feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip
Implements the item-state mirror + appraise round-trip infrastructure on top of Phase F.1's GameEvent dispatcher. Core layer (AcDream.Core/Items): - ItemRepository: ConcurrentDictionary-backed live item state keyed by server ObjectId. Events: ItemAdded, ItemMoved, ItemRemoved, ItemPropertiesUpdated. MoveItem handles container / slot / equip location updates atomically and fires ItemMoved with old+new container ids. UpdateProperties merges a PropertyBundle patch (for appraise results) without clobbering existing untouched keys. Wire layer (AcDream.Core.Net/Messages): - AppraiseRequest (0x00C8 C→S, inside 0xF7B1 GameAction envelope): Build(sequence, targetGuid) → 16-byte body ready for SendGameAction. - GameEvents.ParseIdentifyResponseHeader for 0x00C9 S→C — extracts (guid, appraiseFlags, success). Full PropertyBundle deserialization (the 10-flag bitfield-indexed tables) is a future pass; header alone is enough to route into the repository + surface "appraise complete" to UI. - GameEvents.ParseWieldObject (0x0023) — server-driven equip. - GameEvents.ParsePutObjInContainer (0x0022) — server-driven inventory move (item, container, placement). Tests (11 new): - ItemRepository: add/update fires correct event, move updates fields, missing-id returns false, remove, properties merge, clear. - Wire: AppraiseRequest byte-exact encoding, IdentifyResponse header round-trip, WieldObject round-trip, PutObjInContainer round-trip. Build green, 532 tests pass (up from 521). Phase F.2 unblocks the Paperdoll + Inventory UI panels and the "appraise on right-click" UX. Next pieces: PropertyBundle full deserializer (AppraiseInfo 10-flag bitfield), outbound move/drop/ pickup actions. Ref: r06 §1 (ItemType), §2 (EquipMask), §5 (appraise wire), §7 (pack depth rules). Ref: ACE GameEventIdentifyObjectResponse.cs for AppraiseInfo format. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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tests/AcDream.Core.Net.Tests/Messages/AppraiseTests.cs
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tests/AcDream.Core.Net.Tests/Messages/AppraiseTests.cs
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using System;
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using System.Buffers.Binary;
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using AcDream.Core.Net.Messages;
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using Xunit;
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namespace AcDream.Core.Net.Tests.Messages;
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public sealed class AppraiseTests
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{
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[Fact]
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public void AppraiseRequest_Build_EmitsCorrectWireBytes()
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{
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byte[] body = AppraiseRequest.Build(gameActionSequence: 7, targetGuid: 0x12345678u);
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Assert.Equal(16, body.Length);
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Assert.Equal(AppraiseRequest.GameActionEnvelope,
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BinaryPrimitives.ReadUInt32LittleEndian(body));
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Assert.Equal(7u,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4)));
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Assert.Equal(AppraiseRequest.SubOpcode,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8)));
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Assert.Equal(0x12345678u,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12)));
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}
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[Fact]
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public void ParseIdentifyResponseHeader_RoundTrip()
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{
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byte[] payload = new byte[12];
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BinaryPrimitives.WriteUInt32LittleEndian(payload, 0xDEADBEEFu); // guid
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), 0x000F); // flags
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), 1u); // success
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var parsed = GameEvents.ParseIdentifyResponseHeader(payload);
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Assert.NotNull(parsed);
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Assert.Equal(0xDEADBEEFu, parsed!.Value.Guid);
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Assert.Equal(0x000Fu, parsed.Value.AppraiseFlags);
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Assert.True(parsed.Value.Success);
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}
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[Fact]
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public void ParseWieldObject_RoundTrip()
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{
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byte[] payload = new byte[12];
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BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1000u);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), 0x00400000u); // MeleeWeapon slot
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), 0x2000u); // wielder
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var parsed = GameEvents.ParseWieldObject(payload);
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Assert.NotNull(parsed);
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Assert.Equal(0x1000u, parsed!.Value.ItemGuid);
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Assert.Equal(0x00400000u, parsed.Value.EquipLoc);
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Assert.Equal(0x2000u, parsed.Value.WielderGuid);
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}
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[Fact]
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public void ParsePutObjInContainer_RoundTrip()
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{
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byte[] payload = new byte[12];
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BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1001u);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), 0x2001u);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), 3u);
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var parsed = GameEvents.ParsePutObjInContainer(payload);
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Assert.NotNull(parsed);
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Assert.Equal(0x1001u, parsed!.Value.ItemGuid);
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Assert.Equal(0x2001u, parsed.Value.ContainerGuid);
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Assert.Equal(3u, parsed.Value.Placement);
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}
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}
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