acdream/tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.cs
Erik 5acc3f01cf fix(interaction): close selection lifecycle review gaps
Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 09:01:02 +02:00

513 lines
20 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,
Action<ItemInteractionController>? configureInteraction = 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);
configureInteraction?.Invoke(itemInteraction);
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_pendingPickupRejectsWieldWithoutOptimisticMutation()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const uint pickup = 0x70000D02u;
const uint helm = 0x50000D03u;
SeedPackItem(objects, helm, EquipMask.HeadWear);
var wields = new List<(uint item, uint mask)>();
var messages = new List<string>();
ItemInteractionController? interaction = null;
var ctrl = Bind(
layout,
objects,
wields,
systemMessages: messages,
configureInteraction: value => interaction = value);
Assert.True(interaction!.TryBeginPendingBackpackPlacement(
pickup,
Player,
0,
out _));
ctrl.HandleDropRelease(
lists[HeadSlot],
lists[HeadSlot].Cell,
new ItemDragPayload(helm, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell));
Assert.Empty(wields);
Assert.Equal(EquipMask.None, objects.Get(helm)!.CurrentlyEquippedLocation);
Assert.Equal(new[] { ItemInteractionController.InventoryRequestBusyMessage }, messages);
}
[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
}
}