feat(headless): Campaign OP slice OP7 — declared characterOptions with seed-diff sends

Adds an optional, strict `characterOptions` block to the headless bot config
(D8): keys are exactly the lane-B tier-1 (22) + tier-2 (4) bot-declarable
CharacterOptionId enum-member spellings; an unknown/out-of-tier name fails
config load naming the offending key, before it can ever reach the wire.

HeadlessCharacterOptionsSeeder diffs declared-vs-actual once both of ACE's
real preconditions are known true — GameActionLoginComplete sent (the
FirstEnterWorldDone gate SetCharacterOptions 0x01A1 needs) and a real
PlayerDescription has seeded RuntimeCharacterOptionsState
(HasServerSeed) — learned from whichever of two hooks lands second. Every
differing id routes through OP1's shared IRuntimeCharacterCommands seam:
auto-save ids send SetSingleOption (0x0005) immediately; batched ids also
call SetSingleOption (which only dirties the module) followed by exactly
one SaveOptions flush after the whole declared set has been walked.
Idempotent on reconnect by construction — no dedupe latch, the diff simply
finds nothing once the server agrees.

RuntimeLiveEntitySessionController gains a passive onLoginCompleteSent
observation hook (additive only, never changes when/whether it sends) so
the headless host can learn ACE's gate opened from any of its own two
internal send sites; the third site (direct first-entry completion) is
already owned by HeadlessSessionHost itself. All wiring is synchronous
delegate calls on Runtime's one dedicated update thread — no new
async/Task continuation, honoring #368.

Tests: schema (valid parse, unknown/tier-3 name rejected naming the key,
non-bool rejected, empty/absent no-op), the diff engine against a fake
IRuntimeCharacterCommands (nothing-to-send, auto-save-only, batched-with-
flush, mixed ordering, reconnect idempotence), and two wiring integration
tests — one dispatching a real PlayerDescription game event end-to-end to
a captured wire action, one proving the send lands on the same dedicated
thread every Tick runs on. Full solution suite: 12,935 passed / 4 skipped
/ 0 failed (+17 over baseline 12,918/4/0).

No register row: the characterOptions bot-config surface is acdream-
native tooling over retail's own wire mechanisms (both already ported by
OP1), not a retail UI port with a divergence to record.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-11 02:45:08 +02:00
parent efe80d5a0d
commit 09cb548a32
9 changed files with 1278 additions and 5 deletions

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using AcDream.Core.Net.Messages;
using AcDream.Headless.Hosting;
using AcDream.Runtime;
using AcDream.Runtime.Gameplay;
namespace AcDream.Headless.Tests;
/// <summary>
/// Campaign OP slice OP7 (2026-08-11), D8: the declared-vs-actual diff engine
/// (<see cref="HeadlessCharacterOptionsSeeder"/>) unit-tested against a fake
/// <see cref="IRuntimeCharacterCommands"/> so these tests never need a live
/// session, a wire, or a physics/collision fixture — only a bare
/// <see cref="GameRuntime"/> for its <c>CharacterOwner.Options</c> state and
/// <c>Generation</c> token. <see cref="RuntimeCharacterOptionsState.Replace"/>
/// stands in for "a PlayerDescription just landed" exactly like
/// <c>LiveSessionEventRouter</c>'s own <c>onCharacterOptions</c> wiring does.
/// </summary>
public sealed class HeadlessCharacterOptionsSeederTests
{
// AutoRepeatAttack (0x00, Options1 0x00000002) is auto-save — sends
// SetSingleOption (0x0005) immediately, per CharacterOptionTable.
// IgnoreTradeRequests (0x03, Options1 0x00020000) is batched — dirties
// the module; only SaveOptions flushes it. Both are exercised by name
// throughout this file's tests.
private const uint AutoSaveMask = 0x00000002u;
[Fact]
public void DeclaredEqualsActualSendsNothing()
{
using GameRuntime runtime = NewRuntime();
runtime.CharacterOwner.Options.Replace(0u, 0u);
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
var seeder = new HeadlessCharacterOptionsSeeder(
new Dictionary<CharacterOptionId, bool>
{
[CharacterOptionId.AutoRepeatAttack] = false,
},
runtime,
commands);
seeder.NoteLoginCompleteSent();
seeder.NoteOptionsSeeded();
Assert.Empty(commands.CallOrder);
}
[Fact]
public void AutoSaveDifferenceSendsExactlyOneSetSingleOption()
{
using GameRuntime runtime = NewRuntime();
runtime.CharacterOwner.Options.Replace(0u, 0u);
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
var seeder = new HeadlessCharacterOptionsSeeder(
new Dictionary<CharacterOptionId, bool>
{
[CharacterOptionId.AutoRepeatAttack] = true,
},
runtime,
commands);
seeder.NoteLoginCompleteSent();
seeder.NoteOptionsSeeded();
var call = Assert.Single(commands.SingleOptionCalls);
Assert.Equal((uint)CharacterOptionId.AutoRepeatAttack, call.OptionId);
Assert.True(call.Value);
Assert.Equal(0, commands.SaveOptionsCallCount);
Assert.Equal(["set:0"], commands.CallOrder);
}
[Fact]
public void BatchedDifferenceSendsSetSingleOptionThenExactlyOneSaveOptionsAtTheEnd()
{
using GameRuntime runtime = NewRuntime();
runtime.CharacterOwner.Options.Replace(0u, 0u);
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
var seeder = new HeadlessCharacterOptionsSeeder(
new Dictionary<CharacterOptionId, bool>
{
[CharacterOptionId.IgnoreTradeRequests] = true,
},
runtime,
commands);
seeder.NoteLoginCompleteSent();
seeder.NoteOptionsSeeded();
var call = Assert.Single(commands.SingleOptionCalls);
Assert.Equal((uint)CharacterOptionId.IgnoreTradeRequests, call.OptionId);
Assert.True(call.Value);
Assert.Equal(1, commands.SaveOptionsCallCount);
Assert.Equal(["set:3", "save"], commands.CallOrder);
}
[Fact]
public void MixedDeclarationOrdersAllSetsBeforeTheSingleFlush()
{
using GameRuntime runtime = NewRuntime();
runtime.CharacterOwner.Options.Replace(0u, 0u);
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
var seeder = new HeadlessCharacterOptionsSeeder(
new Dictionary<CharacterOptionId, bool>
{
// Declared out of id order on purpose — the seeder sorts
// id-ascending internally, so the batched id (0x03) is
// expected AFTER the auto-save id (0x00) regardless of
// declaration order, with the flush always last.
[CharacterOptionId.IgnoreTradeRequests] = true,
[CharacterOptionId.AutoRepeatAttack] = true,
},
runtime,
commands);
seeder.NoteLoginCompleteSent();
seeder.NoteOptionsSeeded();
Assert.Equal(2, commands.SingleOptionCalls.Count);
Assert.Equal(1, commands.SaveOptionsCallCount);
Assert.Equal(["set:0", "set:3", "save"], commands.CallOrder);
}
[Fact]
public void NeitherPreconditionAloneSendsAnything()
{
using GameRuntime runtime = NewRuntime();
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
var seeder = new HeadlessCharacterOptionsSeeder(
new Dictionary<CharacterOptionId, bool>
{
[CharacterOptionId.AutoRepeatAttack] = true,
},
runtime,
commands);
// Login-complete alone: HasServerSeed is still false (no Replace
// ever ran), so the diff cannot trust live state yet.
seeder.NoteLoginCompleteSent();
Assert.Empty(commands.CallOrder);
// Now the seed lands — both preconditions are satisfied and the
// deferred diff runs from THIS call.
runtime.CharacterOwner.Options.Replace(0u, 0u);
seeder.NoteOptionsSeeded();
Assert.Single(commands.SingleOptionCalls);
}
[Fact]
public void OptionsSeededBeforeLoginCompleteDefersUntilLoginCompleteArrives()
{
using GameRuntime runtime = NewRuntime();
runtime.CharacterOwner.Options.Replace(0u, 0u);
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
var seeder = new HeadlessCharacterOptionsSeeder(
new Dictionary<CharacterOptionId, bool>
{
[CharacterOptionId.AutoRepeatAttack] = true,
},
runtime,
commands);
seeder.NoteOptionsSeeded();
Assert.Empty(commands.CallOrder);
seeder.NoteLoginCompleteSent();
Assert.Single(commands.SingleOptionCalls);
}
[Fact]
public void EmptyDeclarationNeverSendsRegardlessOfBothSignals()
{
using GameRuntime runtime = NewRuntime();
runtime.CharacterOwner.Options.Replace(0xFFFFFFFFu, 0xFFFFFFFFu);
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
var seeder = new HeadlessCharacterOptionsSeeder(
new Dictionary<CharacterOptionId, bool>(),
runtime,
commands);
Assert.False(seeder.HasDeclaredOptions);
seeder.NoteLoginCompleteSent();
seeder.NoteOptionsSeeded();
Assert.Empty(commands.CallOrder);
}
/// <summary>
/// D8 idempotence — the acceptance bar is "by construction", not a
/// special-cased dedupe: a fresh, second seeder instance (mirroring the
/// fresh instance <c>HeadlessSessionHost.CreateEventRoute</c> constructs
/// per reconnect) diffs against the SAME declared dictionary but against
/// live state that already reflects what the first seeder sent — the
/// second diff simply finds nothing to do.
/// </summary>
[Fact]
public void ReconnectWithSameDeclarationsAgainstServerThatNowAgreesSendsNothing()
{
using GameRuntime runtime = NewRuntime();
var declared = new Dictionary<CharacterOptionId, bool>
{
[CharacterOptionId.AutoRepeatAttack] = true,
};
// First connect: server has the option OFF; the bot's declared
// value differs, so it sends once.
runtime.CharacterOwner.Options.Replace(0u, 0u);
var firstCommands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
var firstSeeder = new HeadlessCharacterOptionsSeeder(
declared, runtime, firstCommands);
firstSeeder.NoteLoginCompleteSent();
firstSeeder.NoteOptionsSeeded();
Assert.Single(firstCommands.SingleOptionCalls);
// Reconnect: a fresh seeder instance (per CreateEventRoute's own
// per-route construction), and the server's fresh PlayerDescription
// now echoes what the bot itself set last time.
runtime.CharacterOwner.Options.ResetSession();
runtime.CharacterOwner.Options.Replace(AutoSaveMask, 0u);
var secondCommands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
var secondSeeder = new HeadlessCharacterOptionsSeeder(
declared, runtime, secondCommands);
secondSeeder.NoteLoginCompleteSent();
secondSeeder.NoteOptionsSeeded();
Assert.Empty(secondCommands.CallOrder);
}
private static GameRuntime NewRuntime()
{
var gameplay = new HeadlessGameplayOperations();
var runtime = new GameRuntime(new GameRuntimeDependencies(
gameplay,
gameplay,
gameplay,
gameplay));
gameplay.Bind(runtime, catalog: null, () => "account");
return runtime;
}
/// <summary>
/// Writes the bit into <paramref name="options"/> as part of
/// <see cref="SetSingleOption"/>, mirroring the REAL
/// <c>DirectGameRuntimeCommandAdapter.SetSingleOption</c> →
/// <c>RuntimeCharacterOptionsState.TrySetOption</c> contract: the local
/// copy updates synchronously, in the same call, before the method
/// returns. Without this, a fake that only records the call (never
/// mutating live state) would make a SECOND diff pass — e.g. a
/// legitimate redundant <c>NoteLoginCompleteSent</c>/<c>NoteOptionsSeeded</c>
/// pairing — re-find the same already-handled mismatch and re-send it,
/// which is a fidelity gap in the fake, not a real defect: production's
/// idempotence depends on exactly this synchronous local write.
/// </summary>
private sealed class FakeCharacterCommands(
RuntimeCharacterOptionsState options) : IRuntimeCharacterCommands
{
internal List<(uint OptionId, bool Value)> SingleOptionCalls { get; } = [];
internal int SaveOptionsCallCount { get; private set; }
internal List<string> CallOrder { get; } = [];
public RuntimeCommandResult Advance(
RuntimeGenerationToken expectedGeneration,
in RuntimeAdvancementCommand command) =>
throw new NotSupportedException(
"HeadlessCharacterOptionsSeeder never calls Advance.");
public RuntimeCommandResult SetSingleOption(
RuntimeGenerationToken expectedGeneration,
uint optionId,
bool value)
{
SingleOptionCalls.Add((optionId, value));
CallOrder.Add($"set:{optionId}");
options.SetOptionBit(optionId, value);
return new RuntimeCommandResult(
RuntimeCommandStatus.Accepted,
expectedGeneration);
}
public RuntimeCommandResult SaveOptions(
RuntimeGenerationToken expectedGeneration)
{
SaveOptionsCallCount++;
CallOrder.Add("save");
return new RuntimeCommandResult(
RuntimeCommandStatus.Accepted,
expectedGeneration);
}
}
}

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using System.Buffers.Binary;
using System.Collections.Concurrent;
using System.Diagnostics;
using System.Net;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Headless.Configuration;
using AcDream.Headless.Credentials;
using AcDream.Headless.Diagnostics;
using AcDream.Headless.Hosting;
using AcDream.Headless.Platform;
using AcDream.Runtime;
using AcDream.Runtime.Session;
namespace AcDream.Headless.Tests;
/// <summary>
/// Campaign OP slice OP7 (2026-08-11), D8: end-to-end wiring proof that a
/// declared <c>characterOptions</c> block reaches the real wire through
/// <see cref="HeadlessSessionHost"/>'s actual production seams — not just
/// the isolated diff engine (<see cref="HeadlessCharacterOptionsSeederTests"/>
/// covers that with a fake command surface). A real
/// <c>PlayerDescription</c> game event is dispatched through
/// <c>WorldSession.GameEvents</c> exactly like a live server connection
/// would deliver it (the same mechanism
/// <c>LiveSessionEventRouterTests.PlayerDescription_ReplacesOptionsBeforeInvokingOnCharacterOptionsChanged</c>
/// uses) — this proves the REAL
/// <c>LiveCharacterSessionBindings.OnCharacterOptionsChanged</c> wiring
/// added in <c>HeadlessSessionHost.CreateEventRoute</c>. The "LoginComplete
/// already sent" half is driven through the <see cref="HeadlessSessionHost.OptionsSeeder"/>
/// test seam directly — the three production sites that actually send
/// <c>GameActionLoginComplete</c> (content-less immediate admission, direct
/// first-entry completion, portal-space materialization completion) are
/// each simple one-line delegate wiring already covered by their OWN
/// existing tests (<c>RuntimeLiveEntitySessionControllerTests</c>); this
/// class's job is to prove what happens once that signal lands, not to
/// re-derive it.
/// </summary>
public sealed class HeadlessCharacterOptionsSeederWiringTests
{
[Fact]
public void DeclaredOptionSendsOnceBothLoginCompleteAndTheRealPlayerDescriptionEventLand()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
Assert.NotNull(host.OptionsSeeder);
var sent = new List<byte[]>();
WorldSession session = operations.Sessions[^1];
session.GameActionCapture = body => sent.Add(body);
// LoginComplete lands first (a legitimate production ordering —
// see the type doc); no PlayerDescription has arrived yet, so
// HasServerSeed is still false and nothing can send.
host.OptionsSeeder!.NoteLoginCompleteSent();
Assert.Empty(sent);
// The real PlayerDescription game event, dispatched through the
// ACTUAL session event route production installed — proves
// OnCharacterOptionsChanged is really wired, not just callable.
// IgnoreAllegianceRequests (0x01, Options1 0x00000004) starts OFF
// on the server; the declared value is ON.
session.GameEvents.Dispatch(
GameEventEnvelope.TryParse(
WrapPlayerDescriptionEnvelope(options1: 0u, options2: 0u))!
.Value);
byte[] action = Assert.Single(sent);
Assert.Equal(
SocialActions.SetSingleCharacterOptionOpcode,
ActionOpcode(action));
Assert.Equal(
(uint)CharacterOptionId.IgnoreAllegianceRequests,
BinaryPrimitives.ReadUInt32LittleEndian(action.AsSpan(12, 4)));
Assert.Equal(1u, BinaryPrimitives.ReadUInt32LittleEndian(action.AsSpan(16, 4)));
Assert.True(
host.Runtime.CharacterOwner.Options.HasServerSeed);
}
[Fact]
public void ReconnectAgainstAServerThatNowAgreesSendsNothing()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
WorldSession firstSession = operations.Sessions[^1];
var firstSent = new List<byte[]>();
firstSession.GameActionCapture = body => firstSent.Add(body);
host.OptionsSeeder!.NoteLoginCompleteSent();
firstSession.GameEvents.Dispatch(
GameEventEnvelope.TryParse(
WrapPlayerDescriptionEnvelope(options1: 0u, options2: 0u))!
.Value);
Assert.Single(firstSent);
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Reconnect().Status);
Assert.NotSame(firstSession, operations.Sessions[^1]);
WorldSession secondSession = operations.Sessions[^1];
var secondSent = new List<byte[]>();
secondSession.GameActionCapture = body => secondSent.Add(body);
host.OptionsSeeder!.NoteLoginCompleteSent();
// The fresh PlayerDescription now echoes what the bot itself set
// last connection — IgnoreAllegianceRequests's mask, ON.
secondSession.GameEvents.Dispatch(
GameEventEnvelope.TryParse(
WrapPlayerDescriptionEnvelope(
options1: 0x00000004u,
options2: 0u))!
.Value);
Assert.Empty(secondSent);
}
/// <summary>
/// #368: the diff-and-send must run on Runtime's one dedicated update
/// thread, exactly like every other gameplay-owner mutation — never a
/// new async continuation. Mirrors
/// <c>HeadlessProcessSchedulerTests.ProcessHostRunsStartAndEveryTickOnOneDedicatedUpdateThread</c>'s
/// own proof shape (occupy the calling thread across real ticks so a
/// thread-pool migration would be observable), but additionally drives
/// a real PlayerDescription dispatch and a login-complete signal FROM
/// INSIDE <c>ILiveSessionOperations.Tick</c> — the same call frame
/// <c>HeadlessSessionHost.Tick</c>'s own <c>Runtime.Session.Tick()</c>
/// reaches — so the captured send's thread id is measured at the exact
/// point production code would run it, not simulated from the test
/// thread.
/// </summary>
[Fact]
public async Task DiffAndSendRunsOnTheSameDedicatedUpdateThreadAsEveryTick()
{
var configuration = new HeadlessConfiguration
{
Version = 1,
Sessions = [Descriptor()],
};
var operations = new SeedTriggeringSessionOperations();
using var diagnostics = new StringWriter();
using var host = new HeadlessProcessHost(
configuration,
HeadlessPathSet.Resolve(new HeadlessPathOverrides()),
new System.IO.StringReader("fixture-password" + Environment.NewLine),
diagnostics,
operations);
operations.Host = host.Sessions[0];
using var cancellation = new CancellationTokenSource();
int callerThread = Environment.CurrentManagedThreadId;
Task<HeadlessExitCode> run = host.RunAsync(cancellation.Token);
var stopwatch = Stopwatch.StartNew();
while (operations.SentActions.IsEmpty
&& stopwatch.Elapsed < TimeSpan.FromSeconds(10))
{
Thread.Sleep(1);
}
cancellation.Cancel();
HeadlessExitCode result = await run;
Assert.Equal(HeadlessExitCode.Success, result);
(byte[] Body, int ThreadId) sent = Assert.Single(operations.SentActions);
Assert.Equal(
SocialActions.SetSingleCharacterOptionOpcode,
ActionOpcode(sent.Body));
Assert.NotEqual(0, sent.ThreadId);
Assert.NotEqual(callerThread, sent.ThreadId);
Assert.Equal(operations.ConnectThreadId, sent.ThreadId);
}
private static uint ActionOpcode(byte[] body) =>
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8, sizeof(uint)));
// Minimal PlayerDescription (0x0013) body carrying only the
// CharacterOptions1/2 trailer fields — copied from
// LiveSessionEventRouterTests.WrapPlayerDescriptionEnvelope (mirrors
// GameEventWiringTests.WireAll_PlayerDescription_PublishesCharacterOptions's
// fixture layout).
private static byte[] WrapPlayerDescriptionEnvelope(
uint options1,
uint options2)
{
var stream = new MemoryStream();
using (var writer = new BinaryWriter(
stream, System.Text.Encoding.UTF8, leaveOpen: true))
{
writer.Write(0u); // property flags
writer.Write(0x52u); // player weenie type
writer.Write(0u); // vector flags
writer.Write(0u); // has health
writer.Write(0x40u); // option flags: CharacterOptions2
writer.Write(options1);
writer.Write(0u); // legacy hotbar count
writer.Write(0u); // spellbook filters
writer.Write(options2);
writer.Write(0u); // inventory count
writer.Write(0u); // equipped count
}
byte[] payload = stream.ToArray();
byte[] body = new byte[GameEventEnvelope.HeaderSize + payload.Length];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameEventEnvelope.Opcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), 0u);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), 0u);
BinaryPrimitives.WriteUInt32LittleEndian(
body.AsSpan(12), (uint)GameEventType.PlayerDescription);
Array.Copy(payload, 0, body, GameEventEnvelope.HeaderSize, payload.Length);
return body;
}
private static HeadlessSessionDescriptor Descriptor() => new()
{
Id = "bot",
Endpoint = new HeadlessEndpointDescriptor
{
Host = "127.0.0.1",
Port = 9000,
},
Account = "account",
Character = new HeadlessCharacterSelector
{
Name = "headless",
},
Policy = new HeadlessBotPolicyDescriptor
{
Id = "idle",
},
Credential = new HeadlessCredentialReference
{
Provider = HeadlessCredentialProviderKind.StandardInput,
Reference = "fixture-password",
},
CharacterOptions = new Dictionary<string, bool>
{
["IgnoreAllegianceRequests"] = true,
},
};
private sealed class FixtureSessionOperations : ILiveSessionOperations
{
public List<WorldSession> Sessions { get; } = [];
public IPEndPoint ResolveEndpoint(string host, int port) =>
new(IPAddress.Loopback, port);
public WorldSession CreateSession(IPEndPoint endpoint)
{
var session = new WorldSession(endpoint);
Sessions.Add(session);
return session;
}
public void Connect(WorldSession session, string user, string password)
{
}
public CharacterList.Parsed GetCharacters(WorldSession session) =>
new(
0u,
[new CharacterList.Character(0x50000001u, "Headless", 0u)],
[],
11,
"account",
true,
true);
public void EnterWorld(WorldSession session, int activeCharacterIndex)
{
}
public void Tick(WorldSession session)
{
}
public void DisposeSession(WorldSession session) => session.Dispose();
}
/// <summary>
/// Thread-affinity fixture: on its first <see cref="Tick"/> call it
/// drives login-complete plus a real PlayerDescription dispatch from
/// INSIDE the call — the same frame production's
/// <c>Runtime.Session.Tick()</c> reaches <c>ILiveSessionOperations.Tick</c>
/// from. <see cref="Host"/> is wired AFTER construction (the
/// <see cref="HeadlessSessionHost"/> does not exist yet when this fixture
/// is passed into <see cref="HeadlessProcessHost"/>'s constructor).
/// </summary>
private sealed class SeedTriggeringSessionOperations : ILiveSessionOperations
{
private int _connectThreadId;
private int _dispatched;
internal HeadlessSessionHost? Host { get; set; }
internal int ConnectThreadId => Volatile.Read(ref _connectThreadId);
internal ConcurrentQueue<(byte[] Body, int ThreadId)> SentActions { get; } = new();
public IPEndPoint ResolveEndpoint(string host, int port) =>
new(IPAddress.Loopback, port);
public WorldSession CreateSession(IPEndPoint endpoint)
{
var session = new WorldSession(endpoint);
session.GameActionCapture = body => SentActions.Enqueue(
(body, Environment.CurrentManagedThreadId));
return session;
}
public void Connect(WorldSession session, string user, string password) =>
Volatile.Write(ref _connectThreadId, Environment.CurrentManagedThreadId);
public CharacterList.Parsed GetCharacters(WorldSession session) =>
new(
0u,
[new CharacterList.Character(0x50000001u, "Headless", 0u)],
[],
11,
"account",
true,
true);
public void EnterWorld(WorldSession session, int activeCharacterIndex)
{
}
public void Tick(WorldSession session)
{
if (Interlocked.Exchange(ref _dispatched, 1) != 0)
return;
Host?.OptionsSeeder?.NoteLoginCompleteSent();
session.GameEvents.Dispatch(
GameEventEnvelope.TryParse(
WrapPlayerDescriptionEnvelope(options1: 0u, options2: 0u))!
.Value);
}
public void DisposeSession(WorldSession session) => session.Dispose();
}
}

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using System.Text.Json;
using AcDream.Headless.Configuration;
namespace AcDream.Headless.Tests;
/// <summary>
/// Campaign OP slice OP7 (2026-08-11), D8: schema tests for the optional
/// per-session <c>characterOptions</c> block —
/// docs/plans/2026-08-10-options-panel-campaign.md §4 OP7. Exercises
/// <see cref="HeadlessConfigurationLoader.Load"/> directly (rather than
/// through <c>HeadlessEntryPoint</c>'s CLI wrapper) so assertions can pin the
/// exact exception type/message for the semantic "unknown name" rejection,
/// matching the loader's own established split: type-shape violations
/// (missing required field, wrong JSON value kind) fail during
/// deserialization itself with a raw <see cref="JsonException"/>; semantic
/// violations of an already-well-typed value fail with
/// <see cref="HeadlessConfigurationException"/> (see
/// <see cref="HeadlessConfigurationLoader"/>'s own doc comment on
/// <c>ValidateCharacterOptions</c>).
/// </summary>
public sealed class HeadlessConfigurationLoaderTests
{
[Fact]
public void ValidCharacterOptionsBlockParsesExactDeclaredNames()
{
using TemporaryConfiguration file = TemporaryConfiguration.Create(
ConfigurationWith(Session(
"bot",
"BOT_PASSWORD",
"""
"characterOptions":{
"IgnoreAllegianceRequests":true,
"ListenToTradeChat":false,
"AutoTarget":true
}
""")));
HeadlessConfiguration configuration =
HeadlessConfigurationLoader.Load(file.Path);
Dictionary<string, bool>? declared =
Assert.Single(configuration.Sessions)!.CharacterOptions;
Assert.NotNull(declared);
Assert.Equal(3, declared!.Count);
Assert.True(declared["IgnoreAllegianceRequests"]);
Assert.False(declared["ListenToTradeChat"]);
Assert.True(declared["AutoTarget"]);
}
[Fact]
public void UnknownOptionNameFailsLoadNamingTheOffendingKey()
{
using TemporaryConfiguration file = TemporaryConfiguration.Create(
ConfigurationWith(Session(
"bot",
"BOT_PASSWORD",
"\"characterOptions\":{\"NotARealOption\":true}")));
HeadlessConfigurationException exception = Assert.Throws<
HeadlessConfigurationException>(
() => HeadlessConfigurationLoader.Load(file.Path));
Assert.Contains(
"NotARealOption",
exception.Message,
StringComparison.Ordinal);
}
[Fact]
public void PresentationOnlyTierThreeOptionNameFailsLoad()
{
// ShowHelm is a REAL CharacterOptionId member (0x2F) but is
// deliberately outside the tier-1+2 bot-declarable subset (research
// doc §5.2 tier 3) — excluded by construction, not merely absent
// from an allow-list that forgot it.
using TemporaryConfiguration file = TemporaryConfiguration.Create(
ConfigurationWith(Session(
"bot",
"BOT_PASSWORD",
"\"characterOptions\":{\"ShowHelm\":true}")));
HeadlessConfigurationException exception = Assert.Throws<
HeadlessConfigurationException>(
() => HeadlessConfigurationLoader.Load(file.Path));
Assert.Contains(
"ShowHelm",
exception.Message,
StringComparison.Ordinal);
}
[Fact]
public void NonBoolValueFailsLoad()
{
using TemporaryConfiguration file = TemporaryConfiguration.Create(
ConfigurationWith(Session(
"bot",
"BOT_PASSWORD",
"\"characterOptions\":{\"IgnoreAllegianceRequests\":\"yes\"}")));
Assert.ThrowsAny<Exception>(
() => HeadlessConfigurationLoader.Load(file.Path));
}
[Fact]
public void AbsentCharacterOptionsBlockIsANoOp()
{
using TemporaryConfiguration file = TemporaryConfiguration.Create(
ConfigurationWith(Session("bot", "BOT_PASSWORD")));
HeadlessConfiguration configuration =
HeadlessConfigurationLoader.Load(file.Path);
Assert.Null(Assert.Single(configuration.Sessions)!.CharacterOptions);
}
[Fact]
public void EmptyCharacterOptionsBlockIsANoOp()
{
using TemporaryConfiguration file = TemporaryConfiguration.Create(
ConfigurationWith(Session(
"bot",
"BOT_PASSWORD",
"\"characterOptions\":{}")));
HeadlessConfiguration configuration =
HeadlessConfigurationLoader.Load(file.Path);
Dictionary<string, bool>? declared =
Assert.Single(configuration.Sessions)!.CharacterOptions;
Assert.NotNull(declared);
Assert.Empty(declared!);
}
private static string ConfigurationWith(params string[] sessions) =>
$$"""{"version":1,"sessions":[{{string.Join(",", sessions)}}]}""";
private static string Session(
string id,
string credentialReference,
string? extraTopLevelField = null)
{
string suffix = extraTopLevelField is null
? string.Empty
: $",{extraTopLevelField}";
return $"{{\"id\":\"{id}\",\"endpoint\":{{\"host\":\"127.0.0.1\",\"port\":9000}},"
+ "\"account\":\"account\",\"character\":{\"index\":0},"
+ "\"policy\":{\"id\":\"idle\"},\"credential\":"
+ $"{{\"provider\":\"environment\",\"reference\":\"{credentialReference}\"}}"
+ suffix
+ "}";
}
private sealed class TemporaryConfiguration : IDisposable
{
private TemporaryConfiguration(string path)
{
Path = path;
}
internal string Path { get; }
internal static TemporaryConfiguration Create(string json)
{
string path = System.IO.Path.Combine(
System.IO.Path.GetTempPath(),
$"acdream-headless-op7-{Guid.NewGuid():N}.json");
File.WriteAllText(path, json);
return new TemporaryConfiguration(path);
}
public void Dispose()
{
File.Delete(Path);
}
}
}