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Mapped from the 1.10.64 client and live captures (docs/BuildWorkflow.md). Model placement (PropertyManagementComponent): - A brick built model placed from the inventory spawned at the world origin with no rotation and without PlaceModelResponse/PreCreate, and was saved to properties_contents with ugc_id 0; it is now placed where the client put it, keeps its UGID and blueprint and is saved with them. - Picking up, putting away and taking apart a brick built model gave it to MODELS_IN_BBB and then deleted it; every way off the property now puts it in MODELS (carried when picked up), as live, with its blueprint config. Taking a premade model apart no longer deletes it either. - Placing and removing a model saves the property at once, so a crash or a disconnect before PropertyEditorEnd does not lose it. - DoneArrangingWithItem only answers when something new is picked (not when leaving), with the subject as build area; SetBuildModeConfirmed's warnVisitors matches live. Brick by brick (BrickByBrick): - BBBLoadItemRequest moves the model to MODELS_IN_BBB keeping its id and fails cleanly when the player has no such model. - MoveInventoryBatch moves bricks between BRICKS and BRICKS_IN_BBB (it was not handled, so the client and server disagreed until a relog). - BBBSaveRequest uses up the opened models, places the new ones through the property, returns the bricks (or uses them with bbb_consume_bricks=1), clears the autosave and sends RequeryPropertyModels. Every save makes new ugc rows (is_optimized 0, so the UGC server processes them). - Quick save: SetBBBAutosave is stored per character (bbb_autosave). - UnUseBBBModel puts a model back on the property where it was when it came from there, otherwise back in MODELS. - Leaving brick mode without a save, a disconnect or a crash: the autosave is rebuilt into models (RebuildBBBAutosaveMsg) or the opened models go back to MODELS. MODELS_IN_BBB is saved with the character now and loads into MODELS, BRICKS_IN_BBB into BRICKS. Fixes #1632 Fixes #159 Fixes #1565 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
122 lines
5.4 KiB
C++
122 lines
5.4 KiB
C++
#include "BrickByBrick.h"
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#include "BbbAutosaveItems.h"
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#include "Database.h"
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#include "Entity.h"
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#include "GameDependencies.h"
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#include "eInventoryType.h"
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#include <gtest/gtest.h>
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// The brick by brick workflow's rules (docs/BuildWorkflow.md): what happens to models and bricks at each step.
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class BrickByBrickTests : public GameDependenciesTest {
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protected:
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void SetUp() override { SetUpDependencies(); }
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void TearDown() override { TearDownDependencies(); }
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};
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namespace {
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const std::string HEADER_ONLY("sd0\x01\xff", 5);
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const std::string ONE_CHUNK("sd0\x01\xff\x02\x00\x00\x00\x78\x9c", 11);
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}
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TEST_F(BrickByBrickTests, EmptyModelIsNothingOrTheBareHeader) {
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EXPECT_TRUE(BrickByBrick::IsEmptyModel(""));
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EXPECT_TRUE(BrickByBrick::IsEmptyModel(HEADER_ONLY));
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EXPECT_FALSE(BrickByBrick::IsEmptyModel(ONE_CHUNK));
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}
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TEST_F(BrickByBrickTests, TakingAModelOffThePropertyPutsItInModels) {
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using enum BrickByBrick::eDeleteReason;
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const auto pickUp = BrickByBrick::PlanModelRemoval(static_cast<int32_t>(PICKING_MODEL_UP));
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EXPECT_TRUE(pickUp.equip);
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EXPECT_TRUE(pickUp.notifyPostDelete);
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const auto putAway = BrickByBrick::PlanModelRemoval(static_cast<int32_t>(RETURNING_MODEL_TO_INVENTORY));
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EXPECT_FALSE(putAway.equip);
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EXPECT_FALSE(putAway.notifyPostDelete);
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// Taking a model apart: into MODELS, not carried; the client then opens it with BBBLoadItemRequest
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const auto apart = BrickByBrick::PlanModelRemoval(static_cast<int32_t>(BREAKING_MODEL_APART));
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EXPECT_FALSE(apart.equip);
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EXPECT_TRUE(apart.notifyPostDelete);
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const auto unknown = BrickByBrick::PlanModelRemoval(7);
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EXPECT_FALSE(unknown.equip);
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}
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TEST_F(BrickByBrickTests, LeavingWithoutAnAutosaveGivesEveryModelBack) {
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const auto recovery = BrickByBrick::PlanRecovery({ 1, 2 }, std::nullopt);
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EXPECT_FALSE(recovery.rebuild);
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EXPECT_TRUE(recovery.consume.empty());
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EXPECT_EQ(recovery.giveBack, (std::vector<LWOOBJID>{ 1, 2 }));
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}
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TEST_F(BrickByBrickTests, AnAutosaveReplacesTheModelsItWasMadeFrom) {
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IBbbAutosave::Info autosave{ ONE_CHUNK, { 2, 3 }, 0 };
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const auto recovery = BrickByBrick::PlanRecovery({ 1, 2 }, autosave);
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EXPECT_TRUE(recovery.rebuild);
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// 3 is no longer in the BBB inventory (e.g. back in MODELS after a reload) but still made the autosave
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EXPECT_EQ(recovery.consume, (std::vector<LWOOBJID>{ 2, 3 }));
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// 1 was opened after the autosave: it goes back
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EXPECT_EQ(recovery.giveBack, (std::vector<LWOOBJID>{ 1 }));
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}
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TEST_F(BrickByBrickTests, AnEmptyAutosaveRebuildsNothing) {
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IBbbAutosave::Info autosave{ HEADER_ONLY, { 1 }, 0 };
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const auto recovery = BrickByBrick::PlanRecovery({ 1 }, autosave);
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EXPECT_FALSE(recovery.rebuild);
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EXPECT_TRUE(recovery.consume.empty());
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EXPECT_EQ(recovery.giveBack, (std::vector<LWOOBJID>{ 1 }));
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}
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TEST_F(BrickByBrickTests, BuildInventoriesLoadIntoTheNormalOnes) {
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EXPECT_EQ(BrickByBrick::InventoryToLoadInto(eInventoryType::MODELS_IN_BBB), eInventoryType::MODELS);
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EXPECT_EQ(BrickByBrick::InventoryToLoadInto(eInventoryType::BRICKS_IN_BBB), eInventoryType::BRICKS);
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for (const auto type : { eInventoryType::ITEMS, eInventoryType::BRICKS, eInventoryType::MODELS, eInventoryType::VAULT_MODELS, eInventoryType::TEMP_MODELS }) {
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EXPECT_EQ(BrickByBrick::InventoryToLoadInto(type), type);
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}
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}
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TEST_F(BrickByBrickTests, ModelItemConfigKeepsTheModelsIds) {
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const auto config = BrickByBrick::ModelItemConfig(1152921508340227662, 1152921510759098851, "10447,0,0,0,0");
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EXPECT_EQ(BrickByBrick::ConfigObjectId(config, u"blueprintid"), 1152921508340227662);
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EXPECT_EQ(BrickByBrick::ConfigObjectId(config, u"userModelID"), 1152921510759098851);
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EXPECT_EQ(config.find(u"userModelBehaviors")->second->GetValueAsString(), "10447,0,0,0,0");
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EXPECT_EQ(config.find(u"userModelHasBhvr")->second->GetValueAsString(), "1");
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EXPECT_EQ(config.find(u"userModelPhysicsType")->second->GetValueAsString(), "2");
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const auto plain = BrickByBrick::ModelItemConfig(5, 6);
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EXPECT_EQ(plain.find(u"userModelHasBhvr")->second->GetValueAsString(), "0");
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EXPECT_EQ(plain.find(u"userModelBehaviors")->second->GetValueAsString(), "0,0,0,0,0");
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EXPECT_EQ(BrickByBrick::ConfigObjectId(plain, u"missing"), LWOOBJID_EMPTY);
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}
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TEST_F(BrickByBrickTests, AutosaveItemsListRoundTrips) {
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const std::vector<LWOOBJID> items = { 1152921510759098815, 2, 3 };
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EXPECT_EQ(BbbAutosaveItems::Join(items), "1152921510759098815,2,3");
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EXPECT_EQ(BbbAutosaveItems::Parse(BbbAutosaveItems::Join(items)), items);
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EXPECT_TRUE(BbbAutosaveItems::Parse("").empty());
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EXPECT_EQ(BbbAutosaveItems::Parse("4,,x,5"), (std::vector<LWOOBJID>{ 4, 5 }));
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}
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TEST_F(BrickByBrickTests, QuickSaveIsKeptUntilClearedWithTheBareHeader) {
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Entity player(1152921510000000001, info);
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BrickByBrick::Autosave(player, ONE_CHUNK);
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const auto saved = Database::Get()->GetBbbAutosave(player.GetObjectID());
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ASSERT_TRUE(saved.has_value());
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EXPECT_EQ(saved->lxfml, ONE_CHUNK);
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EXPECT_GT(saved->updatedAt, 0);
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BrickByBrick::Autosave(player, HEADER_ONLY);
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EXPECT_FALSE(Database::Get()->GetBbbAutosave(player.GetObjectID()).has_value());
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}
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TEST_F(BrickByBrickTests, AReturnedModelIsNeverUsedUpByTheAutosave) {
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Entity player(1152921510000000002, info);
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Database::Get()->SetBbbAutosave(player.GetObjectID(), { ONE_CHUNK, { 7, 8 }, 1 });
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BrickByBrick::ReturnModel(player, 7, false, NiPoint3Constant::ZERO, QuatUtils::IDENTITY);
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const auto saved = Database::Get()->GetBbbAutosave(player.GetObjectID());
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ASSERT_TRUE(saved.has_value());
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EXPECT_EQ(saved->sourceItems, (std::vector<LWOOBJID>{ 8 }));
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}
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