Spieler und Befehle
Ein Spieler hat eine dauerhafte Kennung, einen Namen, eine Werkzeugstufe und ein Inventar. Befehle (Beitreten, Verlassen, Graben) sind der einzige Weg, die Welt zu ändern, und lassen sich kodieren. Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
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use grovewright_core::codec::{DecodeError, Reader, Writer};
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use grovewright_core::command::Command;
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use grovewright_core::map::Pos;
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use grovewright_core::player::{PlayerId, MAX_NAME_BYTES};
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fn round_trip(command: &Command) -> Command {
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let mut w = Writer::new();
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command.encode(&mut w);
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let bytes = w.into_bytes();
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let mut r = Reader::new(&bytes);
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let decoded = Command::decode(&mut r).expect("command decodes");
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r.finish().expect("no bytes are left over");
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decoded
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}
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#[test]
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fn every_command_survives_encoding() {
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let commands = [
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Command::Join {
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key: [7; 16],
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name: "Ada".to_owned(),
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},
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Command::Leave {
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player: PlayerId(3),
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},
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Command::Dig {
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player: PlayerId(1),
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pos: Pos::new(-4, 1_000),
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},
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];
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for command in &commands {
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assert_eq!(&round_trip(command), command);
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}
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}
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#[test]
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fn an_overlong_name_is_shortened_when_encoded() {
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let command = Command::Join {
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key: [1; 16],
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name: "x".repeat(MAX_NAME_BYTES + 10),
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};
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assert_eq!(
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round_trip(&command),
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Command::Join {
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key: [1; 16],
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name: "x".repeat(MAX_NAME_BYTES),
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}
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);
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}
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#[test]
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fn an_unknown_command_is_rejected() {
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assert_eq!(
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Command::decode(&mut Reader::new(&[0xEE])),
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Err(DecodeError::InvalidValue("command tag"))
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);
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}
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#[test]
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fn a_cut_off_command_is_rejected() {
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let mut w = Writer::new();
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Command::Dig {
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player: PlayerId(0),
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pos: Pos::new(1, 2),
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}
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.encode(&mut w);
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let bytes = w.into_bytes();
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assert_eq!(
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Command::decode(&mut Reader::new(&bytes[..bytes.len() - 1])),
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Err(DecodeError::UnexpectedEnd)
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);
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}
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#[test]
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fn several_commands_can_follow_each_other_in_one_buffer() {
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let commands = vec![
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Command::Leave {
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player: PlayerId(2),
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},
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Command::Dig {
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player: PlayerId(0),
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pos: Pos::new(5, 6),
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},
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];
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let mut w = Writer::new();
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for command in &commands {
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command.encode(&mut w);
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}
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let bytes = w.into_bytes();
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let mut r = Reader::new(&bytes);
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let mut decoded = Vec::new();
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while r.remaining() > 0 {
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decoded.push(Command::decode(&mut r).unwrap());
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}
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assert_eq!(decoded, commands);
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}
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@@ -0,0 +1,57 @@
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use grovewright_core::codec::{DecodeError, Reader, Writer};
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use grovewright_core::inventory::ITEM_STONE;
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use grovewright_core::player::{clamp_name, Player, MAX_NAME_BYTES, STARTING_TOOL_TIER};
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#[test]
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fn a_new_player_is_online_with_a_stone_pickaxe_and_empty_pockets() {
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let player = Player::new([5; 16], "Ada");
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assert_eq!(player.key, [5; 16]);
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assert_eq!(player.name, "Ada");
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assert!(player.online);
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assert_eq!(player.tool_tier, STARTING_TOOL_TIER);
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assert_eq!(player.next_action_tick, 0);
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assert!(player.inventory.slots().iter().all(Option::is_none));
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}
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#[test]
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fn long_names_are_cut_at_a_character_boundary() {
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// "ä" takes two bytes, so twenty of them are forty bytes.
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let long = "ä".repeat(20);
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let clamped = clamp_name(&long);
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assert_eq!(clamped, "ä".repeat(16));
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assert_eq!(clamped.len(), MAX_NAME_BYTES);
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// With one byte in front, the limit falls into the middle of a character.
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let odd = format!("a{}", "ä".repeat(20));
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assert_eq!(clamp_name(&odd), format!("a{}", "ä".repeat(15)));
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assert_eq!(clamp_name("Ada"), "Ada");
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assert_eq!(Player::new([0; 16], &long).name, clamped);
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}
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#[test]
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fn a_player_survives_encoding() {
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let mut player = Player::new([9; 16], "Grace");
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player.online = false;
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player.next_action_tick = 1234;
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player.inventory.add(ITEM_STONE, 17);
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let mut w = Writer::new();
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player.encode(&mut w);
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let bytes = w.into_bytes();
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let mut r = Reader::new(&bytes);
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assert_eq!(Player::decode(&mut r), Ok(player));
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assert_eq!(r.finish(), Ok(()));
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}
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#[test]
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fn decoding_rejects_an_overlong_name() {
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let mut w = Writer::new();
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w.raw(&[0; 16]);
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w.str(&"x".repeat(MAX_NAME_BYTES + 1));
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let bytes = w.into_bytes();
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assert_eq!(
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Player::decode(&mut Reader::new(&bytes)),
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Err(DecodeError::InvalidValue("player name"))
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);
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}
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