessageType::Game, 3, GET_ANGULAR_VELOCITY);
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ENUM_EQ(MessageType::Game, 4, GET_FORWARD_VELOCITY);
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ENUM_EQ(MessageType::Game, 5, GET_PLAYER_FORWARD);
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ENUM_EQ(MessageType::Game, 6, GET_FORWARD_VECTOR);
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ENUM_EQ(MessageType::Game, 7, SET_POSITION);
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ENUM_EQ(MessageType::Game, 8, SET_LOCAL_POSITION);
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ENUM_EQ(MessageType::Game, 9, SET_ROTATION);
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ENUM_EQ(MessageType::Game, 10, SET_LINEAR_VELOCITY);
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ENUM_EQ(MessageType::Game, 1762, USE_SKILL_SET);
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ENUM_EQ(MessageType::Game, 1763, SET_SKILL_SET_POSSESSOR);
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ENUM_EQ(MessageType::Game, 1764, POPULATE_ACTION_BAR);
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ENUM_EQ(MessageType::Game, 1765, GET_COMPONENT_TEMPLATE_ID);
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ENUM_EQ(MessageType::Game, 1766, GET_POSSESSABLE_SKILL_SET);
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ENUM_EQ(MessageType::Game, 1767, MARK_INVENTORY_ITEM_AS_ACTIVE);
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ENUM_EQ(MessageType::Game, 1768, UPDATE_FORGED_ITEM);
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ENUM_EQ(MessageType::Game, 1769, CAN_ITEMS_BE_REFORGED);
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ENUM_EQ(MessageType::Game, 1771, NOTIFY_CLIENT_RAIL_START_FAILED);
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ENUM_EQ(MessageType::Game, 1772, GET_IS_ON_RAIL);
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ENUM_NE(MessageType::Game, 32);
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ENUM_NE(MessageType::Game, 1776);
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srand(time(NULL));
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auto begin = std::chrono::high_resolution_clock::now();
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for (int i = 0; i < 10000000; ++i) {
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volatile auto f = StringifiedEnum::ToString(static_cast<MessageType::Game>(i)).data();
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// To ensure the compiler doesn't optimize out the call, I print it at random intervals
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if (rand() % 100000 == 0) LOG("%i, %s", i, f);
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}
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auto end = std::chrono::high_resolution_clock::now();
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LOG("Time: %lld", std::chrono::duration_cast<std::chrono::microseconds>(end - begin).count());
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delete Game::logger;
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}
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#define LOG_EARRAY(EARRAY_VAR, INDICE, ENTRY) LOG(#EARRAY_VAR"[%i] = %i, %s", INDICE, ENTRY, magic_enum::enum_name(ENTRY).data());
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namespace {
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template <typename T>
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void AssertEnumArraySorted(const T& eArray) {
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for (int i = 0; i < eArray->size() - 1; ++i) {
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const auto entryCurr = eArray->at(i).first;
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LOG_EARRAY(eArray, i, entryCurr);
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const auto entryNext = eArray->at(++i).first;
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LOG_EARRAY(eArray, i, entryNext);
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ASSERT_TRUE(entryCurr < entryNext);
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}
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}
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}
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// Test that the magic enum arrays are pre-sorted
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TEST(MagicEnumTest, ArraysAreSorted) {
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Game::logger = new Logger("./MagicEnumTest_ArraysAreSorted.log", true, true);
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constexpr auto wmArray = &magic_enum::enum_entries<MessageType::World>();
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AssertEnumArraySorted(wmArray);
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constexpr auto gmArray = &magic_enum::enum_entries<MessageType::Game>();
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AssertEnumArraySorted(gmArray);
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delete Game::logger;
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}
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