refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject
Broaden naming to the data side of every server object (retail weenie_object_table shape). Pure rename; no behavior change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
2fc253d9ff
commit
b506f53633
8 changed files with 142 additions and 145 deletions
|
|
@ -37,10 +37,10 @@ public sealed class GameEventWiringTests
|
|||
return body;
|
||||
}
|
||||
|
||||
private static (GameEventDispatcher, ItemRepository, CombatState, Spellbook, ChatLog) MakeAll()
|
||||
private static (GameEventDispatcher, ClientObjectTable, CombatState, Spellbook, ChatLog) MakeAll()
|
||||
{
|
||||
var dispatcher = new GameEventDispatcher();
|
||||
var items = new ItemRepository();
|
||||
var items = new ClientObjectTable();
|
||||
var combat = new CombatState();
|
||||
var spellbook = new Spellbook();
|
||||
var chat = new ChatLog();
|
||||
|
|
@ -101,10 +101,10 @@ public sealed class GameEventWiringTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void WireAll_WieldObject_RoutesToItemRepository()
|
||||
public void WireAll_WieldObject_RoutesToClientObjectTable()
|
||||
{
|
||||
var (d, items, _, _, _) = MakeAll();
|
||||
items.AddOrUpdate(new ItemInstance { ObjectId = 0x1000, WeenieClassId = 1 });
|
||||
items.AddOrUpdate(new ClientObject { ObjectId = 0x1000, WeenieClassId = 1 });
|
||||
|
||||
byte[] payload = new byte[12];
|
||||
BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1000);
|
||||
|
|
@ -114,7 +114,7 @@ public sealed class GameEventWiringTests
|
|||
var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.WieldObject, payload));
|
||||
d.Dispatch(env!.Value);
|
||||
|
||||
var item = items.GetItem(0x1000);
|
||||
var item = items.Get(0x1000);
|
||||
Assert.NotNull(item);
|
||||
Assert.Equal(EquipMask.MeleeWeapon, item!.CurrentlyEquippedLocation);
|
||||
Assert.Equal(0x2000u, item.ContainerId);
|
||||
|
|
@ -141,7 +141,7 @@ public sealed class GameEventWiringTests
|
|||
// through WireAll, lands in LocalPlayerState with the right
|
||||
// ranks/start/current values.
|
||||
var dispatcher = new GameEventDispatcher();
|
||||
var items = new ItemRepository();
|
||||
var items = new ClientObjectTable();
|
||||
var combat = new CombatState();
|
||||
var spellbook = new Spellbook();
|
||||
var chat = new ChatLog();
|
||||
|
|
@ -200,7 +200,7 @@ public sealed class GameEventWiringTests
|
|||
public void WireAll_PlayerDescription_FeedsSpellbook()
|
||||
{
|
||||
var dispatcher = new GameEventDispatcher();
|
||||
var items = new ItemRepository();
|
||||
var items = new ClientObjectTable();
|
||||
var combat = new CombatState();
|
||||
var spellbook = new Spellbook();
|
||||
var chat = new ChatLog();
|
||||
|
|
@ -330,20 +330,20 @@ public sealed class GameEventWiringTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void PlayerDescription_RegistersInventoryEntries_InItemRepository()
|
||||
public void PlayerDescription_RegistersInventoryEntries_InClientObjectTable()
|
||||
{
|
||||
// Issue #13 acceptance test: after a PlayerDescription with non-empty
|
||||
// Inventory is dispatched through WireAll, ItemRepository.ItemCount > 0.
|
||||
// Inventory is dispatched through WireAll, ClientObjectTable.ObjectCount > 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 items = new ClientObjectTable();
|
||||
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
|
||||
Assert.Equal(0, items.ObjectCount); // pre-condition
|
||||
|
||||
var sb = new MemoryStream();
|
||||
using var w = new BinaryWriter(sb);
|
||||
|
|
@ -370,9 +370,9 @@ public sealed class GameEventWiringTests
|
|||
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));
|
||||
Assert.Equal(2, items.ObjectCount);
|
||||
Assert.NotNull(items.Get(0x50000A01u));
|
||||
Assert.NotNull(items.Get(0x50000A02u));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
@ -380,14 +380,14 @@ public sealed class GameEventWiringTests
|
|||
{
|
||||
// D.5.1 Task 4: WireAll must forward parsed.Shortcuts to the onShortcuts
|
||||
// callback so the toolbar can read them without keeping a parser reference.
|
||||
// Mirrors PlayerDescription_RegistersInventoryEntries_InItemRepository
|
||||
// Mirrors PlayerDescription_RegistersInventoryEntries_InClientObjectTable
|
||||
// for the harness pattern; adds the Shortcut flag (0x1) + one 12-byte
|
||||
// entry, followed by the legacy-hotbar count (0) + spellbook_filters (0)
|
||||
// then empty inventory and equipped.
|
||||
IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>? got = null;
|
||||
|
||||
var dispatcher = new GameEventDispatcher();
|
||||
var items = new ItemRepository();
|
||||
var items = new ClientObjectTable();
|
||||
var combat = new CombatState();
|
||||
var spellbook = new Spellbook();
|
||||
var chat = new ChatLog();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue