F1 (MEDIUM): the correlation-latch docs claimed replies are never misattributed; in truth an overlapping send OVERWRITES the latch and the first reply routes to the newest request's event. Narrowed all three doc sites to the exact contract (single outstanding request; overlap refusal is CC3's Runtime verification gate, retail's DoFinish UNDEF-state rule) and pinned the overwrite behavior with OverlappingSend_OverwritesTheLatch_ReplyRoutesToNewestRequest. F2 (LOW): filed register AD-100 for the drop-unless-armed deviation — retail's Handle_CharGenVerificationResponse@0x0055E8B0 has no armed gate and processes whatever arrives against its persistent verification state. F3 (LOW): doc note in CharacterCreate.cs — ACE double-sends NameInUse (IsCharacterNameAvailable runs twice; the first callback's return exits only the lambda), so the second reply hitting the drop path during a connected gate is EXPECTED, not a defect. F4 (LOW): creationFailed's enum-member key renamed name -> reason and the ATTEMPTED character name added as name, before any consumer shipped — one status vocabulary must not give the same key two meanings (characterCreated.name is a character name). Contract, writer, tailer, and shape-pinning tests updated in lockstep. F5 (LOW): the thread-id probe-note pointer now cites ProbeNetLogOutbound's doc comment, where the note actually lives. Fidelity fold (reviewer's positive note): the latch is retail's OWN discriminator one layer down — 0x0055E8B0 case 1 branches on GetVerificationState()==PENDING (create) vs not (restore) — now cited in both the latch doc and CharGenVerificationResponse.cs. Core.Net 994, Runtime 1667, Launcher.Core 324, all green Release. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
330 lines
12 KiB
C#
330 lines
12 KiB
C#
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.Messages;
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namespace AcDream.Core.Net.Tests;
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/// <summary>
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/// Campaign CC CC2: the awaiting-request latch that disambiguates the two
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/// message families sharing opcode 0xF643 (see
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/// <see cref="CharGenVerificationResponse"/>'s doc comment) — create-then-
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/// response routes to the create event, a plain restore is unaffected, an
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/// unexpected/uncorrelated response is dropped rather than misattributed,
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/// and teardown clears the latch. See
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/// <see cref="WorldSessionCharacterSelectionTests"/> for the general
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/// character-management wire-order coverage this file complements.
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/// </summary>
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public sealed class WorldSessionCharacterCreationTests
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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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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 CharacterCreate.Request MakeCreateRequest() => new(
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Heritage: 1u,
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Gender: 0u,
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Appearance: default,
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Template: 0u,
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Attributes: default,
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Slot: 0u,
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ClassId: 1u,
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Name: "NewChar",
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StartArea: 0u,
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IsAdmin: false,
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IsEnvoy: false);
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private static byte[] BuildVerificationResponseBody(uint code, uint guid, string name) =>
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code == (uint)CharGenVerificationResponse.Code.Ok
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? AceWireWriter.GameMessage(CharGenVerificationResponse.ResponseOpcode)
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.Write(code)
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.WriteGuid(guid)
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.WriteString16L(name)
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.Write(0u)
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.ToArray()
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: AceWireWriter.GameMessage(CharGenVerificationResponse.ResponseOpcode)
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.Write(code)
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.ToArray();
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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(WorldSession session, 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(session, [new ReadOnlyMemory<byte>(datagram), null, true]);
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}
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private static PendingLatch ReadPendingLatch(WorldSession session)
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{
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FieldInfo field = typeof(WorldSession).GetField(
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"_pendingCharGenVerification",
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BindingFlags.NonPublic | BindingFlags.Instance)!;
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return (PendingLatch)field.GetValue(session)!;
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}
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// Mirrors WorldSession's private PendingCharGenVerificationRequest enum
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// by name/ordinal — read via reflection above so the test doesn't need
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// InternalsVisibleTo for a single private enum.
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private enum PendingLatch { None, Restore, Create }
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[Fact]
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public void SendCharacterCreation_ThenOkResponse_RoutesToCreateEventNotRestore()
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{
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using WorldSession session = CreateSession();
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session.GameMessageCapture = (_, _) => { };
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session.SendCharacterCreation(
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"testaccount",
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MakeCreateRequest(),
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new uint[CharacterCreate.SkillAdvancementClassCount]);
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var createEvents = new List<CharGenVerificationResponse.Parsed>();
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var restoreEvents = new List<CharacterRestore.Parsed>();
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session.CharacterCreateResponseReceived += createEvents.Add;
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session.CharacterRestoreReceived += restoreEvents.Add;
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byte[] packet = BuildPacket(
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BuildVerificationResponseBody(
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(uint)CharGenVerificationResponse.Code.Ok,
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0x50000010u,
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"NewChar"));
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InvokeProcessDatagram(session, packet);
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CharGenVerificationResponse.Parsed created = Assert.Single(createEvents);
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Assert.True(created.IsOk);
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Assert.Equal(0x50000010u, created.Guid);
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Assert.Equal("NewChar", created.Name);
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Assert.Empty(restoreEvents);
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Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
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}
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[Fact]
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public void SendCharacterCreation_ThenFailureResponse_RoutesToCreateEventWithNullIdentity()
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{
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using WorldSession session = CreateSession();
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session.GameMessageCapture = (_, _) => { };
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session.SendCharacterCreation(
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"testaccount",
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MakeCreateRequest(),
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new uint[CharacterCreate.SkillAdvancementClassCount]);
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CharGenVerificationResponse.Parsed? created = null;
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session.CharacterCreateResponseReceived += parsed => created = parsed;
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byte[] packet = BuildPacket(
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BuildVerificationResponseBody(
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(uint)CharGenVerificationResponse.Code.NameInUse,
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guid: 0u,
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name: string.Empty));
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InvokeProcessDatagram(session, packet);
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Assert.NotNull(created);
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Assert.Equal(CharGenVerificationResponse.Code.NameInUse, created!.Value.AsCode);
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Assert.False(created.Value.IsOk);
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Assert.Null(created.Value.Guid);
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}
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[Fact]
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public void SendRestoreCharacter_ThenResponse_StillRoutesToRestoreEvent()
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{
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// Regression guard: the correlation latch must not break the
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// pre-existing restore-only flow that predates Campaign CC.
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using WorldSession session = CreateSession();
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session.GameMessageCapture = (_, _) => { };
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session.SendRestoreCharacter(0x50000001u);
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var restoreEvents = new List<CharacterRestore.Parsed>();
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var createEvents = new List<CharGenVerificationResponse.Parsed>();
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session.CharacterRestoreReceived += restoreEvents.Add;
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session.CharacterCreateResponseReceived += createEvents.Add;
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byte[] packet = BuildPacket(
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BuildVerificationResponseBody(
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(uint)CharGenVerificationResponse.Code.Ok,
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0x50000001u,
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"Restored"));
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InvokeProcessDatagram(session, packet);
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CharacterRestore.Parsed restored = Assert.Single(restoreEvents);
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Assert.Equal(0x50000001u, restored.Guid);
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Assert.Equal("Restored", restored.Name);
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Assert.Empty(createEvents);
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}
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/// <summary>
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/// CC2 review F1: pins the latch's stated scope EXACTLY. The latch
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/// correlates the single outstanding request and does NOT refuse
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/// overlap — a second send while one is outstanding OVERWRITES it, so
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/// the first request's reply is delivered to the second request's
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/// event. Refusing overlap is the caller's job (CC3's Runtime
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/// verification gate, mirroring retail's DoFinish UNDEF-state gate).
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/// If CC3 (or anyone) changes this transport-level behavior, this test
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/// must change WITH it, deliberately.
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/// </summary>
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[Fact]
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public void OverlappingSend_OverwritesTheLatch_ReplyRoutesToNewestRequest()
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{
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using WorldSession session = CreateSession();
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session.GameMessageCapture = (_, _) => { };
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session.SendRestoreCharacter(0x50000001u);
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session.SendCharacterCreation(
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"testaccount",
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MakeCreateRequest(),
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new uint[CharacterCreate.SkillAdvancementClassCount]);
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Assert.Equal(PendingLatch.Create, ReadPendingLatch(session));
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var restoreEvents = new List<CharacterRestore.Parsed>();
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var createEvents = new List<CharGenVerificationResponse.Parsed>();
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session.CharacterRestoreReceived += restoreEvents.Add;
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session.CharacterCreateResponseReceived += createEvents.Add;
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// This reply is semantically the RESTORE's — but the overwritten
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// latch routes it to the create event. That is the documented
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// overwrite behavior, pinned here.
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byte[] packet = BuildPacket(
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BuildVerificationResponseBody(
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(uint)CharGenVerificationResponse.Code.Ok,
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0x50000001u,
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"Restored"));
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InvokeProcessDatagram(session, packet);
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Assert.Empty(restoreEvents);
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Assert.Single(createEvents);
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Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
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}
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[Fact]
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public void ResponseWithNoOutstandingRequest_IsDroppedAndNeverMisattributed()
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{
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using WorldSession session = CreateSession();
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var restoreEvents = new List<CharacterRestore.Parsed>();
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var createEvents = new List<CharGenVerificationResponse.Parsed>();
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session.CharacterRestoreReceived += restoreEvents.Add;
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session.CharacterCreateResponseReceived += createEvents.Add;
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// No SendRestoreCharacter / SendCharacterCreation call precedes this
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// — the latch is None.
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byte[] packet = BuildPacket(
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BuildVerificationResponseBody(
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(uint)CharGenVerificationResponse.Code.Ok,
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0x50000099u,
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"Stray"));
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InvokeProcessDatagram(session, packet);
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Assert.Empty(restoreEvents);
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Assert.Empty(createEvents);
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Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
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}
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[Fact]
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public void SecondResponse_AfterFirstAlreadyConsumed_IsDroppedNotMisattributed()
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{
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// A create request is satisfied; a SECOND, uncorrelated 0xF643
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// arriving afterward (e.g. a stray/replayed packet) must not be
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// misread as a reply to anything.
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using WorldSession session = CreateSession();
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session.GameMessageCapture = (_, _) => { };
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session.SendCharacterCreation(
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"testaccount",
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MakeCreateRequest(),
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new uint[CharacterCreate.SkillAdvancementClassCount]);
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var createEvents = new List<CharGenVerificationResponse.Parsed>();
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session.CharacterCreateResponseReceived += createEvents.Add;
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byte[] first = BuildPacket(
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BuildVerificationResponseBody(
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(uint)CharGenVerificationResponse.Code.Ok, 0x50000010u, "NewChar"));
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InvokeProcessDatagram(session, first);
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Assert.Single(createEvents);
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byte[] second = BuildPacket(
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BuildVerificationResponseBody(
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(uint)CharGenVerificationResponse.Code.Ok, 0x50000011u, "Stray"));
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InvokeProcessDatagram(session, second);
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// Still exactly one — the second reply was dropped, not appended.
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Assert.Single(createEvents);
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}
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[Fact]
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public void Dispose_ClearsTheOutstandingLatch()
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{
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WorldSession session = CreateSession();
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session.GameMessageCapture = (_, _) => { };
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session.SendRestoreCharacter(0x50000001u);
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Assert.Equal(PendingLatch.Restore, ReadPendingLatch(session));
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session.Dispose();
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Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
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}
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[Fact]
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public void BuildRequestBody_InvalidSkillCount_DoesNotArmTheLatch()
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{
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// The latch is armed AFTER the body is built (SendCharacterCreation
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// builds first), so a builder-level throw (wrong skill count) must
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// leave no outstanding request behind — nothing was actually sent.
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using WorldSession session = CreateSession();
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session.GameMessageCapture = (_, _) => { };
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Assert.Throws<ArgumentException>(() =>
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session.SendCharacterCreation(
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"testaccount",
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MakeCreateRequest(),
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new uint[10]));
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Assert.Equal(PendingLatch.None, ReadPendingLatch(session));
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}
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}
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