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The client reads a zone file's paths as a chunk of its own (LuzFile::ReadLUZFile copies the u32-sized chunk, ReadLUZPaths reads it, 1.10.64) and drops every path when it refuses any of it: - a chunk version of 2 or more, or 10000 paths or more (ReadLUZPaths); - a path of version 19 or more, 10000 waypoints or more, or a waypoint with more than 99 name/value pairs (LevelPath::FromBuffer). The reader read the paths straight from the file, trusting the chunk to be well formed. It now reads the chunk by its size, reads the paths from it with the client's limits, and when one is refused the zone has no paths (logged), while the rest of the zone file still reads. Every zone file on disk reads the same paths as before. The unit tests' sample zones now give the path chunk its real length. Check in game: moving platforms, NPC patrols and spawners work as before on every world. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
98 lines
4.6 KiB
C++
98 lines
4.6 KiB
C++
#include <gtest/gtest.h>
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#include <cstring>
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#include "ZonePaths.h"
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namespace {
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// Builds a small .luz the way the client's files are laid out (little-endian)
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struct LuzWriter {
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std::string data;
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template<typename T> LuzWriter& Put(T value) { data.append(reinterpret_cast<const char*>(&value), sizeof(T)); return *this; }
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LuzWriter& Text(const std::string& text) { Put<uint8_t>(static_cast<uint8_t>(text.size())); data += text; return *this; }
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LuzWriter& Wide(const std::string& text) { Put<uint8_t>(static_cast<uint8_t>(text.size())); for (char c : text) Put<uint16_t>(static_cast<uint16_t>(c)); return *this; }
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LuzWriter& Point(float x, float y, float z) { return Put(x).Put(y).Put(z); }
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};
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std::string SampleZone() {
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LuzWriter w;
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w.Put<uint32_t>(41).Put<uint32_t>(3).Put<uint32_t>(1150); // version, revision, world
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w.Point(1, 2, 3).Put(1.0f).Put(0.0f).Put(0.0f).Put(0.0f); // spawn point and rotation
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w.Put<uint32_t>(1); // one scene
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w.Text("scene.lvl").Put<uint32_t>(1).Put<uint32_t>(0).Text("Global").Put<uint8_t>(1).Put<uint8_t>(2).Put<uint8_t>(3);
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w.Put<uint8_t>(0).Text("zone.raw").Text("Name").Text("Description"); // no zone boundaries
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w.Put<uint32_t>(1); // one transition: 2 points in this version
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for (int i = 0; i < 2; i++) w.Put<uint64_t>(1).Point(0, 0, 0);
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const auto pathsAt = w.data.size();
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w.Put<uint32_t>(0).Put<uint32_t>(1).Put<uint32_t>(3); // path data length (below), chunk version, 3 paths
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// A movement path: one waypoint with a command
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w.Put<uint32_t>(18).Wide("Patrol").Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
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w.Put<uint32_t>(1).Point(5, 0, 5).Put<uint32_t>(1).Wide("delay").Wide("2");
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// A spawner path: rotation and config per waypoint
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w.Put<uint32_t>(18).Wide("Spawner").Put<uint32_t>(4).Put<uint32_t>(0).Put<uint32_t>(0);
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w.Put<int32_t>(6010).Put<uint32_t>(10).Put<int32_t>(1).Put<uint32_t>(1).Put<int64_t>(123).Put<uint8_t>(1);
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w.Put<uint32_t>(1).Point(1, 1, 1).Put(1.0f).Put(0.0f).Put(0.0f).Put(0.0f).Put<uint32_t>(0);
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// The property path
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w.Put<uint32_t>(8).Wide("PropertyPath").Put<uint32_t>(2).Put<uint32_t>(0).Put<uint32_t>(0);
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w.Put<int32_t>(0).Put<int32_t>(1000).Put<uint32_t>(0).Put<uint64_t>(1100);
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w.Wide("Block Yard");
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w.Put<uint32_t>(4); for (char c : std::string("Desc")) w.Put<uint16_t>(static_cast<uint16_t>(c));
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w.Put<int32_t>(0).Put<uint32_t>(0).Put(1.0f).Put<uint32_t>(0).Put<uint32_t>(0).Point(0, 0, 0).Put(128.0f);
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w.Put<uint32_t>(3).Point(0, 0, 0).Point(10, 0, 0).Point(10, 0, 10);
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const auto length = static_cast<uint32_t>(w.data.size() - pathsAt - 4);
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std::memcpy(w.data.data() + pathsAt, &length, sizeof(length));
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return w.data;
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}
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}
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TEST(ZonePathsTests, FindsThePropertyArea) {
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std::string error;
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const auto areas = ZonePaths::ReadPropertyAreas(SampleZone(), error);
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ASSERT_TRUE(areas) << error;
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ASSERT_EQ(areas->size(), 1u);
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const auto& area = areas->front();
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EXPECT_EQ(area.name, "PropertyPath");
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EXPECT_EQ(area.displayName, "Block Yard");
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EXPECT_EQ(area.maxBuildHeight, 128.0f);
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ASSERT_EQ(area.outline.size(), 3u);
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EXPECT_EQ(area.outline[1].x, 10.0f);
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EXPECT_EQ(area.outline[2].z, 10.0f);
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}
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TEST(ZonePathsTests, CutShortFilesFail) {
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const auto zone = SampleZone();
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for (const size_t length : { size_t{ 3 }, size_t{ 40 }, zone.size() / 2, zone.size() - 1 }) {
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std::string error;
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EXPECT_FALSE(ZonePaths::ReadPropertyAreas(zone.substr(0, length), error)) << length;
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EXPECT_FALSE(error.empty()) << length;
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}
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}
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TEST(ZonePathsTests, ReadsSceneFiles) {
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EXPECT_EQ(ZonePaths::ReadSceneFiles(SampleZone()), (std::vector<std::string>{ "scene.lvl" }));
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EXPECT_TRUE(ZonePaths::ReadSceneFiles("xx").empty());
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}
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// The 3D views read only the start of a zone file: the scenes and the terrain file's name, not the paths after them
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TEST(ZonePathsTests, ReadsTheHeaderWithoutPaths) {
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std::string error;
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const auto zone = SampleZone();
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const auto header = ZonePaths::ReadHeader(zone, error);
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ASSERT_TRUE(header.has_value()) << error;
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ASSERT_EQ(header->scenes.size(), 1u);
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EXPECT_EQ(header->scenes[0].name, "Global");
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EXPECT_EQ(header->zoneRawPath, "zone.raw");
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EXPECT_EQ(header->spawnpoint, NiPoint3(1, 2, 3));
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EXPECT_TRUE(header->paths.empty());
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EXPECT_TRUE(header->sceneTransitions.empty());
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// Everything after the zone's description can be missing or damaged
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const auto end = zone.find("Description") + std::string("Description").size();
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EXPECT_TRUE(ZonePaths::ReadHeader(zone.substr(0, end), error).has_value());
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EXPECT_FALSE(ZonePaths::ReadHeader(zone.substr(0, end - 1), error).has_value());
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EXPECT_FALSE(ZonePaths::Read(zone.substr(0, end), error).has_value());
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}
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