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::>(); 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::>(); 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::>(); 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::>(); 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::>(); 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::>(); 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::>(); 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); }