fix(interaction): close selection lifecycle review gaps

Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-21 09:01:02 +02:00
parent d2bb5af453
commit 5acc3f01cf
23 changed files with 2635 additions and 168 deletions

View file

@ -706,6 +706,467 @@ public class InventoryControllerTests
Assert.Equal(0xBu, grid.GetItem(2)!.ItemId);
}
[Fact]
public void DirectLootWhilePendingKeepsTheOriginalProjectionAndRequest()
{
const uint chest = 0x70000021u;
const uint firstLoot = 0x70000022u;
const uint secondLoot = 0x70000023u;
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, firstLoot, chest, slot: 0, type: ItemType.Misc);
SeedContained(objects, secondLoot, chest, slot: 1, type: ItemType.Misc);
long now = 1_000;
var eventOrder = new List<(string Kind, uint Item, ulong Token)>();
using var interaction = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
nowMs: () => now,
groundObjectId: () => chest,
backpackContainerId: () => Player,
placeInBackpack: static (_, _, _) => { });
interaction.PendingBackpackPlacementRequested += pending =>
eventOrder.Add(("request", pending.ItemId, pending.Token));
interaction.PendingBackpackPlacementCancelled += pending =>
eventOrder.Add(("cancel", pending.ItemId, pending.Token));
using var inventory = InventoryController.Bind(
layout,
objects,
() => Player,
iconIds: static (_, _, _, _, _) => 0u,
strength: () => 100,
selection: new SelectionState(),
datFont: null,
itemInteraction: interaction);
Assert.True(interaction.ActivateItem(firstLoot));
now += 200;
Assert.False(interaction.ActivateItem(secondLoot));
Assert.Collection(
eventOrder,
first => Assert.Equal(("request", firstLoot), (first.Kind, first.Item)));
Assert.Equal(firstLoot, grid.GetItem(0)!.ItemId);
Assert.True(grid.GetItem(0)!.WaitingVisual);
Assert.DoesNotContain(
Enumerable.Range(0, grid.GetNumUIItems()).Select(i => grid.GetItem(i)!.ItemId),
id => id == secondLoot);
}
[Fact]
public void GroundDragThenDirectPickupKeepsTheFirstPendingProjection()
{
const uint chest = 0x70000031u;
const uint draggedLoot = 0x70000032u;
const uint directLoot = 0x70000033u;
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, draggedLoot, chest, slot: 0, type: ItemType.Misc);
SeedContained(objects, directLoot, chest, slot: 1, type: ItemType.Misc);
var puts = new List<(uint Item, uint Container, int Placement)>();
var eventOrder = new List<(string Kind, uint Item)>();
using var interaction = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
groundObjectId: () => chest,
backpackContainerId: () => Player,
placeInBackpack: (item, container, placement) =>
puts.Add((item, container, placement)));
interaction.PendingBackpackPlacementRequested += pending =>
eventOrder.Add(("request", pending.ItemId));
interaction.PendingBackpackPlacementCancelled += pending =>
eventOrder.Add(("cancel", pending.ItemId));
using var inventory = InventoryController.Bind(
layout,
objects,
() => Player,
iconIds: static (_, _, _, _, _) => 0u,
strength: () => 100,
selection: new SelectionState(),
datFont: null,
sendPutItemInContainer: (item, container, placement) =>
puts.Add((item, container, placement)),
itemInteraction: interaction);
var source = new UiItemSlot { SourceKind = ItemDragSource.Ground };
source.SetItem(draggedLoot, 0u);
inventory.HandleDropRelease(
grid,
grid.GetItem(4)!,
new ItemDragPayload(draggedLoot, ItemDragSource.Ground, 0, source));
Assert.True(interaction.PlaceWorldItemInBackpack(directLoot));
Assert.Equal(new[] { ("request", draggedLoot) }, eventOrder);
Assert.Equal(new[] { (draggedLoot, Player, 0) }, puts);
Assert.Equal(draggedLoot, grid.GetItem(0)!.ItemId);
Assert.True(grid.GetItem(0)!.WaitingVisual);
Assert.DoesNotContain(
Enumerable.Range(0, grid.GetNumUIItems()).Select(i => grid.GetItem(i)!.ItemId),
id => id == directLoot);
}
[Fact]
public void DirectPickupThenGroundDragAcceptsHoverButRejectsTheSecondRequest()
{
const uint chest = 0x70000041u;
const uint directLoot = 0x70000042u;
const uint draggedLoot = 0x70000043u;
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, directLoot, chest, slot: 0, type: ItemType.Misc);
SeedContained(objects, draggedLoot, chest, slot: 1, type: ItemType.Misc);
var eventOrder = new List<(string Kind, uint Item)>();
var puts = new List<(uint Item, uint Container, int Placement)>();
var messages = new List<string>();
using var interaction = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
groundObjectId: () => chest,
backpackContainerId: () => Player,
placeInBackpack: (item, container, placement) =>
puts.Add((item, container, placement)),
systemMessage: messages.Add);
interaction.PendingBackpackPlacementRequested += pending =>
eventOrder.Add(("request", pending.ItemId));
interaction.PendingBackpackPlacementCancelled += pending =>
eventOrder.Add(("cancel", pending.ItemId));
using var inventory = InventoryController.Bind(
layout,
objects,
() => Player,
iconIds: static (_, _, _, _, _) => 0u,
strength: () => 100,
selection: new SelectionState(),
datFont: null,
sendPutItemInContainer: (item, container, placement) =>
puts.Add((item, container, placement)),
itemInteraction: interaction);
var source = new UiItemSlot { SourceKind = ItemDragSource.Ground };
source.SetItem(draggedLoot, 0u);
Assert.True(interaction.PlaceWorldItemInBackpack(directLoot));
Assert.Equal(
ItemDragAcceptance.Accept,
inventory.OnDragOver(
grid,
grid.GetItem(5)!,
new ItemDragPayload(draggedLoot, ItemDragSource.Ground, 0, source)));
inventory.HandleDropRelease(
grid,
grid.GetItem(5)!,
new ItemDragPayload(draggedLoot, ItemDragSource.Ground, 0, source));
Assert.Equal(new[] { ("request", directLoot) }, eventOrder);
Assert.Equal(new[] { (directLoot, Player, 0) }, puts);
Assert.Equal(directLoot, grid.GetItem(0)!.ItemId);
Assert.True(grid.GetItem(0)!.WaitingVisual);
Assert.Equal(
new[] { "Already attempting to place that item here" },
messages);
Assert.DoesNotContain(
Enumerable.Range(0, grid.GetNumUIItems()).Select(i => grid.GetItem(i)!.ItemId),
id => id == draggedLoot);
}
[Fact]
public void PendingContentsProjectionUsesGenericGlobalMessageOnBagColumnDrop()
{
const uint chest = 0x70000044u;
const uint pendingLoot = 0x70000045u;
const uint ownedItem = 0x50000046u;
const uint bag = 0x50000047u;
var (layout, _, containers, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, pendingLoot, chest, 0, type: ItemType.Misc);
SeedContained(objects, ownedItem, Player, 0, type: ItemType.Misc);
SeedBag(objects, bag, 1);
var puts = new List<(uint Item, uint Container, int Placement)>();
var messages = new List<string>();
using var interaction = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
groundObjectId: () => chest,
backpackContainerId: () => Player,
placeInBackpack: static (_, _, _) => { },
systemMessage: messages.Add);
using var inventory = InventoryController.Bind(
layout,
objects,
() => Player,
iconIds: static (_, _, _, _, _) => 0u,
strength: () => 100,
selection: new SelectionState(),
datFont: null,
sendPutItemInContainer: (item, container, placement) =>
puts.Add((item, container, placement)),
itemInteraction: interaction);
Assert.True(interaction.PlaceWorldItemInBackpack(pendingLoot));
inventory.HandleDropRelease(
containers,
containers.GetItem(0)!,
Payload(ownedItem));
Assert.Empty(puts);
Assert.Equal(
new[] { ItemInteractionController.InventoryRequestBusyMessage },
messages);
}
[Fact]
public void PendingPickupRejectsCompatibleGroundMergeBeforeWireDispatch()
{
const uint chest = 0x70000071u;
const uint pendingLoot = 0x70000072u;
const uint sourceStack = 0x70000073u;
const uint targetStack = 0x70000074u;
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, pendingLoot, chest, slot: 0, type: ItemType.Misc);
objects.AddOrUpdate(new ClientObject
{
ObjectId = sourceStack,
WeenieClassId = 0x1234u,
StackSize = 10,
StackSizeMax = 100,
});
objects.MoveItem(sourceStack, chest, 1);
objects.AddOrUpdate(new ClientObject
{
ObjectId = targetStack,
WeenieClassId = 0x1234u,
StackSize = 50,
StackSizeMax = 100,
});
objects.MoveItem(targetStack, Player, 0);
var merges = new List<(uint Source, uint Target, uint Amount)>();
using var interaction = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
groundObjectId: () => chest,
backpackContainerId: () => Player,
placeInBackpack: static (_, _, _) => { });
using var inventory = InventoryController.Bind(
layout,
objects,
() => Player,
iconIds: static (_, _, _, _, _) => 0u,
strength: () => 100,
selection: new SelectionState(),
datFont: null,
sendStackableMerge: (source, target, amount) =>
merges.Add((source, target, amount)),
itemInteraction: interaction);
var sourceCell = new UiItemSlot { SourceKind = ItemDragSource.Ground };
sourceCell.SetItem(sourceStack, 0u);
Assert.True(interaction.PlaceWorldItemInBackpack(pendingLoot));
UiItemSlot targetCell = Enumerable.Range(0, grid.GetNumUIItems())
.Select(i => grid.GetItem(i)!)
.Single(cell => cell.ItemId == targetStack);
inventory.HandleDropRelease(
grid,
targetCell,
new ItemDragPayload(sourceStack, ItemDragSource.Ground, 0, sourceCell));
Assert.Empty(merges);
Assert.True(interaction.TryGetPendingBackpackPlacement(pendingLoot, out _));
}
[Fact]
public void PendingPickupRejectsPartialGroundSplitBeforeWireDispatch()
{
const uint chest = 0x70000081u;
const uint pendingLoot = 0x70000082u;
const uint sourceStack = 0x70000083u;
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, pendingLoot, chest, slot: 0, type: ItemType.Misc);
objects.AddOrUpdate(new ClientObject
{
ObjectId = sourceStack,
StackSize = 10,
StackSizeMax = 100,
});
objects.MoveItem(sourceStack, chest, 1);
var selection = new SelectionState();
selection.Select(sourceStack, SelectionChangeSource.Inventory);
var splitQuantity = new StackSplitQuantityState();
splitQuantity.Reset(10u);
splitQuantity.SetValue(1u);
var splits = new List<(uint Item, uint Container, uint Placement, uint Amount)>();
using var interaction = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
groundObjectId: () => chest,
backpackContainerId: () => Player,
placeInBackpack: static (_, _, _) => { });
using var inventory = InventoryController.Bind(
layout,
objects,
() => Player,
iconIds: static (_, _, _, _, _) => 0u,
strength: () => 100,
selection: selection,
datFont: null,
sendStackableSplitToContainer: (item, container, placement, amount) =>
splits.Add((item, container, placement, amount)),
itemInteraction: interaction,
stackSplitQuantity: splitQuantity);
var sourceCell = new UiItemSlot { SourceKind = ItemDragSource.Ground };
sourceCell.SetItem(sourceStack, 0u);
Assert.True(interaction.PlaceWorldItemInBackpack(pendingLoot));
inventory.HandleDropRelease(
grid,
grid.GetItem(5)!,
new ItemDragPayload(sourceStack, ItemDragSource.Ground, 0, sourceCell));
Assert.Empty(splits);
Assert.True(interaction.TryGetPendingBackpackPlacement(pendingLoot, out _));
}
[Fact]
public void PendingPickupRejectsOwnedInventoryMoveBeforeOptimisticMutation()
{
const uint chest = 0x70000091u;
const uint pendingLoot = 0x70000092u;
const uint ownedItem = 0x70000093u;
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, pendingLoot, chest, slot: 0, type: ItemType.Misc);
SeedContained(objects, ownedItem, Player, slot: 0, type: ItemType.Misc);
var puts = new List<(uint Item, uint Container, int Placement)>();
using var interaction = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
groundObjectId: () => chest,
backpackContainerId: () => Player,
placeInBackpack: static (_, _, _) => { });
using var inventory = InventoryController.Bind(
layout,
objects,
() => Player,
iconIds: static (_, _, _, _, _) => 0u,
strength: () => 100,
selection: new SelectionState(),
datFont: null,
sendPutItemInContainer: (item, container, placement) =>
puts.Add((item, container, placement)),
itemInteraction: interaction);
Assert.True(interaction.PlaceWorldItemInBackpack(pendingLoot));
inventory.HandleDropRelease(grid, grid.GetItem(5)!, Payload(ownedItem));
Assert.Empty(puts);
Assert.Equal(Player, objects.Get(ownedItem)!.ContainerId);
Assert.Equal(0, objects.Get(ownedItem)!.ContainerSlot);
Assert.True(interaction.TryGetPendingBackpackPlacement(pendingLoot, out _));
}
[Fact]
public void PendingLootRemovalImmediatelyWithdrawsTheProjection()
{
const uint chest = 0x70000051u;
const uint loot = 0x70000052u;
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, loot, chest, slot: 0, type: ItemType.Misc);
using var interaction = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
groundObjectId: () => chest,
backpackContainerId: () => Player,
placeInBackpack: static (_, _, _) => { });
using var inventory = InventoryController.Bind(
layout,
objects,
() => Player,
iconIds: static (_, _, _, _, _) => 0u,
strength: () => 100,
selection: new SelectionState(),
datFont: null,
itemInteraction: interaction);
Assert.True(interaction.PlaceWorldItemInBackpack(loot));
Assert.Equal(loot, grid.GetItem(0)!.ItemId);
Assert.True(grid.GetItem(0)!.WaitingVisual);
Assert.True(objects.Remove(loot));
Assert.Equal(0u, grid.GetItem(0)!.ItemId);
Assert.False(interaction.TryGetPendingBackpackPlacement(loot, out _));
}
[Fact]
public void PendingLootGenerationReplacementDoesNotLeaveTheOldProjection()
{
const uint chest = 0x70000061u;
const uint loot = 0x70000062u;
var (layout, grid, _, _, _, _, _, _) = BuildLayout();
var objects = new ClientObjectTable();
SeedContained(objects, loot, chest, slot: 0, type: ItemType.Misc);
using var interaction = new ItemInteractionController(
objects,
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: null,
groundObjectId: () => chest,
backpackContainerId: () => Player,
placeInBackpack: static (_, _, _) => { });
using var inventory = InventoryController.Bind(
layout,
objects,
() => Player,
iconIds: static (_, _, _, _, _) => 0u,
strength: () => 100,
selection: new SelectionState(),
datFont: null,
itemInteraction: interaction);
Assert.True(interaction.PlaceWorldItemInBackpack(loot));
Assert.Equal(loot, grid.GetItem(0)!.ItemId);
objects.ReplaceGeneration(WorldReplacement(loot), generation: 2);
Assert.Equal(0u, grid.GetItem(0)!.ItemId);
Assert.False(interaction.TryGetPendingBackpackPlacement(loot, out _));
}
[Fact]
public void LootDrop_ServerFailureRemovesOnlyThePendingProjection()
{