Expand the acceptance matrix: movement, combat, NPC authority, timeouts, 16 clients (#21)
Add a small injected ServerTuning seam (production defaults unchanged; ServerRuntime still constructs the server without it) so end-to-end cases can use short timeouts and a wider local connect budget. New real-transport acceptance cases: - impossible movement rejected, position-corrected, and not relayed - self-targeted combat hit rejected and not routed - independent populated scopes receive independent NPC authorities - a stale/wrong NPC authority epoch is rejected over transport - idle timeout closes a stale active session - multi-client no-cross-cell-spam scaled to 16 clients (widened local connect budget) 16/16 pass on real sockets, deterministic across repeated runs.
This commit is contained in:
+125
-21
@@ -12,10 +12,10 @@ namespace CommonwealthOnline.Server.Acceptance;
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// exercises framing, admission, relay, interest filtering and session teardown
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// over an actual connection.
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//
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// Covered here: the Baseline protocol, TCP compatibility, and interest-management
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// sections of the matrix. GNS sections wait on #2 (real-bridge loopback); the
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// 60s idle-timeout and 32/64-client load/fault runs are deferred follow-ups
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// (see the summary printed at the end).
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// Covered here: the Baseline protocol, TCP compatibility, interest-management,
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// movement/combat-validation, and NPC-authority sections of the matrix. GNS
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// sections wait on #2 (real-bridge loopback); the 32/64-client load/fault runs
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// are deferred follow-ups (see the summary printed at the end).
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internal static class Program
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{
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private static int _passed;
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@@ -39,13 +39,18 @@ internal static class Program
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await Run("tcp: two-client transform/playerState/worldState smoke", TwoClientSmoke);
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await Run("player-state: action events are not replay-cached to late joiners", ActionEventsNotReplayCached);
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await Run("tcp: disconnect leaves no stale session; reconnect works", DisconnectNoStale);
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await Run("movement: impossible movement is rejected, corrected, and not relayed", ImpossibleMovementRejected);
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await Run("combat: self-targeted combat hit is rejected", SelfTargetedCombatRejected);
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await Run("interest: same-cell relays, distant is filtered", InterestSameCellVsDistant);
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await Run("interest: multi-client across cells, no cross-cell transform spam", MultiClientNoCrossCellSpam);
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await Run("interest: 16 clients across cells, no cross-cell transform spam", SixteenClientsNoCrossCellSpam);
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await Run("authority: independent populated scopes get independent authorities", IndependentNpcAuthorities);
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await Run("authority: a stale npc authority epoch is rejected over transport", StaleNpcAuthorityEpochRejected);
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await Run("baseline: handshake timeout closes an unactivated session", HandshakeTimeoutCloses);
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await Run("baseline: idle timeout closes a stale active session", IdleTimeoutCloses);
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Console.WriteLine();
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Console.WriteLine($"acceptance: {_passed} passed, {_failed} failed");
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Console.WriteLine("deferred (follow-ups): 60s idle-timeout, 32/64-client load + packet-loss/reorder + reconnect-churn, and all GNS sections (blocked on #2).");
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Console.WriteLine("deferred (follow-ups): 32/64-client load + packet-loss/reorder + reconnect-churn, and all GNS sections (blocked on #2).");
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return _failed == 0 ? 0 : 1;
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}
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@@ -227,33 +232,32 @@ internal static class Program
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True(Stat(s.Server, "transformPacketsInterestFiltered") > filteredBefore, "distant transform counted as interest-filtered");
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}
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// The per-IP connect-attempt throttle admits 8 connections per 10s from one
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// source address, so over a single loopback IP this case proves the no-cross-
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// cell-spam property at 8 clients. Scaling to the matrix's 16/32/64-client load
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// runs needs distinct source IPs (loopback aliasing) or a loopback connect-
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// throttle exemption; that is the load-testing follow-up.
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private const int MultiClientCount = 8;
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// 16 clients over a single loopback IP exceed the production per-IP connect
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// throttle (8/10s), so this case runs the test server with a widened local
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// connect budget. The 32/64-client load runs remain follow-ups.
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private const int SixteenClientCount = 16;
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private static async Task MultiClientNoCrossCellSpam()
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private static async Task SixteenClientsNoCrossCellSpam()
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{
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await using var s = new TestServer();
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await using var s = new TestServer(tuning: new ServerTuning { MaxConnectAttempts = 64 });
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var clients = new List<SyntheticProtocolClient>();
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try
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{
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for (var i = 0; i < MultiClientCount; i++)
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for (var i = 0; i < SixteenClientCount; i++)
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{
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var c = await Connect(s.Port);
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clients.Add(c);
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// every client sits in its own cell AND worldspace, far apart
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await c.SendAsync(TransformPacket((0x2000 + i).ToString("X8"), (0x9000 + i).ToString("X8"), i * 1_000_000.0, 0, "spawn"));
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// every client sits in its own cell AND worldspace (coordinates kept
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// well within MaxAbsCoordinate; distinct scopes do the isolating)
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await c.SendAsync(TransformPacket((0x2000 + i).ToString("X8"), (0x9000 + i).ToString("X8"), i * 1000.0, 0, "spawn"));
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}
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var ids = clients.Select(c => c.PlayerId).ToArray();
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Equal(MultiClientCount, ids.Distinct().Count(), "unique server-owned ids for every client");
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Equal(SixteenClientCount, ids.Distinct().Count(), "unique server-owned ids for every client");
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foreach (var c in clients) await Drain(c, 150);
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// each client moves; nobody should see anybody else's transform
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for (var i = 0; i < clients.Count; i++)
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await clients[i].SendAsync(TransformPacket((0x2000 + i).ToString("X8"), (0x9000 + i).ToString("X8"), i * 1_000_000.0 + 10, 0));
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await clients[i].SendAsync(TransformPacket((0x2000 + i).ToString("X8"), (0x9000 + i).ToString("X8"), i * 1000.0 + 10, 0));
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foreach (var c in clients)
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True(await ExpectNone(c, p => Type(p) == "transform", 500), "client received no cross-cell transform spam");
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@@ -264,6 +268,91 @@ internal static class Program
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}
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}
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// ---- movement / combat validation --------------------------------------
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private static async Task ImpossibleMovementRejected()
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{
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await using var s = new TestServer();
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await using var a = await Connect(s.Port);
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await using var b = await Connect(s.Port);
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// both anchor in the same cell so b would normally receive a's transforms
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await a.SendAsync(TransformPacket("0000D00D", "0000D00D", 0, 0, "spawn"));
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await b.SendAsync(TransformPacket("0000D00D", "0000D00D", 0, 0, "spawn"));
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await Drain(a, 300); await Drain(b, 300);
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var rejectedBefore = Stat(s.Server, "movementPacketsRejected");
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// a "normal" jump of a million units in the same cell is physically impossible
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await a.SendAsync(TransformPacket("0000D00D", "0000D00D", 1_000_000, 0, "normal"));
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NotNull(await ReceiveUntil(a, p => Type(p) == "positionCorrection", 3000),
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"sender received a position correction");
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True(await ExpectNone(b, p => Type(p) == "transform" && UInt(p["playerId"]) == a.PlayerId, 1000),
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"impossible movement was not relayed to b");
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await SpinUntil(() => Stat(s.Server, "movementPacketsRejected") > rejectedBefore, 1500);
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True(Stat(s.Server, "movementPacketsRejected") > rejectedBefore, "impossible movement counted as rejected");
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}
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private static async Task SelfTargetedCombatRejected()
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{
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await using var s = new TestServer();
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await using var a = await Connect(s.Port);
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await a.SendAsync(TransformPacket("0000C0FE", "0000C0FE", 0, 0, "spawn"));
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await Drain(a, 300);
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var rejectedBefore = Stat(s.Server, "packetsRejected");
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var routedBefore = Stat(s.Server, "combatHitsRouted");
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await a.SendAsync(new JsonObject { ["type"] = "combatHit", ["targetPlayerId"] = a.PlayerId, ["sequence"] = 1, ["damage"] = 10.0 });
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await SpinUntil(() => Stat(s.Server, "packetsRejected") > rejectedBefore, 2000);
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True(Stat(s.Server, "packetsRejected") > rejectedBefore, "self-targeted combat hit was rejected");
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Equal(routedBefore, Stat(s.Server, "combatHitsRouted"), "self-targeted combat hit was not routed");
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}
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// ---- npc authority ------------------------------------------------------
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private static async Task IndependentNpcAuthorities()
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{
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await using var s = new TestServer();
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await using var a = await Connect(s.Port);
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await using var b = await Connect(s.Port);
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// a and b spawn into distinct, non-overlapping scopes
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await a.SendAsync(TransformPacket("0000A111", "0000A111", 0, 0, "spawn"));
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await b.SendAsync(TransformPacket("0000B222", "0000B222", 5_000_000, 0, "spawn"));
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var grantA = await ReceiveUntil(a, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == a.PlayerId, 3000);
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var grantB = await ReceiveUntil(b, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == b.PlayerId, 3000);
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NotNull(grantA, "a received authority for its own scope");
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NotNull(grantB, "b received authority for its own scope");
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True(UInt(grantA!["authorityEpoch"]) >= 1, "a's authority carries an epoch");
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True(UInt(grantB!["authorityEpoch"]) >= 1, "b's authority carries an epoch");
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Equal(2u, Stat(s.Server, "npcAuthorityScopes"), "two independent authority scopes exist");
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}
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private static async Task StaleNpcAuthorityEpochRejected()
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{
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await using var s = new TestServer();
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await using var a = await Connect(s.Port);
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await a.SendAsync(TransformPacket("0000E999", "0000E999", 0, 0, "spawn"));
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var grant = await ReceiveUntil(a, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == a.PlayerId, 3000);
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NotNull(grant, "a became the authority for its scope");
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var epoch = UInt(grant!["authorityEpoch"]);
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await Drain(a, 200);
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var rejectsBefore = Stat(s.Server, "npcAuthorityRejects");
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// submit npcState claiming a wrong (future) authority epoch
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await a.SendAsync(new JsonObject
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{
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["type"] = "npcState",
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["authorityEpoch"] = epoch + 1,
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["authorityCellId"] = "0000E999",
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["authorityWorldspaceId"] = "0000E999",
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["npcs"] = new JsonArray()
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});
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await SpinUntil(() => Stat(s.Server, "npcAuthorityRejects") > rejectsBefore, 2000);
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True(Stat(s.Server, "npcAuthorityRejects") > rejectsBefore, "npcState with a stale/wrong epoch was rejected");
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}
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// ---- session teardown ---------------------------------------------------
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private static async Task HandshakeTimeoutCloses()
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@@ -277,6 +366,21 @@ internal static class Program
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Equal(0u, Stat(s.Server, "connectedClients"), "still no active clients after reap");
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}
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private static async Task IdleTimeoutCloses()
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{
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// Short idle timeout so the reaper (500ms tick) fires quickly; handshake
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// timeout keeps its default so the client can activate first.
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await using var s = new TestServer(tuning: new ServerTuning { ClientIdleTimeoutSeconds = 2.0 });
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await using var a = await Connect(s.Port);
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await a.SendAsync(TransformPacket("0000171E", "0000171E", 0, 0, "spawn"));
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await SpinUntil(() => Stat(s.Server, "connectedClients") == 1, 3000);
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Equal(1u, Stat(s.Server, "connectedClients"), "client is active before going idle");
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// stay idle past the 2s idle timeout; the reaper must close the session
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await SpinUntil(() => Stat(s.Server, "connectedClients") == 0, 6000);
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Equal(0u, Stat(s.Server, "connectedClients"), "idle active session was reaped");
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}
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// ---- infrastructure -----------------------------------------------------
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private static async Task Run(string name, Func<Task> test)
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@@ -377,7 +481,7 @@ internal static class Program
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private readonly TcpServerTransport _tcp;
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private readonly string _dir;
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public TestServer(int maxPlayers = 32)
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public TestServer(int maxPlayers = 32, ServerTuning? tuning = null)
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{
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Port = FreePort();
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_dir = Path.Combine(Path.GetTempPath(), "co-accept-" + Guid.NewGuid().ToString("N"));
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@@ -387,7 +491,7 @@ internal static class Program
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ConfigPath = Path.Combine(_dir, "commonwealth-server.json"),
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Host = "127.0.0.1", Port = Port, AdminPort = FreePort(), MaxPlayers = maxPlayers
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};
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Server = new AuthoritativeServer(options);
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Server = new AuthoritativeServer(options, tuning);
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_tcp = new TcpServerTransport(options, Server);
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_tcp.Start();
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}
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