acdream/tests/AcDream.Runtime.Tests/Gameplay/VendorShopItemMaterializerTests.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

340 lines
14 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>
/// G2 (grand-gate finding): a REAL ACE vendor listing carries
/// <c>DescStackSize=null</c> (ACE's <c>Vendor.LoadInventoryItem</c> never
/// calls <c>wo.SetStackSize</c> on the browse-list WorldObject) and only
/// the packed <see cref="VendorShopItem.StackSize"/> supply-count field
/// (<c>VendorShopCreateListStackSize</c>) names a real quantity. Before
/// the fix, <c>ToWeenieData</c> read only <c>DescStackSize</c>, so
/// <see cref="ClientObject.StackSize"/> came back 1 for every vendor
/// item — the toolbar split slider (which gates on
/// <c>stackSize &gt; 1</c>) never appeared for ANY vendor stack. This
/// pins the fallback: no <c>DescStackSize</c>, packed
/// <c>StackSize=100</c> -&gt; <c>ClientObject.StackSize</c> resolves to
/// 100, not 1.
/// </summary>
[Fact]
public void Apply_NoDescStackSize_FallsBackToPackedSupplyCount()
{
var vendor = new VendorState();
var objects = new ClientObjectTable();
using var materializer = new VendorShopItemMaterializer(vendor, objects);
vendor.Apply(VendorGuid, default, new[]
{
new VendorShopItem(
ItemA, StackSize: 100, WeenieClassId: 1u, Name: "Arrow",
ItemType: (uint)ItemType.MissileWeapon, IconId: 0x1234u, Value: 100,
DescStackSize: null),
});
Assert.Equal(100, objects.Get(ItemA)!.StackSize);
}
/// <summary>
/// G2 companion: the packed field's -1 "unlimited supply" sentinel has
/// no bounded per-row purchase cap in the wire shape today, so it must
/// fall through to the safe non-splittable default (1) rather than
/// literally propagating -1 (which would read as a huge unsigned
/// "stack size" to <see cref="SelectedObjectController"/>'s
/// <c>stackSize &gt; 1</c> gate).
/// </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
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);
}
}