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