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

View file

@ -1,6 +1,6 @@
# Campaign OP connected-gate test script # Campaign OP connected-gate test script
**Status:** OP3 section only. Later slices (OP4-6, OP8) append their own **Status:** OP3 and OP7 sections. Later slices (OP4-6, OP8) append their own
sections here as they land; the campaign's OP9 closeout gate is this sections here as they land; the campaign's OP9 closeout gate is this
document complete plus every slice code-complete. document complete plus every slice code-complete.
@ -112,3 +112,126 @@ for this slice, not a bug.
- Configure Keyboard's actual screen — OP8. - Configure Keyboard's actual screen — OP8.
- Any observable camera change from "Use Mouse Turning Settings" — no - Any observable camera change from "Use Mouse Turning Settings" — no
acdream consumer exists yet (TS-74). acdream consumer exists yet (TS-74).
---
## OP7 — headless `characterOptions`
Unlike OP3-OP6, this is not a graphical-client gate: no window is launched.
The coordinator runs `acdream-headless run` against local ACE with a config
declaring a small `characterOptions` block, and inspects the ACE-side
persisted `CharacterOptions1`/`CharacterOptions2` (and, for the
`ListenTo*Chat` ids, the actual Turbine room membership) before and after.
Automated coverage (schema rejection, the diff-and-send engine, the wiring
from a real `PlayerDescription` game event through to a captured wire
action, and dedicated-update-thread affinity) already runs in
`tests/AcDream.Headless.Tests/HeadlessConfigurationLoaderTests.cs`,
`HeadlessCharacterOptionsSeederTests.cs`, and
`HeadlessCharacterOptionsSeederWiringTests.cs` — this script is for the ONE
thing those tests cannot prove: that a REAL ACE server actually accepts and
persists the sends.
### Recipe
1. **Confirm the character's starting state.** Before running the bot,
note (or reset) the target character's `IgnoreAllegianceRequests`
(0x01, auto-save, `SetSingleCharacterOption 0x0005`) and
`ListenToTradeChat` (0x24, auto-save, also `0x0005` — additionally
joins/leaves the Turbine trade room) options — e.g. via an existing
graphical login, or by inspecting ACE's stored `CharacterOptions1`/
`CharacterOptions2` for the character row directly. Pick a THIRD,
batched (non-auto-save) id for the blob path — `SalvageMultiple`
(0x22, tier 2) is a safe choice: it has no observable server-side
effect beyond the stored bit, so a mismatch is purely a persistence
question, not a behavior one.
2. **Author a headless config** with all three declared at values that
DIFFER from the character's current stored state, e.g.:
```json
{
"version": 1,
"sessions": [{
"id": "op7-bot",
"endpoint": { "host": "127.0.0.1", "port": 9000 },
"account": "testaccount",
"character": { "name": "+Acdream" },
"policy": { "id": "idle" },
"credential": { "provider": "environment", "reference": "OP7_BOT_PASSWORD" },
"characterOptions": {
"IgnoreAllegianceRequests": true,
"ListenToTradeChat": true,
"SalvageMultiple": true
}
}]
}
```
(Flip each `true` to `false` instead if the character already has that
bit set — the point is a genuine diff in both directions, not
specifically "everything ON".)
3. **Run it**: `acdream-headless run --config op7-bot.json` with
`OP7_BOT_PASSWORD` set in the environment. Let it sit in-world a few
seconds, then stop it (Ctrl+C — the process scheduler's graceful-
shutdown path already sends a real logoff).
### Expected wire sends on first connect
- One `SetSingleCharacterOption (0x0005)` for `IgnoreAllegianceRequests`
(id `0x01`) — immediately, no batching.
- One `SetSingleCharacterOption (0x0005)` for `ListenToTradeChat` (id
`0x24`) — immediately, and ACE's handler additionally joins the
Turbine trade-chat room server-side for this session (observable via
ACE's own Turbine-chat membership logging if available).
- One `SetSingleCharacterOption (0x0005)` for `SalvageMultiple` (id
`0x22`) followed by exactly one `SetCharacterOptions (0x01A1)` blob
flush — `SalvageMultiple` is batched (dirties the module; OP7's
diff-and-send calls the explicit `SaveOptions` verb once, after every
declared id has been diffed, never interleaved).
- **No other option bits change.** ACE's stored `CharacterOptions1`/
`CharacterOptions2` for every UNDECLARED id stay exactly what they
were before the run.
- **No 0x01A1 blob before the client's own `GameActionLoginComplete`.**
If ACE logs a refusal ("SetCharacterOptions received before
FirstEnterWorldDone" or equivalent), that is a real OP7 defect — the
diff-and-send is contracted to run only after both LoginComplete has
been sent AND a real `PlayerDescription` has seeded local state
(`HeadlessCharacterOptionsSeeder`'s own two-precondition latch).
### Expected silence on reconnect
4. **Run the SAME config a second time** (a fresh process, or the
process's own reconnect path if it fires) without changing anything
on the ACE side in between. Expect **zero** `0x0005`/`0x01A1` sends
for the three declared ids — the fresh `PlayerDescription` now echoes
back exactly what the first run persisted, so the declared-vs-actual
diff finds nothing (idempotent by construction: a bot that already
has what it wants sends nothing, matching retail's own "re-set to the
current value produces nothing" rule — set-character-options-wire.md
§3.1/§3.5).
5. **Flip one declared value** in the config (e.g. `SalvageMultiple` back
to `false`) and run again. Expect exactly ONE `0x0005` +
`0x01A1` pair for that id only — the other two, still matching,
produce nothing.
### What to report
- Any declared id that does NOT persist across a fresh reconnect (ACE
either rejected it silently, or the diff-and-send never actually ran).
- Any UNDECLARED id whose stored value changed — a sign the blob echoed
something it shouldn't have (wire research §5.3's "echo real values,
never zero them" rule, or a stale/incorrect snapshot read).
- Any 0x0005/0x01A1 send observed BEFORE the client's own LoginComplete
action on the wire (a WireMCP capture on loopback `127.0.0.1:9000`
settles this precisely if ACE's own log line is ambiguous).
- Whether `ListenToTradeChat` actually joined the Turbine trade room
server-side (not just the stored bit) — the one declared id in the
sample config with a real behavioral consumer.
### Explicitly NOT in scope for this gate
- Every other tier-1/tier-2 option name — the three above exercise both
wire paths (auto-save `0x0005`-only and batched `0x0005`+`0x01A1`);
the remaining 23 names share the same two code paths and are already
covered by the id-ascending completeness assertions in
`CharacterOptionTableTests` (OP1) and the schema tests here (OP7).
- Any presentation-only (tier-3) option — `HeadlessConfigurationLoader`
refuses to load a config that declares one; there is nothing to run.
- The graphical Options panel's own Character tab — OP4.

View file

@ -48,6 +48,24 @@ internal sealed class HeadlessSessionDescriptor
[JsonRequired] [JsonRequired]
public HeadlessCredentialReference Credential { get; init; } = new(); public HeadlessCredentialReference Credential { get; init; } = new();
/// <summary>
/// Campaign OP slice OP7 (2026-08-11), D8: optional declared character-
/// option overrides. Keys MUST be exact <c>CharacterOptionId</c> enum-
/// member spellings drawn from the lane-B tier-1+tier-2 bot-relevant
/// subset (docs/research/2026-08-10-character-options-map.md §5.2/§7.3)
/// — <see cref="HeadlessConfigurationLoader"/> rejects everything else
/// at load, before any name can reach the wire (ACE throws
/// <c>KeyNotFoundException</c> server-side on an unmodelled id — set-
/// character-options-wire.md §5.4.2). Dictionary VALUES bypass the
/// loader's camelCase property-naming policy entirely (only C# property
/// names go through that policy; JSON object keys inside a
/// <c>Dictionary&lt;string, TValue&gt;</c> are read verbatim), so the
/// exact PascalCase enum spelling is what the config file must contain.
/// <c>null</c> (the field entirely absent) and an empty object are both
/// legal no-ops.
/// </summary>
public Dictionary<string, bool>? CharacterOptions { get; init; }
} }
internal sealed class HeadlessEndpointDescriptor internal sealed class HeadlessEndpointDescriptor

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@ -1,5 +1,6 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using AcDream.Core.Net.Messages;
namespace AcDream.Headless.Configuration; namespace AcDream.Headless.Configuration;
@ -7,6 +8,54 @@ internal static class HeadlessConfigurationLoader
{ {
private const int CurrentVersion = 1; private const int CurrentVersion = 1;
/// <summary>
/// Campaign OP slice OP7 (2026-08-11), D8: the ONLY <c>characterOptions</c>
/// key names a headless config may declare — the lane-B tier-1 (22, "server-
/// honoured AND plausibly bot-relevant") plus tier-2 (4, "client-side but a
/// bot still wants them") subset from
/// docs/research/2026-08-10-character-options-map.md §5.2, transcribed as
/// the matching <see cref="CharacterOptionTable"/>/<see cref="CharacterOptionId"/>
/// enum-member spellings (research doc §5.2's own prose labels differ from
/// the enum in a few spots — e.g. "IgnoreAllTradeRequests" is
/// <see cref="CharacterOptionId.IgnoreTradeRequests"/>,
/// "LetOtherPlayersGiveYouItems" is <see cref="CharacterOptionId.AllowGive"/>
/// — the enum spelling wins, per §7.3's "match CharacterOptionTable's enum-
/// member spellings" instruction). Every other real
/// <see cref="CharacterOptionId"/> member (the presentation-only tier-3 set,
/// §5.2) is deliberately excluded BY CONSTRUCTION — not merely undeclared.
/// </summary>
private static readonly HashSet<CharacterOptionId> AllowedCharacterOptions =
[
// Tier 1 (22).
CharacterOptionId.IgnoreAllegianceRequests,
CharacterOptionId.IgnoreFellowshipRequests,
CharacterOptionId.IgnoreTradeRequests,
CharacterOptionId.AllowGive,
CharacterOptionId.FellowshipShareXP,
CharacterOptionId.AcceptLootPermits,
CharacterOptionId.FellowshipShareLoot,
CharacterOptionId.FellowshipAutoAcceptRequests,
CharacterOptionId.DisplayAllegianceLogonNotifications,
CharacterOptionId.UseChargeAttack,
CharacterOptionId.UseCraftSuccessDialog,
CharacterOptionId.AutoRepeatAttack,
CharacterOptionId.LeadMissileTargets,
CharacterOptionId.UseFastMissiles,
CharacterOptionId.ConfirmVolatileRareUse,
CharacterOptionId.AppearOffline,
CharacterOptionId.ListenToAllegianceChat,
CharacterOptionId.ListenToGeneralChat,
CharacterOptionId.ListenToTradeChat,
CharacterOptionId.ListenToLFGChat,
CharacterOptionId.ListenToRoleplayChat,
CharacterOptionId.ListenToSocietyChat,
// Tier 2 (4).
CharacterOptionId.MainPackPreferred,
CharacterOptionId.ToggleRun,
CharacterOptionId.AutoTarget,
CharacterOptionId.SalvageMultiple,
];
private static readonly JsonSerializerOptions Options = new() private static readonly JsonSerializerOptions Options = new()
{ {
AllowTrailingCommas = false, AllowTrailingCommas = false,
@ -144,5 +193,36 @@ internal static class HeadlessConfigurationLoader
throw new HeadlessConfigurationException( throw new HeadlessConfigurationException(
$"Session '{session.Id}' requires a credential reference."); $"Session '{session.Id}' requires a credential reference.");
} }
ValidateCharacterOptions(session);
}
/// <summary>
/// D8: an unknown name (misspelled, or a real
/// <see cref="CharacterOptionId"/> outside <see cref="AllowedCharacterOptions"/>,
/// e.g. a presentation-only tier-3 row) fails load with the offending
/// name in the message — never silently dropped, never sent. A non-bool
/// JSON value fails earlier, during <c>Dictionary&lt;string, bool&gt;</c>
/// deserialization itself (a <see cref="JsonException"/>, consistent with
/// every other type-shape violation this loader lets the deserializer
/// reject directly — <see cref="HeadlessConfigurationException"/> is
/// reserved for semantic validation of already-well-typed values).
/// </summary>
private static void ValidateCharacterOptions(HeadlessSessionDescriptor session)
{
if (session.CharacterOptions is not { } declared)
return;
foreach (string name in declared.Keys)
{
if (!Enum.TryParse(name, ignoreCase: false, out CharacterOptionId id)
|| !AllowedCharacterOptions.Contains(id))
{
throw new HeadlessConfigurationException(
$"Session '{session.Id}' characterOptions declares "
+ $"'{name}', which is not a bot-declarable character "
+ "option name.");
}
}
} }
} }

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@ -0,0 +1,137 @@
using AcDream.Core.Net.Messages;
using AcDream.Runtime;
using AcDream.Runtime.Gameplay;
namespace AcDream.Headless.Hosting;
/// <summary>
/// Campaign OP slice OP7 (2026-08-11), D8: the declared-vs-actual character-
/// option diff-and-send engine for a headless bot's optional
/// <c>characterOptions</c> config block
/// (docs/plans/2026-08-10-options-panel-campaign.md §4 OP7).
///
/// <para>
/// Sends through the SAME shared Runtime seam the retail Options panel and
/// every other option-changing entrance uses
/// (<c>IRuntimeCharacterCommands.SetSingleOption</c> /
/// <c>SaveOptions</c> — OP1) so this class owns no wire-format knowledge of
/// its own: an auto-save id's <c>SetSingleOption</c> call sends
/// <c>SetSingleCharacterOption (0x0005)</c> immediately (inside
/// <see cref="RuntimeCharacterOptionsState.TrySetOption"/>); a batched id's
/// call only dirties the module, so this class calls <c>SaveOptions</c>
/// itself, exactly once, after every declared id has been diffed — never
/// interleaved (docs/research/2026-08-10-set-character-options-wire.md §3.5's
/// policy table).
/// </para>
///
/// <para>
/// <b>Why two note-methods.</b> Sending <c>SetCharacterOptions (0x01A1)</c>
/// (via <c>SaveOptions</c>) before ACE's <c>FirstEnterWorldDone</c> gate
/// opens is a silent no-op server-side (wire research §5.2) — that flag
/// flips from the client's own <c>GameActionLoginComplete</c>, which a
/// headless host can send from any of three independent production sites
/// depending on content configuration and destination shape (content-less
/// immediate admission, direct first-entry completion, or portal-space
/// materialization completion — see <c>HeadlessSessionHost.CreateEventRoute</c>
/// and <c>RuntimeLiveEntitySessionController</c>'s own two internal send
/// sites). Diffing against live option state before a real
/// <c>PlayerDescription</c> has seeded it would also diff against client-
/// constructor defaults instead of server truth
/// (<see cref="RuntimeCharacterOptionsState.HasServerSeed"/> — OP1's
/// MUST-FIX M1 latch). Both preconditions can be learned in either order, so
/// this class latches each sticky and re-attempts the diff from whichever
/// hook lands second.
/// </para>
///
/// <para>
/// <b>No "already sent" dedupe.</b> character-options-map.md §5.3
/// constraint 4 and set-character-options-wire.md §3.5's own "re-set an
/// option to its current value produces nothing" rule make the diff
/// naturally idempotent — a call that finds every declared id already
/// matching live state (the ordinary reconnect case, or a redundant repeat
/// signal from either hook within one session) sends nothing. A session
/// constructs a fresh instance per connect/reconnect
/// (<c>HeadlessSessionHost.CreateEventRoute</c>), so
/// <see cref="_loginCompleteSent"/> never needs to un-latch mid-session.
/// </para>
/// </summary>
internal sealed class HeadlessCharacterOptionsSeeder
{
private readonly IReadOnlyList<KeyValuePair<CharacterOptionId, bool>> _declared;
private readonly GameRuntime _runtime;
private readonly IRuntimeCharacterCommands _commands;
private bool _loginCompleteSent;
internal HeadlessCharacterOptionsSeeder(
IReadOnlyDictionary<CharacterOptionId, bool> declared,
GameRuntime runtime,
IRuntimeCharacterCommands commands)
{
ArgumentNullException.ThrowIfNull(declared);
_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
_commands = commands ?? throw new ArgumentNullException(nameof(commands));
// Deterministic id-ascending order: matches CharacterOptionTable's own
// ordering convention and keeps SetSingleOption call order
// reproducible — the contract requires "all option sets first, then
// the single flush", not any particular order among the sets
// themselves, but a stable order still makes captured-wire tests
// deterministic instead of relying on Dictionary's unspecified
// enumeration order.
_declared = [.. declared.OrderBy(static pair => (uint)pair.Key)];
}
internal bool HasDeclaredOptions => _declared.Count > 0;
/// <summary>
/// Wired to every production site that can send
/// <c>GameActionLoginComplete</c> for this session — see the type doc.
/// Idempotent to call more than once.
/// </summary>
internal void NoteLoginCompleteSent()
{
_loginCompleteSent = true;
TryDiffAndSend();
}
/// <summary>
/// Wired to <c>LiveCharacterSessionBindings.OnCharacterOptionsChanged</c>
/// — fires after <c>RuntimeCharacterOptionsState.Replace</c> has already
/// committed a fresh <c>PlayerDescription</c>'s option words, on both the
/// first connect and every reconnect's fresh seed.
/// </summary>
internal void NoteOptionsSeeded() => TryDiffAndSend();
private void TryDiffAndSend()
{
if (!_loginCompleteSent || _declared.Count == 0)
return;
RuntimeCharacterOptionsState options = _runtime.CharacterOwner.Options;
if (!options.HasServerSeed)
return;
RuntimeGenerationToken generation = _runtime.Generation;
bool needsFlush = false;
foreach ((CharacterOptionId id, bool desired) in _declared)
{
// Unreachable in production: HeadlessConfigurationLoader already
// rejects any declared name CharacterOptionTable cannot resolve.
// Guarded rather than assumed so a future table/schema drift
// fails closed (skips the id) instead of throwing mid-diff.
if (!CharacterOptionTable.TryGet(id, out CharacterOptionTableEntry entry))
continue;
uint word = entry.IsOptions1 ? options.Options1 : options.Options2;
bool current = (word & entry.Mask) != 0u;
if (current == desired)
continue;
_commands.SetSingleOption(generation, (uint)id, desired);
if (!entry.IsAutoSave)
needsFlush = true;
}
if (needsFlush)
_commands.SaveOptions(generation);
}
}

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@ -112,6 +112,21 @@ internal sealed class HeadlessSessionHost : IDisposable
private readonly HeadlessSessionDescriptor _descriptor; private readonly HeadlessSessionDescriptor _descriptor;
private readonly HeadlessCredentialSecret _credential; private readonly HeadlessCredentialSecret _credential;
private readonly HeadlessDiagnosticWriter _diagnostics; private readonly HeadlessDiagnosticWriter _diagnostics;
/// <summary>
/// Campaign OP slice OP7 (2026-08-11), D8: the parsed
/// <c>characterOptions</c> block — empty when the config omitted it.
/// Parsed once at construction; <see cref="HeadlessConfigurationLoader"/>
/// already rejected every unmodelled or out-of-tier name before this
/// host was ever built, so the parse here cannot fail.
/// </summary>
private readonly Dictionary<CharacterOptionId, bool> _declaredCharacterOptions;
/// <summary>
/// Reassigned on every reconnect exactly like <see cref="_worldProjection"/>
/// — a fresh instance per <see cref="CreateEventRoute"/> call gives the
/// seeder's own login-complete latch a clean per-session start without a
/// separate reset method.
/// </summary>
private HeadlessCharacterOptionsSeeder? _optionsSeeder;
private readonly TimeSpan _reconnectQuiescence; private readonly TimeSpan _reconnectQuiescence;
private readonly TimeProvider _timeProvider; private readonly TimeProvider _timeProvider;
private readonly HeadlessGenerationResetHost _resetHost = new(); private readonly HeadlessGenerationResetHost _resetHost = new();
@ -189,6 +204,7 @@ internal sealed class HeadlessSessionHost : IDisposable
?? throw new ArgumentNullException(nameof(credential)); ?? throw new ArgumentNullException(nameof(credential));
_diagnostics = diagnostics _diagnostics = diagnostics
?? throw new ArgumentNullException(nameof(diagnostics)); ?? throw new ArgumentNullException(nameof(diagnostics));
_declaredCharacterOptions = ParseDeclaredCharacterOptions(descriptor);
_placementSinkOverride = placementSinkOverride; _placementSinkOverride = placementSinkOverride;
_timeProvider = timeProvider ?? TimeProvider.System; _timeProvider = timeProvider ?? TimeProvider.System;
_reconnectQuiescence = reconnectQuiescence _reconnectQuiescence = reconnectQuiescence
@ -309,6 +325,16 @@ internal sealed class HeadlessSessionHost : IDisposable
internal GameRuntime Runtime { get; } internal GameRuntime Runtime { get; }
internal DirectGameRuntimeCommandAdapter Commands { get; } internal DirectGameRuntimeCommandAdapter Commands { get; }
/// <summary>
/// OP7 test seam (mirrors <see cref="Commands"/>'s own visibility): the
/// current route's declared-<c>characterOptions</c> diff-and-send engine,
/// or <c>null</c> before the first <c>CreateEventRoute</c> call. Lets a
/// focused test drive one half of the seeder's two-precondition latch
/// directly (e.g. simulate "LoginComplete already sent") without
/// reconstructing the first-entry-drive/portal-completion machinery that
/// production code uses to reach the same state.
/// </summary>
internal HeadlessCharacterOptionsSeeder? OptionsSeeder => _optionsSeeder;
internal string SessionId => _descriptor.Id; internal string SessionId => _descriptor.Id;
internal string ActiveCharacterName { get; private set; } = internal string ActiveCharacterName { get; private set; } =
string.Empty; string.Empty;
@ -604,6 +630,13 @@ internal sealed class HeadlessSessionHost : IDisposable
// its ack-firing accessor must therefore read the CURRENT session // its ack-firing accessor must therefore read the CURRENT session
// through this field, never one captured at first construction. // through this field, never one captured at first construction.
_currentSession = session; _currentSession = session;
// OP7: a fresh seeder per route — see the field's own doc comment
// for why this (rather than a reset method) is the right per-
// reconnect lifetime.
_optionsSeeder = new HeadlessCharacterOptionsSeeder(
_declaredCharacterOptions,
Runtime,
Commands.Character);
// R9 review note (2026-08-03): a content-less host (_contentLease is // R9 review note (2026-08-03): a content-less host (_contentLease is
// null — a validated-legal headless configuration, see // null — a validated-legal headless configuration, see
// RuntimeLiveEntitySessionController.OnSpawned's own R3 comment) // RuntimeLiveEntitySessionController.OnSpawned's own R3 comment)
@ -694,7 +727,10 @@ internal sealed class HeadlessSessionHost : IDisposable
message, message,
Runtime.Generation.Value), Runtime.Generation.Value),
worldProjection, worldProjection,
_acceptedPositionDrive); _acceptedPositionDrive,
// OP7: the first two of three production LoginComplete send
// sites — see RuntimeLiveEntitySessionController's own doc.
onLoginCompleteSent: () => _optionsSeeder?.NoteLoginCompleteSent());
_entities = entities; _entities = entities;
var route = new LiveSessionEventRouter( var route = new LiveSessionEventRouter(
session, session,
@ -734,7 +770,13 @@ internal sealed class HeadlessSessionHost : IDisposable
// (HeadlessSessionWorldProjection.CreateController), same as // (HeadlessSessionWorldProjection.CreateController), same as
// the pre-P1 OnSkillsUpdated: null pattern — no live // the pre-P1 OnSkillsUpdated: null pattern — no live
// controller to reactively re-apply to mid-session here. // controller to reactively re-apply to mid-session here.
OnMovementStatsUpdated: null), OnMovementStatsUpdated: null,
// OP7: fires after RuntimeCharacterOptionsState.Replace has
// already committed a fresh PlayerDescription's option words
// — the seeder's other precondition alongside
// NoteLoginCompleteSent (see its own type doc).
OnCharacterOptionsChanged: (_, _) =>
_optionsSeeder?.NoteOptionsSeeded()),
new LiveSocialSessionBindings( new LiveSocialSessionBindings(
Runtime.CommunicationOwner.Chat, Runtime.CommunicationOwner.Chat,
Runtime.CommunicationOwner.TurbineChat, Runtime.CommunicationOwner.TurbineChat,
@ -747,12 +789,42 @@ internal sealed class HeadlessSessionHost : IDisposable
_placementSinkOverride _placementSinkOverride
?? new HeadlessRuntimePlacementProjectionSink(Runtime), ?? new HeadlessRuntimePlacementProjectionSink(Runtime),
_firstEntryDrive, _firstEntryDrive,
_ => session.SendGameAction(GameActionLoginComplete.Build()), _ =>
{
session.SendGameAction(GameActionLoginComplete.Build());
// OP7: the THIRD production LoginComplete send site (direct,
// non-portal first-entry completion) — see
// HeadlessCharacterOptionsSeeder's type doc and
// RuntimeLiveEntitySessionController's onLoginCompleteSent
// doc for the other two.
_optionsSeeder?.NoteLoginCompleteSent();
},
_acceptedPositionDrive); _acceptedPositionDrive);
_eventRoute = eventRoute; _eventRoute = eventRoute;
return eventRoute; return eventRoute;
} }
/// <summary>
/// OP7, D8: parses <see cref="HeadlessSessionDescriptor.CharacterOptions"/>
/// into the typed id space the seeder and <see cref="CharacterOptionTable"/>
/// share. <see cref="HeadlessConfigurationLoader"/> already validated
/// every key against the exact bot-declarable name set before this host
/// was constructed, so <c>Enum.Parse</c> here cannot fail.
/// </summary>
private static Dictionary<CharacterOptionId, bool> ParseDeclaredCharacterOptions(
HeadlessSessionDescriptor descriptor)
{
var declared = new Dictionary<CharacterOptionId, bool>();
if (descriptor.CharacterOptions is not { } options)
return declared;
foreach (KeyValuePair<string, bool> pair in options)
{
declared[Enum.Parse<CharacterOptionId>(pair.Key, ignoreCase: false)] =
pair.Value;
}
return declared;
}
private static LiveSessionCharacterSelector MapCharacterSelector( private static LiveSessionCharacterSelector MapCharacterSelector(
HeadlessCharacterSelector selector) => HeadlessCharacterSelector selector) =>
new( new(

View file

@ -74,6 +74,22 @@ public sealed class RuntimeLiveEntitySessionController
/// <c>HeadlessSessionWorldProjection.BlipLocalPlayer</c>). /// <c>HeadlessSessionWorldProjection.BlipLocalPlayer</c>).
/// </summary> /// </summary>
private readonly RuntimeAcceptedPositionDriveController? _acceptedPositionDrive; private readonly RuntimeAcceptedPositionDriveController? _acceptedPositionDrive;
/// <summary>
/// Campaign OP slice OP7 (2026-08-11): passive observation hook — fires
/// AFTER either of this controller's own two internal
/// <c>GameActionLoginComplete</c> send sites (<see cref="OnSpawned"/>'s
/// content-less immediate-admission path; <see cref="TryAdvancePortalCompletion"/>'s
/// portal-space materialization completion). Never changes when or
/// whether LoginComplete is sent — purely additive, so a headless host
/// can learn "ACE's FirstEnterWorldDone gate is now open" (set-
/// character-options-wire.md §5.2) without duplicating this controller's
/// own dual-path completion logic. The THIRD production send site — direct
/// (non-portal) first-entry completion via
/// <c>RuntimeFirstEntryDriveController</c>'s <c>localPlayerCompleted</c>
/// callback — lives one level up in <c>HeadlessSessionHost</c>, which
/// wires the same observer there directly.
/// </summary>
private readonly Action? _onLoginCompleteSent;
private bool _initialLoginCompleteSent; private bool _initialLoginCompleteSent;
// A6 (architecture review): D5's ResolveAndCommitChildAttachment ran on // A6 (architecture review): D5's ResolveAndCommitChildAttachment ran on
// every accepted spawn and every ParentEvent, allocating three // every accepted spawn and every ParentEvent, allocating three
@ -88,13 +104,15 @@ public sealed class RuntimeLiveEntitySessionController
WorldSession session, WorldSession session,
Action<string>? log = null, Action<string>? log = null,
IRuntimeDirectWorldProjection? worldProjection = null, IRuntimeDirectWorldProjection? worldProjection = null,
RuntimeAcceptedPositionDriveController? acceptedPositionDrive = null) RuntimeAcceptedPositionDriveController? acceptedPositionDrive = null,
Action? onLoginCompleteSent = null)
{ {
_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime)); _runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
_session = session ?? throw new ArgumentNullException(nameof(session)); _session = session ?? throw new ArgumentNullException(nameof(session));
_log = log ?? (_ => { }); _log = log ?? (_ => { });
_worldProjection = worldProjection; _worldProjection = worldProjection;
_acceptedPositionDrive = acceptedPositionDrive; _acceptedPositionDrive = acceptedPositionDrive;
_onLoginCompleteSent = onLoginCompleteSent;
_isChildGuidKnown = guid => Entities.Entities.TryGetSnapshot(guid, out _); _isChildGuidKnown = guid => Entities.Entities.TryGetSnapshot(guid, out _);
_resolveParentInstance = guid => _resolveParentInstance = guid =>
Entities.Entities.TryGetSnapshot(guid, out WorldSession.EntitySpawn spawn) Entities.Entities.TryGetSnapshot(guid, out WorldSession.EntitySpawn spawn)
@ -180,6 +198,7 @@ public sealed class RuntimeLiveEntitySessionController
// truthful terminal admission edge. // truthful terminal admission edge.
_initialLoginCompleteSent = true; _initialLoginCompleteSent = true;
_session.SendGameAction(GameActionLoginComplete.Build()); _session.SendGameAction(GameActionLoginComplete.Build());
_onLoginCompleteSent?.Invoke();
} }
} }
} }
@ -856,6 +875,7 @@ public sealed class RuntimeLiveEntitySessionController
RuntimeWorldHostAcknowledgementStage.TerminalProjected); RuntimeWorldHostAcknowledgementStage.TerminalProjected);
_session.SendGameAction(GameActionLoginComplete.Build()); _session.SendGameAction(GameActionLoginComplete.Build());
_onLoginCompleteSent?.Invoke();
transit.EndTeleport(); transit.EndTeleport();
_log( _log(
$"headless: portal complete generation={generation} " $"headless: portal complete generation={generation} "

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@ -0,0 +1,289 @@
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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@ -0,0 +1,357 @@
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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@ -0,0 +1,177 @@
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);
}
}
}