refactor(net): #13 Parsed.TrailerTruncated + diag logging
Code-quality review followup on Task 2 (becbde6) — addresses I1 (the
forward-looking concern that Tasks 3-9's inner-catch will leave partial
lists visible to callers with no signal) and M1 (silent inner catch).
Changes:
- Parsed gains a trailing `bool TrailerTruncated` field. Both
construction sites pass `false` by default; the trailer try/catch
flips a local `trailerTruncated` to `true` on FormatException and
feeds it into the final return.
- Inner catch logs `pos`/`payload.Length`/exception message under
ACDREAM_DUMP_VITALS=1, mirroring the outer catch's diagnostic
pattern.
- Task 2 test strengthened to assert defaults on Options2 /
SpellbookFilters / HotbarSpells / DesiredComps / GameplayOptions /
Equipped + TrailerTruncated=false (M2 followup — gives Tasks 3-9
a regression guard if they consume into the wrong field).
- New test `TryParse_TrailerAbsent_LessThan8BytesAfterEnchantments_*`
documents the contract that <8 bytes after enchantments means the
trailer is absent (not truncated): TrailerTruncated stays false,
upstream attribute data survives.
- Plan updated in lockstep so Tasks 3-11 implementers see the
`trailerTruncated` local and the new return-arg position.
271/271 AcDream.Core.Net.Tests pass.
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3 changed files with 96 additions and 11 deletions
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@ -362,5 +362,52 @@ public sealed class PlayerDescriptionParserTests
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Assert.Equal(0xDEADBEEFu, parsed.Value.Options1);
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Assert.Empty(parsed.Value.Shortcuts);
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Assert.Empty(parsed.Value.Inventory);
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// Defaults for the trailer fields not yet read (Tasks 3-9 will
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// populate them). Asserting them here gives those tasks a
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// pre-existing regression guard if they accidentally consume into
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// the wrong field's wire bytes.
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Assert.Equal(0u, parsed.Value.Options2);
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Assert.Equal(0u, parsed.Value.SpellbookFilters);
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Assert.Empty(parsed.Value.HotbarSpells);
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Assert.Empty(parsed.Value.DesiredComps);
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Assert.True(parsed.Value.GameplayOptions.IsEmpty);
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Assert.Empty(parsed.Value.Equipped);
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Assert.False(parsed.Value.TrailerTruncated);
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}
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[Fact]
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public void TryParse_TrailerAbsent_LessThan8BytesAfterEnchantments_PreservesUpstreamAndDoesNotFlagTruncation()
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{
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// Fewer than 8 bytes remain after the enchantment block, so the
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// trailer header is treated as absent (no read attempted). Upstream
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// attribute data must survive; TrailerTruncated stays false because
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// the parser never *started* the trailer — it correctly skipped it.
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// (Tasks 3-9 will introduce truncation-mid-section cases that flip
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// TrailerTruncated to true.)
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var sb = new MemoryStream();
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using var writer = new BinaryWriter(sb);
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writer.Write(0u); // propertyFlags
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writer.Write(0x52u); // weenieType
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writer.Write(0x201u); // ATTRIBUTE | ENCHANTMENT
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writer.Write(1u); // has_health
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// Attribute block: only Strength (bit 0).
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writer.Write(0x01u);
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writer.Write(50u); writer.Write(10u); writer.Write(0u);
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// Empty enchantment mask.
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writer.Write(0u);
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// Truncated trailer: only 4 bytes (would-be option_flags) instead of 8.
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writer.Write(0xCAFEu);
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var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());
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Assert.NotNull(parsed);
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// Upstream attribute survived.
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Assert.Single(parsed!.Value.Attributes);
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Assert.Equal(1u, parsed.Value.Attributes[0].AtType);
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// Trailer was absent (< 8 bytes), so no truncation flag and all
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// trailer fields stay at their initial defaults.
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Assert.False(parsed.Value.TrailerTruncated);
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Assert.Equal(PlayerDescriptionParser.CharacterOptionDataFlag.None, parsed.Value.OptionFlags);
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Assert.Equal(0u, parsed.Value.Options1);
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}
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}
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