Campaign N slice N0 (docs/plans/2026-07-29-network-transport-campaign.md): the referee that slices N1-N5 are graded against, test-project only, zero production changes. - VirtualClock: Stopwatch-shaped deterministic time source (fixed 100 ns ticks) that N1 will inject behind the production TransportClock. - AceCryptoModel: verbatim port of ACE CryptoSystem Search/ConsumeKey over our IsaacRandom - 256-key window, parked-key set, Headroom/OrphanCount diagnostics (CryptoSystem.cs:8-49 cited per method). - AceSessionModel: transport-free ACE NetworkSession over raw datagrams, every rule cited to NetworkSession.cs - CRC-before-everything silent drop, cleartext-NAK early return (no timeout refresh, :283-308), 60 s timeout refresh (:329-331), exact-equality ack dedup exemption (:342-347), desired+2 NAK trigger with 1 s limit (:351-363), >window AbnormalSequenceReceived (:393-397), the :474-476 watermark hole, ack-value cache prune (:663-673), fragment gate (:532-543), seq>=2 caching (:730), Retransmission-flag resends with the ORIGINAL IssacXor (:675-686), RejectRetransmit, 2 s cleartext cumulative ack, 20 s TimeSync, EchoResponse, 120 s cache prune (:251-262). ACE's raw wrap-unsafe comparisons are modeled bug-for-bug, not fixed. - LossyLink: deterministic drop/reorder/seeded-loss fault injector, pure data structure. - FakeAceTransport: IWorldSessionTransport binding a REAL WorldSession to the model through the link, with the handshake scripted (ConnectRequest reusing the negotiation fixture layout, CharacterList, ServerReady, logoff confirmation) - genuine Connect/EnterWorld/Tick/Dispose with no sockets. - 19 new tests pin the double, including CleartextNonAckAdvancesWatermark_TheAceHole (the self-induced wedge behind scope rows TS-57/TS-58/AP-125), re-key = permanent orphan, unrequested-resend window burn, the 115-id NAK cap boundary, and a full no-socket session lifecycle with both ISAAC streams verified aligned end-to-end. Core.Net suite: 678 passed / 0 failed (659 existing + 19 new). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
668 lines
30 KiB
C#
668 lines
30 KiB
C#
using System.Buffers.Binary;
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using AcDream.Core.Net.Cryptography;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Net.Packets;
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namespace AcDream.Core.Net.Tests.Transport;
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/// <summary>
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/// Tests OF the ACE-behaviour double — they pin the model against the ACE
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/// source rules cited inside <see cref="AceSessionModel"/> so slices N1-N5
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/// can trust it as the referee. They do not test acdream production code.
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/// </summary>
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public sealed class AceSessionModelTests
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{
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private const uint ClientSeed = 0x11AA22BBu;
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private const uint ServerSeed = 0x33CC44DDu;
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private const uint ClientId = 0x1234u;
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private const ulong Cookie = 0xFEEDFACECAFEBABEUL;
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[Fact]
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public void Nak_FiresOnlyAtDesiredPlusTwo_WithOneSecondRateLimit()
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{
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(AceSessionModel model, TestAcClient client, VirtualClock clock) = CreateNegotiatedModel();
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byte[][] packets = BuildSequentialPackets(client, count: 5); // seq 2..6
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// Gap of one: desired = 2, arrived = 3 → desired+2 (4) > 3 → buffered, NO NAK
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// (NetworkSession.cs:351-363 — ACE needs two arrivals past the gap).
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model.Receive(packets[1]);
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model.Update();
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Assert.Empty(OfExactFlags(model.TakePendingDatagrams(), PacketHeaderFlags.RequestRetransmit));
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Assert.Equal(1, model.OutOfOrderPacketCount);
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Assert.Equal(1u, model.LastReceivedPacketSequence);
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// Second arrival past the gap: desired+2 (4) <= 4 → NAK fires, cleartext,
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// flags exactly RequestRetransmit, listing only the truly missing id.
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model.Receive(packets[2]);
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model.Update();
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byte[] nak = Assert.Single(
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OfExactFlags(model.TakePendingDatagrams(), PacketHeaderFlags.RequestRetransmit));
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Assert.Equal(new uint[] { 2u }, NakIds(nak));
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// Within the 1 s limit (:359) another eligible arrival does NOT re-NAK.
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model.Receive(packets[3]);
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model.Update();
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Assert.Empty(OfExactFlags(model.TakePendingDatagrams(), PacketHeaderFlags.RequestRetransmit));
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// Limiter reopens strictly after 1 s.
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clock.Advance(TimeSpan.FromSeconds(1.1));
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model.Receive(packets[4]);
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model.Update();
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byte[] second = Assert.Single(
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OfExactFlags(model.TakePendingDatagrams(), PacketHeaderFlags.RequestRetransmit));
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Assert.Equal(new uint[] { 2u }, NakIds(second));
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}
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[Fact]
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public void ValidResend_IsAccepted_AndOrderingRestored()
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{
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(AceSessionModel model, TestAcClient client, _) = CreateNegotiatedModel();
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byte[][] packets = BuildSequentialPackets(client, 3); // seq 2(w1), 3(w2), 4(w3)
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model.Receive(packets[0]); // in order
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model.Receive(packets[2]); // out of order: Search parks w2, consumes w3
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Assert.Single(model.DispatchedMessages);
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Assert.Equal(255, model.Crypto.Headroom);
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// A CORRECT retransmission is byte-identical (same sequence, same
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// keystream word). The parked key verifies it (CryptoSystem.cs:36-39)
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// and ConsumeKey un-parks it — the window fully recovers, and the
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// buffered packet replays in order (NetworkSession.cs:559-566).
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model.Receive(packets[1]);
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Assert.Equal(new byte[] { 2, 3, 4 }, Markers(model));
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Assert.Equal(4u, model.LastReceivedPacketSequence);
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Assert.Equal(0, model.OutOfOrderPacketCount);
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Assert.Equal(256, model.Crypto.Headroom);
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Assert.Equal(0, model.Crypto.OrphanCount);
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}
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[Fact]
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public void ReKeyedResend_PermanentlyOrphansAKeystreamWord()
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{
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(AceSessionModel model, TestAcClient client, _) = CreateNegotiatedModel();
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byte[][] packets = BuildSequentialPackets(client, 3); // seq 2(w1), 3(w2), 4(w3)
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model.Receive(packets[0]);
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model.Receive(packets[2]); // parks w2 for the pending retransmission
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Assert.Equal(255, model.Crypto.Headroom);
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// The buggy client re-keys the resend of seq 3: a fresh encode draws
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// w4 — which is exactly the server's CurrentKey (the gap walk mirrored
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// the client's consumption), so ACE ACCEPTS the packet... but the
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// parked ORIGINAL w2 is now orphaned: no future packet will ever
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// present it, and the 256-key window is one slot smaller FOREVER.
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// This is campaign doc §3 row 2 / landmine #2: NEVER re-key a resend —
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// every loss+re-key cycle burns another slot until the window is gone.
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byte[] rekeyed = client.BuildGameMessagePacket(
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packetSequence: 3,
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fragmentSequence: 2,
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MakeMessage(3));
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model.Receive(rekeyed);
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Assert.Equal(new byte[] { 2, 3, 4 }, Markers(model)); // accepted, ordering restored
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Assert.Equal(255, model.Crypto.Headroom);
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Assert.Equal(1, model.Crypto.OrphanCount);
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// Healthy follow-on traffic never recovers the orphan.
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model.Receive(client.BuildGameMessagePacket(MakeMessage(5))); // seq 5
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model.Receive(client.BuildGameMessagePacket(MakeMessage(6))); // seq 6
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Assert.Equal(new byte[] { 2, 3, 4, 5, 6 }, Markers(model));
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Assert.Equal(255, model.Crypto.Headroom);
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Assert.Equal(1, model.Crypto.OrphanCount);
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}
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[Fact]
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public void ResendOfAlreadyAcceptedPacket_BurnsTheSearchWindow()
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{
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(AceSessionModel model, TestAcClient client, _) = CreateNegotiatedModel();
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byte[][] packets = BuildSequentialPackets(client, 2); // seq 2(w1), 3(w2)
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model.Receive(packets[0]); // accepted — w1 consumed, wheel at w2
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Assert.Single(model.DispatchedMessages);
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// An UNREQUESTED duplicate of an already-accepted packet: VerifyCRC
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// runs BEFORE dedup (NetworkSession.cs:277 vs :342), and w1 is now
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// BEHIND the wheel — Search walks the entire remaining window
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// (parking all 256 keys) and fails. Silent drop, window at zero.
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// Campaign doc §3 row 2 / landmine #3: never resend unrequested.
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model.Receive(packets[0]);
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Assert.Equal(1, model.CrcDropCount);
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Assert.Single(model.DispatchedMessages);
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Assert.Equal(0, model.Crypto.Headroom);
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Assert.Equal(256, model.Crypto.OrphanCount);
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// ACE's parked set doubles as the recovery path: the next healthy
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// packet's key (w2) was parked during the walk, so it still verifies
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// and un-parks — the window drains back one packet at a time.
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model.Receive(packets[1]);
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Assert.Equal(2, model.DispatchedMessages.Count);
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Assert.Equal(1, model.Crypto.Headroom);
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}
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[Fact]
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public void AckOnlyPacketAtSameSequence_AcceptedWithoutAdvancingWatermark()
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{
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(AceSessionModel model, TestAcClient client, _) = CreateNegotiatedModel();
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// The negotiated model has one cached S2C packet: the immediate
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// first TimeSync at sequence 2.
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Assert.Equal(new uint[] { 2u }, model.CachedPacketSequences.ToArray());
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model.Receive(client.BuildGameMessagePacket(MakeMessage(2))); // client seq 2 → watermark 2
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Assert.Equal(2u, model.LastReceivedPacketSequence);
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model.EnqueueGameMessage(MakeMessage(0xEE), GameMessageGroup.UIQueue);
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model.Update(); // flushes as S2C sequence 3, cached
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Assert.Equal(2, model.CachedPacketCount);
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// acdream's acks reuse the last issued client sequence, so they land
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// AT the watermark: accepted via the exact-equality exemption
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// (NetworkSession.cs:342-343), the ack VALUE prunes the S2C cache
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// strictly below it (:663-673), and the watermark does NOT advance
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// (:474-476: Flags == AckSequence exactly).
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model.Receive(client.BuildCleartextAck(headerSequence: 2, ackValue: 3));
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Assert.Equal(0, model.DuplicateDropCount);
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Assert.Equal(2u, model.LastReceivedPacketSequence);
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Assert.Equal(new uint[] { 3u }, model.CachedPacketSequences.ToArray());
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// Repeatable at the same sequence.
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model.Receive(client.BuildCleartextAck(2, 4));
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Assert.Equal(0, model.DuplicateDropCount);
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Assert.Empty(model.CachedPacketSequences);
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Assert.Equal(2u, model.LastReceivedPacketSequence);
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// The exemption is equality, not <=: an ack at an OLDER sequence is
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// rejected as a duplicate.
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model.Receive(client.BuildCleartextAck(1, 4));
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Assert.Equal(1, model.DuplicateDropCount);
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}
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[Fact]
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public void CleartextNonAckAdvancesWatermark_TheAceHole()
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{
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(AceSessionModel model, TestAcClient client, _) = CreateNegotiatedModel();
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byte[][] packets = BuildSequentialPackets(client, 2); // seq 2(w1), 3(w2)
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model.Receive(packets[0]); // watermark 2
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// THE ACE HOLE (campaign doc §3 row 3, NetworkSession.cs:474-476):
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// the watermark advances for ANY packet whose flags are not exactly
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// AckSequence — including a cleartext control packet (here an
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// EchoRequest keepalive) that reuses a live sequence number.
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model.Receive(client.BuildCleartextEchoRequest(headerSequence: 3, clientTime: 1.5f));
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Assert.Equal(3u, model.LastReceivedPacketSequence);
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// The REAL packet at sequence 3 arrives: its CRC verifies (the
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// keystream stays aligned — the word is consumed properly), but the
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// dedup stage (:342-347) drops the payload. The message is gone
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// FOREVER and ACE will never NAK it — the self-induced wedge that
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// forbids standalone non-ack control packets (register AP-125/TS-58).
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model.Receive(packets[1]);
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Assert.Equal(1, model.DuplicateDropCount);
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Assert.Single(model.DispatchedMessages);
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Assert.Equal(3u, model.LastReceivedPacketSequence);
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Assert.Equal(256, model.Crypto.Headroom); // no orphan — the loss is pure payload
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}
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[Fact]
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public void FragmentGate_StallsOnGap_AndHealsWhenMissingFragmentArrives()
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{
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(AceSessionModel model, TestAcClient client, _) = CreateNegotiatedModel();
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// Three in-order PACKETS carrying out-of-order FRAGMENT sequences:
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// packet 2 → fragment 1, packet 3 → fragment 3, packet 4 → fragment 2.
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// This isolates the C2S fragment gate (NetworkSession.cs:532-543)
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// from packet-level reordering. (The packet-retransmission flavor of
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// the heal is covered by ValidResend_IsAccepted_AndOrderingRestored.)
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byte[] first = client.BuildGameMessagePacket(2, 1, MakeMessage(1));
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byte[] third = client.BuildGameMessagePacket(3, 3, MakeMessage(3));
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byte[] second = client.BuildGameMessagePacket(4, 2, MakeMessage(2));
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model.Receive(first);
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Assert.Equal(new byte[] { 1 }, Markers(model));
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// The packet is accepted (in order at the packet level) but the
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// completed message stalls silently behind the gate.
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model.Receive(third);
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Assert.Equal(3u, model.LastReceivedPacketSequence);
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Assert.Equal(new byte[] { 1 }, Markers(model));
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Assert.Equal(1, model.FragmentGateBufferCount);
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Assert.Equal(1u, model.LastReceivedFragmentSequence);
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// The missing fragment arrives (here aboard the next packet — on a
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// real link, via packet retransmission): the gate dispatches it and
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// drains the parked fragment in order (:571-578).
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model.Receive(second);
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Assert.Equal(new byte[] { 1, 2, 3 }, Markers(model));
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Assert.Equal(0, model.FragmentGateBufferCount);
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Assert.Equal(3u, model.LastReceivedFragmentSequence);
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}
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[Fact]
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public void SixtySecondTimeout_Terminates_AndCleartextNaksDoNotRefreshIt()
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{
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(AceSessionModel model, TestAcClient client, VirtualClock clock) = CreateNegotiatedModel();
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model.Receive(client.BuildGameMessagePacket(MakeMessage(2))); // refresh → +60 s (:329-331)
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clock.Advance(TimeSpan.FromSeconds(59));
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// A cleartext NAK is handled and RETURNS before the timeout refresh
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// (:283-308) — it does NOT extend the deadline. (Id 2 is the cached
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// initial TimeSync, so this one is served, proving the path ran.)
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model.Receive(client.BuildCleartextNak(2, 2u));
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Assert.Equal(1, model.RetransmitsServed);
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model.Update();
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Assert.False(model.IsTerminated);
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clock.Advance(TimeSpan.FromSeconds(2)); // 61 s since the last real packet
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model.TakePendingDatagrams();
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model.Update();
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Assert.True(model.IsTerminated);
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Assert.Equal(AceTerminationReason.NetworkTimeout, model.TerminationReason);
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// Every ACE transport death is silence — no disconnect packet is sent.
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Assert.Empty(model.TakePendingDatagrams());
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}
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[Fact]
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public void GapBeyondSearchWindow_TerminatesAbnormalSequenceReceived()
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{
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// Boundary: watermark 1 → desired 2 → bottom 3. Arrived 259 keeps
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// rcvd − bottom == 256 (not > MaximumEffortLevel) → a NAK capped at
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// 115 ids (NetworkSession.cs:381, :398-410).
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(AceSessionModel model, TestAcClient client, _) = CreateNegotiatedModel();
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model.Receive(client.BuildGameMessagePacket(259, 1, MakeMessage(1)));
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Assert.False(model.IsTerminated);
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model.Update();
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byte[] nak = Assert.Single(
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OfExactFlags(model.TakePendingDatagrams(), PacketHeaderFlags.RequestRetransmit));
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uint[] ids = NakIds(nak);
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Assert.Equal(115, ids.Length);
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Assert.Equal(2u, ids[0]); // desiredSeq leads the list (:390-391)
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Assert.Equal(116u, ids[^1]); // then 3..116 — the 115-id cap
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// One past the window: rcvd − bottom > 256 → AbnormalSequenceReceived
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// (:393-397), and no NAK goes out.
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(AceSessionModel model2, TestAcClient client2, _) = CreateNegotiatedModel();
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model2.Receive(client2.BuildGameMessagePacket(260, 1, MakeMessage(1)));
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Assert.True(model2.IsTerminated);
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Assert.Equal(AceTerminationReason.AbnormalSequenceReceived, model2.TerminationReason);
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model2.Update();
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Assert.Empty(OfExactFlags(model2.TakePendingDatagrams(), PacketHeaderFlags.RequestRetransmit));
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}
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[Fact]
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public void Retransmit_ServesCachedBytes_WithRetransmissionFlag_AndNoNewIsaacWord()
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{
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(AceSessionModel model, TestAcClient client, _) = CreateNegotiatedModel();
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// Shadow the S2C keystream: word 1 went to the immediate TimeSync the
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// negotiation helper drained.
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IsaacRandom shadow = MakeIsaac(ServerSeed);
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uint w1 = shadow.Next();
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uint w2 = shadow.Next();
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uint w3 = shadow.Next();
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uint w4 = shadow.Next();
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Assert.NotEqual(w1, w2); // sanity on the shadow itself
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model.EnqueueGameMessage(MakeMessage(0xA1), GameMessageGroup.UIQueue);
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model.Update();
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byte[] packetA = Assert.Single(model.TakePendingDatagrams());
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Assert.Equal(3u, Head(packetA).Sequence); // TimeSync took 2; UIntSequence increments
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Assert.Equal(w2, ExtractIsaacKey(packetA));
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model.EnqueueGameMessage(MakeMessage(0xB2), GameMessageGroup.UIQueue);
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model.Update();
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byte[] packetB = Assert.Single(model.TakePendingDatagrams());
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Assert.Equal(w3, ExtractIsaacKey(packetB));
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// Cleartext NAK for sequence 3 → IMMEDIATE retransmit from the cache
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// (NetworkSession.cs:675-686): Retransmission OR'd into the flags,
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// body bytes untouched, ORIGINAL keystream word reused, Time kept.
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model.Receive(client.BuildCleartextNak(2, 3u));
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byte[] resent = Assert.Single(model.TakePendingDatagrams());
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PacketHeader resentHeader = Head(resent);
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Assert.Equal(3u, resentHeader.Sequence);
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Assert.Equal(
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PacketHeaderFlags.Retransmission
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| PacketHeaderFlags.EncryptedChecksum
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| PacketHeaderFlags.BlobFragments,
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resentHeader.Flags);
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Assert.Equal(
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packetA.AsSpan(PacketHeader.Size).ToArray(),
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resent.AsSpan(PacketHeader.Size).ToArray());
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Assert.Equal(w2, ExtractIsaacKey(resent));
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Assert.Equal(Head(packetA).Time, resentHeader.Time);
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Assert.Equal(1, model.RetransmitsServed);
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// The S2C keystream was not disturbed: the next fresh packet uses w4.
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model.EnqueueGameMessage(MakeMessage(0xC3), GameMessageGroup.UIQueue);
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model.Update();
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byte[] packetC = Assert.Single(model.TakePendingDatagrams());
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Assert.Equal(w4, ExtractIsaacKey(packetC));
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// A NAK for an id that was never cached → RejectRetransmit (:299-304).
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model.Receive(client.BuildCleartextNak(2, 40u));
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model.Update();
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byte[] reject = Assert.Single(
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model.TakePendingDatagrams(),
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d => (Head(d).Flags & PacketHeaderFlags.RejectRetransmit) != 0);
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Assert.Equal(new uint[] { 40u }, RejectIds(reject));
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}
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[Fact]
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public void CumulativeAck_EveryTwoSeconds_CleartextExactFlags_ReusedSequence()
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{
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(AceSessionModel model, TestAcClient client, VirtualClock clock) = CreateNegotiatedModel();
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model.Receive(client.BuildGameMessagePacket(MakeMessage(2)));
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model.Receive(client.BuildGameMessagePacket(MakeMessage(3))); // watermark 3
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model.Update();
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Assert.Empty(model.TakePendingDatagrams()); // 2 s gate not due (:55, :211)
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clock.Advance(TimeSpan.FromSeconds(2.1));
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model.Update();
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byte[] ack = Assert.Single(model.TakePendingDatagrams());
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PacketHeader ackHeader = Head(ack);
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// Cleartext, flags EXACTLY AckSequence (:925-931), sequence REUSED —
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// the ack borrows the current S2C sequence without incrementing
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// (:722-723; the initial TimeSync holds sequence 2).
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Assert.Equal(PacketHeaderFlags.AckSequence, ackHeader.Flags);
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Assert.Equal(2u, ackHeader.Sequence);
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Assert.Equal(
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3u,
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BinaryPrimitives.ReadUInt32LittleEndian(ack.AsSpan(PacketHeader.Size)));
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model.Update(); // gate re-armed (:215) — no second ack
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Assert.Empty(model.TakePendingDatagrams());
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// The ack really did not consume a sequence: the next message takes 3.
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model.EnqueueGameMessage(MakeMessage(0xEE), GameMessageGroup.UIQueue);
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model.Update();
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Assert.Equal(3u, Head(Assert.Single(model.TakePendingDatagrams())).Sequence);
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}
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[Fact]
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public void EchoRequest_GetsEchoResponse()
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{
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(AceSessionModel model, TestAcClient client, VirtualClock clock) = CreateNegotiatedModel();
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model.Receive(client.BuildCleartextEchoRequest(headerSequence: 2, clientTime: 5.5f));
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clock.Advance(TimeSpan.FromSeconds(0.5));
|
||
model.Update();
|
||
// FlagEcho (:440-443, :650-661) → EchoResponse on the next control
|
||
// flush (:941-948): float clientTime + float (serverNow − clientTime),
|
||
// EncryptedChecksum forced.
|
||
byte[] echo = Assert.Single(model.TakePendingDatagrams());
|
||
Assert.Equal(
|
||
PacketHeaderFlags.EchoResponse | PacketHeaderFlags.EncryptedChecksum,
|
||
Head(echo).Flags);
|
||
Assert.Equal(
|
||
5.5f,
|
||
BinaryPrimitives.ReadSingleLittleEndian(echo.AsSpan(PacketHeader.Size)));
|
||
Assert.Equal(
|
||
0.5f - 5.5f,
|
||
BinaryPrimitives.ReadSingleLittleEndian(echo.AsSpan(PacketHeader.Size + 4)));
|
||
}
|
||
|
||
[Fact]
|
||
public void CachedPackets_PruneAfter120Seconds_ThenStaleNakGetsRejectRetransmit()
|
||
{
|
||
(AceSessionModel model, TestAcClient client, VirtualClock clock) = CreateNegotiatedModel();
|
||
Assert.Equal(new uint[] { 2u }, model.CachedPacketSequences.ToArray()); // the t=0 TimeSync
|
||
|
||
// Keep the session alive across 121 s with periodic client packets
|
||
// (each refreshes the 60 s deadline) but no server pumps.
|
||
clock.Advance(TimeSpan.FromSeconds(50));
|
||
model.Receive(client.BuildGameMessagePacket(MakeMessage(2)));
|
||
clock.Advance(TimeSpan.FromSeconds(50));
|
||
model.Receive(client.BuildGameMessagePacket(MakeMessage(3)));
|
||
clock.Advance(TimeSpan.FromSeconds(21));
|
||
model.Receive(client.BuildGameMessagePacket(MakeMessage(4)));
|
||
|
||
model.Update(); // prune (:251-262): the seq-2 packet is 121 s old (> 120)
|
||
Assert.DoesNotContain(2u, model.CachedPacketSequences);
|
||
|
||
// A stale NAK for the pruned id → RejectRetransmit — the §3 row
|
||
// "S2C cache prunes at 120 s; old NAKs get RejectRetransmit".
|
||
model.Receive(client.BuildCleartextNak(4, 2u));
|
||
model.Update();
|
||
byte[] reject = Assert.Single(
|
||
model.TakePendingDatagrams(),
|
||
d => (Head(d).Flags & PacketHeaderFlags.RejectRetransmit) != 0);
|
||
Assert.Equal(new uint[] { 2u }, RejectIds(reject));
|
||
Assert.Equal(0, model.RetransmitsServed);
|
||
}
|
||
|
||
[Fact]
|
||
public void ConnectRequest_MatchesNegotiationFixtureLayout()
|
||
{
|
||
var clock = new VirtualClock();
|
||
var model = new AceSessionModel(clock, ClientSeed, ServerSeed, ClientId, Cookie);
|
||
model.LoginRequestReceived += model.SendConnectRequest;
|
||
model.Receive(BuildLoginRequest());
|
||
model.Update();
|
||
|
||
// The 32-byte optional layout must match what WorldSession.Connect
|
||
// parses (and what WorldSessionNegotiationShutdownTests.
|
||
// BuildConnectRequest pins): serverTime, cookie, clientId,
|
||
// serverSeed, clientSeed, padding.
|
||
byte[] connectRequest = Assert.Single(model.TakePendingDatagrams());
|
||
PacketCodec.PacketDecodeResult decoded =
|
||
PacketCodec.TryDecode(connectRequest, inboundIsaac: null);
|
||
Assert.True(decoded.IsOk, decoded.Error.ToString());
|
||
Packet packet = decoded.Packet!;
|
||
Assert.True(packet.Header.HasFlag(PacketHeaderFlags.ConnectRequest));
|
||
Assert.Equal(0u, packet.Header.Sequence); // first NextValue of the unprimed UIntSequence
|
||
Assert.Equal((ushort)1, packet.Header.Iteration);
|
||
Assert.Equal(Cookie, packet.Optional.ConnectRequestCookie);
|
||
Assert.Equal(ClientId, packet.Optional.ConnectRequestClientId);
|
||
Assert.Equal(ServerSeed, packet.Optional.ConnectRequestServerSeed);
|
||
Assert.Equal(ClientSeed, packet.Optional.ConnectRequestClientSeed);
|
||
}
|
||
|
||
// =====================================================================
|
||
// Fixture helpers
|
||
// =====================================================================
|
||
|
||
/// <summary>
|
||
/// A model with the handshake completed the way a real session does it:
|
||
/// LoginRequest → ConnectRequest (flushed + discarded; primes the S2C
|
||
/// sequence to 0) → ConnectResponse → the immediate first TimeSync
|
||
/// (flushed + discarded; S2C sequence 2, S2C keystream word 1, cached).
|
||
/// </summary>
|
||
private static (AceSessionModel Model, TestAcClient Client, VirtualClock Clock)
|
||
CreateNegotiatedModel()
|
||
{
|
||
var clock = new VirtualClock();
|
||
var model = new AceSessionModel(clock, ClientSeed, ServerSeed, ClientId, Cookie);
|
||
model.LoginRequestReceived += model.SendConnectRequest;
|
||
|
||
model.Receive(BuildLoginRequest());
|
||
model.Update();
|
||
model.TakePendingDatagrams(); // discard the ConnectRequest (sequence 0)
|
||
|
||
model.Receive(BuildConnectResponse());
|
||
model.Update();
|
||
model.TakePendingDatagrams(); // discard the immediate first TimeSync (sequence 2)
|
||
|
||
return (model, new TestAcClient(ClientSeed), clock);
|
||
}
|
||
|
||
private static byte[] BuildLoginRequest()
|
||
{
|
||
byte[] payload = LoginRequest.Build("testaccount", "testpassword", 1234);
|
||
return PacketCodec.Encode(
|
||
new PacketHeader { Flags = PacketHeaderFlags.LoginRequest },
|
||
payload,
|
||
outboundIsaac: null);
|
||
}
|
||
|
||
private static byte[] BuildConnectResponse()
|
||
{
|
||
byte[] body = new byte[8];
|
||
BinaryPrimitives.WriteUInt64LittleEndian(body, Cookie);
|
||
return PacketCodec.Encode(
|
||
new PacketHeader { Sequence = 1, Flags = PacketHeaderFlags.ConnectResponse },
|
||
body,
|
||
outboundIsaac: null);
|
||
}
|
||
|
||
/// <summary>Sequential post-handshake game-message packets: sequences 2..,
|
||
/// fragment sequences 1.., one keystream word each, marker = index + 2.</summary>
|
||
private static byte[][] BuildSequentialPackets(TestAcClient client, int count) =>
|
||
Enumerable.Range(0, count)
|
||
.Select(i => client.BuildGameMessagePacket(MakeMessage((byte)(i + 2))))
|
||
.ToArray();
|
||
|
||
/// <summary>An 8-byte message body whose first byte is a test marker.</summary>
|
||
private static byte[] MakeMessage(byte marker) =>
|
||
new byte[] { marker, 0x11, 0x22, 0x33, 0x00, 0x00, 0x00, 0x00 };
|
||
|
||
private static byte MessageMarker(byte[] messageBody) => messageBody[0];
|
||
|
||
private static byte[] Markers(AceSessionModel model) =>
|
||
model.DispatchedMessages.Select(MessageMarker).ToArray();
|
||
|
||
private static PacketHeader Head(byte[] datagram) => PacketHeader.Unpack(datagram);
|
||
|
||
private static List<byte[]> OfExactFlags(
|
||
IEnumerable<byte[]> datagrams,
|
||
PacketHeaderFlags flags) =>
|
||
datagrams.Where(d => Head(d).Flags == flags).ToList();
|
||
|
||
private static uint[] NakIds(byte[] nakDatagram)
|
||
{
|
||
PacketCodec.PacketDecodeResult decoded =
|
||
PacketCodec.TryDecode(nakDatagram, inboundIsaac: null);
|
||
Assert.True(decoded.IsOk, decoded.Error.ToString());
|
||
return decoded.Packet!.Optional.RetransmitRequests.ToArray();
|
||
}
|
||
|
||
/// <summary>RejectRetransmit body: u32 count + ids (PacketRejectRetransmit.cs:7-17).</summary>
|
||
private static uint[] RejectIds(byte[] rejectDatagram)
|
||
{
|
||
ReadOnlySpan<byte> body = rejectDatagram.AsSpan(PacketHeader.Size);
|
||
uint count = BinaryPrimitives.ReadUInt32LittleEndian(body);
|
||
var ids = new uint[count];
|
||
for (int i = 0; i < ids.Length; i++)
|
||
ids[i] = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(4 + i * 4));
|
||
return ids;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Recover the ISAAC word from an encrypted datagram's checksum:
|
||
/// key = (checksum − headerHash) ^ payloadHash (ClientPacket.cs:142).
|
||
/// Returns 0 for cleartext packets.
|
||
/// </summary>
|
||
private static uint ExtractIsaacKey(byte[] datagram)
|
||
{
|
||
PacketHeader header = PacketHeader.Unpack(datagram);
|
||
ReadOnlySpan<byte> body = datagram.AsSpan(PacketHeader.Size, header.DataSize);
|
||
var optional = new PacketHeaderOptional();
|
||
int consumed = optional.Parse(body, header.Flags);
|
||
Assert.True(consumed >= 0);
|
||
uint payloadHash = optional.CalculateHash32();
|
||
if ((header.Flags & PacketHeaderFlags.BlobFragments) != 0)
|
||
{
|
||
ReadOnlySpan<byte> remaining = body.Slice(consumed);
|
||
while (!remaining.IsEmpty)
|
||
{
|
||
(MessageFragment? fragment, int fragmentBytes) =
|
||
MessageFragment.TryParse(remaining);
|
||
Assert.NotNull(fragment);
|
||
payloadHash += PacketCodec.CalculateFragmentHash32(fragment!.Value);
|
||
remaining = remaining.Slice(fragmentBytes);
|
||
}
|
||
}
|
||
|
||
return (header.Checksum - header.CalculateHeaderHash32()) ^ payloadHash;
|
||
}
|
||
|
||
private static IsaacRandom MakeIsaac(uint seed)
|
||
{
|
||
Span<byte> seedBytes = stackalloc byte[4];
|
||
BinaryPrimitives.WriteUInt32LittleEndian(seedBytes, seed);
|
||
return new IsaacRandom(seedBytes);
|
||
}
|
||
|
||
/// <summary>
|
||
/// The client half of the conversation: builds wire-true packets with the
|
||
/// same primitives WorldSession uses (GameMessageFragment +
|
||
/// PacketCodec.Encode), drawing exactly one outbound keystream word per
|
||
/// encrypted encode — so "loss" is simulated by building in order and
|
||
/// simply not delivering.
|
||
/// </summary>
|
||
private sealed class TestAcClient
|
||
{
|
||
private readonly IsaacRandom _outboundIsaac;
|
||
|
||
/// <summary>WorldSession.cs:868 — the post-handshake reliable stream starts at 2.</summary>
|
||
public uint PacketSequence = 2;
|
||
|
||
/// <summary>WorldSession.cs:680 — fragment sequence starts at 1.</summary>
|
||
public uint FragmentSequence = 1;
|
||
|
||
public TestAcClient(uint clientSeed) => _outboundIsaac = MakeIsaac(clientSeed);
|
||
|
||
public byte[] BuildGameMessagePacket(byte[] messageBody) =>
|
||
BuildGameMessagePacket(PacketSequence++, FragmentSequence++, messageBody);
|
||
|
||
public byte[] BuildGameMessagePacket(
|
||
uint packetSequence,
|
||
uint fragmentSequence,
|
||
byte[] messageBody)
|
||
{
|
||
byte[] fragment = GameMessageFragment.Serialize(
|
||
GameMessageFragment.BuildSingleFragment(
|
||
fragmentSequence,
|
||
GameMessageGroup.UIQueue,
|
||
messageBody));
|
||
var header = new PacketHeader
|
||
{
|
||
Sequence = packetSequence,
|
||
Flags = PacketHeaderFlags.BlobFragments | PacketHeaderFlags.EncryptedChecksum,
|
||
Id = (ushort)ClientId,
|
||
};
|
||
return PacketCodec.Encode(header, fragment, _outboundIsaac);
|
||
}
|
||
|
||
public byte[] BuildCleartextAck(uint headerSequence, uint ackValue)
|
||
{
|
||
byte[] body = new byte[4];
|
||
BinaryPrimitives.WriteUInt32LittleEndian(body, ackValue);
|
||
return PacketCodec.Encode(
|
||
new PacketHeader
|
||
{
|
||
Sequence = headerSequence,
|
||
Flags = PacketHeaderFlags.AckSequence,
|
||
Id = (ushort)ClientId,
|
||
},
|
||
body,
|
||
outboundIsaac: null);
|
||
}
|
||
|
||
public byte[] BuildCleartextNak(uint headerSequence, params uint[] ids)
|
||
{
|
||
byte[] body = new byte[4 + ids.Length * 4];
|
||
BinaryPrimitives.WriteUInt32LittleEndian(body, (uint)ids.Length);
|
||
for (int i = 0; i < ids.Length; i++)
|
||
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4 + i * 4), ids[i]);
|
||
return PacketCodec.Encode(
|
||
new PacketHeader
|
||
{
|
||
Sequence = headerSequence,
|
||
Flags = PacketHeaderFlags.RequestRetransmit,
|
||
Id = (ushort)ClientId,
|
||
},
|
||
body,
|
||
outboundIsaac: null);
|
||
}
|
||
|
||
public byte[] BuildCleartextEchoRequest(uint headerSequence, float clientTime)
|
||
{
|
||
byte[] body = new byte[4];
|
||
BinaryPrimitives.WriteSingleLittleEndian(body, clientTime);
|
||
return PacketCodec.Encode(
|
||
new PacketHeader
|
||
{
|
||
Sequence = headerSequence,
|
||
Flags = PacketHeaderFlags.EchoRequest,
|
||
Id = (ushort)ClientId,
|
||
},
|
||
body,
|
||
outboundIsaac: null);
|
||
}
|
||
}
|
||
}
|