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