Ports the three character-management wire messages LA7 (design spec §7, plan §11 item 4) identified as missing before the character-select screen (LA8) can be built: delete, restore, and the server error channel. Message types + tests only — no WorldSession/Runtime/UI wiring, that is LA7b. CharacterDelete (0xF655): outbound account+SLOT-INDEX request per Proto_UI::SendDeleteCharacter@0x00546b30 (retail packs the account as String16L then writes the trailing u32 directly after — NOT the character guid; CPlayerSystem::DeleteCharacter@0x0055f830 resolves that slot via CharacterSet::GetSlot before sending). The server's ack reuses the same opcode with an empty body (ACE GameMessageCharacterDelete.cs); a fresh CharacterList follows separately per CharacterHandler.cs:322 — that refresh flow is explicitly out of scope here (LA7b). CharacterRestore (0xF7D9 request / 0xF643 response): guid-only request, per ACE (CharacterHandler.cs:331-385, ReadUInt32 only) and holtburger (CharacterRestoreRequestData, guid-only) independent consensus. The decompiled call site (Proto_UI::SendAdminRestoreCharacter@0x00546cf0) appears to pack two extra strings, but its only caller (CPlayerSystem::RestoreCharacter@0x0055d760) passes an uninitialized local (`class PStringBase<char>* edx;`, never assigned) as the second argument and `this` (a CPlayerSystem*, not a string) as the third — textbook decompiler register-corruption, not real arguments. No divergence-register row: this follows the correct reading of a corrupted decompile, not a deviation from retail (spec §11 item 4). The response reuses opcode 0xF643, a genuine retail collision with CharacterCreateResponse (ACE's own comment: "This is a duplicate...", GameMessageOpcode.cs:42); GameMessageCharacterRestore.cs always writes a success shape (flag=1 + guid + name + secondsGreyedOut), but retail's CharacterRestore handler can also reply via the CharacterCreateResponse path on failure (e.g. NameInUse) with a flag-only body and no trailing fields — the parser mirrors that conditionality instead of assuming the four fields are always present. CharacterError (0xF659): u32 error code, confirmed directly from retail's inbound dispatcher UIQueueManager::ProcessNetBlobData@0x0055b000 -> CPlayerSystem::Handle_CharacterError@0x0055d5d0, which reads `enum charError` straight off the wire. The Code enum is a verbatim port of retail's own enum charError (docs/research/named-retail/acclient.h: 4038-4067, 26 members incl. CHAR_ERROR_NUM_ERRORS) rather than a subset filtered through ACE — retail's header names four members ACE's C# CharacterError enum omits (LoggedOn, NoPremade, AccountInUse, CharacterIsBooted) because ACE's server never sends them, though a genuine retail server could. The 32-bit storage-width compiler sentinel FORCE_charError_32_BIT is deliberately excluded (not a real value). Unknown codes never throw — RawErrorCode always preserves the wire value. Today acdream cannot surface any character-stage server error; this is the first parser for the family. 46 new tests (byte-exact builder assertions, ACE-serializer-shaped parser fixtures via the existing AceWireWriter test helper, all 26 retail error codes round-tripped, unknown/truncated/wrong-opcode handling). Full Core.Net.Tests suite: 951 passed, 0 failed, 0 skipped. Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
123 lines
4.1 KiB
C#
123 lines
4.1 KiB
C#
using System.Buffers.Binary;
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using AcDream.Core.Net.Messages;
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namespace AcDream.Core.Net.Tests.Messages;
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public sealed class CharacterRestoreTests
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{
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[Fact]
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public void BuildRequestBody_ExactByteSequence_OpcodeThenGuidOnly()
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{
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byte[] body = CharacterRestore.BuildRequestBody(0x50000001u);
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byte[] expected =
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[
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0xD9, 0xF7, 0x00, 0x00, // opcode 0xF7D9 LE
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0x01, 0x00, 0x00, 0x50, // guid 0x50000001 LE
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];
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Assert.Equal(expected, body);
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Assert.Equal(8, body.Length);
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}
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[Fact]
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public void Parse_SuccessResponse_PopulatesAllTrailingFields()
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{
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// Mirrors ACE's GameMessageCharacterRestore: opcode, flag=1 (Ok),
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// guid, String16L name, secondsGreyedOut.
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var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
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.Write(1u)
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.WriteGuid(0x50000002u)
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.WriteString16L("+Acdream")
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.Write(0u);
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CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
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Assert.Equal(1u, parsed.VerificationFlag);
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Assert.True(parsed.IsOk);
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Assert.Equal(0x50000002u, parsed.Guid);
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Assert.Equal("+Acdream", parsed.Name);
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Assert.Equal(0u, parsed.SecondsGreyedOut);
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}
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[Fact]
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public void Parse_SuccessResponse_NonzeroSecondsGreyedOutPreserved()
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{
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var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
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.Write(1u)
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.WriteGuid(0x50000003u)
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.WriteString16L("Restored")
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.Write(45u);
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CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
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Assert.Equal(45u, parsed.SecondsGreyedOut);
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}
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[Fact]
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public void Parse_FailureShapedResponse_LeavesTrailingFieldsNull()
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{
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// Retail's colliding CharacterCreateResponse shape: a non-Ok flag
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// (here 3 = NameInUse) has NO trailing guid/name/seconds on the
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// wire at all — GameMessageCharacterCreateResponse.cs only writes
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// them "if (response == ... .Ok)". Parse must not try to read past
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// the flag in this case.
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var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
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.Write(3u); // CharacterGenerationVerificationResponse.NameInUse
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CharacterRestore.Parsed parsed = CharacterRestore.Parse(w.ToArray());
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Assert.Equal(3u, parsed.VerificationFlag);
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Assert.False(parsed.IsOk);
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Assert.Null(parsed.Guid);
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Assert.Null(parsed.Name);
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Assert.Null(parsed.SecondsGreyedOut);
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}
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[Fact]
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public void Parse_WrongOpcode_Throws()
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{
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byte[] bytes = new byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(bytes, 0xDEADBEEFu);
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Assert.Throws<FormatException>(() => CharacterRestore.Parse(bytes));
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}
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[Fact]
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public void Parse_TruncatedAfterFlag_Throws()
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{
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// Claims success (flag=1) but the body ends before the guid.
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var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode).Write(1u);
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Assert.Throws<FormatException>(() => CharacterRestore.Parse(w.ToArray()));
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}
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[Fact]
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public void Parse_TruncatedBeforeFlag_Throws()
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{
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var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode);
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Assert.Throws<FormatException>(() => CharacterRestore.Parse(w.ToArray()));
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}
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[Fact]
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public void RequestThenResponse_RoundTrips_GuidIdentity()
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{
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const uint guid = 0x50000009u;
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byte[] request = CharacterRestore.BuildRequestBody(guid);
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// The request itself carries only the guid; re-derive it the same
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// way a caller would to confirm nothing was lost in the builder.
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uint requestedGuid = BinaryPrimitives.ReadUInt32LittleEndian(request.AsSpan(4));
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Assert.Equal(guid, requestedGuid);
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var w = AceWireWriter.GameMessage(CharacterRestore.ResponseOpcode)
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.Write(1u)
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.WriteGuid(guid)
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.WriteString16L("RoundTrip")
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.Write(0u);
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CharacterRestore.Parsed response = CharacterRestore.Parse(w.ToArray());
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Assert.Equal(requestedGuid, response.Guid);
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}
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}
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