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LWOCharacterComponent::LoadFromSaveData (0x00ca4910) reads them, and live saves had every one (450 of 450 characters saved at least once): - cm, the most coins a character can hold: 9223372036854775807 on every live save, the client's own value without it. Written when missing, an existing one is kept, and nothing caps the coins by it. - edit (editor level), gid and gn (guild id and name). - mldt (when the property moderation notice was last shown): 0 when missing, as most live saves. - v and vd: the votes left and the day they are for (GetVotesLeft / AdjustVotesLeft). Read back; a new day fills them up to the 3 of WorldConfig's character_votes_per_day. - lrx.. lrrw: the last respawn point reached, once one was reached in the world. - lzcs: the checksum of the zone in lzid. Saves without them load as before. stime is not written: live kept the session's seconds in it and the time before the session in time, which would change what time means in existing saves. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
259 lines
12 KiB
C++
259 lines
12 KiB
C++
// Charxml fields the client reads on load that DLU now saves. The formats are the ones live wrote (2011/2012 live
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// captures of the charxml the world server sent) and the client reads (legouniverse.exe 1.10.64).
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#include "GameDependencies.h"
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#include "CDClientDatabase.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "SkillComponent.h"
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#include "InventoryComponent.h"
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#include "DatabasePet.h"
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#include "CDSkillBehaviorTable.h"
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#include "CDClientManager.h"
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#include "eMissionLockState.h"
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#include "tinyxml2.h"
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#include <ctime>
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#include <string>
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#include <gtest/gtest.h>
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namespace {
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std::string Print(const tinyxml2::XMLDocument& doc) {
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tinyxml2::XMLPrinter printer(nullptr, true);
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doc.Print(&printer);
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return printer.CStr();
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}
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void Parse(tinyxml2::XMLDocument& doc, const std::string& xml) {
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ASSERT_EQ(doc.Parse(xml.c_str()), tinyxml2::XML_SUCCESS);
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}
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}
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class CharacterSaveFieldsTests : public GameDependenciesTest {
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protected:
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void SetUp() override {
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SetUpDependencies();
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CDClientDatabase::Connect(":memory:"); // MissionComponent counts the achievements
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CDClientDatabase::ExecuteDML("CREATE TABLE Missions (id INTEGER, isMission INTEGER);");
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}
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void TearDown() override { TearDownDependencies(); }
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};
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// <mis><ts>: the states of the mission journal tabs, written after <cur> the way live wrote them.
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TEST_F(CharacterSaveFieldsTests, MissionTypeStatesRoundTrip) {
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tinyxml2::XMLDocument doc;
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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>)");
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Entity player(20, info);
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auto* const missions = player.AddComponent<MissionComponent>(-1);
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missions->LoadFromSaveData(doc);
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const auto& states = missions->GetMissionTypeStates();
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ASSERT_EQ(states.size(), 2);
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EXPECT_EQ(states.at("Build").at(""), eMissionLockState::NEW);
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EXPECT_EQ(states.at("Location").at("Avant Gardens"), eMissionLockState::NEW);
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EXPECT_EQ(states.at("Location").at("Nimbus Station"), eMissionLockState::UNLOCKED);
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missions->SetMissionTypeState("Battle", "General", eMissionLockState::NEW);
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missions->WriteSaveData(doc);
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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>)");
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Entity reloaded(21, info);
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auto* const reloadedMissions = reloaded.AddComponent<MissionComponent>(-1);
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reloadedMissions->LoadFromSaveData(doc);
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EXPECT_EQ(reloadedMissions->GetMissionTypeStates(), states);
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}
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// Saves from before <ts> was written load with no states and gain an empty <ts>.
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TEST_F(CharacterSaveFieldsTests, MissionTypeStatesMissingInOldSave) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><mis><done/><cur/></mis></obj>)");
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Entity player(22, info);
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auto* const missions = player.AddComponent<MissionComponent>(-1);
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missions->LoadFromSaveData(doc);
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EXPECT_TRUE(missions->GetMissionTypeStates().empty());
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missions->WriteSaveData(doc);
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EXPECT_EQ(Print(doc), R"(<obj v="1"><mis><done/><cur/><ts/></mis></obj>)");
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}
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// char@ttip: the tooltip bits (the client reads it with GetLongLongValue). Live wrote it on every character.
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TEST_F(CharacterSaveFieldsTests, TooltipFlagsRoundTrip) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><mf/><char ls="0" ttip="16777216"/></obj>)");
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Character character(1, nullptr);
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Entity player(23, info);
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auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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characterComponent->LoadFromSaveData(doc);
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EXPECT_EQ(characterComponent->GetTooltipFlags(), 16777216u);
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characterComponent->SetTooltipFlag(2, true);
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characterComponent->WriteSaveData(doc);
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EXPECT_STREQ(doc.FirstChildElement("obj")->FirstChildElement("char")->Attribute("ttip"), "16777220");
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Entity reloaded(24, info);
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auto* const reloadedComponent = reloaded.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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reloadedComponent->LoadFromSaveData(doc);
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EXPECT_EQ(reloadedComponent->GetTooltipFlags(), 16777220u);
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}
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// Saves from before ttip was written load with no tooltips flagged and gain ttip="0".
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TEST_F(CharacterSaveFieldsTests, TooltipFlagsMissingInOldSave) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><mf/><char ls="0"/></obj>)");
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Character character(1, nullptr);
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Entity player(25, info);
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auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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characterComponent->LoadFromSaveData(doc);
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EXPECT_EQ(characterComponent->GetTooltipFlags(), 0u);
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characterComponent->WriteSaveData(doc);
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EXPECT_STREQ(doc.FirstChildElement("obj")->FirstChildElement("char")->Attribute("ttip"), "0");
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}
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// The <char> attributes live wrote on every character and the client reads: cm, edit, mldt, gid, gn, v, vd and the
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// last respawn point. A save that has them keeps what the server does not own, and nothing touches the coins.
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TEST_F(CharacterSaveFieldsTests, LiveCharacterAttributesRoundTrip) {
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tinyxml2::XMLDocument doc;
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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>)");
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Character character(1, nullptr);
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Entity player(40, info);
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auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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characterComponent->LoadFromSaveData(doc);
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EXPECT_EQ(characterComponent->GetVotesLeft(), 1);
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EXPECT_EQ(characterComponent->GetVoteDay(), 1u);
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characterComponent->WriteSaveData(doc);
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const auto* const saved = doc.FirstChildElement("obj")->FirstChildElement("char");
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EXPECT_STREQ(saved->Attribute("cc"), "22609");
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EXPECT_STREQ(saved->Attribute("cm"), "5000"); // kept, not replaced and not applied
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EXPECT_STREQ(saved->Attribute("mldt"), "1301715419");
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EXPECT_STREQ(saved->Attribute("edit"), "0");
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EXPECT_STREQ(saved->Attribute("gid"), "0");
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EXPECT_STREQ(saved->Attribute("gn"), "");
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// A new day: the votes are filled up
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const uint64_t today = static_cast<uint64_t>(std::time(nullptr)) / 86400;
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EXPECT_LE(saved->Unsigned64Attribute("vd") - today, 1u); // (the day may turn during the test)
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EXPECT_STREQ(saved->Attribute("v"), "3");
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// No respawn point was reached in this world: the saved one stays
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EXPECT_STREQ(saved->Attribute("lrx"), "1");
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EXPECT_STREQ(saved->Attribute("lrrw"), "0.5");
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// Not written by the server: left alone
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EXPECT_STREQ(saved->Attribute("stime"), "349");
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EXPECT_STREQ(saved->Attribute("lzcs"), "2233038349");
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// The same day: the votes left are kept
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Entity reloaded(41, info);
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auto* const reloadedComponent = reloaded.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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doc.FirstChildElement("obj")->FirstChildElement("char")->SetAttribute("v", 2);
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reloadedComponent->LoadFromSaveData(doc);
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EXPECT_EQ(reloadedComponent->GetVotesLeft(), 2);
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reloadedComponent->SetGuild(77, u"Builders");
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reloadedComponent->WriteSaveData(doc);
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EXPECT_STREQ(saved->Attribute("v"), "2");
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EXPECT_STREQ(saved->Attribute("gid"), "77");
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EXPECT_STREQ(saved->Attribute("gn"), "Builders");
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}
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// Saves from before they were written load as before and gain them with the values live had: the coins are not
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// touched and cm is the client's own "no limit".
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TEST_F(CharacterSaveFieldsTests, LiveCharacterAttributesMissingInOldSave) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><mf/><char acct="1" cc="123456789012" gm="0" ls="15700" ttip="4" time="54390"/></obj>)");
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Character character(1, nullptr);
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Entity player(42, info);
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auto* const characterComponent = player.AddComponent<CharacterComponent>(-1, &character, UNASSIGNED_SYSTEM_ADDRESS);
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characterComponent->LoadFromSaveData(doc);
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EXPECT_EQ(characterComponent->GetVotesLeft(), 3);
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EXPECT_EQ(characterComponent->GetTooltipFlags(), 4u);
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EXPECT_EQ(characterComponent->GetUScore(), 15700);
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characterComponent->WriteSaveData(doc);
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const auto* const saved = doc.FirstChildElement("obj")->FirstChildElement("char");
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EXPECT_STREQ(saved->Attribute("cc"), "123456789012");
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EXPECT_STREQ(saved->Attribute("acct"), "1");
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EXPECT_STREQ(saved->Attribute("ls"), "15700");
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EXPECT_STREQ(saved->Attribute("cm"), "9223372036854775807");
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EXPECT_STREQ(saved->Attribute("edit"), "0");
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EXPECT_STREQ(saved->Attribute("mldt"), "0");
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EXPECT_STREQ(saved->Attribute("gid"), "0");
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EXPECT_STREQ(saved->Attribute("gn"), "");
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EXPECT_STREQ(saved->Attribute("v"), "3");
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EXPECT_NE(saved->Attribute("vd"), nullptr);
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EXPECT_EQ(saved->Attribute("lrx"), nullptr); // no respawn point reached yet
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EXPECT_EQ(saved->Attribute("stime"), nullptr);
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}
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// <skil sc>: the cooldown groups still running and the seconds left, as live wrote them (sc="17:15.6958;") and the
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// client reads them (split on ';' and ':').
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TEST_F(CharacterSaveFieldsTests, SkillCooldownsRoundTrip) {
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CDSkillBehavior skill{};
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skill.skillID = 394;
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skill.cooldowngroup = 17;
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skill.cooldown = 30.0f;
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CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>()[394] = skill;
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CDSkillBehavior ungrouped{};
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ungrouped.skillID = 395;
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ungrouped.cooldowngroup = static_cast<uint32_t>(-1);
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ungrouped.cooldown = 30.0f;
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CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>()[395] = ungrouped;
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><skil sc="8:26.6559;78:30.7363;"/></obj>)");
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Entity player(26, info);
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auto* const skills = player.AddComponent<SkillComponent>(-1);
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skills->LoadFromSaveData(doc);
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ASSERT_EQ(skills->GetCooldownGroups().size(), 2u);
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EXPECT_FLOAT_EQ(skills->GetCooldownGroups().at(8), 26.6559f);
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skills->Run(26.7f); // group 8 runs out
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skills->StartCooldown(394);
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skills->StartCooldown(395); // no group: not saved
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skills->WriteSaveData(doc);
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EXPECT_EQ(Print(doc), R"(<obj v="1"><skil sc="17:30;78:4.0363;"/></obj>)");
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Entity reloaded(27, info);
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auto* const reloadedSkills = reloaded.AddComponent<SkillComponent>(-1);
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reloadedSkills->LoadFromSaveData(doc);
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EXPECT_EQ(reloadedSkills->GetCooldownGroups().size(), 2u);
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EXPECT_FLOAT_EQ(reloadedSkills->GetCooldownGroups().at(17), 30.0f);
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CDClientManager::GetEntriesMutable<CDSkillBehaviorTable>().clear();
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}
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// Saves without <skil> load with no cooldowns and gain <skil/>, as live wrote it with none running.
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TEST_F(CharacterSaveFieldsTests, SkillCooldownsMissingInOldSave) {
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"/>)");
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Entity player(28, info);
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auto* const skills = player.AddComponent<SkillComponent>(-1);
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skills->LoadFromSaveData(doc);
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EXPECT_TRUE(skills->GetCooldownGroups().empty());
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skills->WriteSaveData(doc);
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EXPECT_EQ(Print(doc), R"(<obj v="1"><skil/></obj>)");
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}
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// <pet a="0">: live wrote the active pet as 0 on every character (the charxml is read at load, before any pet is out),
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// and each pet's taming type t as 0. Old saves without a load as before.
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TEST_F(CharacterSaveFieldsTests, PetsAsLiveWroteThem) {
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CDClientDatabase::ExecuteDML("CREATE TABLE ComponentsRegistry (id INTEGER, component_type INTEGER, component_id INTEGER);");
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tinyxml2::XMLDocument doc;
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Parse(doc, R"(<obj v="1"><pet><p id="1152921510000000001" l="3254" t="0" n="Fluffy" m="2"/></pet></obj>)");
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Entity player(29, info);
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auto* const inventory = player.AddComponent<InventoryComponent>(-1);
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inventory->LoadXml(doc); // the pets load first; there is no <inv> here
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EXPECT_EQ(inventory->GetDatabasePet(1152921510000000001LL).lot, 3254);
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inventory->WriteSaveData(doc);
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EXPECT_EQ(Print(doc), R"(<obj v="1"><pet a="0"><p id="1152921510000000001" l="3254" m="2" n="Fluffy" t="0"/></pet></obj>)");
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}
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