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use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
use elseware::entity::item;
use elseware::ship::ship::{ShipServerState, RecvShipPacket};
use libpso::packet::ship::*;
use libpso::packet::messages::*;
#[path = "common.rs"]
mod common;
use common::*;
#[async_std::test]
async fn test_use_monomate_after_leaving_and_rejoining_room() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a", 1).await;
let mut p1_items = Vec::new();
for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
let mut item = Vec::new();
for _ in 0..2usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_items.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
let mut p2_items = Vec::new();
for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
let mut item = Vec::new();
for _ in 0..2usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p2_items.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char2.id, &item::InventoryEntity::new(p2_items)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
log_in_char(&mut ship, ClientId(2), "a2", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
join_lobby(&mut ship, ClientId(2)).await;
create_room(&mut ship, ClientId(1), "room", "").await;
join_room(&mut ship, ClientId(2), 0).await;
leave_room(&mut ship, ClientId(2)).await;
join_room(&mut ship, ClientId(2), 0).await;
leave_room(&mut ship, ClientId(2)).await;
join_room(&mut ship, ClientId(2), 0).await;
leave_room(&mut ship, ClientId(2)).await;
join_room(&mut ship, ClientId(2), 0).await;
leave_room(&mut ship, ClientId(1)).await;
join_room(&mut ship, ClientId(1), 0).await;
ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x10003,
})))).await.unwrap();
ship.handle(ClientId(2), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x210006,
})))).await.unwrap();
let inventory_items = entity_gateway.get_character_inventory(&char1.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 2)
}).unwrap();
inventory_items.items[1].with_stacked(|items| {
assert_eq!(items.len(), 1)
}).unwrap();
let inventory_items = entity_gateway.get_character_inventory(&char2.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 1)
}).unwrap();
inventory_items.items[1].with_stacked(|items| {
assert_eq!(items.len(), 2)
}).unwrap();
}
#[async_std::test]
async fn test_using_some_monomates_after_a_convoluted_series_of_leaves_and_joins() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
let (_user2, char2) = new_user_character(&mut entity_gateway, "a2", "a", 1).await;
let (_user3, char3) = new_user_character(&mut entity_gateway, "a3", "a", 1).await;
let mut p1_items = Vec::new();
for tool in vec![item::tool::ToolType::Monofluid, item::tool::ToolType::Difluid, item::tool::ToolType::Trifluid].into_iter() {
let mut item = Vec::new();
for _ in 0..2usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_items.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
let mut p2_items = Vec::new();
for tool in vec![item::tool::ToolType::Monomate, item::tool::ToolType::Monofluid].into_iter() {
let mut item = Vec::new();
for _ in 0..6usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p2_items.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char2.id, &item::InventoryEntity::new(p2_items)).await.unwrap();
let mut p3_items = Vec::new();
for _ in 0..5usize {
p3_items.push(
item::InventoryItemEntity::Individual(
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Weapon(
item::weapon::Weapon {
weapon: item::weapon::WeaponType::Saber,
grind: 0,
special: None,
attrs: [None, None, None],
tekked: true,
}
),
}).await.unwrap()
));
}
entity_gateway.set_character_inventory(&char3.id, &item::InventoryEntity::new(p3_items)).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
log_in_char(&mut ship, ClientId(2), "a2", "a").await;
log_in_char(&mut ship, ClientId(3), "a3", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
join_lobby(&mut ship, ClientId(2)).await;
join_lobby(&mut ship, ClientId(3)).await;
// so lets trace the item_ids here as it is dumb:
create_room(&mut ship, ClientId(1), "room", "").await;
// g1/p1: 0x010000 0x010001 0x010002 ; 0x010003
// g2 : ; 0x210000
// g3 : ; 0x410000
join_room(&mut ship, ClientId(2), 0).await;
// g1/p1: 0x010000 0x010001 0x010002 ; 0x10003
// g2/p2: 0x210000 0x210001 ; 0x210002
// g3 : ; 0x410000
ship.handle(ClientId(2), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x210000,
})))).await.unwrap();
join_room(&mut ship, ClientId(3), 0).await;
// g1/p1: 0x010000 0x010001 0x010002 ; 0x010003
// g2/p2: 0x210000 0x210001 ; 0x210002
// g3/p3: 0x410000 0x410001 0x410002 0x410003 0x0410004 ; 0x410005
leave_room(&mut ship, ClientId(2)).await;
// g1/p1: 0x010000 0x010001 0x010002 ; 0x010003
// g2 : ; 0x210002
// g3/p3: 0x410000 0x410001 0x410002 0x410003 0x410004 ; 0x410005
join_room(&mut ship, ClientId(2), 0).await;
// g1/p1: 0x010000 0x010001 0x010002 ; 0x010003
// g2/p2: 0x210002 0x210003 ; 0x210004
// g3/p3: 0x410000 0x410001 0x410002 0x410003 0x410004 ; 0x410005
leave_room(&mut ship, ClientId(2)).await;
// g1/p1: 0x010000 0x010001 0x010002 ; 0x010003
// g2 : ; 0x210004
// g3/p3: 0x410000 0x410001 0x410002 0x410003 0x410004 ; 0x410005
leave_room(&mut ship, ClientId(3)).await;
// g1/p1: 0x010000 0x010001 0x010002 ; 0x010003
// g2 : ; 0x210004
// g3 : ; 0x410005
join_room(&mut ship, ClientId(3), 0).await;
// g1/p1: 0x010000 0x010001 0x010002 ; 0x010003
// g2/p3: 0x210004 0x210005 0x210006 0x210007 0x210008 ; 0x210009
// g3 : ; 0x410007
join_room(&mut ship, ClientId(2), 0).await;
// g1/p1: 0x010000 0x010001 0x010002 ; 0x010003
// g2/p3: 0x210004 0x210005 0x210006 0x210007 0x210008 ; 0x210009
// g3/p2: 0x410005 0x410006 ; 0x410007
ship.handle(ClientId(2), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x410005,
})))).await.unwrap();
leave_room(&mut ship, ClientId(1)).await;
leave_room(&mut ship, ClientId(2)).await;
// g1 : ; 0x010003
// g2/p3: 0x210004 0x210005 0x210006 0x210007 0x210008 ; 0x210009
// g3 : ; 0x410007
join_room(&mut ship, ClientId(2), 0).await;
// g1/p2: 0x010003 0x010004 ; 0x010005
// g2/p3: 0x210004 0x210005 0x210006 0x210007 0x210008 ; 0x210009
// g3 : ; 0x410007
join_room(&mut ship, ClientId(1), 0).await;
// g1/p2: 0x010003 0x010004 ; 0x010005
// g2/p3: 0x210004 0x210005 0x210006 0x210007 0x210008 ; 0x210009
// g3/p1: 0x410008 0x410009 0x41000A ; 0x41000B
ship.handle(ClientId(2), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x010003,
})))).await.unwrap();
leave_room(&mut ship, ClientId(2)).await;
leave_room(&mut ship, ClientId(3)).await;
join_room(&mut ship, ClientId(3), 0).await;
join_room(&mut ship, ClientId(2), 0).await;
// g1/p3: 0x010005 0x010006 0x010007 0x010008 0x010009 ; 0x010009
// g2/p2: 0x210009 0x21000A ; 0x21000B
// g3/p1: 0x410008 0x410009 0x41000A ; 0x41000B
ship.handle(ClientId(2), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x210009,
})))).await.unwrap();
leave_room(&mut ship, ClientId(2)).await;
join_room(&mut ship, ClientId(2), 0).await;
// g1/p3: 0x010005 0x010006 0x010007 0x010008 0x010009 ; 0x010009
// g2/p2: 0x21000B 0x21000C ; 0x21000D
// g3/p1: 0x410008 0x410009 0x401000A ; 0x41000B
ship.handle(ClientId(2), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x21000B,
})))).await.unwrap();
let inventory_items = entity_gateway.get_character_inventory(&char2.id).await.unwrap();
assert_eq!(inventory_items.items.len(), 2);
inventory_items.items[0].with_stacked(|items| {
assert_eq!(items.len(), 1)
}).unwrap();
inventory_items.items[1].with_stacked(|items| {
assert_eq!(items.len(), 6)
}).unwrap();
}
#[async_std::test]
async fn test_depositing_a_full_stack_then_withdrawing_part() {
let mut entity_gateway = InMemoryGateway::default();
let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a", 1).await;
let mut p1_items = Vec::new();
for tool in vec![item::tool::ToolType::Monofluid, item::tool::ToolType::Difluid, item::tool::ToolType::Trifluid].into_iter() {
let mut item = Vec::new();
for _ in 0..5usize {
item.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: tool
}
),
}).await.unwrap());
}
p1_items.push(item::InventoryItemEntity::Stacked(item));
}
entity_gateway.set_character_inventory(&char1.id, &item::InventoryEntity::new(p1_items)).await.unwrap();
let mut monomates = Vec::new();
for _ in 0..3usize {
monomates.push(entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::Monomate,
}
),
}).await.unwrap());
}
entity_gateway.set_character_bank(&char1.id, &item::BankEntity::new(vec![monomates]), &item::BankIdentifier::Character).await.unwrap();
let mut ship = Box::new(ShipServerState::builder()
.gateway(entity_gateway.clone())
.build());
log_in_char(&mut ship, ClientId(1), "a1", "a").await;
join_lobby(&mut ship, ClientId(1)).await;
create_room(&mut ship, ClientId(1), "room", "").await;
ship.handle(ClientId(1), RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BankRequest(BankRequest {
client: 0,
target: 0,
unknown: 0,
})))).await.unwrap();
ship.handle(ClientId(1), RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BankInteraction(BankInteraction {
client: 0,
target: 0,
item_id: 0x10001,
action: 0,
item_amount: 5,
meseta_amount: 0,
unknown: 0,
})))).await.unwrap();
ship.handle(ClientId(1), RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BankInteraction(BankInteraction {
client: 0,
target: 0,
item_id: 0x10001,
action: 1,
item_amount: 3,
meseta_amount: 0,
unknown: 0,
})))).await.unwrap();
ship.handle(ClientId(1), RecvShipPacket::Message(Message::new(GameMessage::PlayerUseItem(PlayerUseItem {
client: 0,
target: 0,
item_id: 0x20001,
})))).await.unwrap();
}