feat(all): split client tooling and add OAuth server login
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@@ -0,0 +1,36 @@
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package gamedata
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import (
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"os"
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"testing"
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)
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func TestRandomBoxOpenAggregatesOnlyKnownDeterministicReward(t *testing.T) {
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design := &RandomBoxDesign{rewards: map[uint64][]BattleReward{
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7: {{Type: 8, ID: 704, Count: 1}},
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}}
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got, err := design.Open(7, 100000)
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if err != nil || len(got) != 1 || got[0] != (BattleReward{Type: 8, ID: 704, Count: 100000}) {
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t.Fatalf("Open deterministic box = %+v, %v", got, err)
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}
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if _, err := design.Open(8, 1); err == nil {
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t.Fatal("accepted an unknown or weighted box")
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}
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}
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// This locks the actual 2.34.13 row behind the installed GameData opt-in,
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// rather than replacing GameData lookup with a hand-written item mapping.
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func TestLoadRandomBoxDesignInstalledEngravingEssence(t *testing.T) {
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root := os.Getenv("BD2_TEST_GAMEDATA_ROOT")
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if root == "" {
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t.Skip("set BD2_TEST_GAMEDATA_ROOT for installed GameData integration test")
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}
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design, err := LoadRandomBoxDesign(root, "20260910162539")
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if err != nil {
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t.Fatal(err)
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}
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got, err := design.Open(433302, 100000) // Essence of Perseverance box.
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if err != nil || len(got) != 1 || got[0] != (BattleReward{Type: 8, ID: 704, Count: 100000}) {
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t.Fatalf("433302 deterministic contents = %+v, %v", got, err)
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}
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}
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