acdream/tests/AcDream.Runtime.Tests/Gameplay/VendorShopItemMaterializerTests.cs
Erik 02b735ba4a
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fix(vendor): evidence-based pass — max-first stack ceiling; the local player resolves never-animated MoveTo targets
Both chains pinned by the live [vendor-diag] run (vendor-diag.log)
after three code-reading rounds each failed:

The split bar: ACE serializes descStackSize=1 for EVERY browse row
(live wire, log 343-348) — the R1-era "ACE never populates desc"
claim is retracted with the line quoted. Retail's vendor sites read
pwd._maxStackSize directly (four sites, incl. UpdateItemsList
@0x004c1ea0 stamping min(remaining, _maxStackSize));
ResolveAuthoredStackSize flips to max-first for its vendor-only
consumers. Taper ceiling 1000, scarab 100, seed 1 for exempt.
Pricing still reads the desc (per-1 values on ACE).

Walk-to-use: the local player's getObjectA seam was bound to
TryGetPhysicsHost, which resolves only INSTALLED physics hosts — a
never-animated vendor has none, so TargetManager.SetTarget got null,
the MoveToObject armed with zero nodes, and UseTime never dispatched.
The log's natural=False completions were the user's own movement keys
(retail-correct input-edge cancels); attempt 4 worked because the
greeting animation had installed a host. RuntimePhysicsState gains
the retail CObjectMaint::GetObjectA seam (bound canonical resolver
with installed-host fallback); the graphical host binds the SAME
lazy-minimal-host resolver every remote already uses — whose own doc
comment names this exact never-animated hazard. The reservation
release was already correct (2b premise refuted with evidence); the
production-wiring invariants are now pinned by four new tests
including the pre-fix pathology as a permanent sabotage control.

AP-169 rewritten a second time, honestly. The [vendor-diag] probe
family (ACDREAM_DUMP_VENDOR) lands env-gated for future live triage.

Clean-room complete solution: 11,536 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-08-08 17:17:04 +02:00

394 lines
17 KiB
C#

using AcDream.Core.Items;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
/// <summary>
/// Slice 6.1 — <see cref="VendorShopItemMaterializer"/> in isolation: the
/// diff/materialize/retire logic against a bare <see cref="VendorState"/> +
/// <see cref="ClientObjectTable"/> pair, independent of the wire parse
/// (<see cref="RuntimeVendorLifecycleTests"/> covers the end-to-end
/// ApproachVendor path).
/// </summary>
public sealed class VendorShopItemMaterializerTests
{
private const uint VendorGuid = 0x40001000u;
private const uint OtherVendorGuid = 0x40002000u;
private const uint ItemA = 0x50002000u;
private const uint ItemB = 0x50002001u;
private static VendorShopItem Item(uint guid, string name = "Item", int? descStackSize = null) =>
new(guid, StackSize: -1, WeenieClassId: 1u, Name: name, ItemType: (uint)ItemType.Misc,
IconId: 0x1234u, Value: 10, DescStackSize: descStackSize);
[Fact]
public void Apply_MaterializesEachShopItemWithVendorAsContainer()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Iron Sword"), Item(ItemB, "Bread") });
ClientObject? a = objects.Get(ItemA);
ClientObject? b = objects.Get(ItemB);
Assert.NotNull(a);
Assert.NotNull(b);
Assert.Equal(VendorGuid, a!.ContainerId);
Assert.Equal(VendorGuid, b!.ContainerId);
Assert.Equal("Iron Sword", a.Name);
Assert.Equal(2, materializer.OwnedCount);
Assert.True(materializer.Owns(ItemA));
Assert.True(materializer.Owns(ItemB));
}
[Fact]
public void Close_RemovesEveryMaterializedItem()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
vendor.Close();
Assert.Null(objects.Get(ItemA));
Assert.Null(objects.Get(ItemB));
Assert.Equal(0, materializer.OwnedCount);
}
[Fact]
public void Reset_RemovesEveryMaterializedItem()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA) });
vendor.Reset();
Assert.Null(objects.Get(ItemA));
Assert.Equal(0, materializer.OwnedCount);
}
[Fact]
public void DifferentVendorSupersedes_RemovesPriorVendorsItemsBeforeMaterializingTheNewOnes()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "First Vendor Item") });
Assert.NotNull(objects.Get(ItemA));
const uint NewItem = 0x50003000u;
vendor.Apply(OtherVendorGuid, default, new[] { Item(NewItem, "Second Vendor Item") });
Assert.Null(objects.Get(ItemA));
ClientObject? replacement = objects.Get(NewItem);
Assert.NotNull(replacement);
Assert.Equal(OtherVendorGuid, replacement!.ContainerId);
Assert.Equal(1, materializer.OwnedCount);
}
[Fact]
public void Refreshed_SameVendor_DoesNotFireObjectRemovedForStillListedItems()
{
// A same-vendor re-approach (post-buy refresh) must not remove+
// re-add a guid that's still in stock -- see the class doc's "diff,
// not blanket remove-then-reinsert" rationale. A UI panel holding
// the guid (an open appraisal window) would see a false "it's gone"
// notice if this regressed to blanket removal.
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Chainmail") });
var removed = new List<uint>();
objects.ObjectRemoved += o => removed.Add(o.ObjectId);
// Same vendor id re-approaches with the SAME item guid still listed
// (e.g. a post-buy refresh where this item wasn't the one bought)
// but with a refreshed field value.
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Chainmail", descStackSize: 5) });
Assert.Empty(removed);
Assert.Equal(1, materializer.OwnedCount);
Assert.Equal(5, objects.Get(ItemA)!.StackSize);
}
/// <summary>
/// R1 gate-finding fix (2026-08-08, register AP-169 correction,
/// replacing the retired <c>Apply_NoDescStackSize_FallsBackToPackedSupplyCount</c>
/// G2 test below). A REAL ACE vendor listing for an UNLIMITED-STOCK
/// stackable item (e.g. a Prismatic Taper) carries
/// <c>DescStackSize=null</c> (ACE's <c>Vendor.LoadInventoryItem</c> never
/// calls <c>wo.SetStackSize</c> on the browse-list WorldObject) AND the
/// packed <see cref="VendorShopItem.StackSize"/> supply-count field at
/// its UNLIMITED sentinel (<c>-1</c>) — so neither wire "how many"
/// signal names a usable ceiling. The G2 fix's packed-supply-count
/// fallback (the ORIGINAL version of this test) produced nothing usable
/// for exactly this case — a live re-test confirmed the toolbar split
/// bar stayed hidden, matching the live retail screenshot report (see
/// AP-169's corrected story). This pins the CORRECT fallback:
/// <see cref="VendorShopItem.MaxStackSize"/> — the item TYPE's authored
/// stack ceiling, which ACE DOES reliably populate (an ordinary weenie
/// property, not an instance-specific "how many for sale" count) — no
/// <c>DescStackSize</c>, packed <c>StackSize=-1</c> (unlimited),
/// <c>MaxStackSize=1000</c> -&gt; <c>ClientObject.StackSize</c> resolves
/// to 1000, not 1 and not the (nonsensical, unbounded) packed field.
/// (Second correction, 2026-08-08: the live wire showed ACE actually
/// sends <c>descStackSize=1</c>, so <c>MaxStackSize</c> is now the
/// PRIMARY operand rather than a fallback — see
/// <see cref="Apply_LiveAceWireShape_DescOneMaxHundred_ResolvesToTheAuthoredCeiling"/>;
/// this desc-absent case resolves identically either way.)
/// </summary>
[Fact]
public void Apply_UnlimitedStockNoDescStackSize_FallsBackToMaxStackSize()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[]
{
new VendorShopItem(
ItemA, StackSize: -1, WeenieClassId: 1u, Name: "Prismatic Taper",
ItemType: (uint)ItemType.SpellComponents, IconId: 0x1234u, Value: 100,
DescStackSize: null, MaxStackSize: 1000),
});
ClientObject item = objects.Get(ItemA)!;
Assert.Equal(1000, item.StackSize);
Assert.Equal(1000, item.StackSizeMax);
}
/// <summary>
/// 2026-08-08 live-evidence re-fix (register AP-169, second
/// correction): the EXACT wire shape the vendor-diag run captured from
/// the live ACE server — `descStackSize=1 stackSizeMax=100` for every
/// browse row (e.g. the Smelting Pot / Lead Scarab rows,
/// `[vendor-diag] ApproachVendor wire-item[0] ... descStackSize=1
/// stackSizeMax=100`). ACE DOES serialize the instance stack size, at
/// the useless value 1, so the R1 desc-first preference resolved every
/// vendor stack to 1 and the toolbar split slider never appeared
/// (`ApplySelection ... failingPredicate=stackSize&lt;=1u`). Retail's
/// own vendor UI reads <c>pwd._maxStackSize</c> directly
/// (<c>VendorItemsUI::UpdateItemsList</c> <c>0x004c1ea0</c>,
/// <c>pc:201085-201133</c>), so the materialized ceiling must be 100
/// here. Sabotage-verified: restoring the desc-first preference makes
/// this resolve 1 and fail.
/// </summary>
[Fact]
public void Apply_LiveAceWireShape_DescOneMaxHundred_ResolvesToTheAuthoredCeiling()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[]
{
new VendorShopItem(
ItemA, StackSize: -1, WeenieClassId: 1u, Name: "Lead Scarab",
ItemType: (uint)ItemType.SpellComponents, IconId: 0x1234u, Value: 10,
DescStackSize: 1, MaxStackSize: 100),
});
ClientObject item = objects.Get(ItemA)!;
Assert.Equal(100, item.StackSize);
Assert.Equal(100, item.StackSizeMax);
}
/// <summary>
/// Sabotage-adjacent control: the SAME unlimited-stock listing but with
/// <see cref="VendorShopItem.MaxStackSize"/> ALSO absent (neither wire
/// "how many" signal usable at all) still degrades to the safe
/// non-splittable default (1) rather than literally propagating the
/// packed field's <c>-1</c> sentinel (which would read as a huge
/// unsigned "stack size" to <c>SelectedObjectController</c>'s
/// <c>stackSize &gt; 1</c> gate). Proves
/// <see cref="Apply_UnlimitedStockNoDescStackSize_FallsBackToMaxStackSize"/>'s
/// 1000 result comes from the MaxStackSize field specifically, not from
/// some other code path that would resolve to 1000 regardless.
/// </summary>
[Fact]
public void Apply_UnlimitedSupplySentinel_FallsBackToNonSplittableDefault()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Bread") }); // StackSize: -1, DescStackSize: null, MaxStackSize: null
Assert.Equal(1, objects.Get(ItemA)!.StackSize);
}
[Fact]
public void Refreshed_ItemNoLongerListed_IsRemoved()
{
// An item drops out of the vendor's own list WITHOUT ever being
// re-containered elsewhere (e.g. admin-removed stock, a delisted
// line item) -- its live ContainerId is still the vendor's own
// guid, so the retire pass's F1 ownership re-check finds a match
// and removes it. This is deliberately NOT "I bought it" -- see
// Refreshed_ItemPurchased_ReparentedIntoBuyerPack_Survives for that
// case, where the SAME "missing from the new snapshot" trigger must
// NOT delete the item because a real purchase already moved it into
// the buyer's own pack before this refresh arrived.
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
vendor.Apply(VendorGuid, default, new[] { Item(ItemB) });
Assert.Null(objects.Get(ItemA));
Assert.NotNull(objects.Get(ItemB));
Assert.Equal(1, materializer.OwnedCount);
}
[Fact]
public void Refreshed_ItemPurchased_ReparentedIntoBuyerPack_Survives()
{
// F1: buying a UNIQUE vendor item does not merely drop it from the
// next ApproachVendor snapshot -- ACE first re-containers the SAME
// guid into the BUYER's own pack via CreateObject
// (Player_Commerce.cs:86-108) and only THEN sends the full-replace
// refresh that no longer lists it. The retire pass must re-check
// live ownership (ContainerId) before deleting, or it strips the
// just-purchased item straight back out of the buyer's inventory.
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Unique Sword"), Item(ItemB) });
Assert.Equal(VendorGuid, objects.Get(ItemA)!.ContainerId);
const uint BuyerGuid = 0x50009000u;
// Simulate the purchase's CreateObject: ACE re-containers the SAME
// guid into the buyer's pack BEFORE the post-buy ApproachVendor
// refresh arrives.
objects.Ingest(new WeenieData(
Guid: ItemA,
Name: null,
Type: null,
WeenieClassId: 0,
IconId: 0,
IconOverlayId: 0,
IconUnderlayId: 0,
Effects: 0,
Value: null,
StackSize: null,
StackSizeMax: null,
Burden: null,
ContainerId: BuyerGuid,
WielderId: null,
ValidLocations: null,
CurrentWieldedLocation: null,
Priority: null,
ItemsCapacity: null,
ContainersCapacity: null,
Structure: null,
MaxStructure: null,
Workmanship: null));
Assert.Equal(BuyerGuid, objects.Get(ItemA)!.ContainerId);
// Post-buy ApproachVendor refresh: the purchased item is gone from
// the shop's own list.
vendor.Apply(VendorGuid, default, new[] { Item(ItemB) });
ClientObject? survivor = objects.Get(ItemA);
Assert.NotNull(survivor);
Assert.Equal(BuyerGuid, survivor!.ContainerId);
Assert.False(materializer.Owns(ItemA));
Assert.Equal(1, materializer.OwnedCount);
}
[Fact]
public void CollidingGuid_AlreadyOwnedBySomethingElse_IsNeverClobbered()
{
// The Slice 6.1 collision policy: ACE's UniqueItemsForSale can list
// the EXACT guid a player last held (e.g. a sold-off item, or --
// worst case -- any other collision). If that guid is already in
// ClientObjectTable for a reason this materializer did not itself
// create, it must be left completely untouched, not silently
// reparented into the vendor's container.
var vendor = new VendorState();
var objects = new ClientObjectTable();
// Simulate a pre-existing, non-vendor-owned object at this guid --
// e.g. a live entity, or an item still sitting in someone's
// inventory/equipment.
const uint LiveOwner = 0x60000001u;
objects.AddOrUpdate(new ClientObject
{
ObjectId = ItemA,
Name = "Definitely Not A Shop Item",
ContainerId = LiveOwner,
});
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Shop Listing With A Colliding Guid") });
ClientObject? survivor = objects.Get(ItemA);
Assert.NotNull(survivor);
Assert.Equal("Definitely Not A Shop Item", survivor!.Name);
Assert.Equal(LiveOwner, survivor.ContainerId);
Assert.False(materializer.Owns(ItemA));
Assert.Equal(0, materializer.OwnedCount);
// The collision guid must also survive session close -- since this
// materializer never claimed it, it must never remove it either.
vendor.Close();
Assert.NotNull(objects.Get(ItemA));
}
[Fact]
public void Dispose_UnsubscribesFromVendorChanged()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA) });
Assert.NotNull(objects.Get(ItemA));
materializer.Dispose();
// No further reaction once disposed -- a Close() after disposal
// must not throw and must not touch the table (nothing left
// subscribed to react).
vendor.Close();
Assert.NotNull(objects.Get(ItemA));
}
[Fact]
public void Retire_ThrowingObjectRemovedObserver_StillRetiresRemainingGuidsAndConverges()
{
// F5: ClientObjectTable.Remove fires ObjectRemoved with NO
// per-listener isolation (unlike VendorState's own Changed
// dispatch). One throwing observer must not abort the retire loop
// partway through and strand _ownedGuids -- every owned guid still
// retires, and OwnedCount still converges to zero.
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
Assert.Equal(2, materializer.OwnedCount);
// A throwing ObjectRemoved observer fires on EVERY Remove() call
// (both ItemA's and ItemB's) -- multicast delegate invocation has
// no per-listener isolation, so each Remove() call itself throws.
objects.ObjectRemoved += _ => throw new InvalidOperationException("boom");
vendor.Close();
// Both guids are gone from the table -- the throwing first observer
// did not stop the second guid's Remove() call from happening.
Assert.Null(objects.Get(ItemA));
Assert.Null(objects.Get(ItemB));
Assert.Equal(0, materializer.OwnedCount);
Assert.False(materializer.Owns(ItemA));
Assert.False(materializer.Owns(ItemB));
// Dispose still converges cleanly afterward.
materializer.Dispose();
Assert.Equal(0, materializer.OwnedCount);
}
}