Wire (Core.Net):
- CharacterCreate.cs: outbound 0xF656 builder, byte-exact port of
Proto_UI::SendCharGenResult@0x00546a70 -> ACCharGenResult::Pack@0x005c7570
-> CG_Pack@0x005c7200. Account String16L first (packed outside CG_Pack),
then the constant-1 u32, heritage/gender, 14 appearance strip/style/color
u32s, 6 f64 shades (skin/hair/headgear/shirt/trousers/footwear, retail
order), template, 6 attributes, slot, classId, numSkills + exactly 55
u32 skill-advancement classes (ReadOnlySpan validated ==55, throws
ArgumentException otherwise — ACE terminates the session on any other
count via PlayerFactory.CreateResult.ClientServerSkillsMismatch), name
String16L, startArea, isAdmin, isEnvoy, and a trailing checksum whose
exact 19-term accumulation set (heritage+gender+3 strips+hairColor+
eyeColor+hairStyle+headgearStyle+shirtStyle+trousersStyle+footwearStyle+
template+6 attributes) is read byte-for-byte off CG_Pack's decompiled
accumulator (0x005c7213-0x005c74c3) — headgearColor/shirtColor/
trousersColor/footwearColor/shades/slot/classId are deliberately absent
from the sum despite sitting adjacent on the wire. Cross-checked against
ACE's CharacterCreateInfo.Unpack/Appearance.Unpack and holtburger's
CharacterCreateRequestData (types.rs:236-369), which agree on every
field and order. Retail routes via SendToLogon — the same queue
CharacterDelete already uses.
- CharGenVerificationResponse.cs (new): promotes the shared 0xF643 parse
out of CharacterRestore — full Code enum (Undef..AdminPrivilegeDenied=7,
ACE's CharacterGenerationVerificationResponse) plus the conditional
Ok-only identity payload (guid/String16L name/u32 secondsGreyedOut).
CharacterRestore.Parse now delegates to it; CharacterRestore's public
Parsed shape, Parse signature, and every existing test expectation are
UNCHANGED.
- PacketWriter.WriteDouble: f64 little-endian helper for the shade fields.
WorldSession dispatch (Core.Net):
- Added an awaiting-request latch (None/Restore/Create), armed by
SendRestoreCharacter/the new SendCharacterCreation immediately before
each send (SendCharacterCreation builds the body first so a skill-count
throw never arms the latch for a request that was never sent), cleared
the instant a matching 0xF643 is dispatched (success OR parse failure —
a malformed reply must never wedge the latch open) and on Dispose.
0xF643 now routes to CharacterRestoreReceived or the new
CharacterCreateResponseReceived (Action<CharGenVerificationResponse.Parsed>)
by that latch; an unexpected 0xF643 with nothing outstanding logs once
and is dropped, never misattributed. Fixed
WorldSessionCharacterSelectionTests' restore-dispatch test, which
previously fed a bare CharacterRestore response with no preceding
SendRestoreCharacter — that shape is now the "no outstanding request"
drop path by design.
Status events (Runtime + Launcher.Core, contract first):
- Amended docs/plans/2026-08-14-launcher-campaign.md §LA1's pinned status
vocabulary to add characterCreated{guid,name} (Ok reply identity, named
to mirror CharGenVerificationResponse's own fields and to read distinct
from enteredWorld — retail logs a freshly created character straight in
without a fresh characterList) and creationFailed{code,name} (raw Code
value + its enum member name).
- SessionStatusWriter.CharacterCreated/CreationFailed implement that
contract.
- Launcher.Core: CharacterCreatedStatusEvent/CreationFailedStatusEvent +
StatusEventParser cases, in lockstep.
Tests: CharacterCreateTests (byte-exact layout incl. checksum term-set,
55-slot fixture, wrong-count throws), CharGenVerificationResponseTests
(every Code value), WorldSessionCharacterCreationTests (create-then-
response routes correctly, restore unaffected, no-outstanding drop,
second-response-after-consumed drop, Dispose clears the latch, a builder
throw never arms it), SessionStatusWriterTests + Launcher.Core
StatusEventParserTests/StatusFileTailerTests (pinned shape + tailer
round-trip) for the two new events.
Verified: dotnet build AcDream.slnx -c Release — 0 errors. Full solution
test run green (Core.Net.Tests 993/993, Runtime.Tests 1667/1667,
Launcher.Core.Tests 323/323, plus every other project in the solution).
WSL Ubuntu: Core.Net.Tests 993/993, Runtime.Tests 1667/1667.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
289 lines
9.8 KiB
C#
289 lines
9.8 KiB
C#
using System.Buffers.Binary;
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using System.Net;
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using System.Reflection;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Net.Packets;
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using AcDream.Core.Net.Tests.Transport;
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namespace AcDream.Core.Net.Tests;
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public sealed class WorldSessionCharacterSelectionTests
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{
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private sealed class NullTransport : IWorldSessionTransport
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{
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public void Send(ReadOnlySpan<byte> datagram) { }
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public void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram) { }
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public int Receive(
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Span<byte> destination,
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TimeSpan timeout,
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out IPEndPoint? from)
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{
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from = null;
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return -1;
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}
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public ValueTask<NetReceiveResult> ReceiveAsync(
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Memory<byte> destination,
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CancellationToken cancellationToken) =>
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ValueTask.FromCanceled<NetReceiveResult>(cancellationToken);
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public void Dispose() { }
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}
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[Fact]
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public void CharacterManagementSends_UseRetailQueuesAndExactBodies()
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{
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using var session = CreateSession();
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var sent = new List<(byte[] Body, GameMessageGroup Queue)>();
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session.GameMessageCapture =
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(body, queue) => sent.Add((body, queue));
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session.SendDeleteCharacter("Canonical", activeIndex: 3);
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session.SendRestoreCharacter(0x50000001u);
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Assert.Collection(
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sent,
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delete =>
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{
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Assert.Equal(GameMessageGroup.LoginQueue, delete.Queue);
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Assert.Equal(
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CharacterDelete.BuildRequestBody("Canonical", 3u),
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delete.Body);
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},
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restore =>
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{
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Assert.Equal(GameMessageGroup.ControlQueue, restore.Queue);
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Assert.Equal(
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CharacterRestore.BuildRequestBody(0x50000001u),
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restore.Body);
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});
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}
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[Fact]
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public void UiQueueReplies_DispatchInWireOrderAndRosterRefreshReplacesCharacters()
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{
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using var session = CreateSession();
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// Campaign CC CC2: a restore response only dispatches when the
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// session actually has an outstanding restore request armed — see
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// WorldSessionCharacterCreationTests for the correlation-specific
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// coverage (create routing, no-outstanding drop, teardown clears).
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session.GameMessageCapture = (_, _) => { };
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session.SendRestoreCharacter(0x50000001u);
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var events = new List<string>();
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session.CharacterListReceived += roster =>
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events.Add($"roster:{roster.Characters[0].SecondsGreyedOut}");
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session.CharacterDeleteAcknowledged += () => events.Add("delete");
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session.CharacterRestoreReceived += restore =>
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events.Add($"restore:{restore.Guid:X8}");
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session.CharacterErrorReceived += error =>
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events.Add($"error:{error.RawErrorCode:X}");
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byte[] packet = BuildPacket(
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BuildRoster(secondsGreyedOut: 0u),
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BitConverter.GetBytes(CharacterDelete.Opcode),
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BuildRestoreResponse(),
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BuildCharacterError(CharacterError.Code.Delete),
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BuildRoster(secondsGreyedOut: 1u));
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InvokeProcessDatagram(session, packet);
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Assert.Equal(
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[
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"roster:0",
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"delete",
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"restore:50000001",
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"error:6",
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"roster:1",
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],
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events);
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CharacterList.Character current =
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Assert.Single(session.Characters!.Characters);
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Assert.Equal(1u, current.SecondsGreyedOut);
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}
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[Fact]
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public void ServerName_Dispatches_AndPopulatesServerInfo()
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{
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// Campaign LA gate round 2 finding 3: ACE's SendConnectResponse
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// enqueues CharacterList then ServerName in the same batch
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// (AuthenticationHandler.cs:257-261) — assert both arrive, in wire
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// order, through the same UIQueue dispatch path.
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using var session = CreateSession();
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var events = new List<string>();
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session.CharacterListReceived += _ => events.Add("roster");
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session.ServerNameReceived += info => events.Add($"world:{info.WorldName}");
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byte[] packet = BuildPacket(
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BuildRoster(secondsGreyedOut: 0u),
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BuildServerName("sawato", currentConnections: 3, maxConnections: 100));
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InvokeProcessDatagram(session, packet);
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Assert.Equal(["roster", "world:sawato"], events);
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Assert.NotNull(session.ServerInfo);
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Assert.Equal("sawato", session.ServerInfo!.Value.WorldName);
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Assert.Equal(3, session.ServerInfo!.Value.CurrentConnections);
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Assert.Equal(100, session.ServerInfo!.Value.MaxConnections);
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}
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[Fact]
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public void ImmediateEnterWorld_IgnoresNumErrorsSentinelBeforeServerReady()
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{
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var transport = new FakeAceTransport
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{
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AutoReplyServerReady = false,
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};
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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transport);
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int errors = 0;
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session.CharacterErrorReceived += _ => errors++;
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ConfigureSentinelThenServerReady(transport);
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session.Connect(
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FakeAceTransport.DefaultAccountName,
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"testpassword",
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TimeSpan.FromSeconds(5));
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session.EnterWorld(0, TimeSpan.FromSeconds(5));
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Assert.Equal(WorldSession.State.InWorld, session.CurrentState);
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Assert.Equal(0, errors);
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}
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[Fact]
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public void PausedEnterWorld_IgnoresNumErrorsSentinelBeforeServerReady()
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{
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var transport = new FakeAceTransport
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{
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AutoReplyServerReady = false,
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};
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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transport);
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int errors = 0;
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session.CharacterErrorReceived += _ => errors++;
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ConfigureSentinelThenServerReady(transport);
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session.Connect(
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FakeAceTransport.DefaultAccountName,
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"testpassword",
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TimeSpan.FromSeconds(5));
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session.StartCharacterSelectionReceive();
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session.EnterWorld(0, TimeSpan.FromSeconds(5));
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Assert.Equal(WorldSession.State.InWorld, session.CurrentState);
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Assert.Equal(0, errors);
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}
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private static WorldSession CreateSession() =>
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new(
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new IPEndPoint(IPAddress.Loopback, 9000),
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new NullTransport());
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private static void ConfigureSentinelThenServerReady(
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FakeAceTransport transport)
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{
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transport.Model.MessageDispatched += body =>
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{
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if (BinaryPrimitives.ReadUInt32LittleEndian(body)
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!= CharacterEnterWorld.EnterWorldRequestOpcode)
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{
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return;
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}
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transport.Model.EnqueueGameMessage(
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BuildCharacterError(CharacterError.Code.NumErrors),
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GameMessageGroup.UIQueue);
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transport.Model.EnqueueGameMessage(
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BitConverter.GetBytes(0xF7DFu),
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GameMessageGroup.UIQueue);
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};
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}
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private static byte[] BuildRoster(uint secondsGreyedOut)
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{
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var writer = new PacketWriter(96);
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writer.WriteUInt32(CharacterList.Opcode);
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writer.WriteUInt32(0u);
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writer.WriteUInt32(1u);
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writer.WriteUInt32(0x50000001u);
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writer.WriteString16L("Character");
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writer.WriteUInt32(secondsGreyedOut);
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writer.WriteUInt32(0u);
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writer.WriteUInt32(11u);
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writer.WriteString16L("Canonical");
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writer.WriteUInt32(1u);
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writer.WriteUInt32(1u);
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return writer.ToArray();
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}
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private static byte[] BuildServerName(
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string worldName,
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int currentConnections,
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int maxConnections)
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{
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var writer = new PacketWriter(64);
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writer.WriteUInt32(ServerName.Opcode);
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writer.WriteUInt32(unchecked((uint)currentConnections));
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writer.WriteUInt32(unchecked((uint)maxConnections));
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writer.WriteString16L(worldName);
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return writer.ToArray();
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}
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private static byte[] BuildRestoreResponse()
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{
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var writer = new PacketWriter(64);
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writer.WriteUInt32(CharacterRestore.ResponseOpcode);
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writer.WriteUInt32(1u);
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writer.WriteUInt32(0x50000001u);
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writer.WriteString16L("Character");
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writer.WriteUInt32(0u);
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return writer.ToArray();
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}
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private static byte[] BuildCharacterError(CharacterError.Code error)
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{
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byte[] body = new byte[8];
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BinaryPrimitives.WriteUInt32LittleEndian(
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body,
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CharacterError.Opcode);
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BinaryPrimitives.WriteUInt32LittleEndian(
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body.AsSpan(4),
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(uint)error);
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return body;
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}
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private static byte[] BuildPacket(params byte[][] messages)
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{
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int length = messages.Sum(message =>
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MessageFragmentHeader.Size + message.Length);
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var fragments = new byte[length];
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int position = 0;
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uint sequence = 1u;
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foreach (byte[] message in messages)
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{
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position += GameMessageFragment.WriteSingleFragment(
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fragments.AsSpan(position),
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sequence++,
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GameMessageGroup.UIQueue,
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message);
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}
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return PacketCodec.Encode(
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new PacketHeader
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{
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Sequence = 1u,
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Flags = PacketHeaderFlags.BlobFragments,
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},
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fragments,
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outboundIsaac: null);
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}
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private static void InvokeProcessDatagram(
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WorldSession session,
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byte[] datagram)
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{
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MethodInfo method = typeof(WorldSession).GetMethod(
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"ProcessDatagram",
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BindingFlags.NonPublic | BindingFlags.Instance)!;
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method.Invoke(
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session,
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[new ReadOnlyMemory<byte>(datagram), null, true]);
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}
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}
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