feat: split client tooling and add OAuth server login
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@@ -0,0 +1,37 @@
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package gamedata
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import (
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"database/sql"
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"testing"
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"bd2server/internal/server/wire"
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_ "modernc.org/sqlite"
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)
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func TestLoadInventorySlotDesignUsesGameDefaultFields(t *testing.T) {
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db, err := sql.Open("sqlite", "file::memory:?cache=shared")
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if err != nil {
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t.Fatal(err)
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}
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defer db.Close()
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if _, err := db.Exec("CREATE TABLE GameDefaultTable (id INTEGER PRIMARY KEY, ProtoBuf BLOB)"); err != nil {
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t.Fatal(err)
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}
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var raw []byte
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for field, value := range map[int]uint64{
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9: 300, 10: 4, 11: 300, 12: 4, 13: 300, 14: 4, 15: 300, 16: 4,
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30: 500, 31: 100, 34: 100, 37: 100, 73: 2000, 74: 400, 79: 10000, 80: 500, 83: 400,
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} {
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raw = wire.AppendVarint(raw, field, value)
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}
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if _, err := db.Exec("INSERT INTO GameDefaultTable(id,ProtoBuf) VALUES(0,?)", raw); err != nil {
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t.Fatal(err)
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}
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design, err := loadInventorySlotDesign(db)
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if err != nil {
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t.Fatal(err)
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}
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if design.Items.Default != 100 || design.Items.Maximum != 500 || design.Equipment.Default != 500 || design.Equipment.Maximum != 2000 || design.Storage.Maximum != 400 || design.EquipmentStorage.Maximum != 400 {
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t.Fatalf("design=%+v", design)
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}
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}
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