Merge branch 'claude/bold-proskuriakova-d4fb2c' — ISSUES.md #13 PlayerDescription trailer parser + F.5a roadmap entry
Closes ISSUES.md #13. PlayerDescriptionParser now walks the full trailer (Options1 / Shortcuts / HotbarSpells / DesiredComps / SpellbookFilters / Options2 / GameplayOptions blob / Inventory / Equipped) ported from holtburger events.rs:503-625 + shortcuts.rs:13-34. The trickiest piece — gameplay_options — uses a 4-byte-aligned forward heuristic (TryHeuristicInventoryStart) mirroring holtburger's find_inventory_start_after_gameplay_options. Trailer walk wrapped in its own inner try/catch so a malformed trailer cannot destroy upstream attribute/skill/spell/enchantment data; new Parsed.TrailerTruncated flag distinguishes clean parse from graceful-degradation parse, with diagnostic log under ACDREAM_DUMP_VITALS=1. GameEventWiring registers parsed Inventory + Equipped into ItemRepository at login (acceptance criterion: ItemRepository.Count > 0 after login, exercised by GameEventWiringTests). 20 PD parser tests + 1 wiring acceptance test; 282/282 AcDream.Core.Net.Tests pass. Plan: docs/superpowers/plans/2026-05-10-issue-13-pd-trailer.md. Roadmap update: F.5a (visible-at-login dev panels) added as the first deliverable that actually consumes the new trailer data — ImGui dev panels under ACDREAM_DEVTOOLS=1 binding to AcDream.UI.Abstractions ViewModels. 13 task commits + 1 review-followup + 1 nit-fix + 1 roadmap = 16 commits on the branch.
This commit is contained in:
commit
8f43a58037
7 changed files with 2085 additions and 32 deletions
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@ -1377,29 +1377,6 @@ one live creature case no longer use the single-cylinder fallback.
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---
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---
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## #13 — PlayerDescription trailer past enchantments (options / shortcuts / hotbars / desired_comps / spellbook_filters / options2 / gameplay_options / inventory / equipped)
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**Status:** OPEN
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**Severity:** LOW (no current user-visible bug; future panels will need the data)
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**Filed:** 2026-04-25
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**Component:** net / player-state
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**Description:** `PlayerDescriptionParser` walks through enchantments (Phase H, 2026-04-25). The trailer beyond that — Options1 / Shortcuts / HotbarSpells (8 lists) / DesiredComps / SpellbookFilters / Options2 / GameplayOptions blob / Inventory / Equipped — is not yet parsed. Required for future Spellbook UI panel, hotbar UI, inventory UI, character options panel.
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**Root cause / status:** Holtburger `events.rs:462-625` has the full layout. The trickiest piece is `gameplay_options` — a variable-length opaque blob; holtburger uses a heuristic forward search (`find_inventory_start_after_gameplay_options`) for plausibly-aligned inventory-count + GUID pairs to find the inventory start. Other sections are well-formed.
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**Files:**
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- `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs` — extend `Parsed` record + walker.
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- `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs` — add fixtures per section.
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- `src/AcDream.Core.Net/GameEventWiring.cs` — route `parsed.Inventory` + `Equipped` to ItemRepository.
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**Research:** holtburger `events.rs:462-625`; `references/actestclient/TestClient/messages.xml`.
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**Acceptance:** All sections of a real-world PlayerDescription parse to completion (no truncation). New tests cover synthetic fixtures per section. `ItemRepository.Count` after login > 0.
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---
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---
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@ -1700,6 +1677,62 @@ Unverified. The likely culprits, ranked by suspected probability:
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# Recently closed
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## #13 — [DONE 2026-05-10 · d3b58c9..078919c] PlayerDescription trailer past enchantments
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**Closed:** 2026-05-10
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**Commits:** `d3b58c9` (scaffold) → `6587034` (rename nit) → `becbde6` (OptionFlags+Options1) → `9a0dfe0` (TrailerTruncated + diag) → `f7a5eea` (Shortcuts) → `8cbb991` (HotbarSpells) → `75e8e26` (DesiredComps) → `b17dc3b` (SpellbookFilters) → `98eebef` (Options2) → `d9a5e40` (strict Inventory+Equipped) → `91693ea` (heuristic GAMEPLAY_OPTIONS walker) → `58095d8` (combined fixture test) → `078919c` (ItemRepository wiring)
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**Component:** net / player-state
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**Plan:** [`docs/superpowers/plans/2026-05-10-issue-13-pd-trailer.md`](../docs/superpowers/plans/2026-05-10-issue-13-pd-trailer.md)
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**Resolution.** `PlayerDescriptionParser` now walks every trailer
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section through Inventory + Equipped, ported faithfully from holtburger
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`events.rs:503-625` + `shortcuts.rs:13-34`. The trickiest piece —
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`gameplay_options` — uses a 4-byte-aligned forward heuristic
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(`TryHeuristicInventoryStart`) that probes candidate offsets with a
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strict `(inventory + equipped consume to EOF)` test, mirroring
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holtburger's `find_inventory_start_after_gameplay_options`.
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The trailer walk is wrapped in its own inner try/catch (separate from
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the outer parse-wide catch) so a malformed trailer cannot destroy the
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already-extracted attribute / skill / spell / enchantment data. A new
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`Parsed.TrailerTruncated` flag lets callers distinguish a clean parse
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from a graceful-degradation parse (set true if the inner catch fires;
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log under `ACDREAM_DUMP_VITALS=1`).
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`GameEventWiring`'s `PlayerDescription` handler now registers each
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inventory entry with `ItemRepository.AddOrUpdate(...)` and applies
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`MoveItem(...)` for equipped entries so paperdoll picks up
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`CurrentlyEquippedLocation` at login. The acceptance criterion
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"`ItemRepository.Count` after login > 0" is now exercised by
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`PlayerDescription_RegistersInventoryEntries_InItemRepository` in
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`GameEventWiringTests`.
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12 tasks, 13 commits, +9 PD parser tests + 1 wiring test (20 PD tests
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total, 282 Net.Tests pass). Code-review nits during the run produced
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two refactor commits: `Shortcut → ShortcutEntry` rename to avoid a
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homograph with the `CharacterOptionDataFlag.Shortcut` flag bit
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(`6587034`); `TrailerTruncated` flag + diagnostic logging
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(`9a0dfe0`).
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Forward-looking notes (low priority, no follow-up issues filed):
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- `WeenieClassId = inv.ContainerType` for inventory entries is a
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placeholder; `CreateObject` overwrites it with the real weenie class
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later in the login sequence.
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- The 10,000 count cap throws `FormatException` on validation failure,
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which the inner catch treats the same as truncation. If a future
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diagnostic UI needs to distinguish "EOF mid-section" from "garbage
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count rejected", split `TrailerTruncated` into two flags. For now
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the `ACDREAM_DUMP_VITALS=1` log message gives the developer enough
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signal.
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Files: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`,
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`src/AcDream.Core.Net/GameEventWiring.cs`,
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`tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`,
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`tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs`.
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---
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## #51 — [DONE 2026-05-09 · da56063 + N.5b SHIP] WB's terrain-split formula diverges from retail's `FSplitNESW`
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**Closed:** 2026-05-09
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@ -201,6 +201,7 @@ Research: R1 + R2 + R6 + R8 + UI slices 04/05.
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- **F.3 — Combat math + damage flow.** Damage formula, per-body-part AL, crit, hit-chance sigmoid. Server broadcasts damage events; client displays + HP bar. See `r02-combat-system.md` + `src/AcDream.Core/Combat/`.
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- **F.4 — Spell cast state machine.** `SpellCastStateMachine` + active buff tracking. Buffs + recalls first, projectile spells later. Fizzle sigmoid + mana conversion. See `r01-spell-system.md` + `src/AcDream.Core/Spells/`.
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- **F.5 — Core panels.** Attributes / Skills / Paperdoll / Inventory / Spellbook — using the retail-ui framework from Phase D.2. See `05-panels.md` under retail-ui. **(Targets `AcDream.UI.Abstractions`; unblocked by D.2a — ships with ImGui widgets — and reskinned when D.2b lands.)**
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- **F.5a — Visible-at-login dev panels.** First deliverable on top of #13 (PD trailer parser shipped 2026-05-10): wire `PlayerDescriptionParser.Parsed.{Inventory, Equipped, Shortcuts, HotbarSpells, DesiredComps, Options1, Options2, SpellbookFilters}` and `ItemRepository.Items` into minimal ImGui dev panels under `ACDREAM_DEVTOOLS=1` so the parsed data is observable in-game without a real retail-skin panel. Establishes the binding pattern (`AcDream.UI.Abstractions` ViewModels → ImGui renderer) the eventual D.2b retail-skinned panels reuse. Acceptance: log in, open dev overlay, see your inventory list / hotbars / shortcuts / character-options bitfields populated from the live PD message. **Targets:** `src/AcDream.UI.Abstractions/` (ViewModels) + `src/AcDream.App/UI/ImGui/` (panels). Spec to brainstorm before code.
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**Acceptance:** equip a weapon, swing at a monster, see damage numbers, buff yourself, recall to the lifestone.
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1242
docs/superpowers/plans/2026-05-10-issue-13-pd-trailer.md
Normal file
1242
docs/superpowers/plans/2026-05-10-issue-13-pd-trailer.md
Normal file
File diff suppressed because it is too large
Load diff
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@ -395,6 +395,41 @@ public static class GameEventWiring
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if (dumpPd)
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Console.WriteLine($"vitals: PD-ench spell={ench.SpellId} layer={ench.Layer} bucket={ench.Bucket} key={ench.StatModKey} val={ench.StatModValue}");
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}
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// Issue #13 — register inventory entries with ItemRepository so
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// panels (inventory, paperdoll, hotbars) light up after login.
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// Equipped entries share the same ObjectId as inventory entries
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// (an equipped item is also in inventory) — register both, but
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// the equipped record carries the slot mask which we surface via
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// MoveItem so paperdoll can render.
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foreach (var inv in p.Value.Inventory)
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{
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if (items.GetItem(inv.Guid) is null)
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{
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items.AddOrUpdate(new ItemInstance
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{
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ObjectId = inv.Guid,
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WeenieClassId = inv.ContainerType,
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});
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}
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}
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foreach (var eq in p.Value.Equipped)
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{
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if (items.GetItem(eq.Guid) is null)
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{
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items.AddOrUpdate(new ItemInstance
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{
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ObjectId = eq.Guid,
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WeenieClassId = 0,
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});
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}
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// Reflect the equip slot — paperdoll uses CurrentlyEquippedLocation.
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items.MoveItem(
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itemId: eq.Guid,
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newContainerId: 0,
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newSlot: -1,
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newEquipLocation: (EquipMask)eq.EquipLocation);
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}
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});
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}
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}
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@ -177,6 +177,63 @@ public static class PlayerDescriptionParser
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Cooldown = 0x08,
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}
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/// <summary>Bitmask of which optional trailer sections are present in
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/// the PlayerDescription wire payload. Holtburger
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/// <c>events.rs:503-607</c>; ACE <c>CharacterOptionDataFlag</c>.</summary>
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[Flags]
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public enum CharacterOptionDataFlag : uint
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{
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None = 0,
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Shortcut = 0x00000001,
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SquelchList = 0x00000002,
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MultiSpellList = 0x00000004,
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DesiredComps = 0x00000008,
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ExtendedMultiSpellLists = 0x00000010,
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SpellbookFilters = 0x00000020,
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CharacterOptions2 = 0x00000040,
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TimestampFormat = 0x00000080,
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GenericQualitiesData = 0x00000100,
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GameplayOptions = 0x00000200,
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SpellLists8 = 0x00000400,
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}
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/// <summary>One shortcut bar entry. 16 bytes wire size.
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/// holtburger <c>shortcuts.rs:13-34</c>. Named <c>ShortcutEntry</c>
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/// (not <c>Shortcut</c>) to avoid a homograph with the
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/// <see cref="CharacterOptionDataFlag.Shortcut"/> flag bit, which is
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/// referenced from the same scope as instances of this type in the
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/// trailer walker.</summary>
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public readonly record struct ShortcutEntry(
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uint Index,
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uint ObjectGuid,
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ushort SpellId,
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ushort Layer);
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/// <summary>One inventory entry — a guid plus a ContainerType
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/// discriminator (0=NonContainer, 1=Container, 2=Foci). Holtburger
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/// <c>events.rs:143-168</c> validates <c>ContainerType <= 2</c>
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/// in <c>unpack_inventory_and_equipped_strict</c>.</summary>
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public readonly record struct InventoryEntry(
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uint Guid,
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uint ContainerType);
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/// <summary>One equipped object entry. Holtburger
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/// <c>events.rs:180-190</c>: <c>(Guid guid, u32 loc, u32 prio)</c>.
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/// <paramref name="EquipLocation"/> is an <c>EquipMask</c> bitfield;
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/// <paramref name="Priority"/> orders overlapping equips in the
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/// same slot.</summary>
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public readonly record struct EquippedEntry(
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uint Guid,
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uint EquipLocation,
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uint Priority);
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/// <summary>Result of <see cref="TryParse"/>. Trailer fields
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/// (<c>OptionFlags</c> through <c>Equipped</c>) may be partially
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/// populated when <see cref="TrailerTruncated"/> is <c>true</c> —
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/// the parse degraded gracefully rather than discarding upstream
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/// attribute / skill / spell / enchantment data. Callers that
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/// require all-or-nothing trailer semantics should ignore the
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/// trailer fields when this flag is set.</summary>
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public readonly record struct Parsed(
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uint WeenieType,
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DescriptionPropertyFlag PropertyFlags,
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@ -187,7 +244,18 @@ public static class PlayerDescriptionParser
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IReadOnlyList<AttributeEntry> Attributes,
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IReadOnlyList<SkillEntry> Skills,
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IReadOnlyDictionary<uint, float> Spells,
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IReadOnlyList<EnchantmentEntry> Enchantments);
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IReadOnlyList<EnchantmentEntry> Enchantments,
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CharacterOptionDataFlag OptionFlags,
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uint Options1,
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uint Options2,
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IReadOnlyList<ShortcutEntry> Shortcuts,
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IReadOnlyList<IReadOnlyList<uint>> HotbarSpells,
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IReadOnlyList<(uint Id, uint Amount)> DesiredComps,
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uint SpellbookFilters,
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ReadOnlyMemory<byte> GameplayOptions,
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IReadOnlyList<InventoryEntry> Inventory,
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IReadOnlyList<EquippedEntry> Equipped,
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bool TrailerTruncated);
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/// <summary>
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/// Parse a PlayerDescription payload. The 0xF7B0 envelope has been
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@ -249,18 +317,126 @@ public static class PlayerDescriptionParser
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ReadSpellTable(payload, ref pos, spells);
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// ── Enchantments (Issue #7 / #12) ───────────────────────────────
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// Outer EnchantmentMask + per-bucket count + N×Enchantment(60-64 B).
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// Holtburger events.rs:462-501. After this block come options /
|
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// shortcuts / hotbars / inventory / equipped — those need a
|
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// heuristic walker for the variable-length gameplay_options blob.
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// Filed as ISSUES.md #13 for follow-up; stop here cleanly so
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// partial parses still populate enchantments.
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if (vectorFlags.HasFlag(DescriptionVectorFlag.Enchantment))
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ReadEnchantmentBlock(payload, ref pos, enchantments);
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// ── Trailer (Issue #13): options + shortcuts + hotbars + inventory ──
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// Wrapped in its own try/catch — a malformed trailer must not destroy
|
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// the attribute / skill / spell / enchantment data we already extracted.
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CharacterOptionDataFlag optionFlags = CharacterOptionDataFlag.None;
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uint options1 = 0;
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uint options2 = 0;
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uint spellbookFilters = 0;
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List<ShortcutEntry> shortcuts = new();
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List<IReadOnlyList<uint>> hotbarSpells = new();
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List<(uint, uint)> desiredComps = new();
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ReadOnlyMemory<byte> gameplayOptions = ReadOnlyMemory<byte>.Empty;
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List<InventoryEntry> inventory = new();
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List<EquippedEntry> equipped = new();
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bool trailerTruncated = false;
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|
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try
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{
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if (payload.Length - pos >= 8)
|
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{
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optionFlags = (CharacterOptionDataFlag)ReadU32(payload, ref pos);
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options1 = ReadU32(payload, ref pos);
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if (optionFlags.HasFlag(CharacterOptionDataFlag.Shortcut))
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{
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uint count = ReadU32(payload, ref pos);
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if (count > 10_000) throw new FormatException("unreasonable shortcut count");
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for (uint i = 0; i < count; i++)
|
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{
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uint idx = ReadU32(payload, ref pos);
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uint guid = ReadU32(payload, ref pos);
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ushort spellId = ReadU16(payload, ref pos);
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ushort layer = ReadU16(payload, ref pos);
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shortcuts.Add(new ShortcutEntry(idx, guid, spellId, layer));
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}
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}
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if (optionFlags.HasFlag(CharacterOptionDataFlag.SpellLists8))
|
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{
|
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for (int b = 0; b < 8; b++)
|
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{
|
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uint count = ReadU32(payload, ref pos);
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if (count > 10_000) throw new FormatException("unreasonable hotbar count");
|
||||
var list = new List<uint>((int)count);
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for (uint i = 0; i < count; i++)
|
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list.Add(ReadU32(payload, ref pos));
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||||
hotbarSpells.Add(list);
|
||||
}
|
||||
}
|
||||
else if (payload.Length - pos >= 4)
|
||||
{
|
||||
// Legacy single-list fallback (holtburger events.rs:544-556).
|
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uint count = ReadU32(payload, ref pos);
|
||||
if (count > 10_000) throw new FormatException("unreasonable hotbar count");
|
||||
var list = new List<uint>((int)count);
|
||||
for (uint i = 0; i < count; i++)
|
||||
list.Add(ReadU32(payload, ref pos));
|
||||
hotbarSpells.Add(list);
|
||||
}
|
||||
|
||||
if (optionFlags.HasFlag(CharacterOptionDataFlag.DesiredComps))
|
||||
{
|
||||
// holtburger events.rs:558-574 — u16 count + u16 padding (4-byte header).
|
||||
if (payload.Length - pos < 4) throw new FormatException("truncated desired_comps header");
|
||||
ushort count = ReadU16(payload, ref pos);
|
||||
ReadU16(payload, ref pos); // padding/buckets — discarded
|
||||
if (count > 10_000) throw new FormatException("unreasonable desired_comps count");
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
uint id = ReadU32(payload, ref pos);
|
||||
uint amt = ReadU32(payload, ref pos);
|
||||
desiredComps.Add((id, amt));
|
||||
}
|
||||
}
|
||||
|
||||
// holtburger events.rs:576-582 — spellbook_filters is optional; defaults
|
||||
// to 0 if EOF.
|
||||
if (payload.Length - pos >= 4)
|
||||
spellbookFilters = ReadU32(payload, ref pos);
|
||||
|
||||
if (optionFlags.HasFlag(CharacterOptionDataFlag.CharacterOptions2))
|
||||
options2 = ReadU32(payload, ref pos);
|
||||
|
||||
if (optionFlags.HasFlag(CharacterOptionDataFlag.GameplayOptions))
|
||||
{
|
||||
int gameplayStart = pos;
|
||||
if (TryHeuristicInventoryStart(payload, gameplayStart, out int invStart, out int end,
|
||||
inventory, equipped))
|
||||
{
|
||||
gameplayOptions = payload.Slice(gameplayStart, invStart - gameplayStart).ToArray();
|
||||
pos = end;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Strict path: inventory + equipped follow directly.
|
||||
TryUnpackInventoryStrict(payload, ref pos, inventory, equipped);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (FormatException ex)
|
||||
{
|
||||
// Trailer corrupted — keep what we have and flag it. Once
|
||||
// Tasks 3-9 add list reads inside this try block, partial
|
||||
// lists may be visible to callers; TrailerTruncated tells
|
||||
// them so they can ignore the trailer if they need all-or-
|
||||
// nothing semantics.
|
||||
trailerTruncated = true;
|
||||
if (System.Environment.GetEnvironmentVariable("ACDREAM_DUMP_VITALS") == "1")
|
||||
System.Console.WriteLine($"PlayerDescriptionParser: trailer FormatException at pos={pos}/{payload.Length}: {ex.Message}");
|
||||
}
|
||||
|
||||
return new Parsed(
|
||||
weenieType, propertyFlags, vectorFlags, hasHealth,
|
||||
bundle, positions, attributes, skills, spells, enchantments);
|
||||
bundle, positions, attributes, skills, spells, enchantments,
|
||||
optionFlags, options1, options2,
|
||||
shortcuts, hotbarSpells, desiredComps, spellbookFilters,
|
||||
gameplayOptions, inventory, equipped, trailerTruncated);
|
||||
}
|
||||
catch (FormatException ex)
|
||||
{
|
||||
|
|
@ -281,7 +457,16 @@ public static class PlayerDescriptionParser
|
|||
{
|
||||
return new Parsed(weenieType, pFlags, vFlags, hasHealth,
|
||||
bundle, positions, attributes, skills, spells,
|
||||
System.Array.Empty<EnchantmentEntry>());
|
||||
System.Array.Empty<EnchantmentEntry>(),
|
||||
CharacterOptionDataFlag.None, 0u, 0u,
|
||||
System.Array.Empty<ShortcutEntry>(),
|
||||
System.Array.Empty<IReadOnlyList<uint>>(),
|
||||
System.Array.Empty<(uint, uint)>(),
|
||||
0u,
|
||||
ReadOnlyMemory<byte>.Empty,
|
||||
System.Array.Empty<InventoryEntry>(),
|
||||
System.Array.Empty<EquippedEntry>(),
|
||||
TrailerTruncated: false);
|
||||
}
|
||||
|
||||
// ── Attribute block reader ──────────────────────────────────────────────
|
||||
|
|
@ -542,6 +727,86 @@ public static class PlayerDescriptionParser
|
|||
bucket);
|
||||
}
|
||||
|
||||
/// <summary>Strict inventory + equipped block reader. Returns true if
|
||||
/// the bytes from <paramref name="pos"/> parse cleanly per holtburger
|
||||
/// events.rs:143-193 (<c>unpack_inventory_and_equipped_strict</c>).
|
||||
/// Counts capped at 10,000; inventory ContainerType must be 0..2
|
||||
/// (NonContainer / Container / Foci).</summary>
|
||||
private static bool TryUnpackInventoryStrict(
|
||||
ReadOnlySpan<byte> src, ref int pos,
|
||||
List<InventoryEntry> inventory, List<EquippedEntry> equipped)
|
||||
{
|
||||
inventory.Clear();
|
||||
equipped.Clear();
|
||||
if (pos + 4 > src.Length) return false;
|
||||
uint invCount = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos));
|
||||
pos += 4;
|
||||
if (invCount > 10_000) return false;
|
||||
|
||||
for (uint i = 0; i < invCount; i++)
|
||||
{
|
||||
if (pos + 8 > src.Length) return false;
|
||||
uint guid = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos));
|
||||
uint wtype = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos + 4));
|
||||
pos += 8;
|
||||
if (wtype > 2) return false;
|
||||
inventory.Add(new InventoryEntry(guid, wtype));
|
||||
}
|
||||
|
||||
if (pos + 4 > src.Length) return false;
|
||||
uint eqCount = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos));
|
||||
pos += 4;
|
||||
if (eqCount > 10_000) return false;
|
||||
|
||||
for (uint i = 0; i < eqCount; i++)
|
||||
{
|
||||
if (pos + 12 > src.Length) return false;
|
||||
uint guid = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos));
|
||||
uint loc = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos + 4));
|
||||
uint prio = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos + 8));
|
||||
pos += 12;
|
||||
equipped.Add(new EquippedEntry(guid, loc, prio));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>4-byte-aligned forward scan from <paramref name="start"/>
|
||||
/// looking for the first offset where <c>TryUnpackInventoryStrict</c>
|
||||
/// consumes exactly to end-of-buffer. Mirrors holtburger
|
||||
/// <c>find_inventory_start_after_gameplay_options</c> in events.rs:195-218.</summary>
|
||||
private static bool TryHeuristicInventoryStart(
|
||||
ReadOnlySpan<byte> src, int start,
|
||||
out int invStart, out int end,
|
||||
List<InventoryEntry> inventory, List<EquippedEntry> equipped)
|
||||
{
|
||||
invStart = end = 0;
|
||||
inventory.Clear();
|
||||
equipped.Clear();
|
||||
if (start + 8 > src.Length) return false;
|
||||
|
||||
int candidate = start;
|
||||
int misalign = candidate & 3;
|
||||
if (misalign != 0) candidate += 4 - misalign;
|
||||
|
||||
int last = src.Length - 8;
|
||||
while (candidate <= last)
|
||||
{
|
||||
int tmp = candidate;
|
||||
var tmpInv = new List<InventoryEntry>();
|
||||
var tmpEq = new List<EquippedEntry>();
|
||||
if (TryUnpackInventoryStrict(src, ref tmp, tmpInv, tmpEq) && tmp == src.Length)
|
||||
{
|
||||
invStart = candidate;
|
||||
end = tmp;
|
||||
inventory.AddRange(tmpInv);
|
||||
equipped.AddRange(tmpEq);
|
||||
return true;
|
||||
}
|
||||
candidate += 4;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static ushort ReadU16(ReadOnlySpan<byte> src, ref int pos)
|
||||
{
|
||||
if (src.Length - pos < 2) throw new FormatException("truncated u16");
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using System;
|
||||
using System.Buffers.Binary;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using AcDream.Core.Chat;
|
||||
using AcDream.Core.Combat;
|
||||
|
|
@ -328,4 +329,50 @@ public sealed class GameEventWiringTests
|
|||
Assert.Contains("Mana Stone", e.Text);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PlayerDescription_RegistersInventoryEntries_InItemRepository()
|
||||
{
|
||||
// Issue #13 acceptance test: after a PlayerDescription with non-empty
|
||||
// Inventory is dispatched through WireAll, ItemRepository.ItemCount > 0.
|
||||
// Wire format: strict path (no GAMEPLAY_OPTIONS bit) so inventory +
|
||||
// equipped follow directly after spellbook_filters.
|
||||
var dispatcher = new GameEventDispatcher();
|
||||
var items = new ItemRepository();
|
||||
var combat = new CombatState();
|
||||
var spellbook = new Spellbook();
|
||||
var chat = new ChatLog();
|
||||
GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat);
|
||||
|
||||
Assert.Equal(0, items.ItemCount); // pre-condition
|
||||
|
||||
var sb = new MemoryStream();
|
||||
using var w = new BinaryWriter(sb);
|
||||
w.Write(0u); // propertyFlags = 0
|
||||
w.Write(0x52u); // weenieType
|
||||
w.Write(0x201u); // vectorFlags = ATTRIBUTE | ENCHANTMENT
|
||||
w.Write(1u); // has_health
|
||||
w.Write(0u); // attribute_flags = 0 (no attrs)
|
||||
w.Write(0u); // enchantment_mask = 0
|
||||
|
||||
w.Write(0u); // option_flags = None (no GAMEPLAY_OPTIONS → strict inv path)
|
||||
w.Write(0u); // options1
|
||||
w.Write(0u); // legacy hotbar list count = 0
|
||||
w.Write(0u); // spellbook_filters
|
||||
|
||||
// Inventory: 2 entries
|
||||
w.Write(2u);
|
||||
w.Write(0x50000A01u); w.Write(0u); // guid, ContainerType=NonContainer
|
||||
w.Write(0x50000A02u); w.Write(1u); // guid, ContainerType=Container
|
||||
|
||||
// Equipped: 0 entries
|
||||
w.Write(0u);
|
||||
|
||||
var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.PlayerDescription, sb.ToArray()));
|
||||
dispatcher.Dispatch(env!.Value);
|
||||
|
||||
Assert.Equal(2, items.ItemCount);
|
||||
Assert.NotNull(items.GetItem(0x50000A01u));
|
||||
Assert.NotNull(items.GetItem(0x50000A02u));
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -334,4 +334,434 @@ public sealed class PlayerDescriptionParserTests
|
|||
Assert.Equal(2.0f, parsed.Value.Spells[1234u]);
|
||||
Assert.Equal(2.0f, parsed.Value.Spells[5678u]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerOptionFlagsAndOptions1_AreReadAfterEnchantments()
|
||||
{
|
||||
// ATTRIBUTE | ENCHANTMENT vector flag; empty enchantment mask (0).
|
||||
// After mask, trailer adds u32 option_flags + u32 options1.
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
|
||||
writer.Write(0u); // EnchantmentMask = empty
|
||||
|
||||
// Trailer header: option_flags + options1
|
||||
writer.Write(0u); // option_flags = None — no further sections
|
||||
writer.Write(0xDEADBEEFu); // options1 sentinel
|
||||
|
||||
// No more bytes — spellbook_filters is optional (defaults to 0).
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Equal(PlayerDescriptionParser.CharacterOptionDataFlag.None, parsed!.Value.OptionFlags);
|
||||
Assert.Equal(0xDEADBEEFu, parsed.Value.Options1);
|
||||
Assert.Empty(parsed.Value.Shortcuts);
|
||||
Assert.Empty(parsed.Value.Inventory);
|
||||
// Defaults for the trailer fields not yet read (Tasks 3-9 will
|
||||
// populate them). Asserting them here gives those tasks a
|
||||
// pre-existing regression guard if they accidentally consume into
|
||||
// the wrong field's wire bytes.
|
||||
Assert.Equal(0u, parsed.Value.Options2);
|
||||
Assert.Equal(0u, parsed.Value.SpellbookFilters);
|
||||
Assert.Empty(parsed.Value.HotbarSpells);
|
||||
Assert.Empty(parsed.Value.DesiredComps);
|
||||
Assert.True(parsed.Value.GameplayOptions.IsEmpty);
|
||||
Assert.Empty(parsed.Value.Equipped);
|
||||
Assert.False(parsed.Value.TrailerTruncated);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerShortcuts_PopulatesList()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
writer.Write(0x01u); // option_flags = SHORTCUT
|
||||
writer.Write(0xCAFEu); // options1 sentinel
|
||||
|
||||
// Shortcut count + 2 entries (16 B each).
|
||||
writer.Write(2u);
|
||||
writer.Write(0u); writer.Write(0xAABBCCDDu); writer.Write((ushort)0); writer.Write((ushort)0);
|
||||
writer.Write(7u); writer.Write(0u); writer.Write((ushort)1234); writer.Write((ushort)5);
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Equal(2, parsed!.Value.Shortcuts.Count);
|
||||
Assert.Equal(0u, parsed.Value.Shortcuts[0].Index);
|
||||
Assert.Equal(0xAABBCCDDu, parsed.Value.Shortcuts[0].ObjectGuid);
|
||||
Assert.Equal((ushort)0, parsed.Value.Shortcuts[0].SpellId);
|
||||
Assert.Equal(7u, parsed.Value.Shortcuts[1].Index);
|
||||
Assert.Equal((ushort)1234, parsed.Value.Shortcuts[1].SpellId);
|
||||
Assert.Equal((ushort)5, parsed.Value.Shortcuts[1].Layer);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerShortcuts_TruncatedMidList_FlagsTrailerTruncatedAndPreservesPriorEntries()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
writer.Write(0x01u); // option_flags = SHORTCUT
|
||||
writer.Write(0u); // options1
|
||||
writer.Write(3u); // claimed shortcut count = 3
|
||||
// First entry complete (16 B).
|
||||
writer.Write(1u); writer.Write(0xAAAAu); writer.Write((ushort)10); writer.Write((ushort)1);
|
||||
// Second entry truncated to 8 bytes — ReadU16 will throw FormatException.
|
||||
writer.Write(2u); writer.Write(0xBBBBu);
|
||||
// (no SpellId/Layer — payload ends here)
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
// Inner catch fired — flag set.
|
||||
Assert.True(parsed!.Value.TrailerTruncated);
|
||||
// First entry survives in the partial list.
|
||||
Assert.Single(parsed.Value.Shortcuts);
|
||||
Assert.Equal(1u, parsed.Value.Shortcuts[0].Index);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerHotbarSpells_SpellLists8_Reads8Lists()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
writer.Write(0x400u); // option_flags = SPELL_LISTS8
|
||||
writer.Write(0u); // options1
|
||||
|
||||
// 8 hotbars: counts {2,1,0,0,0,0,0,3}
|
||||
writer.Write(2u); writer.Write(11u); writer.Write(12u);
|
||||
writer.Write(1u); writer.Write(21u);
|
||||
writer.Write(0u);
|
||||
writer.Write(0u);
|
||||
writer.Write(0u);
|
||||
writer.Write(0u);
|
||||
writer.Write(0u);
|
||||
writer.Write(3u); writer.Write(81u); writer.Write(82u); writer.Write(83u);
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Equal(8, parsed!.Value.HotbarSpells.Count);
|
||||
Assert.Equal(new uint[] { 11u, 12u }, parsed.Value.HotbarSpells[0]);
|
||||
Assert.Equal(new uint[] { 21u }, parsed.Value.HotbarSpells[1]);
|
||||
Assert.Empty(parsed.Value.HotbarSpells[2]);
|
||||
Assert.Equal(new uint[] { 81u, 82u, 83u }, parsed.Value.HotbarSpells[7]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerHotbarSpells_NoSpellLists8_ReadsSingleLegacyList()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
writer.Write(0u); // option_flags = None (no SPELL_LISTS8)
|
||||
writer.Write(0u); // options1
|
||||
|
||||
// Legacy single hotbar list: count=2, two spells.
|
||||
writer.Write(2u); writer.Write(101u); writer.Write(102u);
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Single(parsed!.Value.HotbarSpells);
|
||||
Assert.Equal(new uint[] { 101u, 102u }, parsed.Value.HotbarSpells[0]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerAbsent_LessThan8BytesAfterEnchantments_PreservesUpstreamAndDoesNotFlagTruncation()
|
||||
{
|
||||
// Fewer than 8 bytes remain after the enchantment block, so the
|
||||
// trailer header is treated as absent (no read attempted). Upstream
|
||||
// attribute data must survive; TrailerTruncated stays false because
|
||||
// the parser never *started* the trailer — it correctly skipped it.
|
||||
// (Tasks 3-9 will introduce truncation-mid-section cases that flip
|
||||
// TrailerTruncated to true.)
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
// Attribute block: only Strength (bit 0).
|
||||
writer.Write(0x01u);
|
||||
writer.Write(50u); writer.Write(10u); writer.Write(0u);
|
||||
// Empty enchantment mask.
|
||||
writer.Write(0u);
|
||||
// Truncated trailer: only 4 bytes (would-be option_flags) instead of 8.
|
||||
writer.Write(0xCAFEu);
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
// Upstream attribute survived.
|
||||
Assert.Single(parsed!.Value.Attributes);
|
||||
Assert.Equal(1u, parsed.Value.Attributes[0].AtType);
|
||||
// Trailer was absent (< 8 bytes), so no truncation flag and all
|
||||
// trailer fields stay at their initial defaults.
|
||||
Assert.False(parsed.Value.TrailerTruncated);
|
||||
Assert.Equal(PlayerDescriptionParser.CharacterOptionDataFlag.None, parsed.Value.OptionFlags);
|
||||
Assert.Equal(0u, parsed.Value.Options1);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerDesiredComps_ReadsIdAmtPairs()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
// option_flags = DESIRED_COMPS (0x08); no SPELL_LISTS8 so legacy hotbar list (count=0).
|
||||
writer.Write(0x08u);
|
||||
writer.Write(0u); // options1
|
||||
|
||||
// Legacy hotbar list: count=0
|
||||
writer.Write(0u);
|
||||
|
||||
// DESIRED_COMPS: u16 count=2, u16 padding, then 2 (id,amt) pairs of 8 bytes each.
|
||||
writer.Write((ushort)2);
|
||||
writer.Write((ushort)0);
|
||||
writer.Write(0xAAu); writer.Write(50u);
|
||||
writer.Write(0xBBu); writer.Write(75u);
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Equal(2, parsed!.Value.DesiredComps.Count);
|
||||
Assert.Equal((0xAAu, 50u), parsed.Value.DesiredComps[0]);
|
||||
Assert.Equal((0xBBu, 75u), parsed.Value.DesiredComps[1]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerSpellbookFilters_ReadOptionalU32()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
writer.Write(0u); // option_flags = None
|
||||
writer.Write(0u); // options1
|
||||
|
||||
// Legacy hotbar list: count=0
|
||||
writer.Write(0u);
|
||||
|
||||
// spellbook_filters sentinel.
|
||||
writer.Write(0xF00DBA42u);
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Equal(0xF00DBA42u, parsed!.Value.SpellbookFilters);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerOptions2_GatedOnCharacterOptions2Bit()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
// option_flags = CHARACTER_OPTIONS2 (0x40)
|
||||
writer.Write(0x40u);
|
||||
writer.Write(0u); // options1
|
||||
|
||||
// Legacy hotbar list: count=0.
|
||||
writer.Write(0u);
|
||||
|
||||
// spellbook_filters
|
||||
writer.Write(0u);
|
||||
|
||||
// options2 sentinel
|
||||
writer.Write(0xC0FFEE01u);
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Equal(0xC0FFEE01u, parsed!.Value.Options2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerInventoryEquippedStrict_NoGameplayOptionsBit()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
writer.Write(0u); // option_flags = None — no GAMEPLAY_OPTIONS
|
||||
writer.Write(0u); // options1
|
||||
writer.Write(0u); // legacy hotbar list count=0
|
||||
writer.Write(0u); // spellbook_filters
|
||||
|
||||
// Inventory: 2 entries
|
||||
writer.Write(2u);
|
||||
writer.Write(0x500000A0u); writer.Write(0u); // NonContainer
|
||||
writer.Write(0x500000A1u); writer.Write(1u); // Container
|
||||
|
||||
// Equipped: 1 entry
|
||||
writer.Write(1u);
|
||||
writer.Write(0x500000B0u); writer.Write(0x00000200u); writer.Write(1u); // ChestArmor, prio=1
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Equal(2, parsed!.Value.Inventory.Count);
|
||||
Assert.Equal(0x500000A0u, parsed.Value.Inventory[0].Guid);
|
||||
Assert.Equal(0u, parsed.Value.Inventory[0].ContainerType);
|
||||
Assert.Equal(1u, parsed.Value.Inventory[1].ContainerType);
|
||||
Assert.Single(parsed.Value.Equipped);
|
||||
Assert.Equal(0x500000B0u, parsed.Value.Equipped[0].Guid);
|
||||
Assert.Equal(0x00000200u, parsed.Value.Equipped[0].EquipLocation);
|
||||
Assert.Equal(1u, parsed.Value.Equipped[0].Priority);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_TrailerGameplayOptions_HeuristicLocatesInventoryStart()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
// option_flags = GAMEPLAY_OPTIONS (0x200)
|
||||
writer.Write(0x200u);
|
||||
writer.Write(0u); // options1
|
||||
writer.Write(0u); // legacy hotbar count=0
|
||||
writer.Write(0u); // spellbook_filters
|
||||
|
||||
// 16 bytes of opaque gameplay_options blob — values that *almost* look
|
||||
// like an inventory header but fail validation (wtype > 2 or count too
|
||||
// big), forcing the heuristic to walk past them.
|
||||
writer.Write(0xDEADBEEFu); // looks like inv_count = 0xDEADBEEF (> 10_000) — rejected
|
||||
writer.Write(0xCAFEBABEu);
|
||||
writer.Write(0x12345678u);
|
||||
writer.Write(0x87654321u);
|
||||
|
||||
// Real inventory: 1 entry, then equipped: 1 entry — must consume to EOF.
|
||||
writer.Write(1u);
|
||||
writer.Write(0x50000200u); writer.Write(0u);
|
||||
writer.Write(1u);
|
||||
writer.Write(0x50000300u); writer.Write(0x00000200u); writer.Write(1u);
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
Assert.Single(parsed!.Value.Inventory);
|
||||
Assert.Equal(0x50000200u, parsed.Value.Inventory[0].Guid);
|
||||
Assert.Single(parsed.Value.Equipped);
|
||||
Assert.Equal(0x50000300u, parsed.Value.Equipped[0].Guid);
|
||||
Assert.Equal(16, parsed.Value.GameplayOptions.Length);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryParse_FullTrailer_AllSectionsPopulated()
|
||||
{
|
||||
var sb = new MemoryStream();
|
||||
using var writer = new BinaryWriter(sb);
|
||||
writer.Write(0u); // propertyFlags
|
||||
writer.Write(0x52u); // weenieType
|
||||
writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
|
||||
writer.Write(1u); // has_health
|
||||
writer.Write(0u); // empty attribute_flags
|
||||
writer.Write(0u); // empty enchantment mask
|
||||
|
||||
// option_flags = SHORTCUT | DESIRED_COMPS | CHARACTER_OPTIONS2 | SPELL_LISTS8
|
||||
// = 0x01 | 0x08 | 0x40 | 0x400 = 0x449
|
||||
writer.Write(0x449u);
|
||||
writer.Write(0xAA000001u); // options1
|
||||
|
||||
// Shortcuts: count=1
|
||||
writer.Write(1u);
|
||||
writer.Write(3u); writer.Write(0xCAFEFACEu); writer.Write((ushort)100); writer.Write((ushort)2);
|
||||
|
||||
// 8 hotbars, all empty for brevity.
|
||||
for (int i = 0; i < 8; i++) writer.Write(0u);
|
||||
|
||||
// Desired comps: count=1
|
||||
writer.Write((ushort)1); writer.Write((ushort)0);
|
||||
writer.Write(0xC1u); writer.Write(99u);
|
||||
|
||||
// spellbook_filters
|
||||
writer.Write(0xF11Du);
|
||||
|
||||
// options2
|
||||
writer.Write(0xBB000002u);
|
||||
|
||||
// Inventory + equipped (no GAMEPLAY_OPTIONS, strict path)
|
||||
writer.Write(1u);
|
||||
writer.Write(0x50000400u); writer.Write(0u);
|
||||
writer.Write(1u);
|
||||
writer.Write(0x50000500u); writer.Write(0x00000200u); writer.Write(1u);
|
||||
|
||||
var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
|
||||
|
||||
Assert.NotNull(parsed);
|
||||
var v = parsed!.Value;
|
||||
Assert.Equal(0xAA000001u, v.Options1);
|
||||
Assert.Equal(0xBB000002u, v.Options2);
|
||||
Assert.Equal(0xF11Du, v.SpellbookFilters);
|
||||
Assert.Single(v.Shortcuts);
|
||||
Assert.Equal(0xCAFEFACEu, v.Shortcuts[0].ObjectGuid);
|
||||
Assert.Equal(8, v.HotbarSpells.Count);
|
||||
Assert.All(v.HotbarSpells, l => Assert.Empty(l));
|
||||
Assert.Single(v.DesiredComps);
|
||||
Assert.Equal((0xC1u, 99u), v.DesiredComps[0]);
|
||||
Assert.Single(v.Inventory);
|
||||
Assert.Equal(0x50000400u, v.Inventory[0].Guid);
|
||||
Assert.Single(v.Equipped);
|
||||
Assert.Equal(0x50000500u, v.Equipped[0].Guid);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue