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The chat server is the guild authority (docs/Guilds.md). GuildManager keeps guilds in the database (IGuilds) and tells clients through their worlds, with every outside dependency behind hooks so the rules are tested without a server: - Create: name rules (3-30 of letters, digits, space ' - ., no space at either end or twice), the chat filter's deny list refuses a name (BAD_NAME), names not on the allow list make the guild but wait for moderation (other players see no guild name until then), a taken name (case ignored) is EXISTS, someone in a guild can't make one. - Invite / answer: leaders and officers invite; the client's answers for not online, already in a guild, invite pending and could not invite; one invite per player, answerable for 10 minutes and gone when the player logs off; a full guild (guild_max_members) takes nobody. The new member is a recruit; the inviter hears the answer and gets the list again, the other members get GUILD_ADD_PLAYER. - Leave, and DLU's kick, rank and disband (the client has no controls for them): the leader kicks anyone, officers kick veterans and recruits; a leader who leaves hands the guild to the highest-ranked, longest-serving member, and the last one out ends it. Rank changes send everyone the list again (the client's GuildSetPlayerRank does nothing). - GUILD_DATA for GUILD_GET_ALL, login/logout/world-change updates to guildmates, a guild that lost its leader (character deleted) gets one again, and GuildChanged catches online players up with what the dashboard did. - Every change is a guild_events row. Each character's world gets GUILD_GET_STATUS with the guild and the name others may see. Not connected to the chat server's packets yet. Check: GuildManagerTests (18 tests) run every rule against an in-memory IGuilds. Nothing to check in game yet. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
57 lines
1.9 KiB
CMake
57 lines
1.9 KiB
CMake
set(DGAMETEST_SOURCES
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"GameDependencies.cpp"
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"GuildManagerTests.cpp"
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"LUBitStreamTests.cpp"
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"MailIdPinTests.cpp"
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"EconomyLedgerTests.cpp"
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"PlayerReportsLimitTests.cpp"
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"SlashCommandPermissionTests.cpp"
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"StaleSaveGuardTests.cpp"
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"ContrabandTests.cpp"
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"KnockbackTests.cpp"
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"CollisionFilterTests.cpp"
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"ItemSetPassiveAbilityTests.cpp"
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"PowerUpStatisticTests.cpp"
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"PlayerStatisticTests.cpp"
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"BrickByBrickTests.cpp"
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"PropertyBuildersTests.cpp"
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"ModularBuildTableTests.cpp"
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"ModularBuildIdMigrationTests.cpp"
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"UgcManifestTests.cpp"
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"SceneGhostingTests.cpp"
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"HolidayEventsTests.cpp"
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"SetCurrencySourceTests.cpp"
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"LootDropPositionTests.cpp"
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)
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add_subdirectory(dComponentsTests)
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list(APPEND DGAMETEST_SOURCES ${DCOMPONENTS_TESTS})
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add_subdirectory(dGameMessagesTests)
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list(APPEND DGAMETEST_SOURCES ${DGAMEMESSAGES_TESTS})
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add_subdirectory(dNetTests)
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list(APPEND DGAMETEST_SOURCES ${DNET_TESTS})
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file(COPY ${GAMEMESSAGE_TESTBITSTREAMS} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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file(COPY ${COMPONENT_TEST_DATA} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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# Add the executable. Remember to add all tests above this!
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add_executable(dGameTests ${DGAMETEST_SOURCES})
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target_include_directories(dGameTests PRIVATE "." "${PROJECT_SOURCE_DIR}/dChatServer" "${PROJECT_SOURCE_DIR}/dScripts")
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# Tests against the live CDClient look for it in the source tree's build folder
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target_compile_definitions(dGameTests PRIVATE PROJECT_SOURCE_DIR="${PROJECT_SOURCE_DIR}")
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if(APPLE)
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add_custom_target(dGameTestsLink
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${CMAKE_COMMAND} -E copy $<TARGET_FILE:MariaDB::ConnCpp> ${CMAKE_CURRENT_BINARY_DIR})
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add_dependencies(dGameTests dGameTestsLink)
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endif()
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target_link_libraries(dGameTests ${COMMON_LIBRARIES} GTest::gtest_main
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dGame dScripts dPhysics Detour Recast tinyxml2 dWorldServer dZoneManager dChatFilter dChatServer dNavigation bcrypt MD5)
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# Discover the tests
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gtest_discover_tests(dGameTests)
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