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Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.
No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).
Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
97 lines
3.9 KiB
C++
97 lines
3.9 KiB
C++
#ifndef GAMEMESSAGETESTUTILS_H
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#define GAMEMESSAGETESTUTILS_H
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// Shared helpers for the byte-equality tests of converted game messages (see docs/PacketArchitecture.md).
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#include "GameMessages.h"
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#include "PacketTestUtils.h"
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#include <array>
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#include <functional>
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#include <gtest/gtest.h>
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namespace GameMessageTestUtils {
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using namespace PacketTestUtils;
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inline SystemAddress ClientAddress() {
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SystemAddress address;
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address.binaryAddress = 0x0100007f;
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address.port = 2003;
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return address;
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}
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// Synthetic object IDs: empty, a player-style ID and one with every byte different.
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inline const std::array<LWOOBJID, 3> g_Targets = { LWOOBJID_EMPTY, 0x1000000000000001LL, 0x0102030405060708LL };
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inline const std::array<SystemAddress, 2> g_Addresses = { ClientAddress(), UNASSIGNED_SYSTEM_ADDRESS };
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// The complete packet msg.Send(sysAddr) puts on the wire.
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inline PacketBytes StructPacket(const GameMessages::NetGameMsg& msg) {
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RakNet::BitStream bitStream;
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msg.WritePacket(bitStream);
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return FromBitStream(bitStream);
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}
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// How the struct is sent in a comparison: Send (UNASSIGNED broadcasts; legacy functions that did
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// "if (UNASSIGNED) SEND_PACKET_BROADCAST; SEND_PACKET;"), SendToClient (legacy functions with only SEND_PACKET)
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// or Broadcast (legacy functions with only SEND_PACKET_BROADCAST, whatever address they were given: the struct is
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// sent with Send(UNASSIGNED_SYSTEM_ADDRESS)).
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enum class SendMode { Send, SendToClient, Broadcast };
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// Sends the same message through the frozen legacy function and through the struct, to one client and to
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// UNASSIGNED_SYSTEM_ADDRESS, and requires identical bytes and the same effective destination.
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// legacySend receives the address to send to.
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inline void ExpectSameAsLegacy(const std::function<void(const SystemAddress&)>& legacySend, const GameMessages::NetGameMsg& msg, SendMode mode = SendMode::Send) {
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for (const auto& address : g_Addresses) {
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SCOPED_TRACE(address == UNASSIGNED_SYSTEM_ADDRESS ? "unassigned address" : "single client");
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const auto legacyPackets = Capture([&] { legacySend(address); });
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const auto newPackets = Capture([&] {
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if (mode == SendMode::Send) msg.Send(address);
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else if (mode == SendMode::SendToClient) msg.SendToClient(address);
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else msg.Send(UNASSIGNED_SYSTEM_ADDRESS);
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});
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ASSERT_FALSE(legacyPackets.empty());
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ASSERT_EQ(newPackets.size(), 1);
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// The legacy broadcast path also did a second Send(UNASSIGNED_SYSTEM_ADDRESS, broadcast = false),
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// which RakPeer::Send rejects without sending anything. Every copy must still match byte for byte.
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for (const auto& legacyPacket : legacyPackets) {
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EXPECT_PACKET_EQ(FromCapture(legacyPacket), FromCapture(newPackets[0]));
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}
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EXPECT_EQ(legacyPackets[0].broadcast, newPackets[0].broadcast);
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EXPECT_EQ(legacyPackets[0].sysAddr, newPackets[0].sysAddr);
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EXPECT_PACKET_EQ(FromCapture(newPackets[0]), StructPacket(msg));
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}
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}
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// Serializes msg, reads it back into a fresh T and checks the copy consumed every bit and serializes to the
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// same bytes. Returns the copy so callers can compare fields.
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template<typename T>
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T RoundTrip(const T& msg) {
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RakNet::BitStream bitStream;
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msg.Serialize(bitStream);
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T copy;
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EXPECT_TRUE(copy.Deserialize(bitStream));
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EXPECT_EQ(bitStream.GetNumberOfUnreadBits(), 0);
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RakNet::BitStream again;
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copy.Serialize(again);
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EXPECT_PACKET_EQ(FromBitStream(bitStream), FromBitStream(again));
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return copy;
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}
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// Checks that every strict prefix of msg's serialized payload fails to deserialize.
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template<typename T>
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void ExpectTruncatedFails(const T& msg) {
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RakNet::BitStream full;
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msg.Serialize(full);
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for (uint32_t bits = 0; bits < full.GetNumberOfBitsUsed(); bits++) {
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RakNet::BitStream prefix;
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prefix.WriteBits(full.GetData(), bits, false);
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T copy;
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EXPECT_FALSE(copy.Deserialize(prefix)) << "deserialized from only " << bits << " bits";
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}
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}
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}
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#endif // GAMEMESSAGETESTUTILS_H
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