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Live wrote all three optional blocks of the character component in every player construction (9,726 LOT 1 constructions: gm_pvp_info with is_gm false and gm_level 0 for civilians, current_activity Some(None) on 9,620, social_info always Some with guild 0 and an empty name). DLU wrote each one only after something set its dirty flag, so civilians got none of them. Serializations are unchanged (still only when dirty). Writing the social block every time exposed two bugs in it: the guild ID was never initialized (now 0), and the guild name was written with sizeof(wchar_t) (4 on Linux) bits per character, reading past the end of the UTF-16 string; it is now written as 16-bit characters. Test: ReplicaConstructionTest.CharacterConstructionAlwaysWritesGmActivityAndSocialBlocks. Check in game: log in as a civilian and as a GM, with a second player watching; both see each other normally (name tags, GM tag/level for the GM, no PvP flag), and starting a quickbuild or pet taming still shows the activity to the other player. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
132 lines
4.9 KiB
C++
132 lines
4.9 KiB
C++
// Object construction data as live sent it. The expected bits are built field by field in the order the client reads
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// them (lu_packets replica structs), with the values of live constructions from the 2011/2012 captures.
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include <chrono>
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#include <thread>
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#include "BitStream.h"
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#include "CDClientDatabase.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDInventoryComponentTable.h"
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#include "CDItemComponentTable.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "DestroyableComponent.h"
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#include "Entity.h"
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#include "InventoryComponent.h"
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#include "ItemComponent.h"
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#include "Item.h"
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#include "ModelComponent.h"
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#include "MovingPlatformComponent.h"
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#include "SimplePhysicsComponent.h"
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#include "User.h"
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#include "eReplicaComponentType.h"
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#include "eReplicaPacketType.h"
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namespace {
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// Copies the bits of `stream` from bit `from` on into `tail`
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void Tail(RakNet::BitStream& stream, const uint32_t from, RakNet::BitStream& tail) {
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stream.SetReadOffset(from);
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const auto bits = stream.GetNumberOfBitsUsed() - from;
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std::vector<uint8_t> buffer(BITS_TO_BYTES(bits) + 1);
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stream.ReadBits(buffer.data(), bits, false);
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tail.WriteBits(buffer.data(), bits, false);
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}
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// The stream's bits as '0'/'1' characters, so a failure shows where they differ
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std::string Bits(const RakNet::BitStream& stream) {
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std::string bits;
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for (uint32_t i = 0; i < stream.GetNumberOfBitsUsed(); ++i) bits += (stream.GetData()[i / 8] & (0x80 >> (i % 8))) ? '1' : '0';
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return bits;
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}
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void ExpectSameBits(const RakNet::BitStream& actual, const RakNet::BitStream& expected) {
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EXPECT_EQ(Bits(actual), Bits(expected));
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}
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}
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class ReplicaConstructionTest : 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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// time_since_created_on_server: live sent each object's age on the server in milliseconds (0 for the local player's own
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// construction right after it was made, the zone's uptime for objects loaded with the zone). DLU sent 0.
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TEST_F(ReplicaConstructionTest, TimeSinceCreatedOnServerIsTheObjectsAge) {
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info.lot = 12266;
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Entity entity(288300744895979394, info);
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const auto readTime = [&entity]() {
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RakNet::BitStream stream;
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entity.WriteBaseReplicaData(stream, eReplicaPacketType::CONSTRUCTION);
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LWOOBJID objectID{};
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LOT lot{};
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uint8_t nameLength{};
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uint32_t time{};
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EXPECT_TRUE(stream.Read(objectID));
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EXPECT_TRUE(stream.Read(lot));
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EXPECT_TRUE(stream.Read(nameLength));
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EXPECT_EQ(nameLength, 0);
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EXPECT_TRUE(stream.Read(time));
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EXPECT_EQ(objectID, 288300744895979394);
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EXPECT_EQ(lot, 12266);
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return time;
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};
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EXPECT_LT(readTime(), 1000u);
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std::this_thread::sleep_for(std::chrono::milliseconds(30));
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const auto later = readTime();
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EXPECT_GE(later, 30u);
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EXPECT_LT(later, 60000u);
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EXPECT_GE(entity.GetTimeSinceCreatedMs(), later);
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}
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// A civilian's character component: live always wrote the GM, current-activity and social blocks on construction
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// (9,726 LOT 1 constructions: is_gm false, gm_level 0, current_activity Some(None), social_info always Some with guild 0
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// and an empty guild name). DLU wrote them only after something dirtied them, so a civilian got none of them.
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TEST_F(ReplicaConstructionTest, CharacterConstructionAlwaysWritesGmActivityAndSocialBlocks) {
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User user(UNASSIGNED_SYSTEM_ADDRESS, "tester", "key");
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Character character(1, &user);
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info.lot = 1;
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Entity player(1152921506064087003, info);
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player.SetCharacter(&character);
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character.SetEntity(&player);
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auto* const component = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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RakNet::BitStream construction;
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component->Serialize(construction, true);
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// Everything before the GM block: 4 absent claim codes, 10 u32 appearance fields, 4 u64s (account, last logout,
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// prop mod display time, u-score), the free-trial bit, 27 u64 statistics and the 2-bit transition state.
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constexpr uint32_t beforeGm = 4 + 10 * 32 + 4 * 64 + 1 + 27 * 64 + 2;
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RakNet::BitStream tail;
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Tail(construction, beforeGm, tail);
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RakNet::BitStream expected;
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expected.Write1(); // gm_pvp_info Some
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expected.Write0(); // pvp_enabled
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expected.Write0(); // is_gm
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expected.Write<uint8_t>(0); // gm_level
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expected.Write0(); // editor_enabled
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expected.Write<uint8_t>(0); // editor_level
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expected.Write1(); // current_activity Some
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expected.Write<uint32_t>(0); // GameActivity::None
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expected.Write1(); // social_info Some
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expected.Write<LWOOBJID>(0); // guild_id
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expected.Write<uint8_t>(0); // guild_name ""
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expected.Write1(); // is_lego_club_member (DLU treats everyone as a member)
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expected.Write<uint32_t>(0); // country code
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ExpectSameBits(tail, expected);
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// A serialization with nothing changed still writes none of them
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RakNet::BitStream serialization;
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component->Serialize(serialization, false);
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EXPECT_EQ(serialization.GetNumberOfBitsUsed(), 3u);
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player.SetCharacter(nullptr);
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}
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