Files
DarkflameServer/tests/dGameTests/dComponentsTests/MissionClientRulesTests.cpp
Aaron Kimbrell c1079fc20c fix(missions): prerequisites read as the client reads them
The client checks Missions.prereqMissionID in
LWOMissionComponent::getMissionState (0x00cd7400): text without any of
!&^;,|(): is one mission ID (met when 0 or ever completed); anything else
goes through its expression reader (sub_00a32980), left to right with no
precedence, & , ; and, | or, ^ xor, ! ~ not, ( ) groups, and/or skipping
the rest once the result is known. Each operand (sub_00c90a80): "id" is
met once the mission was ever completed; "id:state" when the client's
state mask of that mission equals state.

DLU read the text right to left ignoring groups, so
"(509|229)&(812|813|814|815)" (mission 781) was met by 509 alone; a plain
ID needed the mission's state to be 8, so a repeatable being repeated
blocked the missions after it (1870 after 1869); and id:state compared the
mission's own state. GetClientMissionState moves to MissionPrerequisites
so operands can ask for the mask.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 15:48:44 -05:00

192 lines
7.8 KiB
C++

// Mission rules the 1.10.64 client works by (LWOMissionComponent): the viewed flag, prerequisites, cooldowns and
// turning a mission in.
#include "GameDependencies.h"
#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "CDMissionsTable.h"
#include "Entity.h"
#include "GameMessages.h"
#include "Mission.h"
#include "MissionComponent.h"
#include "MissionMessages.h"
#include "MissionPrerequisites.h"
#include "eMissionState.h"
#include "tinyxml2.h"
#include <gtest/gtest.h>
#include <set>
#include <string>
#include <vector>
namespace {
// Mission IDs only these tests use (the prerequisite cache is static)
constexpr uint32_t VIEWED = 992001;
constexpr uint32_t NOT_VIEWED = 992002;
constexpr uint32_t FINISHED = 992003;
constexpr uint32_t REPEAT = 992004; // repeatable, completed once, repeated now
constexpr uint32_t AFTER_REPEAT = 992005; // needs REPEAT
constexpr uint32_t DAILY = 992006; // repeatable, completed, no cooldown
constexpr uint32_t AFTER_DAILY = 992007; // needs DAILY:9 (completed and available again)
constexpr uint32_t AFTER_ACTIVE = 992008; // needs NOT_VIEWED:2 (in progress)
constexpr uint32_t GROUPED = 992009; // needs (FINISHED|VIEWED)&(992010|992011)
constexpr uint32_t ZERO = 992012; // prerequisite "0"
CDMissions Row(const uint32_t id, const bool repeatable = false, const std::string& prereq = "", const int64_t cooldown = -1) {
CDMissions row{};
row.id = id;
row.isMission = true;
row.repeatable = repeatable;
row.prereqMissionID = prereq;
row.cooldownTime = cooldown;
return row;
}
}
class MissionClientRulesTests : public GameDependenciesTest {
protected:
void SetUp() override {
SetUpDependencies();
CDClientDatabase::Connect(":memory:"); // MissionComponent counts the achievements
CDClientDatabase::ExecuteDML("CREATE TABLE Missions (id INTEGER, isMission INTEGER);");
auto& missions = CDClientManager::GetEntriesMutable<CDMissionsTable>();
for (const auto id : { VIEWED, NOT_VIEWED, FINISHED, 992010u, 992011u }) missions.push_back(Row(id));
missions.push_back(Row(REPEAT, true));
missions.push_back(Row(AFTER_REPEAT, false, std::to_string(REPEAT)));
missions.push_back(Row(DAILY, true, "", 0));
missions.push_back(Row(AFTER_DAILY, false, std::to_string(DAILY) + ":9"));
missions.push_back(Row(AFTER_ACTIVE, false, std::to_string(NOT_VIEWED) + ":2"));
missions.push_back(Row(GROUPED, false, "(992003|992001)&(992010|992011)"));
missions.push_back(Row(ZERO, false, "0"));
}
void TearDown() override {
CDClientManager::GetEntriesMutable<CDMissionsTable>().clear();
TearDownDependencies();
}
static void Load(MissionComponent& missions, const std::string& done, const std::string& cur) {
tinyxml2::XMLDocument doc;
const auto xml = R"(<obj v="1"><mis><done>)" + done + "</done><cur>" + cur + "</cur></mis></obj>";
ASSERT_EQ(doc.Parse(xml.c_str()), tinyxml2::XML_SUCCESS);
missions.LoadFromSaveData(doc);
}
static std::string Save(MissionComponent& missions) {
tinyxml2::XMLDocument doc;
doc.Parse(R"(<obj v="1"/>)");
missions.WriteSaveData(doc);
tinyxml2::XMLPrinter printer(nullptr, true);
doc.Print(&printer);
return printer.CStr();
}
};
TEST_F(MissionClientRulesTests, ViewedFlagIsSavedAndLoaded) {
Entity player(42, info);
auto* const missions = player.AddComponent<MissionComponent>(-1);
// Saves from before the flag have no v; the client reads a number or "true"
Load(*missions, R"(<m id="992003" state="8" cct="1" cts="1000"/>)",
R"(<m id="992001" state="2" v="true"/><m id="992002" state="2"/>)");
EXPECT_TRUE(missions->GetMission(VIEWED)->GetViewed());
EXPECT_FALSE(missions->GetMission(NOT_VIEWED)->GetViewed());
// SetMissionViewed (0x00bec7a0) only changes missions in progress
GameMessages::SetMissionViewed message;
message.missionID = NOT_VIEWED;
message.viewed = true;
message.Handle(player, UNASSIGNED_SYSTEM_ADDRESS);
missions->SetMissionViewed(FINISHED, true);
EXPECT_TRUE(missions->GetMission(NOT_VIEWED)->GetViewed());
EXPECT_FALSE(missions->GetMission(FINISHED)->GetViewed());
missions->SetMissionViewed(VIEWED, false);
const auto saved = Save(*missions);
EXPECT_NE(saved.find(R"(id="992002" v="1")"), std::string::npos) << saved;
EXPECT_EQ(saved.find(R"(id="992001" v=)"), std::string::npos) << saved;
const auto done = saved.substr(saved.find("<done>"), saved.find("<cur>") - saved.find("<done>"));
EXPECT_EQ(done.find(" v="), std::string::npos) << saved;
// And back
Entity reloaded(43, info);
auto* const again = reloaded.AddComponent<MissionComponent>(-1);
Load(*again, "", saved.substr(saved.find("<cur>") + 5, saved.find("</cur>") - saved.find("<cur>") - 5));
EXPECT_TRUE(again->GetMission(NOT_VIEWED)->GetViewed());
EXPECT_FALSE(again->GetMission(VIEWED)->GetViewed());
}
TEST_F(MissionClientRulesTests, SetMissionViewedWire) {
GameMessages::SetMissionViewed out;
out.missionID = 1234;
out.viewed = true;
RakNet::BitStream stream;
out.Serialize(stream);
GameMessages::SetMissionViewed in;
ASSERT_TRUE(in.Deserialize(stream));
EXPECT_EQ(in.missionID, 1234);
EXPECT_TRUE(in.viewed);
EXPECT_EQ(stream.GetNumberOfBitsUsed(), 33);
}
namespace {
bool Eval(const std::string& expression, const std::set<std::string>& met, std::vector<std::string>* asked = nullptr) {
return MissionPrerequisites::EvaluateExpression(expression, [&](const std::string_view operand) {
if (asked) asked->emplace_back(operand);
return met.contains(std::string(operand));
});
}
}
TEST_F(MissionClientRulesTests, ExpressionsReadLeftToRightAsTheClient) {
// Groups are their own value (DLU read "(509|229)&(812|...)" as 509 | (229 & (812|...)))
EXPECT_FALSE(Eval("(509|229)&(812|813|814|815)", { "509" }));
EXPECT_TRUE(Eval("(509|229)&(812|813|814|815)", { "229", "814" }));
EXPECT_TRUE(Eval("1203, (1685|1321|1448|1292)", { "1203", "1448" }));
EXPECT_FALSE(Eval("1203, (1685|1321|1448|1292)", { "1448" }));
// No precedence: a | b & c is (a | b) & c
EXPECT_FALSE(Eval("1|2&3", { "1" }));
EXPECT_TRUE(Eval("1|2&3", { "1", "3" }));
EXPECT_TRUE(Eval("1;2", { "1", "2" }));
EXPECT_TRUE(Eval("1^2", { "2" }));
EXPECT_FALSE(Eval("1^2", { "1", "2" }));
EXPECT_TRUE(Eval("!1", {}));
EXPECT_TRUE(Eval("~1 & 2", { "2" }));
EXPECT_TRUE(Eval("!(1|2)", {}));
EXPECT_TRUE(Eval(" 1882:10 | 1882:2", { "1882:2" }));
// An operand with no operator before it is ignored
EXPECT_TRUE(Eval("1 2", { "1" }));
EXPECT_FALSE(Eval("", { "1" }));
// And/or stop once the result is known
std::vector<std::string> asked;
EXPECT_TRUE(Eval("1|2|3", { "1" }, &asked));
EXPECT_EQ(asked, (std::vector<std::string>{ "1" }));
asked.clear();
EXPECT_FALSE(Eval("1&(2|3)", {}, &asked));
EXPECT_EQ(asked, (std::vector<std::string>{ "1" }));
}
TEST_F(MissionClientRulesTests, PrerequisitesAsTheClient) {
Entity player(44, info);
auto* const missions = player.AddComponent<MissionComponent>(-1);
Load(*missions,
R"(<m id="992003" state="8" cct="1" cts="1000"/><m id="992004" state="10" cct="1" cts="1000"/><m id="992006" state="8" cct="1" cts="1000"/>)",
R"(<m id="992004" state="10"/><m id="992002" state="2"/>)");
// A plain ID is met once the mission was ever completed, also while it is being repeated (DLU wanted state 8)
EXPECT_TRUE(missions->CanAccept(AFTER_REPEAT));
// id:state is the client's state mask: 9 = completed and available again (DLU compared the mission's own state)
EXPECT_EQ(missions->GetClientMissionState(DAILY), 9);
EXPECT_TRUE(missions->CanAccept(AFTER_DAILY));
EXPECT_TRUE(missions->CanAccept(AFTER_ACTIVE));
EXPECT_FALSE(missions->CanAccept(GROUPED)); // FINISHED done, but neither of the second group
EXPECT_TRUE(missions->CanAccept(ZERO));
Entity other(45, info);
auto* const fresh = other.AddComponent<MissionComponent>(-1);
EXPECT_FALSE(fresh->CanAccept(AFTER_REPEAT));
EXPECT_FALSE(fresh->CanAccept(AFTER_DAILY));
EXPECT_FALSE(fresh->CanAccept(AFTER_ACTIVE));
EXPECT_EQ(fresh->GetClientMissionState(AFTER_DAILY), 0);
}