Files
bd2/go/internal/server/player/preset_runtime_test.go
T

61 lines
1.6 KiB
Go

package player
import (
"errors"
"path/filepath"
"testing"
"time"
)
func TestValidatePresetEquipmentDoesNotHoldEquipmentLockDuringCharacterStats(t *testing.T) {
dir := t.TempDir()
inventory, err := OpenInventory(testStore(filepath.Join(dir, "items.json")), &Starter{Version: "2.35.10"})
if err != nil {
t.Fatal(err)
}
characters, err := OpenCharacterStore(testStore(filepath.Join(dir, "characters.json")), []Character{{InvenIndex: 100, ID: 350, Level: 1}}, inventory, "", "")
if err != nil {
t.Fatal(err)
}
equipment, err := OpenEquipmentInventory(testStore(filepath.Join(dir, "equipment.json")))
if err != nil {
t.Fatal(err)
}
if err := equipment.AttachSlots(map[uint64]uint64{10: 0}); err != nil {
t.Fatal(err)
}
if err := equipment.AttachCharacters(characters); err != nil {
t.Fatal(err)
}
owned, err := equipment.GrantOnce("preset-deadlock", 10)
if err != nil {
t.Fatal(err)
}
if err := characters.AttachMaxHealth(func(Character) (uint64, error) {
// This mirrors the production stat calculator's dependency on the
// equipment inventory. Validation must not hold equipment.mu here.
if len(equipment.All()) == 0 {
return 0, errors.New("missing equipment")
}
return 100, nil
}); err != nil {
t.Fatal(err)
}
done := make(chan error, 1)
go func() {
done <- equipment.ValidatePresetEquipment([]PresetEquipmentBinding{{
CharacterIndex: 100,
Equipment: []uint64{owned.InvenIndex, 0, 0, 0, 0},
}})
}()
select {
case err := <-done:
if err != nil {
t.Fatal(err)
}
case <-time.After(time.Second):
t.Fatal("preset equipment validation deadlocked through character stat calculation")
}
}