acdream/tests/AcDream.Runtime.Tests/Gameplay/RuntimeInteractionTransactionStateTests.cs
Erik 68568a3a59
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fix(vendor): grand-gate findings — wire-truth container counts, the live split bar, arrival-gated use, prepend-order race
Four live findings, each with the paper-verification failure named:

G1 the container-capacity guard counted containers by a local
type/capacity heuristic that over-classifies ordinary items;
retail buckets from the wire's ContainerProperties at insert. Now
reads ClientObjectTable's existing ContainerTypeHint (AP-168 narrowed
to the shop-stock half; a pre-check must never false-block).
G2 the amount bar never showed live because ACE never sets StackSize
on browse listings — DescStackSize is null for every real vendor item
and the C4 paper test hand-set the field, bypassing the materializer.
The materializer now falls back to the packed supply count (AP-169,
ACE adaptation); the new test drives the REAL materializer.
G3 an out-of-range Use now dispatches ON ARRIVAL (pickup's shape):
ACE's HandleActionUseItem only opens the vendor when the Use finds
the player in range — a click-time send is greeted and dropped
(AP-170, ACE adaptation; retail's server walks the player, ACE
does not).
G4 bought items appended because ACE's placement echo (UIQueue) can
beat the CreateObject (SmartboxQueue) — cross-queue, no ordering
guarantee — and the early echo was silently dropped. ClientObjectTable
now stashes unresolved placements and replays them at Ingest: buys
land at the retail list head. No register row — this RESTORES parity.

Clean-room complete solution: 11,521 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-08-08 14:03:57 +02:00

584 lines
22 KiB
C#

using AcDream.Core.Items;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
public sealed class RuntimeInteractionTransactionStateTests
{
private const uint Item = 0x70000001u;
private const uint Container = 0x50000001u;
[Fact]
public void UseThrottleMatchesRetailStrictBoundaryAndResets()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
Assert.True(state.TryConsumeUseThrottle(1_000));
Assert.False(state.TryConsumeUseThrottle(1_199));
Assert.True(state.TryConsumeUseThrottle(1_200));
state.ResetSession();
Assert.True(state.TryConsumeUseThrottle(1_200));
}
[Fact]
public void OrdinaryUseTransfersBusyReferenceToAuthoritativeUseDone()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
var transport = new Transport();
ItemUseRequestReservation reservation =
state.BeginUseRequestReservation();
RuntimeInteractionDispatchResult result = state.TryDispatchUse(
Item,
ownedByPlayer: false,
useable: true,
reservation,
transport,
out uint sequence);
Assert.Equal(RuntimeInteractionDispatchResult.Dispatched, result);
Assert.Equal(1u, sequence);
Assert.Equal(1, inventory.BusyCount);
Assert.Equal(new[] { Item }, transport.Uses);
RuntimeInteractionTransactionSnapshot snapshot =
state.CaptureOwnership();
Assert.Equal(Item, snapshot.LastUseSourceId);
Assert.Equal(0u, snapshot.LastUseTargetId);
reservation.CancelBeforeDispatch();
Assert.Equal(1, inventory.BusyCount);
state.CompleteUse(0u);
Assert.Equal(0, inventory.BusyCount);
}
[Theory]
[InlineData(false, true, RuntimeInteractionDispatchResult.NotInWorld)]
[InlineData(true, false, RuntimeInteractionDispatchResult.NotUseable)]
public void RejectedUseReleasesOnlyItsReservation(
bool inWorld,
bool useable,
RuntimeInteractionDispatchResult expected)
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
var transport = new Transport { IsInWorld = inWorld };
ItemUseRequestReservation reservation =
state.BeginUseRequestReservation();
RuntimeInteractionDispatchResult result = state.TryDispatchUse(
Item,
ownedByPlayer: false,
useable,
reservation,
transport,
out _);
Assert.Equal(expected, result);
Assert.Equal(0, inventory.BusyCount);
Assert.Empty(transport.Uses);
}
[Fact]
public void TargetedUseRecordsExactSourceAndTarget()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
var sent = new List<(uint Source, uint Target)>();
Assert.True(state.TryDispatchTargetedUse(
Item,
Container,
(source, target) => sent.Add((source, target)),
incrementBusy: true));
Assert.Equal(new[] { (Item, Container) }, sent);
Assert.Equal(1, inventory.BusyCount);
RuntimeInteractionTransactionSnapshot snapshot =
state.CaptureOwnership();
Assert.Equal(Item, snapshot.LastUseSourceId);
Assert.Equal(Container, snapshot.LastUseTargetId);
}
[Fact]
public void ReentrantResetPreventsTargetedUseStateResurrection()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
var sent = new List<(uint Source, uint Target)>();
Assert.False(state.TryDispatchTargetedUse(
Item,
Container,
(source, target) =>
{
sent.Add((source, target));
state.ResetSession();
},
incrementBusy: true));
Assert.Equal(new[] { (Item, Container) }, sent);
Assert.Equal(0, inventory.BusyCount);
RuntimeInteractionTransactionSnapshot snapshot =
state.CaptureOwnership();
Assert.Equal(0u, snapshot.LastUseSourceId);
Assert.Equal(0u, snapshot.LastUseTargetId);
}
[Fact]
public void AppraisalReplacementKeepsOneBusyReferenceAndExactCurrentId()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
var sent = new List<uint>();
Assert.True(state.TryRequestAppraisal(Item, sent.Add));
Assert.True(state.TryRequestAppraisal(Container, sent.Add));
Assert.Equal(1, inventory.BusyCount);
Assert.False(state.AcceptAppraisalResponse(Item).Accepted);
RuntimeAppraisalResponseAcceptance first =
state.AcceptAppraisalResponse(Container);
Assert.True(first.Accepted);
Assert.True(first.FirstResponse);
Assert.Equal(Container, state.CurrentAppraisalId);
Assert.Equal(0, inventory.BusyCount);
Assert.True(state.RefreshCurrentAppraisal(sent.Add));
Assert.Equal(new[] { Item, Container, Container }, sent);
Assert.True(state.CancelObjectAppraisalForSpell(sent.Add));
Assert.Equal(0u, state.CurrentAppraisalId);
Assert.Equal(0u, sent[^1]);
}
[Fact]
public void AppraisalTransportFailureRollsBackOnlyItsBusyReference()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
Assert.Throws<InvalidOperationException>(() =>
state.TryRequestAppraisal(
Item,
static _ => throw new InvalidOperationException("transport")));
RuntimeInteractionTransactionSnapshot snapshot =
state.CaptureOwnership();
Assert.Equal(0u, snapshot.AwaitingAppraisalId);
Assert.Equal(0u, snapshot.CurrentAppraisalId);
Assert.Equal(0, inventory.BusyCount);
}
[Fact]
public void OutboundQueueIsTypedFifoAndReentrantWorkWaitsForNextDrain()
{
using var inventory = NewInventory(out ClientObjectTable objects);
using var state = new RuntimeInteractionTransactionState(inventory);
var item = new ClientObject { ObjectId = Item };
objects.AddOrUpdate(item);
RuntimeInteractionIdentity identity = new(Item, 12u, item);
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Activate,
identity));
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Use,
identity));
var seen = new List<RuntimeQueuedInteractionKind>();
state.DrainOutbound(value =>
{
seen.Add(value.Kind);
if (value.Kind == RuntimeQueuedInteractionKind.Activate)
{
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Pickup,
identity));
}
});
Assert.Equal(
new[]
{
RuntimeQueuedInteractionKind.Activate,
RuntimeQueuedInteractionKind.Use,
},
seen);
Assert.Equal(1, state.OutboundCount);
state.DrainOutbound(value => seen.Add(value.Kind));
Assert.Equal(RuntimeQueuedInteractionKind.Pickup, seen[^1]);
Assert.Equal(0, state.OutboundCount);
}
[Fact]
public void ReentrantSessionResetStopsTheCapturedFrameSuffix()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
RuntimeInteractionIdentity identity = new(Item, 12u, null);
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Activate,
identity));
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Use,
identity));
var seen = new List<RuntimeQueuedInteractionKind>();
state.DrainOutbound(interaction =>
{
seen.Add(interaction.Kind);
state.ResetSession();
});
Assert.Equal(
new[] { RuntimeQueuedInteractionKind.Activate },
seen);
Assert.Equal(0, state.OutboundCount);
Assert.Equal(0, inventory.BusyCount);
}
[Fact]
public void DispatchFailureIsRecordedWithoutLosingLaterQueuedWork()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
RuntimeInteractionIdentity identity = new(Item, 12u, null);
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Activate,
identity));
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Use,
identity));
Assert.Throws<InvalidOperationException>(() =>
state.DrainOutbound(static _ =>
throw new InvalidOperationException("observer")));
Assert.Equal(1, state.DispatchFailureCount);
Assert.Equal(1, state.OutboundCount);
var seen = new List<RuntimeQueuedInteractionKind>();
state.DrainOutbound(value => seen.Add(value.Kind));
Assert.Equal(new[] { RuntimeQueuedInteractionKind.Use }, seen);
}
[Fact]
public void HiddenAndDeletedCancellationPreservesOtherIdentityOrder()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
const uint reusedGuid = Item;
const uint otherGuid = 0x70000002u;
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Activate,
new RuntimeInteractionIdentity(reusedGuid, 11u, null)));
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Use,
new RuntimeInteractionIdentity(otherGuid, 21u, null)));
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Pickup,
new RuntimeInteractionIdentity(reusedGuid, 12u, null)));
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Activate,
new RuntimeInteractionIdentity(otherGuid, 22u, null)));
Assert.Equal(1, state.CancelQueuedInteractions(reusedGuid, 11u));
Assert.Equal(3, state.OutboundCount);
Assert.Equal(1, state.CancelQueuedInteractions(reusedGuid));
Assert.Equal(2, state.OutboundCount);
var seen = new List<(uint Guid, uint? LocalId)>();
state.DrainOutbound(interaction => seen.Add(
(interaction.Identity.ServerGuid,
interaction.Identity.LocalEntityId)));
Assert.Equal(
new[]
{
(otherGuid, (uint?)21u),
(otherGuid, (uint?)22u),
},
seen);
}
[Fact]
public void PostArrivalPickupRequiresItsExactApproachAndReservationTokens()
{
using var inventory = NewInventory(out ClientObjectTable objects);
using var state = new RuntimeInteractionTransactionState(inventory);
objects.AddOrUpdate(new ClientObject { ObjectId = Item });
Assert.True(inventory.TryReserve(
InventoryRequestKind.Pickup,
Item,
out PendingInventoryRequest request));
var approach = new RuntimeInteractionApproachToken(3u, 7u);
Assert.True(state.TryArmPostArrivalPickup(
Item,
localEntityId: 12u,
Container,
placement: 0,
request.Token,
approach,
out RuntimePendingPickup pending));
Assert.False(state.TryResolveApproachCompletion(
new RuntimeInteractionApproachToken(3u, 8u),
natural: true,
out _));
Assert.True(state.TryResolveApproachCompletion(
approach,
natural: true,
out RuntimePendingPickup ready));
Assert.Equal(pending.Token, ready.Token);
var transport = new Transport();
Assert.True(state.TryDispatchPickup(ready, transport, out uint sequence));
Assert.Equal(1u, sequence);
Assert.Equal(new[] { (Item, Container, 0) }, transport.Pickups);
Assert.True(inventory.TryGetPending(out PendingInventoryRequest sent));
Assert.True(sent.Dispatched);
}
[Fact]
public void CancellationResetAndDisposalConvergeTheCompleteLedger()
{
using var inventory = NewInventory(out ClientObjectTable objects);
var state = new RuntimeInteractionTransactionState(inventory);
objects.AddOrUpdate(new ClientObject { ObjectId = Item });
Assert.True(inventory.TryReserve(
InventoryRequestKind.Pickup,
Item,
out PendingInventoryRequest request));
Assert.True(state.TryArmPostArrivalPickup(
Item,
localEntityId: 12u,
Container,
placement: 0,
request.Token,
new RuntimeInteractionApproachToken(1u, 1u),
out _));
state.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Pickup,
new RuntimeInteractionIdentity(Item, 12u, objects.Get(Item))));
state.IncrementBusyCount();
state.ResetSession();
Assert.Equal(0, inventory.BusyCount);
Assert.False(inventory.HasPendingRequest);
Assert.Equal(0, state.OutboundCount);
Assert.False(state.HasPendingPickup);
state.Dispose();
Assert.True(state.CaptureOwnership().IsConverged);
state.Dispose();
}
// ══════════════════════════════════════════════════════════════════
// G3 (grand-gate finding) — arrival-gated Use, mirroring the pickup
// coverage above.
// ══════════════════════════════════════════════════════════════════
[Fact]
public void PostArrivalUseRequiresItsExactApproachTokenAndDispatchesTheHeldReservation()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
ItemUseRequestReservation reservation = state.BeginUseRequestReservation();
var approach = new RuntimeInteractionApproachToken(3u, 7u);
Assert.True(state.TryArmPostArrivalUse(
Item,
ownedByPlayer: false,
useable: true,
reservation,
approach,
out RuntimePendingUse pending));
Assert.True(state.HasPendingUse);
// Nothing sent yet — armed, not dispatched.
Assert.Equal(1, inventory.BusyCount);
// The wrong token must not resolve it.
Assert.False(state.TryResolveUseApproachCompletion(
new RuntimeInteractionApproachToken(3u, 8u),
natural: true,
out _));
Assert.True(state.HasPendingUse);
Assert.True(state.TryResolveUseApproachCompletion(
approach,
natural: true,
out RuntimePendingUse ready));
Assert.Equal(pending.Token, ready.Token);
Assert.False(state.HasPendingUse);
var transport = new Transport();
RuntimeInteractionDispatchResult result = state.TryDispatchUse(
ready.ServerGuid,
ready.OwnedByPlayer,
ready.Useable,
ready.Reservation,
transport,
out uint sequence);
Assert.Equal(RuntimeInteractionDispatchResult.Dispatched, result);
Assert.Equal(1u, sequence);
Assert.Equal(new[] { Item }, transport.Uses);
// The reservation transferred to the authoritative UseDone wait,
// exactly like an ordinary immediate Use.
Assert.Equal(1, inventory.BusyCount);
}
[Fact]
public void UseApproachCompletionCancellationReleasesTheHeldReservationWithoutSending()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
ItemUseRequestReservation reservation = state.BeginUseRequestReservation();
var approach = new RuntimeInteractionApproachToken(1u, 1u);
Assert.True(state.TryArmPostArrivalUse(
Item, ownedByPlayer: false, useable: true, reservation, approach, out _));
Assert.Equal(1, inventory.BusyCount);
// natural: false (cancellation, e.g. moved away) — TryResolveUseApproachCompletion
// itself returns false; the caller is responsible for releasing the
// reservation (mirrors SelectionInteractionController.HandleUseApproachCompletion).
Assert.False(state.TryResolveUseApproachCompletion(
approach, natural: false, out RuntimePendingUse cancelled));
Assert.False(state.HasPendingUse);
cancelled.Reservation?.CancelBeforeDispatch();
Assert.Equal(0, inventory.BusyCount);
}
[Fact]
public void CancelPendingUseByGuidOnlyMatchesTheArmedTarget()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
ItemUseRequestReservation reservation = state.BeginUseRequestReservation();
Assert.True(state.TryArmPostArrivalUse(
Item, ownedByPlayer: false, useable: true, reservation,
new RuntimeInteractionApproachToken(1u, 1u), out _));
Assert.False(state.TryCancelPendingUse(Container, out _));
Assert.True(state.HasPendingUse);
Assert.True(state.TryCancelPendingUse(Item, out RuntimePendingUse cancelled));
Assert.False(state.HasPendingUse);
cancelled.Reservation?.CancelBeforeDispatch();
Assert.Equal(0, inventory.BusyCount);
}
[Fact]
public void ArmingASecondUseWhileOneIsAlreadyArmedFails()
{
using var inventory = NewInventory(out _);
using var state = new RuntimeInteractionTransactionState(inventory);
Assert.True(state.TryArmPostArrivalUse(
Item, ownedByPlayer: false, useable: true, reservation: null,
new RuntimeInteractionApproachToken(1u, 1u), out _));
Assert.False(state.TryArmPostArrivalUse(
Container, ownedByPlayer: false, useable: true, reservation: null,
new RuntimeInteractionApproachToken(2u, 2u), out _));
Assert.Equal(Item, state.TryGetPendingUse(out RuntimePendingUse stillArmed)
? stillArmed.ServerGuid
: 0u);
}
[Fact]
public void PendingUseReservationIsReleasedByResetSessionAndDisposal()
{
using var inventory = NewInventory(out _);
var state = new RuntimeInteractionTransactionState(inventory);
ItemUseRequestReservation reservation = state.BeginUseRequestReservation();
Assert.True(state.TryArmPostArrivalUse(
Item, ownedByPlayer: false, useable: true, reservation,
new RuntimeInteractionApproachToken(1u, 1u), out _));
Assert.Equal(1, inventory.BusyCount);
state.ResetSession();
// G3: ResetCore releases a live pending-use reservation even when no
// caller explicitly cancelled it first — must not leak a busy-count
// reference.
Assert.Equal(0, inventory.BusyCount);
Assert.False(state.HasPendingUse);
state.Dispose();
Assert.True(state.CaptureOwnership().IsConverged);
state.Dispose();
}
[Fact]
public void InstancesDoNotShareThrottleQueueAppraisalOrPickupState()
{
using var firstInventory = NewInventory(out _);
using var secondInventory = NewInventory(out _);
using var first =
new RuntimeInteractionTransactionState(firstInventory);
using var second =
new RuntimeInteractionTransactionState(secondInventory);
Assert.True(first.TryConsumeUseThrottle(100));
first.TryRequestAppraisal(Item, static _ => { });
first.Enqueue(new RuntimeQueuedInteraction(
RuntimeQueuedInteractionKind.Use,
new RuntimeInteractionIdentity(Item, 1u, null)));
RuntimeInteractionTransactionSnapshot snapshot =
second.CaptureOwnership();
Assert.Equal(0u, snapshot.AwaitingAppraisalId);
Assert.Equal(0, snapshot.OutboundCount);
Assert.Equal(0, secondInventory.BusyCount);
Assert.True(second.TryConsumeUseThrottle(100));
}
private static InventoryTransactionState NewInventory(
out ClientObjectTable objects)
{
objects = new ClientObjectTable();
return new InventoryTransactionState(objects);
}
private sealed class Transport : IRuntimeInteractionTransport
{
private uint _sequence;
public bool IsInWorld { get; set; } = true;
public List<uint> Uses { get; } = [];
public List<(uint Item, uint Container, int Placement)> Pickups { get; } = [];
public bool TrySendUse(uint serverGuid, out uint sequence)
{
if (!IsInWorld)
{
sequence = 0u;
return false;
}
sequence = ++_sequence;
Uses.Add(serverGuid);
return true;
}
public bool TrySendPickup(
uint itemGuid,
uint destinationContainerId,
int placement,
out uint sequence)
{
if (!IsInWorld)
{
sequence = 0u;
return false;
}
sequence = ++_sequence;
Pickups.Add((itemGuid, destinationContainerId, placement));
return true;
}
}
}