creating rooms with difficulties is bad for selling tests?
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				@ -370,7 +370,6 @@ where
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        }
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					        }
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    };
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					    };
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    // TODO: stop giving away wares for free
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    if client.character.meseta < (item.price() * buy_item.amount as usize) as u32 {
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					    if client.character.meseta < (item.price() * buy_item.amount as usize) as u32 {
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        return Err(ShipError::ShopError.into())
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					        return Err(ShipError::ShopError.into())
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    }
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					    }
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@ -292,7 +292,7 @@ async fn test_player_sells_3_attr_weapon_to_shop() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -662,7 +662,7 @@ async fn test_player_sells_untekked_weapon() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -710,7 +710,7 @@ async fn test_player_sells_rare_item() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -757,7 +757,7 @@ async fn test_player_sells_partial_photon_drop_stack() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -802,7 +802,7 @@ async fn test_player_sells_basic_frame() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -847,7 +847,7 @@ async fn test_player_sells_max_frame() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -891,7 +891,7 @@ async fn test_player_sells_basic_barrier() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -935,7 +935,7 @@ async fn test_player_sells_max_barrier() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -978,7 +978,7 @@ async fn test_player_sells_1_star_minusminus_unit() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -1021,7 +1021,7 @@ async fn test_player_sells_5_star_plusplus_unit() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -1066,7 +1066,7 @@ async fn test_player_sells_rare_frame() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -1110,7 +1110,7 @@ async fn test_player_sells_rare_barrier() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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@ -1153,7 +1153,7 @@ async fn test_player_sells_rare_unit() {
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    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
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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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					    join_lobby(&mut ship, ClientId(1)).await;
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    create_room_with_difficulty(&mut ship, ClientId(1), "room", "", Difficulty::Ultimate).await;
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					    create_room(&mut ship, ClientId(1), "room", "").await;
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    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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					    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerSoldItem(PlayerSoldItem {
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        client: 0,
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					        client: 0,
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