Files
DarkflameServer/tests/dGameTests/dComponentsTests/CharacterSaveFieldsTests.cpp
Aaron Kimbrell 921d2c8c2a feat(character): keep and save the tooltip flags (SetTooltipFlag, char@ttip)
The client sends SetTooltipFlag (469: bFlag, then the tooltip,
2 live packets, both tooltip 24) when a tooltip has been shown, and
follows it with SetFlag for the same ID. DLU dropped it and never wrote
char@ttip, so the client's tooltip bits reset on every load.

- SetTooltipFlag message struct and handler: the bit is set or cleared on
  the CharacterComponent exactly as the client does it
  (LWOCharacterComponent::SendMessage 0x00d34330): tooltips above 127 are
  ignored, set = 1 << tooltip, clear = mask ~1 << tooltip (which also
  clears the lower bits), shifts of 64 or more give 0.
- Saved as char@ttip, a 64-bit value (the client reads it with
  GetLongLongValue in LoadFromSaveData 0x00ca4910). Live wrote it on
  every character (226 live charxmls: "0" or "16777216" = tooltip 24).
  Old saves without it load with 0.

Check in game: on a new character, trigger a first-time tooltip (e.g.
the one about an item or a new area), change zones and log out and back
in: the character loads normally and the same tooltip does not come back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:44:06 -05:00

112 lines
4.6 KiB
C++

// Charxml fields the client reads on load that DLU now saves. The formats are the ones live wrote (2011/2012 live
// captures of the charxml the world server sent) and the client reads (legouniverse.exe 1.10.64).
#include "GameDependencies.h"
#include "CDClientDatabase.h"
#include "Character.h"
#include "CharacterComponent.h"
#include "Entity.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionLockState.h"
#include "tinyxml2.h"
#include <string>
#include <gtest/gtest.h>
namespace {
std::string Print(const tinyxml2::XMLDocument& doc) {
tinyxml2::XMLPrinter printer(nullptr, true);
doc.Print(&printer);
return printer.CStr();
}
void Parse(tinyxml2::XMLDocument& doc, const std::string& xml) {
ASSERT_EQ(doc.Parse(xml.c_str()), tinyxml2::XML_SUCCESS);
}
}
class CharacterSaveFieldsTests : public GameDependenciesTest {
protected:
void SetUp() override {
SetUpDependencies();
CDClientDatabase::Connect(":memory:"); // MissionComponent counts the achievements
CDClientDatabase::ExecuteDML("CREATE TABLE Missions (id INTEGER, isMission INTEGER);");
}
void TearDown() override { TearDownDependencies(); }
};
// <mis><ts>: the states of the mission journal tabs, written after <cur> the way live wrote them.
TEST_F(CharacterSaveFieldsTests, MissionTypeStatesRoundTrip) {
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"><mis><done/><cur/><ts><type v="Build"><st sub="" val="1"/></type><type v="Location"><st sub="Avant Gardens" val="1"/><st sub="Nimbus Station" val="2"/></type></ts></mis></obj>)");
Entity player(20, info);
auto* const missions = player.AddComponent<MissionComponent>(-1);
missions->LoadFromXml(doc);
const auto& states = missions->GetMissionTypeStates();
ASSERT_EQ(states.size(), 2);
EXPECT_EQ(states.at("Build").at(""), eMissionLockState::NEW);
EXPECT_EQ(states.at("Location").at("Avant Gardens"), eMissionLockState::NEW);
EXPECT_EQ(states.at("Location").at("Nimbus Station"), eMissionLockState::UNLOCKED);
missions->SetMissionTypeState("Battle", "General", eMissionLockState::NEW);
missions->UpdateXml(doc);
EXPECT_EQ(Print(doc), R"(<obj v="1"><mis><done/><cur/><ts><type v="Battle"><st sub="General" val="1"/></type><type v="Build"><st sub="" val="1"/></type><type v="Location"><st sub="Avant Gardens" val="1"/><st sub="Nimbus Station" val="2"/></type></ts></mis></obj>)");
Entity reloaded(21, info);
auto* const reloadedMissions = reloaded.AddComponent<MissionComponent>(-1);
reloadedMissions->LoadFromXml(doc);
EXPECT_EQ(reloadedMissions->GetMissionTypeStates(), states);
}
// Saves from before <ts> was written load with no states and gain an empty <ts>.
TEST_F(CharacterSaveFieldsTests, MissionTypeStatesMissingInOldSave) {
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"><mis><done/><cur/></mis></obj>)");
Entity player(22, info);
auto* const missions = player.AddComponent<MissionComponent>(-1);
missions->LoadFromXml(doc);
EXPECT_TRUE(missions->GetMissionTypeStates().empty());
missions->UpdateXml(doc);
EXPECT_EQ(Print(doc), R"(<obj v="1"><mis><done/><cur/><ts/></mis></obj>)");
}
// char@ttip: the tooltip bits (the client reads it with GetLongLongValue). Live wrote it on every character.
TEST_F(CharacterSaveFieldsTests, TooltipFlagsRoundTrip) {
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"><mf/><char ls="0" ttip="16777216"/></obj>)");
Character character(1, nullptr);
Entity player(23, info);
auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
characterComponent->LoadFromXml(doc);
EXPECT_EQ(characterComponent->GetTooltipFlags(), 16777216u);
characterComponent->SetTooltipFlag(2, true);
characterComponent->UpdateXml(doc);
EXPECT_STREQ(doc.FirstChildElement("obj")->FirstChildElement("char")->Attribute("ttip"), "16777220");
Entity reloaded(24, info);
auto* const reloadedComponent = reloaded.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
reloadedComponent->LoadFromXml(doc);
EXPECT_EQ(reloadedComponent->GetTooltipFlags(), 16777220u);
}
// Saves from before ttip was written load with no tooltips flagged and gain ttip="0".
TEST_F(CharacterSaveFieldsTests, TooltipFlagsMissingInOldSave) {
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"><mf/><char ls="0"/></obj>)");
Character character(1, nullptr);
Entity player(25, info);
auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
characterComponent->LoadFromXml(doc);
EXPECT_EQ(characterComponent->GetTooltipFlags(), 0u);
characterComponent->UpdateXml(doc);
EXPECT_STREQ(doc.FirstChildElement("obj")->FirstChildElement("char")->Attribute("ttip"), "0");
}