fix(inventory): complete switches on wield response

Clear retail AutoWield on the matching authoritative WieldObject instead of waiting for unrelated rollback bookkeeping to drain. This prevents a completed switch from consuming the next weapon activation locally, including crossbows.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-13 09:00:54 +02:00
parent ea5cf5b842
commit 3e84027885
9 changed files with 47 additions and 21 deletions

View file

@ -523,9 +523,15 @@ public sealed class ItemInteractionControllerTests
Assert.Single(h.Puts);
Assert.Single(h.Wields);
// Authoritative WieldObject + ConfirmMove completes the transaction.
// A separate reconciliation record for the same item must not delay
// retail's exact IR_WIELD completion boundary.
Assert.True(h.Objects.WieldItemOptimistic(
bow, Player, EquipMask.MissileWeapon));
// Authoritative WieldObject + ConfirmWield completes AutoWield even
// though the object table still has another rollback record.
h.Objects.MoveItem(bow, Player, -1, EquipMask.MissileWeapon);
h.Objects.ConfirmMove(bow);
h.Objects.ConfirmWield(bow);
h.Now += 200;
Assert.True(h.Controller.ActivateItem(sword));
Assert.Equal(

View file

@ -128,6 +128,8 @@ public sealed class GameEventWiringTests
items.AddOrUpdate(new ClientObject { ObjectId = 0x1500, WeenieClassId = 1 });
items.MoveItem(0x1500, 0x9999u, newSlot: 0); // start in a pack
items.WieldItemOptimistic(0x1500, player, EquipMask.MeleeWeapon); // optimistic wield → snapshot pending
var wieldConfirmed = new List<uint>();
items.WieldConfirmed += item => wieldConfirmed.Add(item.ObjectId);
byte[] payload = new byte[8];
BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1500);
@ -137,6 +139,7 @@ public sealed class GameEventWiringTests
Assert.False(items.RollbackMove(0x1500)); // pending snapshot was cleared by ConfirmMove
Assert.Equal(player, items.Get(0x1500)!.ContainerId);
Assert.Equal(new[] { 0x1500u }, wieldConfirmed);
}
[Fact]

View file

@ -744,7 +744,7 @@ public sealed class ClientObjectTableTests
}
[Fact]
public void ConfirmMove_publishesOnlyAfterFinalOutstandingRequest()
public void ConfirmWield_publishesIndependentlyOfRollbackOutstandingCount()
{
var table = new ClientObjectTable();
const uint item = 0x944u, player = 0x50000001u, pack = 0x40000005u;
@ -753,13 +753,12 @@ public sealed class ClientObjectTableTests
table.WieldItemOptimistic(item, player, EquipMask.MeleeWeapon);
table.MoveItemOptimistic(item, pack, 0);
var confirmed = new List<uint>();
table.MoveRequestConfirmed += moved => confirmed.Add(moved.ObjectId);
table.WieldConfirmed += moved => confirmed.Add(moved.ObjectId);
table.ConfirmMove(item);
Assert.Empty(confirmed);
table.ConfirmWield(item);
table.ConfirmMove(item);
Assert.Equal(new[] { item }, confirmed);
Assert.True(table.RollbackMove(item));
}
[Fact]