- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module - the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder - the glue screens get a capture shutter, and the engine stops depending on the protocol crate Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
24 lines
980 B
Rust
24 lines
980 B
Rust
//! Regression: a BLP2 texture with an unknown `alpha_type` byte must still decode. Real 1.12-era
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//! particle/effect art (e.g. `particles/dust1.blp` — palettized, `alpha_bits == 0`, but a stale
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//! `alpha_type == 2`) used to abort the whole decode in `wow_blp`; our fork falls back to no-alpha.
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//! Skips (passes) when the client isn't present at `<repo>/WoW/Data`.
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use benilla_formats::{blp_to_rgba, open_chain};
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#[test]
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fn decodes_blp2_unknown_alpha_type() {
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let data = benilla_formats::wow_data_or_skip!();
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let mut chain = open_chain(&data).expect("open vanilla patch chain");
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let bytes = chain
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.read_file("particles\\dust1.blp")
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.expect("read particles/dust1.blp");
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let (w, h, rgba) = blp_to_rgba(&bytes).expect("dust1.blp must decode despite alpha_type == 2");
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assert!(w > 0 && h > 0, "decoded dimensions {w}x{h}");
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assert_eq!(
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rgba.len(),
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(w * h * 4) as usize,
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"RGBA8 buffer matches dimensions"
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);
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}
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