feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02 UI architecture review mandated before commit: - ItemInteractionController: single owner of double-click use/equip/ container-open, targeted-use mode (health kits), drag-out drop; toolbar shortcut drags don't drop the real item. ItemEquipRules for multi-slot (coat) coverage via equip masks. - Cursor phase: CursorFeedbackController (semantic priority chain: drag > resize > window-move > target-mode > text) + RetailCursorCatalog (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState 0x00564630) resolved through the portal EnumIDMap chain by RetailCursorResolver; RetailCursorManager applies dat cursor art to the OS cursor. Register row AP-72 covers the OS standard-cursor fallback. - Character window goes live: CharacterSheetProvider owns sheet assembly, XP-curve/raise-cost math and the raise flow — extracted out of GameWindow per Code Structure Rule 1 instead of committing the ~430-line feature body there. Optimistic XP/credit debits go through eventful store APIs (new ClientObjectTable.UpdateInt64Property + LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw property-dictionary writes; register row AP-73 covers the still-missing raise ledger (#163). - RetailWindowFrame: the shared nine-slice window mount recipe; the character window uses it, remaining windows migrate via #164. - Status-bar buttons toggle inventory/character windows; retail row-major backpack ordering; WorldSession.SendUseWithTarget + raise/train sends. GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the sheet/raise logic is unit-tested in CharacterSheetProviderTests instead of trapped in the god object. Build green; full suite 3,286 tests pass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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74 changed files with 6669 additions and 238 deletions
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@ -37,14 +37,14 @@ public sealed class GameEventWiringTests
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return body;
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}
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private static (GameEventDispatcher, ClientObjectTable, CombatState, Spellbook, ChatLog) MakeAll()
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private static (GameEventDispatcher, ClientObjectTable, CombatState, Spellbook, ChatLog) MakeAll(Func<uint>? playerGuid = null)
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{
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var dispatcher = new GameEventDispatcher();
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var items = new ClientObjectTable();
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var combat = new CombatState();
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var spellbook = new Spellbook();
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var chat = new ChatLog();
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GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat);
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GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat, playerGuid: playerGuid);
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return (dispatcher, items, combat, spellbook, chat);
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}
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@ -123,20 +123,20 @@ public sealed class GameEventWiringTests
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[Fact]
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public void WireAll_WieldObject_ConfirmsOptimisticWield()
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{
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var (d, items, _, _, _) = MakeAll();
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const uint player = 0x2000u;
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var (d, items, _, _, _) = MakeAll(() => player);
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items.AddOrUpdate(new ClientObject { ObjectId = 0x1500, WeenieClassId = 1 });
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items.MoveItem(0x1500, 0x9999u, newSlot: 0); // start in a pack
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items.WieldItemOptimistic(0x1500, player, EquipMask.MeleeWeapon); // optimistic wield → snapshot pending
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byte[] payload = new byte[12];
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byte[] payload = new byte[8];
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BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1500);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), (uint)EquipMask.MeleeWeapon);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), player);
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var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.WieldObject, payload));
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d.Dispatch(env!.Value); // server confirms the wield
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Assert.False(items.RollbackMove(0x1500)); // pending snapshot was cleared by ConfirmMove
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Assert.Equal(player, items.Get(0x1500)!.ContainerId);
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}
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[Fact]
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@ -215,6 +215,59 @@ public sealed class GameEventWiringTests
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Assert.Equal(0.5f, local.ManaPercent!.Value, precision: 3);
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}
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[Fact]
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public void WireAll_PlayerDescription_PopulatesLocalPlayerStateSkills()
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{
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var dispatcher = new GameEventDispatcher();
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var items = new ClientObjectTable();
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var combat = new CombatState();
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var spellbook = new Spellbook();
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var chat = new ChatLog();
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var local = new LocalPlayerState();
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int callbackRun = -1;
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GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat, local,
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onSkillsUpdated: (run, _) => callbackRun = run,
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resolveSkillFormulaBonus: (skillId, attrs) =>
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{
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Assert.Equal(24u, skillId);
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Assert.Equal(50u, attrs[1u]);
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return 80u;
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});
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var sb = new MemoryStream();
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using var w = new BinaryWriter(sb);
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w.Write(0u); // propertyFlags
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w.Write(0x52u); // weenieType
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w.Write(0x03u); // vectorFlags = Attribute | Skill
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w.Write(0u); // has_health = false
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w.Write(0x01u); // attribute_flags = Strength only
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w.Write(0u); // Strength ranks
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w.Write(50u); // Strength start
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w.Write(0u); // Strength xp
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w.Write((ushort)1); // skill count
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w.Write((ushort)8); // buckets
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w.Write(24u); // Run
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w.Write((ushort)12);
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w.Write((ushort)1); // const_one
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w.Write(2u); // trained
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w.Write(3456u); // xp
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w.Write(30u); // init
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w.Write(0u); // resistance
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w.Write(1.5); // last used
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var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.PlayerDescription, sb.ToArray()));
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dispatcher.Dispatch(env!.Value);
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var run = local.GetSkill(24u);
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Assert.NotNull(run);
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Assert.Equal(122u, run!.Value.CurrentLevel);
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Assert.Equal(2u, run.Value.Status);
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Assert.Equal(3456u, run.Value.Xp);
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Assert.Equal(122, callbackRun);
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}
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[Fact]
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public void WireAll_PlayerDescription_FeedsSpellbook()
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{
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@ -392,6 +445,48 @@ public sealed class GameEventWiringTests
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Assert.Equal(2, items.ObjectCount);
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Assert.NotNull(items.Get(0x50000A01u));
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Assert.NotNull(items.Get(0x50000A02u));
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Assert.Equal(0u, items.Get(0x50000A01u)!.ContainerTypeHint);
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Assert.Equal(1u, items.Get(0x50000A02u)!.ContainerTypeHint);
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}
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[Fact]
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public void PlayerDescription_ReplacesPlayerPackContents_InRetailManifestOrder()
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{
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const uint playerGuid = 0x50000001u;
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var dispatcher = new GameEventDispatcher();
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var items = new ClientObjectTable();
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var combat = new CombatState();
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var spellbook = new Spellbook();
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var chat = new ChatLog();
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GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat,
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playerGuid: () => playerGuid);
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var sb = new MemoryStream();
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using var w = new BinaryWriter(sb);
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w.Write(0u); // propertyFlags = 0
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w.Write(0x52u); // weenieType
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w.Write(0x201u); // vectorFlags = ATTRIBUTE | ENCHANTMENT
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w.Write(1u); // has_health
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w.Write(0u); // attribute_flags = 0 (no attrs)
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w.Write(0u); // enchantment_mask = 0
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w.Write(0u); // option_flags = None (no GAMEPLAY_OPTIONS -> strict inv path)
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w.Write(0u); // options1
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w.Write(0u); // legacy hotbar list count = 0
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w.Write(0u); // spellbook_filters
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w.Write(2u);
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w.Write(0x50000A02u); w.Write(1u);
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w.Write(0x50000A01u); w.Write(0u);
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w.Write(0u); // equipped count
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var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.PlayerDescription, sb.ToArray()));
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dispatcher.Dispatch(env!.Value);
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Assert.Equal(new[] { 0x50000A02u, 0x50000A01u }, items.GetContents(playerGuid));
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Assert.Equal(playerGuid, items.Get(0x50000A02u)!.ContainerId);
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Assert.Equal(1u, items.Get(0x50000A02u)!.ContainerTypeHint);
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Assert.Equal(0u, items.Get(0x50000A01u)!.ContainerTypeHint);
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}
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[Fact]
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@ -441,6 +536,7 @@ public sealed class GameEventWiringTests
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Assert.NotNull(items.Get(0x700u));
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// (b) WeenieClassId must be 0, NOT the ContainerType discriminator (1) — misuse gone
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Assert.Equal(0u, items.Get(0x700u)!.WeenieClassId);
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Assert.Equal(1u, items.Get(0x700u)!.ContainerTypeHint);
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// (c) equipped guid has its equip slot set
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Assert.NotNull(items.Get(0x701u));
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Assert.Equal(EquipMask.MeleeWeapon, items.Get(0x701u)!.CurrentlyEquippedLocation);
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@ -573,6 +669,9 @@ public sealed class GameEventWiringTests
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Assert.Equal(0x500000C9u, items.Get(0x50000A01u)!.ContainerId);
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Assert.Equal(0x500000C9u, items.Get(0x50000A02u)!.ContainerId);
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Assert.Equal(new[] { 0x50000A01u, 0x50000A02u }, items.GetContents(0x500000C9u));
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Assert.Equal(0u, items.Get(0x50000A01u)!.ContainerTypeHint);
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Assert.Equal(1u, items.Get(0x50000A02u)!.ContainerTypeHint);
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}
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[Fact]
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@ -638,13 +737,14 @@ public sealed class GameEventWiringTests
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(0), 0x50000B02u);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), 0x500000C1u);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), 0u); // placement
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(12), 0u); // containerType
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(12), 1u); // containerType
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var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.InventoryPutObjInContainer, payload));
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d.Dispatch(env!.Value);
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// ConfirmMove cleared the pending snapshot → a later rollback is a no-op (the move stuck).
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Assert.False(items.RollbackMove(0x50000B02u));
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Assert.Equal(0x500000C1u, items.Get(0x50000B02u)!.ContainerId);
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Assert.Equal(1u, items.Get(0x50000B02u)!.ContainerTypeHint);
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}
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[Fact]
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@ -661,4 +761,21 @@ public sealed class GameEventWiringTests
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Assert.Equal(0u, items.Get(0x50000A01u)!.ContainerId);
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}
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[Fact]
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public void WireAll_InventoryPutObjectIn3D_ConfirmsOptimisticDrop()
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{
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var (d, items, _, _, _) = MakeAll();
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items.RecordMembership(0x50000A03u, containerId: 0x500000C9u);
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items.MoveItem(0x50000A03u, 0x500000C9u, 4);
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items.MoveItemOptimistic(0x50000A03u, newContainerId: 0u, newSlot: -1);
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byte[] payload = new byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x50000A03u);
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var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.InventoryPutObjectIn3D, payload));
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d.Dispatch(env!.Value);
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Assert.Equal(0u, items.Get(0x50000A03u)!.ContainerId);
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Assert.False(items.RollbackMove(0x50000A03u));
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}
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}
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