//! `SMSG_CHAR_ENUM` (the character-select roster) + the logout round-trip. The enum body is //! hand-built byte-exact to the vmangos serializer (`Player::BuildEnumData`, `Player.cpp:1629`: //! guid u64 · name cstring · race/class/gender/skin/face/hairStyle/hairColor/facialHair u8 · //! level u8 · zone u32 · map u32 · x/y/z f32 · guild u32 · flags u32 · firstLogin u8 · //! petDisplay/petLevel/petFamily u32 · 19×(display u32 + invType u8) equipment · first-bag //! display u32 + invType u8); two characters in one body exercise the alignment of everything //! the parser skips. use benilla_protocol::events::{decode, SessionEvent}; use benilla_protocol::messages; use benilla_protocol::ServerPacket; /// One serialized enum entry, vmangos field order. Non-roster fields get distinct junk values so a /// misaligned parse can't accidentally pass. #[allow(clippy::too_many_arguments)] fn enum_entry( guid: u64, name: &str, race: u8, class: u8, gender: u8, level: u8, map: u32, pos: [f32; 3], ) -> Vec { let mut b = Vec::new(); b.extend_from_slice(&guid.to_le_bytes()); b.extend_from_slice(name.as_bytes()); b.push(0); b.extend_from_slice(&[race, class, gender]); b.extend_from_slice(&[3, 4, 5, 6, 7]); // skin/face/hairStyle/hairColor/facialHair b.push(level); b.extend_from_slice(&12u32.to_le_bytes()); // zone b.extend_from_slice(&map.to_le_bytes()); for c in pos { b.extend_from_slice(&c.to_le_bytes()); } b.extend_from_slice(&0u32.to_le_bytes()); // guild id b.extend_from_slice(&0x0200_0000u32.to_le_bytes()); // character flags (DECLINED — junk) b.push(1); // first login b.extend_from_slice(&99u32.to_le_bytes()); // pet display id b.extend_from_slice(&7u32.to_le_bytes()); // pet level b.extend_from_slice(&1u32.to_le_bytes()); // pet family for slot in 0..19u32 { b.extend_from_slice(&(1000 + slot).to_le_bytes()); // equipment display id b.push(slot as u8); // inventory type } b.extend_from_slice(&2000u32.to_le_bytes()); // first bag display id b.push(18); // first bag inventory type b } #[test] fn char_enum_roster_parses_and_decodes() { let mut body = vec![2u8]; // count body.extend(enum_entry( 0x0000_0000_0000_0007, "Two", 1, // Human 1, // Warrior 0, 1, 0, [-8949.95, -132.493, 83.5312], )); body.extend(enum_entry( 0x0000_0000_0000_0009, "Twomage", 1, // Human 8, // Mage 1, 60, 1, [1.5, -2.5, 3.5], )); let p = messages::parse_server(messages::opcode::SMSG_CHAR_ENUM, &body).unwrap(); let ServerPacket::CharEnum { ref characters } = p else { panic!("char enum") }; assert_eq!(characters.len(), 2); let c = &characters[0]; assert_eq!( (c.guid, c.name.as_str(), c.race, c.class, c.gender), (7, "Two", 1, 1, 0) ); // The appearance bytes + zone + flags land verbatim (decision 0465 — the select screen // renders them; they used to be alignment-skips). assert_eq!( (c.skin, c.face, c.hair_style, c.hair_color, c.facial_hair), (3, 4, 5, 6, 7) ); assert_eq!((c.zone, c.flags), (12, 0x0200_0000)); assert_eq!((c.level, c.map), (1, 0)); assert_eq!((c.position.x, c.position.y), (-8949.95, -132.493)); // All 19 equipment pairs, in slot order: display 1000+slot, invType = slot. for (slot, item) in c.equipment.iter().enumerate() { assert_eq!( (item.display_id, item.inventory_type), (1000 + slot as u32, slot as u8) ); } let c = &characters[1]; assert_eq!( (c.guid, c.name.as_str(), c.race, c.class, c.gender), (9, "Twomage", 1, 8, 1) ); assert_eq!((c.level, c.map, c.position.z), (60, 1, 3.5)); assert_eq!(c.equipment[18].display_id, 1018); // Decodes to one CharacterList event carrying the roster through (no realm context on the raw // decode path — the IO thread's own emit is what carries the auth realm entry). match &decode(p)[..] { [SessionEvent::CharacterList { characters, realm }] => { assert_eq!(characters.len(), 2); assert!(realm.is_none()); } other => panic!("expected CharacterList, got {other:?}"), } } #[test] fn logout_complete_decodes_to_logged_out() { // SMSG_LOGOUT_COMPLETE: empty body. let p = messages::parse_server(messages::opcode::SMSG_LOGOUT_COMPLETE, &[]).unwrap(); assert!(matches!(decode(p)[..], [SessionEvent::LoggedOut])); }