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