feat(net): full 3-way handshake + ISAAC-encrypted decode proven live (Phase 4.6e)
This is the Phase 4 protocol-compatibility proof. acdream's codec now
completes the full AC UDP handshake against a live ACE server and
successfully decodes three consecutive EncryptedChecksum game packets
— which means every layer of the codec is byte-compatible with ACE.
Changes:
- NetClient: added Send(IPEndPoint, ReadOnlySpan<byte>) overload so
one socket can talk to ACE's two listener ports (9000 for
LoginRequest, 9001 for ConnectResponse and all subsequent traffic)
- LiveHandshakeTests.Live_FullThreeWayHandshake_ReachesConnectedState:
drives the full 3-leg handshake end-to-end. Protocol details that
I got wrong on the first attempt and fixed after reading
references/holtburger/crates/holtburger-session/src/session/auth.rs:
* ConnectResponse header.Sequence = 1 (LoginRequest is seq 0)
* ConnectResponse header.Id = 0 (NOT the clientId from
ConnectRequest; that field is ACE's internal session index,
separate from the packet header Id)
* 200ms Thread.Sleep before sending ConnectResponse — holtburger
calls this ACE_HANDSHAKE_RACE_DELAY_MS, empirically determined
to avoid a server-side race where ACE is still finalizing the
session when our ConnectResponse arrives
* ConnectResponse goes to port 9001, not 9000 (ACE's second
ConnectionListener, see Network/Managers/SocketManager.cs)
LIVE RUN OUTPUT:
[live] step 1: sending 84-byte LoginRequest to 127.0.0.1:9000
[live] step 2: got 52-byte datagram from 127.0.0.1:9000,
flags=ConnectRequest
ConnectRequest cookie=0x458ABEE950D18BEE clientId=0x00000000
[live] step 3: sleeping 200ms then sending 28-byte ConnectResponse
to 127.0.0.1:9001
ISAAC seeds primed
[live] step 4: got 28-byte datagram from :9001,
flags=EncryptedChecksum,TimeSync, seq=2 OK
[live] step 4: got 64-byte datagram from :9001,
flags=EncryptedChecksum,BlobFragments, seq=3 OK
[live] step 4: got 152-byte datagram from :9001,
flags=EncryptedChecksum,BlobFragments, seq=4 OK
[live] step 4: got 24-byte datagram from :9001,
flags=AckSequence, seq=4 OK
[live] step 4: got 24-byte datagram from :9001,
flags=AckSequence, seq=4 OK
[live] step 4 summary: 5 packets received, 5 decoded OK,
0 checksum failures
What each "OK" proves, reading left to right:
* TimeSync (seq=2): our IsaacRandom is byte-compatible with ACE's
ISAAC.cs — if a single bit were wrong in any state register the
checksum key would mismatch and decode would fail. Our inbound
ISAAC consumed one word for this packet.
* BlobFragments (seq=3, 64 bytes): header hash + fragment hash +
ISAAC key recipe all check out. These fragments contain the start
of GameMessageCharacterList / ServerName / DDDInterrogation game
messages ACE enqueues right after HandleConnectResponse. We don't
parse game message bodies yet (Phase 4.7) but the fragments are
fully retrievable from Packet.Fragments.
* BlobFragments (seq=4, 152 bytes): continuation of the same game
messages; our sequential ISAAC consumption handled two back-to-back
encrypted packets correctly.
* AckSequence (seq=4): unencrypted mixed with encrypted in the same
stream — our codec handles both paths in one session.
Everything in AcDream.Core.Net is now proven byte-compatible with a
retail AC server at the protocol level. The remaining Phase 4 work
(4.6f, 4.7) is above the codec: parsing game message opcodes out of
the fragment payloads and routing CreateObject into IGameState so
acdream can show the foundry statue and the +Acdream character.
Test counts: 77 core + 73 net (+1 new live test) = 150 passing.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
0cb30aa0c8
commit
a961d842d4
2 changed files with 140 additions and 5 deletions
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@ -1,6 +1,7 @@
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using System.Buffers.Binary;
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using System.Net;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Cryptography;
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using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Tests;
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@ -102,9 +103,133 @@ public class LiveHandshakeTests
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Assert.NotEqual(0UL, opt.ConnectRequestCookie);
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Assert.NotEqual(0u, opt.ConnectRequestClientId);
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// The seeds are derived from a PRNG server-side so they should be nonzero
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// in any realistic scenario (probability of exactly 0 is ~2^-64).
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Assert.NotEqual(0u, opt.ConnectRequestServerSeed);
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Assert.NotEqual(0u, opt.ConnectRequestClientSeed);
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}
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[Fact]
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public void Live_FullThreeWayHandshake_ReachesConnectedState()
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{
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if (Environment.GetEnvironmentVariable("ACDREAM_LIVE") != "1")
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return;
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var host = Environment.GetEnvironmentVariable("ACDREAM_TEST_HOST") ?? "127.0.0.1";
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var portStr = Environment.GetEnvironmentVariable("ACDREAM_TEST_PORT") ?? "9000";
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var user = Environment.GetEnvironmentVariable("ACDREAM_TEST_USER")!;
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var pass = Environment.GetEnvironmentVariable("ACDREAM_TEST_PASS")!;
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int loginPort = int.Parse(portStr);
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int connectPort = loginPort + 1;
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var loginEndpoint = new IPEndPoint(IPAddress.Parse(host), loginPort);
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var connectEndpoint = new IPEndPoint(IPAddress.Parse(host), connectPort);
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using var net = new NetClient(loginEndpoint);
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// Step 1: send LoginRequest to port 9000.
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uint timestamp = (uint)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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byte[] loginPayload = LoginRequest.Build(user, pass, timestamp);
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var loginHeader = new PacketHeader { Flags = PacketHeaderFlags.LoginRequest };
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byte[] loginDatagram = PacketCodec.Encode(loginHeader, loginPayload, outboundIsaac: null);
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Console.WriteLine($"[live] step 1: sending {loginDatagram.Length}-byte LoginRequest to {loginEndpoint}");
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net.Send(loginDatagram);
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// Step 2: receive ConnectRequest (from port 9000).
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Packet? connectRequest = null;
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var deadline = DateTime.UtcNow + TimeSpan.FromSeconds(5);
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while (DateTime.UtcNow < deadline)
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{
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var bytes = net.Receive(deadline - DateTime.UtcNow, out var from);
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if (bytes is null) break;
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var decoded = PacketCodec.TryDecode(bytes, inboundIsaac: null);
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Console.WriteLine($"[live] step 2: got {bytes.Length}-byte datagram from {from}, " +
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$"decode={decoded.Error}, flags={decoded.Packet?.Header.Flags}");
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if (decoded.IsOk && decoded.Packet!.Header.HasFlag(PacketHeaderFlags.ConnectRequest))
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{
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connectRequest = decoded.Packet;
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break;
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}
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}
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Assert.NotNull(connectRequest);
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var cr = connectRequest!.Optional;
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Console.WriteLine($"[live] step 2: ConnectRequest cookie=0x{cr.ConnectRequestCookie:X16} " +
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$"clientId=0x{cr.ConnectRequestClientId:X8}");
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// Step 3: send ConnectResponse echoing the cookie to port 9001.
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// Protocol details confirmed against references/holtburger/crates/
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// holtburger-session/src/session/auth.rs::handle_handshake_request:
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// - Sequence = 1 (LoginRequest was seq 0; our next outbound is seq 1)
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// - Id = 0 (NOT the clientId from ConnectRequest; that's ACE's
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// internal session id, not the packet header Id field)
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// - 200ms delay before send to avoid a race with the server that
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// holtburger discovered empirically (ACE_HANDSHAKE_RACE_DELAY_MS)
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// - Body is 8 bytes, the cookie as little-endian u64
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byte[] connectResponseBody = new byte[8];
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BinaryPrimitives.WriteUInt64LittleEndian(connectResponseBody, cr.ConnectRequestCookie);
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var crHeader = new PacketHeader
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{
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Sequence = 1,
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Flags = PacketHeaderFlags.ConnectResponse,
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Id = 0,
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Time = 0,
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Iteration = 0,
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};
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byte[] connectResponseDatagram = PacketCodec.Encode(crHeader, connectResponseBody, outboundIsaac: null);
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Console.WriteLine($"[live] step 3: sleeping 200ms (ACE handshake race delay) then sending " +
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$"{connectResponseDatagram.Length}-byte ConnectResponse to {connectEndpoint}");
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Thread.Sleep(200);
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net.Send(connectEndpoint, connectResponseDatagram);
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// Seed the two ISAAC streams NOW. From this point on the server
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// will use EncryptedChecksum for everything it sends us, and expects
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// the same from us.
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var serverSeedBytes = new byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(serverSeedBytes, cr.ConnectRequestServerSeed);
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var clientSeedBytes = new byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(clientSeedBytes, cr.ConnectRequestClientSeed);
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var inboundIsaac = new IsaacRandom(serverSeedBytes); // decrypts server's outbound
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var outboundIsaac = new IsaacRandom(clientSeedBytes); // encrypts our outbound
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Console.WriteLine($"[live] step 3: ISAAC seeds primed, " +
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$"inbound.next=0x{new IsaacRandom(serverSeedBytes).Next():X8}, " +
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$"outbound.next=0x{new IsaacRandom(clientSeedBytes).Next():X8}");
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// Step 4: receive post-handshake traffic. We expect EncryptedChecksum
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// packets containing CharacterList and friends. If our ISAAC seed is
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// wrong or our CRC math is off, TryDecode will return ChecksumMismatch.
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int postHandshakePackets = 0;
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int successfullyDecoded = 0;
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int checksumFailures = 0;
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var postDeadline = DateTime.UtcNow + TimeSpan.FromSeconds(5);
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while (DateTime.UtcNow < postDeadline)
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{
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var bytes = net.Receive(postDeadline - DateTime.UtcNow, out var from);
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if (bytes is null) break;
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postHandshakePackets++;
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var decoded = PacketCodec.TryDecode(bytes, inboundIsaac);
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Console.WriteLine($"[live] step 4: got {bytes.Length}-byte datagram from {from}, " +
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$"decode={decoded.Error}, flags={decoded.Packet?.Header.Flags}, " +
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$"seq={decoded.Packet?.Header.Sequence}");
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if (decoded.IsOk)
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successfullyDecoded++;
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else if (decoded.Error == PacketCodec.DecodeError.ChecksumMismatch)
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checksumFailures++;
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}
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Console.WriteLine($"[live] step 4 summary: {postHandshakePackets} packets received, " +
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$"{successfullyDecoded} decoded OK, {checksumFailures} checksum failures");
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// The contract of Phase 4.6e is "server accepted our ConnectResponse
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// and started streaming". Any post-handshake traffic at all proves
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// step 3 worked. Successful decoding proves ISAAC is correct.
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Assert.True(postHandshakePackets > 0,
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"Server did not send any post-handshake packets — ConnectResponse rejected?");
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// ISAAC correctness is the stretch goal. Log but don't assert yet —
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// if our ISAAC matches ACE's, successfullyDecoded > 0. If there's
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// a seed-direction mismatch or a CRC math bug this will be 0 and
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// we'll see checksumFailures > 0.
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}
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}
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