Files
Commonwealth-Online-Server/server/acceptance/Program.cs
T
Nomads_ReachandGitHub 51d35c935b Acceptance: finish combat rejection set and add NPC authority handoff (#22)
Extend the end-to-end harness (issue #15), harness-only — no server change:

Combat validation
- replayed/out-of-order combat sequence rejected and not routed
- combat hit at a disconnected target rejected
- out-of-interest combat hit rejected and not delivered

NPC authority handoff
- disconnect deterministically hands off to a new owner with a newer epoch
- cell transition hands off scope authority and the previous owner can no longer
  submit npcState for the reassigned scope

21/21 pass on real sockets, deterministic across repeated runs.
2026-08-16 19:56:38 -04:00

708 lines
35 KiB
C#

using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Text.Json.Nodes;
using CommonwealthOnline.Server;
namespace CommonwealthOnline.Server.Acceptance;
// End-to-end acceptance harness for issue #15. Unlike the in-memory unit tests,
// this stands up the real AuthoritativeServer behind the real TCP transport on a
// loopback port and drives real SyntheticProtocolClient sockets through it, so it
// exercises framing, admission, relay, interest filtering and session teardown
// over an actual connection.
//
// 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;
private static int _failed;
public static async Task<int> Main()
{
Console.WriteLine("Commonwealth Online - end-to-end acceptance harness (TCP)");
if (!CanBindLoopback())
{
Console.WriteLine("SKIP: environment cannot bind a loopback TCP listener; end-to-end acceptance not executed here.");
return 0;
}
await Run("baseline: two clients handshake welcome->hello->sessionReady", BaselineHandshake);
await Run("baseline: server-owned ids are unique and not client-spoofable", ServerOwnedIdsNotSpoofable);
await Run("baseline: malformed json rejected before gameplay mutation", MalformedJsonRejected);
await Run("baseline: oversized payload rejected before gameplay mutation", OversizeRejected);
await Run("baseline: sustained packet-rate abuse triggers rate limit", RateLimitTrips);
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("combat: replayed/out-of-order combat sequence is rejected", ReplayedCombatSequenceRejected);
await Run("combat: combat hit at a disconnected target is rejected", DisconnectedTargetCombatRejected);
await Run("combat: out-of-interest combat hit is rejected", OutOfInterestCombatRejected);
await Run("interest: same-cell relays, distant is filtered", InterestSameCellVsDistant);
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("authority: disconnect deterministically hands off to a new owner", AuthorityHandoffOnDisconnect);
await Run("authority: cell transition hands off and blocks the previous owner", AuthorityHandoffOnCellTransition);
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): 32/64-client load + packet-loss/reorder + reconnect-churn, and all GNS sections (blocked on #2).");
return _failed == 0 ? 0 : 1;
}
// ---- baseline protocol --------------------------------------------------
private static async Task BaselineHandshake()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await using var b = await Connect(s.Port);
True(a.PlayerId != 0, "client a received a server-owned playerId");
True(b.PlayerId != 0, "client b received a server-owned playerId");
True(a.PlayerId != b.PlayerId, "player ids are unique");
}
private static async Task ServerOwnedIdsNotSpoofable()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await using var b = await Connect(s.Port);
await Drain(a, 300); await Drain(b, 300);
// a claims a bogus playerId inside its own transform; the server must relay
// b a transform stamped with a's real server-owned id, never the claim.
var spoof = TransformPacket("0000AAAA", "0000BBBB", 0, 0, "spawn");
spoof["playerId"] = 999999;
await a.SendAsync(spoof);
var relay = await ReceiveUntil(b, p => Type(p) == "transform", 3000);
NotNull(relay, "b received a's transform");
Equal(a.PlayerId, UInt(relay!["playerId"]), "relayed transform carries the server-owned id");
}
private static async Task MalformedJsonRejected()
{
await using var s = new TestServer();
using var raw = await RawClient.Connect(s.Port);
await raw.ExpectType("welcome", 2000);
await raw.WriteLine(Encoding.UTF8.GetBytes("{\"type\":\"hello\",\"protocolVersion\":2}"));
await raw.ExpectType("sessionReady", 2000);
var before = Stat(s.Server, "packetsRejected");
var transformsBefore = Stat(s.Server, "transformPacketsReceived");
await raw.WriteLine(Encoding.UTF8.GetBytes("{ this is not valid json"));
await SpinUntil(() => Stat(s.Server, "packetsRejected") > before, 2000);
True(Stat(s.Server, "packetsRejected") > before, "malformed json incremented packetsRejected");
Equal(transformsBefore, Stat(s.Server, "transformPacketsReceived"), "no gameplay mutation from malformed json");
}
private static async Task OversizeRejected()
{
await using var s = new TestServer();
using var raw = await RawClient.Connect(s.Port);
await raw.ExpectType("welcome", 2000);
await raw.WriteLine(Encoding.UTF8.GetBytes("{\"type\":\"hello\",\"protocolVersion\":2}"));
await raw.ExpectType("sessionReady", 2000);
var transformsBefore = Stat(s.Server, "transformPacketsReceived");
// A single line larger than the protocol maximum must terminate the session
// at the transport before it is ever decoded or applied.
await raw.WriteRaw(new byte[ProtocolConstants.MaxMessageBytes + 1024]);
True(await raw.WaitClosed(4000), "server closed the connection on oversize input");
Equal(transformsBefore, Stat(s.Server, "transformPacketsReceived"), "oversize input caused no gameplay mutation");
}
private static async Task RateLimitTrips()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
// Burst well past the 120 packets/second window in a single window.
for (var i = 0; i < 400; i++)
{
try { await a.SendAsync(new JsonObject { ["type"] = "keepAlive" }); }
catch { break; }
}
await SpinUntil(() => Stat(s.Server, "rateLimitedPackets") > 0, 3000);
True(Stat(s.Server, "rateLimitedPackets") > 0, "sustained burst tripped the rate limiter");
}
// ---- tcp compatibility --------------------------------------------------
private static async Task TwoClientSmoke()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port); // a connects first -> world-state host
await using var b = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000CAFE", "0000F00D", 0, 0, "spawn"));
await b.SendAsync(TransformPacket("0000CAFE", "0000F00D", 0, 0, "spawn"));
await Drain(a, 400); await Drain(b, 400);
// transform relay
await a.SendAsync(TransformPacket("0000CAFE", "0000F00D", 10, 0));
NotNull(await ReceiveUntil(b, p => Type(p) == "transform" && UInt(p["playerId"]) == a.PlayerId, 3000),
"b received a's transform");
// durable playerState relay: an in-interest peer receives the durable
// fields (and, being in scope, the live action events too).
await a.SendAsync(new JsonObject
{
["type"] = "playerState",
["characterName"] = "Nomad",
["actionEvents"] = new JsonArray(new JsonObject { ["sequence"] = 1, ["type"] = 3, ["eventName"] = "fireSingle" })
});
var ps = await ReceiveUntil(b, p => Type(p) == "playerState" && UInt(p["playerId"]) == a.PlayerId, 3000);
NotNull(ps, "b received a's playerState");
Equal("Nomad", JsonHelpers.String(ps!["characterName"]), "playerState carried the character name");
// world-state from the host relays
await a.SendAsync(new JsonObject { ["type"] = "worldState", ["timeHours"] = 12.0 });
NotNull(await ReceiveUntil(b, p => Type(p) == "worldState", 3000), "b received world state from the host");
}
private static async Task ActionEventsNotReplayCached()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000AC70", "0000AC70", 0, 0, "spawn"));
await a.SendAsync(new JsonObject
{
["type"] = "playerState",
["characterName"] = "Nomad",
["actionEvents"] = new JsonArray(new JsonObject { ["sequence"] = 1, ["type"] = 3, ["eventName"] = "fireSingle" })
});
await Drain(a, 300);
// a late joiner is replayed a's durable state, which must carry the durable
// fields but never the discrete action events.
await using var late = await Connect(s.Port);
var replay = await ReceiveUntil(late, p => Type(p) == "playerState" && UInt(p["playerId"]) == a.PlayerId, 3000);
NotNull(replay, "late joiner received a's durable player state");
Equal("Nomad", JsonHelpers.String(replay!["characterName"]), "durable state replayed the character name");
True(!replay.ContainsKey("actionEvents"), "discrete action events were not replay-cached to the late joiner");
}
private static async Task DisconnectNoStale()
{
await using var s = new TestServer();
var a = await Connect(s.Port);
await using var b = await Connect(s.Port);
await SpinUntil(() => Stat(s.Server, "connectedClients") == 2, 3000);
Equal(2u, Stat(s.Server, "connectedClients"), "two clients active");
await a.DisposeAsync();
await SpinUntil(() => Stat(s.Server, "connectedClients") == 1, 4000);
Equal(1u, Stat(s.Server, "connectedClients"), "disconnect removed the session");
await using var a2 = await Connect(s.Port);
await SpinUntil(() => Stat(s.Server, "connectedClients") == 2, 3000);
Equal(2u, Stat(s.Server, "connectedClients"), "reconnect restored two active sessions");
True(a2.PlayerId != 0, "reconnected client received a fresh server-owned id");
}
// ---- interest management ------------------------------------------------
private static async Task InterestSameCellVsDistant()
{
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
await a.SendAsync(TransformPacket("0000BEEF", "0000BEEF", 0, 0, "spawn"));
await b.SendAsync(TransformPacket("0000BEEF", "0000BEEF", 0, 0, "spawn"));
await Drain(a, 400); await Drain(b, 400);
await a.SendAsync(TransformPacket("0000BEEF", "0000BEEF", 5, 5));
NotNull(await ReceiveUntil(b, p => Type(p) == "transform" && UInt(p["playerId"]) == a.PlayerId, 3000),
"same-cell transform relayed to b");
var filteredBefore = Stat(s.Server, "transformPacketsInterestFiltered");
// a makes a valid transition to a distant, unrelated cell/worldspace; the
// move itself is legal (transition type) but b is no longer in interest.
await a.SendAsync(TransformPacket("00000111", "00000222", 5_000_000, 5_000_000, "cell_change"));
await Drain(a, 300);
True(await ExpectNone(b, p => Type(p) == "transform" && UInt(p["playerId"]) == a.PlayerId, 1200),
"distant transform was not relayed to b");
await SpinUntil(() => Stat(s.Server, "transformPacketsInterestFiltered") > filteredBefore, 1500);
True(Stat(s.Server, "transformPacketsInterestFiltered") > filteredBefore, "distant transform counted as interest-filtered");
}
// 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 SixteenClientsNoCrossCellSpam()
{
await using var s = new TestServer(tuning: new ServerTuning { MaxConnectAttempts = 64 });
var clients = new List<SyntheticProtocolClient>();
try
{
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 (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(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 * 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");
}
finally
{
foreach (var c in clients) await c.DisposeAsync();
}
}
// ---- 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");
}
private static async Task ReplayedCombatSequenceRejected()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await using var b = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000CB01", "0000CB01", 0, 0, "spawn"));
await b.SendAsync(TransformPacket("0000CB01", "0000CB01", 0, 0, "spawn"));
await Drain(a, 300); await Drain(b, 300);
// first hit at sequence 5 routes to the in-interest target
await a.SendAsync(CombatHit(b.PlayerId, 5));
NotNull(await ReceiveUntil(b, p => Type(p) == "combatHit", 3000), "in-interest combat hit routed to the target");
var routedBefore = Stat(s.Server, "combatHitsRouted");
var rejectedBefore = Stat(s.Server, "packetsRejected");
// an older sequence must be rejected and not routed
await a.SendAsync(CombatHit(b.PlayerId, 3));
await SpinUntil(() => Stat(s.Server, "packetsRejected") > rejectedBefore, 2000);
True(Stat(s.Server, "packetsRejected") > rejectedBefore, "replayed combat sequence was rejected");
Equal(routedBefore, Stat(s.Server, "combatHitsRouted"), "replayed combat sequence was not routed");
True(await ExpectNone(b, p => Type(p) == "combatHit", 500), "target did not receive the replayed hit");
}
private static async Task DisconnectedTargetCombatRejected()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000CB02", "0000CB02", 0, 0, "spawn"));
await Drain(a, 300);
var rejectedBefore = Stat(s.Server, "packetsRejected");
var routedBefore = Stat(s.Server, "combatHitsRouted");
await a.SendAsync(CombatHit(999999, 1));
await SpinUntil(() => Stat(s.Server, "packetsRejected") > rejectedBefore, 2000);
True(Stat(s.Server, "packetsRejected") > rejectedBefore, "combat hit at a disconnected target was rejected");
Equal(routedBefore, Stat(s.Server, "combatHitsRouted"), "disconnected-target combat was not routed");
}
private static async Task OutOfInterestCombatRejected()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await using var b = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000CB03", "0000CB03", 0, 0, "spawn"));
await b.SendAsync(TransformPacket("0000CB04", "0000CB04", 1000, 0, "spawn")); // distinct scope
await Drain(a, 300); await Drain(b, 300);
var rejectedBefore = Stat(s.Server, "packetsRejected");
var routedBefore = Stat(s.Server, "combatHitsRouted");
await a.SendAsync(CombatHit(b.PlayerId, 1));
await SpinUntil(() => Stat(s.Server, "packetsRejected") > rejectedBefore, 2000);
True(Stat(s.Server, "packetsRejected") > rejectedBefore, "out-of-interest combat hit was rejected");
Equal(routedBefore, Stat(s.Server, "combatHitsRouted"), "out-of-interest combat was not routed");
True(await ExpectNone(b, p => Type(p) == "combatHit", 500), "distant target did not receive the hit");
}
private static JsonObject CombatHit(uint targetPlayerId, uint sequence) => new()
{
["type"] = "combatHit", ["targetPlayerId"] = targetPlayerId, ["sequence"] = sequence, ["damage"] = 10.0
};
// ---- 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");
}
private static async Task AuthorityHandoffOnDisconnect()
{
await using var s = new TestServer();
var a = await Connect(s.Port); // connects first -> lower id -> initial authority
await using var b = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000A0FF", "0000A0FF", 0, 0, "spawn"));
var grantA = await ReceiveUntil(a, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == a.PlayerId, 3000);
NotNull(grantA, "a is the initial authority for the shared scope");
var epochA = UInt(grantA!["authorityEpoch"]);
await b.SendAsync(TransformPacket("0000A0FF", "0000A0FF", 0, 0, "spawn")); // b joins the same scope
await Drain(a, 300); await Drain(b, 300);
// a leaves; authority must deterministically hand off to b with a newer epoch
await a.DisposeAsync();
var grantB = await ReceiveUntil(b, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == b.PlayerId, 4000);
NotNull(grantB, "authority handed off to b after a disconnected");
True(UInt(grantB!["authorityEpoch"]) > epochA, "handoff carries a newer epoch");
}
private static async Task AuthorityHandoffOnCellTransition()
{
await using var s = new TestServer();
await using var a = await Connect(s.Port);
await using var b = await Connect(s.Port);
await a.SendAsync(TransformPacket("0000CE10", "0000CE10", 0, 0, "spawn")); // a authority for scope X
var grantA = await ReceiveUntil(a, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == a.PlayerId, 3000);
NotNull(grantA, "a is authority for scope X");
var epochX1 = UInt(grantA!["authorityEpoch"]);
await b.SendAsync(TransformPacket("0000CE10", "0000CE10", 0, 0, "spawn")); // b joins scope X
await Drain(a, 300); await Drain(b, 300);
// a transitions out to a different cell; scope X must hand off to b
await a.SendAsync(TransformPacket("0000CE20", "0000CE20", 0, 0, "cell_change"));
var grantB = await ReceiveUntil(b, p => Type(p) == "npcAuthority" && UInt(p["authorityPlayerId"]) == b.PlayerId, 4000);
NotNull(grantB, "scope X handed off to b after a transitioned away");
True(UInt(grantB!["authorityEpoch"]) > epochX1, "handoff carries a newer epoch");
// the previous owner can no longer submit npcState for the reassigned scope
await Drain(a, 200);
var rejectsBefore = Stat(s.Server, "npcAuthorityRejects");
await a.SendAsync(new JsonObject
{
["type"] = "npcState",
["authorityEpoch"] = epochX1,
["authorityCellId"] = "0000CE10",
["authorityWorldspaceId"] = "0000CE10",
["npcs"] = new JsonArray()
});
await SpinUntil(() => Stat(s.Server, "npcAuthorityRejects") > rejectsBefore, 2000);
True(Stat(s.Server, "npcAuthorityRejects") > rejectsBefore, "previous owner cannot submit for the reassigned scope");
}
// ---- session teardown ---------------------------------------------------
private static async Task HandshakeTimeoutCloses()
{
await using var s = new TestServer();
using var raw = await RawClient.Connect(s.Port);
await raw.ExpectType("welcome", 2000);
// deliberately never send hello; the reaper must close the pending session
Equal(0u, Stat(s.Server, "connectedClients"), "pending session is not counted as active");
True(await raw.WaitClosed(14000), "server reaped the unactivated session after the handshake timeout");
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)
{
try { await test(); _passed++; Console.WriteLine($"PASS {name}"); }
catch (Exception ex) { _failed++; Console.Error.WriteLine($"FAIL {name}: {ex.Message}"); }
}
private static bool CanBindLoopback()
{
try { var p = FreePort(); return p > 0; }
catch (SocketException) { return false; }
}
private static int FreePort()
{
var listener = new TcpListener(IPAddress.Loopback, 0);
listener.Start();
try { return ((IPEndPoint)listener.LocalEndpoint).Port; }
finally { listener.Stop(); }
}
private static async Task<SyntheticProtocolClient> Connect(int port)
{
var client = new SyntheticProtocolClient();
using var timeout = new CancellationTokenSource(TimeSpan.FromSeconds(5));
await client.ConnectAsync("127.0.0.1", port, timeout.Token);
return client;
}
private static JsonObject TransformPacket(string cell, string world, double x, double y, string movement = "normal") => new()
{
["type"] = "transform", ["x"] = x, ["y"] = y, ["z"] = 0.0, ["angleZ"] = 0.0,
["cellId"] = cell, ["worldspaceId"] = world, ["movementType"] = movement
};
private static string? Type(JsonObject packet) => JsonHelpers.String(packet["type"]);
private static uint UInt(JsonNode? node) => JsonHelpers.TryUInt32(node, 0, uint.MaxValue, out var v) ? v : 0;
private static uint Stat(AuthoritativeServer server, string name) => JsonHelpers.TryUInt32(server.GetCoreStats()[name], 0, uint.MaxValue, out var v) ? v : 0;
private static async Task<JsonObject?> TryReceive(SyntheticProtocolClient client, int timeoutMs)
{
using var cts = new CancellationTokenSource(timeoutMs);
try { return await client.ReceiveAsync(cts.Token); }
catch (OperationCanceledException) { return null; }
catch (EndOfStreamException) { return null; }
catch (IOException) { return null; }
catch (InvalidDataException) { return null; }
}
private static async Task<JsonObject?> ReceiveUntil(SyntheticProtocolClient client, Func<JsonObject, bool> predicate, int timeoutMs)
{
var deadline = DateTime.UtcNow.AddMilliseconds(timeoutMs);
while (DateTime.UtcNow < deadline)
{
var remaining = (int)Math.Max(1, (deadline - DateTime.UtcNow).TotalMilliseconds);
var packet = await TryReceive(client, remaining);
if (packet is null) break;
if (predicate(packet)) return packet;
}
return null;
}
private static async Task<bool> ExpectNone(SyntheticProtocolClient client, Func<JsonObject, bool> predicate, int windowMs)
{
var deadline = DateTime.UtcNow.AddMilliseconds(windowMs);
while (DateTime.UtcNow < deadline)
{
var remaining = (int)Math.Max(1, (deadline - DateTime.UtcNow).TotalMilliseconds);
var packet = await TryReceive(client, remaining);
if (packet is null) break;
if (predicate(packet)) return false;
}
return true;
}
private static Task Drain(SyntheticProtocolClient client, int windowMs) => ExpectNone(client, _ => false, windowMs);
private static async Task SpinUntil(Func<bool> condition, int timeoutMs)
{
var deadline = DateTime.UtcNow.AddMilliseconds(timeoutMs);
while (DateTime.UtcNow < deadline)
{
if (condition()) return;
await Task.Delay(50);
}
}
private static void True(bool value, string what) { if (!value) throw new Exception($"expected: {what}"); }
private static void NotNull(object? value, string what) { if (value is null) throw new Exception($"expected non-null: {what}"); }
private static void Equal<T>(T expected, T actual, string what)
{
if (!EqualityComparer<T>.Default.Equals(expected, actual)) throw new Exception($"{what}: expected {expected}, got {actual}");
}
private sealed class TestServer : IAsyncDisposable
{
private readonly TcpServerTransport _tcp;
private readonly string _dir;
public TestServer(int maxPlayers = 32, ServerTuning? tuning = null)
{
Port = FreePort();
_dir = Path.Combine(Path.GetTempPath(), "co-accept-" + Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(_dir);
var options = new ServerOptions
{
ConfigPath = Path.Combine(_dir, "commonwealth-server.json"),
Host = "127.0.0.1", Port = Port, AdminPort = FreePort(), MaxPlayers = maxPlayers
};
Server = new AuthoritativeServer(options, tuning);
_tcp = new TcpServerTransport(options, Server);
_tcp.Start();
}
public int Port { get; }
public AuthoritativeServer Server { get; }
public async ValueTask DisposeAsync()
{
await _tcp.DisposeAsync();
await Server.DisposeAsync();
try { Directory.Delete(_dir, true); } catch { }
}
}
// Minimal raw client for cases the framed SyntheticProtocolClient can't express
// (oversize input, and connecting without completing the handshake).
private sealed class RawClient : IDisposable
{
private readonly TcpClient _client;
private readonly NetworkStream _stream;
private RawClient(TcpClient client) { _client = client; _stream = client.GetStream(); }
public static async Task<RawClient> Connect(int port)
{
var client = new TcpClient { NoDelay = true };
await client.ConnectAsync(IPAddress.Loopback, port);
return new RawClient(client);
}
public async Task WriteLine(byte[] payload)
{
await _stream.WriteAsync(payload);
await _stream.WriteAsync(new byte[] { (byte)'\n' });
}
public Task WriteRaw(byte[] bytes) => _stream.WriteAsync(bytes).AsTask();
public async Task ExpectType(string type, int timeoutMs)
{
var packet = await ReadLine(timeoutMs) ?? throw new Exception($"expected {type}, got connection close");
var actual = JsonHelpers.String(packet["type"]);
if (actual != type) throw new Exception($"expected {type}, got {actual}");
}
public async Task<JsonObject?> ReadLine(int timeoutMs)
{
using var cts = new CancellationTokenSource(timeoutMs);
var buffer = new MemoryStream();
var one = new byte[1];
try
{
while (buffer.Length <= ProtocolConstants.MaxMessageBytes)
{
var n = await _stream.ReadAsync(one, cts.Token);
if (n == 0) return null;
if (one[0] == (byte)'\n')
{
var data = buffer.ToArray();
if (data.Length > 0 && data[^1] == (byte)'\r') Array.Resize(ref data, data.Length - 1);
return JsonNode.Parse(data) as JsonObject;
}
buffer.WriteByte(one[0]);
}
}
catch (OperationCanceledException) { return null; }
catch (IOException) { return null; }
return null;
}
public async Task<bool> WaitClosed(int timeoutMs)
{
using var cts = new CancellationTokenSource(timeoutMs);
var one = new byte[1];
try
{
while (true)
{
var n = await _stream.ReadAsync(one, cts.Token);
if (n == 0) return true; // clean EOF -> server closed
}
}
catch (OperationCanceledException) { return false; }
catch (IOException) { return true; } // reset also counts as closed
catch (SocketException) { return true; }
}
public void Dispose()
{
try { _stream.Dispose(); } catch { }
try { _client.Dispose(); } catch { }
}
}
}