acdream/tests/AcDream.Core.Net.Tests/Messages/CharacterTitleEventsTests.cs
Erik bcfddc97e7 feat(CT): CT2 — Runtime character-title ownership + wire
Campaign CT slice CT2: the client now learns the character's earned
titles and current display title from the server, owns that state in
Runtime, and can send a display-title change. No UI (CT3/CT4).

Wire (Core.Net):
- GameEvents.ParseCharacterTitleTable (0x0029 CharacterTitle): retail
  CharacterTitleTable::UnPack @0x005c6e90 skips a leading u32 into no
  field — its own Pack @0x005c6e40 always writes the literal 1 there,
  matching ACE's unconditional Writer.Write(1u) — then reads
  displayTitleId, then a count-prefixed PList<uint> of earned ids.
- GameEvents.ParseUpdateTitle (0x002B UpdateTitle): titleId +
  setAsDisplay, per CM_Social::DispatchUI_AddOrSetCharacterTitle
  @0x006a54c0 -> Handle_Social__AddOrSetCharacterTitle @0x00564260,
  which ALWAYS adds (SendNotice_AddCharacterTitle, unconditional) and
  additionally sets display only when setAsDisplay != 0
  (SendNotice_SetDisplayCharacterTitle, gated).
- SocialActions.BuildTitleSet / WorldSession.SendSetTitle: outbound
  TitleSet (0x002C), u32 titleId, matching ACE's GameActionSetTitle.
- GameEventWiring gains onCharacterTitleTable/onUpdateTitle delegate
  holes (Core.Net cannot reference AcDream.Runtime directly).

Runtime:
- New RuntimeCharacterTitleState (RuntimeCharacterState.Titles): earned
  title id set + display title id, TableReplaced/TitleAdded/
  DisplayTitleChanged events matching retail's unconditional-add /
  gated-display-set contract, clears at generation reset.
  RuntimeCharacterOwnershipSnapshot/CaptureOwnership/IsConverged and
  RuntimeCharacterSnapshot extended (trailing optional fields, no
  existing call site broken).
- IRuntimeCharacterCommands.SetTitle: generation-gated, sends
  TitleSet only — NO optimistic local mutation. Verified against
  retail's own CM_Social::Event_SetDisplayCharacterTitle @0x006a5720,
  which sends the wire message and touches no local field; the display
  title updates only from the server's own echo (the CA-campaign
  lesson: never re-add an optimistic write). Implemented on both hosts
  (DirectGameRuntimeCommandAdapter direct-send;
  CurrentGameRuntimeCommandAdapter via LiveCommandBus /
  LiveSessionCommandRouter's new SetTitleRuntimeCmd).
- LiveSessionEventRouter wires the two inbound events unconditionally
  (RuntimeCharacterState.Titles is a required child, not an optional
  sibling like Fellowship/Allegiance).

App (non-UI plumbing + resolver):
- CharacterTitleResolver (src/AcDream.App/UI/Layout/): ports
  CharacterTitleTable::GetCharacterTitleFromID @0x005c6ed0 — titleId ->
  EnumMapper(0x22000041) canonical key -> compute_str_hash ->
  StringTable(0x2300000E) localized text. Runtime stays id-only; CT3/
  CT4 consume this for display. DIDs hardcoded per the RetailKeyNames
  precedent (CT1 verified them end-to-end).

Register: no new row. Retail's send path is non-optimistic and so is
ours — no deviation to record for this slice.

Tests: wire conformance (byte-exact + truncation) in
CharacterTitleEventsTests.cs + SocialActionsTests.cs; Runtime owner
unit tests in RuntimeCharacterTitleStateTests.cs plus integration in
RuntimeCharacterStateTests.cs; a no-local-mutation command test in
DirectGameRuntimeCommandAdapterTests.cs; an InstalledDat pin
(CharacterTitleResolverLiveDatTests.cs, ids 0/1/2/3/5/13/14, run green
with ACDREAM_RUN_INSTALLED_DAT_TESTS=1). Full solution build green;
hermetic filtered suite green (15,380 passed / 0 failed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 22:03:22 +02:00

137 lines
4.7 KiB
C#

using System;
using AcDream.Core.Net.Messages;
using Xunit;
namespace AcDream.Core.Net.Tests.Messages;
/// <summary>
/// Campaign CT slice CT2 (2026-08-24): golden-vector round-trip tests for
/// the two character-title S→C parsers added to <see cref="GameEvents"/>.
/// Fixtures are built with <see cref="AceWireWriter"/> (the ACE-mirror
/// writer) so a pass proves agreement with ACE's own
/// <c>GameEventCharacterTitle.cs</c> / <c>GameEventUpdateTitle.cs</c>
/// writer shapes, not just with itself.
/// </summary>
public sealed class CharacterTitleEventsTests
{
// ── 0x0029 CharacterTitle ────────────────────────────────────────────
[Fact]
public void ParseCharacterTitleTable_RoundTrips_DiscardsLeadingVersionTag()
{
byte[] wire = new AceWireWriter()
.Write(1u) // ACE's literal pack-version tag — must be discarded
.Write(13u) // displayTitleId
.Write(3u) // count
.Write(1u)
.Write(5u)
.Write(13u)
.ToArray();
GameEvents.CharacterTitleTable? table = GameEvents.ParseCharacterTitleTable(wire);
Assert.NotNull(table);
Assert.Equal(13u, table!.Value.DisplayTitleId);
Assert.Equal(new uint[] { 1u, 5u, 13u }, table.Value.TitleIds);
}
[Fact]
public void ParseCharacterTitleTable_IgnoresNonOneLeadingTag()
{
// Retail's own UnPack never reads the leading dword into any field —
// it is advanced past unconditionally. A hostile/odd server value
// there must not change the parse outcome.
byte[] wire = new AceWireWriter()
.Write(0xDEADBEEFu)
.Write(7u)
.Write(0u) // empty title list
.ToArray();
GameEvents.CharacterTitleTable? table = GameEvents.ParseCharacterTitleTable(wire);
Assert.NotNull(table);
Assert.Equal(7u, table!.Value.DisplayTitleId);
Assert.Empty(table.Value.TitleIds);
}
[Fact]
public void ParseCharacterTitleTable_EmptyTitleList_RoundTrips()
{
byte[] wire = new AceWireWriter()
.Write(1u)
.Write(0u) // displayTitleId — no display title yet
.Write(0u) // count
.ToArray();
GameEvents.CharacterTitleTable? table = GameEvents.ParseCharacterTitleTable(wire);
Assert.NotNull(table);
Assert.Equal(0u, table!.Value.DisplayTitleId);
Assert.Empty(table.Value.TitleIds);
}
[Theory]
[InlineData(0)] // empty payload
[InlineData(4)] // only the leading tag
[InlineData(8)] // leading tag + displayTitleId, missing count
public void ParseCharacterTitleTable_TruncatedHeader_ReturnsNull(int length)
{
byte[] wire = new byte[length];
Assert.Null(GameEvents.ParseCharacterTitleTable(wire));
}
[Fact]
public void ParseCharacterTitleTable_CountExceedsAvailableTitleIds_ReturnsNull()
{
byte[] wire = new AceWireWriter()
.Write(1u)
.Write(1u)
.Write(2u) // count says 2 title ids follow
.Write(1u) // only 1 is actually present
.ToArray();
Assert.Null(GameEvents.ParseCharacterTitleTable(wire));
}
// ── 0x002B UpdateTitle ───────────────────────────────────────────────
[Theory]
[InlineData(0u, false)]
[InlineData(13u, true)]
public void ParseUpdateTitle_RoundTrips(uint titleId, bool setAsDisplay)
{
byte[] wire = new AceWireWriter()
.Write(titleId)
.Write(setAsDisplay ? 1u : 0u)
.ToArray();
GameEvents.UpdateTitle? update = GameEvents.ParseUpdateTitle(wire);
Assert.NotNull(update);
Assert.Equal(titleId, update!.Value.TitleId);
Assert.Equal(setAsDisplay, update.Value.SetAsDisplay);
}
[Fact]
public void ParseUpdateTitle_NonZeroSetAsDisplay_IsTrue()
{
// ACE writes Convert.ToUInt32(bool) (always 0 or 1), but retail's own
// dispatch reads `!= 0`, not `== 1` — a non-1 truthy value must still
// resolve true.
byte[] wire = new AceWireWriter().Write(5u).Write(0xFFu).ToArray();
GameEvents.UpdateTitle? update = GameEvents.ParseUpdateTitle(wire);
Assert.NotNull(update);
Assert.True(update!.Value.SetAsDisplay);
}
[Theory]
[InlineData(0)]
[InlineData(4)] // only titleId, missing setAsDisplay
public void ParseUpdateTitle_Truncated_ReturnsNull(int length)
{
byte[] wire = new byte[length];
Assert.Null(GameEvents.ParseUpdateTitle(wire));
}
}