acdream/tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.cs
Erik 7b7ffcd278 fix(gameplay): reconcile wield ownership and target facing
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.

Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.

Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.

Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 08:19:23 +02:00

479 lines
19 KiB
C#

using System.Collections.Generic;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using AcDream.Core.Selection;
using Xunit;
namespace AcDream.App.Tests.UI.Layout;
public class PaperdollControllerTests
{
private const uint Player = 0x50000001u;
private const uint Pack = 0x40000005u;
private const uint HeadSlot = 0x100005ABu; // HeadWear 0x1
private const uint ChestSlot = 0x100001E2u; // ChestWear 0x2
private const uint ChestArmorSlot = 0x100005ACu; // ChestArmor 0x200
private const uint ShieldSlot = 0x100001E1u; // Shield 0x200000
private const uint WeaponSlot = 0x100001DFu; // composite 0x3500000
private const uint FingerLSlot= 0x100001DCu; // FingerWearLeft 0x40000
private const uint BlueAetheriaSlot = 0x10000595u;
private const uint YellowAetheriaSlot = 0x10000596u;
private const uint RedAetheriaSlot = 0x10000597u;
private sealed class RootElement : UiElement { }
private static (ImportedLayout layout, Dictionary<uint, UiItemList> lists) BuildLayout()
{
var ids = new[]
{
HeadSlot, ChestSlot, ChestArmorSlot, ShieldSlot, WeaponSlot, FingerLSlot,
BlueAetheriaSlot, YellowAetheriaSlot, RedAetheriaSlot,
};
var lists = new Dictionary<uint, UiItemList>();
var byId = new Dictionary<uint, UiElement>();
var root = new RootElement { Width = 224, Height = 214 };
foreach (var id in ids)
{
var list = new UiItemList { Width = 32, Height = 32 };
lists[id] = list; byId[id] = list; root.AddChild(list);
}
return (new ImportedLayout(root, byId), lists);
}
private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects,
List<(uint item, uint mask)>? wields = null, uint emptySlot = 0u,
SelectionState? selection = null,
IReadOnlyDictionary<uint, uint>? emptySlotSprites = null,
List<(uint item, uint container, int placement)>? puts = null,
List<string>? systemMessages = null)
{
var itemInteraction = new ItemInteractionController(
objects,
() => Player,
sendUse: null,
sendUseWithTarget: null,
sendWield: wields is null ? null : (i, m) => wields.Add((i, m)),
sendDrop: null,
sendPutItemInContainer: puts is null
? null
: (item, container, placement) => puts.Add((item, container, placement)),
systemMessage: systemMessages is null ? null : systemMessages.Add);
return PaperdollController.Bind(layout, objects, () => Player,
iconIds: (_, _, _, _, _) => 0x1234u,
itemInteraction: itemInteraction,
emptySlotSprite: emptySlot,
selection: selection ?? new SelectionState(),
emptySlotSprites: emptySlotSprites);
}
private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc)
{
t.AddOrUpdate(new ClientObject { ObjectId = guid, WielderId = Player });
t.MoveItem(guid, Player, newSlot: -1, newEquipLocation: loc);
}
private static void SeedPackItem(ClientObjectTable t, uint guid, EquipMask validLocations)
{
t.AddOrUpdate(new ClientObject { ObjectId = guid, ValidLocations = validLocations });
t.MoveItem(guid, Pack, newSlot: 0);
}
private static WeenieData WorldReplacement(uint guid) => new(
Guid: guid,
Name: "replacement",
Type: ItemType.Misc,
WeenieClassId: 1,
IconId: 0,
IconOverlayId: 0,
IconUnderlayId: 0,
Effects: 0,
Value: null,
StackSize: null,
StackSizeMax: null,
Burden: null,
ContainerId: null,
WielderId: null,
ValidLocations: null,
CurrentWieldedLocation: null,
Priority: null,
ItemsCapacity: null,
ContainersCapacity: null,
Structure: null,
MaxStructure: null,
Workmanship: null);
[Fact]
public void Populate_shows_equipped_item_in_its_slot()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
Bind(layout, objects);
Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); // helm in the head slot
Assert.Equal(0u, lists[ShieldSlot].Cell.ItemId); // shield slot empty
}
[Fact]
public void SessionTableClearRemovesOldEquipmentAndLocksAetheriaSlots()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
objects.AddOrUpdate(new ClientObject { ObjectId = Player });
objects.UpdateIntProperty(
Player,
AetheriaUnlocks.PropertyId,
(int)AetheriaUnlockState.Blue);
Bind(layout, objects);
Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId);
Assert.True(lists[BlueAetheriaSlot].Visible);
objects.Clear();
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
Assert.False(lists[BlueAetheriaSlot].Visible);
}
[Fact]
public void GenerationReplacementRemovesOldEquippedProjection()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
Bind(layout, objects);
Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId);
objects.ReplaceGeneration(WorldReplacement(0xA01u), generation: 2);
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
}
[Fact]
public void ClickEquippedItem_updatesSharedSelection()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
var selection = new SelectionState();
Bind(layout, objects, selection: selection);
lists[HeadSlot].Cell.Clicked!();
Assert.Equal(0xA01u, selection.SelectedObjectId);
Assert.True(lists[HeadSlot].Cell.Selected);
}
[Fact]
public void DragLift_selectsEquippedItem_beforeWaitingVisual()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
var selection = new SelectionState();
var ctrl = Bind(layout, objects, selection: selection);
var cell = lists[HeadSlot].Cell;
var payload = new ItemDragPayload(0xA01u, ItemDragSource.Equipment, 0, cell);
ctrl.OnDragLift(lists[HeadSlot], cell, payload);
Assert.Equal(0xA01u, selection.SelectedObjectId);
Assert.True(cell.Selected);
}
[Fact]
public void Populate_matches_a_weapon_into_the_composite_slot()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedEquipped(objects, 0xB01u, EquipMask.MeleeWeapon); // a sword's actual equip loc
Bind(layout, objects);
Assert.Equal(0xB01u, lists[WeaponSlot].Cell.ItemId); // matched via (loc & composite) != 0
}
[Fact]
public void OnDragOver_accepts_only_valid_locations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xC01u, EquipMask.HeadWear); // a helm in the pack
var ctrl = Bind(layout, objects);
var payload = new ItemDragPayload(0xC01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
Assert.Equal(ItemDragAcceptance.Accept,
ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); // helm → head OK
Assert.Equal(ItemDragAcceptance.Reject,
ctrl.OnDragOver(lists[ShieldSlot], lists[ShieldSlot].Cell, payload)); // helm → shield NO
}
[Fact]
public void ShortcutAlias_isNeutral_andNeverWieldsThroughPaperdoll()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xC02u, EquipMask.HeadWear);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(
0xC02u, ItemDragSource.ShortcutBar, 2, lists[HeadSlot].Cell);
Assert.Equal(ItemDragAcceptance.None,
ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload));
ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload);
Assert.Empty(wields);
Assert.Equal(EquipMask.None, objects.Get(0xC02u)!.CurrentlyEquippedLocation);
}
[Fact]
public void HandleDropRelease_wields_optimistically_and_sends_wire()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xD01u, EquipMask.HeadWear);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xD01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload);
Assert.Equal(EquipMask.HeadWear, objects.Get(0xD01u)!.CurrentlyEquippedLocation); // equipped instantly
Assert.Equal(Player, objects.Get(0xD01u)!.ContainerId); // contained-by-wielder (the optimistic wield is ContainerId-based; it does NOT write WielderId)
Assert.Single(wields);
Assert.Equal((0xD01u, (uint)EquipMask.HeadWear), wields[0]); // GetAndWieldItem wire
}
[Fact]
public void HandleDropRelease_weaponSlot_delegatesToConfirmedAutoWieldTransaction()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const uint bow = 0xD11u;
const uint sword = 0xD12u;
SeedEquipped(objects, bow, EquipMask.MissileWeapon);
objects.Get(bow)!.Name = "Shortbow";
SeedPackItem(objects, sword, EquipMask.MeleeWeapon);
objects.Get(sword)!.Name = "Katar";
var wields = new List<(uint item, uint mask)>();
var puts = new List<(uint item, uint container, int placement)>();
var messages = new List<string>();
var ctrl = Bind(
layout,
objects,
wields,
puts: puts,
systemMessages: messages);
var payload = new ItemDragPayload(
sword,
ItemDragSource.Inventory,
0,
lists[WeaponSlot].Cell);
ctrl.HandleDropRelease(lists[WeaponSlot], lists[WeaponSlot].Cell, payload);
Assert.Equal(new[] { (bow, Player, 0) }, puts);
Assert.Empty(wields);
Assert.Equal(EquipMask.None, objects.Get(sword)!.CurrentlyEquippedLocation);
Assert.Equal(new[] { "Moving Shortbow to your backpack" }, messages);
objects.MoveItem(bow, Player, 0, EquipMask.None);
Assert.Equal(new[] { (sword, (uint)EquipMask.MeleeWeapon) }, wields);
Assert.Equal(EquipMask.MeleeWeapon,
objects.Get(sword)!.CurrentlyEquippedLocation);
}
[Fact]
public void HandleDropRelease_resolves_the_finger_bit_for_a_dual_finger_ring()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
SeedPackItem(objects, 0xE01u, EquipMask.FingerWearLeft | EquipMask.FingerWearRight);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE01u, ItemDragSource.Inventory, 0, lists[FingerLSlot].Cell);
ctrl.HandleDropRelease(lists[FingerLSlot], lists[FingerLSlot].Cell, payload);
Assert.Equal((uint)EquipMask.FingerWearLeft, wields[0].mask); // ValidLocations & slotMask = left finger only
}
[Fact]
public void HandleDropRelease_onAutoWearSlot_sendsFullValidLocations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const EquipMask coatMask =
EquipMask.ChestWear
| EquipMask.UpperArmWear
| EquipMask.LowerArmWear;
SeedPackItem(objects, 0xE02u, coatMask);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE02u, ItemDragSource.Inventory, 0, lists[ChestSlot].Cell);
ctrl.HandleDropRelease(lists[ChestSlot], lists[ChestSlot].Cell, payload);
Assert.Equal((uint)coatMask, wields[0].mask);
Assert.Equal(coatMask, objects.Get(0xE02u)!.CurrentlyEquippedLocation);
}
[Fact]
public void HandleDropRelease_onArmorAutoWearSlot_sendsFullValidLocations()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const EquipMask hauberkMask =
EquipMask.ChestArmor
| EquipMask.AbdomenArmor
| EquipMask.UpperArmArmor
| EquipMask.LowerArmArmor;
SeedPackItem(objects, 0xE03u, hauberkMask);
var wields = new List<(uint item, uint mask)>();
var ctrl = Bind(layout, objects, wields);
var payload = new ItemDragPayload(0xE03u, ItemDragSource.Inventory, 0, lists[ChestArmorSlot].Cell);
ctrl.HandleDropRelease(lists[ChestArmorSlot], lists[ChestArmorSlot].Cell, payload);
Assert.Equal((uint)hauberkMask, wields[0].mask);
Assert.Equal(hauberkMask, objects.Get(0xE03u)!.CurrentlyEquippedLocation);
}
[Fact]
public void Empty_equip_slot_shows_the_configured_frame() // visible frame so all positions are usable (Slice 1; the doll is Slice 2)
{
var (layout, lists) = BuildLayout();
Bind(layout, new ClientObjectTable(), emptySlot: 0x06004D20u);
Assert.Equal(0x06004D20u, lists[HeadSlot].Cell.EmptySprite);
}
[Fact]
public void PerLocation_empty_sprites_override_the_generic_fallback()
{
var (layout, lists) = BuildLayout();
var sprites = new Dictionary<uint, uint>
{
[HeadSlot] = 0x06006D7Fu,
[ChestSlot] = 0x060032C5u,
[ChestArmorSlot] = 0x06006D7Bu,
[ShieldSlot] = 0x06000F6Cu,
[WeaponSlot] = 0x06000F66u,
[FingerLSlot] = 0x06000F5Au,
};
Bind(layout, new ClientObjectTable(), emptySlot: 0x06004D20u, emptySlotSprites: sprites);
foreach (var (element, sprite) in sprites)
Assert.Equal(sprite, lists[element].Cell.EmptySprite);
}
[Fact]
public void Aetheria_slots_default_hidden_without_unlock_property()
{
var (layout, lists) = BuildLayout();
Bind(layout, new ClientObjectTable());
Assert.False(lists[BlueAetheriaSlot].Visible);
Assert.False(lists[YellowAetheriaSlot].Visible);
Assert.False(lists[RedAetheriaSlot].Visible);
}
[Fact]
public void Aetheria_slots_follow_independent_player_unlock_bits_at_login()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Player });
objects.UpdateIntProperty(
Player,
AetheriaUnlocks.PropertyId,
(int)(AetheriaUnlockState.Blue | AetheriaUnlockState.Red));
Bind(layout, objects);
Assert.True(lists[BlueAetheriaSlot].Visible);
Assert.False(lists[YellowAetheriaSlot].Visible);
Assert.True(lists[RedAetheriaSlot].Visible);
}
[Fact]
public void Live_aetheria_property_update_unlocks_new_slots()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Player });
Bind(layout, objects);
objects.UpdateIntProperty(
Player,
AetheriaUnlocks.PropertyId,
(int)(AetheriaUnlockState.Blue | AetheriaUnlockState.Yellow));
Assert.True(lists[BlueAetheriaSlot].Visible);
Assert.True(lists[YellowAetheriaSlot].Visible);
Assert.False(lists[RedAetheriaSlot].Visible);
}
[Fact]
public void Unlocked_aetheria_slot_populates_its_equipped_sigil()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = Player });
objects.UpdateIntProperty(
Player,
AetheriaUnlocks.PropertyId,
(int)AetheriaUnlockState.Blue);
SeedEquipped(objects, 0xA37u, EquipMask.SigilOne);
Bind(layout, objects);
Assert.True(lists[BlueAetheriaSlot].Visible);
Assert.Equal(0xA37u, lists[BlueAetheriaSlot].Cell.ItemId);
}
[Fact]
public void Live_player_wield_repaints_the_slot() // event-driven: ObjectMoved → Concerns → Populate
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
Bind(layout, objects); // slots empty at bind
SeedPackItem(objects, 0xF01u, EquipMask.HeadWear); // a helm appears in the pack (not on the doll)
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
objects.WieldItemOptimistic(0xF01u, Player, EquipMask.HeadWear); // player wields it → ObjectMoved(to=player)
Assert.Equal(0xF01u, lists[HeadSlot].Cell.ItemId); // the head slot repainted with the helm
}
[Fact]
public void Confirmed_unwield_to_side_bag_clears_slot_from_old_wielder_state()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const uint helm = 0xF03u, sideBag = 0x50000020u;
Bind(layout, objects);
objects.AddOrUpdate(new ClientObject { ObjectId = helm });
Assert.True(objects.ApplyServerMove(
helm,
newContainerId: 0u,
newWielderId: Player,
newEquipLocation: EquipMask.HeadWear));
Assert.Equal(helm, lists[HeadSlot].Cell.ItemId);
Assert.True(objects.ApplyServerMove(
helm,
newContainerId: sideBag,
newWielderId: 0u));
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
}
[Fact]
public void Live_npc_equip_does_not_appear_on_the_doll() // player-scoped: a remote creature's wielded item never leaks
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
Bind(layout, objects);
const uint npc = 0x60000001u;
objects.AddOrUpdate(new ClientObject
{
ObjectId = 0xF02u, WielderId = npc, CurrentlyEquippedLocation = EquipMask.HeadWear,
});
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); // the NPC's helm is NOT on the player's doll
}
}