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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>
340 lines
14 KiB
C#
340 lines
14 KiB
C#
using AcDream.Core.Items;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.Runtime.Tests.Gameplay;
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/// <summary>
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/// Slice 6.1 — <see cref="VendorShopItemMaterializer"/> in isolation: the
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/// diff/materialize/retire logic against a bare <see cref="VendorState"/> +
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/// <see cref="ClientObjectTable"/> pair, independent of the wire parse
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/// (<see cref="RuntimeVendorLifecycleTests"/> covers the end-to-end
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/// ApproachVendor path).
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/// </summary>
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public sealed class VendorShopItemMaterializerTests
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{
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private const uint VendorGuid = 0x40001000u;
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private const uint OtherVendorGuid = 0x40002000u;
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private const uint ItemA = 0x50002000u;
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private const uint ItemB = 0x50002001u;
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private static VendorShopItem Item(uint guid, string name = "Item", int? descStackSize = null) =>
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new(guid, StackSize: -1, WeenieClassId: 1u, Name: name, ItemType: (uint)ItemType.Misc,
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IconId: 0x1234u, Value: 10, DescStackSize: descStackSize);
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[Fact]
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public void Apply_MaterializesEachShopItemWithVendorAsContainer()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Iron Sword"), Item(ItemB, "Bread") });
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ClientObject? a = objects.Get(ItemA);
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ClientObject? b = objects.Get(ItemB);
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Assert.NotNull(a);
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Assert.NotNull(b);
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Assert.Equal(VendorGuid, a!.ContainerId);
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Assert.Equal(VendorGuid, b!.ContainerId);
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Assert.Equal("Iron Sword", a.Name);
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Assert.Equal(2, materializer.OwnedCount);
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Assert.True(materializer.Owns(ItemA));
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Assert.True(materializer.Owns(ItemB));
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}
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[Fact]
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public void Close_RemovesEveryMaterializedItem()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
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vendor.Close();
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Assert.Null(objects.Get(ItemA));
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Assert.Null(objects.Get(ItemB));
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Assert.Equal(0, materializer.OwnedCount);
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}
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[Fact]
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public void Reset_RemovesEveryMaterializedItem()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA) });
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vendor.Reset();
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Assert.Null(objects.Get(ItemA));
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Assert.Equal(0, materializer.OwnedCount);
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}
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[Fact]
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public void DifferentVendorSupersedes_RemovesPriorVendorsItemsBeforeMaterializingTheNewOnes()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "First Vendor Item") });
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Assert.NotNull(objects.Get(ItemA));
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const uint NewItem = 0x50003000u;
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vendor.Apply(OtherVendorGuid, default, new[] { Item(NewItem, "Second Vendor Item") });
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Assert.Null(objects.Get(ItemA));
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ClientObject? replacement = objects.Get(NewItem);
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Assert.NotNull(replacement);
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Assert.Equal(OtherVendorGuid, replacement!.ContainerId);
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Assert.Equal(1, materializer.OwnedCount);
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}
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[Fact]
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public void Refreshed_SameVendor_DoesNotFireObjectRemovedForStillListedItems()
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{
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// A same-vendor re-approach (post-buy refresh) must not remove+
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// re-add a guid that's still in stock -- see the class doc's "diff,
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// not blanket remove-then-reinsert" rationale. A UI panel holding
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// the guid (an open appraisal window) would see a false "it's gone"
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// notice if this regressed to blanket removal.
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Chainmail") });
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var removed = new List<uint>();
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objects.ObjectRemoved += o => removed.Add(o.ObjectId);
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// Same vendor id re-approaches with the SAME item guid still listed
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// (e.g. a post-buy refresh where this item wasn't the one bought)
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// but with a refreshed field value.
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Chainmail", descStackSize: 5) });
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Assert.Empty(removed);
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Assert.Equal(1, materializer.OwnedCount);
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Assert.Equal(5, objects.Get(ItemA)!.StackSize);
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}
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/// <summary>
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/// G2 (grand-gate finding): a REAL ACE vendor listing carries
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/// <c>DescStackSize=null</c> (ACE's <c>Vendor.LoadInventoryItem</c> never
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/// calls <c>wo.SetStackSize</c> on the browse-list WorldObject) and only
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/// the packed <see cref="VendorShopItem.StackSize"/> supply-count field
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/// (<c>VendorShopCreateListStackSize</c>) names a real quantity. Before
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/// the fix, <c>ToWeenieData</c> read only <c>DescStackSize</c>, so
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/// <see cref="ClientObject.StackSize"/> came back 1 for every vendor
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/// item — the toolbar split slider (which gates on
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/// <c>stackSize > 1</c>) never appeared for ANY vendor stack. This
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/// pins the fallback: no <c>DescStackSize</c>, packed
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/// <c>StackSize=100</c> -> <c>ClientObject.StackSize</c> resolves to
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/// 100, not 1.
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/// </summary>
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[Fact]
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public void Apply_NoDescStackSize_FallsBackToPackedSupplyCount()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[]
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{
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new VendorShopItem(
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ItemA, StackSize: 100, WeenieClassId: 1u, Name: "Arrow",
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ItemType: (uint)ItemType.MissileWeapon, IconId: 0x1234u, Value: 100,
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DescStackSize: null),
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});
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Assert.Equal(100, objects.Get(ItemA)!.StackSize);
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}
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/// <summary>
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/// G2 companion: the packed field's -1 "unlimited supply" sentinel has
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/// no bounded per-row purchase cap in the wire shape today, so it must
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/// fall through to the safe non-splittable default (1) rather than
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/// literally propagating -1 (which would read as a huge unsigned
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/// "stack size" to <see cref="SelectedObjectController"/>'s
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/// <c>stackSize > 1</c> gate).
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/// </summary>
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[Fact]
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public void Apply_UnlimitedSupplySentinel_FallsBackToNonSplittableDefault()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Bread") }); // StackSize: -1, DescStackSize: null
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Assert.Equal(1, objects.Get(ItemA)!.StackSize);
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}
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[Fact]
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public void Refreshed_ItemNoLongerListed_IsRemoved()
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{
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// An item drops out of the vendor's own list WITHOUT ever being
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// re-containered elsewhere (e.g. admin-removed stock, a delisted
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// line item) -- its live ContainerId is still the vendor's own
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// guid, so the retire pass's F1 ownership re-check finds a match
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// and removes it. This is deliberately NOT "I bought it" -- see
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// Refreshed_ItemPurchased_ReparentedIntoBuyerPack_Survives for that
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// case, where the SAME "missing from the new snapshot" trigger must
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// NOT delete the item because a real purchase already moved it into
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// the buyer's own pack before this refresh arrived.
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
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vendor.Apply(VendorGuid, default, new[] { Item(ItemB) });
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Assert.Null(objects.Get(ItemA));
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Assert.NotNull(objects.Get(ItemB));
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Assert.Equal(1, materializer.OwnedCount);
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}
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[Fact]
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public void Refreshed_ItemPurchased_ReparentedIntoBuyerPack_Survives()
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{
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// F1: buying a UNIQUE vendor item does not merely drop it from the
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// next ApproachVendor snapshot -- ACE first re-containers the SAME
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// guid into the BUYER's own pack via CreateObject
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// (Player_Commerce.cs:86-108) and only THEN sends the full-replace
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// refresh that no longer lists it. The retire pass must re-check
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// live ownership (ContainerId) before deleting, or it strips the
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// just-purchased item straight back out of the buyer's inventory.
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Unique Sword"), Item(ItemB) });
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Assert.Equal(VendorGuid, objects.Get(ItemA)!.ContainerId);
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const uint BuyerGuid = 0x50009000u;
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// Simulate the purchase's CreateObject: ACE re-containers the SAME
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// guid into the buyer's pack BEFORE the post-buy ApproachVendor
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// refresh arrives.
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objects.Ingest(new WeenieData(
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Guid: ItemA,
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Name: null,
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Type: null,
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WeenieClassId: 0,
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IconId: 0,
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IconOverlayId: 0,
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IconUnderlayId: 0,
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Effects: 0,
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Value: null,
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StackSize: null,
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StackSizeMax: null,
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Burden: null,
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ContainerId: BuyerGuid,
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WielderId: null,
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ValidLocations: null,
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CurrentWieldedLocation: null,
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Priority: null,
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ItemsCapacity: null,
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ContainersCapacity: null,
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Structure: null,
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MaxStructure: null,
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Workmanship: null));
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Assert.Equal(BuyerGuid, objects.Get(ItemA)!.ContainerId);
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// Post-buy ApproachVendor refresh: the purchased item is gone from
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// the shop's own list.
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vendor.Apply(VendorGuid, default, new[] { Item(ItemB) });
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ClientObject? survivor = objects.Get(ItemA);
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Assert.NotNull(survivor);
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Assert.Equal(BuyerGuid, survivor!.ContainerId);
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Assert.False(materializer.Owns(ItemA));
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Assert.Equal(1, materializer.OwnedCount);
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}
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[Fact]
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public void CollidingGuid_AlreadyOwnedBySomethingElse_IsNeverClobbered()
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{
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// The Slice 6.1 collision policy: ACE's UniqueItemsForSale can list
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// the EXACT guid a player last held (e.g. a sold-off item, or --
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// worst case -- any other collision). If that guid is already in
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// ClientObjectTable for a reason this materializer did not itself
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// create, it must be left completely untouched, not silently
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// reparented into the vendor's container.
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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// Simulate a pre-existing, non-vendor-owned object at this guid --
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// e.g. a live entity, or an item still sitting in someone's
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// inventory/equipment.
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const uint LiveOwner = 0x60000001u;
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objects.AddOrUpdate(new ClientObject
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{
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ObjectId = ItemA,
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Name = "Definitely Not A Shop Item",
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ContainerId = LiveOwner,
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});
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA, "Shop Listing With A Colliding Guid") });
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ClientObject? survivor = objects.Get(ItemA);
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Assert.NotNull(survivor);
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Assert.Equal("Definitely Not A Shop Item", survivor!.Name);
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Assert.Equal(LiveOwner, survivor.ContainerId);
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Assert.False(materializer.Owns(ItemA));
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Assert.Equal(0, materializer.OwnedCount);
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// The collision guid must also survive session close -- since this
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// materializer never claimed it, it must never remove it either.
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vendor.Close();
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Assert.NotNull(objects.Get(ItemA));
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}
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[Fact]
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public void Dispose_UnsubscribesFromVendorChanged()
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{
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA) });
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Assert.NotNull(objects.Get(ItemA));
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materializer.Dispose();
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// No further reaction once disposed -- a Close() after disposal
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// must not throw and must not touch the table (nothing left
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// subscribed to react).
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vendor.Close();
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Assert.NotNull(objects.Get(ItemA));
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}
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[Fact]
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public void Retire_ThrowingObjectRemovedObserver_StillRetiresRemainingGuidsAndConverges()
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{
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// F5: ClientObjectTable.Remove fires ObjectRemoved with NO
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// per-listener isolation (unlike VendorState's own Changed
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// dispatch). One throwing observer must not abort the retire loop
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// partway through and strand _ownedGuids -- every owned guid still
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// retires, and OwnedCount still converges to zero.
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var vendor = new VendorState();
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var objects = new ClientObjectTable();
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using var materializer = new VendorShopItemMaterializer(vendor, objects);
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vendor.Apply(VendorGuid, default, new[] { Item(ItemA), Item(ItemB) });
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Assert.Equal(2, materializer.OwnedCount);
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// A throwing ObjectRemoved observer fires on EVERY Remove() call
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// (both ItemA's and ItemB's) -- multicast delegate invocation has
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// no per-listener isolation, so each Remove() call itself throws.
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objects.ObjectRemoved += _ => throw new InvalidOperationException("boom");
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vendor.Close();
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// Both guids are gone from the table -- the throwing first observer
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// did not stop the second guid's Remove() call from happening.
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Assert.Null(objects.Get(ItemA));
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Assert.Null(objects.Get(ItemB));
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Assert.Equal(0, materializer.OwnedCount);
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Assert.False(materializer.Owns(ItemA));
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Assert.False(materializer.Owns(ItemB));
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// Dispose still converges cleanly afterward.
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materializer.Dispose();
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Assert.Equal(0, materializer.OwnedCount);
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}
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}
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