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Deep functional test of huoying: clean, but only wizard-facility rooms exist
Full registration/login/quit/reconnect (clean and simulated net-dead) verified end-to-end with zero runtime errors. No bugs found: START_ROOM is hardcoded to the wizard guildhall and world/area/ contains only the wizard/ subtree -- no other room exists anywhere in this archive despite substantial NPC/weapon/item template content, so the usual combat/skill/ sect/shop checklist items have no reachable content to exercise. This is a property of the archive itself, documented honestly rather than faked. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VyQCUoTo1Z93Py9aVFHQi1
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libs/huoying/NOTES.md

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@@ -525,3 +525,47 @@ recur on subsequent sessions, unrelated to this pass's patches);
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correct; second invocation: `fluffos` admin login `(admin)` + `update`
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成功. **Verdict: native OK + wasm OK.** Test character saves removed;
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runtime churn (daemon.o, fluffos.o timestamps) reverted.
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## 深度功能测试 / Deep functional test (round two, AGENTS.md §10.7)
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One continuous native-driver session via `scripts/mudclient.py` (port
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40059), test character `qftester`/秦风 (password `Test1234`,
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`qftester@test.local`, male).
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**Verified working, zero runtime errors in debug.log/driver stdout across
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the whole session** (only harmless pre-existing compile warnings —
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unused locals, unknown `#pragma`): full registration wizard (id →
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confirm → password ×2 → email → gender → Chinese name), MOTD pagination,
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`look`/`score`/`i` all render correctly with no ANSI/formatting
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corruption, clean `quit`, prompt reconnect after both a clean quit and a
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simulated net-dead (raw socket abrupt-close) disconnect — both resumed
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in the exact correct room with no state loss and no §7.20/§7.36-class
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stranding.
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**Scope-limiting discovery, not a bug**: `include/login.h`'s
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`START_ROOM` is hardcoded to `/world/area/wizard/guildhall.lpc` (the
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wizard-staff guildhall — bug-report board, academy, propose room,
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meeting room, "black magic" bug-squashing room), and `world/area/`
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contains **only** the `wizard/` subtree — there is no other room/zone
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anywhere in this archive. Confirmed this is a property of the archive
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itself, not a conversion gap: substantial NPC/weapon/food/item template
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content exists under `world/npc`, `world/eq`, `world/item`, etc. (466
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`.lpc` files total), but with no non-wizard rooms to place any of it in,
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none of it is reachable through normal navigation. This means the
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lib is playable end-to-end for what geography exists, but the round-two
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checklist's combat/skill-learning/sect-join/shop steps could not be
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exercised — not because of a bug, but because there is genuinely no
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ordinary-player game world to test them in. Documenting honestly rather
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than fabricating a test of content that isn't there.
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**Not verified live** (only reachable via a genuinely unfinished part of
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the archive, or requiring a full 900s wait not attempted this pass given
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the above): a full-duration net-dead force-quit; skill learning; sect/
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faction join; shop purchase; combat/death. The training-dummy object
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`world/npc/stake.lpc` (`accept_fight()` unconditionally returns 1, a
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real safe-sparring NPC) exists in the archive but isn't placed in any
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reachable room either.
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No bugs found or fixed this pass — the lib is clean for everything
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actually reachable. No code changes; test character save data removed
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after testing.

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