test(physics): C4 route 6 — drops/split-recovery closure, zero production lines
Route 6 needs no production change and this commit contains none: C3c (529e0e9d) already flipped both hosts' Create paths onto the residence lease, so a dropped item is byte-for-byte route 1's create classification (RuntimePositionEntityKind.Remote, RuntimeCreateResidenceKind.TopLevel, ClassifyCreate -> SetPosition with InitialCreateFlags = Placement | Slide). Route 6 is a SOURCE of route-1 traffic, not a route of its own. Both drop flavours converge on LiveEntityHydrationController.OnCreate -> RegisterEntityWithInitialResidence — the whole-item drop through ItemInteractionController's DropToWorld (no physics, no position; the server decides), and split-to-world through TryRecoverUnknownPosition's call to the identical entry point. Contract: docs/research/2026-08-04-c4-route-6-contract.md. Retires a FALSE PREMISE from the campaign plan (:97-100), which claimed split-recovery creates "need an effect-replay suppression signal". Verified against the decomp instead of assumed: play_default_script @0x005132B0 / @0x00513300 has exactly three call sites in the entire pseudo-C dump — DefaultScriptPartHook::Execute @0x00526c08, DefaultScriptHook::Execute @0x00526c14, and ACCWeenieObject::DoCollision @0x0058c3b4 — and NONE from set_description or CreateObject. Neither client plays a default script at create, so there is nothing to suppress. acdream's only create-time replay is the F754/F755 queue drain keyed by server GUID, which is retail's own HandleCreateObject @0x00454C80 behaviour. The plan's other two clauses were closed at C0 (TryCommitParent/CommitWithdrawal cancellation symmetry; host-visible cancellation receipts); the list now states what actually remains — route 7's child-cell two-writer split and the headless parent-realize gap. Retail split marking recorded for the record: UIAttemptSplitTo3D @0x0058D850 stores only splitStackSize/splitClassID/splitTime and performs no placement; DeclareValid @0x0058E340's recovery action is SetSelectedObject @0x0058E481 — a SELECTION transfer with a 10-second expiry, not effect suppression and not placement. UIAttemptPutIn3D @0x0058D700 records no marker at all. Seven tests over the now-flipped path (whole item, split stack, new-GUID recovery, second drop, unavailable destination, newer Position after the pending identity is consumed, plus the #314 repro), each sabotage-verified: the production path was broken on purpose, the test was confirmed to fail, and the sabotage reverted. R6-c is now settled by assertion rather than argument — BuildSpawn's wholesale clone of Children/Movement/AnimationFrame/ SetupTableId is measured, not reasoned about. FOUND WHILE TESTING — #314, filed not fixed (this route is zero-production by contract). BuildSpawn resets top-level MovementSequence/ServerControlSequence to 0 but its Timestamps `with` block overrides only Position/Teleport/ ForcePosition/Instance, leaving Physics.Timestamps.Movement and .ServerControlledMove at the SOURCE item's values. HasConsistentCreateIdentityAndParent requires the two projections to agree, so a split whose source carries nonzero Movement timestamps — plausible for any item dropped once, picked up, and split again — fails the predicate and throws instead of completing the canonical transaction. Verified in source, not taken on report. Note this is a crash in the exact mechanism the scoping cited as EVIDENCE that drops already converge: code reading said the path converges, driving it said it throws. Fixed in the immediately following commit. Also filed: #313 (DeclareValid's SetSelectedObject port is missing and the container-split flavour records no marker — selection UX, deliberately not implemented inside a placement closure) and #315 (route 4b-3's per-packet runTeleportHook Func<bool> closure at three RunRemoteArmTail call sites; the network packet path, not Slice I's per-frame resolve path — filed now because route 5 adds a fourth site). AP-124 stays open and registered. Test lines are 410 against a 150-250 guidance, accepted: the excess is a real ItemInteractionController harness plus the #314 repro, which is what found the defect. A mock that proved nothing would have been shorter and worthless. Complete Release suite MEASURED at 11,020 passed / 4 skipped / 0 failed (baseline 11,013/4/0 at6dc7ba51; +7 new). Neither known flake fired. Connected gate (user-run) still owed: drop a whole item, split a stack to the ground, drop a second within ~1 m, repeat indoors and after a portal recall, then walk two landblocks away and back. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
21cd6e9b2b
commit
1b484937b6
5 changed files with 694 additions and 4 deletions
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@ -3,6 +3,7 @@ using AcDream.App.Input;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Scene;
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using AcDream.App.Streaming;
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using AcDream.App.UI;
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using AcDream.App.World;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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@ -10,6 +11,7 @@ using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Core.World;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.App.Tests.World;
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@ -2038,6 +2040,368 @@ public sealed class LiveEntityHydrationControllerTests
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Assert.Equal(1, second.ApplyCount);
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}
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// C4 route 6 (docs/research/2026-08-04-c4-route-6-contract.md): drops and
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// split-recovery require zero production lines -- C3c already flipped
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// both hosts' Create paths onto the canonical residence lease, and a
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// dropped item is byte-for-byte route 1's create classification. These
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// tests measure that convergence end-to-end through the same Fixture the
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// rest of this file uses, plus a small real ItemInteractionController
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// (DropHarness) to drive the actual dispatch surface a player action
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// uses.
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[Fact]
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public void WholeItemDrop_DispatchesNoSplitMarkerAndEntersCanonicalCreatePlacementTransaction()
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{
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using var fixture = new Fixture(originKnown: true);
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var drop = new DropHarness(fixture);
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const uint itemGuid = 0x50000B01u;
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fixture.Controller.OnCreate(ItemSpawn(
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itemGuid, position: null, containerId: DropHarness.PlayerGuid, stackSize: null));
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bool dispatched = false;
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drop.Interaction.WorldDropDispatched += _ => dispatched = true;
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var payload = new ItemDragPayload(
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itemGuid, ItemDragSource.Inventory, SourceSlot: 0, SourceCell: new UiItemSlot());
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Assert.True(drop.Interaction.DropToWorld(payload));
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// Retail's UIAttemptPutIn3D @0x0058D700 records no split marker for a
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// whole-item drop (only UIAttemptSplitTo3D / UIAttemptSplitToContainer
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// do); the split-recovery machinery must stay dormant.
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Assert.False(dispatched);
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// The server's CreateObject for the dropped item returns through the
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// ordinary wire pump -- model that directly, bypassing the (dormant)
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// split projection entirely, and confirm it lands in the same
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// canonical create-placement transaction as any other TopLevel
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// create (RuntimeInitialCreateResidenceState.cs:600-606). A fresh
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// world-visible incarnation carries a new InstanceSequence (retail's
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// instance_ts): the item's contained CreateObject and its
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// now-dropped CreateObject are not the same generation.
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fixture.Controller.OnCreate(ItemSpawn(
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itemGuid,
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position: new CreateObject.ServerPosition(Cell, 10f, 10f, 5f, 1f, 0f, 0f, 0f),
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containerId: 0u,
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stackSize: null,
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instanceSequence: 2));
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Assert.True(fixture.Runtime.TryGetRecord(itemGuid, out LiveEntityRecord record));
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Assert.NotNull(record.WorldEntity);
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Assert.True(record.InitialHydrationCompleted);
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Assert.Equal(1, fixture.Resources.RegisterCount);
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}
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[Fact]
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public void SplitSourceWithRetainedMovementTimestamps_ThrowsInsteadOfRecovering()
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{
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// DISCOVERED DEFECT (2026-08-04, C4 route 6 evidence-gathering; NOT
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// fixed here -- the contract requires zero production lines and
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// directs stop-and-report instead of a speculative fix).
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//
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// BuildSpawn resets the top-level MovementSequence /
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// ServerControlSequence to 0 (InventoryWorldDropProjectionController
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// .cs:200-201) but its Timestamps `with` override list only touches
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// Position / Teleport / ForcePosition / Instance
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// (InventoryWorldDropProjectionController.cs:182-188) -- it does NOT
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// correspondingly reset Physics.Timestamps.Movement /
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// .ServerControlledMove. Retail's per-object update_times channels
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// are monotonic counters that do not reset when an item re-enters a
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// container, so a split source that EVER received a Movement or
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// ServerControlledMove wire update during an earlier stint with
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// world presence (e.g. dropped once before, picked back up, split
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// again) carries nonzero values in exactly those two Timestamps
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// fields. The resulting spawn then fails
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// RuntimeEntityObjectLifetime.HasConsistentCreateIdentityAndParent
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// (:2321-2327), and split recovery THROWS instead of completing the
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// canonical create-placement transaction -- which is exactly the
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// property route 6's "enters the same canonical transaction" claim
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// depends on holding unconditionally. See the final report for the
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// recommended follow-up.
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using var fixture = new Fixture(originKnown: true);
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var drop = new DropHarness(fixture);
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const uint sourceGuid = 0x50000C40u;
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WorldSession.EntitySpawn baseSource = ItemSpawn(
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sourceGuid, position: null, containerId: DropHarness.PlayerGuid, stackSize: 6);
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WorldSession.EntitySpawn source = baseSource with
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{
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MovementSequence = 2,
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ServerControlSequence = 6,
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Physics = baseSource.Physics!.Value with
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{
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Timestamps = baseSource.Physics.Value.Timestamps with
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{
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Movement = 2,
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ServerControlledMove = 6,
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},
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},
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};
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fixture.Controller.OnCreate(source);
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Assert.True(drop.DispatchSplit(sourceGuid, stackSize: 6, splitAmount: 1));
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const uint splitResultGuid = 0x80000D01u;
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InvalidOperationException exception = Assert.Throws<InvalidOperationException>(() =>
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drop.Projection.TryRecoverUnknownPosition(
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DropPositionUpdate(splitResultGuid, x: 30f)));
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Assert.Contains(
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"inconsistent instance or parent projections", exception.Message);
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}
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[Fact]
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public void SplitToWorld_NewGuidPositionRecovery_EntersSameCanonicalTransactionAsDrop()
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{
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using var fixture = new Fixture(originKnown: true);
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var drop = new DropHarness(fixture);
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const uint sourceGuid = 0x50000C01u;
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fixture.Controller.OnCreate(ItemSpawn(
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sourceGuid, position: null, containerId: DropHarness.PlayerGuid, stackSize: 10));
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Assert.True(drop.DispatchSplit(sourceGuid, stackSize: 10, splitAmount: 3));
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const uint splitResultGuid = 0x80000901u;
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Assert.False(fixture.Runtime.TryGetSnapshot(splitResultGuid, out _));
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bool recovered = drop.Projection.TryRecoverUnknownPosition(
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DropPositionUpdate(splitResultGuid, x: 15f));
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Assert.True(recovered);
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Assert.True(fixture.Runtime.TryGetSnapshot(
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splitResultGuid, out WorldSession.EntitySpawn spawn));
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Assert.Equal(3, spawn.StackSize);
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Assert.Equal(0u, spawn.ContainerId);
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Assert.True(fixture.Runtime.TryGetRecord(splitResultGuid, out LiveEntityRecord record));
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Assert.NotNull(record.WorldEntity);
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Assert.Equal(1, fixture.Resources.RegisterCount);
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}
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[Fact]
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public void SecondSplitDrop_ResolvesIndependentlyWithoutClobberingFirst()
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{
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using var fixture = new Fixture(originKnown: true);
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var drop = new DropHarness(fixture);
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const uint firstSource = 0x50000C10u;
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const uint secondSource = 0x50000C20u;
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fixture.Controller.OnCreate(ItemSpawn(
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firstSource, position: null, containerId: DropHarness.PlayerGuid, stackSize: 5));
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fixture.Controller.OnCreate(ItemSpawn(
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secondSource, position: null, containerId: DropHarness.PlayerGuid, stackSize: 8));
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Assert.True(drop.DispatchSplit(firstSource, stackSize: 5, splitAmount: 2));
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const uint firstResult = 0x80000A01u;
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Assert.True(drop.Projection.TryRecoverUnknownPosition(
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DropPositionUpdate(firstResult, x: 11f)));
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// ACE confirms the first split by updating the remaining stack; that
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// is also what clears ItemInteractionController's one-at-a-time
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// pending-request gate so a second request can dispatch, exactly as
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// retail's IsPlayerReadyToMakeInventoryRequest requires.
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fixture.Objects.UpdateStackSize(firstSource, 3, 0);
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Assert.True(drop.DispatchSplit(secondSource, stackSize: 8, splitAmount: 4));
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const uint secondResult = 0x80000A02u;
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Assert.True(drop.Projection.TryRecoverUnknownPosition(
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DropPositionUpdate(secondResult, x: 12f, positionSequence: 6)));
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Assert.True(fixture.Runtime.TryGetSnapshot(
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firstResult, out WorldSession.EntitySpawn firstSpawn));
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Assert.True(fixture.Runtime.TryGetSnapshot(
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secondResult, out WorldSession.EntitySpawn secondSpawn));
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Assert.Equal(2, firstSpawn.StackSize);
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Assert.Equal(4, secondSpawn.StackSize);
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Assert.Equal(11f, firstSpawn.Position!.Value.PositionX);
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Assert.Equal(12f, secondSpawn.Position!.Value.PositionX);
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Assert.Equal(2, fixture.Resources.RegisterCount);
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}
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[Fact]
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public void UnknownPositionWithNoPendingSplit_IsRejectedWithoutCreatingAnything()
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{
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using var fixture = new Fixture(originKnown: true);
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var drop = new DropHarness(fixture);
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const uint unrelatedGuid = 0x80000B01u;
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bool recovered = drop.Projection.TryRecoverUnknownPosition(
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DropPositionUpdate(unrelatedGuid, x: 20f));
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Assert.False(recovered);
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Assert.False(fixture.Runtime.TryGetSnapshot(unrelatedGuid, out _));
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Assert.Equal(0, fixture.Resources.RegisterCount);
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}
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[Fact]
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public void NewerPositionAfterPendingConsumed_DoesNotReopenOrDoubleRegister()
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{
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using var fixture = new Fixture(originKnown: true);
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var drop = new DropHarness(fixture);
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const uint sourceGuid = 0x50000C30u;
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fixture.Controller.OnCreate(ItemSpawn(
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sourceGuid, position: null, containerId: DropHarness.PlayerGuid, stackSize: 6));
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Assert.True(drop.DispatchSplit(sourceGuid, stackSize: 6, splitAmount: 1));
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const uint firstUnknown = 0x80000C01u;
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const uint secondUnknown = 0x80000C02u;
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Assert.True(drop.Projection.TryRecoverUnknownPosition(
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DropPositionUpdate(firstUnknown, x: 21f)));
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// A second, newer Position for a DIFFERENT unknown guid arrives after
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// the one pending split identity is already consumed. Retail's
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// static split identity (UIAttemptSplitTo3D @0x0058D850) is
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// single-slot; there is nothing left to recognize this packet
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// against, so it must fall through untouched rather than being
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// mistaken for a second recovery.
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bool secondRecovered = drop.Projection.TryRecoverUnknownPosition(
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DropPositionUpdate(secondUnknown, x: 22f, positionSequence: 6));
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Assert.False(secondRecovered);
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Assert.False(fixture.Runtime.TryGetSnapshot(secondUnknown, out _));
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Assert.True(fixture.Runtime.TryGetSnapshot(firstUnknown, out _));
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Assert.Equal(1, fixture.Resources.RegisterCount);
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}
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private static WorldSession.EntitySpawn ItemSpawn(
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uint guid,
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CreateObject.ServerPosition? position,
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uint? containerId,
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int? stackSize,
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string name = "test item",
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ushort instanceSequence = 1)
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{
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// Movement / ServerControlledMove timestamps are held at 0 (both here
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// and at the top-level EntitySpawn projection below) to model the
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// common baseline of an item that has never received a Movement or
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// ServerControlledMove wire update while contained -- see
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// SplitSourceWithRetainedMovementTimestamps_ThrowsInsteadOfRecovering
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// below for what happens (a discovered defect, not exercised by this
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// helper) when a split source's retained timestamps are nonzero
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// instead.
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var timestamps = new PhysicsTimestamps(
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1, 0, 1, 1, 0, 0, 0, 1, instanceSequence);
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var physics = new PhysicsSpawnData(
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RawState: (uint)PhysicsStateFlags.ReportCollisions,
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Position: position,
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Movement: null,
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AnimationFrame: null,
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SetupTableId: 0x02000050u,
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MotionTableId: 0x09000050u,
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SoundTableId: null,
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PhysicsScriptTableId: null,
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Parent: null,
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Children: null,
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Scale: null,
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Friction: null,
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Elasticity: null,
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Translucency: null,
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Velocity: null,
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Acceleration: null,
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AngularVelocity: null,
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DefaultScriptType: null,
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DefaultScriptIntensity: null,
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Timestamps: timestamps);
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return new WorldSession.EntitySpawn(
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Guid: guid,
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Position: position,
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SetupTableId: 0x02000050u,
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AnimPartChanges: [],
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TextureChanges: [],
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SubPalettes: [],
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BasePaletteId: null,
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ObjScale: null,
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Name: name,
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ItemType: (uint)ItemType.Misc,
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MotionState: null,
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MotionTableId: 0x09000050u,
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PhysicsState: (uint)PhysicsStateFlags.ReportCollisions,
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WeenieClassId: 273u,
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StackSize: stackSize,
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StackSizeMax: 1000,
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ContainerId: containerId,
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InstanceSequence: instanceSequence,
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MovementSequence: 0,
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ServerControlSequence: 0,
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PositionSequence: 1,
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Physics: physics);
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}
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private static WorldSession.EntityPositionUpdate DropPositionUpdate(
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uint guid,
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float x,
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ushort positionSequence = 5) =>
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new(
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guid,
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new CreateObject.ServerPosition(Cell, x, 12f, 6f, 1f, 0f, 0f, 0f),
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Velocity: Vector3.Zero,
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// Open-ground placement, not resting against another object's
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// contact frame -- matches ItemSpawn's source AnimationFrame:
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// null. BuildSpawn forwards this straight to the top-level
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// PlacementId without touching Physics.AnimationFrame
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// (InventoryWorldDropProjectionController.cs:206), so the two
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// must already agree in the source for the recovered spawn to
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// pass HasConsistentCreateIdentityAndParent's
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// PlacementId == Physics.AnimationFrame check.
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PlacementId: null,
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IsGrounded: true,
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InstanceSequence: 1,
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PositionSequence: positionSequence,
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TeleportSequence: 0,
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ForcePositionSequence: 0);
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/// <summary>
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/// A minimal, real <see cref="ItemInteractionController"/> +
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/// <see cref="InventoryWorldDropProjectionController"/> pair wired to a
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/// shared <see cref="Fixture"/>, for exercising the actual drop/split
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/// dispatch surface a player action drives (rather than reaching into
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/// <c>PendingSplitToWorldProjection</c> directly, which the sibling
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/// PendingSplitToWorldProjectionTests already covers at the unit level).
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/// </summary>
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private sealed class DropHarness
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{
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public const uint PlayerGuid = 0x50000001u;
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public readonly ItemInteractionController Interaction;
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public readonly InventoryWorldDropProjectionController Projection;
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public readonly StackSplitQuantityState SplitQuantity = new();
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public uint SelectedObject;
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public DropHarness(Fixture fixture)
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{
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fixture.Objects.AddOrUpdate(new ClientObject
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{
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ObjectId = PlayerGuid,
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Name = "Player",
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Type = ItemType.Creature,
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});
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var shared = new InventoryTransactionState(fixture.Objects);
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var runtimeTransactions = new RuntimeInteractionTransactionState(shared);
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Interaction = new ItemInteractionController(
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fixture.Objects,
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runtimeTransactions,
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new InteractionState(),
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playerGuid: () => PlayerGuid,
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sendUse: null,
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sendUseWithTarget: null,
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sendWield: null,
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sendDrop: _ => { },
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sendSplitToWorld: (_, _) => { },
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selectedObjectId: () => SelectedObject,
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stackSplitQuantity: SplitQuantity,
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playerOnGround: () => true);
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Projection = new InventoryWorldDropProjectionController(
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Interaction,
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fixture.Objects,
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fixture.Runtime,
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fixture.Controller,
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() => 100.0);
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}
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public bool DispatchSplit(uint itemGuid, uint stackSize, uint splitAmount)
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{
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SelectedObject = itemGuid;
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SplitQuantity.Reset(stackSize);
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SplitQuantity.SetValue(splitAmount);
|
||||
var payload = new ItemDragPayload(
|
||||
itemGuid,
|
||||
ItemDragSource.Inventory,
|
||||
SourceSlot: 0,
|
||||
SourceCell: new UiItemSlot());
|
||||
return Interaction.DropToWorld(payload);
|
||||
}
|
||||
}
|
||||
|
||||
private const uint Guid = 0x70000001u;
|
||||
private const uint Cell = 0x01010001u;
|
||||
|
||||
|
|
|
|||
|
|
@ -82,6 +82,52 @@ public sealed class PendingSplitToWorldProjectionTests
|
|||
Assert.False(pending.HasPending);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_ClonesRelationshipAndAnimationStateWholesaleFromSource()
|
||||
{
|
||||
// R6-c (docs/research/2026-08-04-c4-route-6-contract.md): BuildSpawn's
|
||||
// `source with { ... }` override list does not touch Physics.Children,
|
||||
// Physics.Movement, Physics.AnimationFrame, or the top-level
|
||||
// SetupTableId, so they clone byte-for-byte from the pre-split source
|
||||
// rather than resetting. That was documented but never measured —
|
||||
// assert it directly instead of reasoning about it. (Whether a live
|
||||
// split source ever actually carries non-default values here is a
|
||||
// separate, unmeasured question; nothing in the create-time pipeline
|
||||
// reads PhysicsSpawnData.Children at all, and
|
||||
// RuntimeRemoteBodyDescription.Construct only acts on Movement when
|
||||
// RawData is non-empty — a resting inventory stack has none.)
|
||||
var pending = new PendingSplitToWorldProjection();
|
||||
WorldSession.EntitySpawn baseSource = SourceSpawn();
|
||||
WorldSession.EntitySpawn source = baseSource with
|
||||
{
|
||||
SetupTableId = 0x0200ABCDu,
|
||||
Physics = baseSource.Physics!.Value with
|
||||
{
|
||||
Children = new[] { new PhysicsAttachment(0x50000ABCu, 3u) },
|
||||
Movement = new PhysicsMovementData(
|
||||
new byte[] { 1, 2, 3 },
|
||||
MotionState: null,
|
||||
IsAutonomous: true),
|
||||
AnimationFrame = 42u,
|
||||
},
|
||||
};
|
||||
pending.Record(9u, source, amount: 2u, now: 1.0);
|
||||
|
||||
Assert.True(pending.TryResolve(
|
||||
PositionUpdate(0x80000777u),
|
||||
now: 1.5,
|
||||
out WorldSession.EntitySpawn spawn));
|
||||
|
||||
Assert.Equal(source.SetupTableId, spawn.SetupTableId);
|
||||
PhysicsSpawnData physics = Assert.IsType<PhysicsSpawnData>(spawn.Physics);
|
||||
Assert.True(physics.Children.HasValue);
|
||||
Assert.Equal(
|
||||
source.Physics!.Value.Children!.Value.ToArray(),
|
||||
physics.Children!.Value.ToArray());
|
||||
Assert.Equal(source.Physics.Value.Movement, physics.Movement);
|
||||
Assert.Equal(source.Physics.Value.AnimationFrame, physics.AnimationFrame);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Resolve_SourceGuidDoesNotConsumePendingIdentity()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue