Drives the full post-handshake flow on a live ACE server. After the
3-way handshake completes, acdream:
1. Reassembles CharacterList and parses out every character on the
account (tested against testaccount which has two: +Acdream and
+Wdw). Full field decode: GUIDs, names, delete-delta, slotCount,
accountName, turbine chat, ToD flag.
2. Picks the first character and builds a single-fragment
CharacterEnterWorldRequest (opcode 0xF7C8, empty body beyond opcode)
on the UIQueue, wraps it with EncryptedChecksum + BlobFragments,
consumes one outbound ISAAC keystream word, and sends.
3. Waits for CharacterEnterWorldServerReady (opcode 0xF7DF) to confirm
the server accepted our encrypted outbound packet.
4. Builds CharacterEnterWorld (opcode 0xF657, body = u32 guid +
String16L accountName) and sends as a second fragment with
fragment_sequence 2, packet sequence 3.
5. Drains 10 seconds of post-login traffic: 101 GameMessages assembled,
68 of which are CreateObject (0xF745) — the entities around
+Acdream spawning into our session. Also saw DeleteObject (0xF746),
ObjectDescription (0xF74C), SetState (0xF755), GameEvent (0xF7B0),
LoginCharacterSet (0xF7E0), and a 0x02CD smaller opcode.
This is the Phase 4.7 win: acdream is authenticated, connected,
character-selected, logged in, and actively receiving the world state
stream, all with ZERO protocol errors. Every byte of every packet we
sent to the server was correct — the first bit wrong in our outbound
ISAAC math would have produced silent disconnect instead of 101
successful replies.
Added to AcDream.Core.Net:
- Messages/CharacterList.cs: full parser for opcode 0xF658, ported
from ACE's GameMessageCharacterList writer. Returns structured
record with Characters[], SlotCount, AccountName, UseTurbineChat,
HasThroneOfDestiny. Tested offline with hand-assembled bodies
matching ACE's writer format.
- Messages/CharacterEnterWorld.cs: outbound builders for
CharacterEnterWorldRequest (0xF7C8, opcode-only) and
CharacterEnterWorld (0xF657, opcode + guid + String16L account).
- Messages/GameMessageFragment.cs: helper to wrap a GameMessage body
in a single MessageFragment with correct Id/Count/Index/Queue and
Sequence. Also a Serialize helper to turn a MessageFragment into
packet-body bytes for PacketCodec.Encode. Throws on oversize
(>448 byte) messages; multi-fragment outbound split is TBD.
- GameMessageGroup enum mirroring ACE byte-for-byte (UIQueue = 0x09
is the one we use for enter-world).
Fixed: FragmentAssembler was keying on MessageFragmentHeader.Id, but
ACE's outbound fragment Id is ALWAYS the constant 0x80000000 — the
unique-per-message key is Sequence, matching how ACE's own
NetworkSession.HandleFragment keys its partialFragments dict. Our
live tests happened to work before because every GameMessage we'd
seen was single-fragment (hitting the Count==1 shortcut), but
multi-fragment CreateObject bodies would have silently mixed. Fixed
now and all 7 FragmentAssembler tests still pass with the Sequence-key.
Tests: 9 new offline (4 CharacterList, 2 CharacterEnterWorld, 3
GameMessageFragment), 1 new live (gated by ACDREAM_LIVE=1). Total
77 core + 83 net = 160 passing.
LIVE RUN OUTPUT:
step 4: CharacterList received account=testaccount count=2
character: id=0x5000000A name=+Acdream
character: id=0x50000008 name=+Wdw
choosing character: 0x5000000A +Acdream
sent CharacterEnterWorldRequest: packet.seq=2 frag.seq=1 bytes=40
step 6: CharacterEnterWorldServerReady received
sent CharacterEnterWorld(guid=0x5000000A): packet.seq=3 frag.seq=2 bytes=60
step 8 summary: 101 GameMessages assembled, 68 CreateObject
unique opcodes seen: 0xF7B0, 0xF7E0, 0xF746, 0xF745, 0x02CD,
0xF755, 0xF74C
Phase 4.7 next: start decoding CreateObject bodies to extract GUID +
world position + setup/GfxObj id, so these entities can flow into
IGameState and render in the acdream game window. The foundry statue
is waiting in one of those 68 spawns.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
127 lines
5.1 KiB
C#
127 lines
5.1 KiB
C#
using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Tests.Packets;
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public class FragmentAssemblerTests
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{
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// NOTE: the first parameter name remains `id` for test-call-site clarity,
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// but it now sets the fragment Sequence (the actual message-group key —
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// the Id field is a constant on outbound fragments per AC protocol).
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private static MessageFragment MakeFrag(uint id, ushort count, ushort index, byte[] payload, ushort queue = 7)
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=> new(
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new MessageFragmentHeader
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{
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Sequence = id,
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Id = 0x80000000u, // matches ACE outbound constant
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Count = count,
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Index = index,
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TotalSize = (ushort)(MessageFragmentHeader.Size + payload.Length),
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Queue = queue,
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},
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payload);
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[Fact]
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public void Ingest_SingleFragmentMessage_ReleasesImmediately()
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{
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var assembler = new FragmentAssembler();
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var frag = MakeFrag(id: 1, count: 1, index: 0, payload: new byte[] { 1, 2, 3 }, queue: 42);
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var result = assembler.Ingest(frag, out var queue);
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Assert.NotNull(result);
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Assert.Equal(new byte[] { 1, 2, 3 }, result);
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Assert.Equal(42, queue);
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Assert.Equal(0, assembler.PartialCount);
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}
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[Fact]
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public void Ingest_ThreeFragmentsInOrder_ReleasesOnLast()
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{
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// Queue is a property of the logical message, not individual fragments,
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// so all three fragments carry the same queue value (captured from the
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// first arrival). Testing with queue=9 on all three.
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var assembler = new FragmentAssembler();
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Assert.Null(assembler.Ingest(MakeFrag(7, 3, 0, new byte[] { 0xAA, 0xBB }, queue: 9), out _));
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Assert.Equal(1, assembler.PartialCount);
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Assert.Null(assembler.Ingest(MakeFrag(7, 3, 1, new byte[] { 0xCC, 0xDD }, queue: 9), out _));
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var result = assembler.Ingest(MakeFrag(7, 3, 2, new byte[] { 0xEE }, queue: 9), out var queue);
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Assert.NotNull(result);
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Assert.Equal(new byte[] { 0xAA, 0xBB, 0xCC, 0xDD, 0xEE }, result);
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Assert.Equal(9, queue);
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Assert.Equal(0, assembler.PartialCount);
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}
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[Fact]
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public void Ingest_OutOfOrderFragments_ReleasesCorrectlyOnLastArrival()
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{
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// Arrive as index 2, then 0, then 1 — the last arrival (index 1) is
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// neither the first nor the last index, so this tests that the
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// assembler releases on "count full", not "last index".
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var assembler = new FragmentAssembler();
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Assert.Null(assembler.Ingest(MakeFrag(3, 3, 2, new byte[] { 0xCC }), out _));
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Assert.Null(assembler.Ingest(MakeFrag(3, 3, 0, new byte[] { 0xAA }), out _));
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var result = assembler.Ingest(MakeFrag(3, 3, 1, new byte[] { 0xBB }), out _);
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Assert.NotNull(result);
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// Result must be assembled in INDEX order, not arrival order.
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Assert.Equal(new byte[] { 0xAA, 0xBB, 0xCC }, result);
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}
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[Fact]
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public void Ingest_DuplicateFragment_IsIdempotent()
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{
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var assembler = new FragmentAssembler();
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Assert.Null(assembler.Ingest(MakeFrag(5, 2, 0, new byte[] { 0x11 }), out _));
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// Resend index 0 — should not double-count or corrupt state.
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Assert.Null(assembler.Ingest(MakeFrag(5, 2, 0, new byte[] { 0x11 }), out _));
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// Assembler should still be waiting for index 1.
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Assert.Equal(1, assembler.PartialCount);
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var result = assembler.Ingest(MakeFrag(5, 2, 1, new byte[] { 0x22 }), out _);
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Assert.NotNull(result);
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Assert.Equal(new byte[] { 0x11, 0x22 }, result);
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}
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[Fact]
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public void Ingest_MissingFragment_DoesNotRelease()
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{
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var assembler = new FragmentAssembler();
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Assert.Null(assembler.Ingest(MakeFrag(9, 3, 0, new byte[] { 1 }), out _));
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Assert.Null(assembler.Ingest(MakeFrag(9, 3, 2, new byte[] { 3 }), out _));
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// Only 2 of 3 arrived → still waiting
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Assert.Equal(1, assembler.PartialCount);
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}
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[Fact]
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public void Ingest_TwoIndependentMessages_BuiltInParallel()
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{
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var assembler = new FragmentAssembler();
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Assert.Null(assembler.Ingest(MakeFrag(100, 2, 0, new byte[] { 0xA1 }), out _));
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Assert.Null(assembler.Ingest(MakeFrag(200, 2, 0, new byte[] { 0xB1 }), out _));
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Assert.Equal(2, assembler.PartialCount);
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var resultA = assembler.Ingest(MakeFrag(100, 2, 1, new byte[] { 0xA2 }), out _);
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Assert.Equal(new byte[] { 0xA1, 0xA2 }, resultA);
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Assert.Equal(1, assembler.PartialCount);
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var resultB = assembler.Ingest(MakeFrag(200, 2, 1, new byte[] { 0xB2 }), out _);
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Assert.Equal(new byte[] { 0xB1, 0xB2 }, resultB);
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Assert.Equal(0, assembler.PartialCount);
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}
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[Fact]
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public void DropAll_ClearsInFlightPartials()
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{
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var assembler = new FragmentAssembler();
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assembler.Ingest(MakeFrag(1, 5, 0, new byte[] { 1 }), out _);
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assembler.Ingest(MakeFrag(2, 5, 0, new byte[] { 2 }), out _);
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Assert.Equal(2, assembler.PartialCount);
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assembler.DropAll();
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Assert.Equal(0, assembler.PartialCount);
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}
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}
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