The CC3 narrow re-review returned CLOSED (both lenses PASS, merge recommended) with residual R1: the post-create wire-slot assignment read the cached wire CharacterList count, which ACE never refreshes after a create — correct for the first create, off by one for a second create in the same session (reachable via create Ok -> server-rejected guid enter -> ReturnToSelection -> create again), the same wire-contract failure class F2 fixed. Root fix now rather than carried: a creates-since-CharacterList counter (the equivalent of retail's own CharacterSet growing via AddIdentity per create), reset on every fresh wire CharacterList apply and at generation reset, applied only to the cached-wire branch since the display-roster fallback already contains prior appends. Regression test drives the full create->Ok->rejected-enter->create-again flow and pins wire slots 0/1/2/3. Docs: CC3 ledger row flipped to REVIEW-CLOSED with real shas (re-review R2); CC7 risk item 8 downgraded to LATENT with measured installed-DAT data (user-prompted): every heritage's single cost override is Arcane Lore at NormalCost=0/PrimaryCost=2 vs global 4/6, so ACE's over-deduction (= NormalCost = 0) cannot fire with end-of-retail data — the earlier "may be rejected" claim was inferred from code without measuring. Runtime 1707/0 Release. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
516 lines
24 KiB
C#
516 lines
24 KiB
C#
using System.Buffers.Binary;
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using System.Net;
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using System.Reflection;
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using System.Text;
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using AcDream.Core.CharGen;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Net.Packets;
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using AcDream.Runtime;
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using AcDream.Runtime.Session;
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using AcDream.Runtime.Tests.CharGen;
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namespace AcDream.Runtime.Tests.Session;
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/// <summary>
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/// Campaign CC slice CC3: <see cref="LiveSessionController"/>'s
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/// character-creation integration — the wire send (via a REAL
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/// <see cref="WorldSession"/> + <c>GameMessageCapture</c>, the same seam
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/// <c>WorldSessionCharacterCreationTests</c> uses in Core.Net) and the
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/// Ok-response round trip (roster append reusing
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/// <see cref="RuntimeCharacterSelectionState.ApplyRoster"/>, the reused
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/// <c>EnterSelectedCore</c> log-straight-in, and the new
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/// <see cref="ILiveSessionLifecycleHost.ApplyCharacterCreated"/>/
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/// <see cref="ILiveSessionLifecycleHost.ApplyCreationFailed"/> hooks) via a
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/// real inbound <c>0xF643</c> packet through <c>WorldSession.ProcessDatagram</c>
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/// (reflection — the same private test seam Core.Net's own creation tests
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/// use).
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/// </summary>
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public sealed class LiveSessionControllerCharacterCreationTests
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{
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private sealed class TestTransport : IWorldSessionTransport
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{
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public void Send(ReadOnlySpan<byte> datagram) { }
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public void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram) { }
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public int Receive(Span<byte> destination, TimeSpan timeout, out IPEndPoint? from)
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{
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from = null;
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return -1;
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}
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public ValueTask<NetReceiveResult> ReceiveAsync(
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Memory<byte> destination,
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CancellationToken cancellationToken) =>
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throw new OperationCanceledException(cancellationToken);
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public void Dispose() { }
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}
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private sealed class TestOperations : ILiveSessionOperations
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{
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public List<WorldSession> Sessions { get; } = [];
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public int EnterWorldCount { get; private set; }
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/// <summary>F1/F11: captures every guid-based enter call so the
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/// post-create log-straight-in can be asserted against the EXACT
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/// identity sent, instead of a bare counter that cannot tell an
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/// index-based call from a guid-based one, or a right character
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/// from a wrong one.</summary>
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public List<(uint Guid, string AccountName)> EnterWorldByGuidCalls { get; } = [];
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public IPEndPoint ResolveEndpoint(string host, int port) =>
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new(IPAddress.Loopback, port);
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public WorldSession CreateSession(IPEndPoint endpoint)
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{
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var session = new WorldSession(endpoint, new TestTransport());
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Sessions.Add(session);
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return session;
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}
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public void Connect(WorldSession session, string user, string password) { }
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public void StartCharacterSelectionReceive(WorldSession session) { }
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/// <summary>Two pre-existing characters whose WIRE order (array
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/// position — "Zed" slot 0, "Amy" slot 1) deliberately differs from
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/// their ALPHABETICAL display order ("Amy" < "Zed") — F2's
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/// regression gate. A single-character roster cannot distinguish a
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/// correct wire-index-preserving append from a buggy
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/// re-sort-and-renumber, because with only one entry the two orders
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/// coincide.</summary>
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public CharacterList.Parsed? GetCharacters(WorldSession session) => new(
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0u,
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[
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new CharacterList.Character(0x50000002u, "Zed", 0u),
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new CharacterList.Character(0x50000003u, "Amy", 0u),
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],
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[],
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SlotCount: 11,
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AccountName: "testaccount",
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true,
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true);
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public void EnterWorld(WorldSession session, int activeCharacterIndex) =>
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EnterWorldCount++;
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/// <summary>R1: when positive, the next guid-enter throws retail's
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/// server-rejection shape (the transport-valid path that returns
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/// the controller to selection), decrementing per call — lets a
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/// test reach the create-again-after-rejected-enter flow.</summary>
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public int EnterWorldByGuidRejectionsRemaining { get; set; }
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public void EnterWorldByGuid(
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WorldSession session,
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uint characterGuid,
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string accountName)
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{
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EnterWorldByGuidCalls.Add((characterGuid, accountName));
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if (EnterWorldByGuidRejectionsRemaining > 0)
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{
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EnterWorldByGuidRejectionsRemaining--;
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throw new CharacterSelectionRejectedException(
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new CharacterError.Parsed(0x0000000Bu));
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}
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}
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public void Tick(WorldSession session) { }
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public void DisposeSession(WorldSession session) { }
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}
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private sealed class TestHost : ILiveSessionLifecycleHost
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{
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public List<LiveSessionRosterReport> Rosters { get; } = [];
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public List<LiveSessionCharacterSelection> EnteredWorld { get; } = [];
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public List<RuntimeCharacterCreationIdentity> Created { get; } = [];
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public List<RuntimeCharacterCreationRejection> Failed { get; } = [];
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public LiveSessionBinding BindSession(WorldSession session) =>
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new(session, activateCommands: () => { }, deactivateCommands: () => { }, detachEvents: () => { });
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public void ResetSessionState(RuntimeGenerationToken retiringGeneration) { }
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public void ReportConnecting(string host, int port, string user) { }
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public void ReportConnected() { }
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public void ReportRoster(LiveSessionRosterReport roster) => Rosters.Add(roster);
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public void ApplySelectedCharacter(LiveSessionCharacterSelection selection) { }
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public void ApplyEnteredWorld(LiveSessionCharacterSelection selection) =>
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EnteredWorld.Add(selection);
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public void DetachSession(WorldSession session) { }
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public void ApplyCharacterCreated(RuntimeCharacterCreationIdentity identity) =>
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Created.Add(identity);
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public void ApplyCreationFailed(RuntimeCharacterCreationRejection rejection) =>
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Failed.Add(rejection);
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}
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private static LiveSessionConnectOptions LiveOptions() => new(
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Enabled: true,
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"127.0.0.1",
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9000,
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"testaccount",
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"password",
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Character: null,
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Probe: false,
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AwaitCharacterSelection: true);
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private static (LiveSessionController Controller, TestOperations Operations, TestHost Host, RuntimeGenerationToken Generation)
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StartAwaitingSelection()
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{
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var operations = new TestOperations();
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var host = new TestHost();
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var controller = new LiveSessionController(
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operations,
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timeProvider: null,
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RuntimeCharacterCreationStateFixture.Build());
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LiveSessionStartResult result = controller.Start(LiveOptions(), host);
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Assert.Equal(LiveSessionStartStatus.AwaitingCharacterSelection, result.Status);
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return (controller, operations, host, controller.Generation);
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}
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private static void BuildReadyCharacter(LiveSessionController controller, RuntimeGenerationToken generation)
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{
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Assert.True(controller.SelectHeritage(generation, RuntimeCharacterCreationStateFixture.AluvianId).Accepted);
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Assert.True(controller.SelectGender(generation, RuntimeCharacterCreationStateFixture.MaleGenderKey).Accepted);
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Assert.True(controller.SelectTemplate(generation, RuntimeCharacterCreationStateFixture.PresetTemplateIndex).Accepted);
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Assert.True(controller.SetName(generation, "NewChar").Accepted);
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}
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[Fact]
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public void Finish_SendsExactly55SkillSlotsAndTheCorrectAttributesAndName()
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{
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(LiveSessionController controller, TestOperations operations, _, RuntimeGenerationToken generation) =
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StartAwaitingSelection();
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BuildReadyCharacter(controller, generation);
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WorldSession session = operations.Sessions[0];
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byte[]? captured = null;
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GameMessageGroup? capturedGroup = null;
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session.GameMessageCapture = (body, group) =>
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{
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captured = body;
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capturedGroup = group;
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};
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RuntimeCommandResult result = controller.Finish(generation);
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Assert.True(result.Accepted);
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Assert.NotNull(captured);
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Assert.Equal(GameMessageGroup.LoginQueue, capturedGroup);
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CapturedCreateRequest decoded = DecodeCreateRequest(captured!);
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Assert.Equal("testaccount", decoded.AccountName);
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Assert.Equal(RuntimeCharacterCreationStateFixture.AluvianId, decoded.Heritage);
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Assert.Equal(RuntimeCharacterCreationStateFixture.MaleGenderKey, decoded.Gender);
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Assert.Equal(RuntimeCharacterCreationStateFixture.PresetTemplateIndex, decoded.Template);
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Assert.Equal(16u, decoded.Strength);
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Assert.Equal("NewChar", decoded.Name);
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Assert.Equal((uint)CharacterCreate.SkillAdvancementClassCount, decoded.NumSkills);
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Assert.Equal(CharacterCreate.SkillAdvancementClassCount, decoded.SkillAdvancementClasses.Length);
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Assert.Equal(
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(uint)ChargenSkillAdvancementClass.Trained,
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decoded.SkillAdvancementClasses[RuntimeCharacterCreationStateFixture.SkillTrainSpecialize]);
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Assert.Equal(
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(uint)ChargenSkillAdvancementClass.Specialized,
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decoded.SkillAdvancementClasses[RuntimeCharacterCreationStateFixture.SkillPresetPrimary]);
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}
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[Fact]
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public void Finish_ThenOkResponse_AppendsToRosterAndLogsStraightIn()
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{
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(LiveSessionController controller, TestOperations operations, TestHost host, RuntimeGenerationToken generation) =
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StartAwaitingSelection();
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BuildReadyCharacter(controller, generation);
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WorldSession session = operations.Sessions[0];
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session.GameMessageCapture = (_, _) => { };
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Assert.True(controller.Finish(generation).Accepted);
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InvokeProcessDatagram(session, BuildResponsePacket(
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(uint)CharGenVerificationResponse.Code.Ok, 0x50001234u, "NewChar"));
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Assert.Single(host.Created);
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Assert.Equal(0x50001234u, host.Created[0].Guid);
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Assert.Equal("NewChar", host.Created[0].Name);
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Assert.Empty(host.Failed);
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// The roster report following the Ok reply has EVERY pre-existing
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// character and the newly created one.
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LiveSessionRosterReport lastReport = host.Rosters[^1];
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Assert.Contains(lastReport.Entries, e => e.Id == 0x50001234u && e.Name == "NewChar");
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Assert.Contains(lastReport.Entries, e => e.Id == 0x50000002u && e.Name == "Zed");
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Assert.Contains(lastReport.Entries, e => e.Id == 0x50000003u && e.Name == "Amy");
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// F2 acceptance gate: the append preserves every PRE-EXISTING
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// character's original wire ActiveIndex ("Zed" slot 0, "Amy" slot
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// 1 — deliberately NOT alphabetical order) and assigns the NEW
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// character the true wire count (2, 0-based, after Zed and Amy). A
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// round-trip through ApplyRoster's name-sort-and-renumber would
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// have swapped Zed/Amy to 1/0 instead.
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Assert.True(controller.CharacterSelectionState.View.TryGet(0x50000002u, out RuntimeCharacterSelectionEntry zed));
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Assert.Equal(0, zed.ActiveIndex);
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Assert.True(controller.CharacterSelectionState.View.TryGet(0x50000003u, out RuntimeCharacterSelectionEntry amy));
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Assert.Equal(1, amy.ActiveIndex);
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Assert.True(controller.CharacterSelectionState.View.TryGet(0x50001234u, out RuntimeCharacterSelectionEntry newChar));
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Assert.Equal(2, newChar.ActiveIndex);
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// F1 acceptance gate: gmCharGenMainUI::Update @ 0x004E8460's
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// log-straight-in, reused via EnterCreatedCharacterCore — the
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// controller is now in-world as the new character, entered by the
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// EXACT guid the Ok reply carried (NOT the roster-index path, which
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// the cached wire roster is by-design stale for post-create).
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Assert.True(controller.IsInWorld);
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Assert.Equal(0, operations.EnterWorldCount);
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Assert.Single(operations.EnterWorldByGuidCalls);
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Assert.Equal(0x50001234u, operations.EnterWorldByGuidCalls[0].Guid);
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Assert.Equal("testaccount", operations.EnterWorldByGuidCalls[0].AccountName);
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Assert.Single(host.EnteredWorld);
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Assert.Equal(0x50001234u, host.EnteredWorld[0].CharacterId);
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}
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/// <summary>
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/// CC3 re-review R1: a SECOND create in the same session must get wire
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/// slot N+1, not N. ACE never resends CharacterList post-create, so the
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/// cached wire count alone under-counts by the creates it hasn't seen;
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/// the controller's creates-since-list counter (reset on every fresh
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/// wire CharacterList) supplies the difference — the equivalent of
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/// retail's own CharacterSet growing via AddIdentity per create. The
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/// create-again path is reached exactly as the re-review described:
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/// first create Ok, guid-enter rejected by the server
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/// (CharacterSelectionRejectedException → ReturnToSelection), then a
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/// second create.
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/// </summary>
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[Fact]
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public void SecondCreate_AfterRejectedEnter_GetsTheNextWireSlot()
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{
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(LiveSessionController controller, TestOperations operations, TestHost host, RuntimeGenerationToken generation) =
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StartAwaitingSelection();
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BuildReadyCharacter(controller, generation);
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WorldSession session = operations.Sessions[0];
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session.GameMessageCapture = (_, _) => { };
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operations.EnterWorldByGuidRejectionsRemaining = 1;
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Assert.True(controller.Finish(generation).Accepted);
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InvokeProcessDatagram(session, BuildResponsePacket(
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(uint)CharGenVerificationResponse.Code.Ok, 0x50001234u, "NewChar"));
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// The rejected enter left us back at selection with the first
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// created character appended at the true wire slot 2.
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Assert.False(controller.IsInWorld);
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Assert.Single(operations.EnterWorldByGuidCalls);
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Assert.True(controller.CharacterSelectionState.View.TryGet(0x50001234u, out RuntimeCharacterSelectionEntry firstCreated));
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Assert.Equal(2, firstCreated.ActiveIndex);
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// Second create in the same session: ACE's own list now holds
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// Zed(0), Amy(1), NewChar(2) — the cached wire list still only
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// holds Zed and Amy. The second character's slot must be 3.
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Assert.True(controller.SetName(generation, "SecondChar").Accepted);
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Assert.True(controller.Finish(generation).Accepted);
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InvokeProcessDatagram(session, BuildResponsePacket(
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(uint)CharGenVerificationResponse.Code.Ok, 0x50005678u, "SecondChar"));
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Assert.True(controller.CharacterSelectionState.View.TryGet(0x50005678u, out RuntimeCharacterSelectionEntry secondCreated));
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Assert.Equal(3, secondCreated.ActiveIndex);
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// Pre-existing wire indices still intact after both appends.
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Assert.True(controller.CharacterSelectionState.View.TryGet(0x50000002u, out RuntimeCharacterSelectionEntry zed));
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Assert.Equal(0, zed.ActiveIndex);
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Assert.True(controller.CharacterSelectionState.View.TryGet(0x50000003u, out RuntimeCharacterSelectionEntry amy));
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Assert.Equal(1, amy.ActiveIndex);
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Assert.Equal(2, host.Created.Count);
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}
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[Fact]
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public void Finish_ThenNameInUseResponse_SurfacesRejectionAndStaysAwaitingSelection()
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{
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(LiveSessionController controller, TestOperations operations, TestHost host, RuntimeGenerationToken generation) =
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StartAwaitingSelection();
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BuildReadyCharacter(controller, generation);
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WorldSession session = operations.Sessions[0];
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session.GameMessageCapture = (_, _) => { };
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Assert.True(controller.Finish(generation).Accepted);
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InvokeProcessDatagram(session, BuildResponsePacket(
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(uint)CharGenVerificationResponse.Code.NameInUse, 0u, string.Empty));
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Assert.Single(host.Failed);
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Assert.Equal(CharGenVerificationResponse.Code.NameInUse, host.Failed[0].Code);
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Assert.Equal("NewChar", host.Failed[0].AttemptedName);
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Assert.Empty(host.Created);
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Assert.False(controller.IsInWorld);
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Assert.Equal(0, operations.EnterWorldCount);
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Assert.Empty(operations.EnterWorldByGuidCalls);
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Assert.Empty(host.EnteredWorld);
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// No roster append on a rejection.
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Assert.DoesNotContain(host.Rosters, r => r.Entries.Any(e => e.Name == "NewChar"));
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}
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[Fact]
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public void Finish_RefusedLocallyWithUnspentAttributeCredits_NeverTouchesTheWire()
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{
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(LiveSessionController controller, TestOperations operations, _, RuntimeGenerationToken generation) =
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StartAwaitingSelection();
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Assert.True(controller.SelectHeritage(generation, RuntimeCharacterCreationStateFixture.AluvianId).Accepted);
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Assert.True(controller.SelectGender(generation, RuntimeCharacterCreationStateFixture.MaleGenderKey).Accepted);
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Assert.True(controller.SelectTemplate(generation, RuntimeCharacterCreationStateFixture.CustomTemplateIndex).Accepted);
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Assert.True(controller.SetName(generation, "NewChar").Accepted);
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WorldSession session = operations.Sessions[0];
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bool sent = false;
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session.GameMessageCapture = (_, _) => sent = true;
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RuntimeCommandResult result = controller.Finish(generation);
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Assert.False(result.Accepted);
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Assert.False(sent);
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}
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/// <summary>
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/// F3 acceptance gate: retail does NOT force a full attribute spend —
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/// <c>gmCharGenMainUI::DoFinish(this, arg2) @ 0x004E9170</c> only warns
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/// (<c>arg2 != 0 && remainingAtrbCredits > 0</c>) and the
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/// credit-warning dialog's own confirm handler re-invokes
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/// <c>DoFinish(this, 0)</c> (@0x004E98BB), which skips the check
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/// entirely and sends. <see cref="LiveSessionController.Finish"/>'s
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/// <c>confirmUnspentCredits</c> parameter is that <c>arg2 == 0</c> case.
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/// </summary>
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[Fact]
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public void Finish_WithUnspentCreditsAndConfirmed_SendsAnyway()
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{
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(LiveSessionController controller, TestOperations operations, _, RuntimeGenerationToken generation) =
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StartAwaitingSelection();
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Assert.True(controller.SelectHeritage(generation, RuntimeCharacterCreationStateFixture.AluvianId).Accepted);
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Assert.True(controller.SelectGender(generation, RuntimeCharacterCreationStateFixture.MaleGenderKey).Accepted);
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Assert.True(controller.SelectTemplate(generation, RuntimeCharacterCreationStateFixture.CustomTemplateIndex).Accepted);
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Assert.True(controller.SetName(generation, "NewChar").Accepted);
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WorldSession session = operations.Sessions[0];
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byte[]? captured = null;
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session.GameMessageCapture = (body, _) => captured = body;
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// Unconfirmed: refused, matching the sibling test above — the
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// warning-dialog gate.
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Assert.False(controller.Finish(generation).Accepted);
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Assert.Null(captured);
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// Confirmed: sends anyway with the credits still unspent.
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RuntimeCommandResult confirmed = controller.Finish(generation, confirmUnspentCredits: true);
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Assert.True(confirmed.Accepted);
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Assert.NotNull(captured);
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CapturedCreateRequest decoded = DecodeCreateRequest(captured!);
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Assert.Equal("NewChar", decoded.Name);
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Assert.Equal(10u, decoded.Strength); // Custom template sits at the floor — unspent, unchanged.
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}
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private static void InvokeProcessDatagram(WorldSession session, byte[] datagram)
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{
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MethodInfo method = typeof(WorldSession).GetMethod(
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"ProcessDatagram",
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BindingFlags.NonPublic | BindingFlags.Instance)!;
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method.Invoke(session, [new ReadOnlyMemory<byte>(datagram), null, true]);
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}
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private static byte[] BuildResponseBody(uint code, uint guid, string name)
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{
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var w = new PacketWriter();
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w.WriteUInt32(CharGenVerificationResponse.ResponseOpcode);
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w.WriteUInt32(code);
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if (code == (uint)CharGenVerificationResponse.Code.Ok)
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{
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w.WriteUInt32(guid);
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w.WriteString16L(name);
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w.WriteUInt32(0u);
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}
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return w.ToArray();
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}
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private static byte[] BuildResponsePacket(uint code, uint guid, string name)
|
|
{
|
|
byte[] message = BuildResponseBody(code, guid, name);
|
|
var fragments = new byte[MessageFragmentHeader.Size + message.Length];
|
|
GameMessageFragment.WriteSingleFragment(fragments.AsSpan(), fragmentSequence: 1u, GameMessageGroup.UIQueue, message);
|
|
return PacketCodec.Encode(
|
|
new PacketHeader { Sequence = 1u, Flags = PacketHeaderFlags.BlobFragments },
|
|
fragments,
|
|
outboundIsaac: null);
|
|
}
|
|
|
|
private readonly record struct CapturedCreateRequest(
|
|
string AccountName,
|
|
uint Heritage,
|
|
uint Gender,
|
|
uint Template,
|
|
uint Strength,
|
|
string Name,
|
|
uint NumSkills,
|
|
uint[] SkillAdvancementClasses);
|
|
|
|
/// <summary>Manual mirror of <see cref="CharacterCreate.BuildRequestBody"/>'s
|
|
/// exact field order — see that class's doc comment for the full
|
|
/// layout.</summary>
|
|
private static CapturedCreateRequest DecodeCreateRequest(ReadOnlySpan<byte> body)
|
|
{
|
|
int pos = 0;
|
|
uint opcode = ReadU32(body, ref pos);
|
|
Assert.Equal(CharacterCreate.Opcode, opcode);
|
|
string accountName = ReadString16L(body, ref pos);
|
|
uint constant = ReadU32(body, ref pos);
|
|
Assert.Equal(1u, constant);
|
|
uint heritage = ReadU32(body, ref pos);
|
|
uint gender = ReadU32(body, ref pos);
|
|
_ = ReadU32(body, ref pos); // eyesStrip
|
|
_ = ReadU32(body, ref pos); // noseStrip
|
|
_ = ReadU32(body, ref pos); // mouthStrip
|
|
_ = ReadU32(body, ref pos); // hairColor
|
|
_ = ReadU32(body, ref pos); // eyeColor
|
|
_ = ReadU32(body, ref pos); // hairStyle
|
|
_ = ReadU32(body, ref pos); // headgearStyle
|
|
_ = ReadU32(body, ref pos); // headgearColor
|
|
_ = ReadU32(body, ref pos); // shirtStyle
|
|
_ = ReadU32(body, ref pos); // shirtColor
|
|
_ = ReadU32(body, ref pos); // trousersStyle
|
|
_ = ReadU32(body, ref pos); // trousersColor
|
|
_ = ReadU32(body, ref pos); // footwearStyle
|
|
_ = ReadU32(body, ref pos); // footwearColor
|
|
for (int i = 0; i < 6; i++)
|
|
_ = ReadF64(body, ref pos); // six shades
|
|
uint template = ReadU32(body, ref pos);
|
|
uint strength = ReadU32(body, ref pos);
|
|
_ = ReadU32(body, ref pos); // endurance
|
|
_ = ReadU32(body, ref pos); // coordination
|
|
_ = ReadU32(body, ref pos); // quickness
|
|
_ = ReadU32(body, ref pos); // focus
|
|
_ = ReadU32(body, ref pos); // self
|
|
_ = ReadU32(body, ref pos); // slot
|
|
_ = ReadU32(body, ref pos); // classId
|
|
uint numSkills = ReadU32(body, ref pos);
|
|
var skills = new uint[numSkills];
|
|
for (int i = 0; i < numSkills; i++)
|
|
skills[i] = ReadU32(body, ref pos);
|
|
string name = ReadString16L(body, ref pos);
|
|
// startArea, isAdmin, isEnvoy, checksum follow — not needed here.
|
|
return new CapturedCreateRequest(
|
|
accountName, heritage, gender, template, strength, name, numSkills, skills);
|
|
}
|
|
|
|
private static uint ReadU32(ReadOnlySpan<byte> body, ref int pos)
|
|
{
|
|
uint value = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
|
|
pos += 4;
|
|
return value;
|
|
}
|
|
|
|
private static double ReadF64(ReadOnlySpan<byte> body, ref int pos)
|
|
{
|
|
double value = BinaryPrimitives.ReadDoubleLittleEndian(body.Slice(pos));
|
|
pos += 8;
|
|
return value;
|
|
}
|
|
|
|
private static string ReadString16L(ReadOnlySpan<byte> body, ref int pos)
|
|
{
|
|
ushort len = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
|
|
string value = Encoding.ASCII.GetString(body.Slice(pos + 2, len));
|
|
int recordSize = 2 + len;
|
|
int padding = (4 - (recordSize & 3)) & 3;
|
|
pos += recordSize + padding;
|
|
return value;
|
|
}
|
|
}
|