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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, SendShipPacket};
use elseware::ship::room::Difficulty;
use libpso::packet::ship::*;
use libpso::packet::messages::*;
#[path = "common.rs"]
mod common;
use common::*;
#[async_std::test]
async fn test_player_opens_weapon_shop() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 1
})))).await.unwrap().collect::<Vec<_>>();
assert_eq!(packets.len(), 1);
match &packets[0].1 {
SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
assert_eq!(shop_list.items.len(), 16)
}
_ => panic!("")
}
}
#[async_std::test]
async fn test_player_opens_tool_shop() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 0
})))).await.unwrap().collect::<Vec<_>>();
assert_eq!(packets.len(), 1);
match &packets[0].1 {
SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
assert_eq!(shop_list.items.len(), 18)
}
_ => panic!("")
}
}
#[async_std::test]
async fn test_player_opens_armor_shop() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 2
})))).await.unwrap().collect::<Vec<_>>();
assert_eq!(packets.len(), 1);
match &packets[0].1 {
SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
assert_eq!(shop_list.items.len(), 21)
}
_ => panic!("")
}
}
#[async_std::test]
async fn test_player_buys_from_weapon_shop() {
let mut entity_gateway = InMemoryGateway::new();
let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
char1.meseta = 999999;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 1
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 1,
shop_index: 0,
amount: 1,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let characters1 = entity_gateway.get_characters_by_user(&user1).await;
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
assert!(c1.meseta < 999999);
let p1_items = entity_gateway.get_items_by_character(&char1).await;
assert_eq!(p1_items.len(), 1);
}
#[async_std::test]
async fn test_player_buys_from_tool_shop() {
let mut entity_gateway = InMemoryGateway::new();
let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
char1.meseta = 999999;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 0,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 0,
shop_index: 0,
amount: 1,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let characters1 = entity_gateway.get_characters_by_user(&user1).await;
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
assert!(c1.meseta < 999999);
let p1_items = entity_gateway.get_items_by_character(&char1).await;
assert_eq!(p1_items.len(), 1);
}
#[async_std::test]
async fn test_player_buys_multiple_from_tool_shop() {
let mut entity_gateway = InMemoryGateway::new();
let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
char1.meseta = 999999;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 0,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 0,
shop_index: 0,
amount: 5,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let characters1 = entity_gateway.get_characters_by_user(&user1).await;
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
assert!(c1.meseta < 999999);
let p1_items = entity_gateway.get_items_by_character(&char1).await;
assert_eq!(p1_items.len(), 5);
}
#[async_std::test]
async fn test_player_buys_from_armor_shop() {
let mut entity_gateway = InMemoryGateway::new();
let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
char1.meseta = 999999;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 2
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 2,
shop_index: 0,
amount: 1,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let characters1 = entity_gateway.get_characters_by_user(&user1).await;
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
assert!(c1.meseta < 999999);
let p1_items = entity_gateway.get_items_by_character(&char1).await;
assert_eq!(p1_items.len(), 1);
}
#[async_std::test]
async fn test_player_sells_to_shop() {
}
#[async_std::test]
async fn test_other_clients_see_purchase() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let (_user2, _char2) = new_user_character(&mut entity_gateway, "a2", "a").await;
char1.exp = 80000000;
char1.meseta = 999999;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
join_room(&mut ship, ClientId(2), 0).await;
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 1
})))).await.unwrap().for_each(drop);
let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 1,
shop_index: 0,
amount: 1,
unknown1: 0,
})))).await.unwrap().collect::<Vec<_>>();
assert_eq!(packets.len(), 1);
assert_eq!(packets[0].0, ClientId(2));
match &packets[0].1 {
SendShipPacket::Message(Message{msg: GameMessage::CreateItem(_)}) => {},
_ => panic!(""),
}
}
#[async_std::test]
async fn test_other_clients_see_stacked_purchase() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let (_user2, _char2) = new_user_character(&mut entity_gateway, "a2", "a").await;
char1.exp = 80000000;
char1.meseta = 999999;
entity_gateway.save_character(&char1).await;
entity_gateway.create_item(
item::NewItemEntity {
item: item::ItemDetail::Tool(
item::tool::Tool {
tool: item::tool::ToolType::Monomate
}
),
location: item::ItemLocation::Inventory {
character_id: char1.id,
slot: 0,
equipped: false,
}
}).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
join_room(&mut ship, ClientId(2), 0).await;
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 1
})))).await.unwrap().for_each(drop);
let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 1,
shop_index: 0,
amount: 1,
unknown1: 0,
})))).await.unwrap().collect::<Vec<_>>();
assert_eq!(packets.len(), 1);
assert_eq!(packets[0].0, ClientId(2));
match &packets[0].1 {
SendShipPacket::Message(Message{msg: GameMessage::CreateItem(_)}) => {},
_ => panic!(""),
}
}
#[async_std::test]
async fn test_buying_item_without_enough_mseseta() {
let mut entity_gateway = InMemoryGateway::new();
let (user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 1
})))).await.unwrap().for_each(drop);
let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 1,
shop_index: 0,
amount: 1,
unknown1: 0,
})))).await;
assert!(packets.is_err());
let characters1 = entity_gateway.get_characters_by_user(&user1).await;
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
assert_eq!(c1.meseta, 0);
let p1_items = entity_gateway.get_items_by_character(&char1).await;
assert_eq!(p1_items.len(), 0);
}
#[async_std::test]
async fn test_player_double_buys_from_tool_shop() {
let mut entity_gateway = InMemoryGateway::new();
let (user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
char1.meseta = 999999;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 0,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 0,
shop_index: 0,
amount: 3,
unknown1: 0,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10001,
shop_type: 0,
shop_index: 1,
amount: 2,
unknown1: 0,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10002,
shop_type: 0,
shop_index: 0,
amount: 4,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let characters1 = entity_gateway.get_characters_by_user(&user1).await;
let c1 = characters1.get(0).as_ref().unwrap().as_ref().unwrap();
assert!(c1.meseta < 999999);
let p1_items = entity_gateway.get_items_by_character(&char1).await;
assert_eq!(p1_items.len(), 9);
}
#[async_std::test]
async fn test_techs_disappear_from_shop_when_bought() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
char1.meseta = 999999;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 0,
})))).await.unwrap().collect::<Vec<_>>();
let first_tech = match &packets[0].1 {
SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
shop_list.items.iter()
.enumerate()
.filter(|(_, item)| {
item.item_bytes[0] == 3 && item.item_bytes[1] == 2
})
.nth(0).unwrap().0
},
_ => panic!(""),
};
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 0,
shop_index: first_tech as u8,
amount: 1,
unknown1: 0,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10001,
shop_type: 0,
shop_index: first_tech as u8,
amount: 1,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let p1_items = entity_gateway.get_items_by_character(&char1).await;
assert!(p1_items[0].item != p1_items[1].item);
}
#[async_std::test]
async fn test_units_disappear_from_shop_when_bought() {
let mut entity_gateway = InMemoryGateway::new();
let (_user1, mut char1) = new_user_character(&mut entity_gateway, "a1", "a").await;
char1.exp = 80000000;
char1.meseta = 999999;
entity_gateway.save_character(&char1).await;
let mut ship = 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_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
let packets = ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::ShopRequest(ShopRequest {
client: 255,
target: 255,
shop_type: 2,
})))).await.unwrap().collect::<Vec<_>>();
let first_unit = match &packets[0].1 {
SendShipPacket::Message(Message {msg: GameMessage::ShopList(shop_list)}) => {
shop_list.items.iter()
.enumerate()
.filter(|(_, item)| {
item.item_bytes[0] == 1 && item.item_bytes[1] == 3
})
.nth(0).unwrap().0
},
_ => panic!(""),
};
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10000,
shop_type: 2,
shop_index: first_unit as u8,
amount: 1,
unknown1: 0,
})))).await.unwrap().for_each(drop);
ship.handle(ClientId(1), &RecvShipPacket::DirectMessage(DirectMessage::new(0, GameMessage::BuyItem(BuyItem {
client: 255,
target: 255,
item_id: 0x10001,
shop_type: 2,
shop_index: first_unit as u8,
amount: 1,
unknown1: 0,
})))).await.unwrap().for_each(drop);
let p1_items = entity_gateway.get_items_by_character(&char1).await;
assert!(p1_items[0].item != p1_items[1].item);
}
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