feat(vendor): Slice 6 buy arc — shop items are real objects, vendor selection is THE selection, and Buy works (0x005F)
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Three ordered pieces in one landing (the shared controller/composition files carry all three; the internal order was 6.1 -> 6.2 -> 6.3): 6.1 VendorShopItemMaterializer diff-merges the shop list into the live ClientObjectTable on VendorState transitions (so client-local close and session teardown retire the entries too) and never claims a guid it did not add — ACE's UniqueItemsForSale can re-list a guid a player once held (AP-163 files the collision-skip; no retail counterpart traced). Right-click examine on shop items now routes through the ordinary appraisal path — the 5.4 F7c blocker dissolves with the table entries. 6.2 SelectionChangeSource.Vendor: row clicks, auto-select, and examine all flow through the canonical SelectionState; the status bar and the existing byte-faithful StackSplitQuantityState slider light up unmodified. VendorSplitPolicy is the single 0xDC41CB0 mask owner; the slider VALUE seeds to 1 for exempt items while maxSplitSize keeps the stack (the splitSize/maxSplitSize distinction, research §B.3). Selection clears at retail's actual site — VendorItemsUI::RemoveFromShop (pc:202848), not a CloseVendor-level clear that does not exist. 6.3 BuildBuy (0x005F): vendorGuid, count, (i32 amount, u32 guid) pairs, and the trailing alternateCurrencyId the REAL client sends (CM_Vendor::Event_Buy pc:689288) though ACE's reader ignores it. TryBuy rides the EXISTING J5.2 one-request-at-a-time reservation and completes on UseDone; the Buy button disables while a request is in flight. The reconciliation round-trip (money property update, inventory CreateObject, ApproachVendor refresh -> panel rebuild) is proven by a synthetic-inbound test against existing machinery — no new owner. Register: AP-161 narrowed (selection + examine residuals close; staging/Sell remain; double-click-to-buy confirmed ABSENT from retail with negative evidence cited — we match retail). AP-162 files the conscious no-client-side-affordability-precheck deferral. Clean-room complete solution: 11,368 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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19 changed files with 1577 additions and 65 deletions
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@ -198,6 +198,56 @@ public sealed class RuntimeVendorLifecycleTests
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Assert.Equal(0u, runtime.InventoryOwner.Vendor.VendorId);
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}
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[Fact]
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public void ApproachVendorEvent_MaterializesShopItemsIntoTheOwnedObjectTable()
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{
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// Slice 6.1: unlike Wire()'s throwaway ClientObjectTable (used by
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// the tests above, which only assert on VendorState itself), this
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// wires the dispatcher against the SAME table
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// RuntimeInventoryState.Objects exposes, so the
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// VendorShopItemMaterializer subscription RuntimeInventoryState's
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// constructor installs is exercised end-to-end from the real wire
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// parse through to ClientObjectTable.
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using GameRuntime runtime = Create();
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using IDisposable wiring = GameEventWiring.WireAll(
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_dispatcher,
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runtime.InventoryOwner.Objects,
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new CombatState(),
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new Spellbook(),
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new ChatLog(),
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vendor: runtime.InventoryOwner.Vendor);
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Dispatch(BuildApproachVendorPayload(
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vendorGuid: 0x40001000u,
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categories: 0u, minValue: 0u, maxValue: 0u, dealsMagic: false,
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buyPrice: 1f, sellPrice: 1f, currencyWcid: 0u, currencyAmount: 0u,
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currencyName: "",
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items:
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[
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new VendorItemFixture(
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0x50002000u, 1, "Iron Sword", 42u, 0x1234u,
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(uint)ItemType.Weapon, 250),
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]));
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ClientObject? shopItem = runtime.InventoryOwner.Objects.Get(0x50002000u);
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Assert.NotNull(shopItem);
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Assert.Equal(0x40001000u, shopItem!.ContainerId);
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Assert.Equal("Iron Sword", shopItem.Name);
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Assert.Equal(1, runtime.InventoryOwner.VendorItems.OwnedCount);
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runtime.InventoryOwner.Vendor.Close();
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Assert.Null(runtime.InventoryOwner.Objects.Get(0x50002000u));
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Assert.Equal(0, runtime.InventoryOwner.VendorItems.OwnedCount);
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// Close() is a client-local session end, not full disposal, so only
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// the vendor-specific ownership dimensions are asserted here — the
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// full IsConverged gate is exercised by DisposingInventoryOwner_
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// ClearsTheOpenVendorSession below.
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RuntimeInventoryOwnershipSnapshot snapshot = runtime.InventoryOwner.CaptureOwnership();
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Assert.Equal(0u, snapshot.VendorId);
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Assert.Equal(0, snapshot.MaterializedVendorItemCount);
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}
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[Fact]
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public void VendorId_IsTheLiveActiveVendorIdSeamSource()
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{
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@ -0,0 +1,191 @@
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using AcDream.Core.Items;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.Runtime.Tests.Gameplay;
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/// <summary>
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/// Slice 6.1 — <see cref="VendorShopItemMaterializer"/> in isolation: the
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/// diff/materialize/retire logic against a bare <see cref="VendorState"/> +
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/// <see cref="ClientObjectTable"/> pair, independent of the wire parse
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/// (<see cref="RuntimeVendorLifecycleTests"/> covers the end-to-end
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/// ApproachVendor path).
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/// </summary>
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public sealed class VendorShopItemMaterializerTests
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{
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private const uint VendorGuid = 0x40001000u;
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private const uint OtherVendorGuid = 0x40002000u;
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private const uint ItemA = 0x50002000u;
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private const uint ItemB = 0x50002001u;
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private static VendorShopItem Item(uint guid, string name = "Item", int? descStackSize = null) =>
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new(guid, StackSize: -1, WeenieClassId: 1u, Name: name, ItemType: (uint)ItemType.Misc,
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IconId: 0x1234u, Value: 10, DescStackSize: descStackSize);
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[Fact]
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public void Apply_MaterializesEachShopItemWithVendorAsContainer()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Iron Sword"), Item(ItemB, "Bread") });
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ClientObject? a = objects.Get(ItemA);
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ClientObject? b = objects.Get(ItemB);
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Assert.NotNull(a);
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Assert.NotNull(b);
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Assert.Equal(VendorGuid, a!.ContainerId);
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Assert.Equal(VendorGuid, b!.ContainerId);
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Assert.Equal("Iron Sword", a.Name);
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Assert.Equal(2, materializer.OwnedCount);
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Assert.True(materializer.Owns(ItemA));
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Assert.True(materializer.Owns(ItemB));
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}
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[Fact]
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public void Close_RemovesEveryMaterializedItem()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
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vendor.Close();
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Assert.Null(objects.Get(ItemA));
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Assert.Null(objects.Get(ItemB));
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Assert.Equal(0, materializer.OwnedCount);
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}
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[Fact]
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public void Reset_RemovesEveryMaterializedItem()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA) });
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vendor.Reset();
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Assert.Null(objects.Get(ItemA));
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Assert.Equal(0, materializer.OwnedCount);
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}
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[Fact]
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public void DifferentVendorSupersedes_RemovesPriorVendorsItemsBeforeMaterializingTheNewOnes()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "First Vendor Item") });
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Assert.NotNull(objects.Get(ItemA));
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const uint NewItem = 0x50003000u;
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vendor.Apply(OtherVendorGuid, default, new[] { Item(NewItem, "Second Vendor Item") });
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Assert.Null(objects.Get(ItemA));
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ClientObject? replacement = objects.Get(NewItem);
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Assert.NotNull(replacement);
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Assert.Equal(OtherVendorGuid, replacement!.ContainerId);
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Assert.Equal(1, materializer.OwnedCount);
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}
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[Fact]
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public void Refreshed_SameVendor_DoesNotFireObjectRemovedForStillListedItems()
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{
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// A same-vendor re-approach (post-buy refresh) must not remove+
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// re-add a guid that's still in stock -- see the class doc's "diff,
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// not blanket remove-then-reinsert" rationale. A UI panel holding
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// the guid (an open appraisal window) would see a false "it's gone"
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// notice if this regressed to blanket removal.
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Chainmail") });
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var removed = new List<uint>();
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objects.ObjectRemoved += o => removed.Add(o.ObjectId);
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// Same vendor id re-approaches with the SAME item guid still listed
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// (e.g. a post-buy refresh where this item wasn't the one bought)
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// but with a refreshed field value.
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Chainmail", descStackSize: 5) });
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Assert.Empty(removed);
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Assert.Equal(1, materializer.OwnedCount);
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Assert.Equal(5, objects.Get(ItemA)!.StackSize);
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}
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[Fact]
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public void Refreshed_ItemNoLongerListed_IsRemoved()
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{
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// A unique item sold out (bought up / delisted) between one
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// ApproachVendor and the next same-vendor refresh.
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
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vendor.Apply(VendorGuid, default, new[] { Item(ItemB) });
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Assert.Null(objects.Get(ItemA));
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Assert.NotNull(objects.Get(ItemB));
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Assert.Equal(1, materializer.OwnedCount);
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}
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[Fact]
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public void CollidingGuid_AlreadyOwnedBySomethingElse_IsNeverClobbered()
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{
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// The Slice 6.1 collision policy: ACE's UniqueItemsForSale can list
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// the EXACT guid a player last held (e.g. a sold-off item, or --
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// worst case -- any other collision). If that guid is already in
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// ClientObjectTable for a reason this materializer did not itself
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// create, it must be left completely untouched, not silently
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// reparented into the vendor's container.
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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// Simulate a pre-existing, non-vendor-owned object at this guid --
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// e.g. a live entity, or an item still sitting in someone's
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// inventory/equipment.
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const uint LiveOwner = 0x60000001u;
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objects.AddOrUpdate(new ClientObject
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{
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ObjectId = ItemA,
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Name = "Definitely Not A Shop Item",
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ContainerId = LiveOwner,
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});
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Shop Listing With A Colliding Guid") });
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ClientObject? survivor = objects.Get(ItemA);
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Assert.NotNull(survivor);
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Assert.Equal("Definitely Not A Shop Item", survivor!.Name);
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Assert.Equal(LiveOwner, survivor.ContainerId);
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Assert.False(materializer.Owns(ItemA));
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Assert.Equal(0, materializer.OwnedCount);
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// The collision guid must also survive session close -- since this
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// materializer never claimed it, it must never remove it either.
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vendor.Close();
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Assert.NotNull(objects.Get(ItemA));
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}
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[Fact]
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public void Dispose_UnsubscribesFromVendorChanged()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA) });
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Assert.NotNull(objects.Get(ItemA));
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materializer.Dispose();
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// No further reaction once disposed -- a Close() after disposal
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// must not throw and must not touch the table (nothing left
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// subscribed to react).
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vendor.Close();
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Assert.NotNull(objects.Get(ItemA));
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}
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}
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