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Item::RemoveFromInventory ended with `delete this`, so every caller that still used the item afterwards (SetCount(0) returning into its caller, loops that remove several items, proxies purged while their parent is handled) touched freed memory. The inventory now takes the removed item and frees it at the inventory component's next update, or with the inventory. Check in game: sell, drop, delete, trade, mail and use up stacks (including the last of a stack); unequip and remove an item set piece and a proxy-bearing item (rocket, modular car); donate items; nothing crashes and the inventory shows the right counts after relogging. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
88 lines
2.9 KiB
C++
88 lines
2.9 KiB
C++
#include "GameDependencies.h"
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDItemComponentTable.h"
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#include "Entity.h"
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#include "InventoryComponent.h"
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#include "Item.h"
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#include "eReplicaComponentType.h"
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#include <gtest/gtest.h>
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// An item taken out of its inventory is not freed on the spot: the inventory keeps it until its component's next
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// update, so code still holding the item can finish with it.
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class ItemRemovalTests : public GameDependenciesTest {
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protected:
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std::unique_ptr<Entity> entity;
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InventoryComponent* inventoryComponent{};
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Inventory* items{};
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LWOOBJID nextId = 0x7000;
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void SetUp() override {
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SetUpDependencies();
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RegisterLot(1000);
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CDClientManager::GetEntriesMutable<CDComponentsRegistryTable>().insert_or_assign(static_cast<uint64_t>(info.lot), 0);
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entity = std::make_unique<Entity>(1, info);
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inventoryComponent = entity->AddComponent<InventoryComponent>(-1);
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items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
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}
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void TearDown() override {
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entity.reset();
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TearDownDependencies();
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}
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static void RegisterLot(const LOT lot) {
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const auto componentID = static_cast<uint32_t>(96000 + lot);
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auto& registry = CDClientManager::GetEntriesMutable<CDComponentsRegistryTable>();
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registry.insert_or_assign(static_cast<uint64_t>(lot), componentID);
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registry.insert_or_assign(static_cast<uint64_t>(eReplicaComponentType::ITEM) << 32 | static_cast<uint64_t>(lot), componentID);
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CDItemComponent component{};
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component.id = componentID;
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CDClientManager::GetEntriesMutable<CDItemComponentTable>().insert_or_assign(componentID, component);
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}
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Item* Give(const uint32_t count) {
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return new Item(nextId++, 1000, items, static_cast<uint32_t>(items->GetItems().size()), count, false, {}, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eLootSourceType::NONE);
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}
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};
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TEST_F(ItemRemovalTests, ARemovedItemIsUsableUntilTheNextUpdate) {
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auto* const item = Give(1);
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const auto id = item->GetId();
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item->RemoveFromInventory();
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EXPECT_EQ(items->GetItems().count(id), 0u);
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EXPECT_TRUE(items->HasRetiredItems());
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// Still a valid object
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EXPECT_EQ(item->GetId(), id);
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EXPECT_EQ(item->GetCount(), 0u);
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inventoryComponent->Update(0.0f);
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EXPECT_FALSE(items->HasRetiredItems());
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}
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TEST_F(ItemRemovalTests, RemovingSeveralItemsInALoop) {
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Give(1);
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Give(2);
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Give(3);
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// Every item removed while the list is walked; each stays valid until the update
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auto held = items->GetItems();
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for (auto* const item : held | std::views::values) item->RemoveFromInventory();
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for (auto* const item : held | std::views::values) EXPECT_EQ(item->GetCount(), 0u);
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EXPECT_TRUE(items->GetItems().empty());
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inventoryComponent->Update(0.0f);
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EXPECT_FALSE(items->HasRetiredItems());
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}
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TEST_F(ItemRemovalTests, RetiredItemsAreFreedWithTheInventory) {
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Give(1)->RemoveFromInventory();
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EXPECT_TRUE(items->HasRetiredItems());
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// Freed by the inventory's destructor (checked by sanitizer builds)
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entity.reset();
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}
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