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