feat(net): N3 - AckNakScheduler, retail 2.0s cumulative ack replaces per-packet acks
Campaign N slice N3. Retail never acks per packet: SharedNet::EnqueuePak @ 0x00543B10 is the binary's only AckSequence (0x4000) construction site, gated at >= 2.0 s on ReceiverData::timeStamp_ (@ +0x10), armed at connection birth by ReceiverData::Init @ 0x00548EF0, and arbitrated NAK-xor-ack per sweep by ClientNet::ProcessConnection @ 0x00545450 (m_SeqIDsWeNAKed non-empty -> EnqueueNaks, else EnqueuePak; SharedNet::EnqueueNaks @ 0x00543BD0 shares the SAME timestamp - campaign landmine #7). - New Transport/AckNakScheduler: owns the one shared timestamp; a non-empty NAK set suppresses the ack (N4 emits RequestRetransmit in that branch; in N3 it emits nothing - a documented transitional state, safe for exactly one slice on loopback), else ONE cleartext exact-flags AckSequence carrying the tracker's HighestIdReceived, header sequence borrowed from HighestIdSent without incrementing, 4-byte LE body. Flags are an EQUALITY, never an OR (landmine #5 - ACE's dedup exemption NetworkSession.cs:342-343 and watermark-skip :474-476 both require the exact value). - ReliableTransport.Sweep pump order per FlowQueue::Empty @ 0x00548A20: interval clock, NAK/ack arbitration, pending resends, prune. The sweep already runs in Tick and both handshake pump loops (landmine #8), so cumulative acks flow during the character-list/enter-world floods at ACE's own ~2 s cadence. - WorldSession: the Phase 4.9 per-packet reflex ack in ProcessDatagram and SendAck are DELETED; the [net-tick] acks/s probe now reads Stats.AcksSent; new internal TransportClockSource seam drives the 2.0 s gate on virtual time in the conformance suite. - N1 Fable-review advisory retired (Time-stamp fold-in): fresh reliable sends now stamp Header.Time = the current interval id, matching retail FlowQueue::TransmitNewPackets @ 0x00547A60 (header build at 0x00547A84); resends already re-stamped. ACE never reads inbound Header.Time, so the wire stays compatible. Tests: 723 Core.Net (7 new) - gate cadence + watermark-at-emission, flags-equality pin + model acceptance at the reused sequence without a watermark advance, NAK suppression and resume after the gap clears, a 50-packet CreateObject flood collapsing to ONE ack, the quiet-session keepalive property across a 120 s virtual horizon (the reflex ack's keepalive role, replaced and proven against ACE's 60 s TimeoutDeadline), the Time fold-in, and a full FakeAceTransport lifecycle with zero CRC/state/duplicate drops. Full solution Release: 9,744 passed / 5 skipped / 0 failed. Connected world-lifecycle gate PASS (capped + uncapped-reconnect, graceful exits, 0 failures); canonical nine-stop route PASS (0 failures). Campaign section 9 N3 row updated (complete; SHA recorded at N4 kickoff). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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9 changed files with 797 additions and 127 deletions
461
tests/AcDream.Core.Net.Tests/Transport/AckNakSchedulerTests.cs
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461
tests/AcDream.Core.Net.Tests/Transport/AckNakSchedulerTests.cs
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using System.Buffers.Binary;
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using System.Net;
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using AcDream.Core.Net.Cryptography;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Net.Packets;
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using AcDream.Core.Net.Transport;
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namespace AcDream.Core.Net.Tests.Transport;
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/// <summary>
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/// Campaign N Slice N3 — the AckNakScheduler: retail's 2.0 s cumulative
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/// <c>AckSequence</c> (<c>SharedNet::EnqueuePak @ 0x00543B10</c>, the only
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/// 0x4000 construction site in the binary) replacing the Phase 4.9
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/// per-packet reflex ack, arbitrated NAK-xor-ack on ONE shared timestamp
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/// (<c>ClientNet::ProcessConnection @ 0x00545450</c>,
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/// <c>ReceiverData::timeStamp_</c> — campaign landmine #7).
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/// </summary>
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public sealed class AckNakSchedulerTests
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{
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private const uint ClientSeed = 0x11AA22BBu;
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private const uint ServerSeed = 0x33CC44DDu;
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private const uint ClientId = 0x1234u;
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private const ulong Cookie = 0xFEEDFACECAFEBABEUL;
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// =====================================================================
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// The 2.0 s gate — SharedNet::EnqueuePak @ 0x00543B10
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// =====================================================================
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[Fact]
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public void CumulativeAck_TwoSecondGate_CarriesWatermarkAtEmission()
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{
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(ReliableTransport transport, VirtualClock clock, List<byte[]> sent) =
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CreateTransport();
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Admit(transport, 2u);
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Admit(transport, 3u);
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// No ack before 2.0 s — the gate armed at transport construction
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// (ReceiverData::Init @ 0x00548EF0 stamps timeStamp_ = cur_time).
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transport.Sweep();
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clock.Advance(TimeSpan.FromSeconds(1.99));
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transport.Sweep();
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Assert.Empty(sent);
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// Exactly one at the boundary (the retail compare is >=, the x87
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// `& 1` status test at 0x00543B3D).
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clock.Advance(TimeSpan.FromSeconds(0.01));
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transport.Sweep();
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AssertAckShape(Assert.Single(sent), expectedSequence: 1u, expectedValue: 3u);
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Assert.Equal(1, transport.Stats.AcksSent);
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// The gate reset: silent until the next 2.0 s elapses.
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transport.Sweep();
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clock.Advance(TimeSpan.FromSeconds(1.99));
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transport.Sweep();
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Assert.Single(sent);
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// The watermark advanced between gates: the NEWER value rides —
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// the ack always carries highestIDReceived_ AT EMISSION.
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Admit(transport, 4u);
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Admit(transport, 5u);
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clock.Advance(TimeSpan.FromSeconds(0.01));
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transport.Sweep();
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Assert.Equal(2, sent.Count);
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AssertAckShape(sent[1], expectedSequence: 1u, expectedValue: 5u);
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Assert.Equal(2, transport.Stats.AcksSent);
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}
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// =====================================================================
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// Flags equality (landmine #5) — model-side acceptance
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// =====================================================================
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/// <summary>
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/// ACE's dedup exemption (NetworkSession.cs:342-343) and watermark-skip
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/// (:474-476) both require <c>Flags == AckSequence</c> EXACTLY. The
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/// emitted ack must be accepted at the reused client sequence WITHOUT
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/// advancing ACE's watermark — any extra ORed bit would advance the
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/// watermark past a live sequence and wedge the session (§3 row 3).
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/// </summary>
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[Fact]
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public void ModelAcceptsAck_AtReusedSequence_WithoutAdvancingWatermark()
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{
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(AceSessionModel model, _) = CreateNegotiatedModel();
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(ReliableTransport transport, VirtualClock clock, List<byte[]> sent) =
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CreateTransport();
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// Two reliable client packets reach ACE: sequences 2, 3.
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transport.Outbound.SendGameMessage(
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MakeMessage(1), GameMessageGroup.UIQueue);
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transport.Outbound.SendGameMessage(
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MakeMessage(2), GameMessageGroup.UIQueue);
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foreach (byte[] datagram in sent)
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model.Receive(datagram);
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Assert.Equal(3u, model.LastReceivedPacketSequence);
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sent.Clear();
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// The sweep's cumulative ack borrows sequence 3 — the last issued
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// client sequence, not a fresh one.
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clock.Advance(TimeSpan.FromSeconds(2));
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transport.Sweep();
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byte[] ack = Assert.Single(sent);
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PacketHeader ackHeader = PacketHeader.Unpack(ack);
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Assert.Equal(3u, ackHeader.Sequence);
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Assert.Equal(
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(uint)PacketHeaderFlags.AckSequence,
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(uint)ackHeader.Flags);
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model.Receive(ack);
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Assert.Equal(0, model.DuplicateDropCount);
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Assert.Equal(0, model.CrcDropCount);
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Assert.Equal(0, model.StateDropCount);
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// The watermark did NOT advance (:474-476 — exact-flags skip).
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Assert.Equal(3u, model.LastReceivedPacketSequence);
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}
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// =====================================================================
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// NAK-xor-ack mutual exclusivity (landmine #7) —
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// ClientNet::ProcessConnection @ 0x00545450
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// =====================================================================
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[Fact]
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public void ParkedNak_SuppressesTheAck_AckResumesWhenTheGapClears()
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{
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(ReliableTransport transport, VirtualClock clock, List<byte[]> sent) =
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CreateTransport();
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Admit(transport, 2u); // watermark 2, no gap
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Admit(transport, 4u); // gap walk parks id 3
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Assert.Equal(1, transport.Inbound.NakCount);
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// 2.0 s elapses with the NAK set non-empty: the NAK branch owns the
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// sweep and (until N4 emits RequestRetransmit there) NOTHING goes
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// out — never an ack while ids are parked (§2.3's mutual
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// exclusivity; the N2 ledger row shows why acking here would let
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// ACE prune the lost id from its S2C cache before the NAK).
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clock.Advance(TimeSpan.FromSeconds(2.5));
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transport.Sweep();
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transport.Sweep();
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Assert.Empty(sent);
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Assert.Equal(0, transport.Stats.AcksSent);
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// The missing packet arrives (late delivery), clearing the set —
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// the ack resumes at the next gate, which is long since due.
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Admit(transport, 3u);
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Assert.Equal(0, transport.Inbound.NakCount);
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transport.Sweep();
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AssertAckShape(Assert.Single(sent), expectedSequence: 1u, expectedValue: 4u);
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}
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// =====================================================================
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// Ack-storm collapse — retail never acks per packet
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// =====================================================================
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[Fact]
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public void CreateObjectFlood_InsideOneWindow_CollapsesToOneAck()
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{
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(ReliableTransport transport, VirtualClock clock, List<byte[]> sent) =
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CreateTransport();
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// A simulated CreateObject flood: 50 sequenced arrivals across
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// 1.0 s, the per-frame sweep interleaved. The pre-N3 reflex ack
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// sent 50 acks — one per packet; retail sends NONE until the gate.
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uint sequence = 2;
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for (int i = 0; i < 50; i++)
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{
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Admit(transport, sequence++);
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clock.Advance(TimeSpan.FromMilliseconds(20));
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transport.Sweep();
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}
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Assert.Empty(sent);
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// Crossing the 2.0 s gate: exactly ONE cumulative ack for the
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// whole flood, carrying the final watermark.
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clock.Advance(TimeSpan.FromSeconds(1.0));
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transport.Sweep();
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AssertAckShape(
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Assert.Single(sent),
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expectedSequence: 1u,
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expectedValue: 51u);
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Assert.Equal(1, transport.Stats.AcksSent);
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}
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// =====================================================================
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// Conformance against the N0 ACE-behaviour double (real WorldSession)
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// =====================================================================
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/// <summary>
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/// The keepalive property the reflex ack used to provide, now proven
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/// for the cumulative ack: a QUIET session (no game actions; the only
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/// inbound is ACE's own TimeSync every 20 s and ack every 2 s) still
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/// sends one cleartext ack per ~2 s, and each one refreshes ACE's 60 s
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/// TimeoutDeadline (NetworkSession.cs:329-331) — the session survives
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/// far past the 60 s horizon.
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/// </summary>
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[Fact]
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public void QuietSession_CumulativeAcksKeepAceAlive_PastThe60sHorizon()
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{
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var transport = new FakeAceTransport();
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var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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transport);
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session.TransportClockSource =
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(transport.Clock.GetTimestamp, transport.Clock.Frequency);
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try
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{
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session.Connect(
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"testaccount", "testpassword", TimeSpan.FromSeconds(10));
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session.EnterWorld(0, TimeSpan.FromSeconds(10));
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Assert.Equal(WorldSession.State.InWorld, session.CurrentState);
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// 120 virtual seconds in 0.5 s frames — double ACE's timeout
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// horizon. The model's Update checks its deadline every pump.
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for (int frame = 0; frame < 240; frame++)
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{
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transport.Clock.Advance(TimeSpan.FromMilliseconds(500));
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transport.PumpServer();
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session.Tick();
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Thread.Sleep(1);
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}
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Assert.False(transport.Model.IsTerminated);
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Assert.Equal(
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AceTerminationReason.None,
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transport.Model.TerminationReason);
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// The deadline is FRESH — refreshed within the last ack
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// interval, not merely unexpired.
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long margin = transport.Model.TimeoutDeadlineTimestamp
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- transport.Clock.GetTimestamp();
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Assert.True(
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margin > TimeSpan.FromSeconds(50).Ticks,
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$"TimeoutDeadline margin {margin} ticks — the acks are not refreshing it");
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// ~60 acks expected over 120 s; ≥ 40 pins the ~2 s cadence
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// without depending on frame phase.
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long acksSent = session.Transport!.Stats.AcksSent;
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Assert.True(
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acksSent >= 40,
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$"only {acksSent} cumulative acks over 120 virtual seconds");
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Assert.Equal(0, transport.Model.CrcDropCount);
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Assert.Equal(0, transport.Model.StateDropCount);
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Assert.Equal(0, transport.Model.DuplicateDropCount);
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Assert.Equal(0, session.Transport.Inbound.NakCount);
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}
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finally
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{
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session.Dispose();
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}
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Assert.Equal(WorldSession.State.Disconnected, session.CurrentState);
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}
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/// <summary>
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/// Full lifecycle against the double: clean run completes, an in-world
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/// S2C flood collapses to one ack at the next gate, the model timeout
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/// never fires, and teardown is OUR graceful Disconnect — with zero
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/// CRC/state/duplicate drops end to end.
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/// </summary>
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[Fact]
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public void FullLifecycle_CleanRun_FloodCollapses_GracefulTeardown()
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{
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var transport = new FakeAceTransport();
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var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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transport);
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session.TransportClockSource =
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(transport.Clock.GetTimestamp, transport.Clock.Frequency);
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try
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{
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session.Connect(
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"testaccount", "testpassword", TimeSpan.FromSeconds(10));
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session.EnterWorld(0, TimeSpan.FromSeconds(10));
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Assert.Equal(WorldSession.State.InWorld, session.CurrentState);
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var messages = new List<string>();
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session.ServerMessageReceived += m => messages.Add(m.Message);
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// An S2C flood inside one 2 s window: 20 messages, each pumped
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// into its own sequenced packet (the pre-N3 reflex ack answered
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// every one of them).
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long acksBefore = session.Transport!.Stats.AcksSent;
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for (int i = 0; i < 20; i++)
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{
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transport.Model.EnqueueGameMessage(
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BuildServerMessage($"flood {i}"),
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GameMessageGroup.UIQueue);
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transport.PumpServer();
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}
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PumpUntil(session, () => messages.Count >= 20);
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Assert.Equal(acksBefore, session.Transport.Stats.AcksSent);
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// Exactly ONE cumulative ack at the next gate covers the
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// whole flood.
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transport.Clock.Advance(TimeSpan.FromSeconds(2));
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session.Tick();
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Assert.Equal(
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acksBefore + 1,
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session.Transport.Stats.AcksSent);
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// A few more quiet gates keep flowing.
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for (int frame = 0; frame < 10; frame++)
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{
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transport.Clock.Advance(TimeSpan.FromMilliseconds(500));
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transport.PumpServer();
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session.Tick();
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Thread.Sleep(1);
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}
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Assert.False(transport.Model.IsTerminated);
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Assert.Equal(0, transport.Model.CrcDropCount);
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Assert.Equal(0, transport.Model.StateDropCount);
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Assert.Equal(0, transport.Model.DuplicateDropCount);
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Assert.Equal(256, transport.Model.Crypto.Headroom);
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Assert.Equal(0, session.Transport.Inbound.NakCount);
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}
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finally
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{
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session.Dispose();
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}
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// The model terminated on OUR transport Disconnect — the 60 s
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// timeout never fired.
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Assert.Equal(WorldSession.State.Disconnected, session.CurrentState);
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Assert.True(transport.Model.IsTerminated);
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Assert.Equal(
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AceTerminationReason.PacketHeaderDisconnect,
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transport.Model.TerminationReason);
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}
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// =====================================================================
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// Fixture helpers
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// =====================================================================
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/// <summary>A full transport on a virtual clock; every emitted datagram
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/// (game sends AND scheduler acks) lands in <c>Sent</c>.</summary>
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private static (ReliableTransport Transport, VirtualClock Clock,
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List<byte[]> Sent) CreateTransport()
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{
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var virtualClock = new VirtualClock();
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var sent = new List<byte[]>();
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var transport = new ReliableTransport(
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MakeIsaac(ClientSeed),
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MakeIsaac(ServerSeed),
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(ushort)ClientId,
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datagram => sent.Add(datagram.ToArray()),
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new TransportClock(
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virtualClock.GetTimestamp,
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virtualClock.Frequency));
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return (transport, virtualClock, sent);
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}
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/// <summary>Admit one encrypted sequenced arrival that must not drop.</summary>
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private static void Admit(ReliableTransport transport, uint sequence)
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{
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InboundSequenceTracker.Admission admission =
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transport.Inbound.Admit(sequence, encrypted: true);
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Assert.False(admission.Drop);
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}
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/// <summary>
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/// Pin the full 24-byte wire shape of the cumulative ack (campaign
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/// §2.3): flags are an EQUALITY match on <c>AckSequence</c> — the raw
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/// uint compare fails if ANY extra bit is ORed in (landmine #5) —
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/// cleartext (decodes with a null keystream), 4-byte little-endian
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/// body carrying the watermark, borrowed header sequence, session
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/// client id, <c>Time</c>/<c>Iteration</c> zero.
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/// </summary>
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private static void AssertAckShape(
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byte[] datagram,
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uint expectedSequence,
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uint expectedValue)
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{
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Assert.Equal(PacketHeader.Size + sizeof(uint), datagram.Length);
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PacketHeader header = PacketHeader.Unpack(datagram);
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Assert.Equal(
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(uint)PacketHeaderFlags.AckSequence,
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(uint)header.Flags);
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Assert.Equal(expectedSequence, header.Sequence);
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Assert.Equal((ushort)ClientId, header.Id);
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Assert.Equal((ushort)0, header.Time);
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Assert.Equal((ushort)0, header.Iteration);
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Assert.Equal((ushort)sizeof(uint), header.DataSize);
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Assert.Equal(
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expectedValue,
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BinaryPrimitives.ReadUInt32LittleEndian(
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datagram.AsSpan(PacketHeader.Size)));
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// Cleartext: verifies additively with no ISAAC word.
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PacketCodec.PacketDecodeResult decoded =
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PacketCodec.TryDecode(datagram, inboundIsaac: null);
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Assert.True(decoded.IsOk, decoded.Error.ToString());
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Assert.Equal(expectedValue, decoded.Packet!.Optional.AckSequence);
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}
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/// <summary>An 8-byte message body whose first byte is a test marker.</summary>
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private static byte[] MakeMessage(byte marker) =>
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new byte[] { marker, 0x11, 0x22, 0x33, 0x00, 0x00, 0x00, 0x00 };
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private static IsaacRandom MakeIsaac(uint seed)
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{
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Span<byte> seedBytes = stackalloc byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(seedBytes, seed);
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return new IsaacRandom(seedBytes);
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}
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|
||||
/// <summary>A negotiated ACE double, matching the
|
||||
/// OutboundReliableTransportTests fixture: LoginRequest → ConnectRequest
|
||||
/// (discarded) → ConnectResponse → immediate first TimeSync (discarded;
|
||||
/// S2C seq 2).</summary>
|
||||
private static (AceSessionModel Model, VirtualClock Clock)
|
||||
CreateNegotiatedModel()
|
||||
{
|
||||
var clock = new VirtualClock();
|
||||
var model = new AceSessionModel(
|
||||
clock, ClientSeed, ServerSeed, ClientId, Cookie);
|
||||
model.LoginRequestReceived += model.SendConnectRequest;
|
||||
|
||||
byte[] login = PacketCodec.Encode(
|
||||
new PacketHeader { Flags = PacketHeaderFlags.LoginRequest },
|
||||
LoginRequest.Build("testaccount", "testpassword", 1234),
|
||||
outboundIsaac: null);
|
||||
model.Receive(login);
|
||||
model.Update();
|
||||
model.TakePendingDatagrams();
|
||||
|
||||
byte[] cookieBody = new byte[8];
|
||||
BinaryPrimitives.WriteUInt64LittleEndian(cookieBody, Cookie);
|
||||
byte[] connectResponse = PacketCodec.Encode(
|
||||
new PacketHeader
|
||||
{ Sequence = 1, Flags = PacketHeaderFlags.ConnectResponse },
|
||||
cookieBody,
|
||||
outboundIsaac: null);
|
||||
model.Receive(connectResponse);
|
||||
model.Update();
|
||||
model.TakePendingDatagrams();
|
||||
|
||||
return (model, clock);
|
||||
}
|
||||
|
||||
private static void PumpUntil(WorldSession session, Func<bool> condition)
|
||||
{
|
||||
DateTime deadline = DateTime.UtcNow.AddSeconds(10);
|
||||
while (!condition() && DateTime.UtcNow < deadline)
|
||||
{
|
||||
session.Tick();
|
||||
Thread.Sleep(5);
|
||||
}
|
||||
|
||||
Assert.True(condition(), "condition not reached before the deadline");
|
||||
}
|
||||
|
||||
private static byte[] BuildServerMessage(string text)
|
||||
{
|
||||
var writer = new PacketWriter(64 + text.Length);
|
||||
writer.WriteUInt32(ServerMessage.Opcode); // 0xF7E0
|
||||
writer.WriteString16L(text);
|
||||
writer.WriteUInt32(1); // ChatMessageType
|
||||
return writer.ToArray();
|
||||
}
|
||||
}
|
||||
|
|
@ -180,7 +180,9 @@ public sealed class OutboundReliableTransportTests
|
|||
Assert.Equal(
|
||||
PacketHeaderFlags.BlobFragments | PacketHeaderFlags.EncryptedChecksum,
|
||||
originalHeader.Flags);
|
||||
Assert.Equal((ushort)0, originalHeader.Time);
|
||||
// N3 fold-in: fresh sends stamp the current interval id (the clock
|
||||
// starts at 1) — FlowQueue::TransmitNewPackets @ 0x00547A60.
|
||||
Assert.Equal((ushort)1, originalHeader.Time);
|
||||
|
||||
// 1.2 s later (interval id 1 → 3) the server NAKs sequence 2.
|
||||
virtualClock.Advance(TimeSpan.FromSeconds(1.2));
|
||||
|
|
@ -323,6 +325,39 @@ public sealed class OutboundReliableTransportTests
|
|||
Assert.True(stats.AcksConsumed >= 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// N3 fold-in of the N1 review advisory: retail stamps
|
||||
/// <c>CurLocalInterval_.intervalID_</c> into <c>Header.Time</c> on every
|
||||
/// FRESH packet (<c>FlowQueue::TransmitNewPackets @ 0x00547A60</c>, the
|
||||
/// header build at 0x00547A84), and a resend re-stamps the CURRENT
|
||||
/// interval id (possibly newer than the fresh-send stamp). ACE never
|
||||
/// reads inbound <c>Header.Time</c>, so this is wire-cosmetic against
|
||||
/// ACE — but it is retail's behavior.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FreshSend_StampsCurrentIntervalId_ResendRestampsNewer()
|
||||
{
|
||||
(OutboundFlowQueue queue, VirtualClock virtualClock,
|
||||
TransportClock clock, _, List<byte[]> sent) = CreateQueue();
|
||||
|
||||
// K interval ticks before the send: 2.5 s = 5 intervals, id 1 → 6.
|
||||
virtualClock.Advance(TimeSpan.FromSeconds(2.5));
|
||||
clock.Update();
|
||||
Assert.Equal((ushort)6, clock.IntervalId);
|
||||
queue.SendGameMessage(MakeMessage(0xA1), GameMessageGroup.UIQueue);
|
||||
Assert.Equal((ushort)6, PacketHeader.Unpack(Assert.Single(sent)).Time);
|
||||
|
||||
// The interval advances again; the resend carries the CURRENT id,
|
||||
// newer than the fresh-send stamp.
|
||||
virtualClock.Advance(TimeSpan.FromSeconds(1.0));
|
||||
clock.Update();
|
||||
Assert.Equal((ushort)8, clock.IntervalId);
|
||||
Nak(queue, 2u);
|
||||
sent.Clear();
|
||||
queue.TransmitPendingResends();
|
||||
Assert.Equal((ushort)8, PacketHeader.Unpack(Assert.Single(sent)).Time);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void OnAckSequence_IsWrapSafeMax_AndNeverRegresses()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Reflection;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using AcDream.Core.Net.Packets;
|
||||
|
||||
namespace AcDream.Core.Net.Tests;
|
||||
|
|
@ -64,16 +65,26 @@ public sealed class WorldSessionNetReceiveLoopResilienceTests
|
|||
Assert.Equal(1, processed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The loop + channel preserve arrival order end-to-end. Pre-N3 this
|
||||
/// was asserted through the per-packet reflex acks; the AckNakScheduler
|
||||
/// replaced those with one cumulative ack per 2.0 s (retail
|
||||
/// <c>SharedNet::EnqueuePak @ 0x00543B10</c>), so the ordering witness
|
||||
/// is now the dispatched message stream itself — and the session must
|
||||
/// send NO per-packet acks at all.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public async Task NetReceiveLoopAsync_PreservesArrivalAndAckOrder()
|
||||
public async Task NetReceiveLoopAsync_PreservesArrivalOrder_NoReflexAcks()
|
||||
{
|
||||
var transport = new OrderedDatagramTransport(
|
||||
BuildPacket(sequence: 41),
|
||||
BuildPacket(sequence: 42),
|
||||
BuildPacket(sequence: 43));
|
||||
BuildPacket(sequence: 41, fragmentSequence: 1, "first"),
|
||||
BuildPacket(sequence: 42, fragmentSequence: 2, "second"),
|
||||
BuildPacket(sequence: 43, fragmentSequence: 3, "third"));
|
||||
var session = new WorldSession(
|
||||
new IPEndPoint(IPAddress.Loopback, 9000),
|
||||
transport);
|
||||
var messages = new List<string>();
|
||||
session.ServerMessageReceived += m => messages.Add(m.Message);
|
||||
MethodInfo loopMethod = typeof(WorldSession).GetMethod(
|
||||
"NetReceiveLoopAsync",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance)!;
|
||||
|
|
@ -82,29 +93,44 @@ public sealed class WorldSessionNetReceiveLoopResilienceTests
|
|||
await task.WaitAsync(TimeSpan.FromSeconds(5));
|
||||
|
||||
Assert.Equal(3, session.Tick());
|
||||
uint[] acked = transport.Sent
|
||||
.Select(static bytes =>
|
||||
PacketCodec.TryDecode(
|
||||
bytes,
|
||||
inboundIsaac: null))
|
||||
.Select(static decoded =>
|
||||
{
|
||||
Assert.True(decoded.IsOk, decoded.Error.ToString());
|
||||
return decoded.Packet!.Optional.AckSequence;
|
||||
})
|
||||
.ToArray();
|
||||
Assert.Equal([41u, 42u, 43u], acked);
|
||||
Assert.Equal(["first", "second", "third"], messages);
|
||||
|
||||
// Retail never acks per packet: nothing goes out in response to
|
||||
// inbound datagrams (the cumulative ack lives on the negotiated
|
||||
// transport's 2.0 s sweep, and no transport was negotiated here).
|
||||
Assert.Empty(transport.Sent);
|
||||
}
|
||||
|
||||
private static byte[] BuildPacket(uint sequence) =>
|
||||
PacketCodec.Encode(
|
||||
private static byte[] BuildPacket(
|
||||
uint sequence,
|
||||
uint fragmentSequence,
|
||||
string text)
|
||||
{
|
||||
byte[] message = BuildServerMessage(text);
|
||||
byte[] body = new byte[MessageFragmentHeader.Size + message.Length];
|
||||
int written = GameMessageFragment.WriteSingleFragment(
|
||||
body,
|
||||
fragmentSequence,
|
||||
GameMessageGroup.UIQueue,
|
||||
message);
|
||||
return PacketCodec.Encode(
|
||||
new PacketHeader
|
||||
{
|
||||
Sequence = sequence,
|
||||
Flags = PacketHeaderFlags.None,
|
||||
Flags = PacketHeaderFlags.BlobFragments,
|
||||
},
|
||||
ReadOnlySpan<byte>.Empty,
|
||||
body.AsSpan(0, written),
|
||||
outboundIsaac: null);
|
||||
}
|
||||
|
||||
private static byte[] BuildServerMessage(string text)
|
||||
{
|
||||
var writer = new PacketWriter(64 + text.Length);
|
||||
writer.WriteUInt32(ServerMessage.Opcode); // 0xF7E0
|
||||
writer.WriteString16L(text);
|
||||
writer.WriteUInt32(1); // ChatMessageType
|
||||
return writer.ToArray();
|
||||
}
|
||||
|
||||
private sealed class ScriptedTransport : IWorldSessionTransport
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue