Review fixes: logoff inventory, socket stop, connect order, relog leftovers
F2: the logoff inventory is skipped when the host already let go of the items (it may reset the session before reporting the logoff): an empty list would have emptied the backend's inventory and overwritten the saved copy. F3/F4: each socket start owns its run; Stop no longer blocks the game thread and gives the run up to ten seconds to send what was queued (a large logoff inventory) before closing, flushing that run's own send loop; a relog never hears the previous run's frames. F7: on connect, share_subscribe goes out before the first telemetry frame, as the original sent them. F8: a rare announcement still waiting at logoff is dropped rather than sent as the next character. F9: each dungeon map is sent once per login, as the original (reloaded per login) did. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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8 changed files with 223 additions and 82 deletions
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@ -93,6 +93,44 @@ public sealed class BackendClientTests
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Assert.Equal(1, server.Connections);
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}
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[Fact]
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public async Task Stop_sends_what_was_queued_before_it_closes_without_blocking()
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{
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using var server = new TestSocketServer();
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using var client = new BackendClient(new RecordingLogger());
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client.Start(server.Uri, "", "Mossy", () => Connected);
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server.NextFrame();
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Assert.True(await WaitAsync(() => client.IsConnected));
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string big = "{\"type\":\"full_inventory\",\"pad\":\"" + new string('x', 400_000) + "\"}";
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client.Send(big);
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client.Send("{\"type\":\"share_unsubscribe\"}");
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var watch = System.Diagnostics.Stopwatch.StartNew();
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client.Stop();
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Assert.True(watch.ElapsedMilliseconds < 200, $"Stop blocked for {watch.ElapsedMilliseconds} ms");
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Assert.Equal(big, server.NextFrame());
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Assert.Equal("{\"type\":\"share_unsubscribe\"}", server.NextFrame());
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await client.LastStop.WaitAsync(TimeSpan.FromSeconds(15));
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}
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[Fact]
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public async Task A_new_start_right_after_stop_hears_only_its_own_connection()
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{
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using var server = new TestSocketServer();
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using var client = new BackendClient(new RecordingLogger());
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client.Start(server.Uri, "", "Mossy", () => Connected);
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server.NextFrame();
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Assert.True(await WaitAsync(() => client.IsConnected));
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client.Stop();
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client.Start(server.Uri, "", "Horan", () => Connected);
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Assert.Equal("{\"type\":\"register\",\"player_name\":\"Horan\"}", server.NextFrame(8000));
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Assert.True(await WaitAsync(() => client.TryTakeConnection(out _)));
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Assert.False(client.TryTakeConnection(out _));
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}
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internal static async Task<bool> WaitAsync(Func<bool> condition, int timeoutMs = 5000)
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{
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for (int waited = 0; waited < timeoutMs; waited += 20)
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