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:
Nomads_Reach
2026-08-16 19:44:28 -04:00
committed by GitHub
parent 6edc16ed20
commit f5d8261130
2 changed files with 148 additions and 34 deletions
+23 -13
View File
@@ -4,14 +4,23 @@ using System.Text.Json.Nodes;
namespace CommonwealthOnline.Server;
// Runtime limits with the shipped production defaults. Injected only so tests can
// shorten timeouts and widen the local connect budget; ServerRuntime constructs
// the server without it, so production behavior is unchanged.
internal sealed record ServerTuning
{
public int MaxPacketsPerSecond { get; init; } = 120;
public int MaxConnectAttempts { get; init; } = 8;
public double ConnectAttemptWindowSeconds { get; init; } = 10.0;
public double ClientIdleTimeoutSeconds { get; init; } = 60.0;
public double ClientHandshakeTimeoutSeconds { get; init; } = 10.0;
public static ServerTuning Default { get; } = new();
}
internal sealed class AuthoritativeServer : IServerIngress, IAsyncDisposable
{
private const int MaxPacketsPerSecond = 120;
private const int MaxConnectAttempts = 8;
private const double ConnectAttemptWindowSeconds = 10.0;
private const double ClientIdleTimeoutSeconds = 60.0;
private const double ClientHandshakeTimeoutSeconds = 10.0;
private readonly ServerTuning _tuning;
private readonly ServerOptions _options;
private readonly BanStore _banStore;
private readonly object _gate = new();
@@ -29,9 +38,10 @@ internal sealed class AuthoritativeServer : IServerIngress, IAsyncDisposable
private uint? _worldStateHostPlayerId;
private readonly double _startedAt = JsonHelpers.UnixTime();
public AuthoritativeServer(ServerOptions options)
public AuthoritativeServer(ServerOptions options, ServerTuning? tuning = null)
{
_options = options;
_tuning = tuning ?? ServerTuning.Default;
_banStore = new BanStore(options.BansPath);
foreach (var name in new[]
{
@@ -352,11 +362,11 @@ internal sealed class AuthoritativeServer : IServerIngress, IAsyncDisposable
var now = MonotonicClock.Now;
if (now - client.RateWindowStart >= 1.0)
{
if (client.RateWindowCount <= MaxPacketsPerSecond) client.RateViolations = Math.Max(0, client.RateViolations - 1);
if (client.RateWindowCount <= _tuning.MaxPacketsPerSecond) client.RateViolations = Math.Max(0, client.RateViolations - 1);
client.RateWindowStart = now; client.RateWindowCount = 0; client.RateWindowBlocked = false;
}
client.RateWindowCount++;
if (client.RateWindowCount <= MaxPacketsPerSecond) return true;
if (client.RateWindowCount <= _tuning.MaxPacketsPerSecond) return true;
Increment("rateLimitedPackets");
if (!client.RateWindowBlocked)
{
@@ -370,13 +380,13 @@ internal sealed class AuthoritativeServer : IServerIngress, IAsyncDisposable
private bool AllowConnectAttempt(string ip)
{
var now = MonotonicClock.Now;
var cutoff = now - ConnectAttemptWindowSeconds;
var cutoff = now - _tuning.ConnectAttemptWindowSeconds;
lock (_gate)
{
if (!_connectAttempts.TryGetValue(ip, out var queue)) _connectAttempts[ip] = queue = new Queue<double>();
while (queue.Count > 0 && queue.Peek() < cutoff) queue.Dequeue();
queue.Enqueue(now);
return queue.Count <= MaxConnectAttempts;
return queue.Count <= _tuning.MaxConnectAttempts;
}
}
@@ -690,12 +700,12 @@ internal sealed class AuthoritativeServer : IServerIngress, IAsyncDisposable
var now = JsonHelpers.UnixTime();
foreach (var client in snapshot)
{
if (!client.GameplayActive && now - client.ConnectedAt > ClientHandshakeTimeoutSeconds)
if (!client.GameplayActive && now - client.ConnectedAt > _tuning.ClientHandshakeTimeoutSeconds)
{
Log($"Handshake timeout: {client.Label}", "warning");
await DisconnectClientAsync(client).ConfigureAwait(false);
}
else if (client.GameplayActive && client.LastPacketAt is { } last && now - last > ClientIdleTimeoutSeconds)
else if (client.GameplayActive && client.LastPacketAt is { } last && now - last > _tuning.ClientIdleTimeoutSeconds)
{
Log($"Idle timeout: player {client.PlayerId}", "warning");
await DisconnectClientAsync(client).ConfigureAwait(false);
+125 -21
View File
@@ -12,10 +12,10 @@ namespace CommonwealthOnline.Server.Acceptance;
// exercises framing, admission, relay, interest filtering and session teardown
// over an actual connection.
//
// Covered here: the Baseline protocol, TCP compatibility, and interest-management
// sections of the matrix. GNS sections wait on #2 (real-bridge loopback); the
// 60s idle-timeout and 32/64-client load/fault runs are deferred follow-ups
// (see the summary printed at the end).
// Covered here: the Baseline protocol, TCP compatibility, interest-management,
// movement/combat-validation, and NPC-authority sections of the matrix. GNS
// sections wait on #2 (real-bridge loopback); the 32/64-client load/fault runs
// are deferred follow-ups (see the summary printed at the end).
internal static class Program
{
private static int _passed;
@@ -39,13 +39,18 @@ internal static class Program
await Run("tcp: two-client transform/playerState/worldState smoke", TwoClientSmoke);
await Run("player-state: action events are not replay-cached to late joiners", ActionEventsNotReplayCached);
await Run("tcp: disconnect leaves no stale session; reconnect works", DisconnectNoStale);
await Run("movement: impossible movement is rejected, corrected, and not relayed", ImpossibleMovementRejected);
await Run("combat: self-targeted combat hit is rejected", SelfTargetedCombatRejected);
await Run("interest: same-cell relays, distant is filtered", InterestSameCellVsDistant);
await Run("interest: multi-client across cells, no cross-cell transform spam", MultiClientNoCrossCellSpam);
await Run("interest: 16 clients across cells, no cross-cell transform spam", SixteenClientsNoCrossCellSpam);
await Run("authority: independent populated scopes get independent authorities", IndependentNpcAuthorities);
await Run("authority: a stale npc authority epoch is rejected over transport", StaleNpcAuthorityEpochRejected);
await Run("baseline: handshake timeout closes an unactivated session", HandshakeTimeoutCloses);
await Run("baseline: idle timeout closes a stale active session", IdleTimeoutCloses);
Console.WriteLine();
Console.WriteLine($"acceptance: {_passed} passed, {_failed} failed");
Console.WriteLine("deferred (follow-ups): 60s idle-timeout, 32/64-client load + packet-loss/reorder + reconnect-churn, and all GNS sections (blocked on #2).");
Console.WriteLine("deferred (follow-ups): 32/64-client load + packet-loss/reorder + reconnect-churn, and all GNS sections (blocked on #2).");
return _failed == 0 ? 0 : 1;
}
@@ -227,33 +232,32 @@ internal static class Program
True(Stat(s.Server, "transformPacketsInterestFiltered") > filteredBefore, "distant transform counted as interest-filtered");
}
// The per-IP connect-attempt throttle admits 8 connections per 10s from one
// source address, so over a single loopback IP this case proves the no-cross-
// cell-spam property at 8 clients. Scaling to the matrix's 16/32/64-client load
// runs needs distinct source IPs (loopback aliasing) or a loopback connect-
// throttle exemption; that is the load-testing follow-up.
private const int MultiClientCount = 8;
// 16 clients over a single loopback IP exceed the production per-IP connect
// throttle (8/10s), so this case runs the test server with a widened local
// connect budget. The 32/64-client load runs remain follow-ups.
private const int SixteenClientCount = 16;
private static async Task MultiClientNoCrossCellSpam()
private static async Task SixteenClientsNoCrossCellSpam()
{
await using var s = new TestServer();
await using var s = new TestServer(tuning: new ServerTuning { MaxConnectAttempts = 64 });
var clients = new List<SyntheticProtocolClient>();
try
{
for (var i = 0; i < MultiClientCount; i++)
for (var i = 0; i < SixteenClientCount; i++)
{
var c = await Connect(s.Port);
clients.Add(c);
// every client sits in its own cell AND worldspace, far apart
await c.SendAsync(TransformPacket((0x2000 + i).ToString("X8"), (0x9000 + i).ToString("X8"), i * 1_000_000.0, 0, "spawn"));
// every client sits in its own cell AND worldspace (coordinates kept
// well within MaxAbsCoordinate; distinct scopes do the isolating)
await c.SendAsync(TransformPacket((0x2000 + i).ToString("X8"), (0x9000 + i).ToString("X8"), i * 1000.0, 0, "spawn"));
}
var ids = clients.Select(c => c.PlayerId).ToArray();
Equal(MultiClientCount, ids.Distinct().Count(), "unique server-owned ids for every client");
Equal(SixteenClientCount, ids.Distinct().Count(), "unique server-owned ids for every client");
foreach (var c in clients) await Drain(c, 150);
// each client moves; nobody should see anybody else's transform
for (var i = 0; i < clients.Count; i++)
await clients[i].SendAsync(TransformPacket((0x2000 + i).ToString("X8"), (0x9000 + i).ToString("X8"), i * 1_000_000.0 + 10, 0));
await clients[i].SendAsync(TransformPacket((0x2000 + i).ToString("X8"), (0x9000 + i).ToString("X8"), i * 1000.0 + 10, 0));
foreach (var c in clients)
True(await ExpectNone(c, p => Type(p) == "transform", 500), "client received no cross-cell transform spam");
@@ -264,6 +268,91 @@ internal static class Program
}
}
// ---- movement / combat validation --------------------------------------
private static async Task ImpossibleMovementRejected()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await using var b = await Connect(s.Port);
// both anchor in the same cell so b would normally receive a's transforms
await a.SendAsync(TransformPacket("0000D00D", "0000D00D", 0, 0, "spawn"));
await b.SendAsync(TransformPacket("0000D00D", "0000D00D", 0, 0, "spawn"));
await Drain(a, 300); await Drain(b, 300);
var rejectedBefore = Stat(s.Server, "movementPacketsRejected");
// a "normal" jump of a million units in the same cell is physically impossible
await a.SendAsync(TransformPacket("0000D00D", "0000D00D", 1_000_000, 0, "normal"));
NotNull(await ReceiveUntil(a, p => Type(p) == "positionCorrection", 3000),
"sender received a position correction");
True(await ExpectNone(b, p => Type(p) == "transform" && UInt(p["playerId"]) == a.PlayerId, 1000),
"impossible movement was not relayed to b");
await SpinUntil(() => Stat(s.Server, "movementPacketsRejected") > rejectedBefore, 1500);
True(Stat(s.Server, "movementPacketsRejected") > rejectedBefore, "impossible movement counted as rejected");
}
private static async Task SelfTargetedCombatRejected()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000C0FE", "0000C0FE", 0, 0, "spawn"));
await Drain(a, 300);
var rejectedBefore = Stat(s.Server, "packetsRejected");
var routedBefore = Stat(s.Server, "combatHitsRouted");
await a.SendAsync(new JsonObject { ["type"] = "combatHit", ["targetPlayerId"] = a.PlayerId, ["sequence"] = 1, ["damage"] = 10.0 });
await SpinUntil(() => Stat(s.Server, "packetsRejected") > rejectedBefore, 2000);
True(Stat(s.Server, "packetsRejected") > rejectedBefore, "self-targeted combat hit was rejected");
Equal(routedBefore, Stat(s.Server, "combatHitsRouted"), "self-targeted combat hit was not routed");
}
// ---- npc authority ------------------------------------------------------
private static async Task IndependentNpcAuthorities()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await using var b = await Connect(s.Port);
// a and b spawn into distinct, non-overlapping scopes
await a.SendAsync(TransformPacket("0000A111", "0000A111", 0, 0, "spawn"));
await b.SendAsync(TransformPacket("0000B222", "0000B222", 5_000_000, 0, "spawn"));
var grantA = await ReceiveUntil(a, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == a.PlayerId, 3000);
var grantB = await ReceiveUntil(b, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == b.PlayerId, 3000);
NotNull(grantA, "a received authority for its own scope");
NotNull(grantB, "b received authority for its own scope");
True(UInt(grantA!["authorityEpoch"]) >= 1, "a's authority carries an epoch");
True(UInt(grantB!["authorityEpoch"]) >= 1, "b's authority carries an epoch");
Equal(2u, Stat(s.Server, "npcAuthorityScopes"), "two independent authority scopes exist");
}
private static async Task StaleNpcAuthorityEpochRejected()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000E999", "0000E999", 0, 0, "spawn"));
var grant = await ReceiveUntil(a, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == a.PlayerId, 3000);
NotNull(grant, "a became the authority for its scope");
var epoch = UInt(grant!["authorityEpoch"]);
await Drain(a, 200);
var rejectsBefore = Stat(s.Server, "npcAuthorityRejects");
// submit npcState claiming a wrong (future) authority epoch
await a.SendAsync(new JsonObject
{
["type"] = "npcState",
["authorityEpoch"] = epoch + 1,
["authorityCellId"] = "0000E999",
["authorityWorldspaceId"] = "0000E999",
["npcs"] = new JsonArray()
});
await SpinUntil(() => Stat(s.Server, "npcAuthorityRejects") > rejectsBefore, 2000);
True(Stat(s.Server, "npcAuthorityRejects") > rejectsBefore, "npcState with a stale/wrong epoch was rejected");
}
// ---- session teardown ---------------------------------------------------
private static async Task HandshakeTimeoutCloses()
@@ -277,6 +366,21 @@ internal static class Program
Equal(0u, Stat(s.Server, "connectedClients"), "still no active clients after reap");
}
private static async Task IdleTimeoutCloses()
{
// Short idle timeout so the reaper (500ms tick) fires quickly; handshake
// timeout keeps its default so the client can activate first.
await using var s = new TestServer(tuning: new ServerTuning { ClientIdleTimeoutSeconds = 2.0 });
await using var a = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000171E", "0000171E", 0, 0, "spawn"));
await SpinUntil(() => Stat(s.Server, "connectedClients") == 1, 3000);
Equal(1u, Stat(s.Server, "connectedClients"), "client is active before going idle");
// stay idle past the 2s idle timeout; the reaper must close the session
await SpinUntil(() => Stat(s.Server, "connectedClients") == 0, 6000);
Equal(0u, Stat(s.Server, "connectedClients"), "idle active session was reaped");
}
// ---- infrastructure -----------------------------------------------------
private static async Task Run(string name, Func<Task> test)
@@ -377,7 +481,7 @@ internal static class Program
private readonly TcpServerTransport _tcp;
private readonly string _dir;
public TestServer(int maxPlayers = 32)
public TestServer(int maxPlayers = 32, ServerTuning? tuning = null)
{
Port = FreePort();
_dir = Path.Combine(Path.GetTempPath(), "co-accept-" + Guid.NewGuid().ToString("N"));
@@ -387,7 +491,7 @@ internal static class Program
ConfigPath = Path.Combine(_dir, "commonwealth-server.json"),
Host = "127.0.0.1", Port = Port, AdminPort = FreePort(), MaxPlayers = maxPlayers
};
Server = new AuthoritativeServer(options);
Server = new AuthoritativeServer(options, tuning);
_tcp = new TcpServerTransport(options, Server);
_tcp.Start();
}