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>
295 lines
12 KiB
C#
295 lines
12 KiB
C#
using AcDream.Core.Net.Messages;
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using AcDream.Headless.Hosting;
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using AcDream.Runtime;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.Headless.Tests;
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/// <summary>
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/// Campaign OP slice OP7 (2026-08-11), D8: the declared-vs-actual diff engine
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/// (<see cref="HeadlessCharacterOptionsSeeder"/>) unit-tested against a fake
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/// <see cref="IRuntimeCharacterCommands"/> so these tests never need a live
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/// session, a wire, or a physics/collision fixture — only a bare
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/// <see cref="GameRuntime"/> for its <c>CharacterOwner.Options</c> state and
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/// <c>Generation</c> token. <see cref="RuntimeCharacterOptionsState.Replace"/>
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/// stands in for "a PlayerDescription just landed" exactly like
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/// <c>LiveSessionEventRouter</c>'s own <c>onCharacterOptions</c> wiring does.
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/// </summary>
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public sealed class HeadlessCharacterOptionsSeederTests
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{
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// AutoRepeatAttack (0x00, Options1 0x00000002) is auto-save — sends
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// SetSingleOption (0x0005) immediately, per CharacterOptionTable.
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// IgnoreTradeRequests (0x03, Options1 0x00020000) is batched — dirties
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// the module; only SaveOptions flushes it. Both are exercised by name
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// throughout this file's tests.
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private const uint AutoSaveMask = 0x00000002u;
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[Fact]
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public void DeclaredEqualsActualSendsNothing()
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{
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using GameRuntime runtime = NewRuntime();
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runtime.CharacterOwner.Options.Replace(0u, 0u);
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var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
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var seeder = new HeadlessCharacterOptionsSeeder(
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new Dictionary<CharacterOptionId, bool>
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{
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[CharacterOptionId.AutoRepeatAttack] = false,
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},
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runtime,
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commands);
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seeder.NoteLoginCompleteSent();
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seeder.NoteOptionsSeeded();
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Assert.Empty(commands.CallOrder);
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}
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[Fact]
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public void AutoSaveDifferenceSendsExactlyOneSetSingleOption()
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{
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using GameRuntime runtime = NewRuntime();
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runtime.CharacterOwner.Options.Replace(0u, 0u);
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var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
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var seeder = new HeadlessCharacterOptionsSeeder(
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new Dictionary<CharacterOptionId, bool>
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{
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[CharacterOptionId.AutoRepeatAttack] = true,
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},
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runtime,
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commands);
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seeder.NoteLoginCompleteSent();
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seeder.NoteOptionsSeeded();
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var call = Assert.Single(commands.SingleOptionCalls);
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Assert.Equal((uint)CharacterOptionId.AutoRepeatAttack, call.OptionId);
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Assert.True(call.Value);
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Assert.Equal(0, commands.SaveOptionsCallCount);
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Assert.Equal(["set:0"], commands.CallOrder);
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}
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[Fact]
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public void BatchedDifferenceSendsSetSingleOptionThenExactlyOneSaveOptionsAtTheEnd()
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{
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using GameRuntime runtime = NewRuntime();
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runtime.CharacterOwner.Options.Replace(0u, 0u);
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var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
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var seeder = new HeadlessCharacterOptionsSeeder(
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new Dictionary<CharacterOptionId, bool>
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{
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[CharacterOptionId.IgnoreTradeRequests] = true,
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},
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runtime,
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commands);
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seeder.NoteLoginCompleteSent();
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seeder.NoteOptionsSeeded();
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var call = Assert.Single(commands.SingleOptionCalls);
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Assert.Equal((uint)CharacterOptionId.IgnoreTradeRequests, call.OptionId);
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Assert.True(call.Value);
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Assert.Equal(1, commands.SaveOptionsCallCount);
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Assert.Equal(["set:3", "save"], commands.CallOrder);
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}
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[Fact]
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public void MixedDeclarationOrdersAllSetsBeforeTheSingleFlush()
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{
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using GameRuntime runtime = NewRuntime();
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runtime.CharacterOwner.Options.Replace(0u, 0u);
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var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
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var seeder = new HeadlessCharacterOptionsSeeder(
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new Dictionary<CharacterOptionId, bool>
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{
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// Declared out of id order on purpose — the seeder sorts
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// id-ascending internally, so the batched id (0x03) is
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// expected AFTER the auto-save id (0x00) regardless of
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// declaration order, with the flush always last.
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[CharacterOptionId.IgnoreTradeRequests] = true,
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[CharacterOptionId.AutoRepeatAttack] = true,
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},
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runtime,
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commands);
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seeder.NoteLoginCompleteSent();
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seeder.NoteOptionsSeeded();
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Assert.Equal(2, commands.SingleOptionCalls.Count);
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Assert.Equal(1, commands.SaveOptionsCallCount);
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Assert.Equal(["set:0", "set:3", "save"], commands.CallOrder);
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}
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[Fact]
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public void NeitherPreconditionAloneSendsAnything()
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{
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using GameRuntime runtime = NewRuntime();
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var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
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var seeder = new HeadlessCharacterOptionsSeeder(
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new Dictionary<CharacterOptionId, bool>
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{
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[CharacterOptionId.AutoRepeatAttack] = true,
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},
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runtime,
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commands);
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// Login-complete alone: HasServerSeed is still false (no Replace
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// ever ran), so the diff cannot trust live state yet.
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seeder.NoteLoginCompleteSent();
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Assert.Empty(commands.CallOrder);
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// Now the seed lands — both preconditions are satisfied and the
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// deferred diff runs from THIS call.
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runtime.CharacterOwner.Options.Replace(0u, 0u);
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seeder.NoteOptionsSeeded();
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Assert.Single(commands.SingleOptionCalls);
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}
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[Fact]
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public void OptionsSeededBeforeLoginCompleteDefersUntilLoginCompleteArrives()
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{
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using GameRuntime runtime = NewRuntime();
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runtime.CharacterOwner.Options.Replace(0u, 0u);
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var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
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var seeder = new HeadlessCharacterOptionsSeeder(
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new Dictionary<CharacterOptionId, bool>
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{
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[CharacterOptionId.AutoRepeatAttack] = true,
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},
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runtime,
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commands);
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seeder.NoteOptionsSeeded();
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Assert.Empty(commands.CallOrder);
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seeder.NoteLoginCompleteSent();
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Assert.Single(commands.SingleOptionCalls);
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}
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[Fact]
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public void EmptyDeclarationNeverSendsRegardlessOfBothSignals()
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{
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using GameRuntime runtime = NewRuntime();
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runtime.CharacterOwner.Options.Replace(0xFFFFFFFFu, 0xFFFFFFFFu);
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var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
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var seeder = new HeadlessCharacterOptionsSeeder(
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new Dictionary<CharacterOptionId, bool>(),
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runtime,
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commands);
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Assert.False(seeder.HasDeclaredOptions);
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seeder.NoteLoginCompleteSent();
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seeder.NoteOptionsSeeded();
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Assert.Empty(commands.CallOrder);
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}
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/// <summary>
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/// D8 idempotence — the acceptance bar is "by construction", not a
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/// special-cased dedupe: a fresh, second seeder instance (mirroring the
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/// fresh instance <c>HeadlessSessionHost.CreateEventRoute</c> constructs
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/// per reconnect) diffs against the SAME declared dictionary but against
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/// live state that already reflects what the first seeder sent — the
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/// second diff simply finds nothing to do.
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/// </summary>
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[Fact]
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public void ReconnectWithSameDeclarationsAgainstServerThatNowAgreesSendsNothing()
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{
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using GameRuntime runtime = NewRuntime();
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var declared = new Dictionary<CharacterOptionId, bool>
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{
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[CharacterOptionId.AutoRepeatAttack] = true,
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};
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// First connect: server has the option OFF; the bot's declared
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// value differs, so it sends once.
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runtime.CharacterOwner.Options.Replace(0u, 0u);
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var firstCommands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
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var firstSeeder = new HeadlessCharacterOptionsSeeder(
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declared, runtime, firstCommands);
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firstSeeder.NoteLoginCompleteSent();
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firstSeeder.NoteOptionsSeeded();
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Assert.Single(firstCommands.SingleOptionCalls);
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// Reconnect: a fresh seeder instance (per CreateEventRoute's own
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// per-route construction), and the server's fresh PlayerDescription
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// now echoes what the bot itself set last time.
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runtime.CharacterOwner.Options.ResetSession();
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runtime.CharacterOwner.Options.Replace(AutoSaveMask, 0u);
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var secondCommands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
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var secondSeeder = new HeadlessCharacterOptionsSeeder(
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declared, runtime, secondCommands);
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secondSeeder.NoteLoginCompleteSent();
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secondSeeder.NoteOptionsSeeded();
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Assert.Empty(secondCommands.CallOrder);
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}
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private static GameRuntime NewRuntime()
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{
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var gameplay = new HeadlessGameplayOperations();
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var runtime = new GameRuntime(new GameRuntimeDependencies(
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gameplay,
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gameplay,
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gameplay,
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gameplay));
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gameplay.Bind(runtime, catalog: null, () => "account");
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return runtime;
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}
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/// <summary>
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/// Writes the bit into <paramref name="options"/> as part of
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/// <see cref="SetSingleOption"/>, mirroring the REAL
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/// <c>DirectGameRuntimeCommandAdapter.SetSingleOption</c> →
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/// <c>RuntimeCharacterOptionsState.TrySetOption</c> contract: the local
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/// copy updates synchronously, in the same call, before the method
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/// returns. Without this, a fake that only records the call (never
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/// mutating live state) would make a SECOND diff pass — e.g. a
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/// legitimate redundant <c>NoteLoginCompleteSent</c>/<c>NoteOptionsSeeded</c>
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/// pairing — re-find the same already-handled mismatch and re-send it,
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/// which is a fidelity gap in the fake, not a real defect: production's
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/// idempotence depends on exactly this synchronous local write.
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/// </summary>
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private sealed class FakeCharacterCommands(
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RuntimeCharacterOptionsState options) : IRuntimeCharacterCommands
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{
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internal List<(uint OptionId, bool Value)> SingleOptionCalls { get; } = [];
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internal int SaveOptionsCallCount { get; private set; }
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internal List<string> CallOrder { get; } = [];
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public RuntimeCommandResult Advance(
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RuntimeGenerationToken expectedGeneration,
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in RuntimeAdvancementCommand command) =>
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throw new NotSupportedException(
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"HeadlessCharacterOptionsSeeder never calls Advance.");
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public RuntimeCommandResult SetSingleOption(
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RuntimeGenerationToken expectedGeneration,
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uint optionId,
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bool value)
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{
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SingleOptionCalls.Add((optionId, value));
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CallOrder.Add($"set:{optionId}");
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options.SetOptionBit(optionId, value);
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return new RuntimeCommandResult(
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RuntimeCommandStatus.Accepted,
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expectedGeneration);
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}
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public RuntimeCommandResult SaveOptions(
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RuntimeGenerationToken expectedGeneration)
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{
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SaveOptionsCallCount++;
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CallOrder.Add("save");
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return new RuntimeCommandResult(
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RuntimeCommandStatus.Accepted,
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expectedGeneration);
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}
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public RuntimeCommandResult SetTitle(
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RuntimeGenerationToken expectedGeneration,
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uint titleId) =>
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throw new NotSupportedException(
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"HeadlessCharacterOptionsSeeder never calls SetTitle.");
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}
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}
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