feat(net): #13 heuristic inventory locator after gameplay_options blob

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-10 09:37:46 +02:00
parent d9a5e40203
commit 91693ea44c
2 changed files with 90 additions and 1 deletions

View file

@ -663,4 +663,46 @@ public sealed class PlayerDescriptionParserTests
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);
}
}