baseline: OpenMU upstream b5a0961 (fresh source)
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146
tests/MUnique.OpenMU.Tests/Offline/OfflinePlayerManagerTests.cs
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146
tests/MUnique.OpenMU.Tests/Offline/OfflinePlayerManagerTests.cs
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// <copyright file="OfflinePlayerManagerTests.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.Tests.Offline;
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using MUnique.OpenMU.AttributeSystem;
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using MUnique.OpenMU.DataModel.Configuration;
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using MUnique.OpenMU.GameLogic;
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using MUnique.OpenMU.GameLogic.Attributes;
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using MUnique.OpenMU.GameLogic.Offline;
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using MUnique.OpenMU.Persistence;
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/// <summary>
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/// Tests for <see cref="OfflinePlayerManager"/>.
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/// </summary>
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[TestFixture]
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public class OfflinePlayerManagerTests
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{
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private const string TestUserLoginName = "test";
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private const string TestCharacterName = "testChar";
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private IGameContext _gameContext = null!;
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private IPersistenceContextProvider _contextProvider = null!;
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/// <summary>
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/// Sets up a fresh game context before each test.
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/// </summary>
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[SetUp]
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public void SetUp()
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{
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this._gameContext = GameContextTestHelper.CreateGameContext();
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this._contextProvider = this._gameContext.PersistenceContextProvider;
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}
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/// <summary>
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/// Tests that <see cref="OfflinePlayerManager.StartAsync"/> returns true on success.
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/// </summary>
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[Test]
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public async ValueTask StartAsync_WithValidPlayer_ReturnsTrueAsync()
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{
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// Arrange
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var manager = new OfflinePlayerManager();
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var realPlayer = await this.CreatePlayerWithPersistedAccountAsync().ConfigureAwait(false);
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realPlayer.TryAddMoney(1_000_000);
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realPlayer.Attributes![Stats.Level] = 100;
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// Act
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var result = await manager.StartAsync(realPlayer, TestUserLoginName).ConfigureAwait(false);
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// Assert
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Assert.That(result, Is.True);
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Assert.That(manager.IsActive(TestUserLoginName), Is.True);
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}
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/// <summary>
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/// Tests that <see cref="OfflinePlayerManager.StartAsync"/> fails if the player has insufficient Zen.
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/// </summary>
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[Test]
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public async ValueTask StartAsync_WithInsufficientZen_ReturnsFalseAsync()
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{
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// Arrange
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var manager = new OfflinePlayerManager();
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var realPlayer = await this.CreatePlayerWithPersistedAccountAsync().ConfigureAwait(false);
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realPlayer.Money = 0; // No money
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realPlayer.Attributes![Stats.Level] = 100;
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// Act
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var result = await manager.StartAsync(realPlayer, TestUserLoginName).ConfigureAwait(false);
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// Assert
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Assert.That(result, Is.False);
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Assert.That(manager.IsActive(TestUserLoginName), Is.False);
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}
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/// <summary>
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/// Tests that <see cref="OfflinePlayerManager.StopAsync"/> successfully stops a session.
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/// </summary>
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[Test]
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public async ValueTask StopAsync_WhenSessionActive_StopsSuccessfullyAsync()
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{
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// Arrange
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var manager = new OfflinePlayerManager();
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var realPlayer = await this.CreatePlayerWithPersistedAccountAsync().ConfigureAwait(false);
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realPlayer.TryAddMoney(1_000_000);
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realPlayer.Attributes![Stats.Level] = 100;
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var started = await manager.StartAsync(realPlayer, TestUserLoginName).ConfigureAwait(false);
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Assert.That(started, Is.True);
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Assert.That(manager.IsActive(TestUserLoginName), Is.True);
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// Act
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await manager.StopAsync(TestUserLoginName).ConfigureAwait(false);
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// Assert
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Assert.That(manager.IsActive(TestUserLoginName), Is.False);
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}
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/// <summary>
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/// Creates a player whose account is stored in the in-memory repository,
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/// so that <see cref="OfflinePlayer.InitializeAsync"/> can find it.
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/// </summary>
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private async ValueTask<Player> CreatePlayerWithPersistedAccountAsync()
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{
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var config = this._gameContext.Configuration;
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// Create persisted account + character in the in-memory repository.
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using (var ctx = this._contextProvider.CreateNewPlayerContext(config))
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{
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var account = ctx.CreateNew<MUnique.OpenMU.DataModel.Entities.Account>();
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account.LoginName = TestUserLoginName;
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var character = ctx.CreateNew<MUnique.OpenMU.DataModel.Entities.Character>();
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character.Name = TestCharacterName;
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if (config.CharacterClasses.FirstOrDefault() is { } existingClass)
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{
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character.CharacterClass = existingClass;
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}
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else
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{
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// Build a minimal CharacterClass so OnPlayerEnteredWorldAsync does not throw.
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var characterClass = ctx.CreateNew<MUnique.OpenMU.DataModel.Configuration.CharacterClass>();
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characterClass.HomeMap = config.Maps.FirstOrDefault();
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character.CharacterClass = characterClass;
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}
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account.Characters.Add(character);
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await ctx.SaveChangesAsync().ConfigureAwait(false);
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}
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var player = await PlayerTestHelper.CreatePlayerAsync(this._gameContext).ConfigureAwait(false);
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player.Account!.LoginName = TestUserLoginName;
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// Ensure the mock character name matches the persisted one.
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var mockCharacter = player.SelectedCharacter!;
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mockCharacter.Name = TestCharacterName;
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mockCharacter.CharacterClass ??= player.Account.UnlockedCharacterClasses.FirstOrDefault();
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if (mockCharacter.CharacterClass is null && config.CharacterClasses.FirstOrDefault() is { } cc)
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{
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mockCharacter.CharacterClass = cc;
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}
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return player;
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}
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}
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