acdream/tests/AcDream.Core.Net.Tests/Messages/ServerNameTests.cs
Erik ef96c55489 fix(ui,net): Campaign LA gate round 2 — char-select exit confirmation, authored row justify, world name
Finding 1 (Exit button dead): retail's gmCharacterManagementUI Exit
button (element 0x100003A4, offset 7 from the listbox base in
ListenToElementMessage@0x004ed5a0) opens MakeConfirmExitDialog
(0x004ed250), whose exact ID_CharacterManagement_ConfirmExit text
(table 0x23000002) and m_confirmExitDialogContext re-entry guard are
now ported. On confirm (matching RecvNotice_CloseDialog@0x004ed760
case 1's ConfirmationResult check) the client exits through the
EXISTING graceful window-close seam (CharacterSelectionRuntimeBindings
.RequestExit -> d.Window.Close, the same delegate
GameplayInputCommandController's Escape fallback already uses) so
disconnected/exited status events still fire via GameWindow.OnClosing
-> CompleteShutdown. Retail's real post-confirm destination is
QueueUIMode(0x10000009) -> gmEpilogueUI, an epilogue screen this round
does not port — recorded as AD-99. Credits (element 0x100003A3,
QueueUIMode(0x10000005) -> gmCreditsUI) stays visibly ghosted like
Create, same treatment, out of scope this round.

Finding 2 (row names center-aligned, retail is left): the character
row template (LayoutDesc 0x21000004, element 0x100003A5, live-DAT
confirmed HJustify=Left with three stateful Type-3 highlight-art
children and no Type-12 caption child) authors its OWN justify
directly, with no separate text child to lift a label from.
DatWidgetFactory.BuildButton's Left-justify branch required
!ReferenceEquals(labelInfo, info) — true only when a label was LIFTED
from a distinct child — so a button's own direct HJustify=Left was
silently dropped to UiButton's Center default. Widened the branch to
also honor the direct case, preserving the existing lifted-child
LabelOffsetX behavior and leaving genuinely-centered buttons
(CREATE/ENTER/DELETE/RESTORE) untouched.

Finding 3 (World box empty): parsed ACE's GameMessageServerName
(opcode 0xF7E1, ACE.Server/Network/GameMessages/Messages/
GameMessageServerName.cs; retail CM_Login::DispatchUI_WorldInfo
@0x006ad860 -> ClientUISystem::Handle_Login__WorldInfo@0x005641a0 ->
ECM_Login::SendNotice_WorldName@0x00692b10, notice 0x186a2, consumed
by gmCharacterManagementUI::UpdateWorldName@0x004ec120 /
RecvNotice_WorldName@0x004ec360 onto element 0x1000039B) as
src/AcDream.Core.Net/Messages/ServerName.cs, cross-checked against
holtburger's ServerNameData. WorldSession.ServerNameReceived fires
alongside CharacterListReceived (ACE sends both in one
SendConnectResponse batch); RuntimeCharacterSelectionState.
ApplyWorldName is the new J-owner field (ungated by lifecycle, since
either message can arrive first); CharacterManagementUiController
binds it onto the WorldTextElementId UiText. Per the LA1 status
vocabulary, the characterList STATUS event's worldName field is
intentionally NOT added this round (kept bounded to the client-side
fix) — a follow-up if the launcher UI wants it.

Also corrects AD-44, discovered stale while filing AD-99: its opening
claim ("acdream has no retained character-management screen") was
false as of this session — LA7/LA8 shipped the screen in earlier
commits without updating this row.

Tests: exit-confirm open/cancel/confirm/re-entry-guard flow;
DatWidgetFactory own-HJustify-Left/Center regression tests plus the
live-DAT pinned row-justify assertion; ServerName parse round-trip
(byte-exact vs ACE's AceWireWriter fixture, truncation/wrong-opcode
cases); WorldSession dispatch test (roster+world in one wire batch);
RuntimeCharacterSelectionState.ApplyWorldName tests (order-independent
of ApplyRoster, unchanged-value no-op, Reset clears); controller test
binding the World text element to the live snapshot. Extended the
shared RetailDialogFactoryTests.BuildDialogLayout test fixture with a
Confirmation-type branch (Accept/Reject buttons) since this is its
first RetailDialogType.Confirmation consumer.

Suites: full solution Release build green; AcDream.App.Tests 5100/6
skips, AcDream.Core.Net.Tests 965/0, AcDream.Runtime.Tests 1665/0, all
Release, 0 failures; live-DAT probes (ACDREAM_PROBE_LIVE_MOUNT=1)
green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 11:50:45 +02:00

81 lines
2.4 KiB
C#

using System.Buffers.Binary;
using AcDream.Core.Net.Messages;
namespace AcDream.Core.Net.Tests.Messages;
public sealed class ServerNameTests
{
[Fact]
public void Parse_MirrorsAceSerializer_ExactFields()
{
// Mirrors ACE's GameMessageServerName: opcode, i32 currentConnections,
// i32 maxConnections, String16L serverName.
var w = AceWireWriter.GameMessage(ServerName.Opcode)
.Write(123)
.Write(1000)
.WriteString16L("sawato");
ServerName.Parsed parsed = ServerName.Parse(w.ToArray());
Assert.Equal(123, parsed.CurrentConnections);
Assert.Equal(1000, parsed.MaxConnections);
Assert.Equal("sawato", parsed.WorldName);
}
[Fact]
public void Parse_NegativeMaxConnections_PreservesSign()
{
// ACE's default is maxConnections = -1 (unlimited); the field must
// stay signed rather than being read as a huge unsigned value.
var w = AceWireWriter.GameMessage(ServerName.Opcode)
.Write(0)
.Write(-1)
.WriteString16L("Frostfell");
ServerName.Parsed parsed = ServerName.Parse(w.ToArray());
Assert.Equal(0, parsed.CurrentConnections);
Assert.Equal(-1, parsed.MaxConnections);
Assert.Equal("Frostfell", parsed.WorldName);
}
[Fact]
public void Parse_EmptyWorldName_RoundTrips()
{
var w = AceWireWriter.GameMessage(ServerName.Opcode)
.Write(0)
.Write(0)
.WriteString16L(string.Empty);
ServerName.Parsed parsed = ServerName.Parse(w.ToArray());
Assert.Equal(string.Empty, parsed.WorldName);
}
[Fact]
public void Parse_WrongOpcode_Throws()
{
byte[] bytes = new byte[4];
BinaryPrimitives.WriteUInt32LittleEndian(bytes, 0xDEADBEEFu);
Assert.Throws<FormatException>(() => ServerName.Parse(bytes));
}
[Fact]
public void Parse_TruncatedAfterCurrentConnections_Throws()
{
var w = AceWireWriter.GameMessage(ServerName.Opcode).Write(0);
Assert.Throws<FormatException>(() => ServerName.Parse(w.ToArray()));
}
[Fact]
public void Parse_TruncatedBeforeWorldName_Throws()
{
var w = AceWireWriter.GameMessage(ServerName.Opcode)
.Write(0)
.Write(0);
Assert.Throws<FormatException>(() => ServerName.Parse(w.ToArray()));
}
}