acdream/tests/AcDream.Headless.Tests/HeadlessCharacterOptionsSeederWiringTests.cs
Erik 09cb548a32 feat(headless): Campaign OP slice OP7 — declared characterOptions with seed-diff sends
Adds an optional, strict `characterOptions` block to the headless bot config
(D8): keys are exactly the lane-B tier-1 (22) + tier-2 (4) bot-declarable
CharacterOptionId enum-member spellings; an unknown/out-of-tier name fails
config load naming the offending key, before it can ever reach the wire.

HeadlessCharacterOptionsSeeder diffs declared-vs-actual once both of ACE's
real preconditions are known true — GameActionLoginComplete sent (the
FirstEnterWorldDone gate SetCharacterOptions 0x01A1 needs) and a real
PlayerDescription has seeded RuntimeCharacterOptionsState
(HasServerSeed) — learned from whichever of two hooks lands second. Every
differing id routes through OP1's shared IRuntimeCharacterCommands seam:
auto-save ids send SetSingleOption (0x0005) immediately; batched ids also
call SetSingleOption (which only dirties the module) followed by exactly
one SaveOptions flush after the whole declared set has been walked.
Idempotent on reconnect by construction — no dedupe latch, the diff simply
finds nothing once the server agrees.

RuntimeLiveEntitySessionController gains a passive onLoginCompleteSent
observation hook (additive only, never changes when/whether it sends) so
the headless host can learn ACE's gate opened from any of its own two
internal send sites; the third site (direct first-entry completion) is
already owned by HeadlessSessionHost itself. All wiring is synchronous
delegate calls on Runtime's one dedicated update thread — no new
async/Task continuation, honoring #368.

Tests: schema (valid parse, unknown/tier-3 name rejected naming the key,
non-bool rejected, empty/absent no-op), the diff engine against a fake
IRuntimeCharacterCommands (nothing-to-send, auto-save-only, batched-with-
flush, mixed ordering, reconnect idempotence), and two wiring integration
tests — one dispatching a real PlayerDescription game event end-to-end to
a captured wire action, one proving the send lands on the same dedicated
thread every Tick runs on. Full solution suite: 12,935 passed / 4 skipped
/ 0 failed (+17 over baseline 12,918/4/0).

No register row: the characterOptions bot-config surface is acdream-
native tooling over retail's own wire mechanisms (both already ported by
OP1), not a retail UI port with a divergence to record.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 02:45:08 +02:00

357 lines
14 KiB
C#

using System.Buffers.Binary;
using System.Collections.Concurrent;
using System.Diagnostics;
using System.Net;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Headless.Configuration;
using AcDream.Headless.Credentials;
using AcDream.Headless.Diagnostics;
using AcDream.Headless.Hosting;
using AcDream.Headless.Platform;
using AcDream.Runtime;
using AcDream.Runtime.Session;
namespace AcDream.Headless.Tests;
/// <summary>
/// Campaign OP slice OP7 (2026-08-11), D8: end-to-end wiring proof that a
/// declared <c>characterOptions</c> block reaches the real wire through
/// <see cref="HeadlessSessionHost"/>'s actual production seams — not just
/// the isolated diff engine (<see cref="HeadlessCharacterOptionsSeederTests"/>
/// covers that with a fake command surface). A real
/// <c>PlayerDescription</c> game event is dispatched through
/// <c>WorldSession.GameEvents</c> exactly like a live server connection
/// would deliver it (the same mechanism
/// <c>LiveSessionEventRouterTests.PlayerDescription_ReplacesOptionsBeforeInvokingOnCharacterOptionsChanged</c>
/// uses) — this proves the REAL
/// <c>LiveCharacterSessionBindings.OnCharacterOptionsChanged</c> wiring
/// added in <c>HeadlessSessionHost.CreateEventRoute</c>. The "LoginComplete
/// already sent" half is driven through the <see cref="HeadlessSessionHost.OptionsSeeder"/>
/// test seam directly — the three production sites that actually send
/// <c>GameActionLoginComplete</c> (content-less immediate admission, direct
/// first-entry completion, portal-space materialization completion) are
/// each simple one-line delegate wiring already covered by their OWN
/// existing tests (<c>RuntimeLiveEntitySessionControllerTests</c>); this
/// class's job is to prove what happens once that signal lands, not to
/// re-derive it.
/// </summary>
public sealed class HeadlessCharacterOptionsSeederWiringTests
{
[Fact]
public void DeclaredOptionSendsOnceBothLoginCompleteAndTheRealPlayerDescriptionEventLand()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
Assert.NotNull(host.OptionsSeeder);
var sent = new List<byte[]>();
WorldSession session = operations.Sessions[^1];
session.GameActionCapture = body => sent.Add(body);
// LoginComplete lands first (a legitimate production ordering —
// see the type doc); no PlayerDescription has arrived yet, so
// HasServerSeed is still false and nothing can send.
host.OptionsSeeder!.NoteLoginCompleteSent();
Assert.Empty(sent);
// The real PlayerDescription game event, dispatched through the
// ACTUAL session event route production installed — proves
// OnCharacterOptionsChanged is really wired, not just callable.
// IgnoreAllegianceRequests (0x01, Options1 0x00000004) starts OFF
// on the server; the declared value is ON.
session.GameEvents.Dispatch(
GameEventEnvelope.TryParse(
WrapPlayerDescriptionEnvelope(options1: 0u, options2: 0u))!
.Value);
byte[] action = Assert.Single(sent);
Assert.Equal(
SocialActions.SetSingleCharacterOptionOpcode,
ActionOpcode(action));
Assert.Equal(
(uint)CharacterOptionId.IgnoreAllegianceRequests,
BinaryPrimitives.ReadUInt32LittleEndian(action.AsSpan(12, 4)));
Assert.Equal(1u, BinaryPrimitives.ReadUInt32LittleEndian(action.AsSpan(16, 4)));
Assert.True(
host.Runtime.CharacterOwner.Options.HasServerSeed);
}
[Fact]
public void ReconnectAgainstAServerThatNowAgreesSendsNothing()
{
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations);
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
WorldSession firstSession = operations.Sessions[^1];
var firstSent = new List<byte[]>();
firstSession.GameActionCapture = body => firstSent.Add(body);
host.OptionsSeeder!.NoteLoginCompleteSent();
firstSession.GameEvents.Dispatch(
GameEventEnvelope.TryParse(
WrapPlayerDescriptionEnvelope(options1: 0u, options2: 0u))!
.Value);
Assert.Single(firstSent);
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Reconnect().Status);
Assert.NotSame(firstSession, operations.Sessions[^1]);
WorldSession secondSession = operations.Sessions[^1];
var secondSent = new List<byte[]>();
secondSession.GameActionCapture = body => secondSent.Add(body);
host.OptionsSeeder!.NoteLoginCompleteSent();
// The fresh PlayerDescription now echoes what the bot itself set
// last connection — IgnoreAllegianceRequests's mask, ON.
secondSession.GameEvents.Dispatch(
GameEventEnvelope.TryParse(
WrapPlayerDescriptionEnvelope(
options1: 0x00000004u,
options2: 0u))!
.Value);
Assert.Empty(secondSent);
}
/// <summary>
/// #368: the diff-and-send must run on Runtime's one dedicated update
/// thread, exactly like every other gameplay-owner mutation — never a
/// new async continuation. Mirrors
/// <c>HeadlessProcessSchedulerTests.ProcessHostRunsStartAndEveryTickOnOneDedicatedUpdateThread</c>'s
/// own proof shape (occupy the calling thread across real ticks so a
/// thread-pool migration would be observable), but additionally drives
/// a real PlayerDescription dispatch and a login-complete signal FROM
/// INSIDE <c>ILiveSessionOperations.Tick</c> — the same call frame
/// <c>HeadlessSessionHost.Tick</c>'s own <c>Runtime.Session.Tick()</c>
/// reaches — so the captured send's thread id is measured at the exact
/// point production code would run it, not simulated from the test
/// thread.
/// </summary>
[Fact]
public async Task DiffAndSendRunsOnTheSameDedicatedUpdateThreadAsEveryTick()
{
var configuration = new HeadlessConfiguration
{
Version = 1,
Sessions = [Descriptor()],
};
var operations = new SeedTriggeringSessionOperations();
using var diagnostics = new StringWriter();
using var host = new HeadlessProcessHost(
configuration,
HeadlessPathSet.Resolve(new HeadlessPathOverrides()),
new System.IO.StringReader("fixture-password" + Environment.NewLine),
diagnostics,
operations);
operations.Host = host.Sessions[0];
using var cancellation = new CancellationTokenSource();
int callerThread = Environment.CurrentManagedThreadId;
Task<HeadlessExitCode> run = host.RunAsync(cancellation.Token);
var stopwatch = Stopwatch.StartNew();
while (operations.SentActions.IsEmpty
&& stopwatch.Elapsed < TimeSpan.FromSeconds(10))
{
Thread.Sleep(1);
}
cancellation.Cancel();
HeadlessExitCode result = await run;
Assert.Equal(HeadlessExitCode.Success, result);
(byte[] Body, int ThreadId) sent = Assert.Single(operations.SentActions);
Assert.Equal(
SocialActions.SetSingleCharacterOptionOpcode,
ActionOpcode(sent.Body));
Assert.NotEqual(0, sent.ThreadId);
Assert.NotEqual(callerThread, sent.ThreadId);
Assert.Equal(operations.ConnectThreadId, sent.ThreadId);
}
private static uint ActionOpcode(byte[] body) =>
BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8, sizeof(uint)));
// Minimal PlayerDescription (0x0013) body carrying only the
// CharacterOptions1/2 trailer fields — copied from
// LiveSessionEventRouterTests.WrapPlayerDescriptionEnvelope (mirrors
// GameEventWiringTests.WireAll_PlayerDescription_PublishesCharacterOptions's
// fixture layout).
private static byte[] WrapPlayerDescriptionEnvelope(
uint options1,
uint options2)
{
var stream = new MemoryStream();
using (var writer = new BinaryWriter(
stream, System.Text.Encoding.UTF8, leaveOpen: true))
{
writer.Write(0u); // property flags
writer.Write(0x52u); // player weenie type
writer.Write(0u); // vector flags
writer.Write(0u); // has health
writer.Write(0x40u); // option flags: CharacterOptions2
writer.Write(options1);
writer.Write(0u); // legacy hotbar count
writer.Write(0u); // spellbook filters
writer.Write(options2);
writer.Write(0u); // inventory count
writer.Write(0u); // equipped count
}
byte[] payload = stream.ToArray();
byte[] body = new byte[GameEventEnvelope.HeaderSize + payload.Length];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameEventEnvelope.Opcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), 0u);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), 0u);
BinaryPrimitives.WriteUInt32LittleEndian(
body.AsSpan(12), (uint)GameEventType.PlayerDescription);
Array.Copy(payload, 0, body, GameEventEnvelope.HeaderSize, payload.Length);
return body;
}
private static HeadlessSessionDescriptor Descriptor() => new()
{
Id = "bot",
Endpoint = new HeadlessEndpointDescriptor
{
Host = "127.0.0.1",
Port = 9000,
},
Account = "account",
Character = new HeadlessCharacterSelector
{
Name = "headless",
},
Policy = new HeadlessBotPolicyDescriptor
{
Id = "idle",
},
Credential = new HeadlessCredentialReference
{
Provider = HeadlessCredentialProviderKind.StandardInput,
Reference = "fixture-password",
},
CharacterOptions = new Dictionary<string, bool>
{
["IgnoreAllegianceRequests"] = true,
},
};
private sealed class FixtureSessionOperations : ILiveSessionOperations
{
public List<WorldSession> Sessions { get; } = [];
public IPEndPoint ResolveEndpoint(string host, int port) =>
new(IPAddress.Loopback, port);
public WorldSession CreateSession(IPEndPoint endpoint)
{
var session = new WorldSession(endpoint);
Sessions.Add(session);
return session;
}
public void Connect(WorldSession session, string user, string password)
{
}
public CharacterList.Parsed GetCharacters(WorldSession session) =>
new(
0u,
[new CharacterList.Character(0x50000001u, "Headless", 0u)],
[],
11,
"account",
true,
true);
public void EnterWorld(WorldSession session, int activeCharacterIndex)
{
}
public void Tick(WorldSession session)
{
}
public void DisposeSession(WorldSession session) => session.Dispose();
}
/// <summary>
/// Thread-affinity fixture: on its first <see cref="Tick"/> call it
/// drives login-complete plus a real PlayerDescription dispatch from
/// INSIDE the call — the same frame production's
/// <c>Runtime.Session.Tick()</c> reaches <c>ILiveSessionOperations.Tick</c>
/// from. <see cref="Host"/> is wired AFTER construction (the
/// <see cref="HeadlessSessionHost"/> does not exist yet when this fixture
/// is passed into <see cref="HeadlessProcessHost"/>'s constructor).
/// </summary>
private sealed class SeedTriggeringSessionOperations : ILiveSessionOperations
{
private int _connectThreadId;
private int _dispatched;
internal HeadlessSessionHost? Host { get; set; }
internal int ConnectThreadId => Volatile.Read(ref _connectThreadId);
internal ConcurrentQueue<(byte[] Body, int ThreadId)> SentActions { get; } = new();
public IPEndPoint ResolveEndpoint(string host, int port) =>
new(IPAddress.Loopback, port);
public WorldSession CreateSession(IPEndPoint endpoint)
{
var session = new WorldSession(endpoint);
session.GameActionCapture = body => SentActions.Enqueue(
(body, Environment.CurrentManagedThreadId));
return session;
}
public void Connect(WorldSession session, string user, string password) =>
Volatile.Write(ref _connectThreadId, Environment.CurrentManagedThreadId);
public CharacterList.Parsed GetCharacters(WorldSession session) =>
new(
0u,
[new CharacterList.Character(0x50000001u, "Headless", 0u)],
[],
11,
"account",
true,
true);
public void EnterWorld(WorldSession session, int activeCharacterIndex)
{
}
public void Tick(WorldSession session)
{
if (Interlocked.Exchange(ref _dispatched, 1) != 0)
return;
Host?.OptionsSeeder?.NoteLoginCompleteSent();
session.GameEvents.Dispatch(
GameEventEnvelope.TryParse(
WrapPlayerDescriptionEnvelope(options1: 0u, options2: 0u))!
.Value);
}
public void DisposeSession(WorldSession session) => session.Dispose();
}
}