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DarkflameServer/tests/dGameTests/dComponentsTests/CharacterSaveFieldsTests.cpp
Aaron Kimbrell dbe0722095 feat(character): the editor level is the account's GM level, and the client is told it
A character's editor level is its account's GM level for accounts at editor_gm_level
or above, and 0 for everyone else (it was 1 or 0). It is written as the save's edit
attribute, sent with the character after the GM level (the editor flag, then the
level) and given in answer to the GetEditorLevel game message.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 19:34:43 -06:00

458 lines
22 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 "PlayerMessages.h"
#include "Entity.h"
#include "User.h"
#include "dConfig.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "SkillComponent.h"
#include "InventoryComponent.h"
#include "DatabasePet.h"
#include "CDSkillBehaviorTable.h"
#include "CDClientManager.h"
#include "eMissionLockState.h"
#include "tinyxml2.h"
#include <ctime>
#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->LoadFromSaveData(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->WriteSaveData(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->LoadFromSaveData(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->LoadFromSaveData(doc);
EXPECT_TRUE(missions->GetMissionTypeStates().empty());
missions->WriteSaveData(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->LoadFromSaveData(doc);
EXPECT_EQ(characterComponent->GetTooltipFlags(), 16777216u);
characterComponent->SetTooltipFlag(2, true);
characterComponent->WriteSaveData(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->LoadFromSaveData(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->LoadFromSaveData(doc);
EXPECT_EQ(characterComponent->GetTooltipFlags(), 0u);
characterComponent->WriteSaveData(doc);
EXPECT_STREQ(doc.FirstChildElement("obj")->FirstChildElement("char")->Attribute("ttip"), "0");
}
// The <char> attributes live wrote on every character and the client reads: cm, edit, mldt, gid, gn, v, vd and the
// last respawn point. A save that has them keeps what the server does not own, and nothing touches the coins.
TEST_F(CharacterSaveFieldsTests, LiveCharacterAttributesRoundTrip) {
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"><mf/><char cc="22609" cm="5000" ls="0" mldt="1301715419" v="1" vd="1" lrx="1" lry="2" lrz="3" lrrx="0" lrry="0.5" lrrz="0" lrrw="0.5" stime="349" lzcs="2233038349"/></obj>)");
Character character(1, nullptr);
Entity player(40, info);
auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
characterComponent->LoadFromSaveData(doc);
EXPECT_EQ(characterComponent->GetVotesLeft(), 1);
EXPECT_EQ(characterComponent->GetVoteDay(), 1u);
characterComponent->WriteSaveData(doc);
const auto* const saved = doc.FirstChildElement("obj")->FirstChildElement("char");
EXPECT_STREQ(saved->Attribute("cc"), "22609");
EXPECT_STREQ(saved->Attribute("cm"), "5000"); // kept, not replaced and not applied
EXPECT_STREQ(saved->Attribute("mldt"), "1301715419");
EXPECT_STREQ(saved->Attribute("edit"), "0");
EXPECT_STREQ(saved->Attribute("gid"), "0");
EXPECT_STREQ(saved->Attribute("gn"), "");
// A new day: the votes are filled up
const uint64_t today = static_cast<uint64_t>(std::time(nullptr)) / 86400;
EXPECT_LE(saved->Unsigned64Attribute("vd") - today, 1u); // (the day may turn during the test)
EXPECT_STREQ(saved->Attribute("v"), "3");
// No respawn point was reached in this world: the saved one stays
EXPECT_STREQ(saved->Attribute("lrx"), "1");
EXPECT_STREQ(saved->Attribute("lrrw"), "0.5");
// The session goes on (no other login is known): its seconds are kept
EXPECT_GE(saved->Unsigned64Attribute("stime"), 349u);
EXPECT_LE(saved->Unsigned64Attribute("stime"), 351u);
// Not written by the server: left alone
EXPECT_STREQ(saved->Attribute("lzcs"), "2233038349");
// The same day: the votes left are kept
Entity reloaded(41, info);
auto* const reloadedComponent = reloaded.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
doc.FirstChildElement("obj")->FirstChildElement("char")->SetAttribute("v", 2);
reloadedComponent->LoadFromSaveData(doc);
EXPECT_EQ(reloadedComponent->GetVotesLeft(), 2);
reloadedComponent->SetGuild(77, u"Builders");
reloadedComponent->WriteSaveData(doc);
EXPECT_STREQ(saved->Attribute("v"), "2");
EXPECT_STREQ(saved->Attribute("gid"), "77");
EXPECT_STREQ(saved->Attribute("gn"), "Builders");
}
// edit, the editor level: the account's GM level for an account at editor_gm_level (9 unless set) or above, 0 for
// everyone else
TEST_F(CharacterSaveFieldsTests, EditAttributeFollowsTheAccountGmLevel) {
using enum eGameMasterLevel;
EXPECT_EQ(CharacterComponent::EditAttribute(OPERATOR, 9), 9u);
EXPECT_EQ(CharacterComponent::EditAttribute(DEVELOPER, 9), 0u);
EXPECT_EQ(CharacterComponent::EditAttribute(CIVILIAN, 9), 0u);
EXPECT_EQ(CharacterComponent::EditAttribute(DEVELOPER, 8), 8u);
EXPECT_EQ(CharacterComponent::EditAttribute(OPERATOR, 8), 9u);
EXPECT_EQ(CharacterComponent::EditAttribute(JUNIOR_DEVELOPER, 8), 0u);
// A civilian never, whatever the setting
EXPECT_EQ(CharacterComponent::EditAttribute(CIVILIAN, 0), 0u);
const auto savedEdit = [this](const eGameMasterLevel accountLevel) {
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"><mf/><char ls="0" edit="0"/></obj>)");
User user(UNASSIGNED_SYSTEM_ADDRESS, "editor", "key");
user.SetMaxGMLevel(accountLevel);
Character character(1, &user);
Entity player(43, info);
auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
characterComponent->LoadFromSaveData(doc);
characterComponent->WriteSaveData(doc);
return std::string(doc.FirstChildElement("obj")->FirstChildElement("char")->Attribute("edit"));
};
// The default level, 9
EXPECT_EQ(savedEdit(OPERATOR), "9");
EXPECT_EQ(savedEdit(DEVELOPER), "0");
EXPECT_EQ(savedEdit(CIVILIAN), "0");
// editor_gm_level from the settings
Game::config->SetDatabaseValues({ { "editor_gm_level", "8" } }, {});
EXPECT_EQ(savedEdit(DEVELOPER), "8");
EXPECT_EQ(savedEdit(JUNIOR_DEVELOPER), "0");
Game::config->SetDatabaseValues({}, {});
}
// Saves from before they were written load as before and gain them with the values live had: the coins are not
// touched and cm is the client's own "no limit".
TEST_F(CharacterSaveFieldsTests, LiveCharacterAttributesMissingInOldSave) {
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"><mf/><char acct="1" cc="123456789012" gm="0" ls="15700" ttip="4" time="54390"/></obj>)");
Character character(1, nullptr);
Entity player(42, info);
auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
characterComponent->LoadFromSaveData(doc);
EXPECT_EQ(characterComponent->GetVotesLeft(), 3);
EXPECT_EQ(characterComponent->GetTooltipFlags(), 4u);
EXPECT_EQ(characterComponent->GetUScore(), 15700);
characterComponent->WriteSaveData(doc);
const auto* const saved = doc.FirstChildElement("obj")->FirstChildElement("char");
EXPECT_STREQ(saved->Attribute("cc"), "123456789012");
EXPECT_STREQ(saved->Attribute("acct"), "1");
EXPECT_STREQ(saved->Attribute("ls"), "15700");
EXPECT_STREQ(saved->Attribute("cm"), "9223372036854775807");
EXPECT_STREQ(saved->Attribute("edit"), "0");
EXPECT_STREQ(saved->Attribute("mldt"), "0");
EXPECT_STREQ(saved->Attribute("gid"), "0");
EXPECT_STREQ(saved->Attribute("gn"), "");
EXPECT_STREQ(saved->Attribute("v"), "3");
EXPECT_NE(saved->Attribute("vd"), nullptr);
EXPECT_EQ(saved->Attribute("lrx"), nullptr); // no respawn point reached yet
EXPECT_NE(saved->Attribute("stime"), nullptr);
}
namespace {
// Loads <char> with the given attributes for a character whose login (charinfo.last_login) is sessionLogin, lets
// seconds pass and saves. Returns the saved <char>.
const tinyxml2::XMLElement* LoadPlayAndSave(tinyxml2::XMLDocument& doc, Character& character, CharacterComponent& component,
const std::string& attributes, const uint64_t sessionLogin, const int64_t seconds) {
const auto xml = R"(<obj v="1"><mf/><char acct="1" cc="5" )" + attributes + "/></obj>";
EXPECT_EQ(doc.Parse(xml.c_str()), tinyxml2::XML_SUCCESS);
character.SetSessionLogin(sessionLogin);
component.LoadFromSaveData(doc);
component.SetLastUpdateTimestamp(std::time(nullptr) - seconds);
component.WriteSaveData(doc);
return doc.FirstChildElement("obj")->FirstChildElement("char");
}
// The seconds asked for, or one more when the clock ticked during the test
void ExpectAbout(const uint64_t value, const uint64_t expected) {
EXPECT_GE(value, expected);
EXPECT_LE(value, expected + 1);
}
}
// Play time as live saved it: time is the total before the session, stime the session's seconds, and the client
// shows time + stime (LWOCharacterComponent::LoadFromSaveData 0x00ca4910, SendMessage 0x00d34330 GetTimePlayed).
// A save from before stime was written has every past session in time: the total stays what it was.
TEST_F(CharacterSaveFieldsTests, OldSavePlayTimeKeepsItsTotal) {
tinyxml2::XMLDocument doc;
Character character(1, nullptr);
Entity player(60, info);
auto* const component = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
const auto* const saved = LoadPlayAndSave(doc, character, *component, R"(llog="1700000000" time="54390")", 1700090000, 0);
EXPECT_EQ(component->GetTotalTimePlayed() - component->GetSessionTimePlayed(), 54390u);
ExpectAbout(component->GetTotalTimePlayed(), 54390);
EXPECT_STREQ(saved->Attribute("time"), "54390");
ExpectAbout(saved->Unsigned64Attribute("stime"), 0);
EXPECT_STREQ(saved->Attribute("llog"), "1700090000");
EXPECT_EQ(saved->Unsigned64Attribute("time") + saved->Unsigned64Attribute("stime"), component->GetTotalTimePlayed());
// The same without a known login (no charinfo row): nothing is lost and llog is left alone
tinyxml2::XMLDocument unknownDoc;
Character unknown(2, nullptr);
Entity other(61, info);
auto* const otherComponent = other.AddComponent<CharacterComponent>(-1, &unknown, UNASSIGNED_SYSTEM_ADDRESS);
const auto* const otherSaved = LoadPlayAndSave(unknownDoc, unknown, *otherComponent, R"(llog="1700000000" time="54390")", 0, 0);
EXPECT_STREQ(otherSaved->Attribute("time"), "54390");
EXPECT_STREQ(otherSaved->Attribute("llog"), "1700000000");
ExpectAbout(otherComponent->GetTotalTimePlayed(), 54390);
}
// A session in progress: the seconds since the last save go to stime, time stays, and a world transfer in the same
// session (the same login) goes on counting in stime. Live: time=262486 with stime=6795, then 7259 in the next world.
TEST_F(CharacterSaveFieldsTests, SessionPlayTimeGrowsInStime) {
tinyxml2::XMLDocument doc;
Character character(1, nullptr);
Entity player(62, info);
auto* const component = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
const auto* saved = LoadPlayAndSave(doc, character, *component, R"(llog="1327837739" time="262486" stime="6795")", 1327837739, 464);
EXPECT_STREQ(saved->Attribute("time"), "262486");
ExpectAbout(saved->Unsigned64Attribute("stime"), 7259);
EXPECT_STREQ(saved->Attribute("llog"), "1327837739");
ExpectAbout(component->GetTotalTimePlayed(), 262486 + 7259);
ExpectAbout(component->GetSessionTimePlayed(), 7259);
// A second save in the same world adds only what passed since the first
component->SetLastUpdateTimestamp(std::time(nullptr) - 10);
component->WriteSaveData(doc);
EXPECT_STREQ(saved->Attribute("time"), "262486");
EXPECT_GE(saved->Unsigned64Attribute("stime"), 7269u);
EXPECT_LE(saved->Unsigned64Attribute("stime"), 7271u);
// The next world of the session loads what this one saved and goes on
tinyxml2::XMLPrinter printer(nullptr, true);
doc.Print(&printer);
const std::string written = printer.CStr();
tinyxml2::XMLDocument next;
ASSERT_EQ(next.Parse(written.c_str()), tinyxml2::XML_SUCCESS);
Entity inNextWorld(63, info);
auto* const nextComponent = inNextWorld.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
nextComponent->LoadFromSaveData(next);
EXPECT_EQ(nextComponent->GetTotalTimePlayed(), component->GetTotalTimePlayed());
EXPECT_EQ(nextComponent->GetSessionTimePlayed(), component->GetSessionTimePlayed());
nextComponent->SetLastUpdateTimestamp(std::time(nullptr) - 30);
nextComponent->WriteSaveData(next);
const auto* const nextSaved = next.FirstChildElement("obj")->FirstChildElement("char");
EXPECT_STREQ(nextSaved->Attribute("time"), "262486");
EXPECT_GE(nextSaved->Unsigned64Attribute("stime"), 7299u);
EXPECT_LE(nextSaved->Unsigned64Attribute("stime"), 7302u);
}
// The next login: the last session's seconds join time and stime starts over. Live: time=262486 stime=7344 at the
// end of one session, time=269830 in the next. The total is the same before and after.
TEST_F(CharacterSaveFieldsTests, ANewSessionMovesStimeIntoTime) {
tinyxml2::XMLDocument doc;
Character character(1, nullptr);
Entity player(64, info);
auto* const component = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
const auto* const saved = LoadPlayAndSave(doc, character, *component, R"(llog="1327837739" time="262486" stime="7344")", 1327848273, 74);
EXPECT_STREQ(saved->Attribute("time"), "269830");
ExpectAbout(saved->Unsigned64Attribute("stime"), 74);
EXPECT_STREQ(saved->Attribute("llog"), "1327848273");
ExpectAbout(component->GetTotalTimePlayed(), 269830 + 74);
}
// The client reads stime as a float; a fraction written by something else is read, not refused
TEST_F(CharacterSaveFieldsTests, FractionalStimeIsRead) {
tinyxml2::XMLDocument doc;
Character character(1, nullptr);
Entity player(65, info);
auto* const component = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
const auto* const saved = LoadPlayAndSave(doc, character, *component, R"(time="100" stime="15.6958")", 0, 0);
EXPECT_STREQ(saved->Attribute("time"), "100");
ExpectAbout(saved->Unsigned64Attribute("stime"), 15);
}
// <skil sc>: the cooldown groups still running and the seconds left, as live wrote them (sc="17:15.6958;") and the
// client reads them (split on ';' and ':').
TEST_F(CharacterSaveFieldsTests, SkillCooldownsRoundTrip) {
CDSkillBehavior skill{};
skill.skillID = 394;
skill.cooldowngroup = 17;
skill.cooldown = 30.0f;
CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>()[394] = skill;
CDSkillBehavior ungrouped{};
ungrouped.skillID = 395;
ungrouped.cooldowngroup = static_cast<uint32_t>(-1);
ungrouped.cooldown = 30.0f;
CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>()[395] = ungrouped;
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"><skil sc="8:26.6559;78:30.7363;"/></obj>)");
Entity player(26, info);
auto* const skills = player.AddComponent<SkillComponent>(-1);
skills->LoadFromSaveData(doc);
ASSERT_EQ(skills->GetCooldownGroups().size(), 2u);
EXPECT_FLOAT_EQ(skills->GetCooldownGroups().at(8), 26.6559f);
skills->Run(26.7f); // group 8 runs out
skills->StartCooldown(394);
skills->StartCooldown(395); // no group: not saved
skills->WriteSaveData(doc);
EXPECT_EQ(Print(doc), R"(<obj v="1"><skil sc="17:30;78:4.0363;"/></obj>)");
Entity reloaded(27, info);
auto* const reloadedSkills = reloaded.AddComponent<SkillComponent>(-1);
reloadedSkills->LoadFromSaveData(doc);
EXPECT_EQ(reloadedSkills->GetCooldownGroups().size(), 2u);
EXPECT_FLOAT_EQ(reloadedSkills->GetCooldownGroups().at(17), 30.0f);
CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>().clear();
}
// Saves without <skil> load with no cooldowns and gain <skil/>, as live wrote it with none running.
TEST_F(CharacterSaveFieldsTests, SkillCooldownsMissingInOldSave) {
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"/>)");
Entity player(28, info);
auto* const skills = player.AddComponent<SkillComponent>(-1);
skills->LoadFromSaveData(doc);
EXPECT_TRUE(skills->GetCooldownGroups().empty());
skills->WriteSaveData(doc);
EXPECT_EQ(Print(doc), R"(<obj v="1"><skil/></obj>)");
}
// <pet a="0">: live wrote the active pet as 0 on every character (the charxml is read at load, before any pet is out),
// and each pet's taming type t as 0. Old saves without a load as before.
TEST_F(CharacterSaveFieldsTests, PetsAsLiveWroteThem) {
CDClientDatabase::ExecuteDML("CREATE TABLE ComponentsRegistry (id INTEGER, component_type INTEGER, component_id INTEGER);");
tinyxml2::XMLDocument doc;
Parse(doc, R"(<obj v="1"><pet><p id="1152921510000000001" l="3254" t="0" n="Fluffy" m="2"/></pet></obj>)");
Entity player(29, info);
auto* const inventory = player.AddComponent<InventoryComponent>(-1);
inventory->LoadXml(doc); // the pets load first; there is no <inv> here
EXPECT_EQ(inventory->GetDatabasePet(1152921510000000001LL).lot, 3254);
inventory->WriteSaveData(doc);
EXPECT_EQ(Print(doc), R"(<obj v="1"><pet a="0"><p id="1152921510000000001" l="3254" m="2" n="Fluffy" t="0"/></pet></obj>)");
}
// The editor level is told to the client with the character: after the GM level, whether the editor is on and at
// which level
TEST_F(CharacterSaveFieldsTests, EditorLevelIsSerializedAfterTheGmLevel) {
const auto gmBlock = [this](const eGameMasterLevel accountLevel) {
User user(UNASSIGNED_SYSTEM_ADDRESS, "editor", "key");
user.SetMaxGMLevel(accountLevel);
Character character(1, &user);
Entity player(44, info);
auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
EXPECT_EQ(characterComponent->GetEditorLevel(), accountLevel == eGameMasterLevel::OPERATOR ? 9 : 0);
EXPECT_EQ(characterComponent->GetEditorEnabled(), accountLevel == eGameMasterLevel::OPERATOR);
// An update with the GM block: its flag, PvP, is a GM, the GM level, then the two editor fields
characterComponent->SetGMLevel(eGameMasterLevel::CIVILIAN);
RakNet::BitStream stream;
characterComponent->Serialize(stream, false);
bool written{}, pvp{}, isGm{}, editorEnabled{};
uint8_t gmLevel{}, editorLevel{};
EXPECT_TRUE(stream.Read(written) && stream.Read(pvp) && stream.Read(isGm) && stream.Read(gmLevel) && stream.Read(editorEnabled) && stream.Read(editorLevel));
EXPECT_TRUE(written);
EXPECT_EQ(gmLevel, 0);
return std::pair<bool, uint8_t>{ editorEnabled, editorLevel };
};
EXPECT_EQ(gmBlock(eGameMasterLevel::OPERATOR), (std::pair<bool, uint8_t>{ true, 9 }));
EXPECT_EQ(gmBlock(eGameMasterLevel::DEVELOPER), (std::pair<bool, uint8_t>{ false, 0 }));
EXPECT_EQ(gmBlock(eGameMasterLevel::CIVILIAN), (std::pair<bool, uint8_t>{ false, 0 }));
}
// GetEditorLevel's answer: one bit, then the level as 32 bits
TEST_F(CharacterSaveFieldsTests, GetEditorLevelAnswerLayout) {
GameMessages::GetEditorLevel answer;
answer.editorEnabled = true;
answer.editorLevel = 9;
RakNet::BitStream stream;
answer.Serialize(stream);
EXPECT_EQ(stream.GetNumberOfBitsUsed(), 33u);
GameMessages::GetEditorLevel read;
ASSERT_TRUE(read.Deserialize(stream));
EXPECT_TRUE(read.editorEnabled);
EXPECT_EQ(read.editorLevel, 9);
// A question with nothing in it reads too
RakNet::BitStream empty;
EXPECT_TRUE(GameMessages::GetEditorLevel().Deserialize(empty));
}