using System.Net;
using System.Reflection;
using AcDream.Core.Net.Messages;
using AcDream.Core.Net.Packets;
using AcDream.Core.Net.Tests.Messages;
namespace AcDream.Core.Net.Tests;
///
/// Campaign CC CC2: the awaiting-request latch that disambiguates the two
/// message families sharing opcode 0xF643 (see
/// 's doc comment) — create-then-
/// response routes to the create event, a plain restore is unaffected, an
/// unexpected/uncorrelated response is dropped rather than misattributed,
/// and teardown clears the latch. See
/// for the general
/// character-management wire-order coverage this file complements.
///
public sealed class WorldSessionCharacterCreationTests
{
private sealed class NullTransport : IWorldSessionTransport
{
public void Send(ReadOnlySpan datagram) { }
public void Send(IPEndPoint remote, ReadOnlySpan datagram) { }
public int Receive(
Span destination,
TimeSpan timeout,
out IPEndPoint? from)
{
from = null;
return -1;
}
public ValueTask ReceiveAsync(
Memory destination,
CancellationToken cancellationToken) =>
ValueTask.FromCanceled(cancellationToken);
public void Dispose() { }
}
private static WorldSession CreateSession() =>
new(
new IPEndPoint(IPAddress.Loopback, 9000),
new NullTransport());
private static CharacterCreate.Request MakeCreateRequest() => new(
Heritage: 1u,
Gender: 0u,
Appearance: default,
Template: 0u,
Attributes: default,
Slot: 0u,
ClassId: 1u,
Name: "NewChar",
StartArea: 0u,
IsAdmin: false,
IsEnvoy: false);
private static byte[] BuildVerificationResponseBody(uint code, uint guid, string name) =>
code == (uint)CharGenVerificationResponse.Code.Ok
? AceWireWriter.GameMessage(CharGenVerificationResponse.ResponseOpcode)
.Write(code)
.WriteGuid(guid)
.WriteString16L(name)
.Write(0u)
.ToArray()
: AceWireWriter.GameMessage(CharGenVerificationResponse.ResponseOpcode)
.Write(code)
.ToArray();
private static byte[] BuildPacket(params byte[][] messages)
{
int length = messages.Sum(message =>
MessageFragmentHeader.Size + message.Length);
var fragments = new byte[length];
int position = 0;
uint sequence = 1u;
foreach (byte[] message in messages)
{
position += GameMessageFragment.WriteSingleFragment(
fragments.AsSpan(position),
sequence++,
GameMessageGroup.UIQueue,
message);
}
return PacketCodec.Encode(
new PacketHeader
{
Sequence = 1u,
Flags = PacketHeaderFlags.BlobFragments,
},
fragments,
outboundIsaac: null);
}
private static void InvokeProcessDatagram(WorldSession session, byte[] datagram)
{
MethodInfo method = typeof(WorldSession).GetMethod(
"ProcessDatagram",
BindingFlags.NonPublic | BindingFlags.Instance)!;
method.Invoke(session, [new ReadOnlyMemory(datagram), null, true]);
}
private static PendingLatch ReadPendingLatch(WorldSession session)
{
FieldInfo field = typeof(WorldSession).GetField(
"_pendingCharGenVerification",
BindingFlags.NonPublic | BindingFlags.Instance)!;
return (PendingLatch)field.GetValue(session)!;
}
// Mirrors WorldSession's private PendingCharGenVerificationRequest enum
// by name/ordinal — read via reflection above so the test doesn't need
// InternalsVisibleTo for a single private enum.
private enum PendingLatch { None, Restore, Create }
[Fact]
public void SendCharacterCreation_ThenOkResponse_RoutesToCreateEventNotRestore()
{
using WorldSession session = CreateSession();
session.GameMessageCapture = (_, _) => { };
session.SendCharacterCreation(
"testaccount",
MakeCreateRequest(),
new uint[CharacterCreate.SkillAdvancementClassCount]);
var createEvents = new List();
var restoreEvents = new List();
session.CharacterCreateResponseReceived += createEvents.Add;
session.CharacterRestoreReceived += restoreEvents.Add;
byte[] packet = BuildPacket(
BuildVerificationResponseBody(
(uint)CharGenVerificationResponse.Code.Ok,
0x50000010u,
"NewChar"));
InvokeProcessDatagram(session, packet);
CharGenVerificationResponse.Parsed created = Assert.Single(createEvents);
Assert.True(created.IsOk);
Assert.Equal(0x50000010u, created.Guid);
Assert.Equal("NewChar", created.Name);
Assert.Empty(restoreEvents);
Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
}
[Fact]
public void SendCharacterCreation_ThenFailureResponse_RoutesToCreateEventWithNullIdentity()
{
using WorldSession session = CreateSession();
session.GameMessageCapture = (_, _) => { };
session.SendCharacterCreation(
"testaccount",
MakeCreateRequest(),
new uint[CharacterCreate.SkillAdvancementClassCount]);
CharGenVerificationResponse.Parsed? created = null;
session.CharacterCreateResponseReceived += parsed => created = parsed;
byte[] packet = BuildPacket(
BuildVerificationResponseBody(
(uint)CharGenVerificationResponse.Code.NameInUse,
guid: 0u,
name: string.Empty));
InvokeProcessDatagram(session, packet);
Assert.NotNull(created);
Assert.Equal(CharGenVerificationResponse.Code.NameInUse, created!.Value.AsCode);
Assert.False(created.Value.IsOk);
Assert.Null(created.Value.Guid);
}
[Fact]
public void SendRestoreCharacter_ThenResponse_StillRoutesToRestoreEvent()
{
// Regression guard: the correlation latch must not break the
// pre-existing restore-only flow that predates Campaign CC.
using WorldSession session = CreateSession();
session.GameMessageCapture = (_, _) => { };
session.SendRestoreCharacter(0x50000001u);
var restoreEvents = new List();
var createEvents = new List();
session.CharacterRestoreReceived += restoreEvents.Add;
session.CharacterCreateResponseReceived += createEvents.Add;
byte[] packet = BuildPacket(
BuildVerificationResponseBody(
(uint)CharGenVerificationResponse.Code.Ok,
0x50000001u,
"Restored"));
InvokeProcessDatagram(session, packet);
CharacterRestore.Parsed restored = Assert.Single(restoreEvents);
Assert.Equal(0x50000001u, restored.Guid);
Assert.Equal("Restored", restored.Name);
Assert.Empty(createEvents);
}
///
/// CC2 review F1: pins the latch's stated scope EXACTLY. The latch
/// correlates the single outstanding request and does NOT refuse
/// overlap — a second send while one is outstanding OVERWRITES it, so
/// the first request's reply is delivered to the second request's
/// event. Refusing overlap is the caller's job (CC3's Runtime
/// verification gate, mirroring retail's DoFinish UNDEF-state gate).
/// If CC3 (or anyone) changes this transport-level behavior, this test
/// must change WITH it, deliberately.
///
[Fact]
public void OverlappingSend_OverwritesTheLatch_ReplyRoutesToNewestRequest()
{
using WorldSession session = CreateSession();
session.GameMessageCapture = (_, _) => { };
session.SendRestoreCharacter(0x50000001u);
session.SendCharacterCreation(
"testaccount",
MakeCreateRequest(),
new uint[CharacterCreate.SkillAdvancementClassCount]);
Assert.Equal(PendingLatch.Create, ReadPendingLatch(session));
var restoreEvents = new List();
var createEvents = new List();
session.CharacterRestoreReceived += restoreEvents.Add;
session.CharacterCreateResponseReceived += createEvents.Add;
// This reply is semantically the RESTORE's — but the overwritten
// latch routes it to the create event. That is the documented
// overwrite behavior, pinned here.
byte[] packet = BuildPacket(
BuildVerificationResponseBody(
(uint)CharGenVerificationResponse.Code.Ok,
0x50000001u,
"Restored"));
InvokeProcessDatagram(session, packet);
Assert.Empty(restoreEvents);
Assert.Single(createEvents);
Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
}
[Fact]
public void ResponseWithNoOutstandingRequest_IsDroppedAndNeverMisattributed()
{
using WorldSession session = CreateSession();
var restoreEvents = new List();
var createEvents = new List();
session.CharacterRestoreReceived += restoreEvents.Add;
session.CharacterCreateResponseReceived += createEvents.Add;
// No SendRestoreCharacter / SendCharacterCreation call precedes this
// — the latch is None.
byte[] packet = BuildPacket(
BuildVerificationResponseBody(
(uint)CharGenVerificationResponse.Code.Ok,
0x50000099u,
"Stray"));
InvokeProcessDatagram(session, packet);
Assert.Empty(restoreEvents);
Assert.Empty(createEvents);
Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
}
[Fact]
public void SecondResponse_AfterFirstAlreadyConsumed_IsDroppedNotMisattributed()
{
// A create request is satisfied; a SECOND, uncorrelated 0xF643
// arriving afterward (e.g. a stray/replayed packet) must not be
// misread as a reply to anything.
using WorldSession session = CreateSession();
session.GameMessageCapture = (_, _) => { };
session.SendCharacterCreation(
"testaccount",
MakeCreateRequest(),
new uint[CharacterCreate.SkillAdvancementClassCount]);
var createEvents = new List();
session.CharacterCreateResponseReceived += createEvents.Add;
byte[] first = BuildPacket(
BuildVerificationResponseBody(
(uint)CharGenVerificationResponse.Code.Ok, 0x50000010u, "NewChar"));
InvokeProcessDatagram(session, first);
Assert.Single(createEvents);
byte[] second = BuildPacket(
BuildVerificationResponseBody(
(uint)CharGenVerificationResponse.Code.Ok, 0x50000011u, "Stray"));
InvokeProcessDatagram(session, second);
// Still exactly one — the second reply was dropped, not appended.
Assert.Single(createEvents);
}
[Fact]
public void Dispose_ClearsTheOutstandingLatch()
{
WorldSession session = CreateSession();
session.GameMessageCapture = (_, _) => { };
session.SendRestoreCharacter(0x50000001u);
Assert.Equal(PendingLatch.Restore, ReadPendingLatch(session));
session.Dispose();
Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
}
[Fact]
public void BuildRequestBody_InvalidSkillCount_DoesNotArmTheLatch()
{
// The latch is armed AFTER the body is built (SendCharacterCreation
// builds first), so a builder-level throw (wrong skill count) must
// leave no outstanding request behind — nothing was actually sent.
using WorldSession session = CreateSession();
session.GameMessageCapture = (_, _) => { };
Assert.Throws(() =>
session.SendCharacterCreation(
"testaccount",
MakeCreateRequest(),
new uint[10]));
Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
}
}